Beispiel #1
0
        private static void VisitSkill10(XmlTextReader reader, int i)
        {
            Colonist_Skill skill = new Colonist_Skill();

            skill.SkillName = "Crafting";
            while (reader.MoveToNextAttribute())
            {
                switch (reader.Name)
                {
                case "Value":
                    skill.SkillValue = int.Parse(reader.Value);
                    break;

                case "Passion":
                    skill.SkillPassion = int.Parse(reader.Value);
                    break;
                }
            }
            ColonistManager.Population[i].Skills[10] = skill;
        }
Beispiel #2
0
        public static void PawnsToColonists()
        {
            for (int p = 0; p < ColonistNum.Amount; p++)
            {
                if (ModdedMapInitParams.colonists[p] != null)
                {
                    Colonist colonist = new Colonist();
                    colonist.Age = ModdedMapInitParams.colonists[p].age;
                    colonist.Gender = (int)ModdedMapInitParams.colonists[p].gender;
                    colonist.FirstName = ModdedMapInitParams.colonists[p].Name.first;
                    colonist.NickName = ModdedMapInitParams.colonists[p].Name.nick;
                    colonist.LastName = ModdedMapInitParams.colonists[p].Name.last;

                    colonist.SkinColor = ModdedMapInitParams.colonists[p].story.skinColor;
                    colonist.CrownType = ModdedMapInitParams.colonists[p].story.crownType;
                    colonist.HeadGraphicPath = ModdedMapInitParams.colonists[p].story.headGraphicPath;
                    colonist.HairColor = ModdedMapInitParams.colonists[p].story.hairColor;

                    ColHairDef hair = new ColHairDef();
                    hair.DefName = ModdedMapInitParams.colonists[p].story.hairDef.defName;
                    hair.GraphicPath = ModdedMapInitParams.colonists[p].story.hairDef.graphicPath;
                    colonist.HairDef = hair;

                    List<StoryTrait> traits = new List<StoryTrait>();
                    StoryTrait trait = new StoryTrait();
                    trait.TraitName = ModdedMapInitParams.colonists[p].story.traits.allTraits[0].def.label;
                    traits.Add(trait);
                    trait = new StoryTrait();
                    trait.TraitName = ModdedMapInitParams.colonists[p].story.traits.allTraits[1].def.label;
                    traits.Add(trait);
                    colonist.Traits = traits;

                    List<Clothing> Outfit = new List<Clothing>();
                    ShirtList.Clear();
                    CoatList.Clear();
                    GenClothingList();

                    Clothing clothing = new Clothing();
                    clothing = ShirtList.RandomListElement<Clothing>();
                    Outfit.Add(clothing);

                    clothing = new Clothing();
                    clothing = CoatList.RandomListElement<Clothing>();
                    Outfit.Add(clothing);

                    colonist.Clothing = Outfit;

                    List<Colonist_Skill> skills = new List<Colonist_Skill>();

                    for (int a = 0; a < ModdedMapInitParams.colonists[p].skills.skills.Count; a++)
                    {
                        Colonist_Skill skill = new Colonist_Skill();
                        skill.SkillName = ModdedMapInitParams.colonists[p].skills.skills[a].def.skillLabel;
                        skill.SkillValue = ModdedMapInitParams.colonists[p].skills.skills[a].level;
                        skill.SkillPassion = (int)ModdedMapInitParams.colonists[p].skills.skills[a].passion;
                        skills.Add(skill);
                    }
                    colonist.Skills = skills;

                    List<Colonist_Backstory> Backstories = new List<Colonist_Backstory>();
                    Colonist_Backstory backstory = new Colonist_Backstory();
                    backstory.StoryName = ModdedMapInitParams.colonists[p].story.childhood.title;
                    backstory.BaseDescription = ModdedMapInitParams.colonists[p].story.childhood.baseDesc;
                    backstory.StoryAge = 0;
                    List<StorySkillGain> skillGains = new List<StorySkillGain>();
                    for (int i = 0; i < ModdedMapInitParams.colonists[p].story.childhood.skillGainsResolved.Count - 1; i++)
                    {
                        StorySkillGain skillGain = new StorySkillGain();
                        skillGain.SkillName = ModdedMapInitParams.colonists[p].story.childhood.skillGainsResolved.ElementAt(i).Key.skillLabel;
                        skillGain.SkillValue = ModdedMapInitParams.colonists[p].story.childhood.skillGainsResolved.ElementAt(i).Value;
                        skillGains.Add(skillGain);
                    }
                    backstory.SkillGains = skillGains;
                    List<string> Restrictions = new List<string>();
                    foreach (WorkTypeDef work in ModdedMapInitParams.colonists[p].story.childhood.DisabledWorkTypes)
                    {
                        Restrictions.Add(work.defName);
                    }
                    backstory.WorkRestrictions = Restrictions;
                    backstory.BodyTypeGlobal = ModdedMapInitParams.colonists[p].story.childhood.bodyTypeGlobal;
                    backstory.BodyTypeMale = ModdedMapInitParams.colonists[p].story.childhood.bodyTypeMale;
                    backstory.BodyTypeFemale = ModdedMapInitParams.colonists[p].story.childhood.bodyTypeFemale;
                    Backstories.Add(backstory);

