public void PlayerAIWork()
        {
            if (this.HasPerson())
            {
                int num;
                this.StopAllWork();
                this.ReSortAllWeighingList();
                bool isFundAbundant = this.IsFundAbundant;
                if (this.Fund < ((100 * this.AreaCount) + ((30 - base.Scenario.Date.Day) * this.FacilityMaintenanceCost)))
                {
                    MilitaryList trainingMilitaryList = this.GetTrainingMilitaryList();
                    if (trainingMilitaryList.Count > 0)
                    {
                        trainingMilitaryList.IsNumber = true;
                        trainingMilitaryList.PropertyName = "Weighing";
                        trainingMilitaryList.ReSort();
                        GameObjectList maxObjects = this.trainingPersons.GetMaxObjects(trainingMilitaryList.Count);
                        for (num = 0; num < maxObjects.Count; num++)
                        {
                            this.AddPersonToTrainingWork(maxObjects[num] as Person, trainingMilitaryList[num] as Military);
                        }
                    }
                    int num2 = 0;
                    if (this.Kind.HasDomination && (this.Domination < (this.DominationCeiling * 0.8)))
                    {
                        num2++;
                    }
                    if (this.Kind.HasEndurance && (this.Endurance < (this.EnduranceCeiling * 0.2f)))
                    {
                        num2++;
                    }
                    if (this.Kind.HasMorale && (this.Morale < Parameters.RecruitmentMorale))
                    {
                        num2++;
                    }
                    if (num2 > 0)
                    {
                        for (num = 0; num < (this.Persons.Count - trainingMilitaryList.Count); num += num2)
                        {
                            foreach (Person person in this.dominationPersons)
                            {
                                if (person.WorkKind == ArchitectureWorkKind.无)
                                {
                                    this.AddPersonToDominationWorkingList(person);
                                    break;
                                }
                            }
                            foreach (Person person in this.endurancePersons)
                            {
                                if (person.WorkKind == ArchitectureWorkKind.无)
                                {
                                    this.AddPersonToEnduranceWorkingList(person);
                                    break;
                                }
                            }
                            foreach (Person person in this.moralePersons)
                            {
                                if (person.WorkKind == ArchitectureWorkKind.无)
                                {
                                    this.AddPersonToMoraleWorkingList(person);
                                    break;
                                }
                            }
                        }
                    }
                }
                else if ((GameObject.Chance(20) || !this.HasBuildingRouteway) || this.IsFundEnough)
                {
                    float num3;
                    bool flag2 = this.HasHostileTroopsInView();
                    WorkRateList list3 = new WorkRateList();
                    if (flag2 || (this.BelongedFaction.PlanTechniqueArchitecture != this))
                    {
                        if (!flag2 || !GameObject.Chance(80))
                        {
                            if (this.Kind.HasAgriculture && (this.Agriculture < this.AgricultureCeiling))
                            {
                                list3.AddWorkRate(new WorkRate(((float) this.Agriculture) / ((float) this.AgricultureCeiling), ArchitectureWorkKind.农业));
                            }
                            if (this.Kind.HasCommerce && (this.Commerce < this.CommerceCeiling))
                            {
                                list3.AddWorkRate(new WorkRate(((float) this.Commerce) / ((float) this.CommerceCeiling), ArchitectureWorkKind.商业));
                            }
                            if (this.Kind.HasTechnology && (this.Technology < this.TechnologyCeiling))
                            {
                                list3.AddWorkRate(new WorkRate(((float) this.Technology) / ((float) this.TechnologyCeiling), ArchitectureWorkKind.技术));
                            }
                        }
                        if (this.Kind.HasDomination && (this.Domination < this.DominationCeiling))
                        {
                            list3.AddWorkRate(new WorkRate((((float) this.Domination) / 5f) / ((float) this.DominationCeiling), ArchitectureWorkKind.统治));
                        }
                        if (this.Kind.HasMorale && (this.Morale < this.MoraleCeiling))
                        {
                            list3.AddWorkRate(new WorkRate(((float) this.Morale) / ((float) this.MoraleCeiling), ArchitectureWorkKind.民心));
                        }
                        if (this.Kind.HasEndurance && (this.Endurance < this.EnduranceCeiling))
                        {
                            list3.AddWorkRate(new WorkRate(((float) this.Endurance) / ((float) this.EnduranceCeiling), ArchitectureWorkKind.耐久));
                        }
                    }
                    MilitaryList list4 = this.GetTrainingMilitaryList();
                    if (list4.Count > 0)
                    {
                        if (flag2)
                        {
                            list3.AddWorkRate(new WorkRate(0f, ArchitectureWorkKind.训练));
                        }
                        else
                        {
                            num3 = 0f;
                            foreach (Military military in list4)
                            {
                                num3 += ((float) military.TrainingWeighing) / ((float) military.MaxTrainingWeighing);
                            }
                            num3 /= (float) list4.Count;
                            list3.AddWorkRate(new WorkRate(num3, ArchitectureWorkKind.训练));
                        }
                    }
                    MilitaryList recruitmentMilitaryList = null;
                    if (((flag2 || (this.BelongedFaction.PlanTechniqueArchitecture != this)) && (this.Kind.HasPopulation && (!GlobalVariables.PopulationRecruitmentLimit || (this.ArmyQuantity <= this.Population)))) && this.RecruitmentAvail())
                    {
                        recruitmentMilitaryList = this.GetRecruitmentMilitaryList();
                        if ((this.ArmyScale < this.FewArmyScale) && flag2)
                        {
                            list3.AddWorkRate(new WorkRate(0f, ArchitectureWorkKind.补充));
                        }
                        else if (((this.ArmyScale < this.FewArmyScale) && GameObject.Chance(5)) && this.IsFoodAbundant)
                        {
                            list3.AddWorkRate(new WorkRate(0f, ArchitectureWorkKind.补充));
                        }
                        else if ((((GameObject.Chance(1) && (this.ArmyScale >= this.LargeArmyScale)) && this.IsFoodAbundant) || ((((this.ArmyScale < this.LargeArmyScale) && this.IsFoodEnough) && (((this.IsImportant || (this.AreaCount > 2)) && (this.Population > this.Kind.PopulationBoundary)) || (((this.AreaCount <= 2) && !this.IsImportant) && (this.Population > (this.RecruitmentPopulationBoundary / 2))))) && GameObject.Chance(15))) && (GameObject.Random(Enum.GetNames(typeof(PersonStrategyTendency)).Length) >=(int) this.BelongedFaction.Leader.StrategyTendency))
                        {
                            num3 = 0f;
                            foreach (Military military in recruitmentMilitaryList)
                            {
                                num3 += ((float) military.RecruitmentWeighing) / ((float) military.MaxRecruitmentWeighing);
                            }
                            num3 /= (float) recruitmentMilitaryList.Count;
                            list3.AddWorkRate(new WorkRate(num3, ArchitectureWorkKind.补充));
                        }
                    }
                    if (list3.Count > 0)
                    {
                        for (num = 0; num < this.Persons.Count; num += list3.Count)
                        {
                            foreach (WorkRate rate in list3.RateList)
                            {
                                switch (rate.workKind)
                                {
                                    case ArchitectureWorkKind.农业:
                                        foreach (Person person in this.agriculturePersons)
                                        {
                                            if ((person.WorkKind == ArchitectureWorkKind.无) && (isFundAbundant || (person.AgricultureAbility >= (120 + (this.AreaCount * 5)))))
                                            {
                                                this.AddPersonToAgricultureWorkingList(person);
                                                break;
                                            }
                                        }
                                        break;

                                    case ArchitectureWorkKind.商业:
                                        foreach (Person person in this.commercePersons)
                                        {
                                            if ((person.WorkKind == ArchitectureWorkKind.无) && (isFundAbundant || (person.CommerceAbility >= (120 + (this.AreaCount * 5)))))
                                            {
                                                this.AddPersonToCommerceWorkingList(person);
                                                break;
                                            }
                                        }
                                        break;

                                    case ArchitectureWorkKind.技术:
                                        foreach (Person person in this.technologyPersons)
                                        {
                                            if ((person.WorkKind == ArchitectureWorkKind.无) && (isFundAbundant || (person.TechnologyAbility >= (120 + (this.AreaCount * 5)))))
                                            {
                                                this.AddPersonToTechnologyWorkingList(person);
                                                break;
                                            }
                                        }
                                        break;

                                    case ArchitectureWorkKind.统治:
                                        foreach (Person person in this.dominationPersons)
                                        {
                                            if ((person.WorkKind == ArchitectureWorkKind.无) && (isFundAbundant || (person.DominationAbility >= (120 + (this.AreaCount * 5)))))
                                            {
                                                this.AddPersonToDominationWorkingList(person);
                                                break;
                                            }
                                        }
                                        break;

                                    case ArchitectureWorkKind.民心:
                                        foreach (Person person in this.moralePersons)
                                        {
                                            if ((person.WorkKind == ArchitectureWorkKind.无) && (isFundAbundant || (person.MoraleAbility >= (120 + (this.AreaCount * 5)))))
                                            {
                                                this.AddPersonToMoraleWorkingList(person);
                                                break;
                                            }
                                        }
                                        break;

                                    case ArchitectureWorkKind.耐久:
                                        foreach (Person person in this.endurancePersons)
                                        {
                                            if ((person.WorkKind == ArchitectureWorkKind.无) && (isFundAbundant || (person.EnduranceAbility >= (120 + (this.AreaCount * 5)))))
                                            {
                                                this.AddPersonToEnduranceWorkingList(person);
                                                break;
                                            }
                                        }
                                        break;

                                    case ArchitectureWorkKind.训练:
                                        foreach (Person person in this.trainingPersons)
                                        {
                                            if (person.WorkKind == ArchitectureWorkKind.无)
                                            {
                                                foreach (Military military in list4.GetRandomList())
                                                {
                                                    if (military.RecruitmentPersonID < 0)
                                                    {
                                                        this.AddPersonToTrainingWork(person, military);
                                                        break;
                                                    }
                                                }
                                                break;
                                            }
                                        }
                                        break;

