public void DetermineWarAsIfNoPlayerInteraction(Faction faction, Faction factionInstigator) { this.unrestIsBrewing = false; if (faction.leader?.GetStatValue(StatDefOf.NegotiationAbility) != null) { int rollForIntendedOutcome = Rand.Bool ? 1 : 4; FactionWarDialogue.DetermineOutcome(faction, factionInstigator, faction.leader, rollForIntendedOutcome, out string blah); Find.LetterStack.ReceiveLetter("MFI_FactionWarLeaderDecidedLabel".Translate(), WarIsOngoing ? "MFI_FactionWarLeaderDecidedOnWar".Translate(faction, factionInstigator) : "MFI_FactionWarLeaderDecidedAgainstWar".Translate(faction, factionInstigator), WarIsOngoing ? LetterDefOf.NegativeEvent : LetterDefOf.NeutralEvent); return; } else if (factionInstigator.leader?.GetStatValue(StatDefOf.NegotiationAbility) != null) { int rollForIntendedOutcome = Rand.Bool ? 1 : 4; FactionWarDialogue.DetermineOutcome(factionInstigator, faction, factionInstigator.leader, rollForIntendedOutcome, out string blah); Find.LetterStack.ReceiveLetter("MFI_FactionWarLeaderDecidedLabel".Translate(), WarIsOngoing ? "MFI_FactionWarLeaderDecidedOnWar".Translate(factionInstigator, faction) : "MFI_FactionWarLeaderDecidedAgainstWar".Translate(factionInstigator, faction), WarIsOngoing ? LetterDefOf.NegativeEvent : LetterDefOf.NeutralEvent); return; } }
public void DetermineWarAsIfNoPlayerInteraction(Faction faction, Faction factionInstigator) { unrestIsBrewing = false; var rollForIntendedOutcome = Rand.Bool ? DesiredOutcome.CURRY_FAVOUR_FACTION_ONE : DesiredOutcome.BROKER_PEACE; if (faction.leader?.GetStatValue(StatDefOf.NegotiationAbility) != null) { var dialogue = new FactionWarDialogue(faction.leader, faction, factionInstigator, null); dialogue.DetermineOutcome(rollForIntendedOutcome, out _); Find.LetterStack.ReceiveLetter("MFI_FactionWarLeaderDecidedLabel".Translate(), WarIsOngoing ? "MFI_FactionWarLeaderDecidedOnWar".Translate(faction, factionInstigator) : "MFI_FactionWarLeaderDecidedAgainstWar".Translate(faction, factionInstigator), WarIsOngoing ? LetterDefOf.NegativeEvent : LetterDefOf.NeutralEvent); } else if (factionInstigator.leader?.GetStatValue(StatDefOf.NegotiationAbility) != null) { var dialogue = new FactionWarDialogue(factionInstigator.leader, factionInstigator, faction, null); dialogue.DetermineOutcome(rollForIntendedOutcome, out _); Find.LetterStack.ReceiveLetter("MFI_FactionWarLeaderDecidedLabel".Translate(), WarIsOngoing ? "MFI_FactionWarLeaderDecidedOnWar".Translate(factionInstigator, faction) : "MFI_FactionWarLeaderDecidedAgainstWar".Translate(factionInstigator, faction), WarIsOngoing ? LetterDefOf.NegativeEvent : LetterDefOf.NeutralEvent); } }