Building_FishingPier class.
Inheritance: Building_WorkTable
Beispiel #1
0
        public override bool HasJobOnThing(Pawn pawn, Thing t, bool forced = false)
        {
            if ((t is Building_FishingPier) == false)
            {
                return(false);
            }
            Building_FishingPier fishingPier = t as Building_FishingPier;

            if (fishingPier.IsBurning())
            {
                return(false);
            }
            if (Util_FishIndustry.IsAquaticTerrain(fishingPier.Map, fishingPier.fishingSpotCell) == false)
            {
                return(false);
            }
            if (pawn.Dead ||
                pawn.Downed ||
                pawn.IsBurning())
            {
                return(false);
            }
            if (pawn.CanReserveAndReach(fishingPier, this.PathEndMode, Danger.Some) == false)
            {
                return(false);
            }
            if (fishingPier.fishStock <= 0)
            {
                return(false);
            }
            return(true);
        }
        public override Job JobOnThing(Pawn pawn, Thing t, bool forced = false)
        {
            Job job = new Job();
            Building_FishingPier fishingPier = t as Building_FishingPier;

            if ((fishingPier.allowUsingCorn) &&
                (HasFoodToAttractFishes(pawn) == false))
            {
                Predicate <Thing> predicate = delegate(Thing cornStack)
                {
                    return((cornStack.IsForbidden(pawn.Faction) == false) &&
                           (cornStack.stackCount >= 4 * JobDriver_FishAtFishingPier.cornCountToAttractFishes));
                };
                TraverseParms traverseParams = TraverseParms.For(pawn, Danger.Some, TraverseMode.ByPawn, false);
                Thing         corn           = GenClosest.ClosestThingReachable(pawn.Position, pawn.Map, ThingRequest.ForDef(Util_FishIndustry.RawCornDef), Verse.AI.PathEndMode.ClosestTouch, traverseParams, 9999f, predicate);
                if (corn != null)
                {
                    return(new Job(JobDefOf.TakeInventory, corn)
                    {
                        count = 4 * JobDriver_FishAtFishingPier.cornCountToAttractFishes
                    });
                }
            }
            job = new Job(Util_FishIndustry.FishAtFishingPierJobDef, fishingPier, fishingPier.fishingSpotCell);

            return(job);
        }
Beispiel #3
0
        public override Job JobOnThing(Pawn pawn, Thing t, bool forced = false)
        {
            Job job = new Job();
            Building_FishingPier fishingPier = t as Building_FishingPier;

            job = new Job(DefDatabase <JobDef> .GetNamed(Util_FishIndustry.JobDefName_FishAtFishingPier), fishingPier, fishingPier.fishingSpotCell);

            return(job);
        }
Beispiel #4
0
        public override Job JobOnThing(Pawn pawn, Thing t)
        {
            Job job = new Job();
            Building_FishingPier fishingPier = t as Building_FishingPier;

            job = new Job(DefDatabase <JobDef> .GetNamed(Util_FishIndustry.JobDefName_FishAtFishingPier), fishingPier);

            return(job);
        }
        /// <summary>
        /// Spawns the fishing pier.
        /// </summary>
        public override void SpawnSetup()
        {
            base.SpawnSetup();
            this.Destroy();
            Building_FishingPier fishingPier = ThingMaker.MakeThing(Util_FishIndustry.FishingPierDef) as Building_FishingPier;
            IntVec3 fishingPierPosition      = this.Position + new IntVec3(0, 0, -1).RotatedBy(this.Rotation);

            GenSpawn.Spawn(fishingPier, fishingPierPosition, this.Rotation);
            fishingPier.SetFactionDirect(Faction.OfColony);
        }
Beispiel #6
0
        /// <summary>
        /// Spawns the fishing pier.
        /// </summary>
        public override void SpawnSetup(Map map, bool respawningAfterLoad)
        {
            base.SpawnSetup(map, respawningAfterLoad);
            this.Destroy();
            Building_FishingPier fishingPier = ThingMaker.MakeThing(Util_FishIndustry.FishingPierDef) as Building_FishingPier;
            IntVec3 fishingPierPosition      = this.Position + new IntVec3(0, 0, 1).RotatedBy(this.Rotation);

            GenSpawn.Spawn(fishingPier, fishingPierPosition, map, this.Rotation);
            fishingPier.SetFactionDirect(this.Faction);
        }
        public bool FishingForbiddenOrPierDestroyedOrNoFish()
        {
            Building_FishingPier fishingPier = this.TargetThingA as Building_FishingPier;

            if ((fishingPier.DestroyedOrNull()) ||
                fishingPier.IsBurning() ||
                fishingPier.IsForbidden(fishingPier.Faction) ||
                (fishingPier.allowFishing == false) ||
                (fishingPier.fishStock == 0))
            {
                return(true);
            }
            return(false);
        }
Beispiel #8
0
        public override bool HasJobOnThing(Pawn pawn, Thing t)
        {
            if ((t is Building_FishingPier) == false)
            {
                return(false);
            }
            Building_FishingPier fishingPier = t as Building_FishingPier;

            if (pawn.Dead ||
                pawn.Downed ||
                pawn.IsBurning())
            {
                return(false);
            }
            if (pawn.CanReserveAndReach(fishingPier, this.PathEndMode, Danger.Some) == false)
            {
                return(false);
            }
            if (fishingPier.fishStock == 0)
            {
                return(false);
            }
            if ((pawn.equipment.Primary != null) &&
                (pawn.equipment.Primary.def == Util_FishIndustry.HarpoonDef))
            {
                return(true);
            }
            foreach (Apparel apparel in pawn.apparel.WornApparel)
            {
                if (apparel.def == Util_FishIndustry.FishingRodDef)
                {
                    return(true);
                }
            }
            return(false);
        }
        protected override IEnumerable <Toil> MakeNewToils()
        {
            const float baseFishingDuration    = 1600f;
            const float catchSuccessRateOnPier = 0.90f;
            const float skillGainPerTick       = 0.15f;

            int fishingDuration = (int)baseFishingDuration;
            Building_FishingPier fishingPier = this.TargetThingA as Building_FishingPier;
            int thrownCornCount   = 0;
            int nextCornThrowTick = 0;

            this.FailOnBurningImmobile(fishingPierIndex);

