Beispiel #1
0
        public static bool CustomDrawer_MatchingWeapons_passive(Rect wholeRect, SettingHandle <WeaponListKind> setting, float weightLimit, string label, Color background)
        {
            drawBackground(wholeRect, background);
            Rect offsetRect = new Rect(wholeRect);

            offsetRect.height   = wholeRect.height - TextMargin + BottomMargin;
            offsetRect.position = new Vector2(offsetRect.position.x, offsetRect.position.y);

            DrawLabel(label, offsetRect, TextMargin);

            offsetRect.position = new Vector2(offsetRect.position.x, offsetRect.position.y + TextMargin);

            IEnumerable <ThingDefStuffDefPair> validSidearms = GettersFilters.getValidSidearms();

            List <ThingDefStuffDefPair> matchingSidearms = GettersFilters.filterForWeaponKind(validSidearms, MiscUtils.LimitTypeToListType(setting.Value)).ToList();

            matchingSidearms = matchingSidearms.OrderBy(t => t.thing.GetStatValueAbstract(StatDefOf.Mass, t.stuff)).ToList();

            List <ThingDefStuffDefPair> matchingSidearmsUnderLimit = new List <ThingDefStuffDefPair>();

            for (int i = 0; i < matchingSidearms.Count; i++)
            {
                float mass = matchingSidearms[i].thing.GetStatValueAbstract(StatDefOf.Mass);
                if (mass > weightLimit)
                {
                    break;
                }
                else
                {
                    matchingSidearmsUnderLimit.Add(matchingSidearms[i]);
                }
            }

            int iconsPerRow = (int)(offsetRect.width / (IconGap + IconSize));

            int biggerRows = ((matchingSidearmsUnderLimit.Count - 1) / iconsPerRow) + 1;

            setting.CustomDrawerHeight = (biggerRows * IconSize) + ((biggerRows) * IconGap) + TextMargin;

            for (int i = 0; i < matchingSidearmsUnderLimit.Count; i++)
            {
                int  collum     = (i % iconsPerRow);
                int  row        = (i / iconsPerRow);
                bool interacted = DrawIconForWeapon(matchingSidearmsUnderLimit[i], offsetRect, new Vector2(IconSize * collum + collum * IconGap, IconSize * row + row * IconGap), i);
                if (interacted)
                {
                    //nothing, since this is the passive list
                }
            }
            return(false);
        }
        //reworked to use my own code instead of generator code nicked from vanilla Rimworld
        public static bool TryGenerateSidearmFor(Pawn pawn, float chance, float budgetMultiplier, PawnGenerationRequest request)
        {
            if (
                !(Current.ProgramState == ProgramState.Playing) || !pawn.IsValidSidearmsCarrier() ||
                chance < 0.01f ||
                pawn.kindDef.weaponTags == null || pawn.kindDef.weaponTags.Count == 0 ||
                pawn.equipment.Primary == null ||
                !pawn.health.capacities.CapableOf(PawnCapacityDefOf.Manipulation) ||
                (pawn.story != null && ((pawn.CombinedDisabledWorkTags & WorkTags.Violent) != 0))
                )
            {
                /*
                 * Log.Message("sidearm viability conditions not met");
                 *
                 * if (pawn is null)
                 *  Log.Message("pawn is null");
                 * if (SimpleSidearms.configData is null)
                 *  Log.Message("configData null");
                 * if (chance < 0.01f)
                 *  Log.Message("chance < 0.01");
                 * if (pawn.kindDef.weaponTags == null || pawn.kindDef.weaponTags.Count == 0)
                 *  Log.Message("weapon tags null or empty");
                 * if (pawn.equipment == null || pawn.equipment.Primary == null)
                 *  Log.Message("equipment null or no primary");
                 * if (!pawn.RaceProps.ToolUser)
                 *  Log.Message("not a toolUser");
                 * if (!pawn.RaceProps.Humanlike)
                 *  Log.Message("not humanlike");
                 * if (!pawn.health.capacities.CapableOf(PawnCapacityDefOf.Manipulation))
                 *  Log.Message("not capable of manipulation");
                 * if ((pawn.story != null && ((pawn.CombinedDisabledWorkTags & WorkTags.Violent) != 0)))
                 *  Log.Message("disabled violent work tags, tags:"+pawn.CombinedDisabledWorkTags);
                 */
                return(false);
            }
            else
            {
                //bool primarySingleUse = pawn.equipment.Primary.GetComp<CompEquippable>().PrimaryVerb is Verb_ShootOneUse;

