public override StateGraph CreateGraph()
        {
            var mainGraph = new StateGraph();

            var arriveAtChillSpot = new LordToil_CaravanTravel(chillSpot);
            mainGraph.lordToils.Add(arriveAtChillSpot);

            var caravanStation = new LordToil_CaravanStation();
            mainGraph.lordToils.Add(caravanStation);
            var transitionToChill = new Transition(arriveAtChillSpot, caravanStation);
            transitionToChill.triggers.Add(new Trigger_Memo("TravelArrived"));
            mainGraph.transitions.Add(transitionToChill);

            var unloadGoods = new LordToil_UnloadGoods();
            mainGraph.lordToils.Add(unloadGoods);
            var transitionToUnloadGoods = new Transition(caravanStation, unloadGoods);
            transitionToUnloadGoods.triggers.Add(new Trigger_CanTrade());
            mainGraph.transitions.Add(transitionToUnloadGoods);

            var trade = new LordToil_Trade();
            mainGraph.lordToils.Add(trade);
            var transitionToTrade = new Transition(unloadGoods, trade);
            transitionToTrade.triggers.Add(new Trigger_Memo("TravelArrived"));
            // transit toil data to the next toil
            transitionToTrade.preActions.Add(new TransitionAction_Custom(() => trade.data = unloadGoods.Data));
            mainGraph.transitions.Add(transitionToTrade);

            var loadGoods = new LordToil_LoadGoods();
            mainGraph.lordToils.Add(loadGoods);
            var transitionToLoadGoods = new Transition(trade, loadGoods);
            transitionToLoadGoods.triggers.Add(new Trigger_TicksPassed(GenDate.TicksPerHour*4));
            transitionToLoadGoods.preActions.Add(
                new TransitionAction_Message("MessageTraderCaravanLeaving".Translate(faction.Name)));
            transitionToLoadGoods.preActions.Add(new TransitionAction_Custom(() => loadGoods.data = trade.Data));
            mainGraph.transitions.Add(transitionToLoadGoods);

            var leaveColony = new LordToil_ExitMapAndEscortCarriers();
            mainGraph.lordToils.Add(leaveColony);
            var transitionToLeaveColony = new Transition(loadGoods, leaveColony);
            transitionToLeaveColony.triggers.Add(new Trigger_Memo("TravelArrived"));
            mainGraph.transitions.Add(transitionToLeaveColony);

            // attaching defence and flee subgraph
            mainGraph.AttachSubgraph(TraderDefence(mainGraph.lordToils));

            return mainGraph;
        }
Esempio n. 2
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        public override StateGraph CreateGraph()
        {
            StateGraph stateGraph                 = new StateGraph();
            string     noFulfilledTradeMsg        = "IR.LordJobFulfillItemRequest.NoFulfillTrade".Translate();
            string     partiallyFulfilledTradeMsg = "IR.LordJobFulfillItemRequest.NoFulfillAllTrade".Translate();
            string     addedMessageText           = faction.RelationKindWith(playerFaction) == FactionRelationKind.Neutral ?
                                                    "IR.LordJobFulfillItemRequest.AttackingOutOfAnger".Translate() :
                                                    "IR.LordJobFulfillItemRequest.RelationsDropped".Translate();
            TransitionAction_Custom clearCaravanRequest = new TransitionAction_Custom(() => {
                Find.World.GetComponent <RequestSession>().CloseOpenDealWith(faction);
            });

            // ===================
            //       TOILS
            // ===================
            LordToil_Travel moving = new LordToil_Travel(chillSpot);

            stateGraph.StartingToil = moving;

            LordToil_DefendPoint defending = new LordToil_DefendTraderCaravan();

            stateGraph.AddToil(defending);

            LordToil_DefendPoint defendingChillPoint = new LordToil_DefendTraderCaravan(chillSpot, 40);

            stateGraph.AddToil(defendingChillPoint);

            LordToil_ExitMapAndEscortCarriers exitingAndEscorting = new LordToil_ExitMapAndEscortCarriers();

            stateGraph.AddToil(exitingAndEscorting);

            LordToil_ExitMap exiting = new LordToil_ExitMap();

            stateGraph.AddToil(exiting);

            LordToil_ExitMap urgentExiting = new LordToil_ExitMap(LocomotionUrgency.Walk, true);

            stateGraph.AddToil(urgentExiting);

            LordToil_ExitMapTraderFighting exitWhileFighting = new LordToil_ExitMapTraderFighting();

            stateGraph.AddToil(exitWhileFighting);

