public override bool Run() { try { Sim selectedObject = GetSelectedObject() as Sim; if (selectedObject != null) { base.Run(); if (mResultCode != SocialInteraction.SocialResultCode.Succeeded) { return(false); } SocialRule targetEffect = mTargetEffect; if (targetEffect != null) { if (targetEffect.RHS.STEffectCommodity != CommodityTypes.Friendly) { return(false); } Definition interactionDefinition = InteractionDefinition as Definition; InteractionPriority priority = GetPriority(); InteractionDefinition definition2 = interactionDefinition.GetPushDefintion(Target, selectedObject, priority); if (definition2 == null) { return(false); } // Never could figure out why adding routing pushes here just does nothing... Kill instance = Kill.Singleton.CreateInstance(selectedObject, Target, priority, false, true) as Kill; Kill.Definition def = instance.InteractionDefinition as Kill.Definition; def.mType = interactionDefinition.mType; def.mDirect = false; if (!Target.InteractionQueue.PushAsContinuation(instance, true)) { return(false); } Assassination skill = Assassination.EnsureSkill(Target); skill.AddJob(Actor, selectedObject); return(true); } } return(false); } catch (ResetException) { throw; } catch (Exception e) { Common.Exception(Actor, Target, e); return(false); } }
public override bool Run() { try { Sim selectedObject = GetSelectedObject() as Sim; if (selectedObject != null) { Run(); if (mResultCode != SocialInteraction.SocialResultCode.Succeeded) { return(false); } SocialRule targetEffect = mTargetEffect; if (targetEffect != null) { if (targetEffect.RHS.STEffectCommodity != CommodityTypes.Friendly) { return(false); } Definition interactionDefinition = InteractionDefinition as Definition; InteractionPriority priority = GetPriority(); InteractionDefinition definition2 = interactionDefinition.GetPushDefintion(Target, selectedObject, priority); if (definition2 == null) { return(false); } InteractionInstance instance = definition2.CreateInstance(selectedObject, Target, priority, false, true); if (!Target.InteractionQueue.PushAsContinuation(instance, true)) { return(false); } Assassination skill = Assassination.EnsureSkill(Target); skill.AddJob(Actor, selectedObject); return(true); } } return(false); } catch (ResetException) { throw; } catch (Exception e) { Common.Exception(Actor, Target, e); return(false); } }