Пример #1
0
    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);
    }
Пример #3
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);
    }