Esempio n. 1
0
        private Kingdom GoRebelKingdom(Clan clan, IEnumerable <Settlement> settlements)
        {
            var capital = settlements.First();
            var owner   = capital.OwnerClan;
            // create a new kingdom for the clan
            TextObject kingdomIntroText = new TextObject("{=Separatism_Kingdom_Intro_Anarchy}{RebelKingdom} was found in {Year} as a result of anarchy in fiefs of the {ClanName} when people of {Settlement} have called {Ruler} on rulership.", null);

            kingdomIntroText.SetTextVariable("Year", CampaignTime.Now.GetYear);
            kingdomIntroText.SetTextVariable("ClanName", owner.Name);
            kingdomIntroText.SetTextVariable("Settlement", capital.Name);
            kingdomIntroText.SetTextVariable("Ruler", clan.Leader.Name);
            var kingdom = clan.CreateKingdom(kingdomIntroText);

            // keep policies from the old settlement kingdom
            foreach (var policy in owner.Kingdom.ActivePolicies)
            {
                kingdom.AddPolicy(policy);
            }
            // move the clan out of its current kingdom
            clan.ChangeKingdom(null, false);
            // change settlement ownership
            foreach (var s in settlements)
            {
                ChangeOwnerOfSettlementAction.ApplyByRevolt(clan.Leader, s);
            }
            // move the clan into the new kingdom
            clan.ChangeKingdom(kingdom, false);
            // declare wars
            kingdom.InheritsWarsFromKingdom(owner.Kingdom);
            DeclareWarAction.Apply(owner.Kingdom, kingdom);

            return(kingdom);
        }
Esempio n. 2
0
        private Kingdom GoRebelKingdom(Clan clan)
        {
            // create a new kingdom for the clan
            TextObject kingdomIntroText = new TextObject("{=Separatism_Kingdom_Intro}{RebelKingdom} was found in {Year} when the {ClanName} have rised a rebellion against {Ruler} ruler of {Kingdom}.", null);

            kingdomIntroText.SetTextVariable("Year", CampaignTime.Now.GetYear);
            kingdomIntroText.SetTextVariable("ClanName", clan.Name);
            kingdomIntroText.SetTextVariable("Ruler", clan.Kingdom.Ruler.Name);
            kingdomIntroText.SetTextVariable("Kingdom", clan.Kingdom.Name);
            var kingdom = clan.CreateKingdom(kingdomIntroText);

            // keep policies from the old clan kingdom
            foreach (var policy in clan.Kingdom.ActivePolicies)
            {
                kingdom.AddPolicy(policy);
            }
            // move the clan into its new kingdom
            clan.ChangeKingdom(kingdom, true);

            return(kingdom);
        }
Esempio n. 3
0
        private void OnDailyTickClan(Clan clan)
        {
            var kingdom = clan.Kingdom;

            if (kingdom == null ||
                clan == Clan.PlayerClan ||
                clan.IsUnderMercenaryService ||
                !clan.Leader.IsAlive ||
                clan.Leader.IsPrisoner ||
                clan.Fortifications.Any(x => x.IsUnderSiege) ||
                clan.Parties.Any(x => x.MapEvent != null))
            {
                return;
            }
            var ruler = kingdom.Ruler;

            if (clan.Leader != ruler)
            {
                if (!SeparatismConfig.Settings.LordRebellionsEnabled)
                {
                    return;
                }

                var hasReason      = !clan.Leader.HasGoodRelationWith(ruler);
                var kingdomFiefs   = kingdom.GetFiefsAmount();
                var kingdomClans   = kingdom.Clans.Count(x => !x.IsUnderMercenaryService);
                var clanFiefs      = clan.GetFiefsAmount();
                var hasEnoughFiefs = (kingdomFiefs > 0 &&
                                      ((SeparatismConfig.Settings.AverageAmountOfKingdomFiefsIsEnoughToRebel && clanFiefs >= (float)kingdomFiefs / kingdomClans) ||
                                       SeparatismConfig.Settings.MinimalAmountOfKingdomFiefsToRebel <= clanFiefs));
                var rebelRightNow = SeparatismConfig.Settings.DailyLordRebellionChance >= 1 ||
                                    (MBRandom.RandomFloat <= SeparatismConfig.Settings.DailyLordRebellionChance);