            // Drawing.
            this.rotateToFace = TargetIndex.B;
            this.pawn.CurJob.SetTarget(TargetIndex.C, fishingPier.riverCell);
            TargetIndex riverCellIndex = TargetIndex.C;

            // Compute fishing duration.
            float fishingSkillLevel = 0f;

            fishingSkillLevel = this.pawn.skills.AverageOfRelevantSkillsFor(WorkTypeDefOf.Hunting);
            float fishingSkillDurationFactor = fishingSkillLevel / 20f;

            fishingDuration = (int)(baseFishingDuration * (1.5f - fishingSkillDurationFactor));

            yield return(Toils_Goto.GotoThing(fishingPierIndex, fishingPier.riverCell).FailOn(FishingForbiddenOrPierDestroyedOrNoFish));

            Toil attractfishesToil = new Toil()
            {
                tickAction = () =>
                {
                    if (fishingPier.allowUsingGrain == false)
                    {
                        this.ReadyForNextToil();
                        return;
                    }
                    if (Find.TickManager.TicksGame >= nextCornThrowTick)
                    {
                        nextCornThrowTick = Find.TickManager.TicksGame + 3 * GenTicks.TicksPerRealSecond;
                        // Look for corn in inventory.
                        Thing corn = null;
                        foreach (Thing thing in this.pawn.inventory.innerContainer)
                        {
                            if (thing.def == Util_FishIndustry.RawCornDef)
                            {
                                corn = thing;
                                break;
                            }
                        }
                        if ((corn == null) ||
                            (thrownCornCount >= grainCountToAttractFishes))
                        {
                            fishingDuration -= Mathf.CeilToInt((float)fishingDuration * 0.75f * ((float)thrownCornCount / (float)grainCountToAttractFishes));
                            this.ReadyForNextToil();
                            return;
                        }
                        // Throw corn grains.
                        thrownCornCount++;
                        this.pawn.inventory.innerContainer.Take(corn, 1);
                        for (int cornGrainIndex = 0; cornGrainIndex < 5; cornGrainIndex++)
                        {
                            if (!this.pawn.Position.ShouldSpawnMotesAt(this.pawn.Map) || this.pawn.Map.moteCounter.Saturated)
                            {
                                break;
                            }
                            float   speed          = Rand.Range(1.5f, 3f);
                            Vector3 targetPosition = this.pawn.Position.ToVector3Shifted() + new Vector3(0f, 0f, 2f).RotatedBy(fishingPier.Rotation.AsAngle) + Vector3Utility.RandomHorizontalOffset(1.5f);
                            targetPosition.y = this.pawn.DrawPos.y;
                            MoteThrown moteThrown = (MoteThrown)ThingMaker.MakeThing(ThingDefOf.Mote_Stone, null);
                            moteThrown.Scale         = 0.2f;
                            moteThrown.rotationRate  = (float)Rand.Range(-300, 300);
                            moteThrown.exactPosition = this.pawn.DrawPos;
                            moteThrown.SetVelocity((targetPosition - moteThrown.exactPosition).AngleFlat(), speed);
                            moteThrown.airTimeLeft = (float)Mathf.RoundToInt((moteThrown.exactPosition - targetPosition).MagnitudeHorizontal() / speed);
                            GenSpawn.Spawn(moteThrown, this.pawn.Position, this.pawn.Map);
                            MoteMaker.MakeWaterSplash(targetPosition, this.pawn.Map, 1.8f, 0.5f);
                        }
                    }
                },
                defaultDuration     = fishingDuration,
                defaultCompleteMode = ToilCompleteMode.Delay
            };

            yield return(attractfishesToil.FailOn(FishingForbiddenOrPierDestroyedOrNoFish));

            Toil fishToil = new Toil()
            {
                initAction = () =>
                {
                    ThingDef moteDef = null;
                    if (fishingPier.Rotation == Rot4.North)
                    {
                        moteDef = Util_FishIndustry.MoteFishingRodNorthDef;
                    }
                    else if (fishingPier.Rotation == Rot4.East)
                    {
                        moteDef = Util_FishIndustry.MoteFishingRodEastDef;
                    }
                    else if (fishingPier.Rotation == Rot4.South)
                    {
                        moteDef = Util_FishIndustry.MoteFishingRodSouthDef;
                    }
                    else
                    {
                        moteDef = Util_FishIndustry.MoteFishingRodWestDef;
                    }
                    this.fishingRodMote = (Mote)ThingMaker.MakeThing(moteDef, null);
                    this.fishingRodMote.exactPosition = fishingPier.fishingSpotCell.ToVector3Shifted();
                    this.fishingRodMote.Scale         = 1f;
                    GenSpawn.Spawn(this.fishingRodMote, fishingPier.fishingSpotCell, this.Map);
                },
                tickAction = () =>
                {
                    this.pawn.skills.Learn(SkillDefOf.Shooting, skillGainPerTick);

                    if (this.fishingRodMote != null)
                    {
                        this.fishingRodMote.Maintain();
                    }
                },
                defaultDuration     = fishingDuration,
                defaultCompleteMode = ToilCompleteMode.Delay
            };

            yield return(fishToil.WithProgressBarToilDelay(riverCellIndex).FailOn(FishingForbiddenOrPierDestroyedOrNoFish));

            Toil catchFishToil = new Toil()
            {
                initAction = () =>
                {
                    Thing fishingCatch = null;

                    bool catchIsSuccessful = (Rand.Value <= catchSuccessRateOnPier);
                    if (catchIsSuccessful == false)
                    {
                        MoteMaker.ThrowMetaIcon(this.pawn.Position, this.Map, ThingDefOf.Mote_IncapIcon);
                        this.pawn.jobs.EndCurrentJob(JobCondition.Incompletable);
                        return;
                    }

                    float catchSelectorValue = Rand.Value;

