コード例 #1
0
 private void OnRomanticStateChanged(Hero hero1, Hero hero2, Romance.RomanceLevelEnum toWhat)
 {
     if (((playerRelative == hero1 && proposedSpouseForPlayerRelative == hero2) ||
          (playerRelative == hero2 && proposedSpouseForPlayerRelative == hero1)) &&
         toWhat == Romance.RomanceLevelEnum.Marriage)
     {
         shouldJoinPartyAfterOffer = false;
     }
 }
        private static void OnRomanticStateChanged(Hero hero1, Hero hero2, Romance.RomanceLevelEnum level)
        {
            if ((int)level == ZenDzeeRomanceHelper.RomanceLevel_Lovers)
            {
#if ENABLE_LOGS
                InformationManager.DisplayMessage(new InformationMessage(hero1.Name + " and " + hero2.Name + " started romance as lovers."));
#endif
            }
            else if (level == Romance.RomanceLevelEnum.Marriage)
            {
                ZenDzeeRomanceHelper.EndLoverRomances(hero1);
                ZenDzeeRomanceHelper.EndLoverRomances(hero2);
            }
        }
コード例 #3
0
        // This will either skip or continue romance
        // CoupleAgreedOnMarriage = triggers marriage before bartering
        // CourtshipStarted = skip everything
        // return false = carry out entire romance
        private bool conversation_finalize_courtship_for_hero_on_condition()
        {
            ISettingsProvider settings = new MASettings();

            Romance.RomanceLevelEnum romanticLevel = Romance.GetRomanticLevel(Hero.MainHero, Hero.OneToOneConversationHero);
            bool clanLeader = Hero.MainHero.Clan.Leader == Hero.MainHero && Hero.MainHero.Clan.Lords.Contains(Hero.OneToOneConversationHero);

            if (settings.Difficulty == "Realistic")
            {
                // Skip issues with bartering marriage within clans
                // If you are the leader of the clan then it is a problem
                if (clanLeader)
                {
                    MAHelper.Print("Realistic: Clan Leader");
                    return(Romance.MarriageCourtshipPossibility(Hero.MainHero, Hero.OneToOneConversationHero) && romanticLevel == Romance.RomanceLevelEnum.CoupleAgreedOnMarriage);
                }
                if (Hero.OneToOneConversationHero.IsNoble || Hero.OneToOneConversationHero.IsMinorFactionHero)
                {
                    MAHelper.Print("Realistic: Noble");
                    return(false);
                }
                return(Romance.MarriageCourtshipPossibility(Hero.MainHero, Hero.OneToOneConversationHero) && romanticLevel == Romance.RomanceLevelEnum.CoupleAgreedOnMarriage);
            }
            else
            {
                if (clanLeader)
                {
                    if (settings.Difficulty == "Easy")
                    {
                        MAHelper.Print("Easy: Clan Leader");
                        return(Romance.MarriageCourtshipPossibility(Hero.MainHero, Hero.OneToOneConversationHero) && romanticLevel == Romance.RomanceLevelEnum.CoupleAgreedOnMarriage);
                    }
                    MAHelper.Print("Very Easy: Clan Leader");
                    return(Romance.MarriageCourtshipPossibility(Hero.MainHero, Hero.OneToOneConversationHero) && (romanticLevel == Romance.RomanceLevelEnum.CourtshipStarted || romanticLevel == Romance.RomanceLevelEnum.CoupleDecidedThatTheyAreCompatible));
                }
                if (settings.Difficulty == "Easy" && (Hero.OneToOneConversationHero.IsNoble || Hero.OneToOneConversationHero.IsMinorFactionHero))
                {
                    MAHelper.Print("Easy: Noble");
                    return(false);
                }
                MAHelper.Print("Very Easy");
                return(Romance.MarriageCourtshipPossibility(Hero.MainHero, Hero.OneToOneConversationHero) && (romanticLevel == Romance.RomanceLevelEnum.CourtshipStarted || romanticLevel == Romance.RomanceLevelEnum.CoupleDecidedThatTheyAreCompatible));
            }
        }
コード例 #4
0
        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);
        }