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); }
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); }