public override StateGraph CreateGraph() { StateGraph stateGraph = new StateGraph(); LordToil_MillAboutCloseBy chillax = new LordToil_MillAboutCloseBy(locus); stateGraph.AddToil(chillax); LordToil_ExitMap leaveMap = new LordToil_ExitMap(LocomotionUrgency.Jog); Transition signalToLeave = new Transition(chillax, leaveMap); signalToLeave.AddTrigger(new Trigger_PawnRecruited()); signalToLeave.AddTrigger(new Trigger_Custom((signal) => signal.type == TriggerSignalType.FactionRelationsChanged)); signalToLeave.AddTrigger(new Trigger_FightWon()); signalToLeave.AddTrigger(new Trigger_Memo("SetFree")); //triggered by ThingComp_RescueMe //signalToLeave.AddPostAction(new TransitionAction_Message("prisoners leaving.")); <- in case you want to use that one instead, for added clarity (more generic than PrisonersFreedLGE) signalToLeave.AddPostAction(new TransitionAction_WakeAll()); signalToLeave.AddPostAction(new TransitionAction_Custom(() => { Find.World.worldObjects.SiteAt(lord.Map.Tile)?.GetComponent <PrisonerRescueQuestComp>()?.GiveRewardsAndSendLetter(); })); signalToLeave.AddPostAction(new TransitionAction_EndAllJobs()); stateGraph.AddTransition(signalToLeave); stateGraph.AddToil(leaveMap); return(stateGraph); }
public override StateGraph CreateGraph() { StateGraph stateGraph = new StateGraph(); LordToil_DefendAndExpandHive lordToil_DefendAndExpandHive = new LordToil_DefendAndExpandHive(); lordToil_DefendAndExpandHive.distToHiveToAttack = 10f; stateGraph.StartingToil = lordToil_DefendAndExpandHive; LordToil_AssaultColony lordToil_AssaultColony = new LordToil_AssaultColony(); stateGraph.AddToil(lordToil_AssaultColony); Transition transition = new Transition(lordToil_DefendAndExpandHive, lordToil_AssaultColony); transition.AddTrigger(new Trigger_PawnHarmed(0.5f, true)); transition.AddTrigger(new Trigger_PawnLostViolently()); transition.AddTrigger(new Trigger_Memo(Hive.MemoAttackedByEnemy)); transition.AddTrigger(new Trigger_Memo(Hive.MemoBurnedBadly)); transition.AddTrigger(new Trigger_Memo(Hive.MemoDestroyed)); transition.AddTrigger(new Trigger_Memo(HediffGiver_Heat.MemoPawnBurnedByAir)); transition.AddPostAction(new TransitionAction_EndAllJobs()); stateGraph.AddTransition(transition); Transition transition2 = new Transition(lordToil_DefendAndExpandHive, lordToil_AssaultColony); transition2.canMoveToSameState = true; transition2.AddSource(lordToil_AssaultColony); transition2.AddTrigger(new Trigger_Memo(Hive.MemoDestroyed)); stateGraph.AddTransition(transition2); Transition transition3 = new Transition(lordToil_AssaultColony, lordToil_DefendAndExpandHive); transition3.AddTrigger(new Trigger_TicksPassedWithoutHarmOrMemos(1200, Hive.MemoAttackedByEnemy, Hive.MemoBurnedBadly, Hive.MemoDestroyed, HediffGiver_Heat.MemoPawnBurnedByAir)); transition3.AddPostAction(new TransitionAction_EndAttackBuildingJobs()); stateGraph.AddTransition(transition3); return(stateGraph); }
public override StateGraph CreateGraph() { StateGraph stateGraph = new StateGraph(); LordToil_DefendBase lordToil_DefendBase = (LordToil_DefendBase)(stateGraph.StartingToil = new LordToil_DefendBase(this.baseCenter)); LordToil_DefendBase lordToil_DefendBase2 = new LordToil_DefendBase(this.baseCenter); stateGraph.AddToil(lordToil_DefendBase2); LordToil_AssaultColony lordToil_AssaultColony = new LordToil_AssaultColony(); lordToil_AssaultColony.avoidGridMode = AvoidGridMode.Smart; stateGraph.AddToil(lordToil_AssaultColony); Transition transition = new Transition(lordToil_DefendBase, lordToil_DefendBase2); transition.AddSource(lordToil_AssaultColony); transition.AddTrigger(new Trigger_BecameColonyAlly()); stateGraph.AddTransition(transition); Transition transition2 = new Transition(lordToil_DefendBase2, lordToil_DefendBase); transition2.AddTrigger(new Trigger_BecameColonyEnemy()); stateGraph.AddTransition(transition2); Transition transition3 = new Transition(lordToil_DefendBase, lordToil_AssaultColony); transition3.AddTrigger(new Trigger_FractionPawnsLost(0.2f)); transition3.AddTrigger(new Trigger_PawnHarmed(0.4f, false)); transition3.AddTrigger(new Trigger_ChanceOnTickInteval(2500, 0.03f)); transition3.AddTrigger(new Trigger_TicksPassed(251999)); transition3.AddTrigger(new Trigger_UrgentlyHungry()); transition3.AddTrigger(new Trigger_ChanceOnPlayerHarmNPCBuilding(0.4f)); transition3.AddPostAction(new TransitionAction_WakeAll()); string message = "MessageDefendersAttacking".Translate(this.faction.def.pawnsPlural, this.faction.Name, Faction.OfPlayer.def.pawnsPlural).CapitalizeFirst(); transition3.AddPreAction(new TransitionAction_Message(message, MessageTypeDefOf.ThreatBig)); stateGraph.AddTransition(transition3); return(stateGraph); }
public override StateGraph CreateGraph() { StateGraph stateGraph = new StateGraph(); LordToil_DefendAndExpandHive lordToil_DefendAndExpandHive = new LordToil_DefendAndExpandHive(); lordToil_DefendAndExpandHive.distToHiveToAttack = 10f; stateGraph.StartingToil = lordToil_DefendAndExpandHive; LordToil_DefendHiveAggressively lordToil_DefendHiveAggressively = new LordToil_DefendHiveAggressively(); lordToil_DefendHiveAggressively.distToHiveToAttack = 40f; stateGraph.AddToil(lordToil_DefendHiveAggressively); LordToil_AssaultColony lordToil_AssaultColony = new LordToil_AssaultColony(false); stateGraph.AddToil(lordToil_AssaultColony); Transition transition = new Transition(lordToil_DefendAndExpandHive, (!this.aggressive) ? lordToil_DefendHiveAggressively : lordToil_AssaultColony, false, true); transition.AddTrigger(new Trigger_PawnHarmed(0.5f, true, null)); transition.AddTrigger(new Trigger_PawnLostViolently()); transition.AddTrigger(new Trigger_Memo(Hive.MemoAttackedByEnemy)); transition.AddTrigger(new