public float GetFirstResult(Game game, Sinner.SocialStatus tempSocialStatus, DayTask task) { switch (task) { case DayTask.ATTRACT_FOLLOWERS: return(game.sinners[tempSocialStatus].strength * 0.03f * (skills[Skills.CUNNING] + AddSkillByPerk(Skills.CUNNING))); case DayTask.GIVE_ALMS: return(-100 * (1f + (skills[Skills.CUNNING] + AddSkillByPerk(Skills.CUNNING)) / 10f)); case DayTask.SELL_MIRACULOUS_BALMS: return(-game.sinners[tempSocialStatus].faith * 0.05f * (skills[Skills.CUNNING] + AddSkillByPerk(Skills.CUNNING))); case DayTask.SELL_INDULGENCES: return(game.sinners[tempSocialStatus].wealth * game.sinners[tempSocialStatus].sins * game.sinners[tempSocialStatus].faith * game.sinners[tempSocialStatus].strength / 10000 * GoldMultiplier()); case DayTask.DISTRACT_THE_INQUISITION: return(0.05f * (skills[Skills.MIND] + AddSkillByPerk(Skills.MIND))); case DayTask.PREACHING: return(game.sinners[tempSocialStatus].faith * 0.05f * (skills[Skills.SPIRIT] + AddSkillByPerk(Skills.SPIRIT))); case DayTask.JOINT_CHANTING: return(0.05f * (skills[Skills.SPIRIT] + AddSkillByPerk(Skills.SPIRIT))); case DayTask.ACCEPTANCE_OF_THE_ELECT: return(game.sinners[tempSocialStatus].strength * game.sinners[tempSocialStatus].wealth * 5 * (skills[Skills.SPIRIT] + AddSkillByPerk(Skills.SPIRIT)) / 10f * GoldMultiplier()); case DayTask.CONDUCT_A_SERVICE: return(1); } return(0); }
public float GetFirstResult(Game game, Sinner.SocialStatus tempSocialStatus, NightTask task) { switch (task) { case NightTask.MANIPULATION: return(game.sinners[tempSocialStatus].sins * (0.05f * (skills[Skills.CUNNING] + AddSkill(Skills.CUNNING)) + AdditionalSinner())); case NightTask.SLANDER: return(-game.sinners[tempSocialStatus].strength * (0.02f * (skills[Skills.CUNNING] + AddSkill(Skills.CUNNING)) + AdditionalSinner())); case NightTask.ROBBERY: return(game.sinners[tempSocialStatus].wealth * game.sinners[tempSocialStatus].strength * 5 * (skills[Skills.CUNNING] + AddSkill(Skills.CUNNING)) / 10f * GoldMultiplier()); case NightTask.CORRUPTION: return(game.sinners[tempSocialStatus].wealth * (0.04f * (skills[Skills.MIND] + AddSkill(Skills.MIND)) + AdditionalSinner())); case NightTask.TRAINING: return(Mathf.FloorToInt((skills[Skills.MIND] + AddSkill(Skills.MIND)) / 2f)); case NightTask.TEMPT: return(game.sinners[tempSocialStatus].sins * (0.04f * (skills[Skills.MIND] + AddSkill(Skills.MIND)) + AdditionalSinner())); case NightTask.THE_FALL: return(game.sinners[tempSocialStatus].sins * (0.07f * (skills[Skills.SPIRIT] + AddSkill(Skills.SPIRIT)) + AdditionalSinner())); case NightTask.PROPAGANDA: return(0.02f * (skills[Skills.SPIRIT] + AddSkill(Skills.SPIRIT))); case NightTask.TEMPERING_OF_SPIRIT: return(1); } return(0); }
public float GetSecondResult(Game game, Sinner.SocialStatus tempSocialStatus, DayTask task) { switch (task) { case DayTask.GIVE_ALMS: return(-5 * (skills[Skills.CUNNING] + AddSkillByPerk(Skills.CUNNING)) / 100f * AttentionMultiplier()); case DayTask.SELL_MIRACULOUS_BALMS: return(game.sinners[tempSocialStatus].wealth * game.sinners[tempSocialStatus].strength * 5 * (skills[Skills.CUNNING] + AddSkillByPerk(Skills.CUNNING)) / 100f * GoldMultiplier()); case DayTask.SELL_INDULGENCES: return((1 - game.sinners[tempSocialStatus].faith / 100) * game.sinners[tempSocialStatus].strength); case DayTask.ACCEPTANCE_OF_THE_ELECT: return(-game.sinners[tempSocialStatus].sins * 0.05f * (skills[Skills.SPIRIT] + AddSkillByPerk(Skills.SPIRIT))); } return(0); }
public float GetSecondResult(Game game, Sinner.SocialStatus tempSocialStatus, NightTask task) { switch (task) { case NightTask.MANIPULATION: return(2f * (skills[Skills.CUNNING] + AddSkill(Skills.CUNNING)) * AttentionMultiplier()); case NightTask.SLANDER: return(4f * (skills[Skills.CUNNING] + AddSkill(Skills.CUNNING)) * AttentionMultiplier()); case NightTask.ROBBERY: return(5f * (skills[Skills.CUNNING] + AddSkill(Skills.CUNNING)) * AttentionMultiplier()); case NightTask.CORRUPTION: return(3f * (skills[Skills.CUNNING] + AddSkill(Skills.MIND)) * AttentionMultiplier()); case NightTask.TEMPT: return(50 * (skills[Skills.MIND] + AddSkill(Skills.MIND))); case NightTask.THE_FALL: return(-game.sinners[tempSocialStatus].wealth * 0.05f * (skills[Skills.SPIRIT] + AddSkill(Skills.SPIRIT))); } return(0); }