예제 #1
0
 public bool GetCurrentStratagemSuccess(Troop troop, bool inevitableSuccess, bool invincible, bool lowerIntelligenceInvincible)
 {
     int num = 0;
     bool flag = false;
     if (!this.CurrentStratagem.Friendly)
     {
         if (invincible)
         {
             flag = false;
         }
         else if (lowerIntelligenceInvincible && (this.TroopIntelligence < troop.TroopIntelligence))
         {
             flag = false;
         }
         else if (inevitableSuccess && (this.TroopIntelligence > troop.TroopIntelligence))
         {
             flag = true;
         }
         else
         {
             num = ((((this.TroopIntelligence + this.StratagemChanceIncrement) + this.Leader.Calmness) - troop.TroopIntelligence) - troop.ChanceDecrementOfStratagem) - troop.Leader.Calmness;
             int chance = this.CurrentStratagem.Chance + num;
             flag = GameObject.Chance(chance);
         }
     }
     else
     {
         flag = GameObject.Chance(this.TroopIntelligence + this.StratagemChanceIncrement);
     }
     if (!this.CurrentStratagem.Friendly)
     {
         if (flag)
         {
             if (this.OrientationTroop == troop)
             {
                 this.WaitForDeepChaos = !troop.NeverBeIntoChaos && GameObject.Chance(this.ChaosAfterStratagemSuccessChance);
                 this.WaitForDeepChaosFrameCount = 100;
             }
             if (this.OnStratagemSuccess != null)
             {
                 this.OnStratagemSuccess(this, troop, this.CurrentStratagem, true);
             }
         }
         else
         {
             GameObjects.Animations.TileAnimation animation = base.Scenario.GeneratorOfTileAnimation.AddTileAnimation(TileAnimationKind.抵挡, troop.Position, false);
             if (animation != null)
             {
                 troop.TryToPlaySound(troop.Position, animation.LinkedAnimation.SoundPath, false);
             }
             if (this.OnResistStratagem != null)
             {
                 this.OnResistStratagem(this, troop, this.CurrentStratagem, true);
             }
         }
     }
     else if (flag)
     {
         if (((troop != null) && (this.OnStratagemSuccess != null)) && (this != troop))
         {
             this.OnStratagemSuccess(this, troop, this.CurrentStratagem, false);
         }
     }
     else if ((troop != null) && (this.OnResistStratagem != null))
     {
         this.OnResistStratagem(this, troop, this.CurrentStratagem, false);
     }
     int increment = (2 + (flag ? 1 : 0)) + (this.WaitForDeepChaos ? 2 : 0);
     this.IncreaseStratagemExperience(increment, true);
     if (troop != null)
     {
         troop.IncreaseStratagemExperience(increment, false);
     }
     if (this.BelongedFaction != null)
     {
         if (flag)
         {
             if (this.BelongedFaction.RateOfCombativityRecoveryAfterStratagemSuccess > 0f)
             {
                 this.IncreaseCombativity(StaticMethods.GetRandomValue((int) ((this.Leader.Calmness * 100) * this.BelongedFaction.RateOfCombativityRecoveryAfterStratagemSuccess), 100));
             }
             return flag;
         }
         if (this.BelongedFaction.RateOfCombativityRecoveryAfterStratagemFail > 0f)
         {
             this.IncreaseCombativity(StaticMethods.GetRandomValue((int) ((this.Leader.Calmness * 100) * this.BelongedFaction.RateOfCombativityRecoveryAfterStratagemFail), 100));
         }
     }
     return flag;
 }
예제 #2
0
 public static void CheckTroopRout(Troop sending, Troop receiving)
 {
     if (!receiving.Destroyed && ((receiving.Quantity <= 0) || (receiving.Morale <= 0)))
     {
         Faction belongedFaction = null;
         Person leader = null;
         if (receiving.BelongedFaction != null)
         {
             belongedFaction = receiving.BelongedFaction;
             leader = belongedFaction.Leader;
         }
         if (sending.OnRout != null)
         {
             sending.OnRout(sending, receiving);
         }
         if (receiving.OnRouted != null)
         {
             receiving.OnRouted(sending, receiving);
         }
         GameObjects.Animations.TileAnimation animation = sending.Scenario.GeneratorOfTileAnimation.AddTileAnimation(TileAnimationKind.被击破, receiving.Position, false);
         if (animation != null)
         {
             receiving.TryToPlaySound(receiving.Position, animation.LinkedAnimation.SoundPath, false);
         }
         if ((sending.BelongedFaction != null) && (belongedFaction != null))
         {
             sending.Scenario.ChangeDiplomaticRelation(sending.BelongedFaction.ID, receiving.BelongedFaction.ID, -10);
             sending.Scenario.ReflectDiplomaticRelations(sending.BelongedFaction.ID, receiving.BelongedFaction.ID, -10);
