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}";
}
}
}
}