コード例 #1
0
        public override StateGraph CreateGraph()
        {
            StateGraph      stateGraph  = new StateGraph();
            List <LordToil> list        = new List <LordToil>();
            LordToil        assaultToil = new LordToil_AssaultColonyWendigo(attackDownedIfStarving: true);

            stateGraph.AddToil(assaultToil);
            LordToil_ExitMap lordToil_ExitMap = new LordToil_ExitMap(LocomotionUrgency.Jog, canDig: false, interruptCurrentJob: true);

            lordToil_ExitMap.useAvoidGrid = true;
            stateGraph.AddToil(lordToil_ExitMap);

            Transition transitionLeaveOnSunLight = new Transition(assaultToil, lordToil_ExitMap);

            transitionLeaveOnSunLight.AddTrigger(new Trigger_SunLight());
            transitionLeaveOnSunLight.AddPreAction(new TransitionAction_Message("Wendigos.MessageRaidersLeavingDueSunLight"
                                                                                .Translate(assaulterFaction.def.pawnsPlural.CapitalizeFirst(), assaulterFaction.Name)));
            stateGraph.AddTransition(transitionLeaveOnSunLight);
            if (assaulterFaction != null)
            {
                Transition transition7 = new Transition(assaultToil, lordToil_ExitMap);
                transition7.AddSources(list);
                transition7.AddTrigger(new Trigger_BecameNonHostileToPlayer());
                transition7.AddPreAction(new TransitionAction_Message("MessageRaidersLeaving".Translate(assaulterFaction.def.pawnsPlural.CapitalizeFirst(), assaulterFaction.Name)));
                stateGraph.AddTransition(transition7);
            }
            return(stateGraph);
        }
コード例 #2
0
        public override StateGraph CreateGraph()
        {
            StateGraph           stateGraph           = new StateGraph();
            LordToil_HuntEnemies lordToil_HuntEnemies = new LordToil_HuntEnemies(this.fallbackLocation);

            stateGraph.AddToil(lordToil_HuntEnemies);
            StateGraph       stateGraph2      = new LordJob_Travel(IntVec3.Invalid).CreateGraph();
            LordToil         startingToil     = stateGraph.AttachSubgraph(stateGraph2).StartingToil;
            LordToil_ExitMap lordToil_ExitMap = new LordToil_ExitMap(LocomotionUrgency.None, false);

            stateGraph.AddToil(lordToil_ExitMap);
            LordToil_ExitMap lordToil_ExitMap2 = new LordToil_ExitMap(LocomotionUrgency.Jog, true);

            stateGraph.AddToil(lordToil_ExitMap2);
            Transition transition = new Transition(lordToil_HuntEnemies, startingToil, false, true);

            transition.AddPreAction(new TransitionAction_Message("MessageVisitorsDangerousTemperature".Translate(new object[]
            {
                this.faction.def.pawnsPlural.CapitalizeFirst(),
                this.faction.Name
            }), null, 1f));
            transition.AddPreAction(new TransitionAction_EnsureHaveExitDestination());
            transition.AddTrigger(new Trigger_PawnExperiencingDangerousTemperatures());
            transition.AddPostAction(new TransitionAction_EndAllJobs());
            stateGraph.AddTransition(transition, false);
            Transition transition2 = new Transition(lordToil_HuntEnemies, lordToil_ExitMap2, false, true);

            transition2.AddSource(lordToil_ExitMap);
            transition2.AddSources(stateGraph2.lordToils);
            transition2.AddPreAction(new TransitionAction_Message("MessageVisitorsTrappedLeaving".Translate(new object[]
            {
                this.faction.def.pawnsPlural.CapitalizeFirst(),
                this.faction.Name
            }), null, 1f));
            transition2.AddTrigger(new Trigger_PawnCannotReachMapEdge());
            stateGraph.AddTransition(transition2, false);
            Transition transition3 = new Transition(lordToil_ExitMap2, startingToil, false, true);

            transition3.AddTrigger(new Trigger_PawnCanReachMapEdge());
            transition3.AddPreAction(new TransitionAction_EnsureHaveExitDestination());
            stateGraph.AddTransition(transition3, false);
            Transition transition4 = new Transition(lordToil_HuntEnemies, startingToil, false, true);

            transition4.AddPreAction(new TransitionAction_Message("MessageFriendlyFightersLeaving".Translate(new object[]
            {
                this.faction.def.pawnsPlural.CapitalizeFirst(),
                this.faction.Name
            }), null, 1f));
            transition4.AddTrigger(new Trigger_TicksPassed(25000));
            transition4.AddPreAction(new TransitionAction_EnsureHaveExitDestination());
            stateGraph.AddTransition(transition4, false);
            Transition transition5 = new Transition(startingToil, lordToil_ExitMap, false, true);