                    if (catchSelectorValue < 0.02)
                    {
                        float bonusCatchValue = Rand.Value;
                        if (bonusCatchValue < 0.01f)
                        {
                            // Really small chance to find a sunken treasure!!!
                            fishingCatch            = GenSpawn.Spawn(ThingDefOf.Gold, this.pawn.Position, this.Map);
                            fishingCatch.stackCount = Rand.RangeInclusive(58, 289);
                            Thing treasureSilver = GenSpawn.Spawn(ThingDefOf.Silver, fishingPier.middleCell, this.Map);
                            treasureSilver.stackCount = Rand.RangeInclusive(237, 2154);
                            Find.LetterStack.ReceiveLetter("FishIndustry.LetterLabelSunkenTreasure".Translate(), "FishIndustry.SunkenTreasure".Translate(this.pawn.Name.ToStringShort.CapitalizeFirst()),
                                                           LetterDefOf.PositiveEvent, this.pawn);
                        }
                        else if (bonusCatchValue < 0.02f)
                        {
                            // Really small chance to find a complete power armor set + sniper or charge rifle.
                            Thing powerArmor = GenSpawn.Spawn(ThingDef.Named("Apparel_PowerArmor"), this.pawn.Position, this.Map);
                            fishingCatch = powerArmor; // Used to carry the power armor.
                            Thing powerArmorHelmet = GenSpawn.Spawn(ThingDef.Named("Apparel_PowerArmorHelmet"), this.pawn.Position, this.Map);
                            Thing rifle            = null;
                            if (Rand.Value < 0.5f)
                            {
                                rifle = GenSpawn.Spawn(ThingDef.Named("Gun_ChargeRifle"), this.pawn.Position, this.Map);
                            }
                            else
                            {
                                rifle = GenSpawn.Spawn(ThingDef.Named("Gun_SniperRifle"), this.pawn.Position, this.Map);
                            }
                            CompQuality qualityComp = powerArmor.TryGetComp <CompQuality>();
                            if (qualityComp != null)
                            {
                                qualityComp.SetQuality(QualityCategory.Masterwork, ArtGenerationContext.Outsider);
                            }
                            qualityComp = powerArmorHelmet.TryGetComp <CompQuality>();
                            if (qualityComp != null)
                            {
                                qualityComp.SetQuality(QualityCategory.Masterwork, ArtGenerationContext.Outsider);
                            }
                            qualityComp = rifle.TryGetComp <CompQuality>();
                            if (qualityComp != null)
                            {
                                qualityComp.SetQuality(QualityCategory.Masterwork, ArtGenerationContext.Outsider);
                            }

                            Faction faction    = Find.FactionManager.FirstFactionOfDef(FactionDefOf.AncientsHostile);
                            Pawn    deadMarine = PawnGenerator.GeneratePawn(PawnKindDefOf.AncientSoldier, faction);
                            HealthUtility.DamageUntilDead(deadMarine);
                            Corpse       corpse  = deadMarine.ParentHolder as Corpse;
                            CompRottable rotComp = corpse.TryGetComp <CompRottable>();
                            if (rotComp != null)
                            {
                                rotComp.RotProgress = 20f * GenDate.TicksPerDay; // 20 days so the corpse is dessicated.
                            }
                            GenSpawn.Spawn(corpse, fishingPier.bankCell, this.Map);
                            string eventText = "FishIndustry.LetterDescDeadMarine".Translate(this.pawn.Name.ToStringShort.CapitalizeFirst());
                            Find.LetterStack.ReceiveLetter("FishIndustry.LetterLabelDeadMarine".Translate(), eventText, LetterDefOf.PositiveEvent, this.pawn);
                        }
                        else
                        {
                            // Find a small amount of gold.
                            fishingCatch            = GenSpawn.Spawn(ThingDefOf.Gold, this.pawn.Position, this.Map);
                            fishingCatch.stackCount = Rand.RangeInclusive(1, 7);
                        }
                    }
                    else if (catchSelectorValue < 0.04)
                    {
                        // Find oysters.
                        fishingCatch            = GenSpawn.Spawn(Util_FishIndustry.OysterDef, this.pawn.Position, this.Map);
                        fishingCatch.stackCount = Rand.RangeInclusive(2, 9);
                    }
                    else
                    {
                        // Catch a fish.
                        IntVec3 fishSpot        = fishingPier.aquaticCells.RandomElement();
                        bool    fishSpotIsOcean = (this.Map.terrainGrid.TerrainAt(fishSpot) == TerrainDefOf.WaterOceanShallow) ||
                                                  (this.Map.terrainGrid.TerrainAt(fishSpot) == TerrainDefOf.WaterOceanDeep);
                        bool fishSpotIsMarshy = (this.Map.terrainGrid.TerrainAt(fishSpot) == TerrainDef.Named("Marsh"));

                        PawnKindDef caugthFishDef = null;
                        if (fishSpotIsOcean)
                        {
                            caugthFishDef = (from fishSpecies in Util_FishIndustry.GetFishSpeciesList(this.Map.Biome)
                                             where fishSpecies.livesInOcean
                                             select fishSpecies).RandomElementByWeight((PawnKindDef_FishSpecies def) => def.commonality);
                        }
                        else if (fishSpotIsMarshy)
                        {
                            caugthFishDef = (from fishSpecies in Util_FishIndustry.GetFishSpeciesList(this.Map.Biome)
                                             where fishSpecies.livesInMarsh
                                             select fishSpecies).RandomElementByWeight((PawnKindDef_FishSpecies def) => def.commonality);
                        }
                        else
                        {
                            caugthFishDef = (from fishSpecies in Util_FishIndustry.GetFishSpeciesList(this.Map.Biome)
                                             where fishSpecies.livesInRiver
                                             select fishSpecies).RandomElementByWeight((PawnKindDef_FishSpecies def) => def.commonality);
                        }
                        Pawn caughtFish = PawnGenerator.GeneratePawn(caugthFishDef);
                        ExecutionUtility.DoExecutionByCut(this.pawn, caughtFish);
                        Corpse corpse = caughtFish.ParentHolder as Corpse;
                        GenSpawn.Spawn(corpse, this.pawn.Position, this.Map);
                        fishingCatch = corpse;
                        fishingCatch.SetForbidden(false);
                        if (caughtFish.BodySize >= 0.1f)
                        {
                            fishingPier.fishStock--;
                        }
                    }
                    IntVec3 storageCell;
                    if (StoreUtility.TryFindBestBetterStoreCellFor(fishingCatch, this.pawn, this.Map, StoragePriority.Unstored, this.pawn.Faction, out storageCell, true))
                    {
                        this.pawn.Reserve(fishingCatch, this.job);
                        this.pawn.Reserve(storageCell, this.job);
                        this.pawn.CurJob.SetTarget(TargetIndex.B, storageCell);
                        this.pawn.CurJob.SetTarget(TargetIndex.A, fishingCatch);
                        this.pawn.CurJob.count    = 9999;
                        this.pawn.CurJob.haulMode = HaulMode.ToCellStorage;
                    }
                    else
                    {
                        this.pawn.jobs.EndCurrentJob(JobCondition.Succeeded);
                    }
                }
            };

            yield return(catchFishToil);

            yield return(Toils_Haul.StartCarryThing(TargetIndex.A));

