Beispiel #1
0
        public static Thing FindNearbyDamagedThing(Pawn pawn, int radius)
        {
            List <Pawn>  mapPawns   = pawn.Map.mapPawns.AllPawnsSpawned;
            List <Thing> pawnList   = new List <Thing>();
            Pawn         targetPawn = null;

            pawnList.Clear();
            for (int i = 0; i < mapPawns.Count; i++)
            {
                targetPawn = mapPawns[i];
                if (targetPawn != null && targetPawn.Spawned && !targetPawn.Dead && !targetPawn.Destroyed)
                {
                    //Log.Message("evaluating targetpawn " + targetPawn.LabelShort);
                    //Log.Message("pawn faction is " + targetPawn.Faction);
                    //Log.Message("pawn position is " + targetPawn.Position);
                    //Log.Message("pawn is robot: " + TM_Calc.IsRobotPawn(targetPawn));
                    if (targetPawn.Faction != null && targetPawn.Faction == pawn.Faction && (pawn.Position - targetPawn.Position).LengthHorizontal <= radius && TM_Calc.IsRobotPawn(targetPawn))
                    {
                        float injurySeverity = 0;
                        using (IEnumerator <BodyPartRecord> enumerator = targetPawn.health.hediffSet.GetInjuredParts().GetEnumerator())
                        {
                            while (enumerator.MoveNext())
                            {
                                BodyPartRecord rec = enumerator.Current;
                                IEnumerable <Hediff_Injury> arg_BB_0 = targetPawn.health.hediffSet.GetHediffs <Hediff_Injury>();
                                Func <Hediff_Injury, bool>  arg_BB_1;
                                arg_BB_1 = ((Hediff_Injury injury) => injury.Part == rec);

                                foreach (Hediff_Injury current in arg_BB_0.Where(arg_BB_1))
                                {
                                    bool flag5 = !current.IsPermanent();
                                    if (flag5)
                                    {
                                        injurySeverity += current.Severity;
                                    }
                                }
                            }
                        }

                        if (injurySeverity != 0)
                        {
                            pawnList.Add(targetPawn as Thing);
                        }
                    }
                    targetPawn = null;
                }
            }

            List <Thing> buildingList = TM_Calc.FindNearbyDamagedBuilding(pawn, radius);

            if (buildingList != null)
            {
                for (int i = 0; i < buildingList.Count; i++)
                {
                    pawnList.Add(buildingList[i]);
                }
            }

            if (pawnList.Count > 0)
            {
                return(pawnList.RandomElement());
            }
            else
            {
                return(null);
            }
        }