//玩家行为 public int active_Preach(uint peo_id) { lc_Seer seer = GetObject <lc_Seer>(peo_id); uint rel_id = GetRelShip <STU_PEO_REL>(peo_id).rel_id; lc_Religion rel = GetObject <lc_Religion>(rel_id); uint city_id = GetRelShip <STU_PEO_CITY>(peo_id).city_id; lc_City city = GetObject <lc_City>(city_id); uint country_id = GetRelShip <STU_CITY_COUNTRY>(city_id).country_id; lc_Country country = GetObject <lc_Country>(country_id); int city_rel_index = GetRelShip <STU_CITY_INF>(city_id).rel_rat.FindIndex(delegate(SUBSTU_REL_RAT temp) { return(temp.rel_id == DEFREL); }); int city_rel_num = GetRelShip <STU_CITY_INF>(city_id).rel_rat[city_rel_index].rel_num; //效果 = 口才*4000+(宗教吸引力-王权)*2000-组织度*1000 int attr_num = seer.m_eloquence * 4000 + (rel.m_attraction - country.m_crown) * 2000 - rel.m_organization * 1000; //减少对应无信仰人数,增加对应宗教人数 if (attr_num > city_rel_num) { attr_num = city_rel_num; } SetCityRel(city.obj_id, DEFREL, -attr_num); SetCityRel(city.obj_id, rel.obj_id, attr_num); return(1); } //传教
}//构造函数 public lc_Country(lc_Country srcTag) : base(srcTag) { this.m_military = srcTag.m_military; //军事力 this.m_crown = srcTag.m_crown; //王权 }