            Toil carryToCell = Toils_Haul.CarryHauledThingToCell(TargetIndex.B);

            yield return(carryToCell);

            yield return(Toils_Haul.PlaceHauledThingInCell(TargetIndex.B, carryToCell, true));
        }
        protected override IEnumerable <Toil> MakeNewToils()
        {
            QualityCategory      fishingEquipmentQuality = QualityCategory.Normal;
            float                catchSomethingThreshold = 0f;
            Building_FishingPier fishingPier             = this.TargetThingA as Building_FishingPier;
            Passion              passion = Passion.None;
            int         fishingDuration  = 1000;
            const float skillGainPerTick = 0.15f;
            float       skillGainFactor  = 0f;

            this.AddEndCondition(() =>
            {
                var targ = this.pawn.jobs.curJob.GetTarget(fishingPierIndex).Thing;
                if (targ is Building && !targ.Spawned)
                {
                    return(JobCondition.Incompletable);
                }
                return(JobCondition.Ongoing);
            });

            this.FailOnBurningImmobile(fishingPierIndex); // Bill giver or product burning in carry phase.

            yield return(Toils_Reserve.Reserve(fishingPierIndex));

            float statValue = this.pawn.GetStatValue(Util_FishIndustry.FishingSpeedDef, true);

            fishingDuration = (int)Math.Round((double)(800f / statValue));

            yield return(Toils_Goto.GotoThing(fishingPierIndex, fishingPier.riverCell).FailOnDespawnedOrNull(fishingPierIndex));

            Toil verifyFisherHasFishingEquipmentToil = new Toil()
            {
                initAction = () =>
                {
                    if ((this.pawn.equipment.Primary != null) &&
                        (this.pawn.equipment.Primary.def == Util_FishIndustry.HarpoonDef))
                    {
                        this.fishingEquipment = FishingEquipment.Harpoon;
                        this.pawn.equipment.Primary.TryGetQuality(out fishingEquipmentQuality);
                    }
                    foreach (Apparel apparel in this.pawn.apparel.WornApparel)
                    {
                        if (apparel.def == Util_FishIndustry.FishingRodDef)
                        {
                            this.fishingEquipment = FishingEquipment.FishingRod;
                            apparel.TryGetQuality(out fishingEquipmentQuality);
                            break;
                        }
                    }
                    if (this.fishingEquipment == FishingEquipment.NoEquipment)
                    {
                        this.pawn.jobs.EndCurrentJob(JobCondition.Incompletable);
                    }
                }
            };

            yield return(verifyFisherHasFishingEquipmentToil);

            Toil fishToil = new Toil()
            {
                initAction = () =>
                {
                    ThingDef moteDef = null;
                    if (fishingEquipment == FishingEquipment.FishingRod)
                    {
                        if (fishingPier.Rotation == Rot4.North)
                        {
                            moteDef = Util_FishIndustry.MoteFishingRodNorthDef;
                        }
                        else if (fishingPier.Rotation == Rot4.East)
                        {
                            moteDef = Util_FishIndustry.MoteFishingRodEastDef;
                        }
                        else if (fishingPier.Rotation == Rot4.South)
                        {
                            moteDef = Util_FishIndustry.MoteFishingRodSouthDef;
                        }
                        else
                        {
                            moteDef = Util_FishIndustry.MoteFishingRodWestDef;
                        }
                    }
                    if (moteDef != null)
                    {
                        this.fishingRodMote = (Mote)ThingMaker.MakeThing(moteDef, null);
                        this.fishingRodMote.exactPosition = fishingPier.fishingSpotCell.ToVector3Shifted();
                        this.fishingRodMote.Scale         = 1f;
                        GenSpawn.Spawn(this.fishingRodMote, fishingPier.fishingSpotCell);
                    }
                    WorkTypeDef fishingWorkDef = DefDatabase <WorkTypeDef> .GetNamed("Fishing");

                    passion = this.pawn.skills.MaxPassionOfRelevantSkillsFor(fishingWorkDef);
                    if (passion == Passion.None)
                    {
                        skillGainFactor = 0.3f;
                    }
                    else if (passion == Passion.Minor)
                    {
                        skillGainFactor = 1f;
                    }
                    else
                    {
                        skillGainFactor = 1.5f;
                    }
                },
                tickAction = () =>
                {
                    if (fishingEquipment == FishingEquipment.Harpoon)
                    {
                        if (Find.TickManager.TicksGame % GenTicks.TickRareInterval == 0)
                        {
                            Bullet     thrownHarpoon = GenSpawn.Spawn(Util_FishIndustry.HarpoonDef.Verbs.First().projectileDef, this.pawn.Position) as Bullet;
                            TargetInfo targetCell    = new TargetInfo(fishingPier.fishingSpotCell + new IntVec3(Rand.RangeInclusive(-1, 1), 0, Rand.RangeInclusive(0, 2)).RotatedBy(fishingPier.Rotation));
                            thrownHarpoon.Launch(this.pawn, targetCell);
                        }
                    }
                    this.pawn.Drawer.rotator.FaceCell(fishingPier.fishingSpotCell);

                    if (passion == Passion.Minor)
                    {
                        this.pawn.needs.joy.GainJoy(NeedTunings.JoyPerXpForPassionMinor, JoyKindDefOf.Work);
                    }
                    else if (passion == Passion.Major)
                    {
                        this.pawn.needs.joy.GainJoy(NeedTunings.JoyPerXpForPassionMajor, JoyKindDefOf.Work);
                    }
                    SkillDef fishingSkillDef = DefDatabase <SkillDef> .GetNamed("Fishing");

                    this.pawn.skills.Learn(fishingSkillDef, skillGainPerTick * skillGainFactor);

                    if (this.ticksLeftThisToil == 1)
                    {
                        if (this.fishingRodMote != null)
                        {
                            Log.Message("destroy mote");
                            this.fishingRodMote.Destroy();
                        }
                    }
                },
                defaultDuration     = fishingDuration,
                defaultCompleteMode = ToilCompleteMode.Delay
            };

            yield return(fishToil.WithProgressBarToilDelay(fishingPierIndex));

            yield return(verifyFisherHasFishingEquipmentToil); // Could be dropped during fishToil.

