示例#1
0
        public static void Prefix(ref TroopRoster rightMemberRoster)
        {
            if (Settings.Instance.Enabled && Settings.Instance.ApplyInventoryPatch && rightMemberRoster.Contains(Hero.MainHero.CharacterObject))
            {
                //TroopRoster newRoster = new TroopRoster();
                TroopRoster newRoster = TroopRoster.CreateDummyTroopRoster();
                newRoster.Add(rightMemberRoster);
                PatchInventoryDefaults.DefaultCharacterEquipments.Clear();

                foreach (Hero hero in Clan.PlayerClan.Heroes)
                {
                    if (hero.IsAlive && !hero.IsChild && hero != Hero.MainHero && !newRoster.Contains(hero.CharacterObject))
                    {
                        newRoster.AddToCounts(hero.CharacterObject, 1);
                        PatchInventoryDefaults.SetDefault(hero.CharacterObject);
                    }
                }

                foreach (Hero hero in Clan.PlayerClan.Companions)
                {
                    if (hero.IsAlive && hero.IsPlayerCompanion && !newRoster.Contains(hero.CharacterObject))
                    {
                        newRoster.AddToCounts(hero.CharacterObject, 1);
                        PatchInventoryDefaults.SetDefault(hero.CharacterObject);
                    }
                }

                rightMemberRoster = newRoster;
            }
        }
示例#2
0
        // Helpers.MobilePartyHelper
        public static FlattenedTroopRoster GetStrongestAndPriorTroops(MobileParty mobileParty, int maxTroopCount, List <Hero> includeList)
        {
            TroopRoster          troopRoster  = TroopRoster.CreateDummyTroopRoster();
            FlattenedTroopRoster memberRoster = mobileParty.MemberRoster.ToFlattenedRoster();

            memberRoster.RemoveIf((x) => x.IsWounded);
            List <CharacterObject> list = memberRoster.Select((x) => x.Troop).OrderByDescending((x) => x.Level).ToList <CharacterObject>();

            if (null != includeList && includeList.Count > 0)
            {
                foreach (Hero hero  in includeList)
                {
                    if (list.Any((x) => x == hero.CharacterObject))
                    {
                        list.Remove(hero.CharacterObject);
                        troopRoster.AddToCounts(hero.CharacterObject, 1, false, 0, 0, true, -1);
                        maxTroopCount--;
                    }
                }
            }
            List <CharacterObject> heroList = list.Where((x) => x.IsHero).ToList <CharacterObject>();
            int num = Math.Min(heroList.Count <CharacterObject>(), maxTroopCount);

            for (int i = 0; i < num; i++)
            {
                troopRoster.AddToCounts(heroList[i], 1, false, 0, 0, true, -1);
                list.Remove(heroList[i]);
            }
            return(troopRoster.ToFlattenedRoster());
        }
        private static bool OpenAdoptedHeroScreen()
        {
            if (!PartyScreenAllowed)
            {
                return(false);
            }

            if (ScreenManager.TopScreen is not MapScreen)
            {
                Game.Current.GameStateManager.PopState();
            }

            var _partyScreenLogic = new PartyScreenLogic();

            AccessTools.Field(typeof(PartyScreenManager), "_partyScreenLogic").SetValue(PartyScreenManager.Instance, _partyScreenLogic);
            AccessTools.Field(typeof(PartyScreenManager), "_currentMode").SetValue(PartyScreenManager.Instance, PartyScreenMode.Normal);

            var heroRoster = new TroopRoster(null);

            foreach (var hero in BLTAdoptAHeroCampaignBehavior.GetAllAdoptedHeroes().OrderBy(h => h.Name.Raw().ToLower()))
            {
                heroRoster.AddToCounts(hero.CharacterObject, 1);
            }