                                    case ArchitectureWorkKind.补充:
                                        foreach (Person person in this.recruitmentPersons)
                                        {
                                            if ((person.WorkKind == ArchitectureWorkKind.无) && (isFundAbundant || (person.RecruitmentAbility >= 120)))
                                            {
                                                if (recruitmentMilitaryList != null)
                                                {
                                                    foreach (Military military in recruitmentMilitaryList.GetRandomList())
                                                    {
                                                        if (military.TrainingPersonID < 0)
                                                        {
                                                            this.AddPersonToRecuitmentWork(person, military);
                                                            break;
                                                        }
                                                    }
                                                }
                                                break;
                                            }
                                        }
                                        break;
                                }
                            }
                        }
                    }
                }
            }
        }
        private void AIWork(bool forPlayer)
        {
            if (!forPlayer)
            {
                this.AIAutoHire();
            }
            this.StopAllWork();

            //if (this.HasBuildingRouteway) return;

            PersonList zhenzaiPersons = new PersonList();
            PersonList agriculturePersons = new PersonList();
            PersonList commercePersons = new PersonList();
            PersonList technologyPersons = new PersonList();
            PersonList dominationPersons = new PersonList();
            PersonList moralePersons = new PersonList();
            PersonList endurancePersons = new PersonList();
            PersonList trainingPersons = new PersonList();
            PersonList recruitmentPersons = new PersonList();
            MilitaryList weighingMilitaries = new MilitaryList();

            //if ((forPlayer || ((this.PlanArchitecture == null) || GameObject.Chance(10))) && this.HasPerson())
            if (this.HasPerson())
            {
                int num;
                this.ReSortAllWeighingList(zhenzaiPersons, agriculturePersons, commercePersons, technologyPersons, dominationPersons,
                                        moralePersons, endurancePersons, recruitmentPersons, trainingPersons, weighingMilitaries);
                bool isFundAbundant = this.IsFundAbundant;

                float num3;
                bool recentlyAttacked = this.RecentlyAttacked > 0;
                WorkRateList rates = new WorkRateList();

                if (this.Fund < Parameters.InternalFundCost)
                {
                    rates.AddWorkRate(new WorkRate(0, ArchitectureWorkKind.训练));
                }

                if (rates.Count <= 0)
                {
                    if (this.Endurance < 30 && !this.HasHostileTroopsInArchitecture())
                    {
                        rates.AddWorkRate(new WorkRate(0, ArchitectureWorkKind.耐久));
                    }
                }

                if (rates.Count <= 0)
                {
                    if (this.IsNetLosingPopulation)
                    {
                        if (this.Domination < this.DominationCeiling)
                        {
                            rates.AddWorkRate(new WorkRate(0, ArchitectureWorkKind.统治));
                        }
                        if (this.Morale < this.MoraleCeiling)
                        {
                            rates.AddWorkRate(new WorkRate(1, ArchitectureWorkKind.民心));
                        }
                        if (this.kezhenzai() && this.IsFoodEnough && this.IsFundEnough)
                        {
                            rates.AddWorkRate(new WorkRate(0, ArchitectureWorkKind.赈灾));
                        }
                    }
                }

                if (rates.Count <= 0)
                {
                    if (this.kezhenzai() && this.IsFoodEnough && this.IsFundEnough)
                    {
                        rates.AddWorkRate(new WorkRate(0, ArchitectureWorkKind.赈灾));
                    }

                    if (!this.IsFundIncomeEnough && this.Commerce < this.CommerceCeiling)
                    {
                        rates.AddWorkRate(new WorkRate(0, ArchitectureWorkKind.商业));
                    }

                    if (!this.IsFoodIncomeEnough && this.Agriculture < this.AgricultureCeiling)
                    {
                        rates.AddWorkRate(new WorkRate(0, ArchitectureWorkKind.农业));
                    }
                }

                MilitaryList trainingMilitary = this.GetTrainingMilitaryList();
                MilitaryList recruitmentMilitaryList = null;
                if (rates.Count <= 0)
                {
                    if ((recentlyAttacked || (this.BelongedFaction.PlanTechniqueArchitecture != this)) || GameObject.Chance(20))
                    {
                        if (!recentlyAttacked || !GameObject.Chance(80))
                        {
                            if (this.kezhenzai() && this.IsFundEnough && this.IsFoodEnough)
                            {
                                rates.AddWorkRate(new WorkRate(0, ArchitectureWorkKind.赈灾));
                            }
                            if (this.Kind.HasAgriculture && (this.Agriculture < this.AgricultureCeiling))
                            {
                                if (this.BelongedSection != null && this.BelongedSection.AIDetail.ValueAgriculture)
                                {
                                    rates.AddWorkRate(new WorkRate((((float)this.Agriculture) / 4f) / ((float)this.AgricultureCeiling), ArchitectureWorkKind.农业));
                                }
                                else
                                {
                                    rates.AddWorkRate(new WorkRate(((float)this.Agriculture) / ((float)this.AgricultureCeiling), ArchitectureWorkKind.农业));
                                }
                            }
                            if (this.Kind.HasCommerce && (this.Commerce < this.CommerceCeiling))
                            {
                                if (this.BelongedSection != null && this.BelongedSection.AIDetail.ValueCommerce)
                                {
                                    rates.AddWorkRate(new WorkRate((((float)this.Commerce) / 4f) / ((float)this.CommerceCeiling), ArchitectureWorkKind.商业));
                                }
                                else
                                {
                                    rates.AddWorkRate(new WorkRate(((float)this.Commerce) / ((float)this.CommerceCeiling), ArchitectureWorkKind.商业));
                                }
                            }
                            if (this.Kind.HasTechnology && (this.Technology < this.TechnologyCeiling))
                            {
                                if (this.BelongedSection != null && this.BelongedSection.AIDetail.ValueTechnology || (GameObject.Chance(50) && (this.IsStateAdmin || this.IsRegionCore)))
                                {
                                    rates.AddWorkRate(new WorkRate((((float)this.Technology) / 4f) / ((float)this.TechnologyCeiling), ArchitectureWorkKind.技术));
                                }
                                else
                                {
                                    rates.AddWorkRate(new WorkRate(((float)this.Technology) / ((float)this.TechnologyCeiling), ArchitectureWorkKind.技术));
                                }
                            }
                        }
                        if (this.Kind.HasDomination && (this.Domination < this.DominationCeiling))
                        {
                            if (this.BelongedSection != null && this.BelongedSection.AIDetail.ValueDomination)
                            {
                                rates.AddWorkRate(new WorkRate(((((float)this.Domination) / 5f) / 4f) / ((float)this.DominationCeiling), ArchitectureWorkKind.统治));
                            }
                            else
                            {
                                rates.AddWorkRate(new WorkRate((((float)this.Domination) / 5f) / ((float)this.DominationCeiling), ArchitectureWorkKind.统治));
                            }
                        }
                        if (this.Kind.HasMorale && (this.Morale < this.MoraleCeiling))
                        {
                            if (this.BelongedSection != null && this.BelongedSection.AIDetail.ValueMorale)
                            {
                                rates.AddWorkRate(new WorkRate((((float)this.Morale) / 4f) / ((float)this.MoraleCeiling), ArchitectureWorkKind.民心));
                            }
                            else
                            {
                                rates.AddWorkRate(new WorkRate(((float)this.Morale) / ((float)this.MoraleCeiling), ArchitectureWorkKind.民心));
                            }
                        }
                        if (this.Kind.HasEndurance && (this.Endurance < this.EnduranceCeiling) && !this.HasHostileTroopsInArchitecture())
                        {
                            if (this.BelongedSection != null && this.BelongedSection.AIDetail.ValueEndurance)
                            {
                                rates.AddWorkRate(new WorkRate((((float)this.Endurance) / 4f) / ((float)this.EnduranceCeiling), ArchitectureWorkKind.耐久));
                            }
                            else
                            {
                                rates.AddWorkRate(new WorkRate(((float)this.Endurance) / ((float)this.EnduranceCeiling), ArchitectureWorkKind.耐久));
                            }
                        }
                    }

                    if (trainingMilitary.Count > 0)
                    {
                        if (recentlyAttacked || !this.IsFundEnough)
                        {
                            rates.AddWorkRate(new WorkRate(0f, ArchitectureWorkKind.训练));
                        }
                        else
                        {
                            num3 = 0f;
                            foreach (Military military in trainingMilitary)
                            {
                                num3 += ((float)military.TrainingWeighing) / ((float)military.MaxTrainingWeighing);
                            }
                            num3 /= (float)trainingMilitary.Count;
                            if (this.BelongedSection != null && this.BelongedSection.AIDetail.ValueTraining)
                            {
                                rates.AddWorkRate(new WorkRate(num3 / 4f, ArchitectureWorkKind.训练));
                            }
                            else
                            {
                                rates.AddWorkRate(new WorkRate(num3, ArchitectureWorkKind.训练));
                            }
                        }
                    }

