public static void NewClanAllocateForHero(Hero hero, Clan clan)
        {
            if (hero.Clan == Clan.PlayerClan)
            {
                DealApplyByFire(Hero.MainHero.Clan, hero);
                SetOccupationToLord(hero);
                hero.Clan        = clan;
                hero.CompanionOf = null;
                hero.ChangeState(Hero.CharacterStates.Active);
                hero.IsNoble = true;


                if (hero.Age >= Campaign.Current.Models.AgeModel.HeroComesOfAge && hero.PartyBelongedTo == null)
                {
                    MobileParty chilrenMobileParty = clan.CreateNewMobileParty(hero);
                    chilrenMobileParty.ItemRoster.AddToCounts(DefaultItems.Grain, 10);
                    chilrenMobileParty.ItemRoster.AddToCounts(DefaultItems.Meat, 5);
                }

                GiveGoldAction.ApplyBetweenCharacters(Hero.MainHero, hero, 2000, false);
            }
        }
Example #2
0
        public void CreateVassal()
        {
            //Settlement settlement = GetCandidateSettlements().FirstOrDefault<Settlement>();
            if (targetSettlement == null)
            {
                return;
            }
            Hero hero = Hero.OneToOneConversationHero;

            if (hero == null)
            {
                return;
            }
            Kingdom kingdom = Hero.MainHero.MapFaction as Kingdom;

            if (kingdom == null)
            {
                return;
            }

            CultureObject culture  = targetSettlement.Culture;
            TextObject    clanName = NameGenerator.Current.GenerateClanName(culture, targetSettlement);
            string        str      = Guid.NewGuid().ToString().Replace("-", "");

            if (null == hero.LastSeenPlace)
            {
                hero.CacheLastSeenInformation(hero.HomeSettlement, true);
                hero.SyncLastSeenInformation();
            }
            //RemoveCompanionAction.ApplyByFire(Hero.MainHero.Clan, hero);
            //for  1.4.3 200815
            HeroOperation.DealApplyByFire(Hero.MainHero.Clan, hero);

            HeroOperation.SetOccupationToLord(hero);
            hero.ChangeState(Hero.CharacterStates.Active);
            Clan   clan   = TaleWorlds.ObjectSystem.MBObjectManager.Instance.CreateObject <Clan>("sue_clan_" + str);
            Banner banner = Banner.CreateRandomClanBanner(-1);

            clan.InitializeClan(clanName, clanName, culture, banner);
            clan.SetLeader(hero);

            //clan.Tier = 5; 修改家族等级
            FieldInfo fieldInfoId = clan.GetType().GetField("_tier", BindingFlags.NonPublic | BindingFlags.Public | BindingFlags.Instance);

            if (null != fieldInfoId)
            {
                fieldInfoId.SetValue(clan, selectClanTier);
            }
            //增加一些影响力
            clan.AddRenown(50 * selectClanTier, true);


            hero.Clan        = clan;
            hero.CompanionOf = null;
            hero.IsNoble     = true;
            hero.SetTraitLevel(DefaultTraits.Commander, 1);

            MobileParty mobileParty = clan.CreateNewMobileParty(hero);

            mobileParty.ItemRoster.AddToCounts(DefaultItems.Grain, 10);
            mobileParty.ItemRoster.AddToCounts(DefaultItems.Meat, 5);

            ChangeOwnerOfSettlementAction.ApplyByKingDecision(hero, targetSettlement);
            clan.UpdateHomeSettlement(targetSettlement);


            int takeMoney = TakeMoneyByTier(selectClanTier);

            if (targetSpouse != null)
            {
                GiveGoldAction.ApplyBetweenCharacters(Hero.MainHero, hero, takeMoney / 2, false);
            }
            else
            {
                GiveGoldAction.ApplyBetweenCharacters(Hero.MainHero, hero, takeMoney, false);
            }

            //关系处理
            //新晋家族关系增加
            int shipIncreate = ShipIncreateByTier(selectClanTier);

            ChangeRelationAction.ApplyPlayerRelation(hero, shipIncreate, true, true);
            if (targetSpouse != null)
            {
                ChangeRelationAction.ApplyPlayerRelation(targetSpouse, shipIncreate, true, true);
            }

            //以前家族关系减低,
            int     shipReduce = ShipReduceByTier(selectClanTier);
            Kingdom kindom     = Hero.MainHero.MapFaction as Kingdom;

            if (null != kindom && shipReduce > 0)
            {
                kindom.Clans.ToList().ForEach((obj) =>
                {
                    if (obj != Clan.PlayerClan)
                    {
                        ChangeRelationAction.ApplyPlayerRelation(obj.Leader, shipReduce * -1, true, true);
                    }
                }
                                              );
            }

            if (targetSpouse != null)
            {
                targetSpouse.Spouse = hero;
                InformationManager.AddQuickInformation(new TextObject($"{hero.Name} marry with {targetSpouse.Name}"), 0, null, "event:/ui/notification/quest_finished");

