Beispiel #1
0
        private bool IsValidTarget(Thing t)             // Projectile flyoverhead check instead of verb
        {
            Pawn pawn = t as Pawn;

            if (pawn != null)
            {
                //if (this.GunCompEq.PrimaryVerb.verbProps.projectileDef.projectile.flyOverhead)
                if (Projectile.projectile.flyOverhead)
                {
                    RoofDef roofDef = base.Map.roofGrid.RoofAt(t.Position);
                    if (roofDef != null && roofDef.isThickRoof)
                    {
                        return(false);
                    }
                }
                if (this.mannableComp == null)
                {
                    return(!GenAI.MachinesLike(base.Faction, pawn));
                }
                if (pawn.RaceProps.Animal && pawn.Faction == Faction.OfPlayer)
                {
                    return(false);
                }
            }
            return(true);
        }
        private bool IsValidTarget(Thing t)
        {
            if (gun == null)
            {
                return(false);
            }

            Pawn pawn = t as Pawn;

            if (pawn != null)
            {
                if (this.GunCompEq.PrimaryVerb.ProjectileFliesOverhead())
                {
                    RoofDef roofDef = base.Map.roofGrid.RoofAt(t.Position);
                    if (roofDef != null && roofDef.isThickRoof)
                    {
                        return(false);
                    }
                }
                if (this.mannableComp == null)
                {
                    return(!GenAI.MachinesLike(base.Faction, pawn));
                }
                if (pawn.RaceProps.Animal && pawn.Faction == Faction.OfPlayer)
                {
                    return(false);
                }
            }
            return(true);
        }
        private static bool IsValidTarget(Building_TurretGun __instance, Thing t)
        {
            Building_Turret building_Turret = __instance;
            Pawn            pawn            = t as Pawn;

            if (pawn != null)
            {
                if (__instance.AttackVerb.ProjectileFliesOverhead())
                {
                    RoofDef roofDef = building_Turret.Map.roofGrid.RoofAt(t.Position);
                    if (roofDef != null && roofDef.isThickRoof)
                    {
                        return(false);
                    }
                }

                if (mannableComp == null)
                {
                    return(!GenAI.MachinesLike(building_Turret.Faction, pawn));
                }

                if (pawn.RaceProps.Animal && pawn.Faction == Faction.OfPlayer)
                {
                    return(false);
                }
            }

            return(true);
        }
Beispiel #4
0
        private bool IsValidTarget(Thing t)
        {
            Pawn p = t as Pawn;

            if (p != null)
            {
                if (this.GunCompEq.PrimaryVerb.verbProps.projectileDef.projectile.flyOverhead)
                {
                    RoofDef roofDef = Find.VisibleMap.roofGrid.RoofAt(t.Position);
                    if (roofDef != null && roofDef.isThickRoof)
                    {
                        return(false);
                    }
                }
                if (this.mannableComp == null)
                {
                    return(!GenAI.MachinesLike(this.Faction, p));
                }
                if (p.RaceProps.Animal && p.Faction == Faction.OfPlayer)
                {
                    return(false);
                }
            }
            return(true);
        }
Beispiel #5
0
        private bool IsValidTarget(Thing t)
        {
            Pawn pawn = t as Pawn;

            if (pawn != null)
            {
                if (this.AttackVerb.ProjectileFliesOverhead())
                {
                    RoofDef roofDef = Operator.Map.roofGrid.RoofAt(t.Position);
                    if (roofDef != null && roofDef.isThickRoof)
                    {
                        //	Log.Message(t + " ProjectileFliesOverhead isThickRoof IsValidTarget: false");
                        return(false);
                    }
                }
                if (this.Operator != null)
                {
                    //	Log.Message(t + " !MachinesLike IsValidTarget: " + !GenAI.MachinesLike(Operator.Faction, pawn));
                    return(!GenAI.MachinesLike(Operator.Faction, pawn));
                }
                if (pawn.RaceProps.Animal && pawn.Faction == Faction.OfPlayer)
                {
                    //	Log.Message(t + " OfPlayer Animal IsValidTarget: false");
                    return(false);
                }
            }
            if (!Operator.CanSee(t))
            {
                //	Log.Messageage(t + "CanSee IsValidTarget: false");
            }
            //	Log.Message(t + " IsValidTarget: true");
            return(true);
        }
Beispiel #6
0
        /// <summary>
        /// Returns whether p can open the door without bashing.
        /// </summary>
        public virtual bool PawnCanOpen(Pawn p)
        {
            var lord = p.GetLord();

            if (lord != null && lord.LordJob != null && lord.LordJob.CanOpenAnyDoor(p))
            {
                return(true);
            }

            //This is to avoid situations where a wild man is stuck inside the colony forever right after having a mental break
            if (WildManUtility.WildManShouldReachOutsideNow(p))
            {
                return(true);
            }