                    if (!this.IsNetLosingPopulation && this.IsFundEnough)
                    {
                        if (((recentlyAttacked || (this.BelongedFaction.PlanTechniqueArchitecture != this)) && this.Kind.HasPopulation) && ((recentlyAttacked || (GameObject.Random(GameObject.Square(((int)this.BelongedFaction.Leader.StrategyTendency) + 1)) == 0)) && this.RecruitmentAvail()))
                        {
                            bool lotsOfPopulation = GameObject.Chance((int)((((((float)this.Population) / ((float)this.PopulationCeiling)) * 100f) - 50f) * 2.5));
                            recruitmentMilitaryList = this.GetRecruitmentMilitaryList();
                            if (this.ArmyScale < this.FewArmyScale)
                            {
                                rates.AddWorkRate(new WorkRate(0f, ArchitectureWorkKind.补充));
                            }
                            else if ((((this.IsFoodEnough &&
                                (((this.IsImportant || (this.AreaCount > 2)) && (this.Population > this.Kind.PopulationBoundary))
                                    || (((this.AreaCount <= 2) && !this.IsImportant) && (this.Population > (this.RecruitmentPopulationBoundary / 2)))
                                    || (this.ValueWater && this.HasShuijunMilitaryKind() && this.Population > 10000))
                                )
                                && (/*((this.BelongedSection != null && this.BelongedSection.AIDetail.ValueRecruitment && GameObject.Chance(60)) || GameObject.Chance(15)) &&*/
                                (GameObject.Random(Enum.GetNames(typeof(PersonStrategyTendency)).Length) >= (int)this.BelongedFaction.Leader.StrategyTendency)))
                                || lotsOfPopulation)
                                )
                            {
                                bool nearFrontline = this.FrontLine || this.HostileLine || this.noFactionFrontline;
                                if (!nearFrontline)
                                {
                                    foreach (LinkNode a in this.AIAllLinkNodes.Values)
                                    {
                                        if (a.Level <= 1 && (a.A.FrontLine || a.A.HostileLine || a.A.noFactionFrontline) && !a.A.Kind.HasPopulation)
                                        {
                                            nearFrontline = true;
                                            break;
                                        }
                                    }
                                }
                                if ((this.ExpectedMilitaryPopulation - this.MilitaryPopulation <= this.PopulationDevelopingRate * this.PopulationCeiling * Parameters.AIRecruitPopulationCapMultiply *
                                        (nearFrontline ? 1.0 : Parameters.AIRecruitPopulationCapBackendMultiply) * (this.BelongedSection != null && this.BelongedSection.AIDetail.ValueRecruitment ? 1.5 : 1) *
                                        (((Enum.GetNames(typeof(PersonStrategyTendency)).Length - (int)this.BelongedFaction.Leader.StrategyTendency)) * Parameters.AIRecruitPopulationCapStrategyTendencyMulitply + Parameters.AIRecruitPopulationCapStrategyTendencyAdd)
                                        * (this.HostileLine ? Parameters.AIRecruitPopulationCapHostilelineMultiply : 1))
                                    || lotsOfPopulation)
                                {
                                    num3 = 0f;
                                    foreach (Military military in recruitmentMilitaryList)
                                    {
                                        num3 += ((float)military.RecruitmentWeighing) / ((float)military.MaxRecruitmentWeighing);
                                    }
                                    num3 /= (float)recruitmentMilitaryList.Count;
                                    if (this.BelongedSection != null && this.BelongedSection.AIDetail.ValueRecruitment)
                                    {
                                        rates.AddWorkRate(new WorkRate(num3 / 4f, ArchitectureWorkKind.补充));
                                    }
                                    else
                                    {
                                        rates.AddWorkRate(new WorkRate(num3, ArchitectureWorkKind.补充));
                                    }
                                }
                            }
                        }
                    }
                }

                if (rates.Count > 0)
                {
                    for (num = 0; num < this.Persons.Count; num += rates.Count)
                    {
                        foreach (WorkRate rate in rates.RateList)
                        {
                            switch (rate.workKind)
                            {
                                case ArchitectureWorkKind.农业:
                                    foreach (Person person in agriculturePersons)
                                    {
                                        if ((person.WorkKind == ArchitectureWorkKind.无) && (isFundAbundant || (person.AgricultureAbility >= (120 + (this.AreaCount * 5)))))
                                        {
                                            person.WorkKind = ArchitectureWorkKind.农业;
                                            break;
                                        }
                                    }
                                    break;

                                case ArchitectureWorkKind.商业:
                                    foreach (Person person in commercePersons)
                                    {
                                        if ((person.WorkKind == ArchitectureWorkKind.无) && (isFundAbundant || (person.CommerceAbility >= (120 + (this.AreaCount * 5)))))
                                        {
                                            person.WorkKind = ArchitectureWorkKind.商业;
                                            break;
                                        }
                                    }
                                    break;

                                case ArchitectureWorkKind.技术:
                                    foreach (Person person in technologyPersons)
                                    {
                                        if ((person.WorkKind == ArchitectureWorkKind.无) && (isFundAbundant || (person.TechnologyAbility >= (120 + (this.AreaCount * 5)))))
                                        {
                                            person.WorkKind = ArchitectureWorkKind.技术;
                                            break;
                                        }
                                    }
                                    break;

                                case ArchitectureWorkKind.统治:
                                    foreach (Person person in dominationPersons)
                                    {
                                        if ((person.WorkKind == ArchitectureWorkKind.无) && (isFundAbundant || (person.DominationAbility >= (120 + (this.AreaCount * 5)))))
                                        {
                                            person.WorkKind = ArchitectureWorkKind.统治;
                                            break;
                                        }
                                    }
                                    break;

                                case ArchitectureWorkKind.民心:
                                    foreach (Person person in moralePersons)
                                    {
                                        if ((person.WorkKind == ArchitectureWorkKind.无) && (isFundAbundant || (person.MoraleAbility >= (120 + (this.AreaCount * 5)))))
                                        {
                                            person.WorkKind = ArchitectureWorkKind.民心;
                                            break;
                                        }
                                    }
                                    break;

                                case ArchitectureWorkKind.耐久:
                                    foreach (Person person in endurancePersons)
                                    {
                                        if ((person.WorkKind == ArchitectureWorkKind.无) && (isFundAbundant || (person.EnduranceAbility >= (120 + (this.AreaCount * 5)))))
                                        {
                                            person.WorkKind = ArchitectureWorkKind.耐久;
                                            break;
                                        }
                                    }
                                    break;

                                case ArchitectureWorkKind.赈灾:
                                    foreach (Person person in zhenzaiPersons)
                                    {
                                        if ((person.WorkKind == ArchitectureWorkKind.无) && (isFundAbundant || (person.zhenzaiAbility >= (120 + (this.AreaCount * 5)))))
                                        {
                                            person.WorkKind = ArchitectureWorkKind.赈灾;
                                            break;
                                        }
                                    }
                                    break;

                                case ArchitectureWorkKind.训练:
                                    foreach (Person person in trainingPersons)
                                    {
                                        if (person.WorkKind == ArchitectureWorkKind.无)
                                        {
                                            trainingMilitary.PropertyName = "Merit";
                                            trainingMilitary.IsNumber = true;
                                            trainingMilitary.SmallToBig = false;
                                            trainingMilitary.ReSort();
                                            foreach (Military military in trainingMilitary)
                                            {
                                                if (military.RecruitmentPerson == null)
                                                {
                                                    person.WorkKind = ArchitectureWorkKind.训练;
                                                    break;
                                                }
                                            }
                                            break;
                                        }
                                    }
                                    break;

