Esempio n. 1
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        private static void Fight(Entity inspector, Entity drugPusher, out ActionSequence showdownInspector, out ActionSequence showdownPusher)
        {
            showdownInspector = new ActionSequence("ShowdownInspectorFight");
            showdownPusher    = new ActionSequence("ShowdownPusherFight");

            showdownInspector.Add(new PlayParticleEffectAction(Particles.Dustup, inspector, drugPusher));
            CommonActions.AddSyncEntityAction(inspector, drugPusher, showdownInspector, showdownPusher);

            showdownPusher.Add(new TriggerAnimationAction(Util.AnimationEvent.TriggerPunch1));
            showdownInspector.Add(new TriggerAnimationAction(Util.AnimationEvent.TriggerGetHit));
            showdownPusher.Add(new PauseAction(1));
            CommonActions.AddSyncEntityAction(inspector, drugPusher, showdownInspector, showdownPusher);

            showdownPusher.Add(new TriggerAnimationAction(Util.AnimationEvent.TriggerGetHit));
            showdownInspector.Add(new TriggerAnimationAction(Util.AnimationEvent.TriggerPunch1));
            showdownPusher.Add(new PauseAction(1));
            CommonActions.AddSyncEntityAction(inspector, drugPusher, showdownInspector, showdownPusher);

            showdownPusher.Add(new TriggerAnimationAction(Util.AnimationEvent.TriggerPunch1));
            showdownInspector.Add(new TriggerAnimationAction(Util.AnimationEvent.TriggerGetHit));
            showdownPusher.Add(new PauseAction(1));
            CommonActions.AddSyncEntityAction(inspector, drugPusher, showdownInspector, showdownPusher);

            showdownPusher.Add(new TriggerAnimationAction(Util.AnimationEvent.TriggerGetHit));
            showdownInspector.Add(new TriggerAnimationAction(Util.AnimationEvent.TriggerPunch1));
            showdownPusher.Add(new PauseAction(1));
            CommonActions.AddSyncEntityAction(inspector, drugPusher, showdownInspector, showdownPusher);
        }
Esempio n. 2
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        /**
         *      Day 2
         * */

        #region Day 2 - Morning
        public static ActionSequence InspectorQuestions(Entity security)
        {
            var questionTime = new ActionSequence("InspectorQuestions");

            questionTime.Add(StaticStates.Get <PlayerDecisionsState>().AcceptedDrugPushersOffer
                ? CommonActions.TalkToPlayer(new InspectorSuspicious())
                : CommonActions.TalkToPlayer(new InspectorNice()));
            questionTime.Add(new DialogueBranchAction(new Dictionary <DialogueOutcome, Action>
            {
                {
                    DialogueOutcome.Agree, () =>
                    {
                        var sequence = new ActionSequence("Help inspector.");
                        sequence.Add(new ConversationAction(new NoResponseConversation("Thanks for the help! Glad I could count on you to keep the ship safe.", DialogueOutcome.Agree)));
                        sequence.Add(new UpdateMoodAction(Mood.Happy));

                        ActionManagerSystem.Instance.AddActionToFrontOfQueueForEntity(security, sequence);
                        StaticStates.Get <PlayerDecisionsState>().ToldInspectorAboutDrugPusher = true;
                    }
                },
                {
                    DialogueOutcome.Disagree, () =>
                    {
                        var sequence = new ActionSequence("Didn't help inspector.");
                        sequence.Add(new ConversationAction(new NoResponseConversation("Thanks for your time. Let me know if you see anything suspicious.", DialogueOutcome.Default)));