            //Door has no faction?
            if (Faction == null)
            {
                return(true);
            }

            if (p.guest != null && p.guest.Released)
            {
                return(true);
            }

            return(GenAI.MachinesLike(Faction, p));
        }
Beispiel #7
0
        public virtual bool PawnCanOpen(Pawn p)
        {
            if (Map != null && Map.Parent.doorsAlwaysOpenForPlayerPawns && p.Faction == Faction.OfPlayer)
            {
                return(true);
            }
            var lord = p.GetLord();

            if (lord != null && lord.LordJob != null && lord.LordJob.CanOpenAnyDoor(p))
            {
                return(true);
            }
            if (WildManUtility.WildManShouldReachOutsideNow(p))
            {
                return(true);
            }
            if (p.RaceProps.FenceBlocked && !def.building.roamerCanOpen && (!p.roping.IsRopedByPawn || !PawnCanOpen(p.roping.RopedByPawn)))
            {
                return(false);
            }
            if (Faction == null)
            {
                return(true);
            }
            if (p.guest != null && p.guest.Released)
            {
                return(true);
            }
            return(GenAI.MachinesLike(Faction, p));
        }
        // RimWorld.Building_Door
        public virtual bool PawnCanOpen(Pawn p)
        {
            Lord lord = p.GetLord();

            return(Def.doorType == DoorType.FreePassage || (lord != null && lord.LordJob != null && lord.LordJob.CanOpenAnyDoor(p)) ||
                   (p.IsWildMan() && !p.mindState.wildManEverReachedOutside) || base.Faction == null ||
                   (p.guest != null && p.guest.Released) || GenAI.MachinesLike(base.Faction, p));
        }
Beispiel #9
0
 public override bool PawnCanOpen(Pawn p)
 {
     if ( // Only allow prisoners to pass if all neighbouring rooms are prison cells
         (p.IsPrisonerOfColony) &&
         (this.Position.GetRegion().NonPortalNeighbors.All(region => region.Room.isPrisonCell))
         )
     {
         return(true);
     }
     return(GenAI.MachinesLike(this.Faction, p));
 }
        // RimWorld.Building_Door
        public virtual bool PawnCanOpen(Pawn p)
        {
            Lord lord   = p.GetLord();
            var  result = !forbiddenComp.Forbidden || Def.doorType == DoorType.FreePassage || (lord != null && lord.LordJob != null && lord.LordJob.CanOpenAnyDoor(p)) ||
                          (p.IsWildMan() && !p.mindState.WildManEverReachedOutside) || base.Faction == null ||
                          (p.guest != null && p.guest.Released) || GenAI.MachinesLike(base.Faction, p);

            if (!result && p.AnimalOrWildMan())
            {
                Console.WriteLine(p.def.ToString() + " cannot open " + this.def.ToString());
            }
            return(result);
        }
Beispiel #11
0
        private bool IsValidTarget(Thing t)
        {
            Pawn pawn = t as Pawn;

            if (pawn != null)
            {
                if (this.gun.PrimaryVerb.verbProps.projectileDef.projectile.flyOverhead)
                {
                    RoofDef roofDef = Find.RoofGrid.RoofDefAt(t.Position);
                    if (roofDef != null && roofDef.isThickRoof)
                    {
                        return(false);
                    }
                }
                return(!GenAI.MachinesLike(base.Faction, pawn));
            }
            return(true);
        }
Beispiel #12
0
        private bool IsValidTarget(Thing t)
        {
            if (!(t is Pawn pawn))
            {
                return(true);
            }
            if (!this.def.projectile.flyOverhead)
            {
                return(!GenAI.MachinesLike(base.Faction, pawn));
            }
            var roofDef = this.Map.roofGrid.RoofAt(t.Position);

            if (roofDef != null && roofDef.isThickRoof)
            {
                return(false);
            }
            return(!GenAI.MachinesLike(base.Faction, pawn));
        }
Beispiel #13
0
        public virtual bool PawnCanOpen(Pawn p)
        {
            Lord lord = p.GetLord();

            if (lord != null && lord.LordJob != null && lord.LordJob.CanOpenAnyDoor(p))
            {
                return(true);
            }
            if (p.IsWildMan() && !p.mindState.wildManEverReachedOutside)
            {
                return(true);
            }
            if (base.Faction == null)
            {
                return(true);
            }
            if (p.guest != null && p.guest.Released)
            {
                return(true);
            }
            return(GenAI.MachinesLike(base.Faction, p));
        }
Beispiel #14
0
        public virtual bool PawnCanOpen(Pawn p)
        {
            Lord lord = p.GetLord();

            if (lord != null && lord.LordJob != null && lord.LordJob.CanOpenAnyDoor(p))
            {
                return(true);
            }
            if (WildManUtility.WildManShouldReachOutsideNow(p))
            {
                return(true);
            }
            if (base.Faction == null)
            {
                return(true);
            }
            if (p.guest != null && p.guest.Released)
            {
                return(true);
            }
            return(GenAI.MachinesLike(base.Faction, p));
        }
Beispiel #15
0
        internal static bool PawnCanOpen(this Building_Door d, Pawn p)
        {
            Lord lord = p.GetLord();

            return((lord != null && lord.LordJob != null && lord.LordJob.CanOpenAnyDoor(p)) || d.Faction == null || GenAI.MachinesLike(d.Faction, p) || p.health.hediffSet.HasHediff(HediffDefOfPsychology.Thief));
        }