public bool ApplyCondition(Kingdom kingdom, Kingdom otherKingdom, out TextObject textObject, bool forcePlayerCharacterCosts = false)
        {
            textObject = null;
            ThirdPhase thirdPhase        = StoryMode.StoryMode.Current.MainStoryLine.ThirdPhase;
            bool       isValidQuestState = thirdPhase == null || !thirdPhase.OppositionKingdoms.Contains(otherKingdom);

            if (!isValidQuestState)
            {
                textObject = new TextObject(ACTIVE_QUEST);
            }
            return(isValidQuestState);
        }
Пример #2
0
        private bool IsValidQuestState(Kingdom kingdom1, Kingdom kingdom2)
        {
            bool    isValidQuestState = true;
            Kingdom opposingKingdom   = PlayerHelpers.GetOpposingKingdomIfPlayerKingdomProvided(kingdom1, kingdom2);

            if (opposingKingdom != null)
            {
                ThirdPhase thirdPhase = StoryMode.StoryMode.Current.MainStoryLine.ThirdPhase;
                isValidQuestState = thirdPhase == null || !thirdPhase.OppositionKingdoms.Contains(opposingKingdom);
            }
            return(isValidQuestState);
        }
Пример #3
0
        public bool ApplyCondition(Kingdom kingdom, Kingdom otherKingdom, out TextObject textObject, bool forcePlayerCharacterCosts = false, bool bypassCosts = false)
        {
            textObject = null;

            // check if we actually are in storymode (or sandbox)
            if (StoryMode.StoryMode.Current == null || StoryMode.StoryMode.Current.MainStoryLine == null)
            {
                return(true);
            }

            ThirdPhase thirdPhase        = StoryMode.StoryMode.Current.MainStoryLine.ThirdPhase;
            bool       isValidQuestState = thirdPhase == null || !thirdPhase.OppositionKingdoms.Contains(otherKingdom);

            if (!isValidQuestState)
            {
                textObject = new TextObject(ACTIVE_QUEST);
            }
            return(isValidQuestState);
        }