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RecruiterCampaignBehavior.cs
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548 lines (480 loc) · 24 KB
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using System;
using System.Collections.Generic;
using System.Linq;
using NetworkMessages.FromServer;
using TaleWorlds.CampaignSystem;
using TaleWorlds.CampaignSystem.Actions;
using TaleWorlds.CampaignSystem.GameMenus;
using TaleWorlds.CampaignSystem.Overlay;
using TaleWorlds.CampaignSystem.SandBox.GameComponents.Party;
using TaleWorlds.Core;
using TaleWorlds.Library;
using TaleWorlds.Localization;
namespace Recruiter
{
public class RecruiterCampaignBehavior : CampaignBehaviorBase
{
private Dictionary<string, RecruiterData> _settlementRecruiterDataBySettlementId = new Dictionary<string, RecruiterData>();
public override void RegisterEvents()
{
CampaignEvents.OnSessionLaunchedEvent.AddNonSerializedListener(this, OnSessionLaunched);
CampaignEvents.DailyTickEvent.AddNonSerializedListener(this, OnDailyTick);
}
public override void SyncData(IDataStore dataStore)
{
try
{
dataStore.SyncData(nameof(_settlementRecruiterDataBySettlementId), ref _settlementRecruiterDataBySettlementId);
}
catch
{
}
}
private void Cleanup()
{
foreach (var settlementId in _settlementRecruiterDataBySettlementId.Keys)
{
var settlement = Settlement.Find(settlementId);
var recruiterData = GetRecruiterDataAtSettlement(settlement);
// check if settlement is still owned by player, set recruiter to level 0 if not
if (settlement.OwnerClan != Clan.PlayerClan)
{
if (recruiterData.HasRecruiter)
{
recruiterData.HasRecruiter = false;
recruiterData.RecruiterLevel = 0;
recruiterData.IsRecruiterEnabled = false;
recruiterData.MaxPercentOfUnitsInGarrison = 50;
InformationManager.DisplayMessage(new InformationMessage($"{settlement.Name} is no longer in your hands. Your recruiter ran away."));
}
}
// this ensure that anyone with recruiter without level or limit (early version didn't have it) can use it properly
if (recruiterData.HasRecruiter && recruiterData.RecruiterLevel == 0)
{
recruiterData.RecruiterLevel = 1;
recruiterData.IsRecruiterEnabled = true;
recruiterData.MaxPercentOfUnitsInGarrison = 50;
}
}
}
private void OnSessionLaunched(CampaignGameStarter campaignGameStarter)
{
Cleanup();
AddMenus(campaignGameStarter);
}
private void OnDailyTick()
{
UpdateRecruiter();
}
private void UpdateRecruiter()
{
Cleanup();
var message = "- ";
InformationManager.DisplayMessage(new InformationMessage("Recruiter Garrison Report:"));
var shouldAddSeparator = false;
var totalNewRecruits = 0;
foreach (var settlementId in _settlementRecruiterDataBySettlementId.Keys)
{
var settlement = Settlement.Find(settlementId);
var recruiterData = GetRecruiterDataAtSettlement(settlement);
if(recruiterData.HasRecruiter && recruiterData.IsRecruiterEnabled)
{
// if there is no party, make one
if (settlement.Town.GarrisonParty == null)
{
settlement.AddGarrisonParty();
}
// get number of troops to be recruited
var count = GetRecruitsPerDayAtSettlement(settlement);
var currentGarrisonCount = settlement.Town.GarrisonParty?.Party.NumberOfAllMembers ?? 0;
var maxGarrisonCount = settlement.Town.GarrisonParty?.Party.PartySizeLimit ?? 0;
// make sure we don't recruit over the limit
if (currentGarrisonCount + count >= maxGarrisonCount)
{
count = maxGarrisonCount - currentGarrisonCount;
}
// make sure we don't recruit over the limit based on garrison max count and user's limit in %
var maxGarrisonCountByPlayerLimit =