                                case ArchitectureWorkKind.补充:
                                    foreach (Person person in recruitmentPersons)
                                    {
                                        if ((person.WorkKind == ArchitectureWorkKind.无) && (isFundAbundant || (person.RecruitmentAbility >= 120)))
                                        {
                                            if (recruitmentMilitaryList != null)
                                            {
                                                //recruit transports first
                                                bool recruited = false;
                                                foreach (Military military in recruitmentMilitaryList)
                                                {
                                                    if (military.IsTransport)
                                                    {
                                                        person.RecruitMilitary(military);
                                                        recruited = true;
                                                        break;
                                                    }
                                                }
                                                if (!recruited)
                                                {
                                                    //if no transports, recruit other kind
                                                    recruitmentMilitaryList.PropertyName = "Merit";
                                                    recruitmentMilitaryList.IsNumber = true;
                                                    recruitmentMilitaryList.SmallToBig = false;
                                                    recruitmentMilitaryList.ReSort();
                                                    foreach (Military military in recruitmentMilitaryList)
                                                    {
                                                        if (military.RecruitmentPerson == null)
                                                        {
                                                            person.RecruitMilitary(military);
                                                            break;
                                                        }
                                                    }
                                                }
                                            }
                                            break;
                                        }
                                    }
                                    break;
                            }
                        }
                    }
                }
                if (!forPlayer)
                {
                    this.AIRecruitMilitary();
                }
            }
        }
        private void AIWork()
        {
            this.AIAutoHire();
            this.StopAllWork();
            if (((this.PlanArchitecture == null) || GameObject.Chance(10)) && this.HasPerson())
            {
                int num;
                this.ReSortAllWeighingList();
                bool isFundAbundant = this.IsFundAbundant;
                if (this.Fund < ((100 * this.AreaCount) + ((30 - base.Scenario.Date.Day) * this.FacilityMaintenanceCost)))
                {
                    MilitaryList trainingMilitaryList = this.GetTrainingMilitaryList();
                    if (trainingMilitaryList.Count > 0)
                    {
                        trainingMilitaryList.IsNumber = true;
                        trainingMilitaryList.PropertyName = "Weighing";
                        trainingMilitaryList.ReSort();
                        GameObjectList maxObjects = this.trainingPersons.GetMaxObjects(trainingMilitaryList.Count);
                        for (num = 0; num < maxObjects.Count; num++)
                        {
                            this.AddPersonToTrainingWork(maxObjects[num] as Person, trainingMilitaryList[num] as Military);
                        }
                    }
                    int num2 = 0;
                    if ((GameObject.Chance(50) && this.Kind.HasDomination) && (this.Domination < (this.DominationCeiling * 0.8)))
                    {
                        num2++;
                    }
                    if ((GameObject.Chance(50) && this.Kind.HasEndurance) && (this.Endurance < (this.EnduranceCeiling * 0.2f)))
                    {
                        num2++;
                    }
                    if ((GameObject.Chance(50) && this.Kind.HasMorale) && (this.Morale < Parameters.RecruitmentMorale))
                    {
                        num2++;
                    }
                    if (num2 > 0)
                    {
                        for (num = 0; num < (this.Persons.Count - trainingMilitaryList.Count); num += num2)
                        {
                            foreach (Person person in this.dominationPersons)
                            {
                                if (person.WorkKind == ArchitectureWorkKind.无)
                                {
                                    this.AddPersonToDominationWorkingList(person);
                                    break;
                                }
                            }
                            foreach (Person person in this.endurancePersons)
                            {
                                if (person.WorkKind == ArchitectureWorkKind.无)
                                {
                                    this.AddPersonToEnduranceWorkingList(person);
                                    break;
                                }
                            }
                            foreach (Person person in this.moralePersons)
                            {
                                if (person.WorkKind == ArchitectureWorkKind.无)
                                {
                                    this.AddPersonToMoraleWorkingList(person);
                                    break;
                                }
                            }
                        }
                    }
                }
                else if ((GameObject.Chance(20) || !this.HasBuildingRouteway) || this.IsFundEnough)
                {
                    float num3;
                    bool flag2 = this.RecentlyAttacked > 0;
                    WorkRateList list3 = new WorkRateList();
                    if ((flag2 || (this.BelongedFaction.PlanTechniqueArchitecture != this)) || GameObject.Chance(20))
                    {
                        if (!flag2 || !GameObject.Chance(80))
                        {
                            if (this.Kind.HasAgriculture && (this.Agriculture < this.AgricultureCeiling))
                            {
                                if (this.BelongedSection != null && this.BelongedSection.AIDetail.ValueAgriculture)
                                {
                                    list3.AddWorkRate(new WorkRate((((float)this.Agriculture) / 4f) / ((float)this.AgricultureCeiling), ArchitectureWorkKind.农业));
                                }
                                else
                                {
                                    list3.AddWorkRate(new WorkRate(((float)this.Agriculture) / ((float)this.AgricultureCeiling), ArchitectureWorkKind.农业));
                                }
                            }
                            if (this.Kind.HasCommerce && (this.Commerce < this.CommerceCeiling))
                            {
                                if (this.BelongedSection != null && this.BelongedSection.AIDetail.ValueCommerce)
                                {
                                    list3.AddWorkRate(new WorkRate((((float)this.Commerce) / 4f) / ((float)this.CommerceCeiling), ArchitectureWorkKind.商业));
                                }
                                else
                                {
                                    list3.AddWorkRate(new WorkRate(((float)this.Commerce) / ((float)this.CommerceCeiling), ArchitectureWorkKind.商业));
                                }
                            }
                            if (this.Kind.HasTechnology && (this.Technology < this.TechnologyCeiling))
                            {
                                if (this.BelongedSection != null && this.BelongedSection.AIDetail.ValueTechnology || (GameObject.Chance(50) && (this.IsStateAdmin || this.IsRegionCore)))
                                {
                                    list3.AddWorkRate(new WorkRate((((float)this.Technology) / 4f) / ((float)this.TechnologyCeiling), ArchitectureWorkKind.技术));
                                }
                                else
                                {
                                    list3.AddWorkRate(new WorkRate(((float)this.Technology) / ((float)this.TechnologyCeiling), ArchitectureWorkKind.技术));
                                }
                            }
                        }
                        if (this.Kind.HasDomination && (this.Domination < this.DominationCeiling))
                        {
                            if (this.BelongedSection != null && this.BelongedSection.AIDetail.ValueDomination)
                            {
                                list3.AddWorkRate(new WorkRate(((((float)this.Domination) / 5f) / 4f) / ((float)this.DominationCeiling), ArchitectureWorkKind.统治));
                            }
                            else
                            {
                                list3.AddWorkRate(new WorkRate((((float)this.Domination) / 5f) / ((float)this.DominationCeiling), ArchitectureWorkKind.统治));
                            }
                        }
                        if (this.Kind.HasMorale && (this.Morale < this.MoraleCeiling))
                        {
                            if (this.BelongedSection != null && this.BelongedSection.AIDetail.ValueMorale)
                            {
                                list3.AddWorkRate(new WorkRate((((float)this.Morale) / 4f) / ((float)this.MoraleCeiling), ArchitectureWorkKind.民心));
                            }
                            else
                            {
                                list3.AddWorkRate(new WorkRate(((float)this.Morale) / ((float)this.MoraleCeiling), ArchitectureWorkKind.民心));
                            }
                        }
                        if (this.Kind.HasEndurance && (this.Endurance < this.EnduranceCeiling))
                        {
                            if (this.BelongedSection != null && this.BelongedSection.AIDetail.ValueEndurance)
                            {
                                list3.AddWorkRate(new WorkRate((((float)this.Endurance) / 4f) / ((float)this.EnduranceCeiling), ArchitectureWorkKind.耐久));
                            }
                            else
                            {
                                list3.AddWorkRate(new WorkRate(((float)this.Endurance) / ((float)this.EnduranceCeiling), ArchitectureWorkKind.耐久));
                            }
                        }
                    }
                    MilitaryList list4 = this.GetTrainingMilitaryList();
                    if (list4.Count > 0)
                    {
                        if (flag2)
                        {
                            list3.AddWorkRate(new WorkRate(0f, ArchitectureWorkKind.训练));
                        }
                        else
                        {
                            num3 = 0f;
                            foreach (Military military in list4)
                            {
                                num3 += ((float)military.TrainingWeighing) / ((float)military.MaxTrainingWeighing);
                            }
                            num3 /= (float)list4.Count;
                            if (this.BelongedSection != null && this.BelongedSection.AIDetail.ValueTraining)
                            {
                                list3.AddWorkRate(new WorkRate(num3 / 4f, ArchitectureWorkKind.训练));
                            }
                            else
                            {
                                list3.AddWorkRate(new WorkRate(num3, ArchitectureWorkKind.训练));
                            }
                        }
                    }
                    MilitaryList recruitmentMilitaryList = null;
                    if (((flag2 || (this.BelongedFaction.PlanTechniqueArchitecture != this)) && this.Kind.HasPopulation) && ((flag2 || (GameObject.Random(GameObject.Square(((int)this.BelongedFaction.Leader.StrategyTendency) + 1)) == 0)) && this.RecruitmentAvail()))
                    {
                        recruitmentMilitaryList = this.GetRecruitmentMilitaryList();
                        if (this.ArmyScale < this.FewArmyScale)
                        {
                            list3.AddWorkRate(new WorkRate(0f, ArchitectureWorkKind.补充));
                        }
                        else if (((this.IsFoodEnough && (((this.IsImportant || (this.AreaCount > 2)) && (this.Population > this.Kind.PopulationBoundary)) || (((this.AreaCount <= 2) && !this.IsImportant) && (this.Population > (this.RecruitmentPopulationBoundary / 2))))) && (((this.BelongedSection != null && this.BelongedSection.AIDetail.ValueRecruitment && GameObject.Chance(60)) || GameObject.Chance(15)) && (GameObject.Random(Enum.GetNames(typeof(PersonStrategyTendency)).Length) >= (int)this.BelongedFaction.Leader.StrategyTendency))) || GameObject.Chance(((int)(((((float)this.Population) / ((float)this.PopulationCeiling)) * 100f) - 50f)) * 2))
                        {
                            num3 = 0f;
                            foreach (Military military in recruitmentMilitaryList)
                            {
                                num3 += ((float)military.RecruitmentWeighing) / ((float)military.MaxRecruitmentWeighing);
                            }
                            num3 /= (float)recruitmentMilitaryList.Count;
                            if (this.BelongedSection != null && this.BelongedSection.AIDetail.ValueRecruitment)
                            {
                                list3.AddWorkRate(new WorkRate(num3 / 4f, ArchitectureWorkKind.补充));
                            }
                            else
                            {
                                list3.AddWorkRate(new WorkRate(num3, ArchitectureWorkKind.补充));
                            }
                        }
                    }
                    if (list3.Count > 0)
                    {
                        for (num = 0; num < this.Persons.Count; num += list3.Count)
                        {
                            foreach (WorkRate rate in list3.RateList)
                            {
                                switch (rate.workKind)
                                {
                                    case ArchitectureWorkKind.农业:
                                        foreach (Person person in this.agriculturePersons)
                                        {
                                            if ((person.WorkKind == ArchitectureWorkKind.无) && (isFundAbundant || (person.AgricultureAbility >= (120 + (this.AreaCount * 5)))))
                                            {
                                                this.AddPersonToAgricultureWorkingList(person);
                                                break;
                                            }
                                        }
                                        break;

                                    case ArchitectureWorkKind.商业:
                                        foreach (Person person in this.commercePersons)
                                        {
                                            if ((person.WorkKind == ArchitectureWorkKind.无) && (isFundAbundant || (person.CommerceAbility >= (120 + (this.AreaCount * 5)))))
                                            {
                                                this.AddPersonToCommerceWorkingList(person);
                                                break;
                                            }
                                        }
                                        break;

                                    case ArchitectureWorkKind.技术:
                                        foreach (Person person in this.technologyPersons)
                                        {
                                            if ((person.WorkKind == ArchitectureWorkKind.无) && (isFundAbundant || (person.TechnologyAbility >= (120 + (this.AreaCount * 5)))))
                                            {
                                                this.AddPersonToTechnologyWorkingList(person);
                                                break;
                                            }
                                        }
                                        break;

                                    case ArchitectureWorkKind.统治:
                                        foreach (Person person in this.dominationPersons)
                                        {
                                            if ((person.WorkKind == ArchitectureWorkKind.无) && (isFundAbundant || (person.DominationAbility >= (120 + (this.AreaCount * 5)))))
                                            {
                                                this.AddPersonToDominationWorkingList(person);
                                                break;
                                            }
                                        }
                                        break;

                                    case ArchitectureWorkKind.民心:
                                        foreach (Person person in this.moralePersons)
                                        {
                                            if ((person.WorkKind == ArchitectureWorkKind.无) && (isFundAbundant || (person.MoraleAbility >= (120 + (this.AreaCount * 5)))))
                                            {
                                                this.AddPersonToMoraleWorkingList(person);
                                                break;
                                            }
                                        }
                                        break;

                                    case ArchitectureWorkKind.耐久:
                                        foreach (Person person in this.endurancePersons)
                                        {
                                            if ((person.WorkKind == ArchitectureWorkKind.无) && (isFundAbundant || (person.EnduranceAbility >= (120 + (this.AreaCount * 5)))))
                                            {
                                                this.AddPersonToEnduranceWorkingList(person);
                                                break;
                                            }
                                        }
                                        break;