Trigger_Memo(Hive.MemoBurnedBadly)); transition.AddTrigger(new Trigger_Memo(Hive.MemoDestroyed)); transition.AddTrigger(new Trigger_Memo(HediffGiver_Heat.MemoPawnBurnedByAir)); transition.AddPostAction(new TransitionAction_EndAllJobs()); stateGraph.AddTransition(transition); Transition transition2 = new Transition(lordToil_DefendAndExpandHive, lordToil_AssaultColony, false, true); Transition transition3 = transition2; float chance = 0.5f; Faction parentFaction = base.Map.ParentFaction; transition3.AddTrigger(new Trigger_PawnHarmed(chance, false, parentFaction)); transition2.AddPostAction(new TransitionAction_EndAllJobs()); stateGraph.AddTransition(transition2); Transition transition4 = new Transition(lordToil_DefendHiveAggressively, lordToil_AssaultColony, false, true); Transition transition5 = transition4; chance = 0.5f; parentFaction = base.Map.ParentFaction; transition5.AddTrigger(new Trigger_PawnHarmed(chance, false, parentFaction)); transition4.AddPostAction(new TransitionAction_EndAllJobs()); stateGraph.AddTransition(transition4); Transition transition6 = new Transition(lordToil_DefendAndExpandHive, (!this.aggressive) ? lordToil_DefendHiveAggressively : lordToil_AssaultColony, false, true); transition6.canMoveToSameState = true; transition6.AddSource(lordToil_AssaultColony); transition6.AddTrigger(new Trigger_Memo(Hive.MemoDestroyed)); stateGraph.AddTransition(transition6); Transition transition7 = new Transition(lordToil_AssaultColony, lordToil_DefendAndExpandHive, false, true); transition7.AddSource(lordToil_DefendHiveAggressively); transition7.AddTrigger(new Trigger_TicksPassedWithoutHarmOrMemos(1200, new string[] { Hive.MemoAttackedByEnemy, Hive.MemoBurnedBadly, Hive.MemoDestroyed, HediffGiver_Heat.MemoPawnBurnedByAir })); transition7.AddPostAction(new TransitionAction_EndAttackBuildingJobs()); stateGraph.AddTransition(transition7); return(stateGraph); }
public override StateGraph CreateGraph() { StateGraph stateGraph = new StateGraph(); LordToil startingToil = stateGraph.AttachSubgraph(new LordJob_Travel(this.siegeSpot).CreateGraph()).StartingToil; LordToil_Siege lordToil_Siege = new LordToil_Siege(this.siegeSpot, this.blueprintPoints); stateGraph.AddToil(lordToil_Siege); LordToil startingToil2 = stateGraph.AttachSubgraph(new LordJob_AssaultColony(this.faction, true, true, false, false, true).CreateGraph()).StartingToil; Transition transition = new Transition(startingToil, lordToil_Siege, false, true); transition.AddTrigger(new Trigger_Memo("TravelArrived")); transition.AddTrigger(new Trigger_TicksPassed(5000)); stateGraph.AddTransition(transition); Transition transition2 = new Transition(lordToil_Siege, startingToil2, false, true); transition2.AddTrigger(new Trigger_Memo("NoBuilders")); transition2.AddTrigger(new Trigger_Memo("NoArtillery")); transition2.AddTrigger(new Trigger_PawnHarmed(0.08f, false, null)); transition2.AddTrigger(new Trigger_FractionPawnsLost(0.3f)); transition2.AddTrigger(new Trigger_TicksPassed((int)(60000f * Rand.Range(1.5f, 3f)))); transition2.AddPreAction(new TransitionAction_Message("MessageSiegersAssaulting".Translate(new object[] { this.faction.def.pawnsPlural, this.faction }), MessageTypeDefOf.ThreatBig, null, 1f)); transition2.AddPostAction(new TransitionAction_WakeAll()); stateGraph.AddTransition(transition2); return(stateGraph); }
private Transition PauseTransition(LordToil from, LordToil to) { Transition transition = new Transition(from, to); transition.AddPreAction(new TransitionAction_Message("MessageCaravanFormationPaused".Translate(), MessageTypeDefOf.NegativeEvent)); transition.AddTrigger(new Trigger_MentalState()); transition.AddPostAction(new TransitionAction_EndAllJobs()); return(transition); }
public override StateGraph CreateGraph() { StateGraph stateGraph = new StateGraph(); LordToil_HuntEnemies lordToil_HuntEnemies = new LordToil_HuntEnemies(this.fallbackLocation); stateGraph.AddToil(lordToil_HuntEnemies); StateGraph stateGraph2 = new LordJob_Travel(IntVec3.Invalid).CreateGraph(); LordToil startingToil = stateGraph.AttachSubgraph(stateGraph2).StartingToil; LordToil_ExitMap lordToil_ExitMap = new LordToil_ExitMap(LocomotionUrgency.None, false); stateGraph.AddToil(lordToil_ExitMap); LordToil_ExitMap lordToil_ExitMap2 = new LordToil_ExitMap(LocomotionUrgency.Jog, true); stateGraph.AddToil(lordToil_ExitMap2); Transition transition = new Transition(lordToil_HuntEnemies, startingToil, false, true); transition.AddPreAction(new TransitionAction_Message("MessageVisitorsDangerousTemperature".Translate(new object[] { this.faction.def.pawnsPlural.CapitalizeFirst(), this.faction.Name }), null, 1f)); transition.AddPreAction(new TransitionAction_EnsureHaveExitDestination()); transition.AddTrigger(new Trigger_PawnExperiencingDangerousTemperatures()); transition.AddPostAction(new TransitionAction_EndAllJobs()); stateGraph.AddTransition(transition, false); Transition transition2 = new Transition(lordToil_HuntEnemies, lordToil_ExitMap2, false, true); transition2.AddSource(lordToil_ExitMap); transition2.AddSources(stateGraph2.lordToils); transition2.AddPreAction(new TransitionAction_Message("MessageVisitorsTrappedLeaving".Translate(new object[] { this.faction.def.pawnsPlural.CapitalizeFirst(), this.faction.Name }), null, 1f)); transition2.AddTrigger(new Trigger_PawnCannotReachMapEdge()); stateGraph.AddTransition(transition2, false); Transition transition3 = new Transition(lordToil_ExitMap2, startingToil, false, true); transition3.AddTrigger(new Trigger_PawnCanReachMapEdge()); transition3.AddPreAction(new TransitionAction_EnsureHaveExitDestination()); stateGraph.AddTransition(transition3, false); Transition transition4 = new Transition(lordToil_HuntEnemies, startingToil, false, true); transition4.AddPreAction(new TransitionAction_Message("MessageFriendlyFightersLeaving".Translate(new object[] { this.faction.def.pawnsPlural.CapitalizeFirst(), this.faction.Name }), null, 1f)); transition4.AddTrigger(new Trigger_TicksPassed(25000)); transition4.AddPreAction(new TransitionAction_EnsureHaveExitDestination()); stateGraph.AddTransition(transition4, false); Transition transition5 = new Transition(startingToil, lordToil_ExitMap, false, true); transition5.AddTrigger(new Trigger_Memo("TravelArrived")); stateGraph.AddTransition(transition5, false); return(stateGraph); }
