private static IEnumerable <DiaOption> DebugOptions()
        {
            yield return(new DiaOption("(Debug) Goodwill +10")
            {
                action = delegate
                {
                    FactionDialogMaker.faction.AffectGoodwillWith(Faction.OfPlayer, 10f);
                },
                linkLateBind = (() => FactionDialogMaker.FactionDialogFor(FactionDialogMaker.negotiator, FactionDialogMaker.faction))
            });

            /*Error: Unable to find new state assignment for yield return*/;
        }
Exemple #2
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        private static DiaOption OfferGiftOption(Map map)
        {
            // TODO: Compare with vanilla method
            int cost = GetCost(Hospitality_MapComponent.Instance(map).GetBribeCount(faction));
            //Log.Message(faction.name + ": " + Hospitality_MapComponent.Instance.GetBribeCount(faction) + " = " + cost);
            int silver = TradeUtility.AllLaunchableThings(map).Where(t => t.def == ThingDefOf.Silver).Sum(t => t.stackCount);

            if (silver < cost)
            {
                var diaOption = new DiaOption("OfferGift".Translate() + " (" + "NeedSilverLaunchable".Translate(new object[]
                {
                    cost
                }) + ")");
                diaOption.Disable("NotEnoughSilver".Translate());
                return(diaOption);
            }
            float goodwillDelta = 12f * negotiator.GetStatValue(StatDefOf.GiftImpact);
            var   diaOption2    = new DiaOption("OfferGift".Translate() + " (" + "SilverForGoodwill".Translate(new object[]
            {
                cost,
                goodwillDelta.ToString("#####0")
            }) + ")");

            diaOption2.action = delegate
            {
                TradeUtility.LaunchThingsOfType(ThingDefOf.Silver, cost, map, null);
                faction.AffectGoodwillWith(Faction.OfPlayer, goodwillDelta);
                Hospitality_MapComponent.Instance(map).Bribe(faction);
            };
            string text = "SilverGiftSent".Translate(new object[]
            {
                faction.Name,
                Mathf.RoundToInt(goodwillDelta)
            });

            diaOption2.link = new DiaNode(text)
            {
                options =
                {
                    new DiaOption("OK".Translate())
                    {
                        linkLateBind = () => Source.FactionDialogFor(negotiator, faction)
                    }
                }
            };
            return(diaOption2);
        }
Exemple #3
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        private static IEnumerable <DiaOption> DebugOptions(Faction faction, Pawn negotiator)
        {
            yield return(new DiaOption("(Debug) Goodwill +10")
            {
                action = delegate
                {
                    faction.TryAffectGoodwillWith(Faction.OfPlayer, 10, false, true, null, null);
                },
                linkLateBind = (() => FactionDialogMaker.FactionDialogFor(negotiator, faction))
            });

            yield return(new DiaOption("(Debug) Goodwill -10")
            {
                action = delegate
                {
                    faction.TryAffectGoodwillWith(Faction.OfPlayer, -10, false, true, null, null);
                },
                linkLateBind = (() => FactionDialogMaker.FactionDialogFor(negotiator, faction))
            });
        }
        private static IEnumerable <DiaOption> DebugOptions()
        {
            DiaOption opt = new DiaOption("(Debug) Goodwill +10");

            opt.action = delegate
            {
                FactionDialogMaker.faction.AffectGoodwillWith(Faction.OfPlayer, 10f);
            };
            opt.linkLateBind = (() => FactionDialogMaker.FactionDialogFor(FactionDialogMaker.negotiator, FactionDialogMaker.faction));
            yield return(opt);

            DiaOption opt2 = new DiaOption("(Debug) Goodwill -10");

            opt2.action = delegate
            {
                FactionDialogMaker.faction.AffectGoodwillWith(Faction.OfPlayer, -10f);
            };
            opt2.linkLateBind = (() => FactionDialogMaker.FactionDialogFor(FactionDialogMaker.negotiator, FactionDialogMaker.faction));
            yield return(opt2);
        }
            public bool MoveNext()
            {
                uint num = (uint)this.$PC;

                this.$PC = -1;
                switch (num)
                {
                case 0u:
                {
                    DiaOption opt = new DiaOption("(Debug) Goodwill +10");
                    opt.action = delegate()
                    {
                        faction.TryAffectGoodwillWith(Faction.OfPlayer, 10, false, true, null, null);
                    };
                    opt.linkLateBind = (() => FactionDialogMaker.FactionDialogFor(negotiator, faction));
                    this.$current    = opt;
                    if (!this.$disposing)
                    {
                        this.$PC = 1;
                    }
                    return(true);
                }

                case 1u:
                {
                    DiaOption opt2 = new DiaOption("(Debug) Goodwill -10");
                    opt2.action = delegate()
                    {
                        < DebugOptions > c__AnonStorey.faction.TryAffectGoodwillWith(Faction.OfPlayer, -10, false, true, null, null);
                    };
                    opt2.linkLateBind = (() => FactionDialogMaker.FactionDialogFor(< DebugOptions > c__AnonStorey.negotiator, <DebugOptions> c__AnonStorey.faction));
                    this.$current     = opt2;
                    if (!this.$disposing)
                    {
                        this.$PC = 2;
                    }
                    return(true);
                }
Exemple #6
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 private static Func <DiaNode> ResetToRoot(Faction faction, Pawn negotiator)
 {
     return(() => FactionDialogMaker.FactionDialogFor(negotiator, faction));
 }
Exemple #7
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        public void TryOpenComms(Pawn negotiator)
        {
            Dialog_Negotiation dialog_Negotiation = new Dialog_Negotiation(negotiator, this, FactionDialogMaker.FactionDialogFor(negotiator, this), true);

            dialog_Negotiation.soundAmbient = SoundDefOf.RadioComms_Ambience;
            Find.WindowStack.Add(dialog_Negotiation);
        }
 private static Func <DiaNode> ResetToRoot()
 {
     return(() => FactionDialogMaker.FactionDialogFor(FactionDialogMaker.negotiator, FactionDialogMaker.faction));
 }