/// <summary>
        ///     編集項目の編集済みフラグを取得する
        /// </summary>
        /// <param name="itemId">項目ID</param>
        /// <param name="province">プロヴィンス</param>
        /// <param name="settings">国家設定</param>
        /// <returns>編集済みフラグ</returns>
        public bool IsItemDirty(ScenarioEditorItemId itemId, Province province, CountrySettings settings)
        {
            if (settings == null)
            {
                return false;
            }

            switch (itemId)
            {
                case ScenarioEditorItemId.CountryCapital:
                    return settings.IsDirty((CountrySettings.ItemId) ItemDirtyFlags[(int) itemId]);

                case ScenarioEditorItemId.CountryCoreProvinces:
                    return settings.IsDirtyCoreProvinces(province.Id);

                case ScenarioEditorItemId.CountryOwnedProvinces:
                    return settings.IsDirtyOwnedProvinces(province.Id);

                case ScenarioEditorItemId.CountryControlledProvinces:
                    return settings.IsDirtyControlledProvinces(province.Id);

                case ScenarioEditorItemId.CountryClaimedProvinces:
                    return settings.IsDirtyClaimedProvinces(province.Id);
            }

            return false;
        }
 /// <summary>
 ///     編集項目の編集済みフラグを取得する
 /// </summary>
 /// <param name="itemId">項目ID</param>
 /// <param name="settings">国家設定</param>
 /// <returns>編集済みフラグ</returns>
 public bool IsItemDirty(ScenarioEditorItemId itemId, CountrySettings settings)
 {
     return (settings != null) && settings.IsDirty((CountrySettings.ItemId) ItemDirtyFlags[(int) itemId]);
 }