                    backstory = new Colonist_Backstory();
                    backstory.StoryName = ModdedMapInitParams.colonists[p].story.adulthood.title;
                    backstory.BaseDescription = ModdedMapInitParams.colonists[p].story.adulthood.baseDesc;
                    backstory.StoryAge = 1;
                    skillGains = new List<StorySkillGain>();
                    for (int i = 0; i < ModdedMapInitParams.colonists[p].story.adulthood.skillGainsResolved.Count - 1; i++)
                    {
                        StorySkillGain skillGain = new StorySkillGain();
                        skillGain.SkillName = ModdedMapInitParams.colonists[p].story.adulthood.skillGainsResolved.ElementAt(i).Key.skillLabel;
                        skillGain.SkillValue = ModdedMapInitParams.colonists[p].story.adulthood.skillGainsResolved.ElementAt(i).Value;
                        skillGains.Add(skillGain);
                    }
                    backstory.SkillGains = skillGains;
                    Restrictions = new List<string>();
                    foreach (WorkTypeDef work in ModdedMapInitParams.colonists[p].story.adulthood.DisabledWorkTypes)
                    {
                        Restrictions.Add(work.defName);
                    }
                    backstory.WorkRestrictions = Restrictions;
                    backstory.BodyTypeGlobal = ModdedMapInitParams.colonists[p].story.adulthood.bodyTypeGlobal;
                    backstory.BodyTypeMale = ModdedMapInitParams.colonists[p].story.adulthood.bodyTypeMale;
                    backstory.BodyTypeFemale = ModdedMapInitParams.colonists[p].story.adulthood.bodyTypeFemale;

                    if (backstory.BodyTypeGlobal.ToString() != "Undefined")
                    {
                        colonist.BodyType = backstory.BodyTypeGlobal;
                    }
                    else
                    {
                        if (colonist.Gender == 1 && backstory.BodyTypeMale.ToString() != "Undefined")
                        {
                            colonist.BodyType = backstory.BodyTypeMale;
                        }
                        else if (colonist.Gender == 1 && backstory.BodyTypeMale.ToString() == "Undefined")
                        {
                            colonist.BodyType = BodyType.Male;
                        }

                        if (colonist.Gender == 2 && backstory.BodyTypeFemale.ToString() != "Undefined")
                        {
                            colonist.BodyType = backstory.BodyTypeFemale;
                        }
                        else if (colonist.Gender == 2 && backstory.BodyTypeFemale.ToString() == "Undefined")
                        {
                            colonist.BodyType = BodyType.Male;
                        }
                    }
                    Backstories.Add(backstory);
                    colonist.Backstory = Backstories;

                    GenWeaponList();
                    colonist.Weapon = WeaponList.RandomListElement<string>();

                    colonist.SkillPool = 0;

                    Population.Add(colonist);
                }
            }
        }
Beispiel #3
0
        public static void RandomColonists()
        {
            Population.Clear();
            ShirtList.Clear();
            CoatList.Clear();
            ClothingList.Clear();
            allBackstories.Clear();

            NameBank nameBank = NameShuffleDatabase.BankOf((NameCategory)1);

            GenClothingList();
            GenHairList();

            //Load in Backstories from BackstoryDatabase
            for (int a = 0; a < BackstoryDatabase.allBackstories.Count - 1; a++)
            {
                allBackstories.Add(BackstoryDatabase.allBackstories.ElementAt(a).Value);
            }
            List<Backstory> SortedBackstories = allBackstories.OrderBy(o => o.title).ToList();
            allBackstories = SortedBackstories;

            //Generate new random colonists
            for (int i = 0; i < ColonistNum.Amount; i++)
            {
                Colonist colonist = new Colonist();

                //Gen random colonist basic info
                int gender = UnityEngine.Random.Range(1, 100);
                if (gender > 50)
                {
                    gender = 1;
                    int body = UnityEngine.Random.Range(1, 4);
                    if (body == 1)
                    {
                        colonist.BodyType = BodyType.Male;
                    }
                    else if (body == 2)
                    {
                        colonist.BodyType = BodyType.Thin;
                    }
                    else if (body == 3)
                    {
                        colonist.BodyType = BodyType.Hulk;
                    }
                    else if (body == 4)
                    {
                        colonist.BodyType = BodyType.Fat;
                    }
                }
                else
                {
                    gender = 2;
                    int body = UnityEngine.Random.Range(1, 4);
                    if (body == 1)
                    {
                        colonist.BodyType = BodyType.Female;
                    }
                    else if (body == 2)
                    {
                        colonist.BodyType = BodyType.Thin;
                    }
                    else if (body == 3)
                    {
                        colonist.BodyType = BodyType.Hulk;
                    }
                    else if (body == 4)
                    {
                        colonist.BodyType = BodyType.Fat;
                    }
                }
                colonist.Gender = gender;
                colonist.FirstName = nameBank.GetName((Gender)colonist.Gender, (NameSlot)0);
                colonist.NickName = nameBank.GetName((Gender)colonist.Gender, (NameSlot)2);
                colonist.LastName = nameBank.GetName((Gender)0, (NameSlot)1);
                colonist.Age = UnityEngine.Random.Range(16, 70);

                //Gen colonist starting skills
                List<Colonist_Skill> skills = new List<Colonist_Skill>();

                if (ColonistDifficulty.Difficulty == "Easy")
                {
                    colonist.SkillPool = 40;
                }
                else if (ColonistDifficulty.Difficulty == "Normal")
                {
                    colonist.SkillPool = 20;
                }
                else
                {
                    colonist.SkillPool = 0;
                }

                for (int a = 0; a < 11; a++)
                {
                    Colonist_Skill skill = new Colonist_Skill();
                    if (a == 0)
                    {
                        skill.SkillName = "Construction".Translate();
                        skill.SkillPassion = 1;
                    }
                    else if (a == 1)
                    {
                        skill.SkillName = "Growing".Translate();
                        skill.SkillPassion = 2;
                    }
                    else if (a == 2)
                    {
                        skill.SkillName = "Research".Translate();
                        skill.SkillPassion = 3;
                    }
                    else if (a == 3)
                    {
                        skill.SkillName = "Mining".Translate();
                    }
                    else if (a == 4)
                    {
                        skill.SkillName = "Shooting".Translate();
                    }
                    else if (a == 5)
                    {
                        skill.SkillName = "Melee".Translate();
                    }
                    else if (a == 6)
                    {
                        skill.SkillName = "Social".Translate();
                    }
                    else if (a == 7)
                    {
                        skill.SkillName = "Cooking".Translate();
                    }
                    else if (a == 8)
                    {
                        skill.SkillName = "Medicine".Translate();
                    }
                    else if (a == 9)
                    {
                        skill.SkillName = "Artistic".Translate();
                    }
                    else if (a == 10)
                    {
                        skill.SkillName = "Crafting".Translate();
                    }
                    skill.SkillValue = 0;

                    skills.Add(skill);
                }
                colonist.Skills = skills;

