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); }
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); }