            _partyScreenLogic.Initialize(heroRoster, new(null), MobileParty.MainParty, false, new("Viewers"), 0, (_, _, _, _, _, _, _, _, _) => true, new("BLT Viewer Heroes"), false);
            _partyScreenLogic.InitializeTrade(PartyScreenLogic.TransferState.NotTransferable, PartyScreenLogic.TransferState.NotTransferable, PartyScreenLogic.TransferState.NotTransferable);
            _partyScreenLogic.SetTroopTransferableDelegate((_, _, _, _) => false);
            var partyState = Game.Current.GameStateManager.CreateState <PartyState>();

            partyState.InitializeLogic(_partyScreenLogic);
            Game.Current.GameStateManager.PushState(partyState);

            return(true);
        }
示例#4
0
        private void DailyTick()
        {
            MobileParty mainParty    = MobileParty.MainParty;
            TroopRoster memberRoster = mainParty.MemberRoster;

            if (memberRoster.TotalManCount >= mainParty.Party.PartySizeLimit)
            {
                return;
            }

            TroopRoster prisonRoster = mainParty.PrisonRoster;

            if (prisonRoster.TotalManCount == 0)
            {
                return;
            }

            IRecruitPrisonersCampaignBehavior recruitPrisonerBehavior = Campaign.Current.GetCampaignBehavior <IRecruitPrisonersCampaignBehavior>();

            if (recruitPrisonerBehavior == null)
            {
                return;
            }

            List <Tuple <CharacterObject, int> > recruitablePrisoners = new List <Tuple <CharacterObject, int> >();

            for (int i = 0; i < prisonRoster.Count; i++)
            {
                CharacterObject prisoner       = prisonRoster.GetCharacterAtIndex(i);
                int             numRecruitable = recruitPrisonerBehavior.GetRecruitableNumber(prisoner);

                if (numRecruitable > 0)
                {
                    recruitablePrisoners.Add(new Tuple <CharacterObject, int>(prisoner, numRecruitable));
                }
            }

            recruitablePrisoners.Sort((x, y) => y.Item1.Tier.CompareTo(x.Item1.Tier));

            for (int i = 0; i < recruitablePrisoners.Count; i++)
            {
                CharacterObject prisoner       = recruitablePrisoners[i].Item1;
                int             numRecruitable = recruitablePrisoners[i].Item2;
                while (numRecruitable > 0)
                {
                    recruitPrisonerBehavior.SetRecruitableNumber(prisoner, --numRecruitable);
                    prisonRoster.AddToCounts(prisoner, -1, false, 0, 0, true, -1);
                    mainParty.MemberRoster.AddToCounts(prisoner, 1, false, 0, 0, true, -1);
                    if (memberRoster.TotalManCount >= mainParty.Party.PartySizeLimit)
                    {
                        break;
                    }
                }
                if (memberRoster.TotalManCount >= mainParty.Party.PartySizeLimit)
                {
                    break;
                }
            }
        }
示例#5
0
        public static void ConvertLootersToKingdomCultureRecruits(ref TroopRoster troopRoster, CultureObject culture, int numberToUpgrade)
        {
            var recruit = Recruits.Where(x =>
                                         x.Culture == Clan.All.FirstOrDefault(k => k.Culture == culture)?.Culture)
                          .ToList().GetRandomElement() ?? Recruits.ToList().GetRandomElement();

            troopRoster.AddToCounts(recruit, numberToUpgrade);
        }
示例#6
0
        internal static void EndSucceededRevolt(Revolt revolt)
        {
            var textObject = new TextObject(GameTexts.RevoltsRevoltEnd);

            textObject.SetTextVariable("SETTLEMENT", revolt.Settlement.Name);
            InformationManager.AddQuickInformation(textObject);

            revolt.SettlementInfo.CurrentFactionInfo.CityRevoltionSucceeded(revolt.Settlement);

            if (RevolutionsSettings.Instance.RevoltsImperialLoyaltyMechanic && revolt.SettlementInfo.IsCurrentFactionOfImperialCulture && !revolt.SettlementInfo.IsLoyalFactionOfImperialCulture)
            {
                revolt.Settlement.OwnerClan.AddRenown(-RevolutionsSettings.Instance.RevoltsImperialRenownLoss);
            }

            if (RevolutionsSettings.Instance.RevoltsMinorFactionsMechanic && revolt.IsMinorFaction)
            {
                ChangeOwnerOfSettlementAction.ApplyByLeaveFaction(revolt.Party.LeaderHero, revolt.Settlement);
                revolt.Party.LeaderHero.Clan.AddRenown(RevolutionsSettings.Instance.RevoltsMinorFactionsRenownGainOnWin);