                //Load Backstories
                childstories.Clear();
                adultstories.Clear();
                ChildStoryIndex = 0;
                AdultStoryIndex = 0;

                List<Colonist_Backstory> ColonistStory = new List<Colonist_Backstory>();

                for (int a = 0; a < allBackstories.Count - 1; a++)
                {
                    bool ChildStoryFound = false;
                    bool AdultStoryFound = false;

                    Colonist_Backstory story = new Colonist_Backstory();

                    if (allBackstories[a].slot == BackstorySlot.Childhood)
                    {
                        story.StoryName = allBackstories[a].title;
                        story.StoryAge = 0;
                        story.BaseDescription = allBackstories[a].baseDesc;
                        story.BodyTypeFemale = allBackstories[a].bodyTypeFemale;
                        story.BodyTypeMale = allBackstories[a].bodyTypeMale;
                        story.BodyTypeGlobal = allBackstories[a].bodyTypeGlobal;
                        story.StoryIndex = ChildStoryIndex;

                        List<StorySkillGain> skillGains = new List<StorySkillGain>();
                        for (int b = 0; b < allBackstories[a].skillGainsResolved.Count - 1; b++)
                        {
                            StorySkillGain skillGain = new StorySkillGain();
                            skillGain.SkillName = allBackstories[a].skillGainsResolved.ElementAt(b).Key.skillLabel;
                            skillGain.SkillValue = allBackstories[a].skillGainsResolved.ElementAt(b).Value;
                            skillGains.Add(skillGain);
                        }
                        story.SkillGains = skillGains;

                        List<string> workRestrictions = new List<string>();
                        foreach (WorkTypeDef work in allBackstories[a].DisabledWorkTypes)
                        {
                            workRestrictions.Add(work.defName);
                        }
                        story.WorkRestrictions = workRestrictions;
                        for (int b = 0; b < childstories.Count - 1; b++)
                        {
                            if (childstories[b].StoryName == story.StoryName)
                            {
                                ChildStoryFound = true;
                            }
                        }

                        if (ChildStoryFound == false)
                        {
                            childstories.Add(story);
                            ChildStoryIndex = ChildStoryIndex + 1;
                        }
                    }

                    if (colonist.Gender == 1)
                    {
                        if (allBackstories[a].slot == BackstorySlot.Adulthood)
                        {
                            if (allBackstories[a].bodyTypeMale == colonist.BodyType || allBackstories[a].bodyTypeGlobal == colonist.BodyType)
                            {
                                story.StoryName = allBackstories[a].title;
                                story.StoryAge = 1;
                                story.BaseDescription = allBackstories[a].baseDesc;
                                story.BodyTypeFemale = allBackstories[a].bodyTypeFemale;
                                story.BodyTypeMale = allBackstories[a].bodyTypeMale;
                                story.BodyTypeGlobal = allBackstories[a].bodyTypeGlobal;
                                story.StoryIndex = AdultStoryIndex;

                                List<StorySkillGain> skillGains = new List<StorySkillGain>();
                                for (int b = 0; b < allBackstories[a].skillGainsResolved.Count - 1; b++)
                                {
                                    StorySkillGain skillGain = new StorySkillGain();
                                    skillGain.SkillName = allBackstories[a].skillGainsResolved.ElementAt(b).Key.skillLabel;
                                    skillGain.SkillValue = allBackstories[a].skillGainsResolved.ElementAt(b).Value;
                                    skillGains.Add(skillGain);
                                }
                                story.SkillGains = skillGains;

                                List<string> workRestrictions = new List<string>();
                                foreach (WorkTypeDef work in allBackstories[a].DisabledWorkTypes)
                                {
                                    workRestrictions.Add(work.defName);
                                }
                                story.WorkRestrictions = workRestrictions;

                                for (int b = 0; b < ColonistManager.AdultStories.Count - 1; b++)
                                {
                                    if (ColonistManager.AdultStories[b].StoryName == story.StoryName)
                                    {
                                        AdultStoryFound = true;
                                    }
                                }

                                if (AdultStoryFound == false)
                                {
                                    ColonistManager.AdultStories.Add(story);
                                    AdultStoryIndex = AdultStoryIndex + 1;
                                }
                            }
                        }
                    }
                    else if (colonist.Gender == 2)
                    {
                        if (allBackstories[a].slot == BackstorySlot.Adulthood)
                        {
                            if (allBackstories[a].bodyTypeFemale == colonist.BodyType || allBackstories[a].bodyTypeGlobal == colonist.BodyType)
                            {
                                story.StoryName = allBackstories[a].title;
                                story.StoryAge = 1;
                                story.BaseDescription = allBackstories[a].baseDesc;
                                story.BodyTypeFemale = allBackstories[a].bodyTypeFemale;
                                story.BodyTypeMale = allBackstories[a].bodyTypeMale;
                                story.BodyTypeGlobal = allBackstories[a].bodyTypeGlobal;
                                story.StoryIndex = AdultStoryIndex;