Math.Round((double)recruiterData.MaxPercentOfUnitsInGarrison / 100 * (double)maxGarrisonCount);
if (currentGarrisonCount + count >= maxGarrisonCountByPlayerLimit)
{
count = 0; // do not add any units
}
// add information to log message (only if there is a change)
if (count > 0)
{
totalNewRecruits += count;
if (shouldAddSeparator) message += ", ";
shouldAddSeparator = true;
message += $"{settlement.Name} (+{count})";
}
// add roster to garrison
if (settlement.Town.GarrisonParty != null)
settlement.Town.GarrisonParty.AddElementToMemberRoster(settlement.Culture.BasicTroop, count,
false);
}
}
// if there are no new recruits, tell player
if (totalNewRecruits == 0)
{
InformationManager.DisplayMessage(new InformationMessage("- No new recruits today"));
return;
}
else
{
InformationManager.DisplayMessage(new InformationMessage($"- Total: {totalNewRecruits} new recruits"));
}
// log message (only if there are any settlements)
if (_settlementRecruiterDataBySettlementId.Count > 0)
{
InformationManager.DisplayMessage(new InformationMessage($"{message}"));
}
}
private void AddMenus(CampaignGameStarter campaignGameStarter)
{
// Town Menu
campaignGameStarter.AddGameMenuOption(
"town",
"town_go_to_recruiter",
"{=town_recruiter}Go to the recruiter",
args =>
{
var (canPlayerAccessRecruiter, reasonMessage) = CanPlayerAccessRecruiterAtSettlement(Settlement.CurrentSettlement);
args.optionLeaveType = GameMenuOption.LeaveType.Submenu;
args.IsEnabled = canPlayerAccessRecruiter;
args.Tooltip = canPlayerAccessRecruiter ? TextObject.Empty : new TextObject(reasonMessage);
return true;
},
args => GameMenu.SwitchToMenu("recruiter"),
false,
1
);
// Castle Menu
campaignGameStarter.AddGameMenuOption(
"castle",
"castle_go_to_recruiter",
"{=castle_recruiter}Go to the recruiter",
args =>
{
var (canPlayerAccessRecruiter, reasonMessage) = CanPlayerAccessRecruiterAtSettlement(Settlement.CurrentSettlement);
args.optionLeaveType = GameMenuOption.LeaveType.Submenu;
args.IsEnabled = canPlayerAccessRecruiter;
args.Tooltip = canPlayerAccessRecruiter ? TextObject.Empty : new TextObject(reasonMessage);
return true;
},
args => GameMenu.SwitchToMenu("recruiter"),
false,
1
);
// Recruiter
campaignGameStarter.AddGameMenu(
"recruiter",
"{=recruiter_info}{DANGER_RECRUITER_INFO}\n{DANGER_RECRUITER_CURRENT_LIMIT}",
args => UpdateRecruiterMenuTextVariables(),
GameOverlays.MenuOverlayType.SettlementWithBoth
);
campaignGameStarter.AddGameMenuOption(
"recruiter",
"recruiter_hire",
"{=recruiter_hire}{DANGER_RECRUITER_ACTION} ({DANGER_RECRUITER_COST}{GOLD_ICON})",
args =>
{
var canPlayerAffordToHireRecruiterAtSettlement = CanPlayerAffordToHireRecruiterAtSettlement(Settlement.CurrentSettlement);
args.optionLeaveType = GameMenuOption.LeaveType.Continue;
args.IsEnabled = canPlayerAffordToHireRecruiterAtSettlement;
args.Tooltip = canPlayerAffordToHireRecruiterAtSettlement
? TextObject.Empty
: new TextObject("You cannot afford to hire a recruiter here.");
if (DoesPlayerHaveRecruiterAtSettlement(Settlement.CurrentSettlement))
{
var recruiterData = GetRecruiterDataAtSettlement(Settlement.CurrentSettlement);
return recruiterData.RecruiterLevel < 4 ? true : false;
}
return true;
},
args => OnRecruiterHireAtSettlement(Settlement.CurrentSettlement)
);
campaignGameStarter.AddGameMenuOption(
"recruiter",
"recruiter_increase",
"{=recruiter_increase}{DANGER_RECRUITER_INCREASE_LIMIT}",
args =>
{
args.IsEnabled = GetRecruiterDataAtSettlement(Settlement.CurrentSettlement).MaxPercentOfUnitsInGarrison < GetIncreaseLimitInPercent(Settlement.CurrentSettlement);
