public float Evaluate(Colony colony) { var cs = ColonyState.GetColonyState(colony); if (cs.Difficulty.Name != GameDifficulty.Normal.Name && DieCount.TryGetValue(colony, out var count)) { return((float)(count.Count * cs.Difficulty.GetorDefault("UnhappinessPerColonistDeath", 1)) * -1f); } return(0); }
public float Evaluate(Colony colony) { var cs = ColonyState.GetColonyState(colony); if (DieCount.TryGetValue(colony, out var count)) { return((float)(count.Count * cs.Difficulty.UnhappinessPerColonistDeath) * -1f); } return(0); }