public override void ApplyInfluenceKind(Troop troop)
 {
     int recoverQuantity;
     if (troop.GetCurrentStratagemSuccess(troop.OrientationTroop, false, false, false))
     {
         troop.OrientationTroop.PreAction = TroopPreAction.恢复;
         recoverQuantity = (int)(this.rate * troop.OrientationTroop.Army.Kind.MinScale);
         if (recoverQuantity > troop.OrientationTroop.InjuryQuantity)
         {
             recoverQuantity = troop.OrientationTroop.InjuryQuantity;
         }
         troop.OrientationTroop.IncreaseQuantity(recoverQuantity);
         troop.OrientationTroop.InjuryQuantity -= recoverQuantity;
     }
     foreach (Troop troop2 in troop.AreaStratagemTroops)
     {
         if (troop.GetCurrentStratagemSuccess(troop2, false, false, false))
         {
             troop2.PreAction = TroopPreAction.恢复;
             recoverQuantity = (int)(this.rate * troop2.Army.Kind.MinScale);
             if (recoverQuantity > troop2.InjuryQuantity)
             {
                 recoverQuantity = troop2.InjuryQuantity;
             }
             troop2.IncreaseQuantity(recoverQuantity);
             troop2.OrientationTroop.InjuryQuantity -= recoverQuantity;
         }
     }
 }
 public override void ApplyInfluenceKind(Troop troop)
 {
     if (troop.GetCurrentStratagemSuccess(troop.OrientationTroop, false, false, false))
     {
         troop.OrientationTroop.SetRecoverFromChaos();
     }
     foreach (Troop troop2 in troop.AreaStratagemTroops)
     {
         if (troop.GetCurrentStratagemSuccess(troop2, false, false, false))
         {
             troop2.SetRecoverFromChaos();
         }
     }
 }
 public override void ApplyInfluenceKind(Troop troop)
 {
     if (troop.GetCurrentStratagemSuccess(troop.OrientationTroop, troop.InevitableRaoluanOnLowerIntelligence || troop.InevitableStratagemOnLowerIntelligence, (troop.OrientationTroop.NeverBeIntoChaos || troop.OrientationTroop.OutburstNeverBeIntoChaos) || troop.OrientationTroop.InvincibleRaoluan, troop.OrientationTroop.InvincibleStratagemFromLowerIntelligence))
     {
         troop.OrientationTroop.SetChaos(troop.GenerateCastChaosDay(this.maxDays));
     }
     foreach (Troop troop2 in troop.AreaStratagemTroops)
     {
         if (troop.GetCurrentStratagemSuccess(troop2, troop.InevitableRaoluanOnLowerIntelligence || troop.InevitableStratagemOnLowerIntelligence, (troop2.NeverBeIntoChaos || troop2.OutburstNeverBeIntoChaos) || troop2.InvincibleRaoluan, troop2.InvincibleStratagemFromLowerIntelligence))
         {
             troop2.SetChaos(troop.GenerateCastChaosDay(this.maxDays));
         }
     }
 }
 public override void ApplyInfluenceKind(Troop troop)
 {
     if (troop.GetCurrentStratagemSuccess(troop.OrientationTroop, troop.InevitableHuogongOnLowerIntelligence || troop.InevitableStratagemOnLowerIntelligence, troop.OrientationTroop.InvincibleHuogong, troop.OrientationTroop.InvincibleStratagemFromLowerIntelligence))
     {
         troop.OrientationTroop.SetOnFire(troop.GenerateFireDamageScale(this.scale, troop.Scenario.GetTerrainDetailByPositionNoCheck(troop.OrientationTroop.Position)));
     }
     foreach (Troop troop2 in troop.AreaStratagemTroops)
     {
         if (troop.GetCurrentStratagemSuccess(troop2, troop.InevitableHuogongOnLowerIntelligence || troop.InevitableStratagemOnLowerIntelligence, troop2.InvincibleHuogong, troop2.InvincibleStratagemFromLowerIntelligence))
         {
             troop2.SetOnFire(troop.GenerateFireDamageScale(this.scale, troop.Scenario.GetTerrainDetailByPositionNoCheck(troop2.Position)));
         }
     }
 }
 public override void ApplyInfluenceKind(Troop troop)
 {
     if (troop.GetCurrentStratagemSuccess(troop.OrientationTroop, troop.InevitableGongxinOnLowerIntelligence || troop.InevitableStratagemOnLowerIntelligence, troop.OrientationTroop.InvincibleGongxin, troop.OrientationTroop.InvincibleStratagemFromLowerIntelligence))
     {
         troop.ApplyGongxin(troop.OrientationTroop, this.baseDecrement);
     }
     foreach (Troop troop2 in troop.AreaStratagemTroops)
     {
         if (troop.GetCurrentStratagemSuccess(troop2, troop.InevitableGongxinOnLowerIntelligence || troop.InevitableStratagemOnLowerIntelligence, troop2.InvincibleGongxin, troop2.InvincibleStratagemFromLowerIntelligence))
         {
             troop.ApplyGongxin(troop2, this.baseDecrement);
         }
     }
 }
 public override void ApplyInfluenceKind(Troop troop)
 {
     if (troop.GetCurrentStratagemSuccess(null, false, false, false))
     {
         troop.Scenario.SetPositionOnFire(troop.SelfCastPosition);
     }
 }
 public override void ApplyInfluenceKind(Troop troop)
 {
     if (troop.GetCurrentStratagemSuccess(troop.OrientationTroop, false, false, false))
     {
         troop.OrientationTroop.PreAction = TroopPreAction.鼓舞;
         troop.OrientationTroop.IncreaseMorale(troop.GenerateBoostIncrement(this.baseIncrement));
     }
     foreach (Troop troop2 in troop.AreaStratagemTroops)
     {
         if (troop.GetCurrentStratagemSuccess(troop2, false, false, false))
         {
             troop2.PreAction = TroopPreAction.鼓舞;
             troop2.IncreaseMorale(troop.GenerateBoostIncrement(this.baseIncrement));
         }
     }
 }
 public override void ApplyInfluenceKind(Troop troop)
 {
     if (troop.GetCurrentStratagemSuccess(troop.OrientationTroop, 
         troop.InevitableAttractOnLowerIntelligence || troop.InevitableStratagemOnLowerIntelligence, 
         troop.OrientationTroop.InvincibleAttract, troop.OrientationTroop.InvincibleStratagemFromLowerIntelligence))
     {
         troop.OrientationTroop.SetAttract(troop, troop.GenerateCastAttractDay(this.maxDays));
     }
     foreach (Troop troop2 in troop.AreaStratagemTroops)
     {
         if (troop.GetCurrentStratagemSuccess(troop2,
             troop.InevitableAttractOnLowerIntelligence || troop.InevitableStratagemOnLowerIntelligence,
             troop2.InvincibleAttract, troop2.InvincibleStratagemFromLowerIntelligence))
         {
             troop2.SetAttract(troop, troop.GenerateCastAttractDay(this.maxDays));
         }
     }
 }