            transition5.AddTrigger(new Trigger_Memo("TravelArrived"));
            stateGraph.AddTransition(transition5, false);
            return(stateGraph);
        }
コード例 #3
0
        public override StateGraph CreateGraph()
        {
            StateGraph      stateGraph      = new StateGraph();
            LordToil_Travel lordToil_Travel = new LordToil_Travel(this.groupUpLoc);

            lordToil_Travel.maxDanger     = Danger.Deadly;
            lordToil_Travel.avoidGridMode = AvoidGridMode.Smart;
            stateGraph.StartingToil       = lordToil_Travel;
            LordToil_PrisonerEscape lordToil_PrisonerEscape = new LordToil_PrisonerEscape(this.exitPoint, this.sapperThingID);

            lordToil_PrisonerEscape.avoidGridMode = AvoidGridMode.Smart;
            stateGraph.AddToil(lordToil_PrisonerEscape);
            LordToil_ExitMap lordToil_ExitMap = new LordToil_ExitMap(LocomotionUrgency.Jog, false);

            lordToil_ExitMap.avoidGridMode = AvoidGridMode.Smart;
            stateGraph.AddToil(lordToil_ExitMap);
            LordToil_ExitMap lordToil_ExitMap2 = new LordToil_ExitMap(LocomotionUrgency.Jog, true);

            stateGraph.AddToil(lordToil_ExitMap2);
            Transition transition = new Transition(lordToil_Travel, lordToil_ExitMap2);

            transition.AddSources(new LordToil[]
            {
                lordToil_PrisonerEscape,
                lordToil_ExitMap
            });
            transition.AddTrigger(new Trigger_PawnCannotReachMapEdge());
            stateGraph.AddTransition(transition);
            Transition transition2 = new Transition(lordToil_ExitMap2, lordToil_ExitMap);

            transition2.AddTrigger(new Trigger_PawnCanReachMapEdge());
            transition2.AddPostAction(new TransitionAction_EndAllJobs());
            stateGraph.AddTransition(transition2);
            Transition transition3 = new Transition(lordToil_Travel, lordToil_PrisonerEscape);

            transition3.AddTrigger(new Trigger_Memo("TravelArrived"));
            stateGraph.AddTransition(transition3);
            Transition transition4 = new Transition(lordToil_Travel, lordToil_PrisonerEscape);

            transition4.AddTrigger(new Trigger_PawnLost());
            stateGraph.AddTransition(transition4);
            Transition transition5 = new Transition(lordToil_PrisonerEscape, lordToil_PrisonerEscape);

            transition5.canMoveToSameState = true;
            transition5.AddTrigger(new Trigger_PawnLost());
            transition5.AddTrigger(new Trigger_PawnHarmed(1f, false));
            stateGraph.AddTransition(transition5);
            Transition transition6 = new Transition(lordToil_PrisonerEscape, lordToil_ExitMap);

            transition6.AddTrigger(new Trigger_Memo("TravelArrived"));
            stateGraph.AddTransition(transition6);
            return(stateGraph);
        }
コード例 #4
0
        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);
        }
コード例 #5
0
        public override StateGraph CreateGraph()
        {
            StateGraph stateGraph   = new StateGraph();
            LordToil   startingToil = stateGraph.AttachSubgraph(new LordJob_Travel(this.chillSpot).CreateGraph()).StartingToil;

            stateGraph.StartingToil = startingToil;
            LordToil_DefendPoint lordToil_DefendPoint = new LordToil_DefendPoint(this.chillSpot, 28f);

            stateGraph.AddToil(lordToil_DefendPoint);
            LordToil_TakeWoundedGuest lordToil_TakeWoundedGuest = new LordToil_TakeWoundedGuest();

            stateGraph.AddToil(lordToil_TakeWoundedGuest);
            StateGraph       stateGraph2      = new LordJob_TravelAndExit(IntVec3.Invalid).CreateGraph();
            LordToil         startingToil2    = stateGraph.AttachSubgraph(stateGraph2).StartingToil;
            LordToil         target           = stateGraph2.lordToils[1];
            LordToil_ExitMap lordToil_ExitMap = new LordToil_ExitMap(LocomotionUrgency.Walk, true);

            stateGraph.AddToil(lordToil_ExitMap);
            Transition transition = new Transition(startingToil, startingToil2, false, true);

