public bool MoveNext()
            {
                uint num = (uint)this.$PC;

                this.$PC = -1;
                switch (num)
                {
                case 0u:
                    this.FailOnAggroMentalState(TargetIndex.A);
                    this.$current = Toils_Interpersonal.GotoPrisoner(this.pawn, base.Victim, PrisonerInteractionModeDefOf.Execution).FailOn(() => !this.Victim.IsPrisonerOfColony || !this.Victim.guest.PrisonerIsSecure);
                    if (!this.$disposing)
                    {
                        this.$PC = 1;
                    }
                    return(true);

                case 1u:
                    < MakeNewToils > c__AnonStorey.execute            = new Toil();
                    < MakeNewToils > c__AnonStorey.execute.initAction = delegate()
                    {
                        ExecutionUtility.DoExecutionByCut(< MakeNewToils > c__AnonStorey.execute.actor, <MakeNewToils> c__AnonStorey.< > f__ref$0.$this.Victim);
                        ThoughtUtility.GiveThoughtsForPawnExecuted(< MakeNewToils > c__AnonStorey.< > f__ref$0.$this.Victim, PawnExecutionKind.GenericBrutal);
                        TaleRecorder.RecordTale(TaleDefOf.ExecutedPrisoner, new object[]
                        {
                            < MakeNewToils > c__AnonStorey.< > f__ref$0.$this.pawn,
                            <MakeNewToils> c__AnonStorey.< > f__ref$0.$this.Victim
                        });
Beispiel #2
0
        protected override IEnumerable <Toil> MakeNewToils()
        {
            _003CMakeNewToils_003Ec__Iterator0 _003CMakeNewToils_003Ec__Iterator = (_003CMakeNewToils_003Ec__Iterator0) /*Error near IL_0036: stateMachine*/;

            this.FailOnAggroMentalState(TargetIndex.A);
            yield return(Toils_Interpersonal.GotoPrisoner(base.pawn, this.Victim, PrisonerInteractionModeDefOf.Execution).FailOn(() => !_003CMakeNewToils_003Ec__Iterator._0024this.Victim.IsPrisonerOfColony || !_003CMakeNewToils_003Ec__Iterator._0024this.Victim.guest.PrisonerIsSecure));

            /*Error: Unable to find new state assignment for yield return*/;
        }
Beispiel #3
0
        protected override IEnumerable <Toil> MakeNewToils()
        {
            this.FailOnDespawnedOrNull(TargetIndex.A);
            this.FailOnMentalState(TargetIndex.A);
            this.FailOnNotAwake(TargetIndex.A);
            this.FailOn(() => !((_003CMakeNewToils_003Ec__Iterator0) /*Error near IL_009a: stateMachine*/)._0024this.Talkee.IsPrisonerOfColony || !((_003CMakeNewToils_003Ec__Iterator0) /*Error near IL_009a: stateMachine*/)._0024this.Talkee.guest.PrisonerIsSecure);
            yield return(Toils_Interpersonal.GotoPrisoner(pawn, Talkee, Talkee.guest.interactionMode));

            /*Error: Unable to find new state assignment for yield return*/;
        }
        protected override IEnumerable <Toil> MakeNewToils()
        {
            this.FailOnDespawnedOrNull(TargetIndex.A);
            this.FailOnMentalState(TargetIndex.A);
            this.FailOnNotAwake(TargetIndex.A);
            this.FailOn(() => !this.Talkee.IsPrisonerOfColony || !this.Talkee.guest.PrisonerIsSecure);
            yield return(Toils_Interpersonal.GotoPrisoner(this.pawn, this.Talkee, this.Talkee.guest.interactionMode));

            yield return(Toils_Interpersonal.WaitToBeAbleToInteract(this.pawn));

            yield return(Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A));

            yield return(Toils_Interpersonal.ConvinceRecruitee(this.pawn, this.Talkee));

            yield return(Toils_Interpersonal.GotoPrisoner(this.pawn, this.Talkee, this.Talkee.guest.interactionMode));

            yield return(Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A));

            yield return(Toils_Interpersonal.ConvinceRecruitee(this.pawn, this.Talkee));

            yield return(Toils_Interpersonal.GotoPrisoner(this.pawn, this.Talkee, this.Talkee.guest.interactionMode));

            yield return(Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A));

            yield return(Toils_Interpersonal.ConvinceRecruitee(this.pawn, this.Talkee));

