Beispiel #1
0
 private void OnReconnecting()
 {
     foreach (Utility util in ParentFurniture.GetAllTiles().SelectMany(tile => tile.Utilities.Values))
     {
         if (util.Grid.PlugIn(this))
         {
             // For now it's meaningless to connect to multiple utilities, and behavior isn't well defined, so bail
             break;
         }
     }
 }
Beispiel #2
0
        private void HaulingJobForInputs(ProductionChain prodChain)
        {
            int  numHaulingJobs = 0;
            bool isProcessing   = InputProcessed.ToInt() > 0;

            //// for all inputs in production chain
            foreach (Item reqInputItem in prodChain.Input)
            {
                if (isProcessing && !reqInputItem.HasHopper)
                {
                    continue;
                }

                //// if there is no hauling job for input object type, create one
                Job    furnJob;
                string requiredType       = reqInputItem.ObjectType;
                bool   existingHaulingJob = ParentFurniture.Jobs.HasJobWithPredicate(x => x.RequestedItems.ContainsKey(requiredType), out furnJob);

                if (existingHaulingJob)
                {
                    numHaulingJobs++;
                }
                else
                {
                    Tile inTile = World.Current.GetTileAt(
                        ParentFurniture.Tile.X + reqInputItem.SlotPosX,
                        ParentFurniture.Tile.Y + reqInputItem.SlotPosY,
                        ParentFurniture.Tile.Z);

                    // create job for desired input resource
                    string desiredInv    = reqInputItem.ObjectType;
                    int    desiredAmount = reqInputItem.Amount;

                    if (reqInputItem.HasHopper)
                    {
                        desiredAmount = PrototypeManager.Inventory.Get(desiredInv).MaxStackSize;
                    }

                    if (inTile.Inventory != null && inTile.Inventory.Type == reqInputItem.ObjectType &&
                        inTile.Inventory.StackSize <= desiredAmount)
                    {
                        desiredAmount = desiredAmount - inTile.Inventory.StackSize;
                    }

                    if (desiredAmount > 0)
                    {
                        Job job = new Job(
                            inTile,
                            null,           // beware: passed jobObjectType is expected Furniture only !!
                            null,
                            0.4f,
                            new RequestedItem[] { new RequestedItem(desiredInv, desiredAmount, desiredAmount) },
                            Job.JobPriority.High,
                            "hauling",
                            false,
                            false,
                            false);

                        job.Description  = string.Format("Hauling '{0}' to '{1}'", desiredInv, ParentFurniture.GetName());
                        job.OnJobWorked += PlaceInventoryToWorkshopInput;
                        ParentFurniture.Jobs.Add(job);
                        numHaulingJobs++;
                    }
                }
            }

            InputHaulingJobsCount.SetValue(numHaulingJobs);
        }