                HeroOperation.DealApplyByFire(Hero.MainHero.Clan, targetSpouse);
                //RemoveCompanionAction.ApplyByFire(Hero.MainHero.Clan, targetSpouse);

                targetSpouse.ChangeState(Hero.CharacterStates.Active);
                targetSpouse.IsNoble = true;
                HeroOperation.SetOccupationToLord(targetSpouse);
                targetSpouse.CompanionOf = null;
                targetSpouse.Clan        = clan;
                targetSpouse.SetTraitLevel(DefaultTraits.Commander, 1);
                //AddCompanionAction.Apply(clan, targetSpouse);

                MobileParty targetSpouseMobileParty = clan.CreateNewMobileParty(targetSpouse);

                targetSpouseMobileParty.ItemRoster.AddToCounts(DefaultItems.Grain, 10);
                targetSpouseMobileParty.ItemRoster.AddToCounts(DefaultItems.Meat, 5);
                GiveGoldAction.ApplyBetweenCharacters(Hero.MainHero, targetSpouse, takeMoney / 2, false);
            }

            // 他们孩子处理
            if (isTogetherWithThireChildren)
            {
                DealTheirChildren(hero, clan);
            }


            //加入王国
            ChangeKingdomAction.ApplyByJoinToKingdom(clan, kingdom, true);
        }
Example #3
0
        private static bool Prefix(Settlement settlement)
        {
            bool        hadPlayerSupport          = false;
            List <Hero> NotablesSupportingReveolt = new List <Hero>();

            if (settlement.IsVillage)
            {
                return(true);
            }
            Town town = settlement.Town;

            foreach (var pair in NotableBehavior.RebelliousNotables)
            {
                if (town.Settlement.Notables.Contains(pair.Key))
                {
                    if (town.MapFaction == pair.Value)
                    {
                        hadPlayerSupport = true;
                        NotablesSupportingReveolt.Add(pair.Key);
                    }
                }
                foreach (Village village in town.Villages)
                {
                    if (village.Settlement.Notables.Contains(pair.Key))
                    {
                        hadPlayerSupport = true;
                        NotablesSupportingReveolt.Add(pair.Key);
                    }
                }
            }

            if (hadPlayerSupport)
            {
                InformationManager.ShowInquiry(new InquiryData("Rebellion", "Your supporters have started an uprising in " + settlement.Town.Name.ToString() + ".  Do you want to take direct control of the settlement or let them elect their own leader?  Taking control of the settlement will lead to a war with the previous owners", true, true, "take it", "let them decide", (Action)(() => {
                    DeclareWarAction.ApplyDeclareWarOverSettlement(settlement.MapFaction, Hero.MainHero.MapFaction);
                    ChangeOwnerOfSettlementAction.ApplyByRebellion(Hero.MainHero, settlement);
                }), (Action)(() => {
                    Random rng = new Random();
                    Hero newLeader = NotablesSupportingReveolt[rng.Next(0, NotablesSupportingReveolt.Count - 1)];
                    FieldInfo field2 = newLeader.GetType().GetField("Occupation", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
                    if ((FieldInfo)null != field2)
                    {
                        field2.SetValue((object)newLeader, Occupation.Lord);
                    }

                    Clan clan = MBObjectManager.Instance.CreateObject <Clan>();
                    Banner ClanBanner = Banner.CreateRandomClanBanner();
                    TextObject clanName = newLeader.Culture.ClanNameList[rng.Next(0, newLeader.Culture.ClanNameList.Count)];
                    clan.InitializeClan(clanName, clanName, newLeader.Culture, ClanBanner);
                    clan.SetLeader(newLeader);
                    FieldInfo field = clan.GetType().GetField("_tier", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
                    if ((FieldInfo)null != field)
                    {
                        field.SetValue((object)clan, rng.Next(2, 4));
                    }

                    newLeader.Clan = clan;
                    newLeader.IsNoble = true;
                    MobileParty newMobileParty1 = clan.CreateNewMobileParty(newLeader);
                    newMobileParty1.ItemRoster.AddToCounts(DefaultItems.Grain, 10);
                    newMobileParty1.ItemRoster.AddToCounts(DefaultItems.Meat, 5);

                    List <Equipment> Lordgear = new List <Equipment>();
                    foreach (Hero hero in Campaign.Current.Heroes)
                    {
                        if (hero.Culture == newLeader.Culture && hero.IsNoble && hero.IsFemale == newLeader.IsFemale)
                        {
                            Lordgear.Add(hero.BattleEquipment);
                        }
                    }
                    EquipmentHelper.AssignHeroEquipmentFromEquipment(newLeader, Lordgear[rng.Next(0, Lordgear.Count - 1)]);

                    clan.UpdateHomeSettlement(settlement);

