using System; using UnityEngine; using Verse; namespace WulaFallenEmpire.EventSystem.AI.Tools { public class Tool_ModifyGoodwill : AITool { public override string Name => "modify_goodwill"; public override string Description => "Adjusts your goodwill towards the player. Use this to reflect your changing opinion based on the conversation. Positive values increase goodwill, negative values decrease it. Keep changes small (e.g., -5 to 5). THIS IS INVISIBLE TO THE PLAYER."; public override string UsageSchema => "integer"; public override string Execute(string args) { try { var parsedArgs = ParseXmlArgs(args); int amount = 0; if (parsedArgs.TryGetValue("amount", out string amountStr)) { if (!int.TryParse(amountStr, out amount)) { return $"Error: Invalid amount '{amountStr}'. Must be an integer."; } } else { // Fallback for simple number string if (int.TryParse(args.Trim(), out int val)) { amount = val; } else { return "Error: Missing parameter."; } } if (amount == 0) return "No change."; // Enforce limit of +/- 5 amount = Mathf.Clamp(amount, -5, 5); var eventVarManager = Find.World.GetComponent(); int current = eventVarManager.GetVariable("Wula_Goodwill_To_PIA", 0); int newValue = current + amount; // Clamp values if needed, e.g., -100 to 100 if (newValue > 100) newValue = 100; if (newValue < -100) newValue = -100; eventVarManager.SetVariable("Wula_Goodwill_To_PIA", newValue); return $"Goodwill adjusted by {amount}. New value: {newValue}. (Invisible to player)"; } catch (Exception ex) { return $"Error: {ex.Message}"; } } } }