            transition.AddSources(new LordToil[]
            {
                lordToil_DefendPoint
            });
            transition.AddTrigger(new Trigger_PawnExperiencingDangerousTemperatures());
            transition.AddPreAction(new TransitionAction_Message("MessageVisitorsDangerousTemperature".Translate(this.faction.def.pawnsPlural.CapitalizeFirst(), this.faction.Name), null, 1f));
            transition.AddPreAction(new TransitionAction_EnsureHaveExitDestination());
            transition.AddPostAction(new TransitionAction_EndAllJobs());
            stateGraph.AddTransition(transition, false);
            Transition transition2 = new Transition(startingToil, lordToil_ExitMap, false, true);

            transition2.AddSources(new LordToil[]
            {
                lordToil_DefendPoint,
                lordToil_TakeWoundedGuest
            });
            transition2.AddSources(stateGraph2.lordToils);
            transition2.AddTrigger(new Trigger_PawnCannotReachMapEdge());
            transition2.AddPreAction(new TransitionAction_Message("MessageVisitorsTrappedLeaving".Translate(this.faction.def.pawnsPlural.CapitalizeFirst(), this.faction.Name), null, 1f));
            stateGraph.AddTransition(transition2, false);
            Transition transition3 = new Transition(lordToil_ExitMap, startingToil2, false, true);

            transition3.AddTrigger(new Trigger_PawnCanReachMapEdge());
            transition3.AddPreAction(new TransitionAction_EnsureHaveExitDestination());
            transition3.AddPostAction(new TransitionAction_EndAllJobs());
            stateGraph.AddTransition(transition3, false);
            Transition transition4 = new Transition(startingToil, lordToil_DefendPoint, false, true);

            transition4.AddTrigger(new Trigger_Memo("TravelArrived"));
            stateGraph.AddTransition(transition4, false);
            Transition transition5 = new Transition(lordToil_DefendPoint, lordToil_TakeWoundedGuest, false, true);

            transition5.AddTrigger(new Trigger_WoundedGuestPresent());
            transition5.AddPreAction(new TransitionAction_Message("MessageVisitorsTakingWounded".Translate(this.faction.def.pawnsPlural.CapitalizeFirst(), this.faction.Name), null, 1f));
            stateGraph.AddTransition(transition5, false);
            Transition transition6 = new Transition(lordToil_DefendPoint, target, false, true);

            transition6.AddSources(new LordToil[]
            {
                lordToil_TakeWoundedGuest,
                startingToil
            });
            transition6.AddTrigger(new Trigger_BecamePlayerEnemy());
            transition6.AddPreAction(new TransitionAction_SetDefendLocalGroup());
            transition6.AddPostAction(new TransitionAction_WakeAll());
            transition6.AddPostAction(new TransitionAction_EndAllJobs());
            stateGraph.AddTransition(transition6, false);
            Transition transition7 = new Transition(lordToil_DefendPoint, startingToil2, false, true);

            transition7.AddTrigger(new Trigger_TicksPassed((!DebugSettings.instantVisitorsGift) ? Rand.Range(8000, 22000) : 0));
            transition7.AddPreAction(new TransitionAction_Message("VisitorsLeaving".Translate(this.faction.Name), null, 1f));
            transition7.AddPreAction(new TransitionAction_CheckGiveGift());
            transition7.AddPostAction(new TransitionAction_WakeAll());
            transition7.AddPreAction(new TransitionAction_EnsureHaveExitDestination());
            stateGraph.AddTransition(transition7, false);
            return(stateGraph);
        }
コード例 #6
0
        public override StateGraph CreateGraph()
        {
            StateGraph      stateGraph      = new StateGraph();
            LordToil_Travel lordToil_Travel = new LordToil_Travel(this.chillSpot);

            stateGraph.StartingToil = lordToil_Travel;
            LordToil_DefendTraderCaravan lordToil_DefendTraderCaravan = new LordToil_DefendTraderCaravan();

            stateGraph.AddToil(lordToil_DefendTraderCaravan);
            LordToil_DefendTraderCaravan lordToil_DefendTraderCaravan2 = new LordToil_DefendTraderCaravan(this.chillSpot);

            stateGraph.AddToil(lordToil_DefendTraderCaravan2);
            LordToil_ExitMapAndEscortCarriers lordToil_ExitMapAndEscortCarriers = new LordToil_ExitMapAndEscortCarriers();

            stateGraph.AddToil(lordToil_ExitMapAndEscortCarriers);
            LordToil_ExitMap lordToil_ExitMap = new LordToil_ExitMap(LocomotionUrgency.None, false);

            stateGraph.AddToil(lordToil_ExitMap);
            LordToil_ExitMap lordToil_ExitMap2 = new LordToil_ExitMap(LocomotionUrgency.Walk, true);

            stateGraph.AddToil(lordToil_ExitMap2);
            LordToil_ExitMapTraderFighting lordToil_ExitMapTraderFighting = new LordToil_ExitMapTraderFighting();

