public void OnWeeklyTickSettlement(Settlement settlement) { if (WeekCounter.ContainsKey(settlement)) { Dictionary <Settlement, int> dictionary = WeekCounter; dictionary[settlement]++; if (this.IsSettlementDue(settlement)) { Transform(settlement, true); } } }
private void OnGameLoaded(CampaignGameStarter obj) { Dictionary <Settlement, CultureObject> startingCultures = new(); if (BannerlordTweaksSettings.Instance is { } settings) { OverrideCulture = null; foreach (CultureObject Culture in from kingdom in Campaign.Current.Kingdoms where settings.PlayerCultureOverride.SelectedValue == kingdom.Culture.StringId || (settings.PlayerCultureOverride.SelectedValue == "khergit" && kingdom.Culture.StringId == "rebkhu") select kingdom.Culture) { OverrideCulture = Culture; break; } if (OverrideCulture == null && settings.ChangeToKingdomCulture && Clan.PlayerClan.Kingdom != null) { OverrideCulture = Clan.PlayerClan.Kingdom.Culture; } else if (OverrideCulture == null) { OverrideCulture = Clan.PlayerClan.Culture; } } foreach (Settlement settlement in from settlement in Campaign.Current.Settlements where settlement.IsTown || settlement.IsCastle || settlement.IsVillage select settlement) { startingCultures.Add(settlement, settlement.Culture); if (BannerlordTweaksSettings.Instance is { } settings2) { bool PlayerOverride = settlement.OwnerClan == Clan.PlayerClan && OverrideCulture != settlement.Culture; bool KingdomOverride = settlement.OwnerClan != Clan.PlayerClan && settings2.ChangeToKingdomCulture && settlement.OwnerClan.Kingdom != null && settlement.OwnerClan.Kingdom.Culture != settlement.Culture; bool ClanCulture = settlement.OwnerClan != Clan.PlayerClan && (!settings2.ChangeToKingdomCulture || settlement.OwnerClan.Kingdom == null) && settlement.OwnerClan.Culture != settlement.Culture; if ((PlayerOverride || KingdomOverride || ClanCulture) && !WeekCounter.ContainsKey(settlement)) { this.AddCounter(settlement); } else if ((PlayerOverride || KingdomOverride || ClanCulture) && this.IsSettlementDue(settlement)) { this.Transform(settlement, false); } } } ChangeSettlementCulture.initialCultureDictionary = startingCultures; obj.AddGameMenuOption("village", "village_culture_changer", "Culture Transformation", new GameMenuOption.OnConditionDelegate(ChangeSettlementCulture.Game_menu_village_change_culture_on_condition), new GameMenuOption.OnConsequenceDelegate(ChangeSettlementCulture.Game_menu_change_culture_on_consequence), false, 5, false); obj.AddGameMenuOption("town", "town_culture_changer", "Culture Transformation", new GameMenuOption.OnConditionDelegate(ChangeSettlementCulture.Game_menu_town_change_culture_on_condition), new GameMenuOption.OnConsequenceDelegate(ChangeSettlementCulture.Game_menu_change_culture_on_consequence), false, 5, false); obj.AddGameMenuOption("castle", "castle_culture_changer", "Culture Transformation", new GameMenuOption.OnConditionDelegate(ChangeSettlementCulture.Game_menu_castle_change_culture_on_condition), new GameMenuOption.OnConsequenceDelegate(ChangeSettlementCulture.Game_menu_change_culture_on_consequence), false, 5, false); }