            Toil computeChanceToCatchToil = new Toil()
            {
                initAction = () =>
                {
                    float       fishingSkillLevel = 0f;
                    WorkTypeDef fishingWorkDef    = DefDatabase <WorkTypeDef> .GetNamed("Fishing");

                    fishingSkillLevel = this.pawn.skills.AverageOfRelevantSkillsFor(fishingWorkDef);
                    float fishingEquipmentQualityFactor = (float)fishingEquipmentQuality / (float)QualityCategory.Legendary;
                    float fishingSkillFactor            = fishingSkillLevel / 20f;
                    float snowFactor             = 1 - Find.SnowGrid.GetDepth(fishingPier.fishingSpotCell);
                    float fishingEquipmentOffset = 0f;
                    switch (this.fishingEquipment)
                    {
                    case FishingEquipment.Harpoon:
                        fishingEquipmentOffset = 0.2f;
                        break;

                    case FishingEquipment.FishingRod:
                        fishingEquipmentOffset = 0.5f;
                        break;
                    }
                    catchSomethingThreshold = ((fishingEquipmentOffset * fishingEquipmentQualityFactor) + 0.4f * fishingSkillFactor) * (0.25f + 0.75f * snowFactor);
                    // Reframe min and max chance (min 5%, max 75 % chance of success).
                    catchSomethingThreshold = catchSomethingThreshold * 0.75f;
                    catchSomethingThreshold = Math.Max(catchSomethingThreshold, 0.05f);
                },
                defaultCompleteMode = ToilCompleteMode.Instant
            };

            yield return(computeChanceToCatchToil);

            Toil catchFishToil = new Toil()
            {
                initAction = () =>
                {
                    Job   curJob       = this.pawn.jobs.curJob;
                    Thing fishingCatch = null;

                    bool catchIsSuccessful = Rand.Value <= catchSomethingThreshold;
                    if (catchIsSuccessful == false)
                    {
                        MoteMaker.ThrowMetaIcon(this.pawn.Position, ThingDefOf.Mote_IncapIcon);
                        this.pawn.jobs.EndCurrentJob(JobCondition.Incompletable);
                        return;
                    }

                    float catchSelectorValue = Rand.Value;
                    if (catchSelectorValue > 0.04f)
                    {
                        // Catch a fish.
                        bool fishSpotIsMarshy = (Find.TerrainGrid.TerrainAt(fishingPier.fishingSpotCell) == TerrainDef.Named("Marsh"));
                        bool isDaytime        = (SkyManager.CurSkyGlow >= 0.4f);

                        ThingDef caugthFishDef = Util_FishIndustry.TailteethDef;
                        if (fishSpotIsMarshy && isDaytime)
                        {
                            caugthFishDef = (from fishSpecies in Util_FishIndustry.GetFishSpeciesList()
                                             where fishSpecies.livesInMarsh
                                             where fishSpecies.catchableDuringDay
                                             select fishSpecies).RandomElementByWeight((ThingDef_FishSpecies def) => def.commonality);
                        }
                        else if (fishSpotIsMarshy && !isDaytime)
                        {
                            caugthFishDef = (from fishSpecies in Util_FishIndustry.GetFishSpeciesList()
                                             where fishSpecies.livesInMarsh
                                             where fishSpecies.catchableDuringNight
                                             select fishSpecies).RandomElementByWeight((ThingDef_FishSpecies def) => def.commonality);
                        }
                        else if (!fishSpotIsMarshy && isDaytime)
                        {
                            caugthFishDef = (from fishSpecies in Util_FishIndustry.GetFishSpeciesList()
                                             where fishSpecies.livesInSea
                                             where fishSpecies.catchableDuringDay
                                             select fishSpecies).RandomElementByWeight((ThingDef_FishSpecies def) => def.commonality);
                        }
                        else
                        {
                            caugthFishDef = (from fishSpecies in Util_FishIndustry.GetFishSpeciesList()
                                             where fishSpecies.livesInSea
                                             where fishSpecies.catchableDuringNight
                                             select fishSpecies).RandomElementByWeight((ThingDef_FishSpecies def) => def.commonality);
                        }

