/// <summary> /// Will show profesion. IWll address if homer or insider /// </summary> /// <returns></returns> internal string ProfessionDescriptionToShow() { Job res = ProfDescription; if (ProfDescription == Job.Homer) { res = Person.ReturnJobType(_person.Work); } if (res == Job.Insider) { if (_person.Work != null) { if (_person.Work.HType.ToString().Contains("School")) { return("Teacher"); } else if (_person.Work.HType == H.BlackSmith) { return("BlackSmith"); } } return(_person.Work.HType + " worker"); } return(Naming.CaseItRight(res + "")); }
/// <summary> /// Will show profesion. Will address if homer, or insider /// </summary> /// <returns></returns> internal string ProfessionDescriptionToShow() { Job res = ProfDescription; if (ProfDescription == Job.Homer) { res = Person.ReturnJobType(_person.Work); } if (res == Job.Insider) { if (_person.Work != null) { if (_person.Work.HType.ToString().Contains("School")) { return(Languages.ReturnString("Teacher")); } else if (_person.Work.HType == H.BlackSmith) { return(Languages.ReturnString("BlackSmith")); } else if (_person.Work.HType == H.SugarMill) { return(Languages.ReturnString("SugarMiller")); } } return(Languages.ReturnString(_person.Work.HType + "") + " " + Languages.ReturnString("worker")); } if (_person != null && _person.Work != null && _person.Work.HType == H.HeavyLoad) { return(Languages.ReturnString("Hauler")); } return(Naming.CaseItRight(res + "")); }
internal static string MissingResources(H hType) { var stat = Book.GiveMeStat(hType); bool wood = GameController.ResumenInventory1.ReturnAmtOfItemOnInv(P.Wood) >= stat.Wood || stat.Wood == 0;//if is zero //the needed amt will pass reagardless the amt we have on storage bool stone = GameController.ResumenInventory1.ReturnAmtOfItemOnInv(P.Stone) >= stat.Stone || stat.Stone == 0; bool brick = GameController.ResumenInventory1.ReturnAmtOfItemOnInv(P.Brick) >= stat.Brick || stat.Brick == 0; bool iron = GameController.ResumenInventory1.ReturnAmtOfItemOnInv(P.Iron) >= stat.Iron || stat.Iron == 0; bool gold = GameController.ResumenInventory1.ReturnAmtOfItemOnInv(P.Gold) >= stat.Gold || stat.Gold == 0; bool dollar = Program.gameScene.GameController1.Dollars >= stat.Dollar || stat.Dollar == 0; bool nail = GameController.ResumenInventory1.ReturnAmtOfItemOnInv(P.Nail) >= stat.Nail || stat.Nail == 0; bool furniture = GameController.ResumenInventory1.ReturnAmtOfItemOnInv(P.Furniture) >= stat.Furniture || stat.Furniture == 0; bool mortar = GameController.ResumenInventory1.ReturnAmtOfItemOnInv(P.Mortar) >= stat.Mortar || stat.Mortar == 0; bool floor = GameController.ResumenInventory1.ReturnAmtOfItemOnInv(P.FloorTile) >= stat.FloorTile || stat.FloorTile == 0; bool roof = GameController.ResumenInventory1.ReturnAmtOfItemOnInv(P.RoofTile) >= stat.RoofTile || stat.RoofTile == 0; bool machine = GameController.ResumenInventory1.ReturnAmtOfItemOnInv(P.Machinery) >= stat.Machinery || stat.Machinery == 0; List <bool> passed = new List <bool>() { wood, stone, brick, iron, gold, dollar, nail, furniture, mortar, floor, roof, machine }; string res = ""; for (int i = 0; i < passed.Count; i++) { if (!passed[i]) { res += Naming.CaseItRight(_resources[i]) + ", "; } } res = res.Substring(0, res.Length - 2); return(res); }