public void DetermineEventOutcome(PlayerHandler player, GameMain game, TravelHandler travel, Random rando, UI_Helper uihelper) { //determine success or failure of the outcome and return the outcome EventOptionOutcomes thisOutcome = CheckForSuccessOrFail(player, rando); //take actions depending on what the event outcome's transition is if (thisOutcome.thisNextTransition == EventOptionOutcomes.NextTransition.BackToTravelSilent) { travel.ClearWorldEvent(); } else if (thisOutcome.thisNextTransition == EventOptionOutcomes.NextTransition.Combat) { //TODO: Add Combat //game.ChangeGameState(GameMain.GameState.Combat); travel.ClearWorldEvent(); } else if (thisOutcome.thisNextTransition == EventOptionOutcomes.NextTransition.PassiveEvent) { Event thisPassiveEvent = game.dataManager.passiveEventData[thisOutcome.GetPassiveEventString()]; thisPassiveEvent.DetermineValidText(rando); travel.SetCurrentPassiveEvent(thisPassiveEvent, false, rando, player, travel.GetWorldEventCreatureName()); travel.ClearWorldEvent(); travel.RunCurrentPassiveEvent(player, rando, uihelper); } }