                        /*TerrainDef fishSpotType = Find.TerrainGrid.TerrainAt(fishingPier.fishingSpotCell);
                         * List<ThingDef> fishSpeciesList = null;
                         * ThingDef_FishSpecies.AquaticEnvironment aquaticEnvironment;
                         * ThingDef_FishSpecies.LivingTime livingTime;
                         * float fishSpeciesTotalCommonality = 0f;
                         * float fishSpeciesCommonalitySum = 0f;
                         *
                         * // Aquatic environment.
                         * if (fishSpotType == TerrainDef.Named("Marsh"))
                         * {
                         *  aquaticEnvironment = ThingDef_FishSpecies.AquaticEnvironment.Marsh;
                         * }
                         * else
                         * {
                         *  aquaticEnvironment = ThingDef_FishSpecies.AquaticEnvironment.Sea;
                         * }
                         * // Day time.
                         * if (SkyManager.CurSkyGlow >= 0.4f)
                         * {
                         *  livingTime = ThingDef_FishSpecies.LivingTime.Day;
                         * }
                         * else
                         * {
                         *  livingTime = ThingDef_FishSpecies.LivingTime.Night;
                         * }
                         *
                         * fishSpeciesList = Util_FishIndustry.GetFishSpeciesList(aquaticEnvironment, livingTime);
                         * fishSpeciesTotalCommonality = Util_FishIndustry.GetFishSpeciesTotalCommonality(aquaticEnvironment, livingTime);
                         *
                         * float randomSelector = Rand.Range(0f, fishSpeciesTotalCommonality);
                         * ThingDef selectedFishSpecies = null;
                         * for (int fishSpeciesIndex = 0; fishSpeciesIndex < fishSpeciesList.Count; fishSpeciesIndex++)
                         * {
                         *  ThingDef_FishSpecies currentFishSpecies = fishSpeciesList[fishSpeciesIndex] as ThingDef_FishSpecies;
                         *  fishSpeciesCommonalitySum += currentFishSpecies.commonality;
                         *
                         *  if (randomSelector <= fishSpeciesCommonalitySum)
                         *  {
                         *      selectedFishSpecies = currentFishSpecies;
                         *      break;
                         *  }
                         * }*/
                        fishingCatch            = GenSpawn.Spawn(caugthFishDef, this.pawn.Position);
                        fishingCatch.stackCount = (caugthFishDef as ThingDef_FishSpecies).catchQuantity;
                        fishingPier.fishStock--;
                    }
                    else if (catchSelectorValue > 0.02)
                    {
                        fishingCatch            = GenSpawn.Spawn(Util_FishIndustry.OysterDef, this.pawn.Position);
                        fishingCatch.stackCount = Rand.RangeInclusive(5, 27);
                    }
                    else
                    {
                        float bonusCatchValue = Rand.Value;
                        if (bonusCatchValue < 0.01f)
                        {
                            // Really small chance to find a sunken treasure!!!
                            fishingCatch            = GenSpawn.Spawn(ThingDefOf.Gold, this.pawn.Position);
                            fishingCatch.stackCount = Rand.RangeInclusive(58, 289);
                            Thing treasureSilver = GenSpawn.Spawn(ThingDefOf.Silver, fishingPier.middleCell);
                            treasureSilver.stackCount = Rand.RangeInclusive(237, 2154);
                            string eventText = this.pawn.Name.ToStringShort.CapitalizeFirst() + " has found a sunken treasure while fishing! What a good catch!\n";
                            Find.LetterStack.ReceiveLetter("Sunken treasure!", eventText, LetterType.Good, this.pawn.Position);
                        }
                        else if (bonusCatchValue < 0.02f)
                        {
                            // Really small chance to find a complete power armor set + sniper or charge rifle.
                            Thing powerArmor = GenSpawn.Spawn(ThingDef.Named("Apparel_PowerArmor"), this.pawn.Position);
                            fishingCatch = powerArmor; // Used to carry the power armor.
                            Thing powerArmorHelmet = GenSpawn.Spawn(ThingDef.Named("Apparel_PowerArmorHelmet"), this.pawn.Position);
                            Thing rifle            = null;
                            if (Rand.Value < 0.5f)
                            {
                                rifle = GenSpawn.Spawn(ThingDef.Named("Gun_ChargeRifle"), this.pawn.Position);
                            }
                            else
                            {
                                rifle = GenSpawn.Spawn(ThingDef.Named("Gun_SniperRifle"), this.pawn.Position);
                            }
                            CompQuality qualityComp = powerArmor.TryGetComp <CompQuality>();
                            if (qualityComp != null)
                            {
                                qualityComp.SetQuality(QualityCategory.Masterwork, ArtGenerationContext.Outsider);
                            }
                            qualityComp = powerArmorHelmet.TryGetComp <CompQuality>();
                            if (qualityComp != null)
                            {
                                qualityComp.SetQuality(QualityCategory.Masterwork, ArtGenerationContext.Outsider);
                            }
                            qualityComp = rifle.TryGetComp <CompQuality>();
                            if (qualityComp != null)
                            {
                                qualityComp.SetQuality(QualityCategory.Masterwork, ArtGenerationContext.Outsider);
                            }

                            Faction faction    = Find.FactionManager.FirstFactionOfDef(FactionDefOf.SpacerHostile);
                            Pawn    deadMarine = PawnGenerator.GeneratePawn(PawnKindDefOf.SpaceSoldier, faction);
                            GenSpawn.Spawn(deadMarine, fishingPier.bankCell);
                            HealthUtility.GiveInjuriesToKill(deadMarine);
                            List <Thing> thingsList = deadMarine.Position.GetThingList();
                            foreach (Thing thing in thingsList)
                            {
                                if (thing.def.defName.Contains("Corpse"))
                                {
                                    CompRottable rotComp = thing.TryGetComp <CompRottable>();
                                    if (rotComp != null)
                                    {
                                        rotComp.RotProgress = 20f * GenDate.TicksPerDay; // 20 days so the corpse is dessicated.
                                    }
                                }
                            }
                            string eventText = this.pawn.Name.ToStringShort.CapitalizeFirst() + " has cought a dead body while fishing!\n\n'This is really disgusting but look at his gear! This guy was probably a Mining & Co. security member. I wonder what happend to him...'\n";
                            Find.LetterStack.ReceiveLetter("Dead marine", eventText, LetterType.Good, this.pawn.Position);
                        }
                        else
                        {
                            // Find a small amount of gold.
                            fishingCatch            = GenSpawn.Spawn(ThingDefOf.Gold, this.pawn.Position);
                            fishingCatch.stackCount = Rand.RangeInclusive(1, 7);
                        }
                        // TODO: add chance to get hurt by a tailteeth (missing finger or even hand!).
                    }
                    IntVec3 storageCell;
                    if (StoreUtility.TryFindBestBetterStoreCellFor(fishingCatch, this.pawn, StoragePriority.Unstored, this.pawn.Faction, out storageCell, true))
                    {
                        this.pawn.carrier.TryStartCarry(fishingCatch);
                        curJob.targetB       = storageCell;
                        curJob.targetC       = fishingCatch;
                        curJob.maxNumToCarry = 99999;
                    }
                    else
                    {
                        this.pawn.jobs.EndCurrentJob(JobCondition.Succeeded);
                    }
                }
            };

            yield return(catchFishToil);

            // Reserve the product and storage cell.
            yield return(Toils_Reserve.Reserve(TargetIndex.B));

            yield return(Toils_Reserve.Reserve(TargetIndex.C));

            Toil carryToCell = Toils_Haul.CarryHauledThingToCell(TargetIndex.B);

            yield return(carryToCell);

            yield return(Toils_Haul.PlaceHauledThingInCell(TargetIndex.B, carryToCell, true));

            yield return(Toils_Reserve.Release(fishingPierIndex));
        }
        protected override IEnumerable <Toil> MakeNewToils()
        {
            const float baseFishingDuration = 2000f;

            int   fishingDuration            = (int)baseFishingDuration;
            float catchSomethingThreshold    = 0f;
            Building_FishingPier fishingPier = this.TargetThingA as Building_FishingPier;
            Passion     passion          = Passion.None;
            const float skillGainPerTick = 0.15f;
            float       skillGainFactor  = 0f;

            this.AddEndCondition(() =>
            {
                var targ = this.pawn.jobs.curJob.GetTarget(fishingPierIndex).Thing;
                if (targ is Building && !targ.Spawned)
                {
                    return(JobCondition.Incompletable);
                }
                return(JobCondition.Ongoing);
            });

            this.FailOnBurningImmobile(fishingPierIndex); // Bill giver or product burning in carry phase.

