// Public interactions void Awake() { seasonNumber = 1; yearNumber = 1; sacrificeCandidates = new List<PersonReference>(); cultistCandidates = new List<PersonReference>(); currentTarget = YearTargetFactory.GetYearTargets(yearNumber); peoplePool = new PeoplePool(); traitPool = new TraitPool(); flavourPool = new FlavourPool(); cultists = new Cultist[NUMBER_OF_CULTISTS]; var cultistAssets = new List<SearchableAsset> { new SearchableAsset() { Profession = Profession.None, Sin = Sin.None, Virtue = Virtue.None } }; // Create the starting Cultists numberOfCultists = 2; currentPeoplePoolIndex = 2; peoplePool.GeneratePeople(numberOfCultists, cultistAssets, false, false); cultists[0] = new Cultist() { PersonID = peoplePool.activePool[1].PersonID, Instruction = null }; cultists[1] = new Cultist() { PersonID = peoplePool.activePool[2].PersonID, Instruction = null }; GetNewPools(currentTarget.SacrificeTargets, cultistAssets, 20); gameWillEnd = false; }
public bool IncrementYear() { bool gameOver = false; if (gameWillEnd) { gameOver = true; } else { yearNumber += 1; seasonNumber = 1; currentTarget = YearTargetFactory.GetYearTargets(yearNumber); var sacrificeAssets = currentTarget.SacrificeTargets; var cultistAssets = new List<SearchableAsset> { new SearchableAsset() { Profession = Profession.None, Sin = Sin.None, Virtue = Virtue.None } }; GetNewPools(sacrificeAssets, cultistAssets, 20); } return gameOver; }
void Start() { Cultists = new[] { Cultist1, Cultist2, Cultist3, Cultist4, Cultist5, Cultist6, Cultist7, Cultist8 }; currentTarget = GameState.GetCurrentTarget(); BuildTopUI(); AssignButton.onClick.AddListener(AssignTask); ProgressButton.onClick.AddListener(ProgressSeason); InvestigateButton.onClick.AddListener(SetInvestigating); ResultsPanel.SetActive(false); ResultsCloseButton.onClick.AddListener(CloseResults); YearSeasonText.text = string.Format("Season: {0}, Year: {1}", GameState.GetSeasonNumber(), GameState.GetYearNumber()); }
public void SetNewTarget(int numberOfCultists, SearchableAsset[] sacrificeTargets) { currentTarget = new YearTarget() { NumberOfCultists = numberOfCultists, SacrificeTargets = sacrificeTargets }; }
public static YearTarget GetYearTargets(int yearNumber) { var nextYearTargets = new YearTarget(); Random randomNumber = new Random(); switch (yearNumber) { case 1: nextYearTargets.NumberOfCultists = 3; nextYearTargets.SacrificeTargets = new List<SearchableAsset>() { TraitPool.GenerateRandomAsset(true, false, false, true, randomNumber) }; break; case 2: nextYearTargets.NumberOfCultists = 4; nextYearTargets.SacrificeTargets = new List<SearchableAsset>() { TraitPool.GenerateRandomAsset(true, false, false, true, randomNumber) }; break; case 3: nextYearTargets.NumberOfCultists = 5; nextYearTargets.SacrificeTargets = new List<SearchableAsset>() { TraitPool.GenerateRandomAsset(false, false, true, false, randomNumber), TraitPool.GenerateRandomAsset(true, false, false, true, randomNumber) }; break; case 4: nextYearTargets.NumberOfCultists = 6; nextYearTargets.SacrificeTargets = new List<SearchableAsset>() { TraitPool.GenerateRandomAsset(true, false, false, false, randomNumber), TraitPool.GenerateRandomAsset(false, false, true, false, randomNumber), TraitPool.GenerateRandomAsset(true, false, false, true, randomNumber) }; break; case 5: nextYearTargets.NumberOfCultists = 7; nextYearTargets.SacrificeTargets = new List<SearchableAsset>() { TraitPool.GenerateRandomAsset(true, false, false, false, randomNumber), TraitPool.GenerateRandomAsset(false, true, false, false, randomNumber), TraitPool.GenerateRandomAsset(true, false, false, true, randomNumber) }; break; case 6: nextYearTargets.NumberOfCultists = 7; nextYearTargets.SacrificeTargets = new List<SearchableAsset>() { TraitPool.GenerateRandomAsset(true, false, false, false, randomNumber), TraitPool.GenerateRandomAsset(false, true, false, false, randomNumber), TraitPool.GenerateRandomAsset(false, false, true, false, randomNumber), TraitPool.GenerateRandomAsset(true, false, false, true, randomNumber) }; break; case 7: nextYearTargets.NumberOfCultists = 8; nextYearTargets.SacrificeTargets = new List<SearchableAsset>() { TraitPool.GenerateRandomAsset(true, true, false, false, randomNumber), TraitPool.GenerateRandomAsset(false, true, false, false, randomNumber), TraitPool.GenerateRandomAsset(false, false, true, false, randomNumber), TraitPool.GenerateRandomAsset(true, false, false, true, randomNumber) }; break; case 8: nextYearTargets.NumberOfCultists = 8; nextYearTargets.SacrificeTargets = new List<SearchableAsset>() { TraitPool.GenerateRandomAsset(true, false, true, false, randomNumber), TraitPool.GenerateRandomAsset(false, true, false, false, randomNumber), TraitPool.GenerateRandomAsset(false, false, true, false, randomNumber), TraitPool.GenerateRandomAsset(true, false, false, true, randomNumber) }; break; case 9: nextYearTargets.NumberOfCultists = 8; nextYearTargets.SacrificeTargets = new List<SearchableAsset>() { TraitPool.GenerateRandomAsset(true, false, true, false, randomNumber), TraitPool.GenerateRandomAsset(false, true, false, false, randomNumber), TraitPool.GenerateRandomAsset(false, false, true, false, randomNumber), TraitPool.GenerateRandomAsset(false, false, true, false, randomNumber), TraitPool.GenerateRandomAsset(true, false, false, true, randomNumber) }; break; case 10: nextYearTargets.NumberOfCultists = 8; nextYearTargets.SacrificeTargets = new List<SearchableAsset>() { TraitPool.GenerateRandomAsset(true, true, false, false, randomNumber), TraitPool.GenerateRandomAsset(false, true, false, false, randomNumber), TraitPool.GenerateRandomAsset(false, true, false, false, randomNumber), TraitPool.GenerateRandomAsset(false, false, true, false, randomNumber), TraitPool.GenerateRandomAsset(false, false, true, false, randomNumber), TraitPool.GenerateRandomAsset(false, true, false, false, randomNumber), TraitPool.GenerateRandomAsset(true, false, false, true, randomNumber) }; break; } return nextYearTargets; }