Пример #1
0
        public bool ContainsCultureGroup(string key)
        {
            bool found = false;

            if (m_useCustomCulture)
            {
                found = m_customCultureGroups.ContainsKey(key);
            }

            if (!found)
            {
                found = CultureGroups.ContainsKey(key);
            }

            return(found);
        }
Пример #2
0
        public string GenerateCulture(string eu4Culture, string vic2Name = null, string prefix = "", bool neoCulture = false)
        {
            if (vic2Name == null)
            {
                vic2Name = eu4Culture;
            }
            // todo: look into what happens when eu4 culture groups are named differently to vic2 culture groups
            var group = Eu4Save.CultureGroups.FirstOrDefault(g => g.Value.Cultures.Contains(Eu4Save.Cultures[eu4Culture])).Value;

            if (!CultureGroups.ContainsKey(group.Name))
            {
                CultureGroups[group.Name] = new Vic2CultureGroup(group, this);
            }
            Cultures[vic2Name] = CultureGroups[group.Name].AddCulture(eu4Culture, this, vic2Name, prefix, neoCulture);
            return(vic2Name);
        }
Пример #3
0
        public bool TryGetCultureGroup(string key, out CultureGroup culGroup)
        {
            bool found = false;

            if (m_useCustomCulture)
            {
                found = m_customCultureGroups.TryGetValue(key, out culGroup);
            }

            if (!found)
            {
                found = CultureGroups.TryGetValue(key, out culGroup);
            }

            culGroup = null;
            return(found);
        }
Пример #4
0
        public static void ClearDictionaries()
        {
            States.Clear();
            Continents.Clear();
            PopTypes.Clear();
            Goods.Clear();
            CountryTags.Clear();
            Religions.Clear();
            Cultures.Clear();
            CultureGroups.Clear();
            Ideologies.Clear();
            Buildings.Clear();
            PolicyGroups.Clear();
            SubPolicies.Clear();
            Schools.Clear();
            Techs.Clear();
            Inventions.Clear();
            Units.Clear();
            Governments.Clear();
            Crimes.Clear();
            EventModifiers.Clear();
            NationalValues.Clear();
            Terrain.Clear();

            States         = null;
            Continents     = null;
            PopTypes       = null;
            Goods          = null;
            CountryTags    = null;
            Religions      = null;
            Cultures       = null;
            CultureGroups  = null;
            Ideologies     = null;
            Buildings      = null;
            PolicyGroups   = null;
            SubPolicies    = null;
            Schools        = null;
            Techs          = null;
            Inventions     = null;
            Units          = null;
            Governments    = null;
            Crimes         = null;
            EventModifiers = null;
            NationalValues = null;
            Terrain        = null;
        }