                                    case ArchitectureWorkKind.训练:
                                        foreach (Person person in this.trainingPersons)
                                        {
                                            if (person.WorkKind == ArchitectureWorkKind.无)
                                            {
                                                foreach (Military military in list4.GetRandomList())
                                                {
                                                    if (military.RecruitmentPersonID < 0)
                                                    {
                                                        this.AddPersonToTrainingWork(person, military);
                                                        break;
                                                    }
                                                }
                                                break;
                                            }
                                        }
                                        break;

                                    case ArchitectureWorkKind.补充:
                                        foreach (Person person in this.recruitmentPersons)
                                        {
                                            if ((person.WorkKind == ArchitectureWorkKind.无) && (isFundAbundant || (person.RecruitmentAbility >= 120)))
                                            {
                                                if (recruitmentMilitaryList != null)
                                                {
                                                    foreach (Military military in recruitmentMilitaryList.GetRandomList())
                                                    {
                                                        if (military.TrainingPersonID < 0)
                                                        {
                                                            this.AddPersonToRecuitmentWork(person, military);
                                                            break;
                                                        }
                                                    }
                                                }
                                                break;
                                            }
                                        }
                                        break;
                                }
                            }
                        }
                    }
                    if ((this.Kind.HasPopulation && (flag2 || (this.BelongedFaction.PlanTechniqueArchitecture != this))) && (flag2 || (this.Population > ((this.RecruitmentPopulationBoundary * (0.5f + ((Enum.GetNames(typeof(PersonStrategyTendency)).Length - (int)this.BelongedFaction.Leader.StrategyTendency) * 0.5f))) + GameObject.Random(this.RecruitmentPopulationBoundary)))))
                    {
                        int unfullArmyCount = 0;
                        foreach (Military military in this.Militaries)
                        {
                            if (military.Scales < ((((float)military.Kind.MaxScale) / ((float)military.Kind.MinScale)) * 0.75f))
                            {
                                unfullArmyCount++;
                            }
                        }
                        int unfullArmyCountThreshold;
                        if (this.IsFoodAbundant && this.IsFundAbundant)
                        {
                            unfullArmyCountThreshold = Math.Min(Math.Max(0, this.Population / 2 / this.RecruitmentPopulationBoundary) + 1, this.PersonCount / 5 + 1);
                        }
                        else
                        {
                            unfullArmyCountThreshold = 1;
                        }
                        if (unfullArmyCount < unfullArmyCountThreshold)
                        {
                            this.AIRecruitment(false);
                        }
                        if ((this.ValueWater && !this.HasShuijun()) && this.HasShuijunMilitaryKind())
                        {
                            this.AIRecruitment(true);
                        }
                    }

                    if (this.TransferFoodArchitecture != null)
                    {
                        //find the military team
                        Military transportTeam = null;
                        foreach (Military m in Militaries)
                        {
                            if (m.Kind.ID == 29 && (transportTeam == null || transportTeam.Quantity <= m.Quantity) && m.Quantity <= m.Kind.MaxScale)
                            {
                                transportTeam = m;
                            }
                        }
                        if (transportTeam != null)
                        {

                            //select an idle person to do the recruit
                            Person recruitTransportPerson = null;
                            foreach (Person p in this.Persons)
                            {
                                if (p.WorkKind == ArchitectureWorkKind.无)
                                {
                                    recruitTransportPerson = p;
                                }
                            }
                            //if no idling person, select the lowest work ability
                            if (recruitTransportPerson == null)
                            {
                                int min = int.MaxValue;
                                foreach (Person p in this.Persons)
                                {
                                    if (p.WorkAbility < min)
                                    {
                                        recruitTransportPerson = p;
                                        min = p.WorkAbility;
                                    }
                                }
                            }

                            if ((((this.Population != 0) && (!GlobalVariables.PopulationRecruitmentLimit || (this.ArmyQuantity <= this.Population))) && ((this.Fund >= (Parameters.RecruitmentFundCost * this.AreaCount)) && (this.Domination >= Parameters.RecruitmentDomination))) && (((this.Morale >= Parameters.RecruitmentMorale) && ((transportTeam.RecruitmentPerson != null) && (transportTeam.RecruitmentPerson.BelongedFaction != null))) && (transportTeam.Quantity < transportTeam.Kind.MaxScale)))
                            {
                                this.AddPersonToRecuitmentWork(recruitTransportPerson, transportTeam);
                            }
                        }
                    }
                    else
                    {
                        //disband unused transports except one
                        MilitaryList ml = new MilitaryList();
                        foreach (Military m in Militaries)
                        {
                            if (m.Kind.ID == 29)
                            {
                                ml.Add(m);
                            }
                        }
                        if (ml.Count > 1)
                        {
                            Military minTroop = null;
                            int min = int.MaxValue;
                            foreach (Military m in ml)
                            {
                                if (m.Quantity < min)
                                {
                                    min = m.Quantity;
                                    minTroop = m;
                                }
                            }
                            this.DisbandMilitary(minTroop);
                        }
                    }
                }
            }
        }
        private void AIWork()
        {
            this.AIAutoHire();
            this.StopAllWork();
            if (((this.PlanArchitecture == null) || GameObject.Chance(10)) && this.HasPerson())
            {
                int num;
                this.ReSortAllWeighingList();
                bool isFundAbundant = this.IsFundAbundant;
                if (this.Fund < ((100 * this.AreaCount) + ((30 - base.Scenario.Date.Day) * this.FacilityMaintenanceCost)))
                {
                    MilitaryList trainingMilitaryList = this.GetTrainingMilitaryList();
                    if (trainingMilitaryList.Count > 0)
                    {
                        trainingMilitaryList.IsNumber = true;
                        trainingMilitaryList.PropertyName = "Weighing";
                        trainingMilitaryList.ReSort();
                        GameObjectList maxObjects = this.trainingPersons.GetMaxObjects(trainingMilitaryList.Count);
                        for (num = 0; num < maxObjects.Count; num++)
                        {
                            this.AddPersonToTrainingWork(maxObjects[num] as Person, trainingMilitaryList[num] as Military);
                        }
                    }
                    int num2 = 0;
                    if ((GameObject.Chance(50) && this.Kind.HasDomination) && (this.Domination < (this.DominationCeiling * 0.8)))
                    {
                        num2++;
                    }
                    if ((GameObject.Chance(50) && this.Kind.HasEndurance) && (this.Endurance < (this.EnduranceCeiling * 0.2f)))
                    {
                        num2++;
                    }
                    if ((GameObject.Chance(50) && this.Kind.HasMorale) && (this.Morale < Parameters.RecruitmentMorale))
                    {
                        num2++;
                    }
                    if (num2 > 0)
                    {
                        for (num = 0; num < (this.Persons.Count - trainingMilitaryList.Count); num += num2)
                        {
                            foreach (Person person in this.dominationPersons)
                            {
                                if (person.WorkKind == ArchitectureWorkKind.无)
                                {
                                    this.AddPersonToDominationWorkingList(person);
                                    break;
                                }
                            }
                            foreach (Person person in this.endurancePersons)
                            {
                                if (person.WorkKind == ArchitectureWorkKind.无)
                                {
                                    this.AddPersonToEnduranceWorkingList(person);
                                    break;
                                }
                            }
                            foreach (Person person in this.moralePersons)
                            {
                                if (person.WorkKind == ArchitectureWorkKind.无)
                                {
                                    this.AddPersonToMoraleWorkingList(person);
                                    break;
                                }
                            }
                        }
                    }
                }
                else if ((GameObject.Chance(20) || !this.HasBuildingRouteway) || this.IsFundEnough)
                {
                    float num3;
                    bool flag2 = this.RecentlyAttacked > 0;
                    WorkRateList list3 = new WorkRateList();
                    if ((flag2 || (this.BelongedFaction.PlanTechniqueArchitecture != this)) || GameObject.Chance(20))
                    {
                        if (!flag2 || !GameObject.Chance(80))
                        {
                            if (this.Kind.HasAgriculture && (this.Agriculture < this.AgricultureCeiling))
                            {
                                if (this.BelongedSection.AIDetail.ValueAgriculture)
                                {
                                    list3.AddWorkRate(new WorkRate((((float) this.Agriculture) / 4f) / ((float) this.AgricultureCeiling), ArchitectureWorkKind.农业));
                                }
                                else
                                {
                                    list3.AddWorkRate(new WorkRate(((float) this.Agriculture) / ((float) this.AgricultureCeiling), ArchitectureWorkKind.农业));
                                }
                            }
                            if (this.Kind.HasCommerce && (this.Commerce < this.CommerceCeiling))
                            {
                                if (this.BelongedSection.AIDetail.ValueCommerce)
                                {
                                    list3.AddWorkRate(new WorkRate((((float) this.Commerce) / 4f) / ((float) this.CommerceCeiling), ArchitectureWorkKind.商业));
                                }
                                else
                                {
                                    list3.AddWorkRate(new WorkRate(((float) this.Commerce) / ((float) this.CommerceCeiling), ArchitectureWorkKind.商业));
                                }
                            }
                            if (this.Kind.HasTechnology && (this.Technology < this.TechnologyCeiling))
                            {
                                if (this.BelongedSection.AIDetail.ValueTechnology || (GameObject.Chance(50) && (this.IsStateAdmin || this.IsRegionCore)))
                                {
                                    list3.AddWorkRate(new WorkRate((((float) this.Technology) / 4f) / ((float) this.TechnologyCeiling), ArchitectureWorkKind.技术));
                                }
                                else
                                {
                                    list3.AddWorkRate(new WorkRate(((float) this.Technology) / ((float) this.TechnologyCeiling), ArchitectureWorkKind.技术));
                                }
                            }
                        }
                        if (this.Kind.HasDomination && (this.Domination < this.DominationCeiling))
                        {
                            if (this.BelongedSection.AIDetail.ValueDomination)
                            {
                                list3.AddWorkRate(new WorkRate(((((float) this.Domination) / 5f) / 4f) / ((float) this.DominationCeiling), ArchitectureWorkKind.统治));
                            }
                            else
                            {
                                list3.AddWorkRate(new WorkRate((((float) this.Domination) / 5f) / ((float) this.DominationCeiling), ArchitectureWorkKind.统治));
                            }
                        }
                        if (this.Kind.HasMorale && (this.Morale < this.MoraleCeiling))
                        {
                            if (this.BelongedSection.AIDetail.ValueMorale)
                            {
                                list3.AddWorkRate(new WorkRate((((float) this.Morale) / 4f) / ((float) this.MoraleCeiling), ArchitectureWorkKind.民心));
                            }
                            else
                            {
                                list3.AddWorkRate(new WorkRate(((float) this.Morale) / ((float) this.MoraleCeiling), ArchitectureWorkKind.民心));
                            }
                        }
                        if (this.Kind.HasEndurance && (this.Endurance < this.EnduranceCeiling))
                        {
                            if (this.BelongedSection.AIDetail.ValueEndurance)
                            {
                                list3.AddWorkRate(new WorkRate((((float) this.Endurance) / 4f) / ((float) this.EnduranceCeiling), ArchitectureWorkKind.耐久));
                            }
                            else
                            {
                                list3.AddWorkRate(new WorkRate(((float) this.Endurance) / ((float) this.EnduranceCeiling), ArchitectureWorkKind.耐久));
                            }
                        }
                    }
                    MilitaryList list4 = this.GetTrainingMilitaryList();
                    if (list4.Count > 0)
                    {
                        if (flag2)
                        {
                            list3.AddWorkRate(new WorkRate(0f, ArchitectureWorkKind.训练));
                        }
                        else
                        {
                            num3 = 0f;
                            foreach (Military military in list4)
                            {
                                num3 += ((float) military.TrainingWeighing) / ((float) military.MaxTrainingWeighing);
                            }
                            num3 /= (float) list4.Count;
                            if (this.BelongedSection.AIDetail.ValueTraining)
                            {
                                list3.AddWorkRate(new WorkRate(num3 / 4f, ArchitectureWorkKind.训练));
                            }
                            else
                            {
                                list3.AddWorkRate(new WorkRate(num3, ArchitectureWorkKind.训练));
                            }
                        }
                    }
                    MilitaryList recruitmentMilitaryList = null;
                    if (((flag2 || (this.BelongedFaction.PlanTechniqueArchitecture != this)) && this.Kind.HasPopulation) && ((flag2 || (GameObject.Random(GameObject.Square(((int) this.BelongedFaction.Leader.StrategyTendency) + 1)) == 0)) && this.RecruitmentAvail()))
                    {
                        recruitmentMilitaryList = this.GetRecruitmentMilitaryList();
                        if ((this.ArmyScale < this.FewArmyScale) && flag2)
                        {
                            list3.AddWorkRate(new WorkRate(0f, ArchitectureWorkKind.补充));
                        }
                        else if (((this.ArmyScale < this.FewArmyScale) && ((this.BelongedSection.AIDetail.ValueRecruitment && GameObject.Chance(20)) || GameObject.Chance(5))) && this.IsFoodAbundant)
                        {
                            list3.AddWorkRate(new WorkRate(0f, ArchitectureWorkKind.补充));
                        }
                        else if ((((GameObject.Chance(1) || (this.BelongedSection.AIDetail.ValueRecruitment && GameObject.Chance(5))) && ((this.ArmyScale >= this.LargeArmyScale) && this.IsFoodAbundant)) || ((((this.ArmyScale < this.LargeArmyScale) && this.IsFoodEnough) && (((this.IsImportant || (this.AreaCount > 2)) && (this.Population > this.Kind.PopulationBoundary)) || (((this.AreaCount <= 2) && !this.IsImportant) && (this.Population > (this.RecruitmentPopulationBoundary / 2))))) && ((this.BelongedSection.AIDetail.ValueRecruitment && GameObject.Chance(60)) || GameObject.Chance(15)))) && (GameObject.Random(Enum.GetNames(typeof(PersonStrategyTendency)).Length) >=(int) this.BelongedFaction.Leader.StrategyTendency))
                        {
                            num3 = 0f;
                            foreach (Military military in recruitmentMilitaryList)
                            {
                                num3 += ((float) military.RecruitmentWeighing) / ((float) military.MaxRecruitmentWeighing);
                            }
                            num3 /= (float) recruitmentMilitaryList.Count;
                            if (this.BelongedSection.AIDetail.ValueRecruitment)
                            {
                                list3.AddWorkRate(new WorkRate(num3 / 4f, ArchitectureWorkKind.补充));
                            }
                            else
                            {
                                list3.AddWorkRate(new WorkRate(num3, ArchitectureWorkKind.补充));
                            }
                        }
                    }
                    if (list3.Count > 0)
                    {
                        for (num = 0; num < this.Persons.Count; num += list3.Count)
                        {
                            foreach (WorkRate rate in list3.RateList)
                            {
                                switch (rate.workKind)
                                {
                                    case ArchitectureWorkKind.农业:
                                        foreach (Person person in this.agriculturePersons)
                                        {
                                            if ((person.WorkKind == ArchitectureWorkKind.无) && (isFundAbundant || (person.AgricultureAbility >= (120 + (this.AreaCount * 5)))))
                                            {
                                                this.AddPersonToAgricultureWorkingList(person);
                                                break;
                                            }
                                        }
                                        break;