                                List<StorySkillGain> skillGains = new List<StorySkillGain>();
                                for (int b = 0; b < allBackstories[a].skillGainsResolved.Count - 1; b++)
                                {
                                    StorySkillGain skillGain = new StorySkillGain();
                                    skillGain.SkillName = allBackstories[a].skillGainsResolved.ElementAt(b).Key.skillLabel;
                                    skillGain.SkillValue = allBackstories[a].skillGainsResolved.ElementAt(b).Value;
                                    skillGains.Add(skillGain);
                                }
                                story.SkillGains = skillGains;

                                List<string> workRestrictions = new List<string>();
                                foreach (WorkTypeDef work in allBackstories[a].DisabledWorkTypes)
                                {
                                    workRestrictions.Add(work.defName);
                                }
                                story.WorkRestrictions = workRestrictions;

                                for (int b = 0; b < ColonistManager.AdultStories.Count - 1; b++)
                                {
                                    if (ColonistManager.AdultStories[b].StoryName == story.StoryName)
                                    {
                                        AdultStoryFound = true;
                                    }
                                }

                                if (AdultStoryFound == false)
                                {
                                    ColonistManager.AdultStories.Add(story);
                                    AdultStoryIndex = AdultStoryIndex + 1;
                                }
                            }
                        }
                    }
                }

                //Gen random childhood backstory
                ColonistStory.Add(childstories[UnityEngine.Random.Range(0, childstories.Count - 1)]);

                //Gen random adulthood backstory
                ColonistStory.Add(adultstories[UnityEngine.Random.Range(0, adultstories.Count - 1)]);

                colonist.Backstory = ColonistStory;

                //Gen random traits
                int rand_trait = 0;

                List<StoryTrait> StoryTraits = new List<StoryTrait>();
                foreach (TraitDef trait in DefDatabase<TraitDef>.AllDefsListForReading)
                {
                    StoryTrait storyTrait = new StoryTrait();
                    storyTrait.TraitName = trait.label;
                    storyTrait.Effect = trait.effect;
                    StoryTraits.Add(storyTrait);
                }

                StoryTrait storytrait = new StoryTrait();
                storytrait = new StoryTrait();
                rand_trait = UnityEngine.Random.Range(0, StoryTraits.Count - 1);
                storytrait.TraitName = StoryTraits[rand_trait].TraitName;
                storytrait.Effect = StoryTraits[rand_trait].Effect;
                storytrait.TraitDescription = StoryTraits[rand_trait].TraitDescription;
                StoryTraits.Add(storytrait);

                StoryTrait storytrait2 = new StoryTrait();
                int rand_trait2 = 0;
                rand_trait2 = UnityEngine.Random.Range(0, StoryTraits.Count - 1);
                storytrait2.TraitName = StoryTraits[rand_trait2].TraitName;
                storytrait2.Effect = StoryTraits[rand_trait].Effect;
                storytrait2.TraitDescription = StoryTraits[rand_trait2].TraitDescription;
                StoryTraits.Add(storytrait2);

                colonist.Traits = StoryTraits;

                //Gen Apparel
                List<Clothing> Outfit = new List<Clothing>();

                Clothing clothing = new Clothing();
                clothing = ShirtList.RandomListElement<Clothing>();
                Outfit.Add(clothing);

                clothing = new Clothing();
                clothing = CoatList.RandomListElement<Clothing>();
                Outfit.Add(clothing);

                colonist.Clothing = Outfit;

                //Gen Body
                colonist.SkinColor = RandomSkinColor();
                colonist.CrownType = ((UnityEngine.Random.value >= 0.5f) ? CrownType.Narrow : CrownType.Average);
                colonist.HeadGraphicPath = GraphicDatabase_Head.GetHeadRandom((Gender)colonist.Gender, colonist.SkinColor, colonist.CrownType).graphicPath;

                //Gen Hair
                colonist.HairColor = RandomHairColor(colonist.SkinColor);

                ColHairDef hairDef = new ColHairDef();
                if (colonist.Gender == 1)
                {
                    hairDef = MaleHairList.RandomListElement<ColHairDef>();
                }
                else if (colonist.Gender == 2)
                {
                    hairDef = FemaleHairList.RandomListElement<ColHairDef>();
                }

                colonist.HairDef = hairDef;

                //Set BodyType
                if (colonist.Backstory[1].BodyTypeGlobal.ToString() != "Undefined")
                {
                    colonist.BodyType = colonist.Backstory[1].BodyTypeGlobal;
                }
                else
                {
                    if (colonist.Gender == 1 && colonist.Backstory[1].BodyTypeMale.ToString() != "Undefined")
                    {
                        colonist.BodyType = colonist.Backstory[1].BodyTypeMale;
                    }
                    else if (colonist.Gender == 1 && colonist.Backstory[1].BodyTypeMale.ToString() == "Undefined")
                    {
                        colonist.BodyType = BodyType.Male;
                    }

                    if (colonist.Gender == 2 && colonist.Backstory[1].BodyTypeFemale.ToString() != "Undefined")
                    {
                        colonist.BodyType = colonist.Backstory[1].BodyTypeFemale;
                    }
                    else if (colonist.Gender == 2 && colonist.Backstory[1].BodyTypeFemale.ToString() == "Undefined")
                    {
                        colonist.BodyType = BodyType.Male;
                    }
                }

                //Gen Weapon
                GenWeaponList();
                colonist.Weapon = WeaponList.RandomListElement<string>();

