Beispiel #1
0
        public static List <Pawn> GenerateFighter(float points, Lord lord, List <PawnKindDef> kindDefs, Map map, Faction faction, IntVec3 vec3, bool toList = false)
        {
            Pawn        fighter = new Pawn();
            List <Pawn> pawns   = new List <Pawn>();
            PawnKindDef def     = new PawnKindDef();

            while (points > 0)
            {
                PawnGenerationRequest generationRequest = new PawnGenerationRequest(kindDefs.Where(x => x.RaceProps.Humanlike).TryRandomElementByWeight(x => x.combatPower, out def) ? def : null, faction, PawnGenerationContext.NonPlayer, -1, false, false, false, false, true, true);

                fighter = PawnGenerator.GeneratePawn(generationRequest);
                fighter.mindState.canFleeIndividual = false;
                if (fighter.equipment != null && fighter.equipment.Primary != null && fighter.equipment.Primary.def.thingSetMakerTags != null && fighter.equipment.Primary.def.thingSetMakerTags.Contains("SingleUseWeapon"))//.Where(x=> x.def.IsWeaponUsingProjectiles && x.def.thingSetMakerTags.Contains("SingleUseWeapon")).Any())
                {
                    fighter.equipment.Primary.Destroy();
                    fighter.equipment.AddEquipment((ThingWithComps)ThingMaker.MakeThing(DefDatabase <ThingDef> .GetNamed("Gun_Revolver")));
                }
                points -= fighter.kindDef.combatPower;

                if (!toList)
                {
                    lord.AddPawn(fighter);
                    GenSpawn.Spawn(fighter, vec3, map);
                    vec3 = fighter.RandomAdjacentCell8Way();
                    vec3.ClampInsideMap(map);
                    map.mapPawns.UpdateRegistryForPawn(fighter);
                }
                else
                {
                    pawns.Add(fighter);
                }
            }
            return(pawns);
        }
Beispiel #2
0
        protected virtual void FireTurret(VehicleTurret turret)
        {
            float   horizontalOffset = turret.turretDef.projectileShifting.NotNullAndAny() ? turret.turretDef.projectileShifting[turret.CurrentTurretFiring] : 0;
            Vector3 launchPos        = TurretLocation(turret) + new Vector3(horizontalOffset, 1f, turret.turretDef.projectileOffset);

            Vector3 targetPos = Target(turret);
            float   range     = Vector3.Distance(TurretLocation(turret), targetPos);
            IntVec3 target    = targetPos.ToIntVec3() + GenRadial.RadialPattern[Rand.Range(0, GenRadial.NumCellsInRadius(turret.CurrentFireMode.spreadRadius * (range / turret.turretDef.maxRange)))];

            if (turret.CurrentTurretFiring >= turret.turretDef.projectileShifting.Count)
            {
                turret.CurrentTurretFiring = 0;
            }

            ThingDef projectile;

            if (turret.turretDef.ammunition != null && !turret.turretDef.genericAmmo)
            {
                projectile = turret.loadedAmmo?.projectileWhenLoaded;
            }
            else
            {
                projectile = turret.turretDef.projectile;
            }
            try
            {
                float speedTicksPerTile = projectile.projectile.SpeedTilesPerTick;
                if (turret.turretDef.projectileSpeed > 0)
                {
                    speedTicksPerTile = turret.turretDef.projectileSpeed;
                }
                ProjectileSkyfaller projectile2 = ProjectileSkyfallerMaker.WrapProjectile(ProjectileSkyfallerDefOf.ProjectileSkyfaller,
                                                                                          projectile, this, launchPos, target.ToVector3Shifted(), speedTicksPerTile); //REDO - RANDOMIZE TARGETED CELLS
                GenSpawn.Spawn(projectile2, target.ClampInsideMap(Map), Map);
                if (turret.turretDef.ammunition != null)
                {
                    turret.ConsumeShellChambered();
                }
                if (turret.turretDef.cannonSound != null)
                {
                    turret.turretDef.cannonSound.PlayOneShot(new TargetInfo(Position, Map, false));
                }
                turret.PostTurretFire();
            }
            catch (Exception ex)
            {
                Log.Error($"Exception when firing Cannon: {turret.turretDef.LabelCap} on Pawn: {vehicle.LabelCap}. Exception: {ex.Message}");
            }
        }
Beispiel #3
0
 public Stencil ClampInsideMap()
 {
     return(new Stencil(map, pos.ClampInsideMap(map), rot, bounds));
 }