args.optionLeaveType = GameMenuOption.LeaveType.Conversation;
return true;
},
args => OnRecruiterChangeLimit(Settlement.CurrentSettlement, GetIncreaseLimitInPercent(Settlement.CurrentSettlement))
);
campaignGameStarter.AddGameMenuOption(
"recruiter",
"recruiter_decrease",
"{=recruiter_decrease}{DANGER_RECRUITER_DECREASE_LIMIT}",
args =>
{
args.IsEnabled = GetRecruiterDataAtSettlement(Settlement.CurrentSettlement).MaxPercentOfUnitsInGarrison > GetDecreaseLimitInPercent(Settlement.CurrentSettlement);
args.optionLeaveType = GameMenuOption.LeaveType.Conversation;
return true;
},
args => OnRecruiterChangeLimit(Settlement.CurrentSettlement, GetDecreaseLimitInPercent(Settlement.CurrentSettlement))
);
campaignGameStarter.AddGameMenuOption(
"recruiter",
"recruiter_apply_same_limit_to_all",
"{=recruiter_apply_same_limit_to_all}{DANGER_RECRUITER_APPLY_SAME_LIMIT_TO_ALL}",
args =>
{
var hasRecruiter = GetRecruiterDataAtSettlement(Settlement.CurrentSettlement).HasRecruiter;
args.IsEnabled = hasRecruiter;
args.Tooltip = hasRecruiter
? TextObject.Empty
: new TextObject("You didn't hire recruiter yet.");
args.optionLeaveType = GameMenuOption.LeaveType.Conversation;
return true;
},
args => OnRecruiterApplySameLimitToAllSettlements(Settlement.CurrentSettlement)
);
campaignGameStarter.AddGameMenuOption(
"recruiter",
"recruiter_enable_or_disable",
"{=recruiter_enable_or_disable}{DANGER_RECRUITER_ENABLE_OR_DISABLE}",
args =>
{
var hasRecruiter = GetRecruiterDataAtSettlement(Settlement.CurrentSettlement).HasRecruiter;
args.IsEnabled = hasRecruiter;
args.Tooltip = hasRecruiter
? TextObject.Empty
: new TextObject("You didn't hire recruiter yet.");
args.optionLeaveType = GameMenuOption.LeaveType.Conversation;
return true;
},
args => OnRecruiterEnabledOrDisabled(Settlement.CurrentSettlement)
);
campaignGameStarter.AddGameMenuOption(
"recruiter",
"recruiter_leave",
"{=recruiter_leave}Leave recruiter",
args =>
{
args.optionLeaveType = GameMenuOption.LeaveType.Leave;
return true;
},
args => GameMenu.SwitchToMenu(Settlement.CurrentSettlement.IsTown ? "town" : "castle")
);
}
private bool DoesPlayerHaveRecruiterAtSettlement(Settlement settlement)
{
var recruiterData = GetRecruiterDataAtSettlement(settlement);
return recruiterData.HasRecruiter;
}
private (bool CanAccess, string ReasonMessage) CanPlayerAccessRecruiterAtSettlement(Settlement settlement)
{
if (RecruiterSubModule.Config.IsEnabledForGarrisonInCastles == false && settlement.IsCastle)
{
return (false, "If you want to access recruiter, enable it in Danger's Recruiter mod config.");
}
if (RecruiterSubModule.Config.IsEnabledForGarrisonInTowns == false && settlement.IsTown)
{
return (false, "If you want to access recruiter, enable it in Danger's Recruiter mod config.");
}
if (!CampaignTime.Now.IsDayTime)
{
return (false, "The recruiter is not available. Try it in the morning.");
}
if (settlement.OwnerClan != Clan.PlayerClan)
{
return (false, "This is not your settlement. The recruiter won't speak with you.");
}
return (true, string.Empty);
}
private bool CanPlayerAffordToHireRecruiterAtSettlement(Settlement settlement)
{
var recruiterData = GetRecruiterDataAtSettlement(settlement);
if (recruiterData.HasRecruiter)
{
return GetPlayerMoneyOnPerson() >= GetRecruiterCost(recruiterData.RecruiterLevel + 1);
}
else
{
return GetPlayerMoneyOnPerson() >= GetRecruiterCost(1);
}
}
private void OnRecruiterHireAtSettlement(Settlement settlement)
{