                        ActionManagerSystem.Instance.AddActionToFrontOfQueueForEntity(security, sequence);
                        StaticStates.Get <PlayerDecisionsState>().ToldInspectorAboutDrugPusher = false;
                    }
                }
            }));
            questionTime.Add(new LeaveBarAction());
            return(questionTime);
        }
Esempio n. 3
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        public static void Start(List <Entity> matchingEntities)
        {
            var loveStoryActions = LoveStory.DayTwoNight();

            foreach (var actionPair in loveStoryActions)
            {
                var entity = actionPair.GetEntity();
                var action = actionPair.GetGameAction();
                ActionManagerSystem.Instance.QueueAction(entity, action);
            }

            var mcGraw = EntityQueries.GetEntityWithName(matchingEntities, NPCS.McGraw.Name);
            var jannet = EntityQueries.GetEntityWithName(matchingEntities, NPCS.Jannet.Name);
            var q      = EntityQueries.GetEntityWithName(matchingEntities, NPCS.Q.Name);
            var player = EntityQueries.GetEntityWithName(matchingEntities, NPCName.You);

            //Jannet
            var jannetSequence = new ActionSequence("Jannet night");

            jannetSequence.Add(new CallbackAction(() =>
            {
                EventSystem.EndDrinkMakingEvent.Invoke();
                ActionManagerSystem.Instance.AddActionToFrontOfQueueForEntity(player,
                                                                              new TeleportAction(Locations.CenterOfBar()));
            }));                                       //This is kind of dirty - but demo!
            jannetSequence.Add(new PauseAction(0.1f)); //WORKAROUND FOR SYNC ACTION BUG
            jannetSequence.Add(new TeleportAction(Locations.SitDownPoint1()));
            jannetSequence.Add(new SetReactiveConversationAction(new JannetNightTwo(), jannet));
            jannetSequence.Add(CommonActions.SitDownLoop());
            ActionManagerSystem.Instance.QueueAction(jannet, jannetSequence);

            //McGraw and Q
            DrugStory.DrugPusherInspectorShowdown(mcGraw, q, Locations.SitDownPoint2());
        }
Esempio n. 4
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        public static void Start(List <Entity> matchingEntities)
        {
            Analytics.CustomEvent("Day Two Started");

            var mcGraw = EntityQueries.GetEntityWithName(matchingEntities, NPCS.McGraw.Name);
            var player = EntityQueries.GetEntityWithName(matchingEntities, NPCName.You);

            var loveStoryActions = LoveStory.DayTwoMorning();

            foreach (var actionPair in loveStoryActions)
            {
                var entity = actionPair.GetEntity();
                var action = actionPair.GetGameAction();
                ActionManagerSystem.Instance.QueueAction(entity, action);
            }

            //McGraw
            var mcGrawSequence = new ActionSequence("McGraw Day Two Morning");

            mcGrawSequence.Add(new CallbackAction(() =>
            {
                EventSystem.EndDrinkMakingEvent.Invoke();
                ActionManagerSystem.Instance.AddActionToFrontOfQueueForEntity(player,
                                                                              new TeleportAction(Locations.CenterOfBar()));
            }));                                       //This is kind of dirty - but demo!
            mcGrawSequence.Add(new PauseAction(2.0f)); //WORKAROUND FOR SYNC ACTION BUG
            mcGrawSequence.Add(DrugStory.InspectorQuestions(mcGraw));
            ActionManagerSystem.Instance.QueueAction(mcGraw, mcGrawSequence);
        }
Esempio n. 5
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        public static void TolstoyRomantic(Entity main, Entity other, out ActionSequence mainActionSequence, out ActionSequence otherActionSequence)
        {
            mainActionSequence  = new ActionSequence("TolstoyRomanticOneMain");
            otherActionSequence = new ActionSequence("TolstoyRomanticOneOther");

            var ordering = CommonActions.GoToPaypointAndOrderDrink(main, DrinkRecipes.GetRandomDrinkRecipe());

            mainActionSequence.Add(ordering);

            var talkToPlayer = CommonActions.TalkToPlayer(new TolstoyOneDialogue());

            mainActionSequence.Add(talkToPlayer);

            otherActionSequence.Add(CommonActions.Wander());

            var sync = new SyncedAction(main, other);

            mainActionSequence.Add(sync);
            otherActionSequence.Add(sync);

            mainActionSequence.Add(new SetTargetEntityAction(other));
            mainActionSequence.Add(new GoToMovingEntityAction());

            otherActionSequence.Add(new SetTargetEntityAction(main));
            otherActionSequence.Add(new GoToMovingEntityAction());

