public Resources_Shopkeeper(string id, string name, string image, Enums.Gender gender, Resources_Building home, int money, int income, int expenses, int strength, int respect, int fear, int greed, int integrity, int stubbornness, Enums.Personality personality, Resources_Inventory inventory) : base(id, name, image, gender, home, money, income, expenses, strength, respect, fear, greed, integrity, stubbornness, personality, inventory) { Manager_Resources.NewShopkeeper(this); }
public Resources_Player(ProfileSettings profile, Resources_Building home, int money, int income, int expenses, int strength, int presence, int opinion, Resources_Inventory inventory) : base(profile.id, profile.name, profile.image, profile.gender, home, money, income, expenses, strength, inventory) { _presence = presence; _opinion = opinion; instance = this; Manager_Resources.NewPlayer(this); }
static public Dialogue_Prompt DefaultAmount(Resources_Player player, Resources_Shopkeeper shopkeeper, int askingPrice) { Resources_Building shop = shopkeeper.home; float profit = shop.income - shop.expenses; if (profit == 0) { profit = 0.0001f; } float affordValue = 2 * ((1 - askingPrice / profit * shopkeeper.greed) * (shopkeeper.fear / shopkeeper.greed) - 50); float strengthValue = (Utilities.difficultyHandicap / 5 + player.strength) * player.presence - (shopkeeper.strength * 100 / shopkeeper.fear); float moralValue = Utilities.difficultyHandicap * shopkeeper.fear / 10 - shopkeeper.integrity / shopkeeper.respect; Debug.Log("Afford Value: " + affordValue + ". Strength Value: " + strengthValue + ". Moral Value: " + moralValue + ". Total: " + (affordValue + strengthValue + moralValue) + "."); if ((affordValue + strengthValue + moralValue) >= 0) { Dialogue_Prompt_Logic.OfferAccepted(); return(Dialogue_Prompt.GetPromptByName("dialogue_prompt_offerAccepted")); } else { Dialogue_Prompt_Logic.OfferRefused(); return(Dialogue_Prompt.GetPromptByName("dialogue_prompt_offerRefused")); } }
static public void NewBuilding(Resources_Building value) { if (IDIsUnique(value.id)) { _buildings.Add(value); _referenceIDs.Add(value); } else { Debug.LogError("Attempted to create a building with the existing ID '" + value.id + "'."); } }
public Resources_Character(string id, string name, string image, Enums.Gender gender, Resources_Building home, int money, int income, int expenses, int strength, Resources_Inventory inventory) : base(id, name, image, money, income, expenses) { _gender = gender; _home = home; _strength = strength; _inventory = inventory; }
public Resources_NPC(string id, string name, string image, Enums.Gender gender, Resources_Building home, int money, int income, int expenses, int strength, int respect, int fear, int greed, int integrity, int stubbornness, Enums.Personality personality, Resources_Inventory inventory) : base(id, name, image, gender, home, money, income, expenses, strength, inventory) { _respect = respect; _fear = fear; _greed = greed; _integrity = integrity; _stubbornness = stubbornness; _personality = personality; UpdateAttitude(); }
public static void NewBuilding(Resources_Building value) { if (IDIsUnique (value.id)) { _buildings.Add (value); _referenceIDs.Add (value); } else { Debug.LogError ("Attempted to create a building with the existing ID '" + value.id + "'."); } }