Beispiel #1
0
        private static void InitializeFishSpeciesListsAndTotalCommonality()
        {
            seaDayFishSpeciesTotalCommonality     = 0;
            seaNightFishSpeciesTotalCommonality   = 0;
            marshDayFishSpeciesTotalCommonality   = 0;
            marshNightFishSpeciesTotalCommonality = 0;
            seaDayFishSpeciesList     = new List <ThingDef>();
            seaNightFishSpeciesList   = new List <ThingDef>();
            marshDayFishSpeciesList   = new List <ThingDef>();
            marshNightFishSpeciesList = new List <ThingDef>();

            foreach (ThingDef thingDef in DefDatabase <ThingDef> .AllDefsListForReading)
            {
                if (thingDef.defName.Contains("Fish_"))
                {
                    ThingDef_FishSpeciesProperties fishDef = thingDef as ThingDef_FishSpeciesProperties;
                    if (fishDef != null)
                    {
                        // Sea.
                        if ((fishDef.aquaticEnvironment == ThingDef_FishSpeciesProperties.AquaticEnvironment.Sea) ||
                            (fishDef.aquaticEnvironment == ThingDef_FishSpeciesProperties.AquaticEnvironment.SeaAndMarch))
                        {
                            // Day.
                            if ((fishDef.livingTime == ThingDef_FishSpeciesProperties.LivingTime.Day) ||
                                (fishDef.livingTime == ThingDef_FishSpeciesProperties.LivingTime.DayAndNight))
                            {
                                // Sea day.
                                seaDayFishSpeciesList.Add(thingDef);
                                seaDayFishSpeciesTotalCommonality += fishDef.commonality;
                            }
                            // Night.
                            if ((fishDef.livingTime == ThingDef_FishSpeciesProperties.LivingTime.Night) ||
                                (fishDef.livingTime == ThingDef_FishSpeciesProperties.LivingTime.DayAndNight))
                            {
                                // Sea night.
                                seaNightFishSpeciesList.Add(thingDef);
                                seaNightFishSpeciesTotalCommonality += fishDef.commonality;
                            }
                        }
                        // Marsh.
                        if ((fishDef.aquaticEnvironment == ThingDef_FishSpeciesProperties.AquaticEnvironment.Marsh) ||
                            (fishDef.aquaticEnvironment == ThingDef_FishSpeciesProperties.AquaticEnvironment.SeaAndMarch))
                        {
                            // Day.
                            if ((fishDef.livingTime == ThingDef_FishSpeciesProperties.LivingTime.Day) ||
                                (fishDef.livingTime == ThingDef_FishSpeciesProperties.LivingTime.DayAndNight))
                            {
                                // Marsh day.
                                marshDayFishSpeciesList.Add(thingDef);
                                marshDayFishSpeciesTotalCommonality += fishDef.commonality;
                            }
                            // Night.
                            if ((fishDef.livingTime == ThingDef_FishSpeciesProperties.LivingTime.Night) ||
                                (fishDef.livingTime == ThingDef_FishSpeciesProperties.LivingTime.DayAndNight))
                            {
                                // Marsh night.
                                marshNightFishSpeciesList.Add(thingDef);
                                marshNightFishSpeciesTotalCommonality += fishDef.commonality;
                            }
                        }
                    }
                }
            }
        }
        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;

                    switch (fishingEquipment)
                    {
                    case 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;
                        }
                        break;
                    }
                    if (moteDef != null)
                    {
                        fishingEquipmentMote = (MoteThrown)ThingMaker.MakeThing(moteDef);
                        fishingEquipmentMote.exactPosition   = fishingPier.fishingSpotCell.ToVector3Shifted();
                        fishingEquipmentMote.exactPosition.y = Altitudes.AltitudeFor(AltitudeLayer.VisEffects);
                        GenSpawn.Spawn(fishingEquipmentMote, 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 = () =>
                {
                    switch (fishingEquipment)
                    {
                    case FishingEquipment.FishingRod:
                        fishingEquipmentMote.Maintain();
                        break;

                    case 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);
                        }
                        break;
                    }
                    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);
                },
                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)
                    {
                        MoteThrower.ThrowDrift(this.pawn.Position, ThingDefOf.Mote_IncapIcon);
                        this.pawn.jobs.EndCurrentJob(JobCondition.Incompletable);
                        return;
                    }

                    float catchSelectorValue = Rand.Value;
                    if (catchSelectorValue > 0.04f)
                    {
                        // Catch a fish.
                        TerrainDef      fishSpotType    = Find.TerrainGrid.TerrainAt(fishingPier.fishingSpotCell);
                        List <ThingDef> fishSpeciesList = null;
                        ThingDef_FishSpeciesProperties.AquaticEnvironment aquaticEnvironment;
                        ThingDef_FishSpeciesProperties.LivingTime         livingTime;
                        float fishSpeciesTotalCommonality = 0f;
                        float fishSpeciesCommonalitySum   = 0f;

                        // Aquatic environment.
                        if (fishSpotType == TerrainDef.Named("Marsh"))
                        {
                            aquaticEnvironment = ThingDef_FishSpeciesProperties.AquaticEnvironment.Marsh;
                        }
                        else
                        {
                            aquaticEnvironment = ThingDef_FishSpeciesProperties.AquaticEnvironment.Sea;
                        }
                        // Day time.
                        if (SkyManager.CurSkyGlow >= 0.4f)
                        {
                            livingTime = ThingDef_FishSpeciesProperties.LivingTime.Day;
                        }
                        else
                        {
                            livingTime = ThingDef_FishSpeciesProperties.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_FishSpeciesProperties currentFishSpecies = fishSpeciesList[fishSpeciesIndex] as ThingDef_FishSpeciesProperties;
                            fishSpeciesCommonalitySum += currentFishSpecies.commonality;

                            if (randomSelector <= fishSpeciesCommonalitySum)
                            {
                                selectedFishSpecies = currentFishSpecies;
                                break;
                            }
                        }

                        fishingCatch            = GenSpawn.Spawn(selectedFishSpecies, this.pawn.Position);
                        fishingCatch.stackCount = (selectedFishSpecies as ThingDef_FishSpeciesProperties).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 * 60000f; // 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));
        }