Beispiel #1
0
        protected override IEnumerable <Toil> MakeNewToils()
        {
            this.FailOnDespawnedOrNull(TargetIndex.A);
            this.FailOnThingMissingDesignation(TargetIndex.A, DesignationDefOf.RearmTrap);
            Toil gotoThing = new Toil();

            gotoThing.initAction = delegate()
            {
                this.pawn.pather.StartPath(base.TargetThingA, PathEndMode.Touch);
            };
            gotoThing.defaultCompleteMode = ToilCompleteMode.PatherArrival;
            gotoThing.FailOnDespawnedNullOrForbidden(TargetIndex.A);
            yield return(gotoThing);

            yield return(Toils_General.Wait(800, TargetIndex.None).WithProgressBarToilDelay(TargetIndex.A, false, -0.5f));

            yield return(new Toil
            {
                initAction = delegate()
                {
                    Thing thing = this.job.targetA.Thing;
                    Designation designation = base.Map.designationManager.DesignationOn(thing, DesignationDefOf.RearmTrap);
                    if (designation != null)
                    {
                        designation.Delete();
                    }
                    Building_TrapRearmable building_TrapRearmable = thing as Building_TrapRearmable;
                    building_TrapRearmable.Rearm();
                    this.pawn.records.Increment(RecordDefOf.TrapsRearmed);
                },
                defaultCompleteMode = ToilCompleteMode.Instant
            });

            yield break;
        }
Beispiel #2
0
        public override AcceptanceReport CanDesignateThing(Thing t)
        {
            Building_TrapRearmable building_TrapRearmable = t as Building_TrapRearmable;

            return(building_TrapRearmable != null && !building_TrapRearmable.Armed && base.Map.designationManager.DesignationOn(building_TrapRearmable, DesignationDefOf.RearmTrap) == null);
        }
Beispiel #3
0
            public bool MoveNext()
            {
                uint num = (uint)this.$PC;

                this.$PC = -1;
                switch (num)
                {
                case 0u:
                    this.FailOnDespawnedOrNull(TargetIndex.A);
                    this.FailOnThingMissingDesignation(TargetIndex.A, DesignationDefOf.RearmTrap);
                    gotoThing            = new Toil();
                    gotoThing.initAction = delegate()
                    {
                        this.pawn.pather.StartPath(base.TargetThingA, PathEndMode.Touch);
                    };
                    gotoThing.defaultCompleteMode = ToilCompleteMode.PatherArrival;
                    gotoThing.FailOnDespawnedNullOrForbidden(TargetIndex.A);
                    this.$current = gotoThing;
                    if (!this.$disposing)
                    {
                        this.$PC = 1;
                    }
                    return(true);

                case 1u:
                    this.$current = Toils_General.Wait(800, TargetIndex.None).WithProgressBarToilDelay(TargetIndex.A, false, -0.5f);
                    if (!this.$disposing)
                    {
                        this.$PC = 2;
                    }
                    return(true);

                case 2u:
                {
                    Toil finalize = new Toil();
                    finalize.initAction = delegate()
                    {
                        Thing       thing       = this.job.targetA.Thing;
                        Designation designation = base.Map.designationManager.DesignationOn(thing, DesignationDefOf.RearmTrap);
                        if (designation != null)
                        {
                            designation.Delete();
                        }
                        Building_TrapRearmable building_TrapRearmable = thing as Building_TrapRearmable;
                        building_TrapRearmable.Rearm();
                        this.pawn.records.Increment(RecordDefOf.TrapsRearmed);
                    };
                    finalize.defaultCompleteMode = ToilCompleteMode.Instant;
                    this.$current = finalize;
                    if (!this.$disposing)
                    {
                        this.$PC = 3;
                    }
                    return(true);
                }

                case 3u:
                    this.$PC = -1;
                    break;
                }
                return(false);
            }