            stateGraph.AddToil(lordToil_ExitMapTraderFighting);
            Transition transition = new Transition(lordToil_Travel, lordToil_ExitMapAndEscortCarriers, false, true);

            transition.AddSources(new LordToil[]
            {
                lordToil_DefendTraderCaravan,
                lordToil_DefendTraderCaravan2
            });
            transition.AddPreAction(new TransitionAction_Message("MessageVisitorsDangerousTemperature".Translate(new object[]
            {
                this.faction.def.pawnsPlural.CapitalizeFirst(),
                this.faction.Name
            }), null, 1f));
            transition.AddPostAction(new TransitionAction_EndAllJobs());
            transition.AddTrigger(new Trigger_PawnExperiencingDangerousTemperatures());
            stateGraph.AddTransition(transition, false);
            Transition transition2 = new Transition(lordToil_Travel, lordToil_ExitMap2, false, true);

            transition2.AddSources(new LordToil[]
            {
                lordToil_DefendTraderCaravan,
                lordToil_DefendTraderCaravan2,
                lordToil_ExitMapAndEscortCarriers,
                lordToil_ExitMap,
                lordToil_ExitMapTraderFighting
            });
            transition2.AddTrigger(new Trigger_PawnCannotReachMapEdge());
            transition2.AddPostAction(new TransitionAction_Message("MessageVisitorsTrappedLeaving".Translate(new object[]
            {
                this.faction.def.pawnsPlural.CapitalizeFirst(),
                this.faction.Name
            }), null, 1f));
            transition2.AddPostAction(new TransitionAction_WakeAll());
            transition2.AddPostAction(new TransitionAction_EndAllJobs());
            stateGraph.AddTransition(transition2, false);
            Transition transition3 = new Transition(lordToil_ExitMap2, lordToil_ExitMapTraderFighting, false, true);

            transition3.AddTrigger(new Trigger_PawnCanReachMapEdge());
            transition3.AddPostAction(new TransitionAction_EndAllJobs());
            stateGraph.AddTransition(transition3, false);
            Transition transition4 = new Transition(lordToil_Travel, lordToil_ExitMapTraderFighting, false, true);

            transition4.AddSources(new LordToil[]
            {
                lordToil_DefendTraderCaravan,
                lordToil_DefendTraderCaravan2,
                lordToil_ExitMapAndEscortCarriers,
                lordToil_ExitMap
            });
            transition4.AddTrigger(new Trigger_FractionPawnsLost(0.2f));
            transition4.AddPostAction(new TransitionAction_EndAllJobs());
            stateGraph.AddTransition(transition4, false);
            Transition transition5 = new Transition(lordToil_Travel, lordToil_DefendTraderCaravan, false, true);

            transition5.AddTrigger(new Trigger_PawnHarmed(1f, false, null));
            transition5.AddPreAction(new TransitionAction_SetDefendTrader());
            transition5.AddPostAction(new TransitionAction_WakeAll());
            transition5.AddPostAction(new TransitionAction_EndAllJobs());
            stateGraph.AddTransition(transition5, false);
            Transition transition6 = new Transition(lordToil_DefendTraderCaravan, lordToil_Travel, false, true);

            transition6.AddTrigger(new Trigger_TicksPassedWithoutHarm(1200));
            stateGraph.AddTransition(transition6, false);
            Transition transition7 = new Transition(lordToil_Travel, lordToil_DefendTraderCaravan2, false, true);

            transition7.AddTrigger(new Trigger_Memo("TravelArrived"));
            stateGraph.AddTransition(transition7, false);
            Transition transition8 = new Transition(lordToil_DefendTraderCaravan2, lordToil_ExitMapAndEscortCarriers, false, true);

            transition8.AddTrigger(new Trigger_TicksPassed((!DebugSettings.instantVisitorsGift) ? Rand.Range(27000, 45000) : 0));
            transition8.AddPreAction(new TransitionAction_CheckGiveGift());
            transition8.AddPreAction(new TransitionAction_Message("MessageTraderCaravanLeaving".Translate(new object[]
            {
                this.faction.Name
            }), null, 1f));
            transition8.AddPostAction(new TransitionAction_WakeAll());
            stateGraph.AddTransition(transition8, false);
            Transition transition9 = new Transition(lordToil_ExitMapAndEscortCarriers, lordToil_ExitMapAndEscortCarriers, true, true);