                ThingDefStuffDefPair primaryBase = new ThingDefStuffDefPair(pawn.equipment.Primary.def, pawn.equipment.Primary.Stuff);

                var sidearmChanceRoll = Rand.ValueSeeded(pawn.thingIDNumber ^ 28554824);
                if (sidearmChanceRoll >= chance)
                {
                    return(false); //rolled no sidearm
                }
                IEnumerable <ThingDefStuffDefPair> validSidearms = GettersFilters.getValidSidearms();

                IEnumerable <string> weaponTags = generateWeaponTags(pawn.kindDef.weaponTags);

                validSidearms = validSidearms.Where(t =>
                {
                    foreach (string tag in t.thing.weaponTags)
                    {
                        if (t == null || t.thing == null || t.thing.weaponTags == null)
                        {
                            continue;
                        }
                        if (weaponTags.Contains(tag))
                        {
                            return(true);
                        }
                    }
                    return(false);
                });

                //filter out nonsensical material weapons
                validSidearms = validSidearms.Where(w => w.stuff == null || (w.stuff != ThingDefOf.Gold && w.stuff != ThingDefOf.Silver && w.stuff != ThingDefOf.Uranium));
                //filter out weapons the pawn cant carry
                validSidearms = validSidearms.Where(w => StatCalculator.canCarrySidearmType(w, pawn, out _));

                bool onlyMelee  = (pawn.story != null && pawn.story.traits.HasTrait(TraitDefOf.Brawler));
                bool onlyRanged = (pawn.story != null && pawn.story.traits.HasTrait(TraitDef.Named("Wimp"))); //wimp has no defOf

                if (onlyMelee)
                {
                    validSidearms = validSidearms.Where(w => w.thing.IsMeleeWeapon);
                }
                if (onlyRanged)
                {
                    validSidearms = validSidearms.Where(w => w.thing.IsRangedWeapon);
                }

                //listWeapons("budget " + pawn.kindDef.weaponMoney.max* budgetMultiplier + " to " + pawn.kindDef.weaponMoney.min* budgetMultiplier + ", main "+ pawn.equipment.Primary.MarketValue +" selecting from:", validSidearms);

                //use the value of primary to limit budget maximum (but of the base to match pre-degradation value) to prevent sidearms being better than the primary weapon
                float budget = Math.Min(pawn.kindDef.weaponMoney.RandomInRange, primaryBase.Price) * budgetMultiplier;
                validSidearms = validSidearms.Where(t => t.Price <= budget);

                //listWeapons("post select:", validSidearms);

                if (validSidearms.Count() == 0)
                {
                    return(false);
                }

                ThingDefStuffDefPair rolledWeaponThingDefStuffDefPair;

                validSidearms.TryRandomElementByWeight(t => { return(t.Commonality * t.Price); }, out rolledWeaponThingDefStuffDefPair);

                ThingWithComps rolledWeaponFinal = (ThingWithComps)ThingMaker.MakeThing(rolledWeaponThingDefStuffDefPair.thing, rolledWeaponThingDefStuffDefPair.stuff);
                PawnGenerator.PostProcessGeneratedGear(rolledWeaponFinal, pawn);

                float num = (request.BiocodeWeaponChance > 0f) ? request.BiocodeWeaponChance : pawn.kindDef.biocodeWeaponChance;
                if (Rand.Value < num)
                {
                    CompBiocodable compBiocodableWeapon = rolledWeaponFinal.TryGetComp <CompBiocodable>();
                    if (compBiocodableWeapon != null)
                    {
                        compBiocodableWeapon.CodeFor(pawn);
                    }
                }

                bool success = pawn.inventory.innerContainer.TryAdd(rolledWeaponFinal);
                if (success)
                {
                    CompSidearmMemory pawnMemory = CompSidearmMemory.GetMemoryCompForPawn(pawn);
                    if (pawnMemory != null)
                    {
                        pawnMemory.InformOfAddedSidearm(rolledWeaponFinal);
                    }
                }
                else
                {
                    Log.Warning("Failed to add generated sidearm to inventory");
                }

                return(true);
            }
        }