                foreach (var notable in revolt.Settlement.Notables.Concat(revolt.Settlement.BoundVillages.SelectMany(s => s.Settlement.Notables)))
                {
                    notable.SetPersonalRelation(revolt.Party.Leader.HeroObject, new Random().Next(5, 25));
                }

                var amountOTroops = (RevolutionsSettings.Instance.RevoltsGeneralBaseSize + (int)(revolt.Settlement.Prosperity * RevolutionsSettings.Instance.RevoltsGeneralProsperityMulitplier)) / 3;
                var eliteUnits    = new TroopRoster(revolt.Party);
                eliteUnits.AddToCounts(revolt.Party.Leader.Culture.RangedEliteMilitiaTroop, amountOTroops);
                eliteUnits.AddToCounts(revolt.Party.Leader.Culture.MeleeEliteMilitiaTroop, amountOTroops * 2);
                revolt.Party.MobileParty.MemberRoster.Add(eliteUnits);

                SetPartyAiAction.GetActionForPatrollingAroundSettlement(revolt.Party.MobileParty, revolt.Settlement);
                revolt.Party.MobileParty.Ai.SetDoNotMakeNewDecisions(false);

                Managers.Revolt.Revolts.Remove(revolt);
            }

            if (!RevolutionsSettings.Instance.RevoltsMinorFactionsMechanic || revolt.IsMinorFaction)
            {
                return;
            }

            revolt.Party.MobileParty.Ai.SetDoNotMakeNewDecisions(false);
            Managers.Revolt.Revolts.Remove(revolt);
        }
示例#7
0
        public static TroopRoster ConstructTroopRoster(PartyTemplateObject template, PartyBase party)
        {
            TroopRoster roster = new TroopRoster(party);

            foreach (PartyTemplateStack stack in template.Stacks)
            {
                int num = MBRandom.RandomInt(stack.MinValue, stack.MaxValue);
                roster.AddToCounts(stack.Character, num);
            }
            return(roster);
        }
示例#8
0
 private static void SplitRosters(TroopRoster troops1, TroopRoster troops2, TroopRosterElement rosterElement)
 {
     // toss a coin (to your Witcher)
     if (rosterElement.Number == 1)
     {
         if (Rng.Next(0, 2) == 0)
         {
             troops1.AddToCounts(rosterElement.Character, 1);
         }
         else
         {
             troops2.AddToCounts(rosterElement.Character, 1);
         }
     }
     else
     {
         var half = Math.Max(1, rosterElement.Number / 2);
         troops1.AddToCounts(rosterElement.Character, half);
         var remainder = rosterElement.Number % 2;
         troops2.AddToCounts(rosterElement.Character, Math.Max(1, half + remainder));
     }
 }
        private static void OpenScreenAsInventoryOf(CharacterObject character)
        {
            var inventoryLogicFieldInfo = AccessTools.Field(typeof(InventoryManager), "_inventoryLogic");

            var inventoryLogic = new InventoryLogic(Campaign.Current, null);

            inventoryLogicFieldInfo.SetValue(InventoryManager.Instance, inventoryLogic);
            var memberRoster = new TroopRoster(null);

            memberRoster.AddToCounts(character, 1);
            inventoryLogic.Initialize(new(), new(), memberRoster, false, true, character, InventoryManager.InventoryCategoryType.None, new FakeMarketData(), false);
            var state = Game.Current.GameStateManager.CreateState <InventoryState>();

            state.InitializeLogic(inventoryLogic);
            Game.Current.GameStateManager.PushState(state);
        }
        public void Recruit(Settlement settlement)
        {
            if (!settlement.IsTown && !settlement.IsCastle)
            {
                return;
            }

            var town = settlement.Town;

            if (town.Owner == null || town.Owner.PrisonRoster == null)
            {
                return;
            }

            if (town.GarrisonParty == null)
            {
                town.Settlement.AddGarrisonParty(false);
            }