            transition9.canMoveToSameState = true;
            transition9.AddTrigger(new Trigger_PawnLost());
            transition9.AddTrigger(new Trigger_TickCondition(() => LordToil_ExitMapAndEscortCarriers.IsAnyDefendingPosition(this.lord.ownedPawns) && !GenHostility.AnyHostileActiveThreatTo(base.Map, this.faction), 60));
            stateGraph.AddTransition(transition9, false);
            Transition transition10 = new Transition(lordToil_ExitMapAndEscortCarriers, lordToil_ExitMap, false, true);

            transition10.AddTrigger(new Trigger_TicksPassed(60000));
            transition10.AddPostAction(new TransitionAction_WakeAll());
            stateGraph.AddTransition(transition10, false);
            Transition transition11 = new Transition(lordToil_DefendTraderCaravan2, lordToil_ExitMapAndEscortCarriers, false, true);

            transition11.AddSources(new LordToil[]
            {
                lordToil_Travel,
                lordToil_DefendTraderCaravan
            });
            transition11.AddTrigger(new Trigger_ImportantTraderCaravanPeopleLost());
            transition11.AddTrigger(new Trigger_BecamePlayerEnemy());
            transition11.AddPostAction(new TransitionAction_WakeAll());
            transition11.AddPostAction(new TransitionAction_EndAllJobs());
            stateGraph.AddTransition(transition11, false);
            return(stateGraph);
        }
コード例 #7
0
        public override StateGraph CreateGraph()
        {
            StateGraph stateGraph   = new StateGraph();
            LordToil   startingToil = stateGraph.AttachSubgraph(new LordJob_Travel(this.chillSpot).CreateGraph()).StartingToil;

            stateGraph.StartingToil = startingToil;
            var lordToil_WanderAndChat = IoM_StoryUtilities.GetWandererChatToil(this.chatType);

            stateGraph.AddToil(lordToil_WanderAndChat);
            LordToil_TakeWoundedGuest lordToil_TakeWoundedGuest = new LordToil_TakeWoundedGuest();

            stateGraph.AddToil(lordToil_TakeWoundedGuest);
            StateGraph           stateGraph2          = new LordJob_TravelAndExit(IntVec3.Invalid).CreateGraph();
            LordToil             startingToil2        = stateGraph.AttachSubgraph(stateGraph2).StartingToil;
            LordToil             target               = stateGraph2.lordToils[1];
            LordToil_ExitMapBest lordToil_ExitMapBest = new LordToil_ExitMapBest(LocomotionUrgency.Walk, true);

            stateGraph.AddToil(lordToil_ExitMapBest);
            Transition transition = new Transition(startingToil, lordToil_ExitMapBest);

            transition.AddSources(new LordToil[]
            {
                lordToil_WanderAndChat,
                lordToil_TakeWoundedGuest
            });
            transition.AddSources(stateGraph2.lordToils);
            transition.AddTrigger(new Trigger_PawnCannotReachMapEdge());
            string leavingMessage;

            if (this.isLonePawn)
            {
                leavingMessage = "MessageLoneWandererLeaving".Translate(new object[] { this.centralPawn.Name });
            }
            else
            {
                leavingMessage = "MessageGroupWandererLeaving".Translate();
            }

            transition.AddPreAction(new TransitionAction_Message(leavingMessage));
            stateGraph.AddTransition(transition);
            Transition transition2 = new Transition(lordToil_ExitMapBest, startingToil2);

            transition2.AddTrigger(new Trigger_PawnCanReachMapEdge());
            transition2.AddPreAction(new TransitionAction_EnsureHaveExitDestination());
            transition2.AddPostAction(new TransitionAction_EndAllJobs());
            stateGraph.AddTransition(transition2);
            Transition transition3 = new Transition(startingToil, lordToil_WanderAndChat);

            transition3.AddTrigger(new Trigger_Memo("TravelArrived"));
            stateGraph.AddTransition(transition3);
            Transition transition4 = new Transition(lordToil_WanderAndChat, lordToil_TakeWoundedGuest);

            transition4.AddTrigger(new Trigger_WoundedGuestPresent());

            stateGraph.AddTransition(transition4);
            Transition transition5 = new Transition(lordToil_WanderAndChat, target);

            transition5.AddSources(new LordToil[]
            {
                lordToil_TakeWoundedGuest,
                startingToil
            });
            transition5.AddTrigger(new Trigger_PawnLostViolently());
            transition5.AddPreAction(new TransitionAction_Custom(new Action(delegate { this.SwitchToHostileFaction(); })));
            transition5.AddPreAction(new TransitionAction_WakeAll());
            transition5.AddPreAction(new TransitionAction_SetDefendLocalGroup());
            transition5.AddPreAction(new TransitionAction_EndAllJobs());
            stateGraph.AddTransition(transition5);
            Transition transition6 = new Transition(lordToil_WanderAndChat, startingToil2);

            transition6.AddTrigger(new Trigger_TicksPassed(Rand.Range(8000, 22000)));
            transition6.AddPreAction(new TransitionAction_Message(leavingMessage));
            transition6.AddPreAction(new TransitionAction_WakeAll());
            transition6.AddPreAction(new TransitionAction_EnsureHaveExitDestination());
            stateGraph.AddTransition(transition6);