private Transition PauseTransition(LordToil from, LordToil to) { Transition transition = new Transition(from, to, false, true); transition.AddPreAction(new TransitionAction_Message("MessageCaravanFormationPaused".Translate(), MessageTypeDefOf.NegativeEvent, () => this.lord.ownedPawns.FirstOrDefault((Pawn x) => x.InMentalState), null, 1f)); transition.AddTrigger(new Trigger_MentalState()); transition.AddPostAction(new TransitionAction_EndAllJobs()); return(transition); }
private Transition UnpauseTransition(LordToil from, LordToil to) { Transition transition = new Transition(from, to, false, true); transition.AddPreAction(new TransitionAction_Message("MessageCaravanFormationUnpaused".Translate(), MessageTypeDefOf.SilentInput, null, 1f)); transition.AddTrigger(new Trigger_NoMentalState()); transition.AddPostAction(new TransitionAction_EndAllJobs()); return(transition); }
public override StateGraph CreateGraph() { StateGraph stateGraph = new StateGraph(); LordToil_DefendAndExpandHive lordToil_DefendAndExpandHive = new LordToil_DefendAndExpandHive(); lordToil_DefendAndExpandHive.distToHiveToAttack = 10f; stateGraph.StartingToil = lordToil_DefendAndExpandHive; LordToil_DefendHiveAggressively lordToil_DefendHiveAggressively = new LordToil_DefendHiveAggressively(); lordToil_DefendHiveAggressively.distToHiveToAttack = 40f; stateGraph.AddToil(lordToil_DefendHiveAggressively); LordToil_AssaultColony lordToil_AssaultColony = new LordToil_AssaultColony(); stateGraph.AddToil(lordToil_AssaultColony); Transition transition = new Transition(lordToil_DefendAndExpandHive, (!aggressive) ? ((LordToil)lordToil_DefendHiveAggressively) : ((LordToil)lordToil_AssaultColony)); transition.AddTrigger(new Trigger_PawnHarmed(0.5f, requireInstigatorWithFaction: true)); transition.AddTrigger(new Trigger_PawnLostViolently(allowRoofCollapse: false)); transition.AddTrigger(new Trigger_Memo(Hive.MemoAttackedByEnemy)); transition.AddTrigger(new Trigger_Memo(Hive.MemoBurnedBadly)); transition.AddTrigger(new Trigger_Memo(Hive.MemoDestroyedNonRoofCollapse)); transition.AddTrigger(new Trigger_Memo(HediffGiver_Heat.MemoPawnBurnedByAir)); transition.AddPostAction(new TransitionAction_EndAllJobs()); stateGraph.AddTransition(transition); Transition transition2 = new Transition(lordToil_DefendAndExpandHive, lordToil_AssaultColony); Transition transition3 = transition2; float chance = 0.5f; Faction parentFaction = base.Map.ParentFaction; transition3.AddTrigger(new Trigger_PawnHarmed(chance, requireInstigatorWithFaction: false, parentFaction)); transition2.AddPostAction(new TransitionAction_EndAllJobs()); stateGraph.AddTransition(transition2); Transition transition4 = new Transition(lordToil_DefendHiveAggressively, lordToil_AssaultColony); Transition transition5 = transition4; chance = 0.5f; parentFaction = base.Map.ParentFaction; transition5.AddTrigger(new Trigger_PawnHarmed(chance, requireInstigatorWithFaction: false, parentFaction)); transition4.AddPostAction(new TransitionAction_EndAllJobs()); stateGraph.AddTransition(transition4); Transition transition6 = new Transition(lordToil_DefendAndExpandHive, lordToil_DefendAndExpandHive, canMoveToSameState: true); transition6.AddTrigger(new Trigger_Memo(Hive.MemoDeSpawned)); stateGraph.AddTransition(transition6); Transition transition7 = new Transition(lordToil_DefendHiveAggressively, lordToil_DefendHiveAggressively, canMoveToSameState: true); transition7.AddTrigger(new Trigger_Memo(Hive.MemoDeSpawned)); stateGraph.AddTransition(transition7); Transition transition8 = new Transition(lordToil_AssaultColony, lordToil_DefendAndExpandHive); transition8.AddSource(lordToil_DefendHiveAggressively); transition8.AddTrigger(new Trigger_TicksPassedWithoutHarmOrMemos(1200, Hive.MemoAttackedByEnemy, Hive.MemoBurnedBadly, Hive.MemoDestroyedNonRoofCollapse, Hive.MemoDeSpawned, HediffGiver_Heat.MemoPawnBurnedByAir)); transition8.AddPostAction(new TransitionAction_EndAttackBuildingJobs()); stateGraph.AddTransition(transition8); return(stateGraph); }
public override StateGraph CreateGraph() { StateGraph stateGraph = new StateGraph(); LordToil_Sleep firstSource = (LordToil_Sleep)(stateGraph.StartingToil = new LordToil_Sleep()); LordToil startingToil = stateGraph.AttachSubgraph(new LordJob_MechanoidsDefend(things, faction, defendRadius, defSpot, canAssaultColony, isMechCluster).CreateGraph()).StartingToil; Transition transition = new Transition(firstSource, startingToil); transition.AddTrigger(new Trigger_Custom((TriggerSignal signal) => signal.type == TriggerSignalType.DormancyWakeup)); transition.AddTrigger(new Trigger_OnHumanlikeHarmAnyThing(things)); transition.AddPreAction(new TransitionAction_Message("MessageSleepingPawnsWokenUp".Translate(faction.def.pawnsPlural).CapitalizeFirst(), MessageTypeDefOf.ThreatBig)); transition.AddPostAction(new TransitionAction_WakeAll()); transition.AddPostAction(new TransitionAction_Custom((Action) delegate { Find.SignalManager.SendSignal(new Signal("CompCanBeDormant.WakeUp", things.First().Named("SUBJECT"), Faction.OfMechanoids.Named("FACTION"))); SoundDefOf.MechanoidsWakeUp.PlayOneShot(new TargetInfo(defSpot, base.Map)); })); stateGraph.AddTransition(transition); return(stateGraph); }
