public void OnGameLoaded(CampaignGameStarter starter) { if (!Campaign.Current.GameStarted || Campaign.Current.Settlements == null) { return; } // Reset between sessions to avoid culture cross contamination DynaCultureManager.Reset(); }
public void DailyTickSettlementMod(Settlement settlement) { if (!Campaign.Current.GameStarted || Campaign.Current.Settlements == null) { return; } if (DynaCultureManager.Instance.InfluenceMap.Count == 0) { DynaCultureManager.Initialize(); } if (!DynaCultureSettings.Instance.PlayerKingdomOnly || (DynaCultureSettings.Instance.PlayerKingdomOnly && settlement.OwnerClan.Leader.IsHumanPlayerCharacter)) { if (settlement.IsVillage || settlement.IsCastle || settlement.IsTown) { DynaCultureManager.Instance.InfluenceMap[settlement.StringId].OnDailyTick(); } } }
public void OnGameLoaded(CampaignGameStarter starter) { if (!Campaign.Current.GameStarted || Campaign.Current.Settlements == null) { return; } // Reset between sessions to avoid culture cross contamination DynaCultureManager.Reset(); // clean up corrupted troops from previous sessions, if they exist foreach (var party in Campaign.Current.MobileParties) { RemoveCorruptedTroops(party); } // clean up corrupted recruits from previous sessions, if they exist foreach (var settlement in Campaign.Current.Settlements) { RemoveCorruptedRecruits(settlement); } }
internal static void Reset() { _instance = null; }
public DynaCultureBehavior() { // Clean up any existing CultureChangeManagers from current session DynaCultureManager.Reset(); }