rjw-genes/Source/Genes/Life_Force/Events/SuccubusVisit/LordJob_SuccubusVisit.cs

103 lines
4.0 KiB
C#

using System;
using System.Collections.Generic;
using Verse;
using Verse.AI.Group;
using RimWorld;
using rjw;
namespace RJW_Genes
{
//Based on LordJob_VisitColony
public class LordJob_SuccubusVisit : LordJob
{
public LordJob_SuccubusVisit(){}
public LordJob_SuccubusVisit(Pawn target)
{
this.target = target;
}
//
//Stategraph has lordtoils which say what a pawn should be doing
//Transitions say when active lordtoil for pawn should change
//
public override StateGraph CreateGraph()
{
StateGraph stateGraph = new StateGraph();
//Flirt
LordToil_Flirt lordToil_Flirt = new LordToil_Flirt(this.target, 7f);
stateGraph.AddToil(lordToil_Flirt);
stateGraph.StartingToil = lordToil_Flirt;
//Leave
LordToil_ExitMapRandom lordToil_ExitMapRandom = new LordToil_ExitMapRandom();
stateGraph.AddToil(lordToil_ExitMapRandom);
LordToil_ExitMapAndDefendSelf lordToil_ExitMapAndDefendSelf = new LordToil_ExitMapAndDefendSelf();
stateGraph.AddToil(lordToil_ExitMapAndDefendSelf);
//Leave after some time
Transition transition1 = new Transition(lordToil_Flirt, lordToil_ExitMapRandom, false, true);
int tickLimit;
if (this.durationTicks != null)
{
tickLimit = this.durationTicks.Value;
}
else
{
tickLimit = Rand.Range(60000, 180000); //~1-3 days
}
transition1.AddTrigger(new Trigger_TicksPassed(tickLimit));
transition1.AddPreAction(new TransitionAction_Custom(new Action(this.SuccubiLeave))); //Join or leave colony
stateGraph.AddTransition(transition1);
//If they become hostile
Transition transition3 = new Transition(lordToil_Flirt, lordToil_ExitMapAndDefendSelf, false, true);
transition3.AddSource(lordToil_ExitMapRandom); //Not sure what this does
transition3.AddTrigger(new Trigger_BecamePlayerEnemy());
transition3.AddTrigger(new Trigger_PawnKilled());
transition3.AddPostAction(new TransitionAction_EndAllJobs());
stateGraph.AddTransition(transition3, false);
Transition transition4 = new Transition(lordToil_ExitMapRandom, lordToil_ExitMapAndDefendSelf, false, true);
transition4.AddSource(lordToil_Flirt); //Not sure what this does
transition4.AddTrigger(new Trigger_PawnHarmed(1f, true, Faction.OfPlayer));
stateGraph.AddTransition(transition4, false);
return stateGraph;
}
//add toggleable gizmo to allow playes to have colonists sex the succubus into joining your colony
//comfort pawn? cooldown?
public override IEnumerable<Gizmo> GetPawnGizmos(Pawn p)
{
return base.GetPawnGizmos(p);
}
public override void ExposeData()
{
Scribe_Values.Look<int?>(ref this.durationTicks, "durationTicks", null, false);
Scribe_References.Look<Pawn>(ref this.target, "target", false);
}
public void SuccubiLeave()
{
foreach (Pawn pawn in this.lord.ownedPawns)
{
if(colonyJoiners.Contains(pawn))
{
RecruitUtility.Recruit(pawn, Faction.OfPlayer);
Find.LetterStack.ReceiveLetter("rjw_genes_succubus_joins_letter_label".Translate(), string.Format("rjw_genes_succubus_joins_letter_description".Translate(), xxx.get_pawnname(pawn)), LetterDefOf.PositiveEvent, pawn, null, null, null, null);
}
else
{
Messages.Message("SuccubusLeaving".Translate(xxx.get_pawnname(pawn)), pawn, MessageTypeDefOf.NeutralEvent, true);
}
}
}
public Pawn target;
private int? durationTicks;
public List<Pawn> colonyJoiners = new List<Pawn>();
}
}