public static Military Create(GameScenario scenario, Architecture architecture, MilitaryKind kind) { Military military = new Military(); military.Scenario = scenario; military.KindID = kind.ID; military.ID = scenario.Militaries.GetFreeGameObjectID(); if (kind.Unique) { military.Name = kind.Name; } else { military.Name = kind.Name + "队"; } architecture.AddMilitary(military); architecture.BelongedFaction.AddMilitary(military); scenario.Militaries.AddMilitary(military); architecture.DecreaseFund((int)(kind.CreateCost * kind.GetRateOfNewMilitary(architecture))); if (kind.IsTransport) { military.Quantity = kind.MaxScale; military.Morale = military.MoraleCeiling; military.Combativity = military.CombativityCeiling; } return(military); }
public void SendRansom(Architecture to, Architecture from) { this.RansomFund = this.Ransom; from.DecreaseFund(this.RansomFund); this.RansomArchitecture = to; this.RansomArriveDays = (int)(base.Scenario.GetDistance(from.ArchitectureArea, to.ArchitectureArea) / 5.0); if (this.RansomArriveDays <= 0) { this.RansomArriveDays = 1; } }
public void SendRansom(Architecture to, Architecture from) { this.RansomFund = this.Ransom; from.DecreaseFund(this.RansomFund); this.RansomArchitecture = to; //this.RansomArriveDays = (int) (Session.Current.Scenario.GetDistance(from.ArchitectureArea, to.ArchitectureArea) / 5.0); this.RansomArriveDays = (int)(Session.Current.Scenario.GetDistance(from.ArchitectureArea, to.ArchitectureArea) / 5.0) * Session.Parameters.DayInTurn; if (this.RansomArriveDays <= 0) { this.RansomArriveDays = 1; } }