public override StateGraph CreateGraph() { StateGraph stateGraph = new StateGraph(); LordToil_ExitMap lordToil_ExitMap = new LordToil_ExitMap(locomotion, canDig); lordToil_ExitMap.useAvoidGrid = true; stateGraph.AddToil(lordToil_ExitMap); if (canDefendSelf) { LordToil_ExitMapFighting lordToil_ExitMapFighting = new LordToil_ExitMapFighting(LocomotionUrgency.Jog, canDig); stateGraph.AddToil(lordToil_ExitMapFighting); Transition transition = new Transition(lordToil_ExitMap, lordToil_ExitMapFighting); transition.AddTrigger(new Trigger_PawnHarmed()); transition.AddPostAction(new TransitionAction_WakeAll()); transition.AddPostAction(new TransitionAction_EndAllJobs()); stateGraph.AddTransition(transition); } return(stateGraph); }
public override StateGraph CreateGraph() { StateGraph stateGraph = new StateGraph(); LordToil_DefendAndExpandHive lordToil_DefendAndExpandHive = new LordToil_DefendAndExpandHive(); lordToil_DefendAndExpandHive.distToQueenToAttack = 16f; stateGraph.StartingToil = lordToil_DefendAndExpandHive; LordToil_AssaultColony lordToil_AssaultColony = new LordToil_AssaultColony(); stateGraph.AddToil(lordToil_AssaultColony); Transition transition = new Transition(lordToil_DefendAndExpandHive, lordToil_AssaultColony, false, true); transition.AddTrigger(new Trigger_Memo(Queen.MemoAttackedByEnemy)); transition.AddPostAction(new TransitionAction_EndAllJobs()); stateGraph.AddTransition(transition, false); LordToil_QueenKilled lordToil_QueenKilled = new LordToil_QueenKilled(); stateGraph.AddToil(lordToil_QueenKilled); Transition transition2 = new Transition(lordToil_DefendAndExpandHive, lordToil_QueenKilled); transition2.AddTrigger(new Trigger_Memo(Queen.MemoDestroyedNonRoofCollapse)); transition2.AddTrigger(new Trigger_Memo(Queen.MemoDeSpawned)); transition2.AddPostAction(new TransitionAction_EndAllJobs()); stateGraph.AddTransition(transition2); LordToil_HiveDefense lordToil_HiveDefense = new LordToil_HiveDefense(); stateGraph.AddToil(lordToil_HiveDefense); Transition transition3 = new Transition(lordToil_DefendAndExpandHive, lordToil_HiveDefense); transition3.AddTrigger(new Trigger_PawnHarmed(0.1f, false, Map.ParentFaction)); transition3.AddPostAction(new TransitionAction_EndAllJobs()); stateGraph.AddTransition(transition3); Transition transition4 = new Transition(lordToil_HiveDefense, lordToil_DefendAndExpandHive); transition4.AddTrigger(new Trigger_TicksPassedWithoutHarmOrMemos(1200, new string[] { Insect.MemoAttackedByEnemy })); transition4.AddPostAction(new TransitionAction_EndAllJobs()); stateGraph.AddTransition(transition4); Transition transition5 = new Transition(lordToil_AssaultColony, lordToil_DefendAndExpandHive); transition5.AddTrigger(new Trigger_TicksPassedWithoutHarmOrMemos(7500, new string[] { Queen.MemoAttackedByEnemy })); transition5.AddPostAction(new TransitionAction_EndAttackBuildingJobs()); stateGraph.AddTransition(transition5); return(stateGraph); }
public override StateGraph CreateGraph() { StateGraph stateGraph = new StateGraph(); LordToil_Travel lordToil_Travel = new LordToil_Travel(this.groupUpLoc); lordToil_Travel.maxDanger = Danger.Deadly; lordToil_Travel.avoidGridMode = AvoidGridMode.Smart; stateGraph.StartingToil = lordToil_Travel; LordToil_PrisonerEscape lordToil_PrisonerEscape = new LordToil_PrisonerEscape(this.exitPoint, this.sapperThingID); lordToil_PrisonerEscape.avoidGridMode = AvoidGridMode.Smart; stateGraph.AddToil(lordToil_PrisonerEscape); LordToil_ExitMap lordToil_ExitMap = new LordToil_ExitMap(LocomotionUrgency.Jog, false); lordToil_ExitMap.avoidGridMode = AvoidGridMode.Smart; stateGraph.AddToil(lordToil_ExitMap); LordToil_ExitMap lordToil_ExitMap2 = new LordToil_ExitMap(LocomotionUrgency.Jog, true); stateGraph.AddToil(lordToil_ExitMap2); Transition transition = new Transition(lordToil_Travel, lordToil_ExitMap2); transition.AddSources(new LordToil[] { lordToil_PrisonerEscape, lordToil_ExitMap }); transition.AddTrigger(new Trigger_PawnCannotReachMapEdge()); stateGraph.AddTransition(transition); Transition transition2 = new Transition(lordToil_ExitMap2, lordToil_ExitMap); transition2.AddTrigger(new Trigger_PawnCanReachMapEdge()); transition2.AddPostAction(new TransitionAction_EndAllJobs()); stateGraph.AddTransition(transition2); Transition transition3 = new Transition(lordToil_Travel, lordToil_PrisonerEscape); transition3.AddTrigger(new Trigger_Memo("TravelArrived")); stateGraph.AddTransition(transition3); Transition transition4 = new Transition(lordToil_Travel, lordToil_PrisonerEscape); transition4.AddTrigger(new Trigger_PawnLost()); stateGraph.AddTransition(transition4); Transition transition5 = new Transition(lordToil_PrisonerEscape, lordToil_PrisonerEscape); transition5.canMoveToSameState = true; transition5.AddTrigger(new Trigger_PawnLost()); transition5.AddTrigger(new Trigger_PawnHarmed(1f, false)); stateGraph.AddTransition(transition5); Transition transition6 = new Transition(lordToil_PrisonerEscape, lordToil_ExitMap); transition6.AddTrigger(new Trigger_Memo("TravelArrived")); stateGraph.AddTransition(transition6); return(stateGraph); }
