Ejemplo n.º 1
0
 public static void CheckTroopRout(Troop receiving)
 {
     if (!receiving.Destroyed && ((receiving.Quantity <= 0) || (receiving.Morale <= 0)))
     {
         if (receiving.OnRouted != null)
         {
             receiving.OnRouted(null, receiving);
         }
         GameObjects.Animations.TileAnimation animation = receiving.Scenario.GeneratorOfTileAnimation.AddTileAnimation(TileAnimationKind.被击破, receiving.Position, false);
         if (animation != null)
         {
             receiving.TryToPlaySound(receiving.Position, animation.LinkedAnimation.SoundPath, false);
         }
         if (receiving.BelongedFaction != null)
         {
             receiving.IncreaseRoutExperience(false);
             receiving.AddRoutedCount();
         }
         if (receiving.StartingArchitecture != null)
         {
             receiving.StartingArchitecture.AddPopulationPack((int) (receiving.Scenario.GetDistance(receiving.Position, receiving.StartingArchitecture.ArchitectureArea) / 2.0), receiving.GetPopulation());
         }
         receiving.BeRouted();
     }
 }
Ejemplo n.º 2
0
 public static void CheckTroopRout(Troop sending, Troop receiving)
 {
     if (!receiving.Destroyed && ((receiving.Quantity <= 0) || (receiving.Morale <= 0)))
     {
         Faction belongedFaction = null;
         Person leader = null;
         if (receiving.BelongedFaction != null)
         {
             belongedFaction = receiving.BelongedFaction;
             leader = belongedFaction.Leader;
         }
         if (sending.OnRout != null)
         {
             sending.OnRout(sending, receiving);
         }
         if (receiving.OnRouted != null)
         {
             receiving.OnRouted(sending, receiving);
         }
         GameObjects.Animations.TileAnimation animation = sending.Scenario.GeneratorOfTileAnimation.AddTileAnimation(TileAnimationKind.被击破, receiving.Position, false);
         if (animation != null)
         {
             receiving.TryToPlaySound(receiving.Position, animation.LinkedAnimation.SoundPath, false);
         }
         if ((sending.BelongedFaction != null) && (belongedFaction != null))
         {
             sending.Scenario.ChangeDiplomaticRelation(sending.BelongedFaction.ID, receiving.BelongedFaction.ID, -10);
             sending.Scenario.ReflectDiplomaticRelations(sending.BelongedFaction.ID, receiving.BelongedFaction.ID, -10);
         }
         if (sending.BelongedFaction != null)
         {
             sending.IncreaseRoutExperience(true);
             sending.AddRoutCount();
         }
         if (belongedFaction != null)
         {
             receiving.IncreaseRoutExperience(false);
             receiving.AddRoutedCount();
             receiving.ReleaseCaptiveBeforeBeRouted();
             if (sending.BelongedFaction != null)
             {
                 sending.CheckCaptiveBeforeRout(receiving);
             }
         }
         if (sending.StartingArchitecture != null)
         {
             sending.StartingArchitecture.AddPopulationPack((int) (sending.Scenario.GetDistance(receiving.Position, sending.StartingArchitecture.ArchitectureArea) / 2.0), receiving.GetPopulation());
         }
         receiving.BeRouted();
         if (sending.Combativity < sending.Army.CombativityCeiling)
         {
             sending.IncreaseCombativity(10 + sending.RoutIncrementOfCombativity);
             if (sending.PreAction == TroopPreAction.无)
             {
                 sending.PreAction = TroopPreAction.鼓舞;
             }
         }
         if (sending.Morale < sending.Army.MoraleCeiling)
         {
             sending.IncreaseMorale(5);
             if (sending.PreAction == TroopPreAction.无)
             {
                 sending.PreAction = TroopPreAction.鼓舞;
             }
         }
     }
 }
Ejemplo n.º 3
0
        public static void CheckTroopRout(Troop sending, Troop receiving)
        {
            if (!receiving.Destroyed && ((receiving.Quantity <= 0) || (receiving.Morale <= 0) || receiving.PersonCount == 0))
            {
                Faction belongedFaction = null;
                Person leader = null;
                if (receiving.BelongedFaction != null)
                {
                    belongedFaction = receiving.BelongedFaction;
                    leader = belongedFaction.Leader;
                }
                if (sending.OnRout != null)
                {
                    sending.OnRout(sending, receiving);
                }
                if (receiving.OnRouted != null)
                {
                    receiving.OnRouted(sending, receiving);
                }
                GameObjects.Animations.TileAnimation animation = sending.Scenario.GeneratorOfTileAnimation.AddTileAnimation(TileAnimationKind.被击破, receiving.Position, false);
                if (animation != null)
                {
                    receiving.TryToPlaySound(receiving.Position, Troop.getSoundPath(receiving, animation.LinkedAnimation), false);
                }
                if ((sending.BelongedFaction != null) && (belongedFaction != null))
                {
                    sending.Scenario.ChangeDiplomaticRelation(sending.BelongedFaction.ID, receiving.BelongedFaction.ID, -10);
                    sending.Scenario.ReflectDiplomaticRelations(sending.BelongedFaction.ID, receiving.BelongedFaction.ID, -10);
                }
                if (sending.BelongedFaction != null)
                {
                    sending.IncreaseRoutExperience(true);
                    sending.AddRoutCount();
                    foreach (Person p in sending.persons)
                    {
                        foreach (Person q in sending.persons)
                        {
                            if (p == q) continue;
                            p.AdjustRelation(q, 1f / (sending.persons.Count - 1), 3);
                        }
                    }
                }
                if (GameObject.Chance(sending.stealTreasureRate) && sending.BelongedFaction != null)
                {
                    foreach (Person p in receiving.Persons.GetRandomList())
                    {
                        if (p.TreasureCount > 0)
                        {
                            Treasure t = (Treasure)p.Treasures[GameObject.Random(p.Treasures.Count)];
                            p.LoseTreasure(t);
                            sending.BelongedFaction.Leader.ReceiveTreasure(t);
                            break;
                        }
                    }
                }
                if (belongedFaction != null)
                {
                    receiving.IncreaseRoutExperience(false);
                    receiving.AddRoutedCount();
                    receiving.ReleaseCaptiveBeforeBeRouted();
                    if (sending.BelongedFaction != null)
                    {
                        sending.CheckCaptiveBeforeRout(receiving);
                    }
                }
                if (sending.StartingArchitecture != null)
                {
                    sending.StartingArchitecture.AddPopulationPack((int)(sending.Scenario.GetDistance(receiving.Position, sending.StartingArchitecture.ArchitectureArea) / 2.0), receiving.GetPopulation());
                }
                Architecture oldLandedArch = sending.Scenario.GetArchitectureByPosition(receiving.Position);
                if (sending.Army.Kind.ArchitectureCounterDamageRate <= 0 && oldLandedArch != null && !sending.BelongedFaction.IsFriendly(oldLandedArch.BelongedFaction))
                {
                    sending.TargetArchitecture = oldLandedArch;
                }