                //Add colonist to total population
                Population.Add(colonist);
            }
        }
Beispiel #4
0
        public static void PawnsToColonists()
        {
            for (int p = 0; p < ColonistNum.Amount; p++)
            {
                if (ModdedMapInitParams.colonists[p] != null)
                {
                    Colonist colonist = new Colonist();
                    colonist.Age       = ModdedMapInitParams.colonists[p].age;
                    colonist.Gender    = (int)ModdedMapInitParams.colonists[p].gender;
                    colonist.FirstName = ModdedMapInitParams.colonists[p].Name.first;
                    colonist.NickName  = ModdedMapInitParams.colonists[p].Name.nick;
                    colonist.LastName  = ModdedMapInitParams.colonists[p].Name.last;

                    colonist.SkinColor       = ModdedMapInitParams.colonists[p].story.skinColor;
                    colonist.CrownType       = ModdedMapInitParams.colonists[p].story.crownType;
                    colonist.HeadGraphicPath = ModdedMapInitParams.colonists[p].story.headGraphicPath;
                    colonist.HairColor       = ModdedMapInitParams.colonists[p].story.hairColor;

                    ColHairDef hair = new ColHairDef();
                    hair.DefName     = ModdedMapInitParams.colonists[p].story.hairDef.defName;
                    hair.GraphicPath = ModdedMapInitParams.colonists[p].story.hairDef.graphicPath;
                    colonist.HairDef = hair;

                    List <StoryTrait> traits = new List <StoryTrait>();
                    StoryTrait        trait  = new StoryTrait();
                    trait.TraitName = ModdedMapInitParams.colonists[p].story.traits.allTraits[0].def.label;
                    traits.Add(trait);
                    trait           = new StoryTrait();
                    trait.TraitName = ModdedMapInitParams.colonists[p].story.traits.allTraits[1].def.label;
                    traits.Add(trait);
                    colonist.Traits = traits;

                    List <Clothing> Outfit = new List <Clothing>();
                    ShirtList.Clear();
                    CoatList.Clear();
                    GenClothingList();

                    Clothing clothing = new Clothing();
                    clothing = ShirtList.RandomListElement <Clothing>();
                    Outfit.Add(clothing);

                    clothing = new Clothing();
                    clothing = CoatList.RandomListElement <Clothing>();
                    Outfit.Add(clothing);

                    colonist.Clothing = Outfit;

                    List <Colonist_Skill> skills = new List <Colonist_Skill>();

                    for (int a = 0; a < ModdedMapInitParams.colonists[p].skills.skills.Count; a++)
                    {
                        Colonist_Skill skill = new Colonist_Skill();
                        skill.SkillName    = ModdedMapInitParams.colonists[p].skills.skills[a].def.skillLabel;
                        skill.SkillValue   = ModdedMapInitParams.colonists[p].skills.skills[a].level;
                        skill.SkillPassion = (int)ModdedMapInitParams.colonists[p].skills.skills[a].passion;
                        skills.Add(skill);
                    }
                    colonist.Skills = skills;

                    List <Colonist_Backstory> Backstories = new List <Colonist_Backstory>();
                    Colonist_Backstory        backstory   = new Colonist_Backstory();
                    backstory.StoryName       = ModdedMapInitParams.colonists[p].story.childhood.title;
                    backstory.BaseDescription = ModdedMapInitParams.colonists[p].story.childhood.baseDesc;
                    backstory.StoryAge        = 0;
                    List <StorySkillGain> skillGains = new List <StorySkillGain>();
                    for (int i = 0; i < ModdedMapInitParams.colonists[p].story.childhood.skillGainsResolved.Count - 1; i++)
                    {
                        StorySkillGain skillGain = new StorySkillGain();
                        skillGain.SkillName  = ModdedMapInitParams.colonists[p].story.childhood.skillGainsResolved.ElementAt(i).Key.skillLabel;
                        skillGain.SkillValue = ModdedMapInitParams.colonists[p].story.childhood.skillGainsResolved.ElementAt(i).Value;
                        skillGains.Add(skillGain);
                    }
                    backstory.SkillGains = skillGains;
                    List <string> Restrictions = new List <string>();
                    foreach (WorkTypeDef work in ModdedMapInitParams.colonists[p].story.childhood.DisabledWorkTypes)
                    {
                        Restrictions.Add(work.defName);
                    }
                    backstory.WorkRestrictions = Restrictions;
                    backstory.BodyTypeGlobal   = ModdedMapInitParams.colonists[p].story.childhood.bodyTypeGlobal;
                    backstory.BodyTypeMale     = ModdedMapInitParams.colonists[p].story.childhood.bodyTypeMale;
                    backstory.BodyTypeFemale   = ModdedMapInitParams.colonists[p].story.childhood.bodyTypeFemale;
                    Backstories.Add(backstory);

                    backstory                 = new Colonist_Backstory();
                    backstory.StoryName       = ModdedMapInitParams.colonists[p].story.adulthood.title;
                    backstory.BaseDescription = ModdedMapInitParams.colonists[p].story.adulthood.baseDesc;
                    backstory.StoryAge        = 1;
                    skillGains                = new List <StorySkillGain>();
                    for (int i = 0; i < ModdedMapInitParams.colonists[p].story.adulthood.skillGainsResolved.Count - 1; i++)
                    {
                        StorySkillGain skillGain = new StorySkillGain();
                        skillGain.SkillName  = ModdedMapInitParams.colonists[p].story.adulthood.skillGainsResolved.ElementAt(i).Key.skillLabel;
                        skillGain.SkillValue = ModdedMapInitParams.colonists[p].story.adulthood.skillGainsResolved.ElementAt(i).Value;
                        skillGains.Add(skillGain);
                    }
                    backstory.SkillGains = skillGains;
                    Restrictions         = new List <string>();
                    foreach (WorkTypeDef work in ModdedMapInitParams.colonists[p].story.adulthood.DisabledWorkTypes)
                    {
                        Restrictions.Add(work.defName);
                    }
                    backstory.WorkRestrictions = Restrictions;
                    backstory.BodyTypeGlobal   = ModdedMapInitParams.colonists[p].story.adulthood.bodyTypeGlobal;
                    backstory.BodyTypeMale     = ModdedMapInitParams.colonists[p].story.adulthood.bodyTypeMale;
                    backstory.BodyTypeFemale   = ModdedMapInitParams.colonists[p].story.adulthood.bodyTypeFemale;