            LordToil_AssaultColony lordtoilAssault = new LordToil_AssaultColony();

            stateGraph.AddToil(lordtoilAssault);
            lordtoilAssault.avoidGridMode = AvoidGridMode.Smart;
            Transition transition7 = new Transition(lordToil_WanderAndChat, lordtoilAssault);

            transition7.AddPreAction(new TransitionAction_Custom(new Action(delegate { this.factionInt.SetHostileTo(Faction.OfPlayer, true); })));
            transition7.AddTrigger(new Trigger_Custom((TriggerSignal x) => this.InquisitorFoundHeretic && IoM_StoryUtilities.InquisitorShouldStartDirectAttack(this.Map, this.centralPawn.GetLord().ownedPawns)));
            stateGraph.AddTransition(transition7);

            LordToil_PanicFlee lordToilFlee = new LordToil_PanicFlee();
            Transition         transition8  = new Transition(lordToil_WanderAndChat, lordToilFlee);

            transition8.AddPreAction(new TransitionAction_Custom(new Action(delegate { this.factionInt.SetHostileTo(Faction.OfPlayer, true); })));
            transition8.AddTrigger(new Trigger_Custom((TriggerSignal x) => this.InquisitorFoundHeretic && !IoM_StoryUtilities.InquisitorShouldStartDirectAttack(this.Map, this.centralPawn.GetLord().ownedPawns)));
            stateGraph.AddTransition(transition8);
            return(stateGraph);
        }
コード例 #8
0
        public override StateGraph CreateGraph()
        {
            var mainGraph = new StateGraph();

            // Use LordJob_Travel as starting toil for this graph:
            var toil_MoveToSetup = mainGraph.AttachSubgraph(new LordJob_Travel(Info.setupCentre).CreateGraph()).StartingToil;

            // Next toil is to set up
            var toil_Setup = new LordToil_SetupCarnival();

            mainGraph.AddToil(toil_Setup);

            var trans_Setup = new Transition(toil_MoveToSetup, toil_Setup);

            trans_Setup.AddTrigger(new Trigger_Memo("TravelArrived"));
            mainGraph.AddTransition(trans_Setup);

            // Meat of the event: entertaining the colony
            var toil_Entertain = new LordToil_EntertainColony();

            mainGraph.AddToil(toil_Entertain);

            var trans_Entertain = new Transition(toil_Setup, toil_Entertain);

            trans_Entertain.AddTrigger(new Trigger_Memo("SetupDoneEntertain"));
            trans_Entertain.AddPostAction(new TransitionAction_Message("CarnEntertainNow".Translate(this.lord.faction)));
            mainGraph.AddTransition(trans_Entertain);

            // Rest the carnival between 22:00 and 10:00, or if anyone needs rest
            var toil_Rest = new LordToil_RestCarnival();

            mainGraph.AddToil(toil_Rest);

            var trans_ToRestFromSetup = new Transition(toil_Setup, toil_Rest);

            trans_ToRestFromSetup.AddTrigger(new Trigger_Memo("SetupDoneRest"));
            mainGraph.AddTransition(trans_ToRestFromSetup);

            var trans_ToRest = new Transition(toil_Entertain, toil_Rest);

            trans_ToRest.AddTrigger(new Trigger_TickCondition(() => Info.AnyCarnyNeedsRest || !Info.CanEntertainNow));
            trans_ToRest.AddPostAction(new TransitionAction_Message("CarnResting".Translate(this.lord.faction)));
            mainGraph.AddTransition(trans_ToRest);

            var trans_FromRest = new Transition(toil_Rest, toil_Entertain);

            trans_FromRest.AddTrigger(new Trigger_TickCondition(() => !Info.AnyCarnyNeedsRest && Info.CanEntertainNow));
            trans_FromRest.AddPostAction(new TransitionAction_WakeAll());
            trans_FromRest.AddPostAction(new TransitionAction_Message("CarnEntertainNow".Translate(this.lord.faction)));
            mainGraph.AddTransition(trans_FromRest);