            TroopRoster prisonRoster = town.Owner.PrisonRoster;

            float[] dailyRecruitedPrisoners = Array.Empty <float>();
            PrisonerRecruitmentCalculationModelPatch.GetDailyRecruitedPrisoners(ref dailyRecruitedPrisoners, MobileParty.MainParty);
            int num = MBRandom.RandomInt(prisonRoster.Count);

            for (int i = 0; i < prisonRoster.Count; i++)
            {
                int             index            = (i + num) % prisonRoster.Count;
                CharacterObject characterAtIndex = prisonRoster.GetCharacterAtIndex(index);
                if (characterAtIndex.Tier > 6 || characterAtIndex.IsHero)
                {
                    continue;
                }

                int tier = characterAtIndex.Tier;
                if (tier < dailyRecruitedPrisoners.Length && dailyRecruitedPrisoners[tier] > 0f && MBRandom.RandomFloat < dailyRecruitedPrisoners[tier])//
                {
                    dailyRecruitedPrisoners[tier] -= 1f;

                    if (MBRandom.RandomFloat < (town.Settlement.OwnerClan == Clan.PlayerClan ? 0.8 : 1))
                    {
                        town.GarrisonParty.MemberRoster.AddToCounts(characterAtIndex, 1);
                    }
                    prisonRoster.AddToCounts(characterAtIndex, -1);
                }
            }
        }
示例#11
0
        private void SelectMainPartyMember(MenuCallbackArgs args, Action nextStep, int maxNum)
        {
            if (null == this._tempMainMobile)
            {
                this._tempMainMobile = MBObjectManager.Instance.CreateObject <MobileParty>("sms_sneak_temp_party");
            }
            else
            {
                this._tempMainMobile.MemberRoster.Reset();
            }

            int count = MobileParty.MainParty.MemberRoster.Count;

            TroopRoster strongestTroopRoster = TroopRoster.CreateDummyTroopRoster();
            List <Hero> includeHeros         = new List <Hero>();

            includeHeros.Add(Hero.MainHero);

            FlattenedTroopRoster strongestAndPriorTroops = GameComponent.GetStrongestAndPriorTroops(MobileParty.MainParty, maxNum, includeHeros);

            strongestTroopRoster.Add(strongestAndPriorTroops);
            bool execueted = OpenSlelectTroops(args, strongestTroopRoster, maxNum, new Func <CharacterObject, bool>(this.CanChangeStatusOfTroop), new Action <TroopRoster>((troop) => {
                DealPatyTroop(troop);
                nextStep();
            }));

            if (!execueted)
            {               //如果没有执行,就走随机筛选
                TroopRoster troopRosters       = MobileParty.MainParty.MemberRoster;
                List <TroopRosterElement> list = troopRosters.GetTroopRoster();
                TroopRoster battleTroopRoster  = TroopRoster.CreateDummyTroopRoster();
                foreach (TroopRosterElement element in list)
                {
                    if (element.Character.IsHero && !element.Character.IsPlayerCharacter)
                    {
                        if (battleTroopRoster.Count < maxNum)
                        {
                            battleTroopRoster.AddToCounts(element.Character, element.Number);
                        }
                    }
                }
                ;
                DealPatyTroop(battleTroopRoster);
                nextStep();
            }
        }
示例#12
0
        private void ExecuteDone()
        {
            TroopRoster troopRoster = TroopRoster.CreateDummyTroopRoster();

            foreach (SpousesSelectTroopsItemVM current in this.Troops)
            {
                if (current.CurrentAmount > 0)
                {
                    troopRoster.AddToCounts(current.Troop.Character, current.CurrentAmount, false, 0, 0, true, -1);
                }
            }
            this.IsEnabled = false;
            this._onDone.DynamicInvokeWithLog(new object[]
            {
                troopRoster
            });
        }
示例#13
0
        private static TroopRoster ConstructTroopRoster(PartyTemplateObject pt, int troopNumberLimit = -1) //TODO implement troop number limit.
        {
            TroopRoster returned     = new TroopRoster();
            float       gameProcess  = MiscHelper.GetGameProcess();
            float       num          = 0.25f + 0.75f * gameProcess;
            int         num2         = MBRandom.RandomInt(2);
            float       num3         = (num2 == 0) ? MBRandom.RandomFloat : (MBRandom.RandomFloat * MBRandom.RandomFloat * MBRandom.RandomFloat * 4f);
            float       num4         = (num2 == 0) ? (num3 * 0.8f + 0.2f) : (1f + num3);
            float       randomFloat  = MBRandom.RandomFloat;
            float       randomFloat2 = MBRandom.RandomFloat;
            float       randomFloat3 = MBRandom.RandomFloat;