//NewRatkin.LordJob_BombPlanting:LordJob public override StateGraph CreateGraph() { StateGraph stateGraph = new StateGraph(); LordToil startingToil = stateGraph.AttachSubgraph(new LordJob_Travel(defendingSpot).CreateGraph()).StartingToil; //거점 방어 상태 LordToil_DefendBomb lordToil_Siege = new LordToil_DefendBomb(defendingSpot, eventPoint); stateGraph.AddToil(lordToil_Siege); //목적지 이동 트랜지션 Transition moveToDest = new Transition(startingToil, lordToil_Siege, false, true); moveToDest.AddTrigger(new Trigger_Memo("TravelArrived")); moveToDest.AddTrigger(new Trigger_TicksPassed(5000)); stateGraph.AddTransition(moveToDest, false); //정착지 공격 상태 LordToil noFleeAssaultColony = new LordToil_AssaultColony(false); noFleeAssaultColony.useAvoidGrid = true; stateGraph.AddToil(noFleeAssaultColony); //정착지 공격 트랜잭션 Transition assultColony = new Transition(lordToil_Siege, noFleeAssaultColony, false, true); assultColony.AddTrigger(new Trigger_Memo("NoBuilders")); assultColony.AddTrigger(new Trigger_Memo("NoBomb")); assultColony.AddTrigger(new Trigger_TicksPassed(15000)); FloatRange floatRange = new FloatRange(0.25f, 0.35f); float randomInRange = floatRange.RandomInRange; assultColony.AddPreAction(new TransitionAction_Message("MessageCommandoAssaulting".Translate(faction.def.pawnsPlural, faction), MessageTypeDefOf.ThreatBig, null, 1f)); assultColony.AddPostAction(new TransitionAction_WakeAll()); //퇴각 상태 LordToil_ExitMap lordToil_ExitMap = new LordToil_ExitMap(LocomotionUrgency.Jog, false); lordToil_ExitMap.useAvoidGrid = true; stateGraph.AddToil(lordToil_ExitMap); //퇴각 트랜지션 Transition exitMap = new Transition(noFleeAssaultColony, lordToil_ExitMap, false, true); exitMap.AddTrigger(new Trigger_FractionColonyDamageTaken(randomInRange, 1200)); exitMap.AddPreAction(new TransitionAction_Message("MessageRaidersSatisfiedLeaving".Translate(faction.def.pawnsPlural.CapitalizeFirst(), faction.Name), null, 1f)); stateGraph.AddTransition(assultColony, false); stateGraph.AddTransition(exitMap, false); return(stateGraph); }
// Token: 0x060007C3 RID: 1987 RVA: 0x00043DC0 File Offset: 0x000421C0 public override StateGraph CreateGraph() { // Log.Message("LordJob_PawnsDefendShip CreateGraph "); StateGraph stateGraph = new StateGraph(); // Log.Message("LordJob_PawnsDefendShip CreateGraph 0"); if (!this.defSpot.IsValid) { Log.Warning("LordJob_PawnsDefendShip defSpot is invalid. Returning graph for LordJob_AssaultColony.", false); stateGraph.AttachSubgraph(new LordJob_AssaultColony(this.faction, true, true, false, false, true).CreateGraph()); return(stateGraph); } // Log.Message("LordJob_PawnsDefendShip CreateGraph 1"); // Log.Message("defspot "+ this.defSpot+" defradius "+ this.defendRadius); LordToil_DefendPoint lordToil_DefendPoint = new LordToil_DefendPoint(this.defSpot, this.defendRadius); stateGraph.StartingToil = lordToil_DefendPoint; LordToil_AssaultColony lordToil_AssaultColony = new LordToil_AssaultColony(false); stateGraph.AddToil(lordToil_AssaultColony); LordToil_AssaultColony lordToil_AssaultColony2 = new LordToil_AssaultColony(false); stateGraph.AddToil(lordToil_AssaultColony2); Transition transition = new Transition(lordToil_DefendPoint, lordToil_AssaultColony2, false, true); transition.AddSource(lordToil_AssaultColony); transition.AddTrigger(new Trigger_PawnCannotReachMapEdge()); stateGraph.AddTransition(transition, false); Transition transition2 = new Transition(lordToil_DefendPoint, lordToil_AssaultColony, false, true); transition2.AddTrigger(new Trigger_PawnHarmed(0.5f, true, null)); transition2.AddTrigger(new Trigger_PawnLostViolently(true)); transition2.AddTrigger(new Trigger_Memo(CompSpawnerOnDamaged.MemoDamaged)); transition2.AddPostAction(new TransitionAction_EndAllJobs()); stateGraph.AddTransition(transition2, false); Transition transition3 = new Transition(lordToil_AssaultColony, lordToil_DefendPoint, false, true); transition3.AddTrigger(new Trigger_TicksPassedWithoutHarmOrMemos(1380, new string[] { CompSpawnerOnDamaged.MemoDamaged })); transition3.AddPostAction(new TransitionAction_EndAttackBuildingJobs()); stateGraph.AddTransition(transition3, false); Transition transition4 = new Transition(lordToil_DefendPoint, lordToil_AssaultColony2, false, true); transition4.AddSource(lordToil_AssaultColony); transition4.AddTrigger(new Trigger_ThingDamageTaken(this.shipPart, 0.5f)); transition4.AddTrigger(new Trigger_Memo(HediffGiver_Heat.MemoPawnBurnedByAir)); stateGraph.AddTransition(transition4, false); return(stateGraph); }
public override StateGraph CreateGraph() { StateGraph stateGraph = new StateGraph(); LordToil_Sleep firstSource = (LordToil_Sleep)(stateGraph.StartingToil = new LordToil_Sleep()); LordToil startingToil = stateGraph.AttachSubgraph(new LordJob_AssaultColony(faction).CreateGraph()).StartingToil; Transition transition = new Transition(firstSource, startingToil); transition.AddTrigger(new Trigger_Custom((TriggerSignal signal) => signal.type == TriggerSignalType.DormancyWakeup)); transition.AddPreAction(new TransitionAction_Message("MessageSleepingPawnsWokenUp".Translate(faction.def.pawnsPlural).CapitalizeFirst(), MessageTypeDefOf.ThreatBig)); transition.AddPostAction(new TransitionAction_WakeAll()); transition.AddPostAction(new TransitionAction_Custom((Action) delegate { Vector3 zero = Vector3.zero; for (int i = 0; i < lord.ownedPawns.Count; i++) { zero += lord.ownedPawns[i].Position.ToVector3(); } zero /= (float)lord.ownedPawns.Count; SoundDefOf.MechanoidsWakeUp.PlayOneShot(new TargetInfo(zero.ToIntVec3(), base.Map)); })); stateGraph.AddTransition(transition); return(stateGraph); }
public override StateGraph CreateGraph() { StateGraph stateGraph = new StateGraph(); LordToil_Stage firstSource = (LordToil_Stage)(stateGraph.StartingToil = new LordToil_Stage(this.stageLoc)); LordToil startingToil = stateGraph.AttachSubgraph(new LordJob_AssaultColony(this.faction, true, true, false, false, true).CreateGraph()).StartingToil; Transition transition = new Transition(firstSource, startingToil); transition.AddTrigger(new Trigger_TicksPassed(Rand.Range(5000, 15000))); transition.AddTrigger(new Trigger_FractionPawnsLost(0.3f)); transition.AddPreAction(new TransitionAction_Message("MessageRaidersBeginningAssault".Translate(this.faction.def.pawnsPlural.CapitalizeFirst(), this.faction.Name), MessageTypeDefOf.ThreatBig)); transition.AddPostAction(new TransitionAction_WakeAll()); stateGraph.AddTransition(transition); return(stateGraph); }