            var sync2 = new SyncedAction(main, other);

            mainActionSequence.Add(sync2);
            otherActionSequence.Add(sync2);

            var branchingDialogue = new DialogueBranchAction(
                new Dictionary <DialogueOutcome, Action>
            {
                { DialogueOutcome.Romantic, () => {
                      ActionManagerSystem.Instance.AddActionToFrontOfQueueForEntity(main, new UpdateMoodAction(Mood.Happy));
                  } },
                { DialogueOutcome.Mean, () => {
                      ActionManagerSystem.Instance.AddActionToFrontOfQueueForEntity(main, new UpdateMoodAction(Mood.Angry));
                  } },
                { DialogueOutcome.Nice, () => {
                      ActionManagerSystem.Instance.AddActionToFrontOfQueueForEntity(main, new UpdateMoodAction(Mood.Happy));
                  } }
            });

            mainActionSequence.Add(branchingDialogue);

            otherActionSequence.Add(new PauseAction(3));
            otherActionSequence.Add(new UpdateMoodAction(Mood.Angry));

            var sync3 = new SyncedAction(main, other);

            mainActionSequence.Add(sync3);
            otherActionSequence.Add(sync3);

            mainActionSequence.Add(CommonActions.TalkToPlayer(new TolstoyTwoDialogue()));

            mainActionSequence.Add(new LeaveBarAction());
            otherActionSequence.Add(new LeaveBarAction());
        }
Esempio n. 6
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        public static List <EntityActionPair> DayOneNight(Entity[] chosenSeats)
        {
            var actions = new List <EntityActionPair>();

            var tolstoy = EntityStateSystem.Instance.GetEntityWithName(NPCS.Tolstoy.Name);
            var ellie   = EntityStateSystem.Instance.GetEntityWithName(NPCS.Ellie.Name);

            //Tolstoy
            var tolstoySequence = new ActionSequence("Tolstoy night");

            tolstoySequence.Add(new TeleportAction(chosenSeats[1].GameObject.transform));
            tolstoySequence.Add(new SetReactiveConversationAction(new TolstoyNightOne(), tolstoy));
            tolstoySequence.Add(CommonActions.SitDownLoop());
            actions.Add(new EntityActionPair(tolstoy, tolstoySequence));

            //Ellie
            var ellieSequence = new ActionSequence("Ellie night");

            ellieSequence.Add(new TeleportAction(chosenSeats[2].GameObject.transform));
            ellieSequence.Add(new SetReactiveConversationAction(new EllieNightOne(), ellie));
            ellieSequence.Add(CommonActions.SitDownLoop());
            actions.Add(new EntityActionPair(ellie, ellieSequence));

            return(actions);
        }
Esempio n. 7
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        private void OnPurchaseWaypointFree()
        {
            var waitingCharacter = waitForPurchaseWaypoint.GetState <UserState>().User;

            if (waitingCharacter == null)
            {
                return;
            }

            if (!ActionManagerSystem.Instance.IsEntityIdle(waitingCharacter))
            {
                return;
            }

            waitForPurchaseWaypoint.GetState <UserState>().ClearReserver();
            waitForPurchaseWaypoint.GetState <UserState>().ClearUser();

            var purchaseSequence = new ActionSequence("Purchase");

            purchaseSequence.Add(DrinkOrders.GetRandomOrder(waitingCharacter));
            purchaseSequence.Add(CommonActions.GoToSeat());
            purchaseSequence.Add(CommonActions.SitDownLoop());