            this.rotateToFace = TargetIndex.B;

            yield return(Toils_Reserve.Reserve(fishingPierIndex));

            float fishingSkillLevel = 0f;

            fishingSkillLevel = this.pawn.skills.AverageOfRelevantSkillsFor(WorkTypeDefOf.Hunting);
            float fishingSkillDurationFactor = fishingSkillLevel / 20f;

            fishingDuration = (int)(baseFishingDuration * (1.5f - fishingSkillDurationFactor));

            yield return(Toils_Goto.GotoThing(fishingPierIndex, fishingPier.riverCell).FailOnDespawnedOrNull(fishingPierIndex));

            Toil fishToil = new Toil()
            {
                initAction = () =>
                {
                    ThingDef moteDef = null;
                    if (fishingPier.Rotation == Rot4.North)
                    {
                        moteDef = Util_FishIndustry.MoteFishingRodNorthDef;
                    }
                    else if (fishingPier.Rotation == Rot4.East)
                    {
                        moteDef = Util_FishIndustry.MoteFishingRodEastDef;
                    }
                    else if (fishingPier.Rotation == Rot4.South)
                    {
                        moteDef = Util_FishIndustry.MoteFishingRodSouthDef;
                    }
                    else
                    {
                        moteDef = Util_FishIndustry.MoteFishingRodWestDef;
                    }
                    this.fishingRodMote = (Mote)ThingMaker.MakeThing(moteDef, null);
                    this.fishingRodMote.exactPosition = fishingPier.fishingSpotCell.ToVector3Shifted();
                    this.fishingRodMote.Scale         = 1f;
                    GenSpawn.Spawn(this.fishingRodMote, fishingPier.fishingSpotCell, this.Map);
                    WorkTypeDef fishingWorkDef = WorkTypeDefOf.Hunting;
                    passion = this.pawn.skills.MaxPassionOfRelevantSkillsFor(fishingWorkDef);
                    if (passion == Passion.None)
                    {
                        skillGainFactor = 0.3f;
                    }
                    else if (passion == Passion.Minor)
                    {
                        skillGainFactor = 1f;
                    }
                    else
                    {
                        skillGainFactor = 1.5f;
                    }
                },
                tickAction = () =>
                {
                    if (passion == Passion.Minor)
                    {
                        this.pawn.needs.joy.GainJoy(NeedTunings.JoyPerXpForPassionMinor, JoyKindDefOf.Work);
                    }
                    else if (passion == Passion.Major)
                    {
                        this.pawn.needs.joy.GainJoy(NeedTunings.JoyPerXpForPassionMajor, JoyKindDefOf.Work);
                    }
                    this.pawn.skills.Learn(SkillDefOf.Shooting, skillGainPerTick * skillGainFactor);

                    if (this.ticksLeftThisToil == 1)
                    {
                        if (this.fishingRodMote != null)
                        {
                            this.fishingRodMote.Destroy();
                        }
                    }
                },
                defaultDuration     = fishingDuration,
                defaultCompleteMode = ToilCompleteMode.Delay
            };

            yield return(fishToil.WithProgressBarToilDelay(fishingPierIndex));

            Toil computeChanceToCatchToil = new Toil()
            {
                initAction = () =>
                {
                    catchSomethingThreshold = fishingSkillLevel / 20f;
                    // Reframe min and max chance (min 5%, max 75 % chance of success).
                    Mathf.Clamp(catchSomethingThreshold, 0.05f, 0.75f);
                },
                defaultCompleteMode = ToilCompleteMode.Instant
            };

            yield return(computeChanceToCatchToil);

            Toil catchFishToil = new Toil()
            {
                initAction = () =>
                {
                    Job   curJob       = this.pawn.jobs.curJob;
                    Thing fishingCatch = null;

                    // 90% chance to successfully catch something.
                    bool catchIsSuccessful = (Rand.Value >= 0.1f);
                    if (catchIsSuccessful == false)
                    {
                        MoteMaker.ThrowMetaIcon(this.pawn.Position, this.Map, ThingDefOf.Mote_IncapIcon);
                        this.pawn.jobs.EndCurrentJob(JobCondition.Incompletable);
                        return;
                    }

                    float catchSelectorValue = Rand.Value;
                    if (catchSelectorValue > 0.04f)
                    {
                        // Catch a fish.
                        bool fishSpotIsMarshy = (this.Map.terrainGrid.TerrainAt(fishingPier.fishingSpotCell) == TerrainDef.Named("Marsh"));
                        bool isDaytime        = (this.Map.skyManager.CurSkyGlow >= 0.4f);