public override StateGraph CreateGraph() { StateGraph stateGraph = new StateGraph(); if (!defSpot.IsValid) { Log.Warning("LordJob_MechanoidsDefendShip defSpot is invalid. Returning graph for LordJob_AssaultColony."); stateGraph.AttachSubgraph(new LordJob_AssaultColony(faction).CreateGraph()); return(stateGraph); } LordToil_DefendPoint lordToil_DefendPoint = (LordToil_DefendPoint)(stateGraph.StartingToil = new LordToil_DefendPoint(defSpot, defendRadius)); LordToil_AssaultColony lordToil_AssaultColony = new LordToil_AssaultColony(); stateGraph.AddToil(lordToil_AssaultColony); if (canAssaultColony) { LordToil_AssaultColony lordToil_AssaultColony2 = new LordToil_AssaultColony(); stateGraph.AddToil(lordToil_AssaultColony2); Transition transition = new Transition(lordToil_DefendPoint, lordToil_AssaultColony); transition.AddSource(lordToil_AssaultColony2); transition.AddTrigger(new Trigger_PawnCannotReachMapEdge()); stateGraph.AddTransition(transition); Transition transition2 = new Transition(lordToil_DefendPoint, lordToil_AssaultColony2); transition2.AddTrigger(new Trigger_PawnHarmed(0.5f, requireInstigatorWithFaction: true)); transition2.AddTrigger(new Trigger_PawnLostViolently()); transition2.AddTrigger(new Trigger_Memo(MemoDamaged)); transition2.AddPostAction(new TransitionAction_EndAllJobs()); stateGraph.AddTransition(transition2); Transition transition3 = new Transition(lordToil_AssaultColony2, lordToil_DefendPoint); transition3.AddTrigger(new Trigger_TicksPassedWithoutHarmOrMemos(1380, MemoDamaged)); transition3.AddPostAction(new TransitionAction_EndAttackBuildingJobs()); stateGraph.AddTransition(transition3); Transition transition4 = new Transition(lordToil_DefendPoint, lordToil_AssaultColony); transition4.AddSource(lordToil_AssaultColony2); transition4.AddTrigger(new Trigger_AnyThingDamageTaken(things, 0.5f)); transition4.AddTrigger(new Trigger_Memo(HediffGiver_Heat.MemoPawnBurnedByAir)); stateGraph.AddTransition(transition4); } Transition transition5 = new Transition(lordToil_DefendPoint, lordToil_AssaultColony); transition5.AddTrigger(new Trigger_ChanceOnSignal(TriggerSignalType.MechClusterDefeated, 1f)); stateGraph.AddTransition(transition5); if (!isMechCluster) { Transition transition6 = new Transition(lordToil_DefendPoint, lordToil_AssaultColony); transition6.AddTrigger(new Trigger_AnyThingDamageTaken(things, 1f)); stateGraph.AddTransition(transition6); } return(stateGraph); }
public override StateGraph CreateGraph() { StateGraph stateGraph = new StateGraph(); LordToil_Stage lordToil_Stage = (LordToil_Stage)(stateGraph.StartingToil = new LordToil_Stage(stageLoc)); LordToil startingToil = stateGraph.AttachSubgraph(new LordJob_AssaultColony(faction).CreateGraph()).StartingToil; int tickLimit = Rand.RangeSeeded(5000, 15000, raidSeed); Transition transition = new Transition(lordToil_Stage, startingToil); transition.AddTrigger(new Trigger_TicksPassed(tickLimit)); transition.AddTrigger(new Trigger_FractionPawnsLost(0.3f)); transition.AddPreAction(new TransitionAction_Message("MessageRaidersBeginningAssault".Translate(faction.def.pawnsPlural.CapitalizeFirst(), faction.Name), MessageTypeDefOf.ThreatBig, "MessageRaidersBeginningAssault-" + raidSeed)); transition.AddPostAction(new TransitionAction_WakeAll()); stateGraph.AddTransition(transition); stateGraph.transitions.Find((Transition x) => x.triggers.Any((Trigger y) => y is Trigger_BecameNonHostileToPlayer)).AddSource(lordToil_Stage); return(stateGraph); }
// Token: 0x0600079D RID: 1949 RVA: 0x0004323C File Offset: 0x0004163C public override StateGraph CreateGraph() { StateGraph stateGraph = new StateGraph(); LordToil_DefendHiveLoc lordToil_DefendBase = new LordToil_DefendHiveLoc(this.baseCenter); stateGraph.StartingToil = lordToil_DefendBase; LordToil_DefendHiveLoc lordToil_DefendBase2 = new LordToil_DefendHiveLoc(this.baseCenter); stateGraph.AddToil(lordToil_DefendBase2); LordToil_XenomrophAssaultColony lordToil_AssaultColony = new LordToil_XenomrophAssaultColony(true); lordToil_AssaultColony.useAvoidGrid = true; stateGraph.AddToil(lordToil_AssaultColony); Transition transition = new Transition(lordToil_DefendBase, lordToil_DefendBase2, false, true); transition.AddSource(lordToil_AssaultColony); transition.AddTrigger(new Trigger_BecameNonHostileToPlayer()); stateGraph.AddTransition(transition, false); Transition transition2 = new Transition(lordToil_DefendBase2, lordToil_DefendBase, false, true); transition2.AddTrigger(new Trigger_BecamePlayerEnemy()); stateGraph.AddTransition(transition2, false); Transition transition3 = new Transition(lordToil_DefendBase, lordToil_AssaultColony, false, true); transition3.AddTrigger(new Trigger_FractionPawnsLost(0.2f)); transition3.AddTrigger(new Trigger_PawnHarmed(0.4f, true)); //, null)); // transition3.AddTrigger(new Trigger_ChanceOnTickInteval(2500, 0.03f)); // transition3.AddTrigger(new Trigger_TicksPassed(251999)); transition3.AddTrigger(new Trigger_UrgentlyHungry()); transition3.AddTrigger(new Trigger_ChanceOnPlayerHarmNPCBuilding(0.4f)); transition3.AddPostAction(new TransitionAction_WakeAll()); string message = "MessageDefendersAttacking".Translate(this.faction.def.pawnsPlural, this.faction.Name, Faction.OfPlayer.def.pawnsPlural).CapitalizeFirst(); transition3.AddPreAction(new TransitionAction_Message(message, MessageTypeDefOf.ThreatBig, null, 1f)); stateGraph.AddTransition(transition3, false); Transition transition4 = new Transition(lordToil_AssaultColony, lordToil_DefendBase2, false, true); transition4.AddTrigger(new Trigger_ChanceOnTickInteval(2500, 0.03f)); transition4.AddTrigger(new Trigger_TicksPassedWithoutHarm(9000)); transition4.AddPostAction(new TransitionAction_EndAllJobs()); string message2 = "MessageDefendersAttacking".Translate(this.faction.def.pawnsPlural, this.faction.Name, Faction.OfPlayer.def.pawnsPlural).CapitalizeFirst(); transition4.AddPreAction(new TransitionAction_Message(message2, MessageTypeDefOf.NeutralEvent, null, 1f)); stateGraph.AddTransition(transition4, false); return(stateGraph); }