            AddPurchaseActionsForCharacter(waitingCharacter, purchaseSequence);
        }
Esempio n. 8
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        public static ActionSequence TalkToBarPatronsLoop()
        {
            var sequence = new ActionSequence("TalkToBarPatrons", true);

            sequence.Add(TalkToBarPatron());
            sequence.Add(new CallbackAction(() => sequence.Add(TalkToBarPatronsLoop()))); //Lol
            return(sequence);
        }
Esempio n. 9
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        public static ActionSequence StandUp()
        {
            var standUp = new ActionSequence("Stand up");

            standUp.Add(new StandUpAction());
            standUp.Add(new ReleaseWaypointAction());
            return(standUp);
        }
Esempio n. 10
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        public static ActionSequence GoToSeat()
        {
            var sitDown = new ActionSequence("Sit down");

            sitDown.Add(new GetWaypointAction(Goal.Sit, reserve: true, closest: true)); //This assumes more seats than NPCs!
            sitDown.Add(new GoToWaypointAction());
            return(sitDown);
        }
Esempio n. 11
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        public static ActionSequence TalkToBarPatron()
        {
            var sequence = new ActionSequence("TalkToBarPatrons", true);

            sequence.Add(new GetSittingBarPatron());
            sequence.Add(new GoToMovingEntityAction());
            sequence.Add(new PauseAction(5f));
            return(sequence);
        }
Esempio n. 12
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        public static ActionSequence BuyDrinkAndSitDown(Entity entity)
        {
            var purchaseSequence = new ActionSequence("Purchase");

            purchaseSequence.Add(DrinkOrders.GetRandomOrder(entity));
            purchaseSequence.Add(CommonActions.GoToSeat());
            purchaseSequence.Add(CommonActions.SitDownLoop());
            return(purchaseSequence);
        }
Esempio n. 13
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        public static ActionSequence TalkToPlayer(Conversation conversation)
        {
            var player  = StaticStates.Get <PlayerState>().Player;
            var talking = new ActionSequence("TalkToPlayer", isCancellable: false);

            talking.Add(new SetTargetEntityAction(player));
            talking.Add(new GoToMovingEntityAction());
            talking.Add(new ConversationAction(conversation));
            return(talking);
        }
Esempio n. 14
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        public static List <EntityActionPair> DayOneMorning()
        {
            var actions = new List <EntityActionPair>();

            var tolstoy = EntityStateSystem.Instance.GetEntityWithName(NPCS.Tolstoy.Name);
            var ellie   = EntityStateSystem.Instance.GetEntityWithName(NPCS.Ellie.Name);

            //Ellie
            var ellieSequence = new ActionSequence("Ellie morning");

            ellieSequence.Add(new TeleportAction(Locations.SitDownPoint1()));
            ellieSequence.Add(new SetReactiveConversationAction(new EllieMorningOne(), ellie));
            ellieSequence.Add(CommonActions.SitDownLoop());
            ActionManagerSystem.Instance.QueueAction(ellie, ellieSequence);

            //Tolstoy
            var tolstoySequence = new ActionSequence("Tolstoy morning");

            tolstoySequence.Add(new TeleportAction(Locations.SitDownPoint2()));
            tolstoySequence.Add(new SetReactiveConversationAction(new TolstoyMorningOne(), tolstoy));
            tolstoySequence.Add(new TriggerAnimationAction(Util.AnimationEvent.SittingStartTrigger));
            tolstoySequence.Add(CommonActions.WaitForDrink(tolstoy, "None", new DrinkOrders.AlwaysSucceedsDrinkOrder(), 99999));
            tolstoySequence.Add(new UpdateMoodAction(Mood.Happy));
            tolstoySequence.Add(new ConversationAction(new TolstoyMorningGivenDrink()));
            tolstoySequence.Add(new SetReactiveConversationAction(new TolstoyMorningAfterDrink()));
            tolstoySequence.Add(new CallbackAction(() =>
            {
                StaticStates.Get <PlayerDecisionsState>().GaveTolstoyDrink = true;
                StaticStates.Get <OutcomeTrackerState>().AddOutcome("Tolstoy's was suprised by your kindness.");
            }));
            tolstoySequence.Add(CommonActions.SitDownLoop());
            ActionManagerSystem.Instance.QueueAction(tolstoy, tolstoySequence);

            return(actions);
        }
Esempio n. 15
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        private static ActionSequence DrugPusherPaysYou()
        {
            var getPayed = new ActionSequence("DrugPusherPaysYou");