            // ===================
            //    TRANSITIONS
            // ===================
            Transition leaveIfDangerousTemp = new Transition(moving, exitingAndEscorting);

            leaveIfDangerousTemp.AddSources(new LordToil[]
            {
                defending,
                defendingChillPoint
            });
            leaveIfDangerousTemp.AddTrigger(new Trigger_PawnExperiencingDangerousTemperatures());
            leaveIfDangerousTemp.AddPreAction(new TransitionAction_Message("MessageVisitorsDangerousTemperature".Translate(faction.def.pawnsPlural.CapitalizeFirst(), faction.Name)));
            leaveIfDangerousTemp.AddPostAction(new TransitionAction_EndAllJobs());
            leaveIfDangerousTemp.AddPostAction(clearCaravanRequest);
            stateGraph.AddTransition(leaveIfDangerousTemp);

            Transition leaveIfTrapped = new Transition(moving, urgentExiting);

            leaveIfTrapped.AddSources(new LordToil[]
            {
                defending,
                defendingChillPoint,
                exitingAndEscorting,
                exiting,
                exitWhileFighting
            });
            leaveIfTrapped.AddTrigger(new Trigger_PawnCannotReachMapEdge());
            leaveIfTrapped.AddPostAction(new TransitionAction_Message("MessageVisitorsTrappedLeaving".Translate(faction.def.pawnsPlural.CapitalizeFirst(), faction.Name)));
            leaveIfTrapped.AddPostAction(new TransitionAction_WakeAll());
            leaveIfTrapped.AddPostAction(new TransitionAction_EndAllJobs());
            leaveIfTrapped.AddPostAction(clearCaravanRequest);
            stateGraph.AddTransition(leaveIfTrapped);

            Transition fightIfTrapped = new Transition(urgentExiting, exitWhileFighting);

            fightIfTrapped.AddTrigger(new Trigger_PawnCanReachMapEdge());
            fightIfTrapped.AddPostAction(new TransitionAction_EndAllJobs());
            fightIfTrapped.AddPostAction(clearCaravanRequest);
            stateGraph.AddTransition(fightIfTrapped);

            Transition fightIfFractionPawnsLost = new Transition(moving, exitWhileFighting);

            fightIfFractionPawnsLost.AddSources(new LordToil[]
            {
                defending,
                defendingChillPoint,
                exitingAndEscorting,
                exiting
            });
            fightIfFractionPawnsLost.AddTrigger(new Trigger_FractionPawnsLost(0.2f));
            fightIfFractionPawnsLost.AddPostAction(new TransitionAction_EndAllJobs());
            fightIfFractionPawnsLost.AddPostAction(clearCaravanRequest);
            stateGraph.AddTransition(fightIfFractionPawnsLost);

            Transition defendIfPawnHarmed = new Transition(moving, defending);

            defendIfPawnHarmed.AddTrigger(new Trigger_PawnHarmed());
            defendIfPawnHarmed.AddPreAction(new TransitionAction_SetDefendTrader());
            defendIfPawnHarmed.AddPostAction(new TransitionAction_WakeAll());
            defendIfPawnHarmed.AddPostAction(new TransitionAction_EndAllJobs());
            stateGraph.AddTransition(defendIfPawnHarmed);

            Transition returnToNormalAfterTimePasses = new Transition(defending, moving);

            returnToNormalAfterTimePasses.AddTrigger(new Trigger_TicksPassedWithoutHarm(1200));
            stateGraph.AddTransition(returnToNormalAfterTimePasses);

            Transition stayPutAtSpot = new Transition(moving, defendingChillPoint);

            stayPutAtSpot.AddTrigger(new Trigger_Memo("TravelArrived"));
            stateGraph.AddTransition(stayPutAtSpot);

            Transition leaveIfRequestFulfilled = new Transition(moving, exitingAndEscorting);

            leaveIfRequestFulfilled.AddSources(new LordToil[]
            {
                defending,
                defendingChillPoint,
            });
            leaveIfRequestFulfilled.AddTrigger(new Trigger_Memo(MemoOnFulfilled));
            leaveIfRequestFulfilled.AddPreAction(new TransitionAction_Message("IR.LordJobFulfillItemRequest.RequestedCaravanLeaving".Translate(faction.Name)));
            leaveIfRequestFulfilled.AddPostAction(new TransitionAction_WakeAll());
            stateGraph.AddTransition(leaveIfRequestFulfilled);


            int ticksUntilBadThings = Rand.Range(
                Mathf.RoundToInt(CaravanManager.fullDayInTicks / 2),                                   // 0.5  days
                CaravanManager.fullDayInTicks + Mathf.RoundToInt(CaravanManager.fullDayInTicks / 4));  // 1.25 days

