public override ThinkNode DeepCopy(bool resolve = true)
        {
            JobGiver_HealColonists jobGiver_HealColonists = (JobGiver_HealColonists)base.DeepCopy(resolve);

            jobGiver_HealColonists.jobMaxDuration = this.jobMaxDuration;
            return(jobGiver_HealColonists);
        }
Beispiel #2
0
 public void SendMedicIfNeeded()
 {
     if (Find.TickManager.TicksGame >= this.nextTendableColonistCheckTick)
     {
         this.nextTendableColonistCheckTick = Find.TickManager.TicksGame + tendableColonistCheckPeriodInTicks;
         // Check if spaceship is about to take off.
         if (IsTakeOffImminent(2 * Util_Spaceship.medicsRecallBeforeTakeOffMarginInTicks))
         {
             return;
         }
         // Get a healthy medic.
         Pawn medic = null;
         foreach (Pawn pawn in this.medics.InRandomOrder())
         {
             if (this.pawnsAboard.Contains(pawn) &&
                 (pawn.health.HasHediffsNeedingTend() == false))
             {
                 medic = pawn;
                 break;
             }
         }
         if (medic == null)
         {
             return;
         }
         // Look for tendable colonist.
         Pawn patient = JobGiver_HealColonists.GetTendableColonist(this.Position, this.Map);
         if (patient == null)
         {
             return;
         }
         // Spawn needed medikits if available.
         if (this.availableMedikitsCount > 0)
         {
             int neededMedikitsCount  = Medicine.GetMedicineCountToFullyHeal(patient);
             int medikitsToSpawnCount = Math.Min(this.availableMedikitsCount, neededMedikitsCount);
             if (medikitsToSpawnCount > 0)
             {
                 SpawnItem(ThingDefOf.MedicineIndustrial, null, medikitsToSpawnCount, this.Position, this.Map, 0f);
                 this.availableMedikitsCount -= medikitsToSpawnCount;
             }
         }
         // Spawn medic.
         GenSpawn.Spawn(medic, this.Position, this.Map);
         this.pawnsAboard.Remove(medic);
         Lord lord = LordMaker.MakeNewLord(Util_Faction.MiningCoFaction, new LordJob_HealColonists(this.Position), this.Map);
         lord.AddPawn(medic);
     }
 }