if (TryToHireRecruiterAtSettlement(settlement))
{
GameMenu.SwitchToMenu("recruiter");
}
}
private void OnRecruiterEnabledOrDisabled(Settlement settlement)
{
if (SwitchEnabledAndDisabledState(settlement))
{
GameMenu.SwitchToMenu("recruiter");
}
}
private void OnRecruiterChangeLimit(Settlement settlement, int newLimit)
{
var recruiterData = GetRecruiterDataAtSettlement(settlement);
recruiterData.MaxPercentOfUnitsInGarrison = newLimit;
GameMenu.SwitchToMenu("recruiter");
}
private void OnRecruiterApplySameLimitToAllSettlements(Settlement limitSettlement)
{
var num = 0;
var limit = GetRecruiterDataAtSettlement(limitSettlement).MaxPercentOfUnitsInGarrison;
foreach (var settlementId in _settlementRecruiterDataBySettlementId.Keys)
{
var settlement = Settlement.Find(settlementId);
var recruiterData = GetRecruiterDataAtSettlement(settlement);
if(recruiterData.HasRecruiter)
{
recruiterData.MaxPercentOfUnitsInGarrison = limit;
num++;
}
}
if (num > 0)
{
InformationManager.DisplayMessage(new InformationMessage($"Recruiter limit successfully set to {limit}% in {num} settlements."));
}
else
{
InformationManager.DisplayMessage(new InformationMessage($"You have no settlements with recruiter."));
}
GameMenu.SwitchToMenu("recruiter");
}
private void UpdateRecruiterMenuTextVariables()
{
MBTextManager.SetTextVariable("DANGER_RECRUITER_SETTLEMENT_NAME", Settlement.CurrentSettlement.Name);
// cost
var recruiterData = GetRecruiterDataAtSettlement(Settlement.CurrentSettlement);
MBTextManager.SetTextVariable("DANGER_RECRUITER_COST", GetRecruiterCost(recruiterData.RecruiterLevel + 1));
// recruits per day
MBTextManager.SetTextVariable("DANGER_RECRUITS_PER_DAY", GetRecruitsPerDay(recruiterData.RecruiterLevel + 1));
// title
var recruiterTitle = recruiterData.RecruiterLevel >= 1
? $"recruiter (Level {recruiterData.RecruiterLevel})"
: "recruiter";
MBTextManager.SetTextVariable("DANGER_RECRUITER_TITLE", recruiterTitle);
// action
var recruiterAction = recruiterData.RecruiterLevel == 0
? "Hire a recruiter"
: $"Upgrade to Level {recruiterData.RecruiterLevel + 1} ({GetRecruitsPerDay(recruiterData.RecruiterLevel + 1)} per day)";
MBTextManager.SetTextVariable("DANGER_RECRUITER_ACTION", recruiterAction);
// enable or disable
var recruiterEnableOrDisable = recruiterData.IsRecruiterEnabled
? $"Disable recruiter in {Settlement.CurrentSettlement.Name}"
: $"Enable recruiter in {Settlement.CurrentSettlement.Name}";
MBTextManager.SetTextVariable("DANGER_RECRUITER_ENABLE_OR_DISABLE", recruiterEnableOrDisable);
// increase and decrease limit
MBTextManager.SetTextVariable("DANGER_RECRUITER_CURRENT_LIMIT", $"Current limit: {GetRecruiterDataAtSettlement(Settlement.CurrentSettlement).MaxPercentOfUnitsInGarrison}% of the garrison's max limit.");
MBTextManager.SetTextVariable("DANGER_RECRUITER_INCREASE_LIMIT", $"Increase limit to {GetIncreaseLimitInPercent(Settlement.CurrentSettlement)}%.");
MBTextManager.SetTextVariable("DANGER_RECRUITER_DECREASE_LIMIT", $"Decrease limit to {GetDecreaseLimitInPercent(Settlement.CurrentSettlement)}%.");
MBTextManager.SetTextVariable("DANGER_RECRUITER_APPLY_SAME_LIMIT_TO_ALL", $"Apply this limit to all settlements ({GetRecruiterDataAtSettlement(Settlement.CurrentSettlement).MaxPercentOfUnitsInGarrison}%).");
// info
var recruitsPerDay = GetRecruitsPerDayAtSettlement(Settlement.CurrentSettlement);
var recruiterInfo = recruiterData.HasRecruiter
? $"The {recruiterTitle} is active, {recruitsPerDay} new recruits will join your garrison every day."