            yield return(Toils_Interpersonal.GotoPrisoner(this.pawn, this.Talkee, this.Talkee.guest.interactionMode));

            yield return(Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A));

            yield return(Toils_Interpersonal.ConvinceRecruitee(this.pawn, this.Talkee));

            yield return(Toils_Interpersonal.GotoPrisoner(this.pawn, this.Talkee, this.Talkee.guest.interactionMode));

            yield return(Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A));

            yield return(Toils_Interpersonal.ConvinceRecruitee(this.pawn, this.Talkee));

            yield return(Toils_Interpersonal.GotoPrisoner(this.pawn, this.Talkee, this.Talkee.guest.interactionMode));

            yield return(Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A));

            yield return(Toils_Interpersonal.SetLastInteractTime(TargetIndex.A));

            if (this.job.def == JobDefOf.PrisonerAttemptRecruit)
            {
                yield return(Toils_Interpersonal.TryRecruit(TargetIndex.A));
            }
            yield break;
        }
        protected override IEnumerable <Toil> MakeNewToils()
        {
            this.FailOnAggroMentalState(TargetIndex.A);
            yield return(Toils_Interpersonal.GotoPrisoner(pawn, Victim, PrisonerInteractionModeDefOf.Execution).FailOn(() => !Victim.IsPrisonerOfColony || !Victim.guest.PrisonerIsSecure));

            Toil execute = new Toil();

            execute.initAction = delegate
            {
                ExecutionUtility.DoExecutionByCut(execute.actor, Victim);
                ThoughtUtility.GiveThoughtsForPawnExecuted(Victim, PawnExecutionKind.GenericBrutal);
                TaleRecorder.RecordTale(TaleDefOf.ExecutedPrisoner, pawn, Victim);
            };
            execute.defaultCompleteMode = ToilCompleteMode.Instant;
            yield return(execute);
        }
Beispiel #6
0
        protected override IEnumerable <Toil> MakeNewToils()
        {
            this.FailOnDespawnedOrNull(TargetIndex.A);
            this.FailOnMentalState(TargetIndex.A);
            this.FailOnNotAwake(TargetIndex.A);
            this.FailOn(() => !Talkee.IsPrisonerOfColony || !Talkee.guest.PrisonerIsSecure);
            yield return(Toils_Interpersonal.GotoPrisoner(pawn, Talkee, Talkee.guest.interactionMode));

            yield return(Toils_Interpersonal.WaitToBeAbleToInteract(pawn));

            yield return(Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A));

            yield return(Toils_Interpersonal.ConvinceRecruitee(pawn, Talkee));

            yield return(Toils_Interpersonal.GotoPrisoner(pawn, Talkee, Talkee.guest.interactionMode));

            yield return(Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A));

            yield return(Toils_Interpersonal.ConvinceRecruitee(pawn, Talkee));

            yield return(Toils_Interpersonal.GotoPrisoner(pawn, Talkee, Talkee.guest.interactionMode));

            yield return(Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A));

            yield return(Toils_Interpersonal.ConvinceRecruitee(pawn, Talkee));

            yield return(Toils_Interpersonal.GotoPrisoner(pawn, Talkee, Talkee.guest.interactionMode));

            yield return(Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A));

            yield return(Toils_Interpersonal.ConvinceRecruitee(pawn, Talkee));

            yield return(Toils_Interpersonal.GotoPrisoner(pawn, Talkee, Talkee.guest.interactionMode));

            yield return(Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A));

            yield return(Toils_Interpersonal.ConvinceRecruitee(pawn, Talkee));

            yield return(Toils_Interpersonal.GotoPrisoner(pawn, Talkee, Talkee.guest.interactionMode));

            yield return(Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A).FailOn(() => !Talkee.guest.ScheduledForInteraction));

            yield return(Toils_Interpersonal.SetLastInteractTime(TargetIndex.A));

            yield return(Toils_Interpersonal.TryRecruit(TargetIndex.A));
        }
            public bool MoveNext()
            {
                uint num = (uint)this.$PC;

                this.$PC = -1;
                switch (num)
                {
                case 0u:
                    this.FailOnDespawnedOrNull(TargetIndex.A);
                    this.FailOnMentalState(TargetIndex.A);
                    this.FailOnNotAwake(TargetIndex.A);
                    this.FailOn(() => !base.Talkee.IsPrisonerOfColony || !base.Talkee.guest.PrisonerIsSecure);
                    this.$current = Toils_Interpersonal.GotoPrisoner(this.pawn, base.Talkee, base.Talkee.guest.interactionMode);
                    if (!this.$disposing)
                    {
                        this.$PC = 1;
                    }
                    return(true);

