<?xml version="1.0" encoding="utf-8" ?>
<Defs>

  <QuestScriptDef>
    <defName>WMH_Cyclops_MonsterEncounterQuest</defName>
    <rootSelectionWeight>0.1</rootSelectionWeight>
    <rootMinPoints>0</rootMinPoints>
    <autoAccept>true</autoAccept>
    <canGiveRoyalFavor>true</canGiveRoyalFavor>
	<defaultChallengeRating>3</defaultChallengeRating>
    <questNameRules>
      <rulesStrings>
        <li>questName->[asker_nameDef]'s [monster] [contract]</li>
		<li>monster->monster</li>
        <li>monster->monster hunt</li>
        <li>monster->beast hunting</li>
        <li>monster->creature</li>
        <li>contract->contract</li>
        <li>contract->mission</li>
        <li>contract->arrangement</li>
        <li>contract->undertaking</li>
        <li>contract->holy task</li>
        
      </rulesStrings>
    </questNameRules>
    <questDescriptionRules>
      <rulesStrings>
        <li>questDescription->[asker_nameFull], [asker_faction_leaderTitle] of [asker_faction_name], has been attacked by a Cyclops, leaving a wake of mutilated, crushed corpses and half-eaten livestock.\n\nCyclopses can easily be recognized by the single eye located in the center of their foreheads. If for some reason that is not visible, other tell-tale signs are their enormous size and incredible strength. They are often seen throwing heavy boulders at their enemies.\n\nMonster class traits: Being an Ogroid, Cyclops can regenerate wounds quickly in combat.\n\n
		\nIf we succeed, [allRewardsDescriptions]</li>
      </rulesStrings>
    </questDescriptionRules>
    <root Class="QuestNode_Sequence">
      <nodes>
        
       
        <li Class="QuestNode_GetMap" />

        <li Class="QuestNode_GetPawn">
          <storeAs>asker</storeAs>
          <mustBeFactionLeader>true</mustBeFactionLeader>
          <allowPermanentEnemyFaction>false</allowPermanentEnemyFaction>
        </li>

        <li Class="QuestNode_GetSiteTile">
          <storeAs>siteTile</storeAs>
          <preferCloserTiles>true</preferCloserTiles>
        </li>

        <li Class="QuestNode_GetSitePartDefsByTagsAndFaction">
          <storeAs>sitePartDefs</storeAs>
          <storeFactionAs>siteFaction</storeFactionAs>
          <sitePartsTags>
            <li><tag>WMH_Cyclops_MonsterEncounterCore</tag></li>
          </sitePartsTags>
          
        </li>

        <li Class="QuestNode_GetDefaultSitePartsParams">
          <tile>$siteTile</tile>
          <faction>$faction</faction>
          <sitePartDefs>$sitePartDefs</sitePartDefs>
          <storeSitePartsParamsAs>sitePartsParams</storeSitePartsParamsAs>
        </li>
        
        <li Class="QuestNode_GetSiteThreatPoints">
          <storeAs>sitePoints</storeAs>
          <sitePartsParams>$sitePartsParams</sitePartsParams>
        </li>
        <li Class="QuestNode_SubScript">
          <def>Util_GetDefaultRewardValueFromPoints</def>
          <parms>
            <!-- Use the actual threat points generated (some site parts define a minimum threshold) -->
            <points>$sitePoints</points>
          </parms>
        </li>

        <li Class="QuestNode_SubScript">
          <def>Util_GenerateSite</def>
        </li>
        
        <li Class="QuestNode_SpawnWorldObjects">
          <worldObjects>$site</worldObjects>
        </li>

        <li Class="QuestNode_WorldObjectTimeout">
          <worldObject>$site</worldObject>
          <isQuestTimeout>true</isQuestTimeout>
          <delayTicks>$(randInt(12,28)*60000)</delayTicks>
          <inSignalDisable>site.MapGenerated</inSignalDisable>
          <node Class="QuestNode_Sequence">
            <nodes>
              <li Class="QuestNode_Letter">
                <label>Quest expired: [resolvedQuestName]</label>
                <text>The monsters have left this area, and you won't hear from them until they have claimed their next victims. The quest [resolvedQuestName] has expired.</text>
              </li>
              <li Class="QuestNode_End">
                <outcome>Fail</outcome>
              </li>
            </nodes>
          </node>
        </li>

        <li Class="QuestNode_Signal">
          <inSignal>site.AllEnemiesDefeated</inSignal>
          <node Class="QuestNode_GiveRewards">
            <parms>
              <allowGoodwill>true</allowGoodwill>
              <allowRoyalFavor>true</allowRoyalFavor>
              <chosenPawnSignal>ChosenPawnForReward</chosenPawnSignal>
            </parms>
            <customLetterLabel>Payment arrived</customLetterLabel>
            <customLetterText>You have defeated the monsters!\n\nThe payment from [asker_faction_name] has arrived.</customLetterText>
            <nodeIfChosenPawnSignalUsed Class="QuestNode_Letter">
              <letterDef>ChoosePawn</letterDef>
              <label>[asker_faction_royalFavorLabel]</label>
              <text>These colonists participated in the epic hunt for the quest [resolvedQuestName]. [asker_definite] wants to know who should receive the [royalFavorReward_amount] [asker_faction_royalFavorLabel] favor for this service.</text>
              <useColonistsOnMap>$site</useColonistsOnMap>
              <chosenPawnSignal>ChosenPawnForReward</chosenPawnSignal>
            </nodeIfChosenPawnSignalUsed>
          </node>
        </li>
        <li Class="QuestNode_End">
          <inSignal>site.AllEnemiesDefeated</inSignal>
          <outcome>Success</outcome>
        </li>
      </nodes>
    </root>
  </QuestScriptDef>
</Defs>