public override StateGraph CreateGraph() { StateGraph stateGraph = new StateGraph(); LordToil_Sleep firstSource = (LordToil_Sleep)(stateGraph.StartingToil = new LordToil_Sleep()); LordToil startingToil = stateGraph.AttachSubgraph(new LordJob_AssaultColony(faction).CreateGraph()).StartingToil; Transition transition = new Transition(firstSource, startingToil); transition.AddTrigger(new Trigger_PawnHarmed()); transition.AddPreAction(new TransitionAction_Message("MessageSleepingPawnsWokenUp".Translate(faction.def.pawnsPlural).CapitalizeFirst(), MessageTypeDefOf.ThreatBig)); transition.AddPostAction(new TransitionAction_WakeAll()); stateGraph.AddTransition(transition); if (wakeUpIfColonistClose) { transition.AddTrigger(new Trigger_Custom((TriggerSignal x) => Find.TickManager.TicksGame % 30 == 0 && AnyColonistClose())); } return(stateGraph); }
public override StateGraph CreateGraph() { StateGraph stateGraph = new StateGraph(); LordToil_Sleep lordToil_Sleep = new LordToil_Sleep(); stateGraph.StartingToil = lordToil_Sleep; LordToil startingToil = stateGraph.AttachSubgraph(new LordJob_AssaultColony(this.faction, true, true, false, false, true).CreateGraph()).StartingToil; Transition transition = new Transition(lordToil_Sleep, startingToil, false, true); transition.AddTrigger(new Trigger_PawnHarmed(1f, false, null)); transition.AddPreAction(new TransitionAction_Message("MessageSleepingPawnsWokenUp".Translate(this.faction.def.pawnsPlural).CapitalizeFirst(), MessageTypeDefOf.ThreatBig, null, 1f)); transition.AddPostAction(new TransitionAction_WakeAll()); stateGraph.AddTransition(transition, false); if (this.wakeUpIfColonistClose) { transition.AddTrigger(new Trigger_Custom((TriggerSignal x) => Find.TickManager.TicksGame % 30 == 0 && this.AnyColonistClose())); } return(stateGraph); }
public override StateGraph CreateGraph() { StateGraph stateGraph = new StateGraph(); if (!this.defSpot.IsValid) { Log.Warning("LordJob_MechanoidsDefendShip defSpot is invalid. Returning graph for LordJob_AssaultColony."); stateGraph.AttachSubgraph(new LordJob_AssaultColony(this.faction, true, true, false, false, true).CreateGraph()); return(stateGraph); } LordToil_DefendPoint lordToil_DefendPoint = (LordToil_DefendPoint)(stateGraph.StartingToil = new LordToil_DefendPoint(this.defSpot, this.defendRadius)); LordToil_AssaultColony lordToil_AssaultColony = new LordToil_AssaultColony(); stateGraph.AddToil(lordToil_AssaultColony); LordToil_AssaultColony lordToil_AssaultColony2 = new LordToil_AssaultColony(); stateGraph.AddToil(lordToil_AssaultColony2); Transition transition = new Transition(lordToil_DefendPoint, lordToil_AssaultColony2); transition.AddSource(lordToil_AssaultColony); transition.AddTrigger(new Trigger_PawnCannotReachMapEdge()); stateGraph.AddTransition(transition); Transition transition2 = new Transition(lordToil_DefendPoint, lordToil_AssaultColony); transition2.AddTrigger(new Trigger_PawnHarmed(0.5f, true)); transition2.AddTrigger(new Trigger_PawnLostViolently()); transition2.AddTrigger(new Trigger_Memo(CompSpawnerMechanoidsOnDamaged.MemoDamaged)); transition2.AddPostAction(new TransitionAction_EndAllJobs()); stateGraph.AddTransition(transition2); Transition transition3 = new Transition(lordToil_AssaultColony, lordToil_DefendPoint); transition3.AddTrigger(new Trigger_TicksPassedWithoutHarmOrMemos(1380, CompSpawnerMechanoidsOnDamaged.MemoDamaged)); transition3.AddPostAction(new TransitionAction_EndAttackBuildingJobs()); stateGraph.AddTransition(transition3); Transition transition4 = new Transition(lordToil_DefendPoint, lordToil_AssaultColony2); transition4.AddSource(lordToil_AssaultColony); transition4.AddTrigger(new Trigger_ThingDamageTaken(this.shipPart, 0.5f)); transition4.AddTrigger(new Trigger_Memo(HediffGiver_Heat.MemoPawnBurnedByAir)); stateGraph.AddTransition(transition4); return(stateGraph); }
public override StateGraph CreateGraph() { StateGraph stateGraph = new StateGraph(); LordToil_Travel lordToil_Travel = (LordToil_Travel)(stateGraph.StartingToil = new LordToil_Travel(this.travelDest)); LordToil_DefendPoint lordToil_DefendPoint = new LordToil_DefendPoint(false); stateGraph.AddToil(lordToil_DefendPoint); Transition transition = new Transition(lordToil_Travel, lordToil_DefendPoint); transition.AddTrigger(new Trigger_PawnHarmed(1f, false)); transition.AddPreAction(new TransitionAction_SetDefendLocalGroup()); transition.AddPostAction(new TransitionAction_EndAllJobs()); stateGraph.AddTransition(transition); Transition transition2 = new Transition(lordToil_DefendPoint, lordToil_Travel); transition2.AddTrigger(new Trigger_TicksPassedWithoutHarm(1200)); transition2.AddPreAction(new TransitionAction_EnsureHaveExitDestination()); stateGraph.AddTransition(transition2); return(stateGraph); }