            // Determine actions if request goes unfulfilled based on faction relation
            Trigger_TicksPassed      ticksPassed    = new Trigger_TicksPassed(ticksUntilBadThings);
            TransitionAction_Message actionMessage  = new TransitionAction_Message("IR.LordJobFulfillItemRequest.FactionInsulted".Translate(faction.Name) + "\n" + addedMessageText);
            TransitionAction_Message leavingMessage = new TransitionAction_Message("IR.LordJobFulfillItemRequest.RequestedCaravanLeaving".Translate(faction.Name));

            if (isFactionNeutral)
            {
                Action setFactionToHostile = () => faction.TrySetRelationKind(playerFaction, FactionRelationKind.Hostile, true, noFulfilledTradeMsg);

                Transition attackIfNotEnoughSilver = new Transition(moving, defending, true);
                attackIfNotEnoughSilver.AddSources(new LordToil[]
                {
                    defending,
                    defendingChillPoint,
                    exiting,
                    exitingAndEscorting
                });
                attackIfNotEnoughSilver.AddTrigger(new Trigger_Memo(MemoOnUnfulfilled));
                attackIfNotEnoughSilver.AddPreAction(new TransitionAction_Message("IR.LordJobFulfillItemRequest.TradersAttacking".Translate(faction.Name)));
                attackIfNotEnoughSilver.AddPreAction(new TransitionAction_Custom(setFactionToHostile));
                attackIfNotEnoughSilver.AddPostAction(new TransitionAction_WakeAll());
                attackIfNotEnoughSilver.AddPostAction(new TransitionAction_SetDefendLocalGroup());
                stateGraph.AddTransition(attackIfNotEnoughSilver, true);

                Transition attackIfRequestUnfulfilled = new Transition(defendingChillPoint, defending);
                attackIfRequestUnfulfilled.AddTrigger(ticksPassed);
                attackIfRequestUnfulfilled.AddPreAction(actionMessage);
                attackIfRequestUnfulfilled.AddPreAction(new TransitionAction_Custom(setFactionToHostile));
                attackIfRequestUnfulfilled.AddPostAction(new TransitionAction_WakeAll());
                attackIfRequestUnfulfilled.AddPostAction(new TransitionAction_SetDefendLocalGroup());
                stateGraph.AddTransition(attackIfRequestUnfulfilled, true);

                Transition leaveAfterAttacking = new Transition(defendingChillPoint, exitingAndEscorting);
                leaveAfterAttacking.AddSource(defending);
                leaveAfterAttacking.AddTrigger(new Trigger_TicksPassed(ticksUntilBadThings + 10000));
                leaveAfterAttacking.AddPreAction(leavingMessage);
                leaveAfterAttacking.AddPostAction(new TransitionAction_EndAllJobs());
                stateGraph.AddTransition(leaveAfterAttacking);
            }
            else
            {
                Transition leaveIfRequestUnfulfilled = new Transition(moving, exitingAndEscorting);
                leaveIfRequestUnfulfilled.AddSources(new LordToil[]
                {
                    defending,
                    defendingChillPoint
                });
                leaveIfRequestUnfulfilled.AddTrigger(new Trigger_Memo(MemoOnUnfulfilled));
                leaveIfRequestUnfulfilled.AddTrigger(ticksPassed);
                leaveIfRequestUnfulfilled.AddPreAction(actionMessage);
                leaveIfRequestUnfulfilled.AddPreAction(new TransitionAction_Custom(() =>
                {
                    faction.TryAffectGoodwillWith(playerFaction, -30, true, false, noFulfilledTradeMsg);
                }));
                leaveIfRequestUnfulfilled.AddPostAction(leavingMessage);
                leaveIfRequestUnfulfilled.AddPostAction(new TransitionAction_WakeAll());
                stateGraph.AddTransition(leaveIfRequestUnfulfilled);
            }

