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
        }
예제 #2
0
        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 bool PrisonerIsOwnedByHero(Hero prisoner, Hero captor)
        {
            if (prisoner.IsPrisoner)
            {
                int level = (int)Romance.GetRomanticLevel(captor, prisoner);

                return(level == ZenDzeeRomanceHelper.RomanceLevel_Prisoner ||
                       level == ZenDzeeRomanceHelper.RomanceLevel_Lovers);
            }

            return(false);
        }
예제 #4
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));
            }
        }
        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);
        }