bool checkRooms(fileRulesNPC.Sleeping sleeping, int max) { int i = 0; int count = 0; while (i < RulesNPC.savedRules.Count) { if (RulesNPC.savedRules[i].sleeping == sleeping) { count++; } i++; } if (count >= max) { return(false); } return(true); }
int ddReturn(int selector) { if (selector == 0) { NPCData.Jobs job = NPCCharList.CharRetainers [idxCL].cityJobs; switch (job) { case NPCData.Jobs.CastleRest: return(0); case NPCData.Jobs.CastleDomestic: return(1); case NPCData.Jobs.CastleCook: return(2); case NPCData.Jobs.CastleHealer: return(3); case NPCData.Jobs.CastleHunter: return(4); case NPCData.Jobs.CastleEntertainer: return(5); case NPCData.Jobs.CastleArtisan: return(6); case NPCData.Jobs.CastleFarmhand: return(7); case NPCData.Jobs.CastleScribe: return(8); case NPCData.Jobs.CastleProstitute: return(9); case NPCData.Jobs.CastleAccountant: return(10); case NPCData.Jobs.CastleSlaveMaster: return(11); case NPCData.Jobs.CastleGuard: return(12); case NPCData.Jobs.CastleCaptain: return(13); case NPCData.Jobs.CastleCourtier: return(14); case NPCData.Jobs.CastleCounselor: return(15); default: return(0); } } else if (selector == 1) { fileRulesNPC.Wages wages = RulesNPC.savedRules[idxRN].wage; switch (wages) { case fileRulesNPC.Wages.None: return(0); case fileRulesNPC.Wages.Low: return(1); case fileRulesNPC.Wages.Average: return(2); case fileRulesNPC.Wages.Good: return(3); case fileRulesNPC.Wages.High: return(4); case fileRulesNPC.Wages.Exorbitant: return(5); default: return(0); } } else if (selector == 2) { fileRulesNPC.Sleeping sleeping = RulesNPC.savedRules[idxRN].sleeping; switch (sleeping) { case fileRulesNPC.Sleeping.Ground: return(0); case fileRulesNPC.Sleeping.Barracks: return(1); case fileRulesNPC.Sleeping.PrivateRoom: return(2); case fileRulesNPC.Sleeping.Boudoir: return(3); case fileRulesNPC.Sleeping.MCRoom: return(4); case fileRulesNPC.Sleeping.Dungeon: return(5); default: return(0); } } else { fileRulesNPC.Diet diet = RulesNPC.savedRules[idxRN].diet; switch (diet) { case fileRulesNPC.Diet.RancidFood: return(0); case fileRulesNPC.Diet.CheapFood: return(1); case fileRulesNPC.Diet.FreshFood: return(2); case fileRulesNPC.Diet.LeftOvers: return(3); case fileRulesNPC.Diet.BeastsCum: return(4); default: return(0); } } }
static void updateSleep(fileRulesNPC.Sleeping sleeping, int idx) { if (NPCCharList.CharRetainers [idx].isSlave) { switch (sleeping) { case fileRulesNPC.Sleeping.Ground: if ((int)NPCCharList.CharRetainers [idx].bgUpbring >= 3) { NPCCharList.CharRetainers [idx].attHappiness -= Random.Range(1, 2.5f); } NPCCharList.CharRetainers [idx].attHappiness -= Random.Range(1, 3); return; case fileRulesNPC.Sleeping.Barracks: if ((int)NPCCharList.CharRetainers [idx].bgUpbring >= 3) { NPCCharList.CharRetainers [idx].attHappiness -= Random.Range(0.5f, 1.5f); } return; case fileRulesNPC.Sleeping.PrivateRoom: NPCCharList.CharRetainers [idx].attHappiness += 0.5f + Random.Range(0, 2); return; case fileRulesNPC.Sleeping.Boudoir: NPCCharList.CharRetainers [idx].attHappiness += 1f + Random.Range(0, 4); return; case fileRulesNPC.Sleeping.MCRoom: if (NPCCharList.CharRetainers [idx].charRelationship >= 70) { NPCCharList.CharRetainers [idx].attHappiness += Random.Range(1, 5f); } else if (NPCCharList.CharRetainers [idx].charRelationship < 30) { NPCCharList.CharRetainers [idx].attHappiness -= Random.Range(0, 2); } else { NPCCharList.CharRetainers [idx].attHappiness += Random.Range(0, 3.5f); } return; case fileRulesNPC.Sleeping.Dungeon: if ((int)NPCCharList.CharRetainers [idx].bgUpbring >= 3) { NPCCharList.CharRetainers [idx].attHappiness -= Random.Range(0.5f, 3f); } NPCCharList.CharRetainers [idx].attHappiness -= Random.Range(1, 5); return; } } else { switch (sleeping) { case fileRulesNPC.Sleeping.Ground: if ((int)NPCCharList.CharRetainers [idx].bgUpbring >= 3) { NPCCharList.CharRetainers [idx].attHappiness -= Random.Range(0, 1.5f); } NPCCharList.CharRetainers [idx].attHappiness -= Random.Range(0, 3.5f); return; case fileRulesNPC.Sleeping.Barracks: if ((int)NPCCharList.CharRetainers [idx].bgUpbring >= 3) { NPCCharList.CharRetainers [idx].attHappiness -= Random.Range(0f, 1f); } NPCCharList.CharRetainers [idx].attHappiness += Random.Range(0f, 1f); return; case fileRulesNPC.Sleeping.PrivateRoom: NPCCharList.CharRetainers [idx].attHappiness += 1f + Random.Range(0, 2); return; case fileRulesNPC.Sleeping.Boudoir: NPCCharList.CharRetainers [idx].attHappiness += 1.5f + Random.Range(0, 3); return; case fileRulesNPC.Sleeping.MCRoom: if (NPCCharList.CharRetainers [idx].charRelationship >= 70) { NPCCharList.CharRetainers [idx].attHappiness += Random.Range(1, 5f); } else if (NPCCharList.CharRetainers [idx].charRelationship < 30) { NPCCharList.CharRetainers [idx].attHappiness -= Random.Range(0, 2); } else { NPCCharList.CharRetainers [idx].attHappiness += Random.Range(0, 3.5f); } return; case fileRulesNPC.Sleeping.Dungeon: if ((int)NPCCharList.CharRetainers [idx].bgUpbring >= 3) { NPCCharList.CharRetainers [idx].attHappiness -= Random.Range(0.5f, 3f); } NPCCharList.CharRetainers [idx].attHappiness -= Random.Range(2, 7); return; } } }