            for (int i = 0; i < pt.Stacks.Count; i++)
            {
                float f = (pt.Stacks.Count > 0) ? ((float)pt.Stacks[i].MinValue + num * num4 * randomFloat * (float)(pt.Stacks[i].MaxValue - pt.Stacks[i].MinValue)) : 0f;
                returned.AddToCounts(pt.Stacks[i].Character, MBRandom.RoundRandomized(f), false);
            }
            return(returned);
        }
        private static void SortAnyParty(MBBindingList <PartyCharacterVM> toSort, PartyBase party,
                                         TroopRoster rosterToSort, PartySort sorter)
        {
            if (rosterToSort == null || rosterToSort.Count == 0 || toSort == null || toSort.IsEmpty())
            {
                return;
            }

            CharacterObject leaderOfParty = party?.LeaderHero?.CharacterObject;

            // Sort the list, this is done for the visual unit cards to be properly positioned after the sort
            // This is not yet persisted to the actual roster, that is done after this.
            toSort.StableSort(sorter);

            // Sanity check to ensure the leader is *always* at the top of the party.
            if (leaderOfParty != null)
            {
                var index = toSort.FindIndex((character) => character.Character.Equals(leaderOfParty));
                PartyCharacterVM leaderVm = toSort[index];
                toSort.RemoveAt(index);
                toSort.Insert(0, leaderVm);
            }

            // Here we manually clear the roster while ignoring the party leader.
            // Don't use `rosterToSort.Clear()` as that seems to cause the party leader to get unset permanently afterward, which stops upgrades from working.
            rosterToSort.RemoveIf((item) => item.Character != leaderOfParty);

            // Re-add the correctly sorted troops to the roster. We need to do it in this janky way due to the fact that we can't easily sort
            // the underlying roster array.
            foreach (PartyCharacterVM character in toSort)
            {
                if (character.Character != leaderOfParty)
                {
                    rosterToSort.AddToCounts(
                        character.Troop.Character, character.Troop.Number, false, character.Troop.WoundedNumber,
                        character.Troop.Xp);
                }
            }
        }
示例#15
0
        internal void CECaptorHuntPrisoners(MenuCallbackArgs args, int amount = 20)
        {
            CEPersistence.animationPlayEvent = false;

            TroopRoster releasedPrisoners = TroopRoster.CreateDummyTroopRoster();

            if (CESettings.Instance != null)
            {
                amount = CESettings.Instance.AmountOfTroopsForHunt;
            }

            try
            {
                for (int i = 0; i < amount; i++)
                {
                    TroopRosterElement test = MobileParty.MainParty.PrisonRoster.GetTroopRoster().Where(troop => !troop.Character.IsHero).GetRandomElementInefficiently();

                    if (test.Character == null)
                    {
                        continue;
                    }

                    MobileParty.MainParty.PrisonRoster.RemoveTroop(test.Character);
                    releasedPrisoners.AddToCounts(test.Character, 1, true);
                }
            }
            catch (Exception)
            {
                CECustomHandler.LogToFile("Couldn't find anymore prisoners.");
            }

            if (!releasedPrisoners.GetTroopRoster().IsEmpty())
            {
                CECaptorContinue(args);

                try
                {
                    Clan clan = Clan.BanditFactions.First(clanLooters => clanLooters.StringId == "looters");
                    clan.Banner.SetBannerVisual(Banner.CreateRandomBanner().BannerVisual);

                    Settlement nearest = SettlementHelper.FindNearestSettlement(settlement => { return(true); });

                    MobileParty prisonerParty = BanditPartyComponent.CreateBanditParty("CustomPartyCE_Hunt_" + MBRandom.RandomInt(int.MaxValue), clan, nearest.Hideout, false);