            // Partial fulfillment
            Transition leaveIfRequestMostlyFulfilled = new Transition(moving, exiting);

            leaveIfRequestMostlyFulfilled.AddSources(new LordToil[]
            {
                defending,
                defendingChillPoint
            });
            leaveIfRequestMostlyFulfilled.AddTrigger(new Trigger_Memo(MemoOnPartiallyFulfilled_S));
            leaveIfRequestMostlyFulfilled.AddPreAction(new TransitionAction_Message("IR.LordJobFulfillItemRequest.DisappointedTraders".Translate(faction.Name), MessageTypeDefOf.CautionInput));
            leaveIfRequestMostlyFulfilled.AddPreAction(new TransitionAction_Custom(() =>
            {
                faction.TryAffectGoodwillWith(playerFaction, -5, true, false, partiallyFulfilledTradeMsg);
            }));
            leaveIfRequestMostlyFulfilled.AddPostAction(leavingMessage);
            leaveIfRequestMostlyFulfilled.AddPostAction(new TransitionAction_WakeAll());
            stateGraph.AddTransition(leaveIfRequestMostlyFulfilled);


            Transition leaveIfRequestSomewhatFulfilled = new Transition(moving, exiting);

            leaveIfRequestSomewhatFulfilled.AddSources(new LordToil[]
            {
                defending,
                defendingChillPoint
            });
            leaveIfRequestSomewhatFulfilled.AddTrigger(new Trigger_Memo(MemoOnPartiallyFulfilled_M));
            leaveIfRequestSomewhatFulfilled.AddPreAction(new TransitionAction_Message("IR.LordJobFulfillItemRequest.AnnoyedTraders".Translate(faction.Name), MessageTypeDefOf.CautionInput));
            leaveIfRequestSomewhatFulfilled.AddPreAction(new TransitionAction_Custom(() =>
            {
                faction.TryAffectGoodwillWith(playerFaction, -10, true, false, partiallyFulfilledTradeMsg);
            }));
            leaveIfRequestSomewhatFulfilled.AddPostAction(leavingMessage);
            leaveIfRequestSomewhatFulfilled.AddPostAction(new TransitionAction_WakeAll());
            stateGraph.AddTransition(leaveIfRequestSomewhatFulfilled);

            Transition leaveIfRequestHardlyFulfilled = new Transition(moving, exiting);

            leaveIfRequestHardlyFulfilled.AddSources(new LordToil[]
            {
                defending,
                defendingChillPoint
            });
            leaveIfRequestHardlyFulfilled.AddTrigger(new Trigger_Memo(MemoOnPartiallyFulfilled_L));
            leaveIfRequestHardlyFulfilled.AddPreAction(new TransitionAction_Message("IR.LordJobFulfillItemRequest.OutragedTraders".Translate(faction.Name), MessageTypeDefOf.CautionInput));
            leaveIfRequestHardlyFulfilled.AddPreAction(new TransitionAction_Custom(() =>
            {
                faction.TryAffectGoodwillWith(playerFaction, -20, true, false, partiallyFulfilledTradeMsg);
            }));
            leaveIfRequestHardlyFulfilled.AddPostAction(leavingMessage);
            leaveIfRequestHardlyFulfilled.AddPostAction(new TransitionAction_WakeAll());
            stateGraph.AddTransition(leaveIfRequestHardlyFulfilled);

            Transition continueToLeaveMap = new Transition(exitingAndEscorting, exitingAndEscorting, true);

            continueToLeaveMap.AddTrigger(new Trigger_PawnLost());
            continueToLeaveMap.AddTrigger(new Trigger_TickCondition(() => LordToil_ExitMapAndEscortCarriers.IsAnyDefendingPosition(lord.ownedPawns) && !GenHostility.AnyHostileActiveThreatTo(Map, faction), 60));
            continueToLeaveMap.AddPostAction(clearCaravanRequest);
            stateGraph.AddTransition(continueToLeaveMap);

            Transition finishLeavingMap = new Transition(exitingAndEscorting, exiting);

            finishLeavingMap.AddTrigger(new Trigger_TicksPassed(60000));
            finishLeavingMap.AddPostAction(new TransitionAction_WakeAll());
            finishLeavingMap.AddPostAction(clearCaravanRequest);
            stateGraph.AddTransition(finishLeavingMap);

            Transition leaveIfBadThingsHappen = new Transition(defendingChillPoint, exitingAndEscorting);

            leaveIfBadThingsHappen.AddSources(new LordToil[]
            {
                moving,
                defending
            });
            leaveIfBadThingsHappen.AddTrigger(new Trigger_ImportantTraderCaravanPeopleLost());
            leaveIfBadThingsHappen.AddPostAction(new TransitionAction_WakeAll());
            leaveIfBadThingsHappen.AddPostAction(new TransitionAction_EndAllJobs());
            leaveIfBadThingsHappen.AddPostAction(clearCaravanRequest);
            stateGraph.AddTransition(leaveIfBadThingsHappen);

            return(stateGraph);
        }