                    if (backstory.BodyTypeGlobal.ToString() != "Undefined")
                    {
                        colonist.BodyType = backstory.BodyTypeGlobal;
                    }
                    else
                    {
                        if (colonist.Gender == 1 && backstory.BodyTypeMale.ToString() != "Undefined")
                        {
                            colonist.BodyType = backstory.BodyTypeMale;
                        }
                        else if (colonist.Gender == 1 && backstory.BodyTypeMale.ToString() == "Undefined")
                        {
                            colonist.BodyType = BodyType.Male;
                        }

                        if (colonist.Gender == 2 && backstory.BodyTypeFemale.ToString() != "Undefined")
                        {
                            colonist.BodyType = backstory.BodyTypeFemale;
                        }
                        else if (colonist.Gender == 2 && backstory.BodyTypeFemale.ToString() == "Undefined")
                        {
                            colonist.BodyType = BodyType.Male;
                        }
                    }
                    Backstories.Add(backstory);
                    colonist.Backstory = Backstories;

                    GenWeaponList();
                    colonist.Weapon = WeaponList.RandomListElement <string>();

                    colonist.SkillPool = 0;

                    Population.Add(colonist);
                }
            }
        }
Beispiel #5
0
        public static void RandomColonists()
        {
            Population.Clear();
            ShirtList.Clear();
            CoatList.Clear();
            ClothingList.Clear();
            allBackstories.Clear();

            NameBank nameBank = NameShuffleDatabase.BankOf((NameCategory)1);

            GenClothingList();
            GenHairList();

            //Load in Backstories from BackstoryDatabase
            for (int a = 0; a < BackstoryDatabase.allBackstories.Count - 1; a++)
            {
                allBackstories.Add(BackstoryDatabase.allBackstories.ElementAt(a).Value);
            }
            List <Backstory> SortedBackstories = allBackstories.OrderBy(o => o.title).ToList();

            allBackstories = SortedBackstories;

            //Generate new random colonists
            for (int i = 0; i < ColonistNum.Amount; i++)
            {
                Colonist colonist = new Colonist();

                //Gen random colonist basic info
                int gender = UnityEngine.Random.Range(1, 100);
                if (gender > 50)
                {
                    gender = 1;
                    int body = UnityEngine.Random.Range(1, 4);
                    if (body == 1)
                    {
                        colonist.BodyType = BodyType.Male;
                    }
                    else if (body == 2)
                    {
                        colonist.BodyType = BodyType.Thin;
                    }
                    else if (body == 3)
                    {
                        colonist.BodyType = BodyType.Hulk;
                    }
                    else if (body == 4)
                    {
                        colonist.BodyType = BodyType.Fat;
                    }
                }
                else
                {
                    gender = 2;
                    int body = UnityEngine.Random.Range(1, 4);
                    if (body == 1)
                    {
                        colonist.BodyType = BodyType.Female;
                    }
                    else if (body == 2)
                    {
                        colonist.BodyType = BodyType.Thin;
                    }
                    else if (body == 3)
                    {
                        colonist.BodyType = BodyType.Hulk;
                    }
                    else if (body == 4)
                    {
                        colonist.BodyType = BodyType.Fat;
                    }
                }
                colonist.Gender    = gender;
                colonist.FirstName = nameBank.GetName((Gender)colonist.Gender, (NameSlot)0);
                colonist.NickName  = nameBank.GetName((Gender)colonist.Gender, (NameSlot)2);
                colonist.LastName  = nameBank.GetName((Gender)0, (NameSlot)1);
                colonist.Age       = UnityEngine.Random.Range(16, 70);

                //Gen colonist starting skills
                List <Colonist_Skill> skills = new List <Colonist_Skill>();

                if (ColonistDifficulty.Difficulty == "Easy")
                {
                    colonist.SkillPool = 40;
                }
                else if (ColonistDifficulty.Difficulty == "Normal")
                {
                    colonist.SkillPool = 20;
                }
                else
                {
                    colonist.SkillPool = 0;
                }

                for (int a = 0; a < 11; a++)
                {
                    Colonist_Skill skill = new Colonist_Skill();
                    if (a == 0)
                    {
                        skill.SkillName    = "Construction".Translate();
                        skill.SkillPassion = 1;
                    }
                    else if (a == 1)
                    {
                        skill.SkillName    = "Growing".Translate();
                        skill.SkillPassion = 2;
                    }
                    else if (a == 2)
                    {
                        skill.SkillName    = "Research".Translate();
                        skill.SkillPassion = 3;
                    }
                    else if (a == 3)
                    {
                        skill.SkillName = "Mining".Translate();
                    }
                    else if (a == 4)
                    {
                        skill.SkillName = "Shooting".Translate();
                    }
                    else if (a == 5)
                    {
                        skill.SkillName = "Melee".Translate();
                    }
                    else if (a == 6)
                    {
                        skill.SkillName = "Social".Translate();
                    }
                    else if (a == 7)
                    {
                        skill.SkillName = "Cooking".Translate();
                    }
                    else if (a == 8)
                    {
                        skill.SkillName = "Medicine".Translate();
                    }
                    else if (a == 9)
                    {
                        skill.SkillName = "Artistic".Translate();
                    }
                    else if (a == 10)
                    {
                        skill.SkillName = "Crafting".Translate();
                    }
                    skill.SkillValue = 0;

                    skills.Add(skill);
                }
                colonist.Skills = skills;