                                    case ArchitectureWorkKind.商业:
                                        foreach (Person person in this.commercePersons)
                                        {
                                            if ((person.WorkKind == ArchitectureWorkKind.无) && (isFundAbundant || (person.CommerceAbility >= (120 + (this.AreaCount * 5)))))
                                            {
                                                this.AddPersonToCommerceWorkingList(person);
                                                break;
                                            }
                                        }
                                        break;

                                    case ArchitectureWorkKind.技术:
                                        foreach (Person person in this.technologyPersons)
                                        {
                                            if ((person.WorkKind == ArchitectureWorkKind.无) && (isFundAbundant || (person.TechnologyAbility >= (120 + (this.AreaCount * 5)))))
                                            {
                                                this.AddPersonToTechnologyWorkingList(person);
                                                break;
                                            }
                                        }
                                        break;

                                    case ArchitectureWorkKind.统治:
                                        foreach (Person person in this.dominationPersons)
                                        {
                                            if ((person.WorkKind == ArchitectureWorkKind.无) && (isFundAbundant || (person.DominationAbility >= (120 + (this.AreaCount * 5)))))
                                            {
                                                this.AddPersonToDominationWorkingList(person);
                                                break;
                                            }
                                        }
                                        break;

                                    case ArchitectureWorkKind.民心:
                                        foreach (Person person in this.moralePersons)
                                        {
                                            if ((person.WorkKind == ArchitectureWorkKind.无) && (isFundAbundant || (person.MoraleAbility >= (120 + (this.AreaCount * 5)))))
                                            {
                                                this.AddPersonToMoraleWorkingList(person);
                                                break;
                                            }
                                        }
                                        break;

                                    case ArchitectureWorkKind.耐久:
                                        foreach (Person person in this.endurancePersons)
                                        {
                                            if ((person.WorkKind == ArchitectureWorkKind.无) && (isFundAbundant || (person.EnduranceAbility >= (120 + (this.AreaCount * 5)))))
                                            {
                                                this.AddPersonToEnduranceWorkingList(person);
                                                break;
                                            }
                                        }
                                        break;

                                    case ArchitectureWorkKind.训练:
                                        foreach (Person person in this.trainingPersons)
                                        {
                                            if (person.WorkKind == ArchitectureWorkKind.无)
                                            {
                                                foreach (Military military in list4.GetRandomList())
                                                {
                                                    if (military.RecruitmentPersonID < 0)
                                                    {
                                                        this.AddPersonToTrainingWork(person, military);
                                                        break;
                                                    }
                                                }
                                                break;
                                            }
                                        }
                                        break;