            // Strike buildings
            var toil_Strike = new LordToil_StrikeCarnival();

            mainGraph.AddToil(toil_Strike);

            var trans_Strike = new Transition(toil_Rest, toil_Strike);

            trans_Strike.AddSources(toil_Entertain);
            trans_Strike.AddTrigger(new Trigger_TicksPassed(this.durationTicks));
            trans_Strike.AddPostAction(new TransitionAction_Message("CarnPackingUp".Translate(this.lord.faction)));
            mainGraph.AddTransition(trans_Strike);

            // Defend if attacked
            var toil_Defend = new LordToil_DefendCarnival();

            mainGraph.AddToil(toil_Defend);

            var trans_ToDefend = new Transition(toil_Setup, toil_Defend);

            trans_ToDefend.AddSources(toil_Entertain, toil_Rest, toil_Strike);
            trans_ToDefend.AddTrigger(new Trigger_BecameColonyEnemy());
            trans_ToDefend.AddTrigger(new Trigger_TickCondition(delegate
            {
                if (Find.TickManager.TicksGame % 223 == 0)
                {
                    var hostiles = Map.attackTargetsCache.TargetsHostileToFaction(lord.faction);

                    foreach (var hostile in hostiles)
                    {
                        if (GenHostility.IsActiveThreat(hostile))
                        {
                            return(true);
                        }
                    }
                }

                return(false);
            }));
            trans_ToDefend.AddPreAction(new TransitionAction_WakeAll());
            trans_ToDefend.AddPostAction(new TransitionAction_EndAllJobs());
            trans_ToDefend.AddPostAction(new TransitionAction_Message("CarnDefending".Translate(this.lord.faction)));
            mainGraph.AddTransition(trans_ToDefend);

            var trans_DefendToStrike = new Transition(toil_Defend, toil_Strike);

            trans_DefendToStrike.AddTrigger(new Trigger_Memo("BattleDonePawnsLost"));
            trans_DefendToStrike.AddPreAction(new TransitionAction_EndAllJobs());
            trans_DefendToStrike.AddPostAction(new TransitionAction_Message("CarnPackingUpHostile".Translate(this.lord.faction)));
            mainGraph.AddTransition(trans_DefendToStrike);

            var trans_DefendToRest = new Transition(toil_Defend, toil_Rest);

            trans_DefendToRest.AddTrigger(new Trigger_Memo("BattleDone"));
            trans_DefendToRest.AddPreAction(new TransitionAction_EndAllJobs());
            trans_DefendToRest.AddPostAction(new TransitionAction_Message("CarnResting".Translate(this.lord.faction)));
            mainGraph.AddTransition(trans_DefendToRest);

            // exit map toil
            var toil_Exit = new LordToil_Leave();

            mainGraph.AddToil(toil_Exit);

            var trans_Exit = new Transition(toil_Strike, toil_Exit);

            trans_Exit.AddSource(toil_Setup);
            trans_Exit.AddTrigger(new Trigger_Memo("StrikeDone"));
            trans_Exit.AddTrigger(new Trigger_Memo("NoBuildings"));
            trans_Exit.AddPostAction(new TransitionAction_EndAllJobs());
            trans_Exit.AddPostAction(new TransitionAction_WakeAll());
            mainGraph.AddTransition(trans_Exit);

            var trans_ExitError = new Transition(toil_MoveToSetup, toil_Exit);

            trans_ExitError.AddTrigger(new Trigger_TicksPassedWithoutHarmOrMemos(GenDate.TicksPerHour * 8, "TravelArrived"));
            trans_ExitError.AddPreAction(new TransitionAction_Message("CarnLeavingError".Translate(lord.faction)));
            trans_ExitError.AddPostAction(new TransitionAction_EndAllJobs());
            trans_ExitError.AddPostAction(new TransitionAction_WakeAll());
            mainGraph.AddTransition(trans_ExitError);

            // panic exit map (handled in def?)
            var trans_ExitPanic = new Transition(toil_Defend, toil_Exit);

            trans_ExitPanic.AddSources(toil_Strike, toil_Entertain, toil_Rest);
            trans_ExitPanic.AddTrigger(new Trigger_FractionPawnsLost(0.4f));
            trans_ExitPanic.AddTrigger(new Trigger_Memo("LeaderKilled"));
            trans_ExitPanic.AddPreAction(new TransitionAction_Custom(() => Info.leavingUrgency = LocomotionUrgency.Sprint));
            trans_ExitPanic.AddPostAction(new TransitionAction_Message("MessageFightersFleeing".Translate(lord.faction.def.pawnsPlural.CapitalizeFirst(), lord.faction)));
            mainGraph.AddTransition(trans_ExitPanic);

            return(mainGraph);
        }
コード例 #9
0
        public override StateGraph CreateGraph()
        {
            StateGraph           stateGraph           = new StateGraph();
            LordToil             lordToil             = stateGraph.StartingToil = stateGraph.AttachSubgraph(new LordJob_Travel(chillSpot).CreateGraph()).StartingToil;
            LordToil_DefendPoint lordToil_DefendPoint = new LordToil_DefendPoint(chillSpot);

            stateGraph.AddToil(lordToil_DefendPoint);
            LordToil_TakeWoundedGuest lordToil_TakeWoundedGuest = new LordToil_TakeWoundedGuest();

            stateGraph.AddToil(lordToil_TakeWoundedGuest);
            StateGraph stateGraph2 = new LordJob_TravelAndExit(IntVec3.Invalid).CreateGraph();

