예제 #1
0
        public FactionController(int id)
        {
            this.FactionData        = new Data.Faction();
            this.FactionRankData    = new Dictionary <int, FactionRank>();
            this.FactionVehicleData = new Dictionary <int, FactionVehicle>();
            this.FactionMemberData  = new Dictionary <int, FactionMember>();

            this.LoadFaction(id);
            EntityManager.Add(this);
        }
예제 #2
0
        public Faction(Data.Faction Target)
        {
            InitializeComponent();
            this.Target = Target;

            this.Text = Target.name;

            this.lName.Text       = Target.name;
            this.lHomeSystem.Text = Target.home_system.ToString();
            this.lGovernment.Text = Target.government;
            this.lState.Text      = Target.state;
            this.lAllegiance.Text = Target.allegiance;
        }
예제 #3
0
        protected override int GetProperty()
        {
            int        result     = 0;
            INodeGraph graph      = base.Graph;
            BufferInfo bufferInfo = graph?.GetVariable <BufferInfo>("BufferInfo");

            if (bufferInfo != null)
            {
                Data.Faction faction = bufferInfo.Unit.faction;
                foreach (WuxiaUnit unit in bufferInfo.Manager.UnitGenerator.WuxiaUnits)
                {
                    if (!unit.IsDead && !unit.IsEnemy(faction))
                    {
                        result++;
                    }
                }
            }
            return(result);
        }
예제 #4
0
        public float DifficultyRating(Gameplay.GameFactions.IDs side)
        { // Historically supported factions are civilians and zombies
            Data.Faction us     = Data.Models.Factions[(int)side];
            float        rating = 1f;

            ///////////////////
            // Constant factors.
            // Harder:
            // - Don't reveal starting map : +10%
            // Survivor Easier/Undead Harder:
            // - Disable NPC starvation    : -10%/+10%
            // Harder/Easier:
            // - Nat Guards                : -50% -> +50%
            // - Supplies                  : -50% -> +50%
            // - Zombifieds UpDay
            //////////////////
            if (!RevealStartingDistrict)
            {
                rating += 0.1f;                       // theoretically affects everyone
            }
            if (!NPCCanStarveToDeath)
            {
                rating += (!Gameplay.GameFactions.TheCivilians.IsEnemyOf(us) ? -0.1f : 0.1f);                  // very arguable
            }
            if (NatGuardFactor != GameOptions.DEFAULT_NATGUARD_FACTOR && Gameplay.GameFactions.TheBlackOps != us)
            {
                // blackops are strictly after national guard so they don't care aobut this setting either way
                float k = (float)(NatGuardFactor - GameOptions.DEFAULT_NATGUARD_FACTOR) / (float)GameOptions.DEFAULT_NATGUARD_FACTOR;
                rating += 0.5f * (!Gameplay.GameFactions.TheArmy.IsEnemyOf(us) ? -k : k);
            }
            if (SuppliesDropFactor != GameOptions.DEFAULT_SUPPLIESDROP_FACTOR)
            {
                // while almost everyone can use medikits, the main influence of this is on food supply
                float k = (float)(SuppliesDropFactor - GameOptions.DEFAULT_SUPPLIESDROP_FACTOR) / (float)GameOptions.DEFAULT_SUPPLIESDROP_FACTOR;
                rating += 0.5f * (!Gameplay.GameFactions.TheCivilians.IsEnemyOf(us) ? -k : k);
            }
            if (ZombifiedsUpgradeDays != GameOptions.ZupDays.THREE)
            {