Esempio n. 1
0
    //todo: use events
    private void TradeSuccess()
    {
        if (ShakeDown)
        {
            Buyer.Attitude += CurrentArt.Value;
            CurrentComment  = "I knew you would understand.";
        }
        else
        {
            Buyer.Attitude++;
            CurrentComment = "That's a deal!";
        }

        Player.ArtWorks.Remove(CurrentArt);
        SelectionWheel.DestroySaleObject();

        Player.Food     += CurrentOffer.GetFoodValue();
        Player.Security += CurrentOffer.GetSecurityValue();

        //TODO: remove items from inventory

        Debug.Log($"You just sold {CurrentArt} for {CurrentOffer.AsText()}!");

        CurrentTradeState = TradeState.Success;

        OnUpdate.Invoke();
    }
Esempio n. 2
0
    private void StartTrade()
    {
        int artAptitude = 0;

        if (CurrentArt.Colors.Contains(WantedColor))
        {
            artAptitude++;
        }
        if (CurrentArt.Properties.Contains(WantedProperty))
        {
            artAptitude++;
        }


        CurrentOffer = Buyer.Inventory.GetResourcesOfValue(Random.Range(CurrentArt.Value / 5, CurrentArt.Value + Patience));

        switch (artAptitude)
        {
        case 0:
            Patience = Buyer.Attitude / 2;

            CurrentComment = $"That's not really what I wanted. I can give you <b>{CurrentOffer.AsText()}</b>";
            break;

        case 1:
            Patience = Buyer.Attitude;

            CurrentComment = $"Alright. I can give you <b>{CurrentOffer.AsText()}</b> for that";
            break;

        case 2:
            Patience = Buyer.Attitude + 5;

            CurrentComment = $"That's perfect! I will give you <b>{CurrentOffer.AsText()}</b>";
            break;
        }
        CurrentTradeState = TradeState.Negotiating;

        OnUpdate.Invoke();
    }