protected override void DoAnyFurtherActions(Pawn activatedBy, Map map, Thing trigger)
        {
            this.bestPsychic = PawnTalentUtility.FindBestPsychic(base.GetEffectArea(activatedBy.Position), map);
            if (this.bestPsychic != null)
            {
                if (this.bestPsychic.story.traits.DegreeOfTrait(TraitDef.Named("PsychicSensitivity")) != 2)
                {
                    Hediff hediff = HediffMaker.MakeHediff(HediffDefOf.PsychicShock, this.bestPsychic, null);
                    this.bestPsychic.health.AddHediff(hediff, null, null);
                }
            }
            else
            {
                List <Pawn> list = new List <Pawn>();
                foreach (IntVec3 c in base.GetEffectArea(activatedBy.Position))
                {
                    foreach (Thing thing in c.GetThingList(map))
                    {
                        if (thing.def.category == ThingCategory.Pawn && thing.def.race.intelligence == Intelligence.Humanlike)
                        {
                            Pawn pawn = thing as Pawn;
                            int  num  = pawn.story.traits.DegreeOfTrait(TraitDef.Named("PsychicSensitivity"));
                            if (num >= 0)
                            {
                                list.Add(pawn);
                            }
                        }
                    }
                }
                foreach (Pawn pawn2 in list)
                {
                    float value = Rand.Value;
                    if ((double)value < 0.25)
                    {
                        pawn2.mindState.mentalStateHandler.TryStartMentalState(MentalStateDefOf.Berserk, null, true, false, null);
                    }
                    else if ((double)value < 0.85)
                    {
                        Hediff hediff2 = HediffMaker.MakeHediff(HediffDefOf.PsychicShock, pawn2, null);
                        pawn2.health.AddHediff(hediff2, null, null);
                    }
                }
            }
            ActionTrigger actionTrigger = trigger as ActionTrigger;

            if (actionTrigger != null)
            {
                IEnumerable <IntVec3> cells = actionTrigger.Cells;
                IntVec3 center = cells.RandomElement <IntVec3>();
                //TODO: check if it works
                GenExplosion.DoExplosion(center, map, 2f, DamageDefOf.Flame, null, -1, -1f, null, null, null, null, ThingDefOf.ChunkSlagSteel, 0.4f, 1, true, null, 0f, 1);
            }
        }
        protected override void DisplayDialog(Pawn activatedBy, Map map, Thing trigger)
        {
            this.bestPsychic = PawnTalentUtility.FindBestPsychic(base.GetEffectArea(activatedBy.Position), map);
            DiaNode diaNode = new DiaNode("RD_PsionicLandmine".Translate()); //A psionic landmine in the room generates a short-range psychic shock!"); //"A psionic landmine in the room generates a short-range psychic shock!"

            if (this.bestPsychic != null)
            {
                if (this.bestPsychic.story.traits.DegreeOfTrait(TraitDef.Named("PsychicSensitivity")) == 2)
                {
                    DiaNode diaNode2 = diaNode;
                    diaNode2.text += "RD_FortunatelyDissipateAttack".Translate(this.bestPsychic.Named("PAWN"));                     //" Fortunately, {0} was able to dissipate the attack with their psychic capabilities.
                }
                else
                {
                    DiaNode diaNode3 = diaNode;
                    diaNode3.text += "RD_FortunatelyDissipateAttackShock".Translate(this.bestPsychic.Named("PAWN"));                      //" {0} was able to channel the attack, preventing harm to others, but is now in psychic shock!
                }
            }
            DiaOption diaOption = new DiaOption("OK".Translate());

            diaOption.resolveTree = true;
            diaNode.options.Add(diaOption);
            Find.WindowStack.Add(new Dialog_NodeTree(diaNode, true, true, null));
        }