public float GetFirstResult(Game game, Sinner.SocialStatus tempSocialStatus, NightTask task) { switch (task) { case NightTask.MANIPULATION: return(game.sinners[tempSocialStatus].sins * (0.05f * (skills[Skills.CUNNING] + AddSkill(Skills.CUNNING)) + AdditionalSinner())); case NightTask.SLANDER: return(-game.sinners[tempSocialStatus].strength * (0.02f * (skills[Skills.CUNNING] + AddSkill(Skills.CUNNING)) + AdditionalSinner())); case NightTask.ROBBERY: return(game.sinners[tempSocialStatus].wealth * game.sinners[tempSocialStatus].strength * 5 * (skills[Skills.CUNNING] + AddSkill(Skills.CUNNING)) / 10f * GoldMultiplier()); case NightTask.CORRUPTION: return(game.sinners[tempSocialStatus].wealth * (0.04f * (skills[Skills.MIND] + AddSkill(Skills.MIND)) + AdditionalSinner())); case NightTask.TRAINING: return(Mathf.FloorToInt((skills[Skills.MIND] + AddSkill(Skills.MIND)) / 2f)); case NightTask.TEMPT: return(game.sinners[tempSocialStatus].sins * (0.04f * (skills[Skills.MIND] + AddSkill(Skills.MIND)) + AdditionalSinner())); case NightTask.THE_FALL: return(game.sinners[tempSocialStatus].sins * (0.07f * (skills[Skills.SPIRIT] + AddSkill(Skills.SPIRIT)) + AdditionalSinner())); case NightTask.PROPAGANDA: return(0.02f * (skills[Skills.SPIRIT] + AddSkill(Skills.SPIRIT))); case NightTask.TEMPERING_OF_SPIRIT: return(1); } return(0); }
public int GetDaysResult(NightTask task) { switch (task) { case NightTask.TEMPERING_OF_SPIRIT: return((skills[Skills.SPIRIT] + AddSkill(Skills.SPIRIT)) / 3 + AddDays()); case NightTask.PROPAGANDA: return((skills[Skills.SPIRIT] + AddSkill(Skills.SPIRIT)) / 3); } return(0); }
public bool IsSkillAvailable(NightTask skill) { switch (skill) { case NightTask.SLANDER: return(skills[Skills.CUNNING] >= 7); case NightTask.ROBBERY: return(skills[Skills.CUNNING] >= 9); case NightTask.TRAINING: return(skills[Skills.MIND] >= 7); case NightTask.TEMPT: return(skills[Skills.MIND] >= 9); case NightTask.THE_FALL: return(skills[Skills.SPIRIT] >= 7); case NightTask.PROPAGANDA: return(skills[Skills.SPIRIT] >= 9); } return(true); }
public float GetSecondResult(Game game, Sinner.SocialStatus tempSocialStatus, NightTask task) { switch (task) { case NightTask.MANIPULATION: return(2f * (skills[Skills.CUNNING] + AddSkill(Skills.CUNNING)) * AttentionMultiplier()); case NightTask.SLANDER: return(4f * (skills[Skills.CUNNING] + AddSkill(Skills.CUNNING)) * AttentionMultiplier()); case NightTask.ROBBERY: return(5f * (skills[Skills.CUNNING] + AddSkill(Skills.CUNNING)) * AttentionMultiplier()); case NightTask.CORRUPTION: return(3f * (skills[Skills.CUNNING] + AddSkill(Skills.MIND)) * AttentionMultiplier()); case NightTask.TEMPT: return(50 * (skills[Skills.MIND] + AddSkill(Skills.MIND))); case NightTask.THE_FALL: return(-game.sinners[tempSocialStatus].wealth * 0.05f * (skills[Skills.SPIRIT] + AddSkill(Skills.SPIRIT))); } return(0); }