         }
         if (sending.BelongedFaction != null)
         {
             sending.IncreaseRoutExperience(true);
             sending.AddRoutCount();
         }
         if (belongedFaction != null)
         {
             receiving.IncreaseRoutExperience(false);
             receiving.AddRoutedCount();
             receiving.ReleaseCaptiveBeforeBeRouted();
             if (sending.BelongedFaction != null)
             {
                 sending.CheckCaptiveBeforeRout(receiving);
             }
         }
         if (sending.StartingArchitecture != null)
         {
             sending.StartingArchitecture.AddPopulationPack((int) (sending.Scenario.GetDistance(receiving.Position, sending.StartingArchitecture.ArchitectureArea) / 2.0), receiving.GetPopulation());
         }
         receiving.BeRouted();
         if (sending.Combativity < sending.Army.CombativityCeiling)
         {
             sending.IncreaseCombativity(10 + sending.RoutIncrementOfCombativity);
             if (sending.PreAction == TroopPreAction.无)
             {
                 sending.PreAction = TroopPreAction.鼓舞;
             }
         }
         if (sending.Morale < sending.Army.MoraleCeiling)
         {
             sending.IncreaseMorale(5);
             if (sending.PreAction == TroopPreAction.无)
             {
                 sending.PreAction = TroopPreAction.鼓舞;
             }
         }
     }
 }
예제 #3
0
        public bool GetCurrentStratagemSuccess(Troop troop, bool inevitableSuccess, bool invincible, bool lowerIntelligenceInvincible)
        {
            int num = 0;
            bool flag = false;
            if (!this.CurrentStratagem.Friendly)
            {
                if (invincible)
                {
                    flag = false;
                }
                else if (lowerIntelligenceInvincible && (this.TroopIntelligence < troop.TroopIntelligence))
                {
                    flag = false;
                }
                else if (inevitableSuccess && (this.TroopIntelligence > troop.TroopIntelligence))
                {
                    flag = true;
                }
                else
                {
                    num = ((((this.TroopIntelligence + this.StratagemChanceIncrement) + this.Leader.Calmness) - troop.TroopIntelligence) - troop.ChanceDecrementOfStratagem) - troop.Leader.Calmness;
                    int chance = this.CurrentStratagem.Chance + num;
                    flag = GameObject.Chance(chance);
                }
            }
            else
            {
                flag = GameObject.Chance(this.TroopIntelligence + this.StratagemChanceIncrement);
            }
            if (!this.CurrentStratagem.Friendly)
            {
                if (flag)
                {
                    if (this.OrientationTroop == troop)
                    {
                        this.WaitForDeepChaos = !troop.NeverBeIntoChaos && GameObject.Chance(this.ChaosAfterStratagemSuccessChance);
                        this.WaitForDeepChaosFrameCount = 100;
                    }
                    if (this.OnStratagemSuccess != null)
                    {
                        this.OnStratagemSuccess(this, troop, this.CurrentStratagem, true);
                    }

                    this.Persons.GetMaxIntelligencePerson().StratagemSuccessCount++;
                    troop.Persons.GetMaxIntelligencePerson().StratagemBeSuccessCount++;

                }
                else
                {
                    GameObjects.Animations.TileAnimation animation = base.Scenario.GeneratorOfTileAnimation.AddTileAnimation(TileAnimationKind.抵挡, troop.Position, false);
                    if (animation != null)
                    {
                        troop.TryToPlaySound(troop.Position, this.getSoundPath(animation.LinkedAnimation), false);
                    }
                    if (this.OnResistStratagem != null)
                    {
                        this.OnResistStratagem(this, troop, this.CurrentStratagem, true);
                    }

                    this.Persons.GetMaxIntelligencePerson().StratagemFailCount++;
                    troop.Persons.GetMaxIntelligencePerson().StratagemBeFailCount++;

                }
            }
            else if (flag)
            {
                if (((troop != null) && (this.OnStratagemSuccess != null)) && (this != troop))
                {
                    this.OnStratagemSuccess(this, troop, this.CurrentStratagem, false);
                }
                this.Persons.GetMaxIntelligencePerson().StratagemSuccessCount++;
            }
            else if ((troop != null) && (this.OnResistStratagem != null))
            {