            LordToil         startingToil2    = stateGraph.AttachSubgraph(stateGraph2).StartingToil;
            LordToil         target           = stateGraph2.lordToils[1];
            LordToil_ExitMap lordToil_ExitMap = new LordToil_ExitMap(LocomotionUrgency.Walk, canDig: true);

            stateGraph.AddToil(lordToil_ExitMap);

            //
            Transition transition = new Transition(lordToil, startingToil2);

            transition.AddSources(lordToil_DefendPoint);
            transition.AddTrigger(new Trigger_PawnExperiencingDangerousTemperatures());
            transition.AddPreAction(new TransitionAction_Message("MessageVisitorsDangerousTemperature".Translate(faction.def.pawnsPlural.CapitalizeFirst(), faction.Name)));
            transition.AddPreAction(new TransitionAction_EnsureHaveExitDestination());
            transition.AddPostAction(new TransitionAction_EndAllJobs());
            stateGraph.AddTransition(transition);

            //
            Transition transition2 = new Transition(lordToil, lordToil_ExitMap);

            transition2.AddSources(lordToil_DefendPoint, lordToil_TakeWoundedGuest);
            transition2.AddSources(stateGraph2.lordToils);
            transition2.AddTrigger(new Trigger_PawnCannotReachMapEdge());
            transition2.AddPreAction(new TransitionAction_Message("MessageVisitorsTrappedLeaving".Translate(faction.def.pawnsPlural.CapitalizeFirst(), faction.Name)));
            stateGraph.AddTransition(transition2);

            //
            Transition transition3 = new Transition(lordToil_ExitMap, startingToil2);

            transition3.AddTrigger(new Trigger_PawnCanReachMapEdge());
            transition3.AddPreAction(new TransitionAction_EnsureHaveExitDestination());
            transition3.AddPostAction(new TransitionAction_EndAllJobs());
            stateGraph.AddTransition(transition3);

            //
            Transition transition4 = new Transition(lordToil, lordToil_DefendPoint);

            transition4.AddTrigger(new Trigger_Memo("TravelArrived"));
            stateGraph.AddTransition(transition4);

            //
            Transition transition5 = new Transition(lordToil_DefendPoint, lordToil_TakeWoundedGuest);

            transition5.AddTrigger(new Trigger_WoundedGuestPresent());
            transition5.AddPreAction(new TransitionAction_Message("MessageVisitorsTakingWounded".Translate(faction.def.pawnsPlural.CapitalizeFirst(), faction.Name)));
            stateGraph.AddTransition(transition5);

            //?
            Transition transition6 = new Transition(lordToil_DefendPoint, target);

            transition6.AddSources(lordToil_TakeWoundedGuest, lordToil);
            transition6.AddTrigger(new Trigger_BecamePlayerEnemy());
            transition6.AddPreAction(new TransitionAction_SetDefendLocalGroup());
            transition6.AddPostAction(new TransitionAction_WakeAll());
            transition6.AddPostAction(new TransitionAction_EndAllJobs());
            stateGraph.AddTransition(transition6);

            //Leaving!
            Transition transition7 = new Transition(lordToil_DefendPoint, startingToil2);

            transition7.AddTrigger(new Trigger_TickCondition(() => Find.World.GetComponent <WorldComponent_FactionsTracker>().joinedFactionDef != null, 250));
            //transition7.AddTrigger(new Trigger_Memo("GetOutOfDodge"));
            //Trigger_Custom((TriggerSignal x) =>
            //));
            //transition7.AddTrigger(new Trigger_TicksPassed((!DebugSettings.instantVisitorsGift) ? Rand.Range(8000, 22000) : 0));
            transition7.AddPreAction(new TransitionAction_Message("VisitorsLeaving".Translate(faction.Name)));
            transition7.AddPreAction(new TransitionAction_CheckGiveGift());
            transition7.AddPostAction(new TransitionAction_WakeAll());
            transition7.AddPreAction(new TransitionAction_EnsureHaveExitDestination());
            stateGraph.AddTransition(transition7);
            return(stateGraph);
        }