            getPayed.Add(CommonActions.TalkToPlayer(new DrugPusherPayment()));
            getPayed.Add(new TriggerAnimationAction(AnimationEvent.ItemRecieveTrigger));
            getPayed.Add(new PauseAction(0.5f));
            getPayed.Add(new ModifyMoneyAction(100, PaymentType.DrugMoney));
            getPayed.Add(new LeaveBarAction());
            return(getPayed);
        }
Esempio n. 16
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        public static ActionSequence WalkToWaypoint()
        {
            var walk              = new ActionSequence("Walk to Random Waypoint");
            var waypoints         = GameObject.FindGameObjectsWithTag("Waypoint");
            var waypointPositions = waypoints.Select(go => go.transform.position).ToList();
            var targetPosition    = waypointPositions[Random.Range(0, waypointPositions.Count)];

            walk.Add(new PauseAction(Random.Range(0, 10)));
            walk.Add(new GoToPositionAction(targetPosition));
            return(walk);
        }
Esempio n. 17
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        private static ActionSequence DrugPusherAskToDrink(Entity drugPusher)
        {
            var incorrectDrinkConversation = new NoResponseConversation("Well.. this isn't right. I hope you do better when you serve him drinks.", DialogueOutcome.Default);
            var correctDrinkConversation   = new NoResponseConversation("Mm, great drink. Make them like this and there's no way he can do his job.", DialogueOutcome.Default);

            var sequence = new ActionSequence("DrugPusherAskToDrink");

            sequence.Add(new ConversationAction(new DrugPusherAskToGetinspectorDrunk()));
            sequence.Add(DrinkOrders.GetRandomAlcoholicDrinkOrder(drugPusher, correctDrinkConversation: correctDrinkConversation, incorrectDrinkConversation: incorrectDrinkConversation));
            sequence.Add(CommonActions.Wander());
            sequence.Add(CommonActions.TalkToBarPatronsLoop());
            return(sequence);
        }
Esempio n. 18
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        // Intro
        private static ActionSequence InspectorAskToDrink(Entity inspector)
        {
            var incorrectDrinkConversation = new NoResponseConversation("Well.. this isn't right. I hope you do better when you serve him drinks.", DialogueOutcome.Default);
            var correctDrinkConversation   = new NoResponseConversation("Mm, great drink. Make them like this and he'll be sure to slip up.", DialogueOutcome.Default);

            var sequence = new ActionSequence("InspectorAskToDrink");

            sequence.Add(new ConversationAction(new InspectorAskToGetDrugPusherDrunk()));
            sequence.Add(DrinkOrders.GetRandomAlcoholicDrinkOrder(inspector, correctDrinkConversation: correctDrinkConversation, incorrectDrinkConversation: incorrectDrinkConversation));
            sequence.Add(CommonActions.GoToSeat());
            sequence.Add(CommonActions.SitDownLoop());
            return(sequence);
        }
Esempio n. 19
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        public static void Start(List <Entity> matchingEntities)
        {
            var seats       = EntityStateSystem.Instance.GetEntitiesWithState <GoalSatisfierState>().Where(entity => entity.GetState <GoalSatisfierState>().SatisfiedGoals.Contains(Goal.Sit));
            var chosenSeats = seats.PickRandom(4).ToArray();

            var loveStoryActions = LoveStory.DayOneNight(chosenSeats);

            foreach (var actionPair in loveStoryActions)
            {
                var entity = actionPair.GetEntity();
                var action = actionPair.GetGameAction();
                ActionManagerSystem.Instance.QueueAction(entity, action);
            }

            var jannet = EntityQueries.GetEntityWithName(matchingEntities, NPCS.Jannet.Name);
            var q      = EntityQueries.GetEntityWithName(matchingEntities, NPCS.Q.Name);

            var player = EntityQueries.GetEntityWithName(matchingEntities, NPCName.You);

