public static bool trySwapToMoreAccurateRangedWeapon(Pawn pawn, LocalTargetInfo target, bool dropCurrent, bool skipManualUse, bool skipDangerous = true, bool skipEMP = true) { CompSidearmMemory pawnMemory = CompSidearmMemory.GetMemoryCompForPawn(pawn); if (pawn == null || pawn.Dead || pawnMemory == null || pawn.equipment == null || pawn.inventory == null) { return(false); } if (pawnMemory.IsCurrentWeaponForced(false)) { return(false); } (ThingWithComps weapon, float dps, float averageSpeed)bestWeapon = GettersFilters.findBestRangedWeapon(pawn, target, skipManualUse, skipDangerous, skipEMP, true); if (bestWeapon.weapon == null) { return(false); } CellRect cellRect = (!target.HasThing) ? CellRect.SingleCell(target.Cell) : target.Thing.OccupiedRect(); float range = cellRect.ClosestDistSquaredTo(pawn.Position); float currentDPS = StatCalculator.RangedDPS(pawn.equipment.Primary, Settings.SpeedSelectionBiasRanged, bestWeapon.averageSpeed, range); if (bestWeapon.dps < currentDPS + MiscUtils.ANTI_OSCILLATION_FACTOR) { return(false); } equipSpecificWeaponFromInventory(pawn, bestWeapon.weapon, dropCurrent, false); return(true); }
public static void equipBestWeaponFromInventoryByPreference(Pawn pawn, DroppingModeEnum dropMode, PrimaryWeaponMode?modeOverride = null, Pawn target = null) { if (!pawn.IsValidSidearmsCarrier()) { return; } CompSidearmMemory pawnMemory = CompSidearmMemory.GetMemoryCompForPawn(pawn); if (pawnMemory == null) { return; } PrimaryWeaponMode mode = modeOverride == null ? pawnMemory.primaryWeaponMode : modeOverride.Value; if ((pawn.CombinedDisabledWorkTags & WorkTags.Violent) != 0) { if (pawn.equipment.Primary != null) { bool success = equipSpecificWeapon(pawn, null, MiscUtils.shouldDrop(pawn, dropMode, false), false); if (success) { return; } } else { return; } } if (pawn.Drafted && (pawnMemory.ForcedUnarmedWhileDrafted || pawnMemory.ForcedUnarmed && pawnMemory.ForcedWeaponWhileDrafted == null)) { if (pawn.equipment.Primary != null) { bool success = equipSpecificWeapon(pawn, null, MiscUtils.shouldDrop(pawn, dropMode, false), false); if (success) { return; } } else { return; } } if (pawn.Drafted && pawnMemory.ForcedWeaponWhileDrafted != null) { if (pawn.equipment.Primary == null || pawn.equipment.Primary.toThingDefStuffDefPair() != pawnMemory.ForcedWeaponWhileDrafted.Value) { var requiredWeapon = pawnMemory.ForcedWeaponWhileDrafted.Value; if (!Settings.AllowBlockedWeaponUse && StatCalculator.canCarrySidearmType(requiredWeapon, pawn, out _)) { //clear invalid pawnMemory.ForcedWeaponWhileDrafted = null; return; } bool success = equipSpecificWeaponTypeFromInventory(pawn, requiredWeapon, MiscUtils.shouldDrop(pawn, dropMode, false), false); if (success) { return; } } else { return; } } if (pawnMemory.ForcedUnarmed) { if (pawn.equipment.Primary != null) { bool success = equipSpecificWeapon(pawn, null, MiscUtils.shouldDrop(pawn, dropMode, false), false); if (success) { return; } } else { return; } } if (pawnMemory.ForcedWeapon != null) { if (pawn.equipment.Primary == null || pawn.equipment.Primary.toThingDefStuffDefPair() != pawnMemory.ForcedWeapon.Value) { var requiredWeapon = pawnMemory.ForcedWeapon.Value; if (!Settings.AllowBlockedWeaponUse && StatCalculator.canCarrySidearmType(requiredWeapon, pawn, out _)) { //clear invalid pawnMemory.ForcedWeapon = null; return; } bool success = equipSpecificWeaponTypeFromInventory(pawn, requiredWeapon, MiscUtils.shouldDrop(pawn, dropMode, false), false); if (success) { return; } } else { return; } } if (mode == PrimaryWeaponMode.Ranged || ((mode == PrimaryWeaponMode.BySkill) && (pawn.getSkillWeaponPreference() == PrimaryWeaponMode.Ranged))) { if (pawnMemory.DefaultRangedWeapon != null && pawn.hasWeaponType(pawnMemory.DefaultRangedWeapon.Value)) { if (pawn.equipment.Primary == null || pawn.equipment.Primary.toThingDefStuffDefPair() != pawnMemory.DefaultRangedWeapon.Value) { var requiredWeapon = pawnMemory.DefaultRangedWeapon.Value; if (!Settings.AllowBlockedWeaponUse && StatCalculator.canCarrySidearmType(requiredWeapon, pawn, out _)) { //clear invalid pawnMemory.DefaultRangedWeapon = null; return; } bool success = equipSpecificWeaponTypeFromInventory(pawn, requiredWeapon, MiscUtils.shouldDrop(pawn, dropMode, false), false); if (success) { return; } } else { return; } } else { bool skipManualUse = true; bool skipDangerous = pawn.IsColonistPlayerControlled && Settings.SkipDangerousWeapons; bool skipEMP = true; (ThingWithComps weapon, float dps, float averageSpeed)bestWeapon = GettersFilters.findBestRangedWeapon(pawn, null, skipManualUse, skipDangerous, skipEMP); if (bestWeapon.weapon != null) { if (pawn.equipment.Primary != bestWeapon.weapon) { bool success = equipSpecificWeaponFromInventory(pawn, bestWeapon.weapon, MiscUtils.shouldDrop(pawn, dropMode, false), false); if (success) { return; } } else { return; } } } } //all that's left is either melee preference or no ranged weapon found - so in either case, we want to equip a melee weapon. /*if (mode == GoldfishModule.PrimaryWeaponMode.Melee || * ((mode == GoldfishModule.PrimaryWeaponMode.BySkill) && (pawn.getSkillWeaponPreference() == GoldfishModule.PrimaryWeaponMode.Melee)))*/ { //Log.Message("melee mode"); //prefers melee if (pawnMemory.PreferredUnarmed) { if (pawn.equipment.Primary != null) { bool success = equipSpecificWeapon(pawn, null, MiscUtils.shouldDrop(pawn, dropMode, false), false); if (success) { return; } } else { return; } } else { if (pawnMemory.PreferredMeleeWeapon != null && pawn.hasWeaponType(pawnMemory.PreferredMeleeWeapon.Value)) { if (pawn.equipment.Primary == null || pawn.equipment.Primary.toThingDefStuffDefPair() != pawnMemory.PreferredMeleeWeapon.Value) { var requiredWeapon = pawnMemory.PreferredMeleeWeapon.Value; if (!Settings.AllowBlockedWeaponUse && StatCalculator.canCarrySidearmType(requiredWeapon, pawn, out _)) { //clear invalid pawnMemory.PreferredMeleeWeapon = null; return; } bool success = equipSpecificWeaponTypeFromInventory(pawn, requiredWeapon, MiscUtils.shouldDrop(pawn, dropMode, false), false); if (success) { return; } } else { return; } } else { ThingWithComps result; bool foundAlternative = GettersFilters.findBestMeleeWeapon(pawn, out result, includeRangedWithBash: false); if (foundAlternative) { if (pawn.equipment.Primary != result) { bool success = equipSpecificWeaponFromInventory(pawn, result, MiscUtils.shouldDrop(pawn, dropMode, false), false); if (success) { return; } } else { return; } } } } } return; }