private static void LordHaveFunWIthPrisoner(Settlement settlement, MobileParty captorParty, Hero prisoner) { PartyBase settlementParty = settlement.Party; if (settlementParty == null) { return; } prisoner.StayingInSettlementOfNotable = settlement; if (Romance.GetRomanticLevel(captorParty.LeaderHero, prisoner) <= Romance.RomanceLevelEnum.Untested) { ChangeRomanticStateAction.Apply(captorParty.LeaderHero, prisoner, (Romance.RomanceLevelEnum)ZenDzeeRomanceHelper.RomanceLevel_Prisoner); } if (prisoner.IsHumanPlayerCharacter) { GameMenu.SwitchToMenu("zendzee_settlement_prisoner_wait"); } #if ENABLE_LOGS InformationManager.DisplayMessage(new InformationMessage(captorParty.LeaderHero.Name + " having fun with the prisoner " + prisoner.Name)); #endif // ENABLE_LOGS }
private bool conversation_begin_courtship_for_hero_on_condition() { ISettingsProvider settings = new MASettings(); if (Hero.OneToOneConversationHero.Age >= Campaign.Current.Models.AgeModel.HeroComesOfAge) { if (settings.Debug) { MAHelper.Print("MCM: " + MASettings.UsingMCM); MAHelper.Print("Difficulty: " + settings.Difficulty); MAHelper.Print("Orientation: " + settings.SexualOrientation); MAHelper.Print("Cheating: " + settings.Cheating); MAHelper.Print("Polygamy: " + settings.Polygamy); MAHelper.Print("Incest: " + settings.Incest); MAHelper.Print("Romantic Level: " + Romance.GetRomanticLevel(Hero.MainHero, Hero.OneToOneConversationHero).ToString()); } // OnNeNousDitPasTout/GrandesMaree Patch // In Fact we can't go through Romance.RomanceLevelEnum.Untested // because for the next modification, there will be another romance status // And we must have only have one romance status for each relation if (Romance.GetRomanticLevel(Hero.MainHero, Hero.OneToOneConversationHero) == Romance.RomanceLevelEnum.Untested) { Util.Util.CleanRomance(Hero.MainHero, Hero.OneToOneConversationHero); bool areMarried = Util.Util.AreMarried(Hero.MainHero, Hero.OneToOneConversationHero); if (areMarried) { ChangeRomanticStateAction.Apply(Hero.MainHero, Hero.OneToOneConversationHero, Romance.RomanceLevelEnum.Ended); MAHelper.Print("PATCH Married New Romantic Level: " + Romance.GetRomanticLevel(Hero.MainHero, Hero.OneToOneConversationHero).ToString()); } } } return(Hero.OneToOneConversationHero.IsWanderer && Hero.OneToOneConversationHero.IsPlayerCompanion); }
private static void OnDailyTickHero(Hero hero) { if (!hero.IsTemplate && hero.IsNoble && hero.IsAlive && hero.IsActive && hero.Clan != null && hero.Clan != Clan.PlayerClan && hero.Age >= ZenDzeeRomanceHelper.LoversAgeMin && (!hero.IsFemale || hero.Age < ZenDzeeRomanceHelper.PregnancyAgeMax) && (hero.Spouse == null || hero.Spouse.IsDead || (hero.Spouse.IsFemale && hero.Spouse.Age > ZenDzeeRomanceHelper.PregnancyAgeMax)) && hero.Clan.Heroes.Count(h => h.IsAlive) < 6 && hero.Children.Count(c => c.IsAlive && c.Clan == hero.Clan) == 0) { // Next day after birthday. if ((int)(hero.BirthDay.ElapsedDaysUntilNow - 1) % CampaignTime.DaysInYear == 0) { Hero lover = ZenDzeeRomanceHelper.GetLover(hero); if (lover == null) { // Find a lover. TODO maybe this should had random chance? IEnumerable <Hero> list = hero.Clan.SupporterNotables; if (list != null) { lover = GetSuitableLoverForHero(hero, list); if (lover != null) { ChangeRomanticStateAction.Apply(hero, lover, (Romance.RomanceLevelEnum)ZenDzeeRomanceHelper.RomanceLevel_Lovers); return; } } if (hero.Age >= DesperateToFindSpouseAge && lover == null) { list = Hero.All.Where(h => h.IsWanderer && h.CurrentSettlement != null && h.CurrentSettlement.MapFaction == hero.MapFaction && h.Clan != Clan.PlayerClan && IsHeroSuitableLoverForHero(hero, h)); if (list != null) { lover = GetSuitableLoverForHero(hero, list); if (lover != null) { ChangeRomanticStateAction.Apply(hero, lover, (Romance.RomanceLevelEnum)ZenDzeeRomanceHelper.RomanceLevel_Lovers); return; } } } // Add here other romance options } } } }