            //Jannet
            var jannetSequence = new ActionSequence("Jannet night");

            jannetSequence.Add(new CallbackAction(() =>
            {
                EventSystem.EndDrinkMakingEvent.Invoke();
                ActionManagerSystem.Instance.AddActionToFrontOfQueueForEntity(player,
                                                                              new TeleportAction(Locations.CenterOfBar()));
            })); //This is kind of dirty - but demo!
            jannetSequence.Add(new TeleportAction(chosenSeats[0].GameObject.transform));
            jannetSequence.Add(new SetReactiveConversationAction(new JannetNightOne(), jannet));
            jannetSequence.Add(CommonActions.SitDownLoop());
            ActionManagerSystem.Instance.QueueAction(jannet, jannetSequence);

            //Q
            var qSequence = new ActionSequence("Q night");

            qSequence.Add(new PauseAction(2.0f)); //WORKAROUND FOR SYNC ACTION BUG
            if (StaticStates.Get <PlayerDecisionsState>().AcceptedDrugPushersOffer)
            {
                qSequence.Add(DrugPusherPaysYou());
            }
            else
            {
                qSequence.Add(new TeleportAction(chosenSeats[3].GameObject.transform));
                qSequence.Add(new SetReactiveConversationAction(new QNightOneRefused(), q));
                qSequence.Add(CommonActions.SitDownLoop());
            }
            ActionManagerSystem.Instance.QueueAction(q, qSequence);
        }
Esempio n. 20
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        public static ActionSequence OrderDrink(Entity entity, DrinkOrder drinkOrder, Conversation conversation, Conversation correctDrinkConversation = null, Conversation incorrectDrinkConversation = null, Dictionary <String, GameAction> otherDrinkActions = null, int orderTimeoutInMins = 40)
        {
            var wrapper    = new ActionSequence("DrinkOrderThenClear");
            var orderDrink = new ParallelUntilAllCompleteAction("OrderDrink");

            orderDrink.Add(new ReportSuccessDecorator(new ConversationAction(conversation)));
            var waitForDrink = new ConditionalActionSequence("WaitForDrink");

            waitForDrink.Add(new StartDrinkOrderAction(drinkOrder));
            waitForDrink.Add(CommonActions.WaitForDrink(entity, drinkOrder.OrderedItem, drinkOrder, orderTimeoutInMins, correctDrinkConversation: correctDrinkConversation, incorrectDrinkConversation: incorrectDrinkConversation, otherDrinkActions: otherDrinkActions));
            orderDrink.Add(waitForDrink);
            wrapper.Add(orderDrink);
            wrapper.Add(new ClearConversationAction());
            return(wrapper);
        }
Esempio n. 21
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        public static void AddSyncEntityAction(Entity a, Entity b, ActionSequence aSequence, ActionSequence bSequence)
        {
            var sync = new SyncedAction(a, b);

            aSequence.Add(sync);
            bSequence.Add(sync);
        }
Esempio n. 22
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        public static ActionSequence PlayerUseBar()
        {
            var useBar = new ActionSequence("Use bar");

            useBar.Add(new MakeDrinkAction());
            return(useBar);
        }
Esempio n. 23
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        public static ActionSequence ShortSitDown(Entity entity)
        {
            var sitDown = new ActionSequence("Short Sit down");

            sitDown.Add(new GetWaypointAction(Goal.Sit, reserve: true, closest: false)); //This assumes more seats than NPCs!
            sitDown.Add(new GoToWaypointAction());
            sitDown.Add(new SitDownAction());
            sitDown.Add(new TriggerAnimationAction(AnimationEvent.ChairTalk1Trigger));
            sitDown.Add(new PauseAction(4.0f));
            sitDown.Add(new TriggerAnimationAction(AnimationEvent.ChairTalk1Trigger));
            sitDown.Add(new PauseAction(3.0f));
            sitDown.Add(new StandUpAction());
            sitDown.Add(new ReleaseWaypointAction());
            sitDown.Add(Wander());
            return(sitDown);
        }
Esempio n. 24
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        public static ActionSequence GettingFrosty(Entity main)
        {
            var sequence = new ActionSequence("GettingFrosty");