                this.OnResistStratagem(this, troop, this.CurrentStratagem, false);
                this.Persons.GetMaxIntelligencePerson().StratagemFailCount++;
            }
            int increment = (2 + (flag ? 1 : 0)) + (this.WaitForDeepChaos ? 2 : 0);
            this.IncreaseStratagemExperience(increment, true);
            if (troop != null)
            {
                troop.IncreaseStratagemExperience(increment, false);
            }
            if (this.BelongedFaction != null)
            {
                if (flag)
                {
                    if (this.BelongedFaction.RateOfCombativityRecoveryAfterStratagemSuccess > 0f)
                    {
                        this.IncreaseCombativity(StaticMethods.GetRandomValue((int)((this.Leader.Calmness * 100) * this.BelongedFaction.RateOfCombativityRecoveryAfterStratagemSuccess), 100));
                    }
                    if (troop.BelongedFaction != this.BelongedFaction)
                    {
                        troop.army.Tiredness += this.stratagemTirednessIncrease;
                    }
                    if (this.stratagemStealTroop > 0 && troop.BelongedFaction != this.BelongedFaction)
                    {
                        int c = Math.Min(troop.Quantity, this.stratagemStealTroop);
                        troop.DecreaseQuantity(c);
                        this.IncreaseQuantity(c);
                        Troop.CheckTroopRout(this, troop);
                    }
                    if (this.stratagemStealInjury > 0 && troop.BelongedFaction != this.BelongedFaction)
                    {
                        int c = Math.Min(troop.InjuryQuantity, this.stratagemStealInjury);
                        troop.DecreaseInjuryQuantity(c);
                        this.IncreaseInjuryQuantity(c);
                    }
                    if (this.stratagemMoraleDecrease > 0 && troop.BelongedFaction != this.BelongedFaction)
                    {
                        troop.DecreaseMorale(this.stratagemMoraleDecrease);
                    }
                    if (this.stratagemCombativityDecrease > 0 && troop.BelongedFaction != this.BelongedFaction)
                    {
                        troop.DecreaseCombativity(this.stratagemCombativityDecrease);
                    }
                    if (this.stratagemTroopDecrease > 0 && troop.BelongedFaction != this.BelongedFaction)
                    {
                        troop.DecreaseQuantity(this.stratagemTroopDecrease);
                        Troop.CheckTroopRout(this, troop);
                    }
                    if (this.stratagemInjuryDecrease > 0 && troop.BelongedFaction != this.BelongedFaction)
                    {
                        troop.DecreaseInjuryQuantity(this.stratagemInjuryDecrease);
                    }
                    if (this.stratagemLoyaltyDecrease > 0 && troop.BelongedFaction != this.BelongedFaction)
                    {
                        foreach (Person p in troop.Persons)
                        {
                            p.Loyalty -= this.stratagemLoyaltyDecrease;
                            if (p.Loyalty < 0)
                            {
                                p.Loyalty = 0;
                            }
                        }
                    }
                    if (this.stratagemStealFood > 0 && troop.BelongedFaction != this.BelongedFaction)
                    {
                        int c = Math.Min(troop.Food, this.stratagemStealFood);
                        troop.Food -= c;
                        this.IncreaseFood(c);
                    }
                    return flag;
                }
                if (this.BelongedFaction.RateOfCombativityRecoveryAfterStratagemFail > 0f)
                {
                    this.IncreaseCombativity(StaticMethods.GetRandomValue((int)((this.Leader.Calmness * 100) * this.BelongedFaction.RateOfCombativityRecoveryAfterStratagemFail), 100));
                }
            }
            return flag;
        }
예제 #4
0
 public static void CheckTroopRout(Troop receiving)
 {
     if (!receiving.Destroyed && ((receiving.Quantity <= 0) || (receiving.Morale <= 0)))
     {
         if (receiving.OnRouted != null)
         {
             receiving.OnRouted(null, receiving);
         }
         GameObjects.Animations.TileAnimation animation = receiving.Scenario.GeneratorOfTileAnimation.AddTileAnimation(TileAnimationKind.被击破, receiving.Position, false);
         if (animation != null)
         {
             receiving.TryToPlaySound(receiving.Position, animation.LinkedAnimation.SoundPath, false);
         }
         if (receiving.BelongedFaction != null)
         {
             receiving.IncreaseRoutExperience(false);
