public static IFaction GetRandomPossibleDeclarWar(Kingdom kingdom) { var atWars = Kingdom.All.Where(a => a != kingdom && a.IsAtWarWith(kingdom)).ToList(); var strength = kingdom.MapFaction.TotalStrength; if (atWars.Count > 1) { return(null); } if (atWars.Count > 0) { var avgStrength = atWars.Sum(a => a.MapFaction.TotalStrength) / atWars.Count; var avgSettlement = 1f * atWars.Sum(a => a.Settlements.Where(s => s.IsTown || s.IsCastle).Count()) / atWars.Count; if (strength < avgStrength * 1.2f) { return(null); } } var nears = DiplomacySetting.GetNearFactionsWithFaction(kingdom, Kingdom.All); float num = 0f; IFaction faction = null; List <IFaction> occupy = DiplomacySetting.GetAllFactionOccupyFactionSettlement(kingdom); foreach (IFaction item in nears) { var atWars2 = Kingdom.All.Where(a => a != item && a.IsAtWarWith(item)).Count(); if (atWars2 > 2) { continue; } float scoreOfDeclaringWar = strength / item.MapFaction.TotalStrength; if (item.MapFaction.TotalStrength > strength * 1.2f && atWars2 > 0) { scoreOfDeclaringWar = 1f; } if (occupy.Contains(item)) { if (DiplomacySetting.InTruce(kingdom, item)) { if (atWars2 < 1) { continue; } if (atWars2 < 2 && MBRandom.RandomFloat < 0.5f) { continue; } } scoreOfDeclaringWar *= 2; } else { if (DiplomacySetting.InTruce(kingdom, item)) { continue; } } if (kingdom.Culture == item.Culture) { var factor = Math.Max(0.4f, 1 - Kingdom.All.Where(a => a.Settlements != null && a.Settlements.Where(t => t.IsTown).Count() > 3 && (a.Culture != kingdom.Culture || a.Ruler == Hero.MainHero)).Count() * 0.15f); scoreOfDeclaringWar *= factor; } if (scoreOfDeclaringWar > num) { faction = item; num = scoreOfDeclaringWar; } } if (faction != null && MBRandom.RandomFloat < num * 0.2f) { if (occupy.Count > 0 && !occupy.Contains(faction)) { return(null); } return(faction); } return(null); }
// [HarmonyPrefix] // [HarmonyPatch("ThinkAboutDeclaringWar")] private static bool ThinkAboutDeclaringWar(PoliticalStagnationAndBorderIncidentCampaignBehavior __instance, Kingdom kingdom) { var atWars = Kingdom.All.Where(a => a != kingdom && a.IsAtWarWith(kingdom)).ToList(); if (atWars.Count > 1) { return(false); } List <IFaction> possibleKingdomsToDeclareWar = FactionHelper.GetPossibleKingdomsToDeclareWar(kingdom); var nears = DiplomacySetting.GetNearFactionsWithFaction(kingdom, Kingdom.All); var results = nears.Intersect(possibleKingdomsToDeclareWar).ToList(); float num = 0f; IFaction faction = null; List <IFaction> occupy = DiplomacySetting.GetAllFactionOccupyFactionSettlement(kingdom); foreach (IFaction item in results) { var factor1 = 1f; var atWars2 = Kingdom.All.Where(a => a != item && a.IsAtWarWith(item)).Count(); if (occupy.Contains(item)) { if (DiplomacySetting.InTruce(kingdom, item)) { if (atWars2 < 1) { continue; } if (atWars2 < 2 && MBRandom.RandomFloat < 0.5f) { continue; } } factor1 = 1.5f; } else { if (atWars2 > 2) { continue; } if (DiplomacySetting.InTruce(kingdom, item)) { continue; } } //float scoreOfDeclaringWar = factor1 * Campaign.Current.Models.DiplomacyModel.GetScoreOfDeclaringWar(kingdom, item); float scoreOfDeclaringWar = factor1 * 1f; if (kingdom.Culture == item.Culture) { var factor = Math.Max(0.1f, 1 - Kingdom.All.Where(a => a.MapFaction != null && a.MapFaction.Settlements.Where(t => t.IsTown).Count() > 3 && (a.Culture != kingdom.Culture || a.Ruler == Hero.MainHero)).Count() * 0.15f); scoreOfDeclaringWar *= factor * 0.5f; } if (scoreOfDeclaringWar > num) { faction = item; num = scoreOfDeclaringWar; } } if (faction != null && MBRandom.RandomFloat < 0.2f) { DeclareWarAction.ApplyDeclareWarOverProvocation(kingdom, faction); } return(false); }