                foreach (Person p in sending.Persons)
                {
                    foreach (KeyValuePair<int, int> i in p.CommandDecrease)
                    {
                        if (GameObject.Chance(i.Key))
                        {
                            receiving.Leader.BaseCommand -= i.Value;
                        }
                    }
                    foreach (KeyValuePair<int, int> i in p.StrengthDecrease)
                    {
                        if (GameObject.Chance(i.Key))
                        {
                            receiving.Leader.BaseStrength -= i.Value;
                        }
                    }
                    foreach (KeyValuePair<int, int> i in p.IntelligenceDecrease)
                    {
                        if (GameObject.Chance(i.Key))
                        {
                            receiving.Leader.BaseIntelligence -= i.Value;
                        }
                    }
                    foreach (KeyValuePair<int, int> i in p.PoliticsDecrease)
                    {
                        if (GameObject.Chance(i.Key))
                        {
                            receiving.Leader.BasePolitics -= i.Value;
                        }
                    }
                    foreach (KeyValuePair<int, int> i in p.GlamourDecrease)
                    {
                        if (GameObject.Chance(i.Key))
                        {
                            receiving.Leader.BaseGlamour -= i.Value;
                        }
                    }
                    foreach (KeyValuePair<int, int> i in p.ReputationDecrease)
                    {
                        if (GameObject.Chance(i.Key))
                        {
                            receiving.Leader.BaseReputation -= i.Value;
                        }
                    }
                    foreach (KeyValuePair<int, int> i in p.LoseSkill)
                    {
                        if (GameObject.Chance(i.Key))
                        {
                            for (int si = 0; si < i.Value; ++si)
                            {
                                if (receiving.Leader.Skills.Skills.Count > 0)
                                {
                                    receiving.Leader.Skills.Skills.Remove(GameObject.Random(receiving.Leader.Skills.Skills.Count));
                                }
                            }
                        }
                    }
                    foreach (KeyValuePair<int, int> i in p.CommandIncrease)
                    {
                        if (GameObject.Chance(i.Key))
                        {
                            p.BaseCommand += i.Value;
                        }
                    }
                    foreach (KeyValuePair<int, int> i in p.StrengthIncrease)
                    {
                        if (GameObject.Chance(i.Key))
                        {
                            p.BaseStrength += i.Value;
                        }
                    }
                    foreach (KeyValuePair<int, int> i in p.IntelligenceIncrease)
                    {
                        if (GameObject.Chance(i.Key))
                        {
                            p.BaseIntelligence += i.Value;
                        }
                    }
                    foreach (KeyValuePair<int, int> i in p.PoliticsIncrease)
                    {
                        if (GameObject.Chance(i.Key))
                        {
                            p.BasePolitics += i.Value;
                        }
                    }
                    foreach (KeyValuePair<int, int> i in p.GlamourIncrease)
                    {
                        if (GameObject.Chance(i.Key))
                        {
                            p.BaseGlamour += i.Value;
                        }
                    }
                    foreach (KeyValuePair<int, int> i in p.ReputationIncrease)
                    {
                        if (GameObject.Chance(i.Key))
                        {
                            p.BaseReputation += i.Value;
                        }
                    }
                }

                foreach (Person p in receiving.persons)
                {
                    foreach (Person q in sending.persons)
                    {
                        if (p == q) continue;
                        p.AdjustRelation(q, -0.5f / Math.Max(1, sending.persons.Count - 1), -3);
                    }
                }

                receiving.BeRouted();
                if (sending.Combativity < sending.Army.CombativityCeiling)
                {
                    sending.IncreaseCombativity(10 + sending.RoutIncrementOfCombativity);
                    if (sending.PreAction == TroopPreAction.无)
                    {
                        sending.PreAction = TroopPreAction.鼓舞;
                    }
                }
                if (sending.Morale < sending.Army.MoraleCeiling)
                {
                    sending.IncreaseMorale(5);
                    if (sending.PreAction == TroopPreAction.无)
                    {
                        sending.PreAction = TroopPreAction.鼓舞;
                    }
                }
            }
        }