public bool ContainsCultureGroup(string key) { bool found = false; if (m_useCustomCulture) { found = m_customCultureGroups.ContainsKey(key); } if (!found) { found = CultureGroups.ContainsKey(key); } return(found); }
public string GenerateCulture(string eu4Culture, string vic2Name = null, string prefix = "", bool neoCulture = false) { if (vic2Name == null) { vic2Name = eu4Culture; } // todo: look into what happens when eu4 culture groups are named differently to vic2 culture groups var group = Eu4Save.CultureGroups.FirstOrDefault(g => g.Value.Cultures.Contains(Eu4Save.Cultures[eu4Culture])).Value; if (!CultureGroups.ContainsKey(group.Name)) { CultureGroups[group.Name] = new Vic2CultureGroup(group, this); } Cultures[vic2Name] = CultureGroups[group.Name].AddCulture(eu4Culture, this, vic2Name, prefix, neoCulture); return(vic2Name); }
public bool TryGetCultureGroup(string key, out CultureGroup culGroup) { bool found = false; if (m_useCustomCulture) { found = m_customCultureGroups.TryGetValue(key, out culGroup); } if (!found) { found = CultureGroups.TryGetValue(key, out culGroup); } culGroup = null; return(found); }
public static void ClearDictionaries() { States.Clear(); Continents.Clear(); PopTypes.Clear(); Goods.Clear(); CountryTags.Clear(); Religions.Clear(); Cultures.Clear(); CultureGroups.Clear(); Ideologies.Clear(); Buildings.Clear(); PolicyGroups.Clear(); SubPolicies.Clear(); Schools.Clear(); Techs.Clear(); Inventions.Clear(); Units.Clear(); Governments.Clear(); Crimes.Clear(); EventModifiers.Clear(); NationalValues.Clear(); Terrain.Clear(); States = null; Continents = null; PopTypes = null; Goods = null; CountryTags = null; Religions = null; Cultures = null; CultureGroups = null; Ideologies = null; Buildings = null; PolicyGroups = null; SubPolicies = null; Schools = null; Techs = null; Inventions = null; Units = null; Governments = null; Crimes = null; EventModifiers = null; NationalValues = null; Terrain = null; }