public static void DetermineSupport(MakePeaceKingdomDecision __instance, ref float __result, Clan clan, DecisionOutcome possibleOutcome) { var test1 = new PeaceBarterable(__instance.Kingdom, __instance.FactionToMakePeaceWith, CampaignTime.Years(1f)).GetValueForFaction(clan); //InformationManager.DisplayMessage(new InformationMessage(__instance.FactionToMakePeaceWith.Name.ToString() + ":" + test1.ToString())); var shouldPeaceBeDeclared = (bool)possibleOutcome.GetType().GetField("ShouldPeaceBeDeclared", BindingFlags.Instance | BindingFlags.Public).GetValue(possibleOutcome); if (DiplomacySetting.Instance.EnableMakePeaceStrategyPlus) { var atWars = (from x in clan.Kingdom.Stances where x.IsAtWar && x.Faction1.IsKingdomFaction && x.Faction2.IsKingdomFaction select x).ToArray <StanceLink>(); //var plus = 2 * atWars.Length * (float)(new PeaceBarterable(__instance.Kingdom, __instance.FactionToMakePeaceWith, CampaignTime.Years(1f)).GetValueForFaction(clan)) * Campaign.Current.Models.DiplomacyModel.DenarsToInfluence(); var plus = 1f; var settlementsOccupyed = DiplomacySetting.GetFactionSettlementOccupyedByFaction(clan.MapFaction, __instance.FactionToMakePeaceWith).Sum(a => a.IsCastle ? 2 : 3); plus *= settlementsOccupyed == 0 ? 0f : (float)Math.Sqrt(settlementsOccupyed); StanceLink stanceWith = clan.MapFaction.GetStanceWith(__instance.FactionToMakePeaceWith); var toDays = stanceWith.WarStartDate.ElapsedDaysUntilNow; //兼容旧档 if (toDays > 2000) { Traverse.Create(stanceWith).Property("WarStartDate").SetValue(CampaignTime.Now); toDays = stanceWith.WarStartDate.ElapsedDaysUntilNow; } var daysFactor = Math.Min(9, toDays < 20 ? 1 : toDays / 20f); var factor = Math.Max(0, daysFactor - plus); var clanMercy = clan.Leader.GetTraitLevel(DefaultTraits.Mercy) * 20; if (shouldPeaceBeDeclared) { __result += Math.Abs(__result) / 10 * (factor) + clanMercy; } else { // __result -= Math.Abs(__result) / 10 * (resultFactor) - clanMercy; } } if (__instance.ProposerClan == Clan.PlayerClan && DiplomacySetting.Instance.RelationEffectOfMakePeaceDecision > 0 && __result >= 0) { var relation = CharacterRelationManager.GetHeroRelation(Hero.MainHero, clan.Leader); relation = relation > 0 ? relation : 0; if (shouldPeaceBeDeclared) { __result += Math.Abs(__result) * DiplomacySetting.Instance.RelationEffectOfMakePeaceDecision * relation / 100f; } else { __result -= Math.Abs(__result) * DiplomacySetting.Instance.RelationEffectOfMakePeaceDecision / 10 * relation / 100f; } } }
public static bool ConsiderWar(Clan clan, IFaction otherMapFaction) { if (!clan.IsKingdomFaction || !otherMapFaction.IsKingdomFaction || !DiplomacySetting.CanDeclareWar(clan, otherMapFaction, true, true)) { return(false); } return(true); }
/// <summary> /// 显示战争状态 /// </summary> private void ShowWar() { StringBuilder stringBuilder = new StringBuilder(); if (Campaign.Current != null && Campaign.Current.GameStarted && InputKey.End.IsPressed() && Game.Current.GameStateManager.ActiveState.GetType() == typeof(MapState) && !Game.Current.GameStateManager.ActiveState.IsMenuState && !Game.Current.GameStateManager.ActiveState.IsMission) { string text = ""; int num = 0; foreach (Kingdom item in Kingdom.All) { if (item != null) { num++; var s = DiplomacySetting.GetAllFactionOccupyFactionSettlement(item).Count; text += $"{num}.{s} {item.Name}({Math.Round(item.MapFaction.TotalStrength)}) 战争于 "; int num2 = 0; foreach (Kingdom item2 in Kingdom.All.OrderBy((Kingdom w) => w.Name.ToString())) { if (item2 != null && !item.Name.Equals(item2.Name) && item.IsAtWarWith(item2)) { text += $"{item2.Name} 和 "; num2++; } } text = text.Substring(0, text.Length - 3); //text = ((num2 <= 0) ? (text.Substring(0, text.Length - 8) + " 和平于") : text.Substring(0, text.Length - 5)); text += ";\n\n"; } } InformationManager.ShowInquiry(new InquiryData("战争状态", text, isAffirmativeOptionShown: true, isNegativeOptionShown: false, "OK", "", null, null)); } }
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); }