             receiving.AddRoutedCount();
         }
         if (receiving.StartingArchitecture != null)
         {
             receiving.StartingArchitecture.AddPopulationPack((int) (receiving.Scenario.GetDistance(receiving.Position, receiving.StartingArchitecture.ArchitectureArea) / 2.0), receiving.GetPopulation());
         }
         receiving.BeRouted();
     }
 }
예제 #5
0
        public static void CheckTroopRout(Troop sending, Troop receiving)
        {
            if (!receiving.Destroyed && ((receiving.Quantity <= 0) || (receiving.Morale <= 0) || receiving.PersonCount == 0))
            {
                Faction belongedFaction = null;
                Person leader = null;
                if (receiving.BelongedFaction != null)
                {
                    belongedFaction = receiving.BelongedFaction;
                    leader = belongedFaction.Leader;
                }
                if (sending.OnRout != null)
                {
                    sending.OnRout(sending, receiving);
                }
                if (receiving.OnRouted != null)
                {
                    receiving.OnRouted(sending, receiving);
                }
                GameObjects.Animations.TileAnimation animation = sending.Scenario.GeneratorOfTileAnimation.AddTileAnimation(TileAnimationKind.被击破, receiving.Position, false);
                if (animation != null)
                {
                    receiving.TryToPlaySound(receiving.Position, Troop.getSoundPath(receiving, animation.LinkedAnimation), false);
                }
                if ((sending.BelongedFaction != null) && (belongedFaction != null))
                {
                    sending.Scenario.ChangeDiplomaticRelation(sending.BelongedFaction.ID, receiving.BelongedFaction.ID, -10);
                    sending.Scenario.ReflectDiplomaticRelations(sending.BelongedFaction.ID, receiving.BelongedFaction.ID, -10);
                }
                if (sending.BelongedFaction != null)
                {
                    sending.IncreaseRoutExperience(true);
                    sending.AddRoutCount();
                    foreach (Person p in sending.persons)
                    {
                        foreach (Person q in sending.persons)
                        {
                            if (p == q) continue;
                            p.AdjustRelation(q, 1f / (sending.persons.Count - 1), 3);
                        }
                    }
                }
                if (GameObject.Chance(sending.stealTreasureRate) && sending.BelongedFaction != null)
                {
                    foreach (Person p in receiving.Persons.GetRandomList())
                    {
                        if (p.TreasureCount > 0)
                        {
                            Treasure t = (Treasure)p.Treasures[GameObject.Random(p.Treasures.Count)];
                            p.LoseTreasure(t);
                            sending.BelongedFaction.Leader.ReceiveTreasure(t);
                            break;
                        }
                    }
                }
                if (belongedFaction != null)
                {
                    receiving.IncreaseRoutExperience(false);
                    receiving.AddRoutedCount();
                    receiving.ReleaseCaptiveBeforeBeRouted();
                    if (sending.BelongedFaction != null)
                    {
                        sending.CheckCaptiveBeforeRout(receiving);
                    }
                }
                if (sending.StartingArchitecture != null)
                {
                    sending.StartingArchitecture.AddPopulationPack((int)(sending.Scenario.GetDistance(receiving.Position, sending.StartingArchitecture.ArchitectureArea) / 2.0), receiving.GetPopulation());
                }
                Architecture oldLandedArch = sending.Scenario.GetArchitectureByPosition(receiving.Position);
                if (sending.Army.Kind.ArchitectureCounterDamageRate <= 0 && oldLandedArch != null && !sending.BelongedFaction.IsFriendly(oldLandedArch.BelongedFaction))
                {
                    sending.TargetArchitecture = oldLandedArch;
                }

                foreach (Person p in sending.Persons)
                {
                    foreach (KeyValuePair<int, int> i in p.CommandDecrease)
                    {
                        if (GameObject.Chance(i.Key))
                        {
                            receiving.Leader.BaseCommand -= i.Value;
                        }
                    }
                    foreach (KeyValuePair<int, int> i in p.StrengthDecrease)
                    {
                        if (GameObject.Chance(i.Key))
                        {