                    PartyTemplateObject defaultPartyTemplate = clan.DefaultPartyTemplate;

                    prisonerParty.InitializeMobileParty(defaultPartyTemplate, MobileParty.MainParty.Position2D, 0.5f, 0.1f, -1);
                    prisonerParty.SetCustomName(new TextObject("{=CEEVENTS1107}Escaped Captives"));

                    prisonerParty.MemberRoster.Clear();
                    prisonerParty.MemberRoster.Add(releasedPrisoners.ToFlattenedRoster());

                    prisonerParty.RecentEventsMorale = -100;
                    prisonerParty.IsActive           = true;
                    prisonerParty.ActualClan         = clan;
                    prisonerParty.Party.Owner        = clan.Leader;
                    prisonerParty.Party.Visuals.SetMapIconAsDirty();

                    prisonerParty.HomeSettlement = nearest;
                    prisonerParty.InitializePartyTrade(0);

                    Hero.MainHero.HitPoints += 40;


                    CECustomHandler.LogToFile(prisonerParty.Leader.Name.ToString());
                    PlayerEncounter.RestartPlayerEncounter(prisonerParty.Party, MobileParty.MainParty.Party, true);
                    StartBattleAction.Apply(MobileParty.MainParty.Party, prisonerParty.Party);
                    PlayerEncounter.Update();

                    CEPersistence.huntState = CEPersistence.HuntState.StartHunt;
                    CampaignMission.OpenBattleMission(PlayerEncounter.GetBattleSceneForMapPosition(MobileParty.MainParty.Position2D));
                }
                catch (Exception)
                {
                    CECaptorKillPrisoners(args, amount);
                }
            }
            else
            {
                CECaptorContinue(args);
            }
        }
        internal static void StartRevolt(Settlement settlement)
        {
            var textObject = new TextObject(Localization.GameTexts.RevoltsRevoltStart);

            textObject.SetTextVariable("SETTLEMENT", settlement.Name);
            InformationManager.AddNotice(new SettlementRebellionMapNotification(settlement, textObject));
            InformationManager.AddQuickInformation(textObject);

            var settlementInfo        = Managers.Settlement.Get(settlement);
            var atWarWithLoyalFaction = settlementInfo.CurrentFaction.IsAtWarWith(settlementInfo.LoyalFaction);

            Hero leader;

            if (atWarWithLoyalFaction)
            {
                leader = Managers.Faction.GetLordWithLeastFiefs(settlementInfo.LoyalFaction).HeroObject;
            }
            else
            {
                leader = Managers.Character.CreateRandomLeader(settlementInfo.LoyalFaction?.Leader?.Clan ?? settlement.OwnerClan, settlementInfo);
                Managers.Character.Get(leader.CharacterObject).IsRevoltKingdomLeader = true;

                var bannerInfo = Managers.Banner.GetBanner(settlementInfo);
                var banner     = bannerInfo != null ? new Banner(bannerInfo.BannerId) : null;

                var clan = Managers.Clan.CreateClan(leader, null, null, banner);
                Managers.Clan.Get(leader.Clan).IsRevoltClan = true;

                textObject = new TextObject(Localization.GameTexts.RevoltsMinorFactionKingdom);
                textObject.SetTextVariable("SETTLEMENT", settlement.Name);
                Managers.Kingdom.CreateKingdom(leader, textObject, textObject, banner ?? clan.Banner, false);
                Managers.Kingdom.Get(leader.Clan.Kingdom).IsRevoltKingdom = true;
            }

            var mobileParty = Managers.Party.CreateMobileParty(leader, null, settlement.GatePosition, settlement, !atWarWithLoyalFaction, true);

            var amountOfTroops = (RevolutionsSettings.Instance.RevoltsGeneralBaseSize + (int)(settlement.Prosperity * RevolutionsSettings.Instance.RevoltsGeneralProsperityMulitplier)) / 3;
            var basicUnits     = new TroopRoster();

            basicUnits.AddToCounts(leader.Culture.RangedMilitiaTroop, amountOfTroops);
            basicUnits.AddToCounts(leader.Culture.MeleeMilitiaTroop, amountOfTroops * 2);
            mobileParty.MemberRoster.Add(basicUnits);

            if (settlement.MilitaParty != null && settlement.MilitaParty.CurrentSettlement == settlement && settlement.MilitaParty.MapEvent == null)
            {
                foreach (var troopRosterElement in settlement.MilitaParty.MemberRoster)
                {
                    mobileParty.AddElementToMemberRoster(troopRosterElement.Character, troopRosterElement.Number, false);
                }

                settlement.MilitaParty.RemoveParty();
            }

            mobileParty.ChangePartyLeader(mobileParty.Party.Owner.CharacterObject, false);

            if (!FactionManager.IsAtWarAgainstFaction(leader.MapFaction, settlement.MapFaction))
            {
                DeclareWarAction.Apply(leader.MapFaction, settlement.MapFaction);
            }

            var revolt = new Revolt(mobileParty.Party.Id, settlement, !atWarWithLoyalFaction);