private void conversation_courtship_success_on_consequence() { ISettingsProvider settings = new MASettings(); Hero hero = Hero.MainHero; Hero spouse = Hero.OneToOneConversationHero; Hero oldSpouse = hero.Spouse; Hero cheatedSpouse = spouse.Spouse; // If you are marrying a kingdom ruler as a kingdom ruler yourself, // the kingdom ruler will have to give up being clan head. // Apparently causes issues if this is not done. if (spouse.IsFactionLeader && !spouse.IsMinorFactionHero) { if (hero.Clan.Kingdom != spouse.Clan.Kingdom) { if (hero.Clan.Kingdom?.Leader != hero) { // Join kingdom due to lowborn status if (hero.Clan.Leader == Hero.MainHero) { ChangeClanLeaderAction.ApplyWithoutSelectedNewLeader(hero.Clan); if (hero.Clan.Leader == Hero.MainHero) { MAHelper.Print("No Heirs"); DestroyClanAction.Apply(hero.Clan); MAHelper.Print("Eliminated Player Clan"); } } foreach (Hero companion in hero.Clan.Companions.ToList()) { bool inParty = false; if (companion.PartyBelongedTo == MobileParty.MainParty) { inParty = true; } RemoveCompanionAction.ApplyByFire(hero.Clan, companion); AddCompanionAction.Apply(spouse.Clan, companion); if (inParty) { AddHeroToPartyAction.Apply(companion, MobileParty.MainParty, true); } } hero.Clan = spouse.Clan; var current = Traverse.Create <Campaign>().Property("Current").GetValue <Campaign>(); Traverse.Create(current).Property("PlayerDefaultFaction").SetValue(spouse.Clan); MAHelper.Print("Lowborn Player Married to Kingdom Ruler"); } else { ChangeClanLeaderAction.ApplyWithoutSelectedNewLeader(spouse.Clan); MAHelper.Print("Kingdom Ruler Stepped Down and Married to Player"); } } } // New nobility MAHelper.OccupationToLord(spouse.CharacterObject); if (!spouse.IsNoble) { spouse.IsNoble = true; MAHelper.Print("Spouse to Noble"); } // Dodge the party crash for characters part 1 bool dodge = false; if (spouse.PartyBelongedTo == MobileParty.MainParty) { AccessTools.Property(typeof(Hero), "PartyBelongedTo").SetValue(spouse, null, null); MAHelper.Print("Spouse Already in Player's Party"); dodge = true; } // Apply marriage ChangeRomanticStateAction.Apply(hero, spouse, Romance.RomanceLevelEnum.Marriage); MAHelper.Print("Marriage Action Applied"); if (oldSpouse is not null) { MAHelper.RemoveExSpouses(oldSpouse); } // Dodge the party crash for characters part 2 if (dodge) { AccessTools.Property(typeof(Hero), "PartyBelongedTo").SetValue(spouse, MobileParty.MainParty, null); } // Activate character if not already activated if (!spouse.HasMet) { spouse.HasMet = true; } if (!spouse.IsActive) { spouse.ChangeState(Hero.CharacterStates.Active); MAHelper.Print("Activated Spouse"); } if (spouse.IsPlayerCompanion) { spouse.CompanionOf = null; MAHelper.Print("Spouse No Longer Companion"); } if (settings.Cheating && cheatedSpouse is not null) { MAHelper.RemoveExSpouses(cheatedSpouse, true); MAHelper.RemoveExSpouses(spouse, true); MAHelper.Print("Spouse Broke Off Past Marriage"); } MAHelper.RemoveExSpouses(hero); MAHelper.RemoveExSpouses(spouse); PlayerEncounter.LeaveEncounter = true; // New fix to stop some kingdom rulers from disappearing if (spouse.PartyBelongedTo != MobileParty.MainParty) { AddHeroToPartyAction.Apply(spouse, MobileParty.MainParty, true); } }