                        PawnKindDef caugthFishDef = null;
                        if (fishSpotIsMarshy && isDaytime)
                        {
                            caugthFishDef = (from fishSpecies in Util_FishIndustry.GetFishSpeciesList()
                                             where fishSpecies.livesInMarsh
                                             where fishSpecies.catchableDuringDay
                                             select fishSpecies).RandomElementByWeight((PawnKindDef_FishSpecies def) => def.commonality);
                        }
                        else if (fishSpotIsMarshy && !isDaytime)
                        {
                            caugthFishDef = (from fishSpecies in Util_FishIndustry.GetFishSpeciesList()
                                             where fishSpecies.livesInMarsh
                                             where fishSpecies.catchableDuringNight
                                             select fishSpecies).RandomElementByWeight((PawnKindDef_FishSpecies def) => def.commonality);
                        }
                        else if (!fishSpotIsMarshy && isDaytime)
                        {
                            caugthFishDef = (from fishSpecies in Util_FishIndustry.GetFishSpeciesList()
                                             where fishSpecies.livesInSea
                                             where fishSpecies.catchableDuringDay
                                             select fishSpecies).RandomElementByWeight((PawnKindDef_FishSpecies def) => def.commonality);
                        }
                        else
                        {
                            caugthFishDef = (from fishSpecies in Util_FishIndustry.GetFishSpeciesList()
                                             where fishSpecies.livesInSea
                                             where fishSpecies.catchableDuringNight
                                             select fishSpecies).RandomElementByWeight((PawnKindDef_FishSpecies def) => def.commonality);
                        }
                        Pawn caughtFish = PawnGenerator.GeneratePawn(caugthFishDef);
                        GenSpawn.Spawn(caughtFish, this.pawn.Position, this.Map);
                        HealthUtility.GiveInjuriesToKill(caughtFish);
                        foreach (Thing thing in this.pawn.Position.GetThingList(this.Map))
                        {
                            Corpse fishCorpse = thing as Corpse;
                            if (fishCorpse != null)
                            {
                                fishingCatch = fishCorpse;
                            }
                        }
                        if (caughtFish.BodySize >= 0.1f)
                        {
                            fishingPier.fishStock--;
                            fishingPier.UpdateMaxFishStock();
                        }
                    }
                    else if (catchSelectorValue > 0.02)
                    {
                        fishingCatch            = GenSpawn.Spawn(Util_FishIndustry.OysterDef, this.pawn.Position, this.Map);
                        fishingCatch.stackCount = Rand.RangeInclusive(5, 27);
                    }
                    else
                    {
                        float bonusCatchValue = Rand.Value;
                        if (bonusCatchValue < 0.01f)
                        {
                            // Really small chance to find a sunken treasure!!!
                            fishingCatch            = GenSpawn.Spawn(ThingDefOf.Gold, this.pawn.Position, this.Map);
                            fishingCatch.stackCount = Rand.RangeInclusive(58, 289);
                            Thing treasureSilver = GenSpawn.Spawn(ThingDefOf.Silver, fishingPier.middleCell, this.Map);
                            treasureSilver.stackCount = Rand.RangeInclusive(237, 2154);
                            string eventText = this.pawn.Name.ToStringShort.CapitalizeFirst() + " has found a sunken treasure while fishing! What a good catch!\n";
                            Find.LetterStack.ReceiveLetter("Sunken treasure!", eventText, LetterType.Good, this.pawn);
                        }
                        else if (bonusCatchValue < 0.02f)
                        {
                            // Really small chance to find a complete power armor set + sniper or charge rifle.
                            Thing powerArmor = GenSpawn.Spawn(ThingDef.Named("Apparel_PowerArmor"), this.pawn.Position, this.Map);
                            fishingCatch = powerArmor; // Used to carry the power armor.
                            Thing powerArmorHelmet = GenSpawn.Spawn(ThingDef.Named("Apparel_PowerArmorHelmet"), this.pawn.Position, this.Map);
                            Thing rifle            = null;
                            if (Rand.Value < 0.5f)
                            {
                                rifle = GenSpawn.Spawn(ThingDef.Named("Gun_ChargeRifle"), this.pawn.Position, this.Map);
                            }
                            else
                            {
                                rifle = GenSpawn.Spawn(ThingDef.Named("Gun_SniperRifle"), this.pawn.Position, this.Map);
                            }
                            CompQuality qualityComp = powerArmor.TryGetComp <CompQuality>();
                            if (qualityComp != null)
                            {
                                qualityComp.SetQuality(QualityCategory.Masterwork, ArtGenerationContext.Outsider);
                            }
                            qualityComp = powerArmorHelmet.TryGetComp <CompQuality>();
                            if (qualityComp != null)
                            {
                                qualityComp.SetQuality(QualityCategory.Masterwork, ArtGenerationContext.Outsider);
                            }
                            qualityComp = rifle.TryGetComp <CompQuality>();
                            if (qualityComp != null)
                            {
                                qualityComp.SetQuality(QualityCategory.Masterwork, ArtGenerationContext.Outsider);
                            }

                            Faction faction    = Find.FactionManager.FirstFactionOfDef(FactionDefOf.SpacerHostile);
                            Pawn    deadMarine = PawnGenerator.GeneratePawn(PawnKindDefOf.SpaceSoldier, faction);
                            GenSpawn.Spawn(deadMarine, fishingPier.bankCell, this.Map);
                            HealthUtility.GiveInjuriesToKill(deadMarine);
                            List <Thing> thingsList = deadMarine.Position.GetThingList(this.Map);
                            foreach (Thing thing in thingsList)
                            {
                                if (thing.def.defName.Contains("Corpse"))
                                {
                                    CompRottable rotComp = thing.TryGetComp <CompRottable>();
                                    if (rotComp != null)
                                    {
                                        rotComp.RotProgress = 20f * GenDate.TicksPerDay; // 20 days so the corpse is dessicated.
                                    }
                                }
                            }
                            string eventText = this.pawn.Name.ToStringShort.CapitalizeFirst() + " has cought a dead body while fishing!\n\n'This is really disgusting but look at his gear! This guy was probably a MiningCo. security member. I wonder what happend to him...'\n";
                            Find.LetterStack.ReceiveLetter("Dead marine", eventText, LetterType.Good, this.pawn);
                        }
                        else
                        {
                            // Find a small amount of gold.
                            fishingCatch            = GenSpawn.Spawn(ThingDefOf.Gold, this.pawn.Position, this.Map);
                            fishingCatch.stackCount = Rand.RangeInclusive(1, 7);
                        }
                        // TODO: add chance to get hurt by a tailteeth (missing finger or even hand!).
                    }
                    IntVec3 storageCell;
                    if (StoreUtility.TryFindBestBetterStoreCellFor(fishingCatch, this.pawn, this.Map, StoragePriority.Unstored, this.pawn.Faction, out storageCell, true))
                    {
                        this.pawn.carryTracker.TryStartCarry(fishingCatch);
                        curJob.targetB = storageCell;
                        curJob.targetC = fishingCatch;
                        curJob.count   = 99999;
                    }
                    else
                    {
                        this.pawn.jobs.EndCurrentJob(JobCondition.Succeeded);
                    }
                }
            };

            yield return(catchFishToil);

            // Reserve the product and storage cell.
            yield return(Toils_Reserve.Reserve(TargetIndex.B));

            yield return(Toils_Reserve.Reserve(TargetIndex.C));

            Toil carryToCell = Toils_Haul.CarryHauledThingToCell(TargetIndex.B);

            yield return(carryToCell);

            yield return(Toils_Haul.PlaceHauledThingInCell(TargetIndex.B, carryToCell, true));

            yield return(Toils_Reserve.Release(fishingPierIndex));
        }