public override StateGraph CreateGraph() { StateGraph stateGraph = new StateGraph(); LordToil_DefendBase lordToilDefendBase1 = new LordToil_DefendBase(this.baseCenter); stateGraph.StartingToil = lordToilDefendBase1; LordToil_DefendBase lordToilDefendBase2 = new LordToil_DefendBase(this.baseCenter); stateGraph.AddToil(lordToilDefendBase2); LordToil_AssaultColony toilAssaultColony = new LordToil_AssaultColony(true) { useAvoidGrid = true }; stateGraph.AddToil(toilAssaultColony); Transition transition1 = new Transition(lordToilDefendBase1, lordToilDefendBase2); transition1.AddSource(toilAssaultColony); transition1.AddTrigger(new Trigger_BecameNonHostileToPlayer()); stateGraph.AddTransition(transition1); Transition transition3 = new Transition(lordToilDefendBase1, toilAssaultColony); transition3.AddTrigger(new Trigger_FractionPawnsLost(0.2f)); transition3.AddTrigger(new Trigger_PawnHarmed(0.4f)); transition3.AddTrigger(new Trigger_ChanceOnTickInterval(2500, 0.03f)); transition3.AddTrigger(new Trigger_TicksPassed(251999)); transition3.AddTrigger(new Trigger_ChanceOnPlayerHarmNPCBuilding(0.4f)); transition3.AddTrigger(new Trigger_OnClamor(ClamorDefOf.Ability)); transition3.AddPostAction(new TransitionAction_WakeAll()); TaggedString taggedString = "MessageDefendersAttacking".Translate(this.faction.def.pawnsPlural, this.faction.Name, Faction.OfPlayer.def.pawnsPlural).CapitalizeFirst(); transition3.AddPreAction(new TransitionAction_Message(taggedString, MessageTypeDefOf.ThreatBig)); stateGraph.AddTransition(transition3); return(stateGraph); }
public override StateGraph CreateGraph() { StateGraph stateGraph = new StateGraph(); LordToil_Stage lordToil_Stage = new LordToil_Stage(this.stageLoc); stateGraph.StartingToil = lordToil_Stage; LordToil startingToil = stateGraph.AttachSubgraph(new LordJob_AssaultColony(this.faction, true, true, false, false, true).CreateGraph()).StartingToil; int tickLimit = Rand.RangeSeeded(5000, 15000, this.raidSeed); Transition transition = new Transition(lordToil_Stage, startingToil, false, true); transition.AddTrigger(new Trigger_TicksPassed(tickLimit)); transition.AddTrigger(new Trigger_FractionPawnsLost(0.3f)); transition.AddPreAction(new TransitionAction_Message("MessageRaidersBeginningAssault".Translate(new object[] { this.faction.def.pawnsPlural.CapitalizeFirst(), this.faction.Name }), MessageTypeDefOf.ThreatBig, "MessageRaidersBeginningAssault-" + this.raidSeed, 1f)); transition.AddPostAction(new TransitionAction_WakeAll()); stateGraph.AddTransition(transition); return(stateGraph); }
public override StateGraph CreateGraph() { StateGraph stateGraph = new StateGraph(); LordToil startingToil = stateGraph.AttachSubgraph(new LordJob_Travel(siegeSpot).CreateGraph()).StartingToil; LordToil_Siege lordToil_Siege = new LordToil_Siege(siegeSpot, blueprintPoints); stateGraph.AddToil(lordToil_Siege); LordToil_ExitMap lordToil_ExitMap = new LordToil_ExitMap(LocomotionUrgency.Jog, canDig: false, interruptCurrentJob: true) { useAvoidGrid = true }; stateGraph.AddToil(lordToil_ExitMap); LordToil startingToil2 = stateGraph.AttachSubgraph(new LordJob_AssaultColony(faction).CreateGraph()).StartingToil; Transition transition = new Transition(startingToil, lordToil_Siege); transition.AddTrigger(new Trigger_Memo("TravelArrived")); transition.AddTrigger(new Trigger_TicksPassed(5000)); stateGraph.AddTransition(transition); Transition transition2 = new Transition(lordToil_Siege, startingToil2); transition2.AddTrigger(new Trigger_Memo("NoBuilders")); transition2.AddTrigger(new Trigger_Memo("NoArtillery")); transition2.AddTrigger(new Trigger_PawnHarmed(0.08f)); transition2.AddTrigger(new Trigger_FractionPawnsLost(0.3f)); transition2.AddTrigger(new Trigger_TicksPassed((int)(60000f * Rand.Range(1.5f, 3f)))); transition2.AddPreAction(new TransitionAction_Message("MessageSiegersAssaulting".Translate(faction.def.pawnsPlural, faction), MessageTypeDefOf.ThreatBig)); transition2.AddPostAction(new TransitionAction_WakeAll()); stateGraph.AddTransition(transition2); Transition transition3 = new Transition(lordToil_Siege, lordToil_ExitMap); transition3.AddSource(startingToil2); transition3.AddSource(startingToil); transition3.AddTrigger(new Trigger_BecameNonHostileToPlayer()); transition3.AddPreAction(new TransitionAction_Message("MessageRaidersLeaving".Translate(faction.def.pawnsPlural.CapitalizeFirst(), faction.Name))); stateGraph.AddTransition(transition3); return(stateGraph); }
public override StateGraph CreateGraph() { //TODO: This might use some love to expand the Job a bit. Pawn harmed for example. There are some triggers and states that weren't copied. StateGraph stateGraph = new StateGraph(); LordToil_AmbroisaDefenseLGE lordToil_DefendAmbrosia = new LordToil_AmbroisaDefenseLGE(); lordToil_DefendAmbrosia.distToHiveToAttack = 20f; stateGraph.StartingToil = lordToil_DefendAmbrosia; LordToil_AssaultColony lordToil_AssaultColony = new LordToil_AssaultColony(); stateGraph.AddToil(lordToil_AssaultColony); Transition transition = new Transition(lordToil_DefendAmbrosia, lordToil_AssaultColony); transition.AddTrigger(new Trigger_PawnHarmed(0.5f, true)); transition.AddTrigger(new Trigger_PawnLostViolently()); transition.AddTrigger(new Trigger_Memo(Hive.MemoAttackedByEnemy)); transition.AddTrigger(new Trigger_Memo(HediffGiver_Heat.MemoPawnBurnedByAir)); transition.AddPostAction(new TransitionAction_EndAllJobs()); stateGraph.AddTransition(transition); Transition transition2 = new Transition(lordToil_DefendAmbrosia, lordToil_AssaultColony); transition2.canMoveToSameState = true; transition2.AddSource(lordToil_AssaultColony); transition2.AddTrigger(new Trigger_Memo(Hive.MemoDeSpawned)); stateGraph.AddTransition(transition2); Transition transition3 = new Transition(lordToil_AssaultColony, lordToil_DefendAmbrosia); transition3.AddTrigger(new Trigger_TicksPassedWithoutHarmOrMemos(1200, new string[] { Hive.MemoAttackedByEnemy, HediffGiver_Heat.MemoPawnBurnedByAir })); transition3.AddPostAction(new TransitionAction_EndAttackBuildingJobs()); stateGraph.AddTransition(transition3); return(stateGraph); }
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); }