                                    case ArchitectureWorkKind.补充:
                                        foreach (Person person in this.recruitmentPersons)
                                        {
                                            if ((person.WorkKind == ArchitectureWorkKind.无) && (isFundAbundant || (person.RecruitmentAbility >= 120)))
                                            {
                                                if (recruitmentMilitaryList != null)
                                                {
                                                    foreach (Military military in recruitmentMilitaryList.GetRandomList())
                                                    {
                                                        if (military.TrainingPersonID < 0)
                                                        {
                                                            this.AddPersonToRecuitmentWork(person, military);
                                                            break;
                                                        }
                                                    }
                                                }
                                                break;
                                            }
                                        }
                                        break;
                                }
                            }
                        }
                    }
                    if (this.Kind.HasPopulation && (flag2 || (this.BelongedFaction.PlanTechniqueArchitecture != this)))
                    {
                        if (((!flag2 && !this.BelongedSection.AIDetail.ValueNewMilitary) && !GameObject.Chance(10)) || (this.ArmyScale >= this.LargeArmyScale))
                        {
                            MilitaryList list6 = new MilitaryList();
                            foreach (Military military in this.Militaries)
                            {
                                if ((((military.Scales < 15) && (military.Quantity > 0)) && (military.Morale < (military.MoraleCeiling / 2))) && ((military.Kind.PointsPerSoldier <= 1) && (this.BelongedFaction.TechniquePoint > (military.Quantity * (military.Kind.PointsPerSoldier + 1)))))
                                {
                                    list6.Add(military);
                                }
                            }
                            foreach (Military military in list6)
                            {
                                this.DisbandMilitary(military);
                            }
                        }
                        else if (((this.Population > this.RecruitmentPopulationBoundary) || flag2) || ((this.Population >= 10000) && GameObject.Chance(5)))
                        {
                            bool flag3 = true;
                            foreach (Military military in this.Militaries)
                            {
                                if (military.Scales < 15)
                                {
                                    flag3 = false;
                                    break;
                                }
                            }
                            if (flag3)
                            {
                                this.AIRecruitment(false);
                            }
                            else if ((this.ValueWater && !this.HasShuijun()) && this.HasShuijunMilitaryKind())
                            {
                                this.AIRecruitment(true);
                            }
                        }
                    }
                }
            }
        }
        private void AIWork()
        {
            this.AIAutoHire();
            //reset all work
            this.StopAllWork();
            if (((this.PlanArchitecture == null) || GameObject.Chance(10)) && this.HasPerson())
            {
                int num;
                this.ReSortAllWeighingList();
                bool isFundAbundant = this.IsFundAbundant;
                //if not enough fund,
                if (this.Fund < ((100 * this.AreaCount) + ((30 - base.Scenario.Date.Day) * this.FacilityMaintenanceCost)))
                {
                    //do training
                    MilitaryList trainingMilitaryList = this.GetTrainingMilitaryList();
                    if (trainingMilitaryList.Count > 0)
                    {
                        trainingMilitaryList.IsNumber = true;
                        trainingMilitaryList.PropertyName = "Weighing";
                        trainingMilitaryList.ReSort();
                        GameObjectList maxObjects = this.trainingPersons.GetMaxObjects(trainingMilitaryList.Count);
                        for (num = 0; num < maxObjects.Count; num++)
                        {
                            this.AddPersonToTrainingWork(maxObjects[num] as Person, trainingMilitaryList[num] as Military);
                        }
                    }
                    //and for some chance, do domination, endurance and morale only
                    int num2 = 0;
                    if ((GameObject.Chance(50) && this.Kind.HasDomination) && (this.Domination < (this.DominationCeiling * 0.8)))
                    {
                        num2++;
                    }
                    if ((GameObject.Chance(50) && this.Kind.HasEndurance) && (this.Endurance < (this.EnduranceCeiling * 0.2f)))
                    {
                        num2++;
                    }
                    if ((GameObject.Chance(50) && this.Kind.HasMorale) && (this.Morale < Parameters.RecruitmentMorale))
                    {
                        num2++;
                    }
                    if (num2 > 0)
                    {
                        for (num = 0; num < (this.Persons.Count - trainingMilitaryList.Count); num += num2)
                        {
                            foreach (Person person in this.dominationPersons)
                            {
                                if (person.WorkKind == ArchitectureWorkKind.无)
                                {
                                    this.AddPersonToDominationWorkingList(person);
                                    break;
                                }
                            }
                            foreach (Person person in this.endurancePersons)
                            {
                                if (person.WorkKind == ArchitectureWorkKind.无)
                                {
                                    this.AddPersonToEnduranceWorkingList(person);
                                    break;
                                }
                            }
                            foreach (Person person in this.moralePersons)
                            {
                                if (person.WorkKind == ArchitectureWorkKind.无)
                                {
                                    this.AddPersonToMoraleWorkingList(person);
                                    break;
                                }
                            }
                        }
                    }
                }
                    //routeway is not going on and with 20% chance, or has enough fund
                else if ((GameObject.Chance(20) || !this.HasBuildingRouteway) || this.IsFundEnough)
                {
                    float num3;
                    bool flag2 = this.RecentlyAttacked > 0;
                    WorkRateList list3 = new WorkRateList();
                    //recently attacked, or not planned to start architecture here, or 20% chance => do some internal work
                    if ((flag2 || (this.BelongedFaction.PlanTechniqueArchitecture != this)) || GameObject.Chance(20))
                    {
                        //at 80% chance and or not recently attacked => do agriculture, commerce and technology
                        if (!flag2 || !GameObject.Chance(80))
                        {
                            //define weighting for each work, according to weightings(?) and respective value compared to its ceiling
                            //WorkRate = the smaller the higher priority
                            if (this.Kind.HasAgriculture && (this.Agriculture < this.AgricultureCeiling))
                            {
                                if (this.BelongedSection.AIDetail.ValueAgriculture)
                                {
                                    list3.AddWorkRate(new WorkRate((((float) this.Agriculture) / 4f) / ((float) this.AgricultureCeiling), ArchitectureWorkKind.农业));
                                }
                                else
                                {
                                    list3.AddWorkRate(new WorkRate(((float) this.Agriculture) / ((float) this.AgricultureCeiling), ArchitectureWorkKind.农业));
                                }
                            }
                            if (this.Kind.HasCommerce && (this.Commerce < this.CommerceCeiling))
                            {
                                if (this.BelongedSection.AIDetail.ValueCommerce)
                                {
                                    list3.AddWorkRate(new WorkRate((((float) this.Commerce) / 4f) / ((float) this.CommerceCeiling), ArchitectureWorkKind.商业));
                                }
                                else
                                {
                                    list3.AddWorkRate(new WorkRate(((float) this.Commerce) / ((float) this.CommerceCeiling), ArchitectureWorkKind.商业));
                                }
                            }
                            if (this.Kind.HasTechnology && (this.Technology < this.TechnologyCeiling))
                            {
                                if (this.BelongedSection.AIDetail.ValueTechnology || (GameObject.Chance(50) && (this.IsStateAdmin || this.IsRegionCore)))
                                {
                                    list3.AddWorkRate(new WorkRate((((float) this.Technology) / 4f) / ((float) this.TechnologyCeiling), ArchitectureWorkKind.技术));
                                }
                                else
                                {
                                    list3.AddWorkRate(new WorkRate(((float) this.Technology) / ((float) this.TechnologyCeiling), ArchitectureWorkKind.技术));
                                }
                            }
                        }
                        //define weightings for each work
                        if (this.Kind.HasDomination && (this.Domination < this.DominationCeiling))
                        {
                            if (this.BelongedSection.AIDetail.ValueDomination)
                            {
                                list3.AddWorkRate(new WorkRate(((((float) this.Domination) / 5f) / 4f) / ((float) this.DominationCeiling), ArchitectureWorkKind.统治));
                            }
                            else
                            {
                                list3.AddWorkRate(new WorkRate((((float) this.Domination) / 5f) / ((float) this.DominationCeiling), ArchitectureWorkKind.统治));
                            }
                        }
                        if (this.Kind.HasMorale && (this.Morale < this.MoraleCeiling))
                        {
                            if (this.BelongedSection.AIDetail.ValueMorale)
                            {
                                list3.AddWorkRate(new WorkRate((((float) this.Morale) / 4f) / ((float) this.MoraleCeiling), ArchitectureWorkKind.民心));
                            }
                            else
                            {
                                list3.AddWorkRate(new WorkRate(((float) this.Morale) / ((float) this.MoraleCeiling), ArchitectureWorkKind.民心));
                            }
                        }
                        if (this.Kind.HasEndurance && (this.Endurance < this.EnduranceCeiling))
                        {
                            if (this.BelongedSection.AIDetail.ValueEndurance)
                            {
                                list3.AddWorkRate(new WorkRate((((float) this.Endurance) / 4f) / ((float) this.EnduranceCeiling), ArchitectureWorkKind.耐久));
                            }
                            else
                            {
                                list3.AddWorkRate(new WorkRate(((float) this.Endurance) / ((float) this.EnduranceCeiling), ArchitectureWorkKind.耐久));
                            }
                        }
                    }
                    MilitaryList list4 = this.GetTrainingMilitaryList();
                    //if has military
                    if (list4.Count > 0)
                    {
                        //if recently attacked, do training at the highest priority
                        if (flag2)
                        {
                            list3.AddWorkRate(new WorkRate(0f, ArchitectureWorkKind.训练));
                        }
                        else
                        {
                            //do training at priority the average of the training weightings of militaries 
                            num3 = 0f;
                            foreach (Military military in list4)
                            {
                                num3 += ((float) military.TrainingWeighing) / ((float) military.MaxTrainingWeighing);
                            }
                            num3 /= (float) list4.Count;
                            if (this.BelongedSection.AIDetail.ValueTraining)
                            {
                                list3.AddWorkRate(new WorkRate(num3 / 4f, ArchitectureWorkKind.训练));
                            }
                            else
                            {
                                list3.AddWorkRate(new WorkRate(num3, ArchitectureWorkKind.训练));
                            }
                        }
                    }
                    MilitaryList recruitmentMilitaryList = null;
                    //condition of recruiting military
                    //1. has population
                    //2. the arch is recently attacked or has no planned technique
                    //3. at 1/(leader stretagy tendency + 1)^2 chance, or recently attacked
                    //4. can actually recruit (i.e. bound by game rules)
                    if (((flag2 || (this.BelongedFaction.PlanTechniqueArchitecture != this)) && this.Kind.HasPopulation) && ((flag2 || (GameObject.Random(GameObject.Square(((int) this.BelongedFaction.Leader.StrategyTendency) + 1)) == 0)) && this.RecruitmentAvail()))
                    {
                        recruitmentMilitaryList = this.GetRecruitmentMilitaryList();
                        //if
                        //1. arch has little troop (scale < 20) and recently attacked, or
                        //2. arch has little troop (scale < 20) and (has high priority of recruitment with 20% chance, or another 5% chance), and food is abundant
                        // => do recruit at highest priority
                        //lgs-patch: As long as arch has little troop, recruit!
                        if ((this.ArmyScale < this.FewArmyScale) /*&& flag2*/)
                        {
                            list3.AddWorkRate(new WorkRate(0f, ArchitectureWorkKind.补充));
                        }
                        /*else if (((this.ArmyScale < this.FewArmyScale) && ((this.BelongedSection.AIDetail.ValueRecruitment && GameObject.Chance(20)) || GameObject.Chance(5))) && this.IsFoodAbundant)
                        {
                            list3.AddWorkRate(new WorkRate(0f, ArchitectureWorkKind.补充));
                        }*/
                            //otherwise, if
                            //1. At 1-(leader stretagy tendency)/(total stretagy tendency counts i.e. 4) chance
                            //2. If food is abundant and has army scale > 50 (the main issue preventing troop recruitment)
                            //  => 1% chance of recruit, or 5% if put at priority (1% is really very small!!)
                            //3. otherwise, if food is enough and army scale <= 50
                            //  => 15% chance of recruit, or 60% chance if put at priority (section AI), and
                            //     if base is important, population > population boundary defined by arch type (40k by default)
                            //     otherwise, population > 2x population boundary defined by arch type (80k by default)
                            //then do recruit
                            //lgs-patch: remove condition 2, forget about army scale and do recruit.
                            //lgs-patch: extra disjunction: if population > 50%, ((population / populationCeil * 100 - 50) * 2)% chance of recruit, bound to condition 1
                            //          s.t. AI will recruit when population is hitting the ceiling
                        else if (
                            (
                            /*((GameObject.Chance(1) || (this.BelongedSection.AIDetail.ValueRecruitment && GameObject.Chance(5))) 
                                && ((this.ArmyScale >= this.LargeArmyScale) && this.IsFoodAbundant)) || */
                            (((/*(this.ArmyScale < this.LargeArmyScale) &&*/ this.IsFoodEnough) && 
                                (((this.IsImportant || (this.AreaCount > 2)) && (this.Population > this.Kind.PopulationBoundary)) ||
                                (((this.AreaCount <= 2) && !this.IsImportant) && (this.Population > (this.RecruitmentPopulationBoundary / 2)))))
                                && ((this.BelongedSection.AIDetail.ValueRecruitment && GameObject.Chance(60)) || GameObject.Chance(15)))
                            ||
                                (GameObject.Chance((int) ((float) this.Population / this.PopulationCeiling * 100 - 50) * 2))
                            ) 
                            && (GameObject.Random(Enum.GetNames(typeof(PersonStrategyTendency)).Length) >=(int) this.BelongedFaction.Leader.StrategyTendency))
                        {
                            //with recruitment priority average of military weightings
                            num3 = 0f;
                            foreach (Military military in recruitmentMilitaryList)
                            {
                                num3 += ((float) military.RecruitmentWeighing) / ((float) military.MaxRecruitmentWeighing);
                            }
                            num3 /= (float) recruitmentMilitaryList.Count;
                            if (this.BelongedSection.AIDetail.ValueRecruitment)
                            {
                                list3.AddWorkRate(new WorkRate(num3 / 4f, ArchitectureWorkKind.补充));
                            }
                            else
                            {
                                list3.AddWorkRate(new WorkRate(num3, ArchitectureWorkKind.补充));
                            }
                        }
                    }
                    //with work rate mapping, really assign tasks.
                    //Algo: according to rating, assign one person to each task, and iterate until no more person can be assigned
                    //Besides, it won't give task if the person has respective ability < 120 unless fund is abundant.
                    //This way seems to work pretty well though...
                    if (list3.Count > 0)
                    {
                        for (num = 0; num < this.Persons.Count; num += list3.Count)
                        {
                            foreach (WorkRate rate in list3.RateList)
                            {
                                switch (rate.workKind)
                                {
                                    case ArchitectureWorkKind.农业:
                                        foreach (Person person in this.agriculturePersons)
                                        {
                                            if ((person.WorkKind == ArchitectureWorkKind.无) && (isFundAbundant || (person.AgricultureAbility >= (120 + (this.AreaCount * 5)))))
                                            {
                                                this.AddPersonToAgricultureWorkingList(person);
                                                break;
                                            }
                                        }
                                        break;