                            receiving.Leader.BaseStrength -= i.Value;
                        }
                    }
                    foreach (KeyValuePair<int, int> i in p.IntelligenceDecrease)
                    {
                        if (GameObject.Chance(i.Key))
                        {
                            receiving.Leader.BaseIntelligence -= i.Value;
                        }
                    }
                    foreach (KeyValuePair<int, int> i in p.PoliticsDecrease)
                    {
                        if (GameObject.Chance(i.Key))
                        {
                            receiving.Leader.BasePolitics -= i.Value;
                        }
                    }
                    foreach (KeyValuePair<int, int> i in p.GlamourDecrease)
                    {
                        if (GameObject.Chance(i.Key))
                        {
                            receiving.Leader.BaseGlamour -= i.Value;
                        }
                    }
                    foreach (KeyValuePair<int, int> i in p.ReputationDecrease)
                    {
                        if (GameObject.Chance(i.Key))
                        {
                            receiving.Leader.BaseReputation -= i.Value;
                        }
                    }
                    foreach (KeyValuePair<int, int> i in p.LoseSkill)
                    {
                        if (GameObject.Chance(i.Key))
                        {
                            for (int si = 0; si < i.Value; ++si)
                            {
                                if (receiving.Leader.Skills.Skills.Count > 0)
                                {
                                    receiving.Leader.Skills.Skills.Remove(GameObject.Random(receiving.Leader.Skills.Skills.Count));
                                }
                            }
                        }
                    }
                    foreach (KeyValuePair<int, int> i in p.CommandIncrease)
                    {
                        if (GameObject.Chance(i.Key))
                        {
                            p.BaseCommand += i.Value;
                        }
                    }
                    foreach (KeyValuePair<int, int> i in p.StrengthIncrease)
                    {
                        if (GameObject.Chance(i.Key))
                        {
                            p.BaseStrength += i.Value;
                        }
                    }
                    foreach (KeyValuePair<int, int> i in p.IntelligenceIncrease)
                    {
                        if (GameObject.Chance(i.Key))
                        {
                            p.BaseIntelligence += i.Value;
                        }
                    }
                    foreach (KeyValuePair<int, int> i in p.PoliticsIncrease)
                    {
                        if (GameObject.Chance(i.Key))
                        {
                            p.BasePolitics += i.Value;
                        }
                    }
                    foreach (KeyValuePair<int, int> i in p.GlamourIncrease)
                    {
                        if (GameObject.Chance(i.Key))
                        {
                            p.BaseGlamour += i.Value;
                        }
                    }
                    foreach (KeyValuePair<int, int> i in p.ReputationIncrease)
                    {
                        if (GameObject.Chance(i.Key))
                        {
                            p.BaseReputation += i.Value;
                        }
                    }
                }

                foreach (Person p in receiving.persons)
                {
                    foreach (Person q in sending.persons)
                    {
                        if (p == q) continue;
                        p.AdjustRelation(q, -0.5f / Math.Max(1, sending.persons.Count - 1), -3);
                    }
                }

                receiving.BeRouted();
                if (sending.Combativity < sending.Army.CombativityCeiling)
                {
                    sending.IncreaseCombativity(10 + sending.RoutIncrementOfCombativity);
                    if (sending.PreAction == TroopPreAction.无)
                    {
                        sending.PreAction = TroopPreAction.鼓舞;
                    }
                }
                if (sending.Morale < sending.Army.MoraleCeiling)
                {
                    sending.IncreaseMorale(5);
                    if (sending.PreAction == TroopPreAction.无)
                    {
                        sending.PreAction = TroopPreAction.鼓舞;
                    }
                }
            }
        }