public static bool conversation_player_can_open_courtship_on_condition() { ISettingsProvider settings = new MASettings(); if (Hero.OneToOneConversationHero is null) { return(false); } bool flag = Hero.MainHero.IsFemale && settings.SexualOrientation == "Heterosexual" || !Hero.MainHero.IsFemale && settings.SexualOrientation == "Homosexual" || !Hero.OneToOneConversationHero.IsFemale && settings.SexualOrientation == "Bisexual"; Romance.RomanceLevelEnum romanceLevel = Romance.GetRomanticLevel(Hero.MainHero, Hero.OneToOneConversationHero); // better to use a local variable MAHelper.Print("Courtship Possible: " + Romance.MarriageCourtshipPossibility(Hero.MainHero, Hero.OneToOneConversationHero).ToString()); MAHelper.Print("Romantic Level: " + romanceLevel.ToString()); MAHelper.Print("Retry Courtship: " + settings.RetryCourtship.ToString()); if (Romance.MarriageCourtshipPossibility(Hero.MainHero, Hero.OneToOneConversationHero) && romanceLevel == Romance.RomanceLevelEnum.Untested) { if (Hero.OneToOneConversationHero.IsNoble || Hero.OneToOneConversationHero.IsMinorFactionHero) { if (Hero.OneToOneConversationHero.Spouse is null) { MBTextManager.SetTextVariable("FLIRTATION_LINE", flag ? "{=lord_flirt}My lord, I note that you have not yet taken a spouse." : "{=v1hC6Aem}My lady, I wish to profess myself your most ardent admirer.", false); } else { MBTextManager.SetTextVariable("FLIRTATION_LINE", flag ? "{=lord_cheating_flirt}My lord, I note that you might wish for a new spouse." : "{=v1hC6Aem}My lady, I wish to profess myself your most ardent admirer.", false); } } else { MBTextManager.SetTextVariable("FLIRTATION_LINE", flag ? "{=goodman_flirt}Goodman, I note that you have not yet taken a spouse." : "{=goodwife_flirt}Goodwife, I wish to profess myself your most ardent admirer.", false); } return(true); } bool areMarried = Util.Util.AreMarried(Hero.MainHero, Hero.OneToOneConversationHero); if (romanceLevel == Romance.RomanceLevelEnum.FailedInCompatibility || romanceLevel == Romance.RomanceLevelEnum.FailedInPracticalities || (romanceLevel == Romance.RomanceLevelEnum.Ended && settings.RetryCourtship && !areMarried) ) { if (Hero.OneToOneConversationHero.IsNoble || Hero.OneToOneConversationHero.IsMinorFactionHero) { MBTextManager.SetTextVariable("FLIRTATION_LINE", flag ? "{=2WnhUBMM}My lord, may you give me another chance to prove myself?" : "{=4iTaEZKg}My lady, may you give me another chance to prove myself?", false); } else { MBTextManager.SetTextVariable("FLIRTATION_LINE", flag ? "{=goodman_chance}Goodman, may you give me another chance to prove myself?" : "{=goodwife_chance}Goodwife, may you give me another chance to prove myself?", false); } // Retry Courtship feature! if (settings.RetryCourtship) { if (romanceLevel == Romance.RomanceLevelEnum.Ended) { // OnNeNousDitPasTout/GrandesMaree Patch // Patch we must have only have one romance status for each relation Util.Util.CleanRomance(Hero.MainHero, Hero.OneToOneConversationHero); } if (romanceLevel == Romance.RomanceLevelEnum.FailedInCompatibility || romanceLevel == Romance.RomanceLevelEnum.Ended) { ChangeRomanticStateAction.Apply(Hero.MainHero, Hero.OneToOneConversationHero, Romance.RomanceLevelEnum.CourtshipStarted); } else if (romanceLevel == Romance.RomanceLevelEnum.FailedInPracticalities) { ChangeRomanticStateAction.Apply(Hero.MainHero, Hero.OneToOneConversationHero, Romance.RomanceLevelEnum.CoupleDecidedThatTheyAreCompatible); } } return(true); } return(false); }