            sequence.Add(CommonActions.TalkToPlayer(new WeirdOrderDialogue()));
            sequence.Add(new DialogueBranchAction(new Dictionary <DialogueOutcome, Action>
            {
                { DialogueOutcome.Bad, () => {
                      ActionManagerSystem.Instance.AddActionToFrontOfQueueForEntity(main, new UpdateMoodAction(Mood.Angry));
                  } },
                { DialogueOutcome.Default, () => {
                      ActionManagerSystem.Instance.AddActionToFrontOfQueueForEntity(main, CommonActions.WaitForDrink(main, "Mind Meld", new DrinkOrders.ExactDrinkorder(DrinkRecipes.GetDrinkRecipe("Mind Meld"), main.GetState <NameState>().Name), 10));
                  } }
            }));

            return(sequence);
        }
Esempio n. 25
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        public static List <EntityActionPair> DayTwoMorning()
        {
            var actions = new List <EntityActionPair>();

            var playerChoices = StaticStates.Get <PlayerDecisionsState>();

            if (!playerChoices.GaveTolstoyDrink && playerChoices.TolstoyAdviceChoice == PlayerDecisionsState.TolstoyAdviceChoices.FindFavoriteDrink)
            {
                var tolstoy = EntityStateSystem.Instance.GetEntityWithName(NPCS.Tolstoy.Name);

                //Tolstoy
                var tolstoySequence = new ActionSequence("Tolstoy Day Two Morning");
                tolstoySequence.Add(new TeleportAction(Locations.SitDownPoint2()));
                tolstoySequence.Add(new SetReactiveConversationAction(new TolstoyMorningTwo(), tolstoy));
                tolstoySequence.Add(CommonActions.SitDownLoop());
                actions.Add(new EntityActionPair(tolstoy, tolstoySequence));
            }

            return(actions);
        }
Esempio n. 26
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        public static ActionSequence Wander()
        {
            var wander      = new ActionSequence("Wander Around");
            var barBounds   = BoundsLookup.Instance.GetBarBounds();
            var widthHeight = barBounds.size * 0.8f;
            var offset      = new Vector3(widthHeight.x / 2.0f - Random.value * widthHeight.x, 0.0f, widthHeight.z / 2.0f - Random.value * widthHeight.z);
            var target      = barBounds.center + offset;

            target.y = 0;
            wander.Add(new GoToPositionAction(target));
            return(wander);
        }
Esempio n. 27
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        public static ActionSequence EllieAskForDrink(Entity ellie)
        {
            var incorrectDrinkConversation = new NoResponseConversation("This doesn't seem quite right. I'm sure you'll do better next time.", DialogueOutcome.Default);
            var correctDrinkConversation   = new NoResponseConversation("Mm, delicious!.", DialogueOutcome.Default);

            var favoriteDrinkActions = new ActionSequence("Favorite drink received.");

            favoriteDrinkActions.Add(new ConversationAction(new FavoriteDrinkConversation()));
            favoriteDrinkActions.Add(new UpdateMoodAction(Mood.Happy));

            var otherDrinkActions = new Dictionary <String, GameAction>()
            {
                { elliesFavoriteDrink, favoriteDrinkActions }
            };

            var sequence = new ActionSequence("Ellie ask for drink.");

            sequence.Add(DrinkOrders.GetRandomAlcoholicDrinkOrder(ellie, correctDrinkConversation: correctDrinkConversation, incorrectDrinkConversation: incorrectDrinkConversation, otherDrinkActions: otherDrinkActions));
            sequence.Add(CommonActions.GoToSeat());
            sequence.Add(CommonActions.SitDownLoop());
            return(sequence);
        }
Esempio n. 28
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        private static ActionSequence DrinkTest(int currentSuccesses, int maxSuccesses, Entity drinker, List <Conversation> failureConversations, List <Conversation> successConversations, List <GameAction> betweenDrinks, GameAction afterSuccess)
        {
            var sequence = new ActionSequence("DrinkTest: " + drinker);

            var drinkOrder = DrinkOrders.GetRandomAlcoholicDrinkOrderWithoutFailure(drinker);

