public static void DetermineSupport(MakePeaceKingdomDecision __instance, ref float __result, Clan clan, DecisionOutcome possibleOutcome) { var test1 = new PeaceBarterable(__instance.Kingdom, __instance.FactionToMakePeaceWith, CampaignTime.Years(1f)).GetValueForFaction(clan); //InformationManager.DisplayMessage(new InformationMessage(__instance.FactionToMakePeaceWith.Name.ToString() + ":" + test1.ToString())); var shouldPeaceBeDeclared = (bool)possibleOutcome.GetType().GetField("ShouldPeaceBeDeclared", BindingFlags.Instance | BindingFlags.Public).GetValue(possibleOutcome); if (DiplomacySetting.Instance.EnableMakePeaceStrategyPlus) { var atWars = (from x in clan.Kingdom.Stances where x.IsAtWar && x.Faction1.IsKingdomFaction && x.Faction2.IsKingdomFaction select x).ToArray <StanceLink>(); //var plus = 2 * atWars.Length * (float)(new PeaceBarterable(__instance.Kingdom, __instance.FactionToMakePeaceWith, CampaignTime.Years(1f)).GetValueForFaction(clan)) * Campaign.Current.Models.DiplomacyModel.DenarsToInfluence(); var plus = 1f; var settlementsOccupyed = DiplomacySetting.GetFactionSettlementOccupyedByFaction(clan.MapFaction, __instance.FactionToMakePeaceWith).Sum(a => a.IsCastle ? 2 : 3); plus *= settlementsOccupyed == 0 ? 0f : (float)Math.Sqrt(settlementsOccupyed); StanceLink stanceWith = clan.MapFaction.GetStanceWith(__instance.FactionToMakePeaceWith); var toDays = stanceWith.WarStartDate.ElapsedDaysUntilNow; //兼容旧档 if (toDays > 2000) { Traverse.Create(stanceWith).Property("WarStartDate").SetValue(CampaignTime.Now); toDays = stanceWith.WarStartDate.ElapsedDaysUntilNow; } var daysFactor = Math.Min(9, toDays < 20 ? 1 : toDays / 20f); var factor = Math.Max(0, daysFactor - plus); var clanMercy = clan.Leader.GetTraitLevel(DefaultTraits.Mercy) * 20; if (shouldPeaceBeDeclared) { __result += Math.Abs(__result) / 10 * (factor) + clanMercy; } else { // __result -= Math.Abs(__result) / 10 * (resultFactor) - clanMercy; } } if (__instance.ProposerClan == Clan.PlayerClan && DiplomacySetting.Instance.RelationEffectOfMakePeaceDecision > 0 && __result >= 0) { var relation = CharacterRelationManager.GetHeroRelation(Hero.MainHero, clan.Leader); relation = relation > 0 ? relation : 0; if (shouldPeaceBeDeclared) { __result += Math.Abs(__result) * DiplomacySetting.Instance.RelationEffectOfMakePeaceDecision * relation / 100f; } else { __result -= Math.Abs(__result) * DiplomacySetting.Instance.RelationEffectOfMakePeaceDecision / 10 * relation / 100f; } } }