private void ComputeFatigue(Config.Fatigue f, SideStat ss) { switch (f) { case Config.Fatigue.None: // Nothing ss.Moral = 1; ss.MoralLimit = 1; break; case Config.Fatigue.Little: ss.Moral = 0.95f; ss.MoralLimit = 1; break; case Config.Fatigue.Moderate: ss.Moral = 0.90f; ss.MoralLimit = 1; break; case Config.Fatigue.Lot: ss.Moral = 0.80f; ss.MoralLimit = 1; break; case Config.Fatigue.Limit: ss.Moral = 0.80f; ss.MoralLimit = 0.90f; break; } }
private void ComputeFortification(Config.Fortification f, SideStat ss) { switch (f) { case Config.Fortification.Nothing: // Nothing ss.Defense = 0; break; case Config.Fortification.Barack: ss.Defense = 0.05f; break; case Config.Fortification.Rambard: ss.Defense = 0.1f; break; case Config.Fortification.Fort: ss.Defense = 0.2f; break; case Config.Fortification.Castle: ss.Defense = 0.25f; break; } }
// Empty constructor public War() { For1 = Config.Fortification.Nothing; For2 = Config.Fortification.Nothing; Fat1 = Config.Fatigue.None; Fat2 = Config.Fatigue.None; _stat1 = new SideStat(); _stat2 = new SideStat(); _stat = new WarStat(); }