private static InfluenceCost DetermineInfluenceCostForMakingPeace(Kingdom kingdom, bool forcePlayerCharacterCosts)
        {
            var           clanPayingInfluence = forcePlayerCharacterCosts ? Clan.PlayerClan : kingdom.Leader.Clan;
            InfluenceCost influenceCost;

            if (!Settings.Instance !.EnableInfluenceCostsForDiplomacyActions)
            {
                influenceCost = new InfluenceCost(clanPayingInfluence, 0f);
            }
    /* Find the Influence Cost from this zone, if it exists
     */
    private float FindICost(GameObject z)
    {
        //get the reference to the Influence Cost component
        InfluenceCost influenceCost = z.GetComponent <InfluenceCost>();

        if (!influenceCost)
        {
            //no Influence Cost component on this Zone object
            return(0f);
        }
        return(influenceCost.iCost);
    }
Пример #3
0
        private static InfluenceCost DetermineInfluenceCostForMakingPeace(Kingdom kingdom, bool forcePlayerCharacterCosts)
        {
            Clan          clanPayingInfluence = forcePlayerCharacterCosts ? Clan.PlayerClan : kingdom.Leader.Clan;
            InfluenceCost influenceCost;

            if (!Settings.Instance.EnableInfluenceCostsForDiplomacyActions)
            {
                influenceCost = new InfluenceCost(clanPayingInfluence, 0f);
            }
            else if (!Settings.Instance.ScalingInfluenceCosts)
            {
                influenceCost = new InfluenceCost(clanPayingInfluence, Settings.Instance.MakePeaceInfluenceCost);
            }
            else
            {
                influenceCost = new InfluenceCost(clanPayingInfluence, GetKingdomScalingFactor(kingdom) * PeaceFactor);
            }

            return(influenceCost);
        }