public static float getDoNotReplenishGarrisonCorrectionMult( MobileParty mobileParty, Settlement settlement) { if (settlement.IsVillage || settlement.OwnerClan.Kingdom != mobileParty.LeaderHero.Clan.Kingdom) { return(1f); } float strengthPerWalledCenter = FactionHelper.FindIdealGarrisonStrengthPerWalledCenter(mobileParty.MapFaction as Kingdom); if (mobileParty.Army != null) { strengthPerWalledCenter *= 0.75f; } if (settlement.IsFortification && settlement.OwnerClan != Clan.PlayerClan) { float num1 = settlement.Town.GarrisonParty != null ? settlement.Town.GarrisonParty.Party.TotalStrength : 0.0f; float num2 = FactionHelper.OwnerClanEconomyEffectOnGarrisonSizeConstant(settlement.OwnerClan); float num3 = FactionHelper.SettlementProsperityEffectOnGarrisonSizeConstant(settlement); float num4 = FactionHelper.SettlementFoodPotentialEffectOnGarrisonSizeConstant(settlement); float num5 = strengthPerWalledCenter * num2 * num3 * num4; if ((double)num1 < (double)num5) { return((float)(1.0 / (1.0 + Math.Pow(1.0 - (double)num1 / (double)num5, 3.0) * 99.0))); } } return(1f); }
public override int FindNumberOfTroopsToTakeFromGarrison(MobileParty mobileParty, Settlement settlement, float defaultIdealGarrisonStrengthPerWalledCenter = 0f) { MobileParty garrisonParty = settlement.Town.GarrisonParty; if (garrisonParty != null) { float totalStrength = garrisonParty.Party.TotalStrength; float num = (defaultIdealGarrisonStrengthPerWalledCenter > 0.1f) ? defaultIdealGarrisonStrengthPerWalledCenter : FactionHelper.FindIdealGarrisonStrengthPerWalledCenter(mobileParty.MapFaction as Kingdom, settlement.OwnerClan); float num2 = FactionHelper.OwnerClanEconomyEffectOnGarrisonSizeConstant(settlement.OwnerClan); num *= num2; num *= (settlement.IsTown ? 2f : 1f); float num3 = (float)mobileParty.Party.PartySizeLimit * mobileParty.PaymentRatio; int numberOfAllMembers = mobileParty.Party.NumberOfAllMembers; float num4 = num3 / (float)numberOfAllMembers; float num5 = (float)Math.Min(11.0, (double)num4 * Math.Sqrt((double)num4)) - 1f; float num6 = (float)Math.Pow((double)(totalStrength / num), 1.5); float num7 = (mobileParty.LeaderHero.Clan.Leader == mobileParty.LeaderHero) ? 2f : 1f; int num8 = MBRandom.RoundRandomized(num5 * num6 * num7); int num9 = 25; num9 *= (settlement.IsTown ? 2 : 1); if (num8 > garrisonParty.Party.MemberRoster.TotalRegulars - num9) { num8 = garrisonParty.Party.MemberRoster.TotalRegulars - num9; } return(num8); } return(0); }
public override int FindNumberOfTroopsToLeaveToGarrison(MobileParty mobileParty, Settlement settlement) { if (SettlementGarrisonSetting.Instance.DisablePlayerClanLeaveTroopToGarrison && mobileParty.LeaderHero != null && mobileParty.LeaderHero.Clan == Clan.PlayerClan) { return(0); } MobileParty garrisonParty = settlement.Town.GarrisonParty; float num = 0f; if (garrisonParty != null) { num = garrisonParty.Party.TotalStrength; } float num2 = FactionHelper.FindIdealGarrisonStrengthPerWalledCenter(mobileParty.MapFaction as Kingdom, settlement.OwnerClan); float num3 = FactionHelper.OwnerClanEconomyEffectOnGarrisonSizeConstant(settlement.OwnerClan); float num4 = FactionHelper.SettlementProsperityEffectOnGarrisonSizeConstant(settlement); num2 *= num3; num2 *= num4; if ((settlement.OwnerClan.Leader != Hero.MainHero || (mobileParty.LeaderHero != null && mobileParty.LeaderHero.Clan == Clan.PlayerClan)) && num < num2) { int numberOfRegularMembers = mobileParty.Party.NumberOfRegularMembers; float num5 = 1f + (float)mobileParty.Party.NumberOfWoundedRegularMembers / (float)mobileParty.Party.NumberOfRegularMembers; float num6 = (float)mobileParty.Party.PartySizeLimit * mobileParty.PaymentRatio; float num7 = (float)(Math.Pow((double)Math.Min(2f, (float)numberOfRegularMembers / num6), 1.2000000476837158) * 0.75); float num8 = (1f - num / num2) * (1f - num / num2); if (mobileParty.Army != null) { num8 = Math.Min(num8, 0.5f); } float num9 = 0.5f; if (settlement.OwnerClan == mobileParty.Leader.HeroObject.Clan || settlement.OwnerClan == mobileParty.Party.Owner.MapFaction.Leader.Clan) { num9 = 1f; } float num10 = (mobileParty.Army != null) ? 