                case 1u:
                    this.$current = Toils_Interpersonal.WaitToBeAbleToInteract(this.pawn);
                    if (!this.$disposing)
                    {
                        this.$PC = 2;
                    }
                    return(true);

                case 2u:
                    this.$current = Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A);
                    if (!this.$disposing)
                    {
                        this.$PC = 3;
                    }
                    return(true);

                case 3u:
                    this.$current = Toils_Interpersonal.ConvinceRecruitee(this.pawn, base.Talkee);
                    if (!this.$disposing)
                    {
                        this.$PC = 4;
                    }
                    return(true);

                case 4u:
                    this.$current = Toils_Interpersonal.GotoPrisoner(this.pawn, base.Talkee, base.Talkee.guest.interactionMode);
                    if (!this.$disposing)
                    {
                        this.$PC = 5;
                    }
                    return(true);

                case 5u:
                    this.$current = Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A);
                    if (!this.$disposing)
                    {
                        this.$PC = 6;
                    }
                    return(true);

                case 6u:
                    this.$current = Toils_Interpersonal.ConvinceRecruitee(this.pawn, base.Talkee);
                    if (!this.$disposing)
                    {
                        this.$PC = 7;
                    }
                    return(true);

                case 7u:
                    this.$current = Toils_Interpersonal.GotoPrisoner(this.pawn, base.Talkee, base.Talkee.guest.interactionMode);
                    if (!this.$disposing)
                    {
                        this.$PC = 8;
                    }
                    return(true);

                case 8u:
                    this.$current = Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A);
                    if (!this.$disposing)
                    {
                        this.$PC = 9;
                    }
                    return(true);

                case 9u:
                    this.$current = Toils_Interpersonal.ConvinceRecruitee(this.pawn, base.Talkee);
                    if (!this.$disposing)
                    {
                        this.$PC = 10;
                    }
                    return(true);

                case 10u:
                    this.$current = Toils_Interpersonal.GotoPrisoner(this.pawn, base.Talkee, base.Talkee.guest.interactionMode);
                    if (!this.$disposing)
                    {
                        this.$PC = 11;
                    }
                    return(true);

                case 11u:
                    this.$current = Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A);
                    if (!this.$disposing)
                    {
                        this.$PC = 12;
                    }
                    return(true);

                case 12u:
                    this.$current = Toils_Interpersonal.ConvinceRecruitee(this.pawn, base.Talkee);
                    if (!this.$disposing)
                    {
                        this.$PC = 13;
                    }
                    return(true);

                case 13u:
                    this.$current = Toils_Interpersonal.GotoPrisoner(this.pawn, base.Talkee, base.Talkee.guest.interactionMode);
                    if (!this.$disposing)
                    {
                        this.$PC = 14;
                    }
                    return(true);

                case 14u:
                    this.$current = Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A);
                    if (!this.$disposing)
                    {
                        this.$PC = 15;
                    }
                    return(true);

                case 15u:
                    this.$current = Toils_Interpersonal.ConvinceRecruitee(this.pawn, base.Talkee);
                    if (!this.$disposing)
                    {
                        this.$PC = 16;
                    }
                    return(true);

                case 16u:
                    this.$current = Toils_Interpersonal.GotoPrisoner(this.pawn, base.Talkee, base.Talkee.guest.interactionMode);
                    if (!this.$disposing)
                    {
                        this.$PC = 17;
                    }
                    return(true);

                case 17u:
                    this.$current = Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A);
                    if (!this.$disposing)
                    {
                        this.$PC = 18;
                    }
                    return(true);

                case 18u:
                    this.$current = Toils_Interpersonal.SetLastInteractTime(TargetIndex.A);
                    if (!this.$disposing)
                    {
                        this.$PC = 19;
                    }
                    return(true);

                case 19u:
                    if (this.job.def == JobDefOf.PrisonerAttemptRecruit)
                    {
                        this.$current = Toils_Interpersonal.TryRecruit(TargetIndex.A);
                        if (!this.$disposing)
                        {
                            this.$PC = 20;
                        }
                        return(true);
                    }
                    break;

                case 20u:
                    break;

                default:
                    return(false);
                }
                this.$PC = -1;
                return(false);
            }