                    ChangeRelationAction.ApplyRelationChangeBetweenHeroes(newLeader, settlement.OwnerClan.Leader, -200);
                    if (settlement.OwnerClan.Leader != settlement.MapFaction.Leader)
                    {
                        ChangeRelationAction.ApplyRelationChangeBetweenHeroes(newLeader, settlement.MapFaction.Leader, -200);
                    }
                    DeclareWarAction.Apply(settlement.MapFaction, newLeader.MapFaction);
                    ChangeOwnerOfSettlementAction.ApplyByRebellion(newLeader, settlement);
                })));
                return(false);
            }
            else
            {
                return(true);
            }
        }
Example #4
0
        private void CastleAbandonSettlementMenuOption(CampaignGameStarter campaignGameStarter)
        {
            campaignGameStarter.AddGameMenuOption("ruler_castle_menu", "ruler_castle_abandon", "Abandon Rulership of Castle", (GameMenuOption.OnConditionDelegate)(args =>
            {
                args.optionLeaveType = GameMenuOption.LeaveType.Manage;
                if (Settlement.CurrentSettlement.OwnerClan.Kingdom != null && Settlement.CurrentSettlement.OwnerClan.Kingdom.Leader != Hero.MainHero)
                {
                    args.Tooltip   = new TextObject("You must be the faction leader to abandon a settlement");
                    args.IsEnabled = false;
                }

                args.Tooltip = new TextObject("A minor noble will take control of the settlement");

                return(true);
            }), (GameMenuOption.OnConsequenceDelegate)(args => {
                InformationManager.ShowInquiry(new InquiryData("Abandon Castle", "Are you sure you want to abandon this castle?", true, true, "Yes", "No", (Action)(() => {
                    List <CharacterObject> source = new List <CharacterObject>();
                    CultureObject culture = Settlement.CurrentSettlement.Culture;
                    foreach (CharacterObject characterObject in CharacterObject.Templates.Where <CharacterObject>((Func <CharacterObject, bool>)(x => x.Occupation == Occupation.Lord)).ToList <CharacterObject>())
                    {
                        if (characterObject.Culture == culture)
                        {
                            source.Add(characterObject);
                        }
                    }
                    CharacterObject template = source[rng.Next(0, source.Count - 1)];
                    Hero NewHero = HeroCreator.CreateSpecialHero(template, Settlement.CurrentSettlement, null, Hero.MainHero.Clan, rng.Next(25, 30));
                    NewHero.ChangeState(Hero.CharacterStates.Active);
                    HeroCreationCampaignBehavior herocreationbehavior = new HeroCreationCampaignBehavior();
                    herocreationbehavior.DeriveSkillsFromTraits(NewHero, template);

                    List <CharacterObject> source2 = new List <CharacterObject>();
                    foreach (CharacterObject characterObject in CharacterObject.Templates.Where <CharacterObject>((Func <CharacterObject, bool>)(x => x.Occupation == Occupation.Lord)).ToList <CharacterObject>())
                    {
                        if (characterObject.Culture == culture)
                        {
                            source2.Add(characterObject);
                        }
                    }
                    CharacterObject template2 = source2[rng.Next(0, source2.Count - 1)];
                    template2.IsFemale = true;
                    Hero NewHero2 = HeroCreator.CreateSpecialHero(template2, Settlement.CurrentSettlement, null, Hero.MainHero.Clan, rng.Next(25, 30));
                    NewHero2.ChangeState(Hero.CharacterStates.Active);
                    herocreationbehavior.DeriveSkillsFromTraits(NewHero2, template2);
                    template2.IsFemale = false;

                    Clan clan = MBObjectManager.Instance.CreateObject <Clan>();
                    Banner ClanBanner = Banner.CreateRandomClanBanner();
                    TextObject clanName = culture.ClanNameList[rng.Next(0, culture.ClanNameList.Count)];
                    clan.InitializeClan(clanName, clanName, culture, ClanBanner);
                    clan.SetLeader(NewHero);
                    FieldInfo field = clan.GetType().GetField("_tier", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
                    if ((FieldInfo)null != field)
                    {
                        field.SetValue((object)clan, rng.Next(2, 4));
                    }

                    NewHero.Clan = clan;
                    NewHero.IsNoble = true;
                    MobileParty newMobileParty1 = clan.CreateNewMobileParty(NewHero);
                    newMobileParty1.ItemRoster.AddToCounts(DefaultItems.Grain, 10);
                    newMobileParty1.ItemRoster.AddToCounts(DefaultItems.Meat, 5);

                    NewHero2.Clan = clan;
                    NewHero2.IsNoble = true;
                    MobileParty newMobileParty2 = clan.CreateNewMobileParty(NewHero2);
                    newMobileParty2.ItemRoster.AddToCounts(DefaultItems.Grain, 10);
                    newMobileParty2.ItemRoster.AddToCounts(DefaultItems.Meat, 5);

                    ChangeOwnerOfSettlementAction.ApplyByKingDecision(NewHero, Settlement.CurrentSettlement);
                    clan.UpdateHomeSettlement(Settlement.CurrentSettlement);

                    MarriageAction.Apply(NewHero, NewHero2);
                    ChangeRelationAction.ApplyPlayerRelation(NewHero, 40);
                }), (Action)(() => {
                    GameMenu.SwitchToMenu("castle");
                })), true);
            }), index: 1);;;
        }