private static void conversation_set_up_safe_passage_barter_on_consequence(DialogueParams param) { BarterManager instance = BarterManager.Instance; Hero oneToOneConversationHero = Hero.OneToOneConversationHero; PartyBase mainParty = PartyBase.MainParty; PartyBase otherParty = MobileParty.ConversationParty?.Party; BarterManager.BarterContextInitializer initContext = new BarterManager.BarterContextInitializer(BarterManager.Instance.InitializeSafePassageBarterContext); int persuasionCostReduction = 0; bool isAIBarter = false; if (Hero.OneToOneConversationHero == null) { Barterable[] array = new Barterable[1]; array[0] = new SafePassageBarterable(null, Hero.MainHero, otherParty, PartyBase.MainParty); instance.StartBarterOffer(Hero.MainHero, oneToOneConversationHero, mainParty, otherParty, null, initContext, persuasionCostReduction, isAIBarter, array); } else { Barterable[] array = new Barterable[2]; array[0] = new SafePassageBarterable(oneToOneConversationHero, Hero.MainHero, otherParty, PartyBase.MainParty); array[1] = new NoAttackBarterable(Hero.MainHero, oneToOneConversationHero, mainParty, otherParty, CampaignTime.Days(5f)); instance.StartBarterOffer(Hero.MainHero, oneToOneConversationHero, mainParty, otherParty, null, initContext, persuasionCostReduction, isAIBarter, array); } }
public bool TryToMakeTrade() { if (!CanMakeTrade) { return(false); } //get the barter manager to handle this coroutine since we can't mMakingTrade = true; BarterManager.StartCoroutine(MakeTradeoverTime()); return(true); }
private static void barter_for_peace_consequence_delegate(DialogueParams param) // looks like a lot, I just stole most of this from tw >_> { BarterManager instance = BarterManager.Instance; Hero mainHero = Hero.MainHero; Hero oneToOneConversationHero = Hero.OneToOneConversationHero; PartyBase mainParty = PartyBase.MainParty; MobileParty conversationParty = MobileParty.ConversationParty; PartyBase otherParty = (conversationParty != null) ? conversationParty.Party : null; Hero beneficiaryOfOtherHero = null; BarterManager.BarterContextInitializer initContext = new BarterManager.BarterContextInitializer(BarterManager.Instance.InitializeMakePeaceBarterContext); int persuasionCostReduction = 0; bool isAIBarter = false; Barterable[] array = new Barterable[1]; int num = 0; Hero originalOwner = conversationParty.MapFaction.Leader; Hero mainHero2 = Hero.MainHero; MobileParty conversationParty2 = MobileParty.ConversationParty; array[num] = new PeaceBarterable(originalOwner, conversationParty.MapFaction, mainHero.MapFaction, CampaignTime.Years(1f)); instance.StartBarterOffer(mainHero, oneToOneConversationHero, mainParty, otherParty, beneficiaryOfOtherHero, initContext, persuasionCostReduction, isAIBarter, array); }
public static void IsOfferAcceptable(BarterData args, Hero hero, PartyBase party, ref BarterManager __instance, ref bool __result) { try { if (BannerlordCheatsSettings.Instance?.BarterOfferAlwaysAccepted == true) { __result = true; } } catch (Exception e) { SubModule.LogError(e, typeof(BarterOfferAlwaysAccepted)); } }
public static void IsOfferAcceptable(BarterData args, Hero hero, PartyBase party, ref BarterManager __instance, ref bool __result) { if (BannerlordCheatsSettings.Instance.BarterOfferAlwaysAccepted) { __result = true; } }
protected IEnumerator MakeTradeoverTime() { Debug.Log("Starting to make trade"); var loadStart = GUILoading.LoadStart(GUILoading.Mode.SmallInGame); while (loadStart.MoveNext()) { yield return(null); } GUILoading.ActivityInfo = "Making Trade... " + CharacterGoods.Count.ToString() + " character goods going to player"; //give stuff to player... foreach (BarterGoods good in CharacterGoods) { foreach (KeyValuePair <WIStack, int> goodPair in good) { if (goodPair.Key.HasTopItem) { Debug.Log("Adding " + goodPair.Key.TopItem.FileName + " to player inventory..."); } var addItem = PlayerInventory.AddItems(goodPair.Key, goodPair.Value); while (addItem.MoveNext()) { yield return(null); } } yield return(null); } //wait a tick... yield return(null); //give stuff to character... foreach (BarterGoods good in PlayerGoods) { foreach (KeyValuePair <WIStack, int> goodPair in good) { var enumerator = CharacterInventory.AddItems(goodPair.Key, goodPair.Value); while (enumerator.MoveNext()) { yield return(null); } } } //TODO determine what counts as a 'successful use' BarterManager.Use(true); PlayerBank.Absorb(CharacterGoodsBank); CharacterBank.Absorb(PlayerGoodsBank); ClearGoodsAndCurrency(); MadeTradeThisSession = true; Player.Get.AvatarActions.ReceiveAction(AvatarAction.BarterMakeTrade, WorldClock.AdjustedRealTime); var loadFinish = GUILoading.LoadFinish(); while (loadFinish.MoveNext()) { yield return(null); } Debug.Log("Finished making trade"); mMakingTrade = false; yield break; }