1.25f : 1f; float num11 = 1f; List <float> list = new List <float>(5); for (int i = 0; i < 5; i++) { list.Add(Campaign.MapDiagonal * Campaign.MapDiagonal); } foreach (Kingdom kingdom in Kingdom.All) { if (kingdom.IsKingdomFaction && mobileParty.MapFaction.IsAtWarWith(kingdom)) { foreach (Settlement settlement2 in kingdom.Settlements) { float num12 = settlement2.Position2D.DistanceSquared(mobileParty.Position2D); for (int j = 0; j < 5; j++) { if (num12 < list[j]) { for (int k = 4; k >= j + 1; k--) { list[k] = list[k - 1]; } list[j] = num12; break; } } } } } float num13 = 0f; for (int l = 0; l < 5; l++) { num13 += (float)Math.Sqrt((double)list[l]); } num13 /= 5f; float num14 = Math.Max(0f, Math.Min(Campaign.MapDiagonal / 15f - Campaign.MapDiagonal / 30f, num13 - Campaign.MapDiagonal / 30f)); float num15 = Campaign.MapDiagonal / 15f - Campaign.MapDiagonal / 30f; float num16 = num14 / num15; float num17 = Math.Min(0.7f, num11 * num7 * num8 * num9 * num10 * num5); return(MBRandom.RoundRandomized((float)numberOfRegularMembers * num17)); } return(0); }
public override int FindNumberOfTroopsToTakeFromGarrison( MobileParty mobileParty, Settlement settlement, float defaultIdealGarrisonStrengthPerWalledCenter = 0.0f) { MobileParty garrisonParty = settlement.Town.GarrisonParty; if (garrisonParty == null) { return(0); } float totalStrength = garrisonParty.Party.TotalStrength; float num1 = ((double)defaultIdealGarrisonStrengthPerWalledCenter > 0.100000001490116 ? defaultIdealGarrisonStrengthPerWalledCenter : FactionHelper.FindIdealGarrisonStrengthPerWalledCenter(mobileParty.MapFaction as Kingdom, settlement.OwnerClan)) * FactionHelper.OwnerClanEconomyEffectOnGarrisonSizeConstant(settlement.OwnerClan) * (settlement.IsTown ? 2f : 1f); float num2 = (float)mobileParty.Party.PartySizeLimit * mobileParty.PaymentRatio / (float)mobileParty.Party.NumberOfAllMembers; double num3 = Math.Min(11.0, (double)num2 * Math.Sqrt((double)num2)) - 1.0; float num4 = (float)Math.Pow((double)totalStrength / (double)num1, 1.5); float num5 = mobileParty.LeaderHero.Clan.Leader == mobileParty.LeaderHero ? 2f : 1f; double num6 = (double)num4; int num7 = MBRandom.RoundRandomized((float)(num3 * num6) * num5); int num8 = 25 * (settlement.IsTown ? 2 : 1); if (num7 > garrisonParty.Party.MemberRoster.TotalRegulars - num8) { num7 = garrisonParty.Party.MemberRoster.TotalRegulars - num8; } return(num7); }
public override int FindNumberOfTroopsToLeaveToGarrison( MobileParty mobileParty, Settlement settlement) { MobileParty garrisonParty = settlement.Town.GarrisonParty; float num1 = 0.0f; if (garrisonParty != null) { num1 = garrisonParty.Party.TotalStrength; } float num2 = FactionHelper.FindIdealGarrisonStrengthPerWalledCenter(mobileParty.MapFaction as Kingdom, settlement.OwnerClan) * FactionHelper.OwnerClanEconomyEffectOnGarrisonSizeConstant(settlement.OwnerClan) * (settlement.IsTown ? 2f : 1f); if (settlement.OwnerClan.Leader == Hero.MainHero && (mobileParty.LeaderHero == null || mobileParty.LeaderHero.Clan != Clan.PlayerClan) || (double)num1 >= (double)num2) { return(0); } int ofRegularMembers = mobileParty.Party.NumberOfRegularMembers; float num3 = (float)(1.0 + (double)mobileParty.Party.NumberOfWoundedRegularMembers / (double)mobileParty.Party.NumberOfRegularMembers); float num4 = (float)mobileParty.Party.PartySizeLimit * mobileParty.PaymentRatio; float num5 = (float)(Math.Pow((double)Math.Min(2f, (float)ofRegularMembers / num4), 1.20000004768372) * 0.75); float val1 = (float)((1.0 - (double)num1 / (double)num2) * (1.0 - (double)num1 / (double)num2)); if (mobileParty.Army != null) { val1 = Math.Min(val1, 0.5f); } float num6 = 0.5f; if (settlement.OwnerClan == mobileParty.Leader.HeroObject.Clan || settlement.OwnerClan == mobileParty.Party.Owner.MapFaction.Leader.Clan) { num6 = 1f; } float num7 = mobileParty.Army != null ? 