                if (hasReason && hasEnoughFiefs && rebelRightNow)
                {
                    var rebelKingdom = GoRebelKingdom(clan);
                    var textObject   = new TextObject("{=Separatism_Clan_Rebel}The {ClanName} have broken from {Kingdom} to found the {RebelKingdom}.", null);
                    textObject.SetTextVariable("ClanName", clan.Name);
                    textObject.SetTextVariable("Kingdom", kingdom.Name);
                    textObject.SetTextVariable("RebelKingdom", rebelKingdom.Name);
                    GameLog.Warn(textObject.ToString());
                }
            }
            else
            {
                if (kingdom.Clans.Where(x => x.Leader.IsAlive).Count() == 1) // kingdom has the only one ruler clan
                {
                    if (clan.Settlements.Count() == 0)                       // no any fiefs
                    {
                        clan.ChangeKingdom(null, false);
                        var textObject = new TextObject("{=Separatism_Kingdom_Abandoned}The {Kingdom} has been destroyed and the {ClanName} are in search of a new sovereign.", null);
                        textObject.SetTextVariable("Kingdom", kingdom.Name);
                        textObject.SetTextVariable("ClanName", clan.Name);
                        GameLog.Warn(textObject.ToString());
                    }
                    else                     // look for ally
                    {
                        var enemies         = FactionManager.GetEnemyKingdoms(kingdom).ToArray();
                        var potentialAllies = enemies
                                              .SelectMany(x => FactionManager.GetEnemyKingdoms(x))
                                              .Distinct()
                                              .Except(enemies)
                                              .Intersect(clan.CloseKingdoms())
                                              .Where(x => x != kingdom && x.Settlements.Count() > 0)
                                              .ToArray();
                        foreach (var pa in potentialAllies)
                        {
                            if (kingdom.Leader.HasGoodRelationWith(pa.Leader) &&
                                pa.Leader.Clan.Tier >= clan.Tier)
                            {
                                var commonEnemies = FactionManager.GetEnemyKingdoms(pa)
                                                    .Intersect(enemies)
                                                    .Where(x => x.Settlements.Count() > 0)
                                                    .ToArray();
                                foreach (var enemy in commonEnemies)
                                {
                                    var kingdomDistance  = enemy.FactionMidPoint.Distance(kingdom.FactionMidPoint);
                                    var paDistance       = enemy.FactionMidPoint.Distance(pa.FactionMidPoint);
                                    var allianceDistance = kingdom.FactionMidPoint.Distance(pa.FactionMidPoint);

                                    if (allianceDistance <= Math.Sqrt(kingdomDistance * kingdomDistance + paDistance * paDistance) ||
                                        (kingdom.IsInsideKingdomTeritory(enemy) && pa.IsInsideKingdomTeritory(enemy)))
                                    {
                                        clan.ChangeKingdom(pa, false);
                                        var textObject = new TextObject("{=Separatism_Kingdom_Union}The {Kingdom} has joined to the {Ally} to fight against common enemy the {Enemy}.", null);
                                        textObject.SetTextVariable("Kingdom", kingdom.Name);
                                        textObject.SetTextVariable("Ally", pa.Name);
                                        textObject.SetTextVariable("Enemy", enemy.Name);
                                        GameLog.Warn(textObject.ToString());
                                        return;
                                    }
                                }
                            }
                        }
                        // no ally kingdoms found, so look for friendly clans at least
                        var allyClan = Clan.All.ReadyToGo().Where(c =>
                                                                  c.Tier <= clan.Tier &&
                                                                  c.Leader.HasGoodRelationWith(clan.Leader))
                                       .OrderByDescending(c => c.TotalStrength)
                                       .FirstOrDefault();
                        if (allyClan != null)
                        {
                            allyClan.ChangeKingdom(kingdom, false);
                            int relationChange = SeparatismConfig.Settings.RelationChangeRulerWithSupporter;
                            if (relationChange != 0)
                            {
                                ChangeRelationAction.ApplyRelationChangeBetweenHeroes(clan.Leader, allyClan.Leader, relationChange, true);
                            }
                            var textObject = new TextObject("{=Separatism_Clan_Support}The {ClanName} have joined the {Kingdom} to support {Ruler}.", null);
                            textObject.SetTextVariable("ClanName", allyClan.Name);
                            textObject.SetTextVariable("Kingdom", kingdom.Name);
                            textObject.SetTextVariable("Ruler", kingdom.Ruler.Name);
                            GameLog.Warn(textObject.ToString());
                        }
                    }
                }
            }
        }