public override void ApplyInfluenceKind(Troop troop) { int recoverQuantity; if (troop.GetCurrentStratagemSuccess(troop.OrientationTroop, false, false, false)) { troop.OrientationTroop.PreAction = TroopPreAction.恢复; recoverQuantity = (int)(this.rate * troop.OrientationTroop.Army.Kind.MinScale); if (recoverQuantity > troop.OrientationTroop.InjuryQuantity) { recoverQuantity = troop.OrientationTroop.InjuryQuantity; } troop.OrientationTroop.IncreaseQuantity(recoverQuantity); troop.OrientationTroop.InjuryQuantity -= recoverQuantity; } foreach (Troop troop2 in troop.AreaStratagemTroops) { if (troop.GetCurrentStratagemSuccess(troop2, false, false, false)) { troop2.PreAction = TroopPreAction.恢复; recoverQuantity = (int)(this.rate * troop2.Army.Kind.MinScale); if (recoverQuantity > troop2.InjuryQuantity) { recoverQuantity = troop2.InjuryQuantity; } troop2.IncreaseQuantity(recoverQuantity); troop2.OrientationTroop.InjuryQuantity -= recoverQuantity; } } }
public override void ApplyInfluenceKind(Troop troop) { if (troop.GetCurrentStratagemSuccess(troop.OrientationTroop, false, false, false)) { troop.OrientationTroop.SetRecoverFromChaos(); } foreach (Troop troop2 in troop.AreaStratagemTroops) { if (troop.GetCurrentStratagemSuccess(troop2, false, false, false)) { troop2.SetRecoverFromChaos(); } } }
public override void ApplyInfluenceKind(Troop troop) { if (troop.GetCurrentStratagemSuccess(troop.OrientationTroop, troop.InevitableRaoluanOnLowerIntelligence || troop.InevitableStratagemOnLowerIntelligence, (troop.OrientationTroop.NeverBeIntoChaos || troop.OrientationTroop.OutburstNeverBeIntoChaos) || troop.OrientationTroop.InvincibleRaoluan, troop.OrientationTroop.InvincibleStratagemFromLowerIntelligence)) { troop.OrientationTroop.SetChaos(troop.GenerateCastChaosDay(this.maxDays)); } foreach (Troop troop2 in troop.AreaStratagemTroops) { if (troop.GetCurrentStratagemSuccess(troop2, troop.InevitableRaoluanOnLowerIntelligence || troop.InevitableStratagemOnLowerIntelligence, (troop2.NeverBeIntoChaos || troop2.OutburstNeverBeIntoChaos) || troop2.InvincibleRaoluan, troop2.InvincibleStratagemFromLowerIntelligence)) { troop2.SetChaos(troop.GenerateCastChaosDay(this.maxDays)); } } }
public override void ApplyInfluenceKind(Troop troop) { if (troop.GetCurrentStratagemSuccess(troop.OrientationTroop, troop.InevitableHuogongOnLowerIntelligence || troop.InevitableStratagemOnLowerIntelligence, troop.OrientationTroop.InvincibleHuogong, troop.OrientationTroop.InvincibleStratagemFromLowerIntelligence)) { troop.OrientationTroop.SetOnFire(troop.GenerateFireDamageScale(this.scale, troop.Scenario.GetTerrainDetailByPositionNoCheck(troop.OrientationTroop.Position))); } foreach (Troop troop2 in troop.AreaStratagemTroops) { if (troop.GetCurrentStratagemSuccess(troop2, troop.InevitableHuogongOnLowerIntelligence || troop.InevitableStratagemOnLowerIntelligence, troop2.InvincibleHuogong, troop2.InvincibleStratagemFromLowerIntelligence)) { troop2.SetOnFire(troop.GenerateFireDamageScale(this.scale, troop.Scenario.GetTerrainDetailByPositionNoCheck(troop2.Position))); } } }
public override void ApplyInfluenceKind(Troop troop) { if (troop.GetCurrentStratagemSuccess(troop.OrientationTroop, troop.InevitableGongxinOnLowerIntelligence || troop.InevitableStratagemOnLowerIntelligence, troop.OrientationTroop.InvincibleGongxin, troop.OrientationTroop.InvincibleStratagemFromLowerIntelligence)) { troop.ApplyGongxin(troop.OrientationTroop, this.baseDecrement); } foreach (Troop troop2 in troop.AreaStratagemTroops) { if (troop.GetCurrentStratagemSuccess(troop2, troop.InevitableGongxinOnLowerIntelligence || troop.InevitableStratagemOnLowerIntelligence, troop2.InvincibleGongxin, troop2.InvincibleStratagemFromLowerIntelligence)) { troop.ApplyGongxin(troop2, this.baseDecrement); } } }
public override void ApplyInfluenceKind(Troop troop) { if (troop.GetCurrentStratagemSuccess(null, false, false, false)) { troop.Scenario.SetPositionOnFire(troop.SelfCastPosition); } }
public override void ApplyInfluenceKind(Troop troop) { if (troop.GetCurrentStratagemSuccess(troop.OrientationTroop, false, false, false)) { troop.OrientationTroop.PreAction = TroopPreAction.鼓舞; troop.OrientationTroop.IncreaseMorale(troop.GenerateBoostIncrement(this.baseIncrement)); } foreach (Troop troop2 in troop.AreaStratagemTroops) { if (troop.GetCurrentStratagemSuccess(troop2, false, false, false)) { troop2.PreAction = TroopPreAction.鼓舞; troop2.IncreaseMorale(troop.GenerateBoostIncrement(this.baseIncrement)); } } }
public override void ApplyInfluenceKind(Troop troop) { if (troop.GetCurrentStratagemSuccess(troop.OrientationTroop, troop.InevitableAttractOnLowerIntelligence || troop.InevitableStratagemOnLowerIntelligence, troop.OrientationTroop.InvincibleAttract, troop.OrientationTroop.InvincibleStratagemFromLowerIntelligence)) { troop.OrientationTroop.SetAttract(troop, troop.GenerateCastAttractDay(this.maxDays)); } foreach (Troop troop2 in troop.AreaStratagemTroops) { if (troop.GetCurrentStratagemSuccess(troop2, troop.InevitableAttractOnLowerIntelligence || troop.InevitableStratagemOnLowerIntelligence, troop2.InvincibleAttract, troop2.InvincibleStratagemFromLowerIntelligence)) { troop2.SetAttract(troop, troop.GenerateCastAttractDay(this.maxDays)); } } }