1.25f : 1f; float num8 = 1f; List <float> floatList = new List <float>(5); for (int index = 0; index < 5; ++index) { floatList.Add(Campaign.MapDiagonal * Campaign.MapDiagonal); } foreach (Kingdom kingdom in Kingdom.All) { if (kingdom.IsKingdomFaction && mobileParty.MapFaction.IsAtWarWith((IFaction)kingdom)) { foreach (Settlement settlement1 in kingdom.Settlements) { float num9 = settlement1.Position2D.DistanceSquared(mobileParty.Position2D); for (int index1 = 0; index1 < 5; ++index1) { if ((double)num9 < (double)floatList[index1]) { for (int index2 = 4; index2 >= index1 + 1; --index2) { floatList[index2] = floatList[index2 - 1]; } floatList[index1] = num9; break; } } } } } float num10 = 0.0f; for (int index = 0; index < 5; ++index) { num10 += (float)Math.Sqrt((double)floatList[index]); } float num11 = num10 / 5f; double num12 = (double)Math.Max(0.0f, Math.Min((float)((double)Campaign.MapDiagonal / 15.0 - (double)Campaign.MapDiagonal / 30.0), num11 - Campaign.MapDiagonal / 30f)) / ((double)Campaign.MapDiagonal / 15.0 - (double)Campaign.MapDiagonal / 30.0); float num13 = Math.Min(0.7f, num8 * num5 * val1 * num6 * num7 * num3); return(MBRandom.RoundRandomized((float)ofRegularMembers * num13)); }
public override int FindNumberOfTroopsToLeaveToGarrison(MobileParty mobileParty, Settlement settlement) { MobileParty garrisonParty = settlement.Town.GarrisonParty; float garrisonStrength = 0f; if (garrisonParty is not null) { garrisonStrength = garrisonParty.Party.TotalStrength; } float num2 = FactionHelper.FindIdealGarrisonStrengthPerWalledCenter(mobileParty.MapFaction as Kingdom, settlement.OwnerClan) * FactionHelper.OwnerClanEconomyEffectOnGarrisonSizeConstant(settlement.OwnerClan) * (settlement.IsTown ? 2f : 1f); int result; if ((settlement.OwnerClan.Leader == Hero.MainHero && (mobileParty.LeaderHero == null || mobileParty.LeaderHero.Clan != Clan.PlayerClan)) || (double)garrisonStrength >= (double)num2) { result = 0; } else { int numberOfRegularMembers = mobileParty.Party.NumberOfRegularMembers; float woundedRatio = (float)(1.0 + (double)mobileParty.Party.NumberOfWoundedRegularMembers / (double)mobileParty.Party.NumberOfRegularMembers); float num4 = (float)mobileParty.Party.PartySizeLimit * mobileParty.PaymentRatio; float num5 = (float)(Math.Pow((double)Math.Min(2f, (float)numberOfRegularMembers / num4), 1.20000004768372) * 0.75); float num6 = (float)((1.0 - (double)garrisonStrength / (double)num2) * (1.0 - (double)garrisonStrength / (double)num2)); bool flag3 = mobileParty.Army != null; if (flag3) { num6 = Math.Min(num6, 0.5f); } float num7 = 0.5f; bool flag4 = settlement.OwnerClan == mobileParty.Leader.HeroObject.Clan || settlement.OwnerClan == mobileParty.Party.Owner.MapFaction.Leader.Clan; if (flag4) { num7 = 1f; } float num8 = (mobileParty.Army != null) ? 1.25f : 1f; float num9 = 1f; List <float> list = new List <float>(5); for (int i = 0; i < 5; i++) { list.Add(Campaign.MapDiagonal * Campaign.MapDiagonal); } foreach (Kingdom kingdom in Kingdom.All) { bool flag5 = kingdom.IsKingdomFaction && mobileParty.MapFaction.IsAtWarWith(kingdom); if (flag5) { foreach (Settlement settlement2 in kingdom.Settlements) { float num10 = settlement2.Position2D.DistanceSquared(mobileParty.Position2D); for (int j = 0; j < 5; j++) { bool flag6 = (double)num10 < (double)list[j]; if (flag6) { for (int k = 4; k >= j + 1; k--) { list[k] = list[k - 1]; } list[j] = num10; break; } } } } } float num11 = 0f; for (int l = 0; l < 5; l++) { num11 += (float)Math.Sqrt((double)list[l]); } float num12 = num11 / 5f; double num13 = (double)Math.Max(0f, Math.Min((float)((double)Campaign.MapDiagonal / 15.0 - (double)Campaign.MapDiagonal / 30.0), num12 - Campaign.MapDiagonal / 30f)) / ((double)Campaign.MapDiagonal / 15.0 - (double)Campaign.MapDiagonal / 30.0); float num14 = Math.Min(0.7f, num9 * num5 * num6 * num7 * num8 * woundedRatio); result = MBRandom.RoundRandomized((float)numberOfRegularMembers * num14); } return(result); }