                //Load Backstories
                childstories.Clear();
                adultstories.Clear();
                ChildStoryIndex = 0;
                AdultStoryIndex = 0;

                List <Colonist_Backstory> ColonistStory = new List <Colonist_Backstory>();

                for (int a = 0; a < allBackstories.Count - 1; a++)
                {
                    bool ChildStoryFound = false;
                    bool AdultStoryFound = false;

                    Colonist_Backstory story = new Colonist_Backstory();

                    if (allBackstories[a].slot == BackstorySlot.Childhood)
                    {
                        story.StoryName       = allBackstories[a].title;
                        story.StoryAge        = 0;
                        story.BaseDescription = allBackstories[a].baseDesc;
                        story.BodyTypeFemale  = allBackstories[a].bodyTypeFemale;
                        story.BodyTypeMale    = allBackstories[a].bodyTypeMale;
                        story.BodyTypeGlobal  = allBackstories[a].bodyTypeGlobal;
                        story.StoryIndex      = ChildStoryIndex;

                        List <StorySkillGain> skillGains = new List <StorySkillGain>();
                        for (int b = 0; b < allBackstories[a].skillGainsResolved.Count - 1; b++)
                        {
                            StorySkillGain skillGain = new StorySkillGain();
                            skillGain.SkillName  = allBackstories[a].skillGainsResolved.ElementAt(b).Key.skillLabel;
                            skillGain.SkillValue = allBackstories[a].skillGainsResolved.ElementAt(b).Value;
                            skillGains.Add(skillGain);
                        }
                        story.SkillGains = skillGains;

                        List <string> workRestrictions = new List <string>();
                        foreach (WorkTypeDef work in allBackstories[a].DisabledWorkTypes)
                        {
                            workRestrictions.Add(work.defName);
                        }
                        story.WorkRestrictions = workRestrictions;
                        for (int b = 0; b < childstories.Count - 1; b++)
                        {
                            if (childstories[b].StoryName == story.StoryName)
                            {
                                ChildStoryFound = true;
                            }
                        }

                        if (ChildStoryFound == false)
                        {
                            childstories.Add(story);
                            ChildStoryIndex = ChildStoryIndex + 1;
                        }
                    }

                    if (colonist.Gender == 1)
                    {
                        if (allBackstories[a].slot == BackstorySlot.Adulthood)
                        {
                            if (allBackstories[a].bodyTypeMale == colonist.BodyType || allBackstories[a].bodyTypeGlobal == colonist.BodyType)
                            {
                                story.StoryName       = allBackstories[a].title;
                                story.StoryAge        = 1;
                                story.BaseDescription = allBackstories[a].baseDesc;
                                story.BodyTypeFemale  = allBackstories[a].bodyTypeFemale;
                                story.BodyTypeMale    = allBackstories[a].bodyTypeMale;
                                story.BodyTypeGlobal  = allBackstories[a].bodyTypeGlobal;
                                story.StoryIndex      = AdultStoryIndex;

                                List <StorySkillGain> skillGains = new List <StorySkillGain>();
                                for (int b = 0; b < allBackstories[a].skillGainsResolved.Count - 1; b++)
                                {
                                    StorySkillGain skillGain = new StorySkillGain();
                                    skillGain.SkillName  = allBackstories[a].skillGainsResolved.ElementAt(b).Key.skillLabel;
                                    skillGain.SkillValue = allBackstories[a].skillGainsResolved.ElementAt(b).Value;
                                    skillGains.Add(skillGain);
                                }
                                story.SkillGains = skillGains;

                                List <string> workRestrictions = new List <string>();
                                foreach (WorkTypeDef work in allBackstories[a].DisabledWorkTypes)
                                {
                                    workRestrictions.Add(work.defName);
                                }
                                story.WorkRestrictions = workRestrictions;

                                for (int b = 0; b < ColonistManager.AdultStories.Count - 1; b++)
                                {
                                    if (ColonistManager.AdultStories[b].StoryName == story.StoryName)
                                    {
                                        AdultStoryFound = true;
                                    }
                                }

                                if (AdultStoryFound == false)
                                {
                                    ColonistManager.AdultStories.Add(story);
                                    AdultStoryIndex = AdultStoryIndex + 1;
                                }
                            }
                        }
                    }
                    else if (colonist.Gender == 2)
                    {
                        if (allBackstories[a].slot == BackstorySlot.Adulthood)
                        {
                            if (allBackstories[a].bodyTypeFemale == colonist.BodyType || allBackstories[a].bodyTypeGlobal == colonist.BodyType)
                            {
                                story.StoryName       = allBackstories[a].title;
                                story.StoryAge        = 1;
                                story.BaseDescription = allBackstories[a].baseDesc;
                                story.BodyTypeFemale  = allBackstories[a].bodyTypeFemale;
                                story.BodyTypeMale    = allBackstories[a].bodyTypeMale;
                                story.BodyTypeGlobal  = allBackstories[a].bodyTypeGlobal;
                                story.StoryIndex      = AdultStoryIndex;

                                List <StorySkillGain> skillGains = new List <StorySkillGain>();
                                for (int b = 0; b < allBackstories[a].skillGainsResolved.Count - 1; b++)
                                {
                                    StorySkillGain skillGain = new StorySkillGain();
                                    skillGain.SkillName  = allBackstories[a].skillGainsResolved.ElementAt(b).Key.skillLabel;
                                    skillGain.SkillValue = allBackstories[a].skillGainsResolved.ElementAt(b).Value;
                                    skillGains.Add(skillGain);
                                }
                                story.SkillGains = skillGains;