                                    case ArchitectureWorkKind.商业:
                                        foreach (Person person in this.commercePersons)
                                        {
                                            if ((person.WorkKind == ArchitectureWorkKind.无) && (isFundAbundant || (person.CommerceAbility >= (120 + (this.AreaCount * 5)))))
                                            {
                                                this.AddPersonToCommerceWorkingList(person);
                                                break;
                                            }
                                        }
                                        break;

                                    case ArchitectureWorkKind.技术:
                                        foreach (Person person in this.technologyPersons)
                                        {
                                            if ((person.WorkKind == ArchitectureWorkKind.无) && (isFundAbundant || (person.TechnologyAbility >= (120 + (this.AreaCount * 5)))))
                                            {
                                                this.AddPersonToTechnologyWorkingList(person);
                                                break;
                                            }
                                        }
                                        break;

                                    case ArchitectureWorkKind.统治:
                                        foreach (Person person in this.dominationPersons)
                                        {
                                            if ((person.WorkKind == ArchitectureWorkKind.无) && (isFundAbundant || (person.DominationAbility >= (120 + (this.AreaCount * 5)))))
                                            {
                                                this.AddPersonToDominationWorkingList(person);
                                                break;
                                            }
                                        }
                                        break;

                                    case ArchitectureWorkKind.民心:
                                        foreach (Person person in this.moralePersons)
                                        {
                                            if ((person.WorkKind == ArchitectureWorkKind.无) && (isFundAbundant || (person.MoraleAbility >= (120 + (this.AreaCount * 5)))))
                                            {
                                                this.AddPersonToMoraleWorkingList(person);
                                                break;
                                            }
                                        }
                                        break;

                                    case ArchitectureWorkKind.耐久:
                                        foreach (Person person in this.endurancePersons)
                                        {
                                            if ((person.WorkKind == ArchitectureWorkKind.无) && (isFundAbundant || (person.EnduranceAbility >= (120 + (this.AreaCount * 5)))))
                                            {
                                                this.AddPersonToEnduranceWorkingList(person);
                                                break;
                                            }
                                        }
                                        break;

                                    case ArchitectureWorkKind.训练:
                                        foreach (Person person in this.trainingPersons)
                                        {
                                            if (person.WorkKind == ArchitectureWorkKind.无)
                                            {
                                                foreach (Military military in list4.GetRandomList())
                                                {
                                                    if (military.RecruitmentPersonID < 0)
                                                    {
                                                        this.AddPersonToTrainingWork(person, military);
                                                        break;
                                                    }
                                                }
                                                break;
                                            }
                                        }
                                        break;

                                    case ArchitectureWorkKind.补充:
                                        foreach (Person person in this.recruitmentPersons)
                                        {
                                            if ((person.WorkKind == ArchitectureWorkKind.无) && (isFundAbundant || (person.RecruitmentAbility >= 120)))
                                            {
                                                if (recruitmentMilitaryList != null)
                                                {
                                                    foreach (Military military in recruitmentMilitaryList.GetRandomList())
                                                    {
                                                        if (military.TrainingPersonID < 0)
                                                        {
                                                            this.AddPersonToRecuitmentWork(person, military);
                                                            break;
                                                        }
                                                    }
                                                }
                                                break;
                                            }
                                        }
                                        break;
                                }
                            }
                        }
                    }
                    //and finally, define when to create/disband militaries
                    //condition: 
                    //1. has population
                    //2. recently attacked or not having planned technique
                    if (this.Kind.HasPopulation && (flag2 || (this.BelongedFaction.PlanTechniqueArchitecture != this)))
                    {
                        //if 
                        //1. not recently attacked and not told to create new army, and 90% chance, or
                        //2. army scale > 50 (main issue!)
                        //find military to disband, and don't create new army
                        //lgs-patch: never disband armies! Allow army scale > 50 to create army
                        /*if (((!flag2 && !this.BelongedSection.AIDetail.ValueNewMilitary) && !GameObject.Chance(10)) || (this.ArmyScale >= this.LargeArmyScale))
                        {
                            MilitaryList list6 = new MilitaryList();
                            //if
                            //1. scale < 15
                            //2. quantity > 0
                            //3. morale < morale ceiling / 2 (i.e. 50)
                            //4. military kind's points per soldier <= 1 (Don't disband worthy armies!)
                            //5. faction technique point > quantity * (points per soldier + 1)
                            //disband this army
                            foreach (Military military in this.Militaries)
                            {
                                if ((((military.Scales < 15) && (military.Quantity > 0)) && (military.Morale < (military.MoraleCeiling / 2))) && ((military.Kind.PointsPerSoldier <= 1) && (this.BelongedFaction.TechniquePoint > (military.Quantity * (military.Kind.PointsPerSoldier + 1)))))
                                {
                                    list6.Add(military);
                                }
                            }
                            foreach (Military military in list6)
                            {
                                this.DisbandMilitary(military);
                            }
                        }
                        //if
                        //1. recently attacked, or
                        //2. population > popluation boundary (i.e. 40k), or
                        //3. population > 10000 and 5% chance, and
                        //4. there has no army whose scale < 15
                        //=> create army
                        //lgs-patch: some military kind could never reach scale of 15 which would then totally prevent army creation.
                        //           change it to no creation of new army if its scale is less than 75% of its max scale
                        //lgs-patch: extra disjunction: if population > 50%, ((population / populationCeil * 100 - 50) * 2)% chance of recruit,
                        //          s.t. AI will recruit when population is hitting the ceiling
                        //lgs-patch: AI tends to over-recruit with new algorithm, and causes little population. Remove population >= 10000 disjunction
                        //          and increase recruitment population boundary (and add variation to it)
                        else */
                        //if (((this.Population > this.RecruitmentPopulationBoundary * 2.0f) || flag2) /*|| ((this.Population >= 10000) && GameObject.Chance(5))*/)
                        if (flag2 || this.Population > this.RecruitmentPopulationBoundary * (0.5f + (Enum.GetNames(typeof(PersonStrategyTendency)).Length - (int) this.BelongedFaction.Leader.StrategyTendency) * 0.5f) + GameObject.Random(this.RecruitmentPopulationBoundary))
                        {
                            bool flag3 = true;
                            foreach (Military military in this.Militaries)
                            {
                                //if (military.Scales < 15)
                                if (military.Scales < (float) military.Kind.MaxScale / military.Kind.MinScale * 0.75f)
                                {
                                    flag3 = false;
                                    break;
                                }
                            }
                            if ((GameObject.Chance((int)((float)this.Population / this.PopulationCeiling * 100 - 50) * 2)))
                            {
                                flag3 = true;
                            }
                            if (flag3)
                            {
                                this.AIRecruitment(false);
                            }
                            else if ((this.ValueWater && !this.HasShuijun()) && this.HasShuijunMilitaryKind())
                            {
                                this.AIRecruitment(true);
                            }
                        }
                    }
                }
            }
        }