            sequence.Add(new OnActionStatusDecorator(
                             drinkOrder,
                             () =>
            {
                var successSequence = new ActionSequence("DrinkTestSuccess1: " + drinker);
                if (currentSuccesses + 1 == maxSuccesses)
                {
                    successSequence.Add(new ClearConversationAction());
                    successSequence.Add(new EndDrinkOrderAction());
                    successSequence.Add(new ConversationAction(successConversations[currentSuccesses]));
                    successSequence.Add(new ReleaseWaypointAction());
                    successSequence.Add(afterSuccess);
                }
                else
                {
                    var nextDrinkTest = DrinkTest(currentSuccesses + 1, maxSuccesses, drinker, failureConversations, successConversations, betweenDrinks, afterSuccess);

                    successSequence.Add(new ClearConversationAction());
                    successSequence.Add(new EndDrinkOrderAction());
                    successSequence.Add(new ConversationAction(successConversations[currentSuccesses]));
                    successSequence.Add(new ReleaseWaypointAction());
                    successSequence.Add(betweenDrinks[currentSuccesses]);
                    successSequence.Add(new DestoryEntityInInventoryAction());
                    successSequence.Add(new QueueForBarWithPriority(nextDrinkTest));
                }
                ActionManagerSystem.Instance.AddActionToFrontOfQueueForEntity(drinker, successSequence);
            },
                             () =>
            {
                var failureSequence = new ActionSequence("DrinkTestFail: " + currentSuccesses + " " + drinker);
                failureSequence.Add(new ClearConversationAction());
                failureSequence.Add(new EndDrinkOrderAction());
                failureSequence.Add(new ConversationAction(failureConversations[currentSuccesses]));
                failureSequence.Add(new DestoryEntityInInventoryAction());
                failureSequence.Add(new ReleaseWaypointAction());
                failureSequence.Add(new LeaveBarAction());
                ActionManagerSystem.Instance.AddActionToFrontOfQueueForEntity(drinker, failureSequence);
                StaticStates.Get <PlayerDecisionsState>().NumberOfDrinksServedInDrugStory = currentSuccesses;
            }
                             ));

            return(sequence);
        }
Esempio n. 29
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        private static void DoAcceptActionSequence(Entity drugPusher, Conversation conversation)
        {
            var acceptSequence = new ActionSequence("AcceptedDrugOffer");

            acceptSequence.Add(new ClearConversationAction());
            acceptSequence.Add(new ConversationAction(conversation));
            acceptSequence.Add(new UpdateMoodAction(Mood.Happy));
            acceptSequence.Add(new PauseAction(0.5f));
            acceptSequence.Add(new ReleaseWaypointAction());
            acceptSequence.Add(new GoToPositionAction(Locations.OutsideDoorLocation()));
            acceptSequence.Add(CommonActions.TalkToBarPatronsLoop());

            ActionManagerSystem.Instance.AddActionToFrontOfQueueForEntity(drugPusher, acceptSequence);

            StaticStates.Get <OutcomeTrackerState>().AddOutcome("You are now in business with Q - what could go wrong?");
            StaticStates.Get <PlayerDecisionsState>().AcceptedDrugPushersOffer = true;
        }
Esempio n. 30
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        private static void DoRejectActionSequence(Entity drugPusher, Conversation conversation)
        {
            var disagreeSequence = new ActionSequence("RefusedDrugOffer");

            disagreeSequence.Add(new ClearConversationAction());
            disagreeSequence.Add(new ConversationAction(conversation));
            disagreeSequence.Add(new UpdateMoodAction(Mood.Angry));
            disagreeSequence.Add(new PauseAction(0.5f));
            disagreeSequence.Add(new ReleaseWaypointAction());
            disagreeSequence.Add(new LeaveBarAction());

            ActionManagerSystem.Instance.AddActionToFrontOfQueueForEntity(drugPusher, disagreeSequence);

            StaticStates.Get <OutcomeTrackerState>().AddOutcome("Q is not happy. You have the impression your predecessor paid less attention to the rules.");
            StaticStates.Get <PlayerDecisionsState>().AcceptedDrugPushersOffer = false;
        }