public void ShowProvince(LandProvince province, bool immediateMapChange = true) { Visible = true; _province = province; _provinceName.Text = "Province of " + province.Name; _settlementScrollableContainer.Refresh(province.Capital.Yield().ToList()); _provinceMap.Select(province, immediateMapChange); }
public Settlement(World world, LandProvince province) : base(world) { Province = province; Name = NameGenerator.GetSettlementName(); Constructions = new List<Construction>(); Buildings = new List<Building>(); Population = new Population(); Type = world.ProvinceManager.BaseSettlementTypes.RandomWeightedItem(t => t.Probability(province)); foreach (BuildingType type in BuildingTypes.AvailableFor(this)) Buildings.Add(new Building(this, type)); }
public Settlement(World world, LandProvince province) : base(world) { Province = province; Name = NameGenerator.GetSettlementName(); Constructions = new List <Construction>(); Buildings = new List <Building>(); Population = new Population(); Type = world.ProvinceManager.BaseSettlementTypes.RandomWeightedItem(t => t.Probability(province)); foreach (BuildingType type in BuildingTypes.AvailableFor(this)) { Buildings.Add(new Building(this, type)); } }
public double Probability(LandProvince province) { return(_probability.For(province)); }
public double Probability(LandProvince province) { return _probability.For(province); }
private void ShowProvinceFromMap(LandProvince province) { ShowProvince(province, false); }
public void Select(LandProvince province, bool immediateMapChange) { _selectedProvince = province; MoveCamera((Vector3)province.Center, immediateMapChange); }
public FoundSettlementCommand(LandProvince province, BaseSettlementType type) { _province = province; _type = type; }
public void AddProvince(LandProvince province) { _demesne.Add(province); province.Owner = this; }