public static DiaNode FriendlyNode() { TravelingIncidentCaravan caravan = DialogUtilities.tempCaravan; Pawn pawn = DialogUtilities.tempPawn; if (!(caravan.incident is InterceptedIncident_HumanCrowd_Neutral incident)) { return(null); } DiaNode diaNode = new DiaNode("PES_Friendly_Greeting".Translate(caravan.CaravanTitle, pawn.Name.ToStringShort) + "\n"); DiaNode diaNodeLeaving = new DiaNode("PES_Friendly_Dismissed".Translate()); diaNodeLeaving.options.Add(DialogUtilities.NormalDisconnectOption()); DiaOption option = new DiaOption("PES_Friendly_Dismiss".Translate() + "\n"); option.link = diaNodeLeaving; option.action = () => { caravan.Dismiss(); }; diaNode.options.Add(option); diaNode.options.Add(DialogUtilities.NormalDisconnectOption()); return(diaNode); }
public virtual void Achieve() { caravan.Dismiss(); }
public static DiaNode BroadCastMessageChoiceNode() { TravelingIncidentCaravan caravan = DialogUtilities.tempCaravan; Pawn pawn = DialogUtilities.tempPawn; if (!(caravan.incident is InterceptedIncident_HumanCrowd incident)) { return(null); } string intro; if (incident.faction_revealed && incident.SourceFaction == Faction.OfMechanoids) { intro = "PES_BroadCastMessage_Mechanoid".Translate(); } else { intro = "PES_BroadCastMessage".Translate(pawn.Name.ToStringShort); } DiaNode diaNode = new DiaNode(intro); DiaOption option; //Mechanoid if (incident.faction_revealed && incident.SourceFaction == Faction.OfMechanoids) { option = new DiaOption("PES_TryContactPrologue_Mechanoid".Translate()) { link = MechanoidAnswers() }; diaNode.options.Add(option); } else { string key; void CommEstablishAction() { caravan.EstablishCommunication(); caravan.ApplyBroadCastCoolDown(); DialogUtilities.NegotiatorLearnSocial(true); } void LeaveAction() { caravan.Dismiss(); caravan.ApplyBroadCastCoolDown(); DialogUtilities.NegotiatorLearnSocial(true); } void LeaveActionBad() { caravan.Dismiss(); caravan.ApplyBroadCastCoolDown(); DialogUtilities.NegotiatorLearnSocial(false); } void FailAction() { caravan.ApplyBroadCastCoolDown(); DialogUtilities.NegotiatorLearnSocial(false); } float MessageOdds = incident.SourceFaction == Faction.OfMechanoids ? 0f : DialogUtilities.MessageReceiveChance; #region Persuasion StringBuilder sb = new StringBuilder(string.Format(@"<b>[{0}]</b> ", "PES_Persuade_noun".Translate().CapitalizeFirst())); //Odds float friendlyOdds = Mathf.Clamp01(PES_Settings.BasePersuadeChance_Friendly * pawn.NegotiatePowerFactor()); float hostileOdds = Mathf.Clamp01(PES_Settings.BasePersuadeChance_Hostile * pawn.NegotiatePowerFactor()); //Choices if (incident.IntelLevel == IncidentIntelLevel.Unknown) { key = "PES_TryContact_Persuasion_Unknown"; sb.AppendLine(string.Format(@"<i>{0}</i>", key.Translate(pawn.Name.ToStringShort, Faction.OfPlayer.Name))); sb.AppendLine(OddsIndicator(1, friendlyOdds, "PES_TryOutcome_Positive")); sb.AppendLine(OddsIndicator(2, hostileOdds, "PES_TryOutcome_Positive")); } else if (incident.IntelLevel == IncidentIntelLevel.Danger) { key = "PES_TryContact_Persuasion_Hostile"; sb.AppendLine(string.Format(@"<i>{0}</i>", key.Translate(pawn.Name.ToStringShort, Faction.OfPlayer.Name))); sb.AppendLine(OddsIndicator(0, hostileOdds, "PES_TryOutcome_Positive")); } else { key = "PES_TryContact_Persuasion_Neutral"; sb.AppendLine(string.Format(@"<i>{0}</i>", key.Translate(pawn.Name.ToStringShort, Faction.OfPlayer.Name))); sb.AppendLine(OddsIndicator(0, friendlyOdds, "PES_TryOutcome_Positive")); } //Action option = new DiaOption(sb.ToString()); if (incident.IsHostileToPlayer) { option.action = DialogUtilities.ResolveActionByOdds(hostileOdds * MessageOdds, CommEstablishAction, PersuasionSuccessNode(), FailAction, ContactFailNode()); } else { option.action = DialogUtilities.ResolveActionByOdds(friendlyOdds * MessageOdds, CommEstablishAction, PersuasionSuccessNode(), FailAction, ContactFailNode()); } diaNode.options.Add(option); #endregion #region intimidation float friendlyContactOdds = Mathf.Clamp01(PES_Settings.BaseIntimidationContactChance_Friendly * pawn.NegotiatePowerFactor()); float friendlyFleeOdds = Mathf.Clamp01(PES_Settings.BaseIntimidationFrightenChance_Friendly * pawn.NegotiatePowerFactorNeg()); float EnemyContactOdds = Mathf.Clamp01(PES_Settings.BaseIntimidationContactChance_Hostile * pawn.NegotiatePowerFactor()); float EnemyFleeOdds = Mathf.Clamp01(PES_Settings.BaseIntimidationFrightenChance_Hostile * pawn.NegotiatePowerFactor()); sb = new StringBuilder(string.Format(@"<b>[{0}]</b> ", "PES_intimidate_noun".Translate()).CapitalizeFirst()); sb.AppendLine(string.Format(@"<i>{0}</i>", "PES_TryContact_Intimidation_have_mortar".Translate())); if (incident.IntelLevel == IncidentIntelLevel.Unknown) { sb.AppendLine(OddsIndicator(1, friendlyContactOdds, "PES_TryOutcome_Positive", friendlyFleeOdds, "PES_TryOutcome_Scared")); sb.AppendLine(OddsIndicator(2, EnemyContactOdds, "PES_TryOutcome_Positive", EnemyFleeOdds, "PES_TryOutcome_Scared")); } else if (incident.IntelLevel == IncidentIntelLevel.Danger) { sb.AppendLine(OddsIndicator(0, EnemyContactOdds, "PES_TryOutcome_Positive", EnemyFleeOdds, "PES_TryOutcome_Scared")); } else { sb.AppendLine(OddsIndicator(0, friendlyContactOdds, "PES_TryOutcome_Positive", friendlyFleeOdds, "PES_TryOutcome_Scared")); } option = new DiaOption(sb.ToString()); if (!incident.IsHostileToPlayer) { option.action = DialogUtilities.ResolveActionByOdds(friendlyContactOdds * MessageOdds, CommEstablishAction, PersuasionSuccessNode(), friendlyFleeOdds * MessageOdds, LeaveActionBad, IntimidationSuccessNode(), FailAction, ContactFailNode()); } else { option.action = DialogUtilities.ResolveActionByOdds(EnemyContactOdds * MessageOdds, CommEstablishAction, PersuasionSuccessNode(), EnemyFleeOdds * MessageOdds, LeaveAction, IntimidationSuccessNode(), FailAction, ContactFailNode()); } diaNode.options.Add(option); #endregion #region Beguilement if (incident.IntelLevel != IncidentIntelLevel.Neutral && pawn.skills.GetSkill(SkillDefOf.Social).Level >= 15) { friendlyFleeOdds = Mathf.Clamp01(PES_Settings.BaseBeguilementFrightenChance_Friendly * pawn.NegotiatePowerFactor()); EnemyContactOdds = Mathf.Clamp01(PES_Settings.BaseBeguilementContactChance_Hostile * pawn.NegotiatePowerFactor()); float EnemyLeaveOdds = Mathf.Clamp01(PES_Settings.BaseBeguilementFrightenChance_Hostile * pawn.NegotiatePowerFactor()); sb = new StringBuilder(string.Format(@"<b>[{0}]</b> ", "PES_beguile_noun".Translate().CapitalizeFirst())); if (incident.faction_revealed) { sb.AppendLine(string.Format(@"<i>{0}</i>", "PES_TryContact_Beguilement_FactionConfirmed".Translate(pawn.Name.ToStringShort, incident.SourceFaction.Name, Faction.OfPlayer.Name))); sb.AppendLine(OddsIndicator(0, EnemyContactOdds, "PES_TryOutcome_Positive", EnemyLeaveOdds, "PES_TryOutcome_Leave")); } else { sb.AppendLine(string.Format(@"<i>{0}</i>", "PES_TryContact_Beguilement".Translate(pawn.Name.ToStringShort, Faction.OfPlayer.Name))); if (incident.IntelLevel == IncidentIntelLevel.Danger) { sb.AppendLine(OddsIndicator(0, EnemyContactOdds, "PES_TryOutcome_Positive", EnemyLeaveOdds, "PES_TryOutcome_Scared")); } else { sb.AppendLine(OddsIndicator(1, friendlyFleeOdds, "PES_TryOutcome_Scared")); sb.AppendLine(OddsIndicator(2, EnemyContactOdds, "PES_TryOutcome_Positive", EnemyLeaveOdds, "PES_TryOutcome_Scared")); } } option = new DiaOption(sb.ToString()); if (incident.IsHostileToPlayer) { option.action = DialogUtilities.ResolveActionByOdds(EnemyLeaveOdds * MessageOdds, LeaveAction, BeguilementSuccessNode(incident.faction_revealed), EnemyContactOdds * MessageOdds, CommEstablishAction, PersuasionSuccessNode(), FailAction, ContactFailNode()); } else { option.action = DialogUtilities.ResolveActionByOdds(friendlyFleeOdds * MessageOdds, LeaveAction, BeguilementSuccessNode(incident.faction_revealed), FailAction, ContactFailNode()); } diaNode.options.Add(option); } #endregion } diaNode.options.Add(DialogUtilities.NormalCancelOption()); return(diaNode); }