                                List <string> workRestrictions = new List <string>();
                                foreach (WorkTypeDef work in allBackstories[a].DisabledWorkTypes)
                                {
                                    workRestrictions.Add(work.defName);
                                }
                                story.WorkRestrictions = workRestrictions;

                                for (int b = 0; b < ColonistManager.AdultStories.Count - 1; b++)
                                {
                                    if (ColonistManager.AdultStories[b].StoryName == story.StoryName)
                                    {
                                        AdultStoryFound = true;
                                    }
                                }

                                if (AdultStoryFound == false)
                                {
                                    ColonistManager.AdultStories.Add(story);
                                    AdultStoryIndex = AdultStoryIndex + 1;
                                }
                            }
                        }
                    }
                }

                //Gen random childhood backstory
                ColonistStory.Add(childstories[UnityEngine.Random.Range(0, childstories.Count - 1)]);

                //Gen random adulthood backstory
                ColonistStory.Add(adultstories[UnityEngine.Random.Range(0, adultstories.Count - 1)]);

                colonist.Backstory = ColonistStory;

                //Gen random traits
                int rand_trait = 0;

                List <StoryTrait> StoryTraits = new List <StoryTrait>();
                foreach (TraitDef trait in DefDatabase <TraitDef> .AllDefsListForReading)
                {
                    StoryTrait storyTrait = new StoryTrait();
                    storyTrait.TraitName = trait.label;
                    storyTrait.Effect    = trait.effect;
                    StoryTraits.Add(storyTrait);
                }

                StoryTrait storytrait = new StoryTrait();
                storytrait                  = new StoryTrait();
                rand_trait                  = UnityEngine.Random.Range(0, StoryTraits.Count - 1);
                storytrait.TraitName        = StoryTraits[rand_trait].TraitName;
                storytrait.Effect           = StoryTraits[rand_trait].Effect;
                storytrait.TraitDescription = StoryTraits[rand_trait].TraitDescription;
                StoryTraits.Add(storytrait);

                StoryTrait storytrait2 = new StoryTrait();
                int        rand_trait2 = 0;
                rand_trait2                  = UnityEngine.Random.Range(0, StoryTraits.Count - 1);
                storytrait2.TraitName        = StoryTraits[rand_trait2].TraitName;
                storytrait2.Effect           = StoryTraits[rand_trait].Effect;
                storytrait2.TraitDescription = StoryTraits[rand_trait2].TraitDescription;
                StoryTraits.Add(storytrait2);

                colonist.Traits = StoryTraits;

                //Gen Apparel
                List <Clothing> Outfit = new List <Clothing>();

                Clothing clothing = new Clothing();
                clothing = ShirtList.RandomListElement <Clothing>();
                Outfit.Add(clothing);

                clothing = new Clothing();
                clothing = CoatList.RandomListElement <Clothing>();
                Outfit.Add(clothing);

                colonist.Clothing = Outfit;

                //Gen Body
                colonist.SkinColor       = RandomSkinColor();
                colonist.CrownType       = ((UnityEngine.Random.value >= 0.5f) ? CrownType.Narrow : CrownType.Average);
                colonist.HeadGraphicPath = GraphicDatabase_Head.GetHeadRandom((Gender)colonist.Gender, colonist.SkinColor, colonist.CrownType).graphicPath;

                //Gen Hair
                colonist.HairColor = RandomHairColor(colonist.SkinColor);

                ColHairDef hairDef = new ColHairDef();
                if (colonist.Gender == 1)
                {
                    hairDef = MaleHairList.RandomListElement <ColHairDef>();
                }
                else if (colonist.Gender == 2)
                {
                    hairDef = FemaleHairList.RandomListElement <ColHairDef>();
                }

                colonist.HairDef = hairDef;

                //Set BodyType
                if (colonist.Backstory[1].BodyTypeGlobal.ToString() != "Undefined")
                {
                    colonist.BodyType = colonist.Backstory[1].BodyTypeGlobal;
                }
                else
                {
                    if (colonist.Gender == 1 && colonist.Backstory[1].BodyTypeMale.ToString() != "Undefined")
                    {
                        colonist.BodyType = colonist.Backstory[1].BodyTypeMale;
                    }
                    else if (colonist.Gender == 1 && colonist.Backstory[1].BodyTypeMale.ToString() == "Undefined")
                    {
                        colonist.BodyType = BodyType.Male;
                    }

                    if (colonist.Gender == 2 && colonist.Backstory[1].BodyTypeFemale.ToString() != "Undefined")
                    {
                        colonist.BodyType = colonist.Backstory[1].BodyTypeFemale;
                    }
                    else if (colonist.Gender == 2 && colonist.Backstory[1].BodyTypeFemale.ToString() == "Undefined")
                    {
                        colonist.BodyType = BodyType.Male;
                    }
                }

                //Gen Weapon
                GenWeaponList();
                colonist.Weapon = WeaponList.RandomListElement <string>();

                //Add colonist to total population
                Population.Add(colonist);
            }
        }
Beispiel #6
0
        private static void VisitSkill9(XmlTextReader reader, int i)
        {
            Colonist_Skill skill = new Colonist_Skill();
            skill.SkillName = "Artistic";
            while (reader.MoveToNextAttribute())
            {
                switch (reader.Name)
                {
                    case "Value":
                        skill.SkillValue = int.Parse(reader.Value);
                        break;

                    case "Passion":
                        skill.SkillPassion = int.Parse(reader.Value);
                        break;
                }
            }
            ColonistManager.Population[i].Skills[9] = skill;
        }