: "There is no active recruiter yet. Hire one to get 5 new recruits in your garrison every day.";
if ((recruiterData.HasRecruiter && !recruiterData.IsRecruiterEnabled) || recruiterData.MaxPercentOfUnitsInGarrison == 0)
{
recruiterInfo = $"The {recruiterTitle} produces no recruits because it is disabled or the limit is set too low.";
}
MBTextManager.SetTextVariable("DANGER_RECRUITER_INFO", recruiterInfo);
}
private int GetIncreaseLimitInPercent(Settlement settlement)
{
var currentLimit = GetRecruiterDataAtSettlement(Settlement.CurrentSettlement).MaxPercentOfUnitsInGarrison;
var step = RecruiterSubModule.Config.GarrisonPercentChangeByStep;
var increaseLimit = (currentLimit + step) >= 100 ? 100 : currentLimit + step;
return increaseLimit;
}
private int GetDecreaseLimitInPercent(Settlement settlement)
{
var currentLimit = GetRecruiterDataAtSettlement(Settlement.CurrentSettlement).MaxPercentOfUnitsInGarrison;
var step = RecruiterSubModule.Config.GarrisonPercentChangeByStep;
var decreaseLimit = (currentLimit - step) <= 0 ? 0 : currentLimit - step;
return decreaseLimit;
}
private int GetRecruiterCost(int level)
{
switch (level)
{
case 1: return RecruiterSubModule.Config.RecruiterCost;
case 2: return RecruiterSubModule.Config.EliteRecruiterCost;
case 3: return RecruiterSubModule.Config.MasterRecruiterCost;
case 4: return RecruiterSubModule.Config.GrandmasterRecruiterCost;
default: return 0;
}
}
private int GetRecruitsPerDay(int level)
{
switch (level)
{
case 1: return RecruiterSubModule.Config.RecruitsPerDay;
case 2: return RecruiterSubModule.Config.EliteRecruitsPerDay;
case 3: return RecruiterSubModule.Config.MasterRecruitsPerDay;
case 4: return RecruiterSubModule.Config.GrandmasterRecruitsPerDay;
default: return 0;
}
}
private int GetRecruitsPerDayAtSettlement(Settlement settlement)
{
return GetRecruitsPerDay(GetRecruiterDataAtSettlement(settlement).RecruiterLevel);
}
private RecruiterData GetRecruiterDataAtSettlement(Settlement settlement)
{
if (_settlementRecruiterDataBySettlementId.ContainsKey(settlement.StringId))
{
return _settlementRecruiterDataBySettlementId[settlement.StringId];
}
return _settlementRecruiterDataBySettlementId[settlement.StringId] = InitializeRecruiterDataAtSettlement(settlement);
}
private bool TryToHireRecruiterAtSettlement(Settlement settlement)
{
var recruiterData = GetRecruiterDataAtSettlement(settlement);
var costToHire = GetRecruiterCost(recruiterData.RecruiterLevel + 1);
if (costToHire > Hero.MainHero.Gold)
{
if (recruiterData.RecruiterLevel == 0)
{
InformationManager.DisplayMessage(new InformationMessage("You cannot afford to hire a recruiter here."));
}
else
{
InformationManager.DisplayMessage(new InformationMessage("You cannot afford to upgrade the recruiter."));
}
return false;
}
recruiterData.HasRecruiter = true;
recruiterData.RecruiterLevel += 1;
recruiterData.IsRecruiterEnabled = true;
GiveGoldAction.ApplyForCharacterToSettlement(Hero.MainHero, settlement, costToHire);
return true;
}
private bool SwitchEnabledAndDisabledState(Settlement settlement)
{
var recruiterData = GetRecruiterDataAtSettlement(settlement);
if (!recruiterData.HasRecruiter)
{
InformationManager.DisplayMessage(new InformationMessage("You didn't hire recruiter yet."));
}
recruiterData.IsRecruiterEnabled = !recruiterData.IsRecruiterEnabled;
var stateText = recruiterData.IsRecruiterEnabled ? "Enabled" : "Disabled";
InformationManager.DisplayMessage(new InformationMessage($"Recruiter in {settlement.Name} is {stateText} now."));
return true;
}
private RecruiterData InitializeRecruiterDataAtSettlement(Settlement settlement)
{
return new RecruiterData
{
HasRecruiter = false,
RecruiterLevel = 0
};
}
private static int GetPlayerMoneyOnPerson()
{
return Hero.MainHero.Gold;
}
}
}