            Managers.Revolt.Revolts.Add(revolt);
            settlementInfo.HasRebellionEvent = true;

            if (settlementInfo.Garrision == null || settlementInfo.Garrision.TotalStrength == 0)
            {
                RevoltBehavior.EndSucceededRevolt(revolt);
                return;
            }

            mobileParty.Ai.SetDoNotMakeNewDecisions(true);
            StartBattleAction.Apply(mobileParty.Party, settlementInfo.Garrision);
        }
示例#17
0
        private static MobileParty FillPartyWithTroopsAndInit(Hero leader, Settlement target)
        {
            MobileParty rebelParty = MBObjectManager.Instance.CreateObject <MobileParty>(leader.CharacterObject.Name.ToString() + "_" + leader.Id);

            try
            {
                rebelParty.Initialize();

                TroopRoster roster = new TroopRoster();

                int         basicTroopAmount = 128;
                TroopRoster basicUnits       = new TroopRoster();

                basicUnits.AddToCounts(leader.Culture.BasicTroop, basicTroopAmount);

                foreach (var upgrade1 in leader.Culture.BasicTroop.UpgradeTargets)
                {
                    basicUnits.AddToCounts(upgrade1, basicTroopAmount / 2);

                    foreach (var upgrade2 in upgrade1.UpgradeTargets)
                    {
                        basicUnits.AddToCounts(upgrade2, basicTroopAmount / 2);

                        foreach (var upgrade3 in upgrade2.UpgradeTargets)
                        {
                            basicUnits.AddToCounts(upgrade3, basicTroopAmount / 4);

                            foreach (var upgrade4 in upgrade3.UpgradeTargets)
                            {
                                basicUnits.AddToCounts(upgrade4, basicTroopAmount / 8);
                            }
                        }
                    }
                }

                roster.Add(basicUnits);

                int         eliteTroopAmount = 64;
                TroopRoster eliteUnits       = new TroopRoster();
                eliteUnits.AddToCounts(leader.Culture.EliteBasicTroop, eliteTroopAmount);

                foreach (var upgrade1 in leader.Culture.EliteBasicTroop.UpgradeTargets)
                {
                    eliteUnits.AddToCounts(upgrade1, eliteTroopAmount / 2);

                    foreach (var upgrade2 in upgrade1.UpgradeTargets)
                    {
                        eliteUnits.AddToCounts(upgrade2, eliteTroopAmount / 2);

                        foreach (var upgrade3 in upgrade2.UpgradeTargets)
                        {
                            eliteUnits.AddToCounts(upgrade3, eliteTroopAmount / 4);

                            foreach (var upgrade4 in upgrade3.UpgradeTargets)
                            {
                                eliteUnits.AddToCounts(upgrade4, eliteTroopAmount / 8);
                            }
                        }
                    }
                }

                roster.Add(eliteUnits);

                TroopRoster prisoners = new TroopRoster
                {
                    IsPrisonRoster = true
                };

                rebelParty.Party.Owner = leader;

                rebelParty.MemberRoster.AddToCounts(leader.CharacterObject, 1, false, 0, 0, true, 0);

                rebelParty.SetAsMainParty();

                rebelParty.InitializeMobileParty(new TextObject(
                                                     leader.CharacterObject.GetName().ToString(), null),
                                                 roster,
                                                 prisoners,
                                                 target.GatePosition,
                                                 0.0f,
                                                 0.0f);

                foreach (ItemObject item in ItemObject.All)
                {
                    if (item.IsFood)
                    {
                        rebelParty.ItemRoster.AddToCounts(item, 150);
                        break;
                    }
                }

                rebelParty.HomeSettlement = target.BoundVillages[0].Settlement;

                rebelParty.Quartermaster = leader;
            }
            catch (Exception e)
            {
                Log.Info("Exception when trying to create new Army");
                Log.Error(e);
            }

            return(rebelParty);
        }