public bool GenerateJob(CareerStatus status, CareerStatus.State state) { bool includeStory = true; bool expandRatingSearch = true; Job job = status.m_career.GenerateJob(state.m_kudos, state.m_kudos, status.GetStarRating(), status.GetStarRating(), includeStory, state.m_completedJobs, status.GetCurrentJobDesc(), state.m_generatedJobs, expandRatingSearch); if (job != null) { ModLogs.Log("Budget from " + job.GetDesc().m_from + " value $" + job.m_budget); job.m_budget = job.m_budget + ((job.m_budget * percentage) / 100); status.AddJob(job); return(true); } return(false); }
public bool GeneratePreviewJob(CareerStatus status, CareerStatus.State state) { bool flag = status.GetStarRating() >= 5f || UnityEngine.Random.Range(0, 100) > 50; int num = LevelProgression.GetZeroIndexedLevel(state.m_kudos) + 1; int minKudos = (!flag) ? state.m_kudos : LevelProgression.GetThreshold(num); int maxKudos = (!flag) ? state.m_kudos : LevelProgression.GetThreshold(num + 1); float minStarRating = (!flag) ? (status.GetStarRating() + 0.1f) : 0f; float maxStarRating = (!flag) ? (status.GetStarRating() + 1f) : 0f; bool includeStory = false; bool expandRatingSearch = false; Job job = status.m_career.GenerateJob(minKudos, maxKudos, minStarRating, maxStarRating, includeStory, state.m_completedJobs, status.GetCurrentJobDesc(), state.m_generatedJobs, expandRatingSearch); if (job != null) { ModLogs.Log("Budget from " + job.GetDesc().m_from + " value $" + job.m_budget); job.m_budget = job.m_budget + ((job.m_budget * percentage) / 100); status.AddJob(job); return(true); } return(false); }
private void GenerateJob(JobDesc desc) { CareerStatus careerStatus = CareerStatus.Get(); int num = 0; Job job; for (; ;) { job = desc.Generate(careerStatus.GetNextJobId()); if (job.IsValid()) { break; } if (num++ == 10) { goto Block_2; } } careerStatus.AddJob(job); return; Block_2: ModLogs.Log("Job don't created. 10 tries"); }