Ejemplo n.º 1
0
        public override void Notify_PawnLost(Pawn pawn, PawnLostCondition condition)
        {
            FactionFC faction = Find.World.GetComponent <FactionFC>();
            //Check if a settlement battle ended
            SettlementFC settlement = faction.getSettlement(pawn.Tile, Find.World.info.name);

            settlement?.worldSettlement.removeAttacker(pawn);
        }
Ejemplo n.º 2
0
        public override void Notify_PawnLost(Pawn pawn, PawnLostCondition condition)
        {
            if (condition == PawnLostCondition.ChangedFaction || condition == PawnLostCondition.ExitedMap)
            {
                lord.AddPawn(pawn);
                return;
            }
            pawn.SetFaction(FactionColonies.getPlayerColonyFaction());
            FactionFC faction = Find.World.GetComponent <FactionFC>();
            //Check if a settlement battle ended
            SettlementFC settlement = faction.getSettlement(pawn.Tile, Find.World.info.name);

            settlement?.worldSettlement.removeDefender(pawn);
        }
Ejemplo n.º 3
0
        public override void ScatterAt(IntVec3 c, Map map, GenStepParams parms, int stackCount = 1)
        {
            if (Settlement == null)
            {
                FactionFC settlementFaction = Find.World.GetComponent <FactionFC>();
                Settlement = settlementFaction.getSettlement(map.Tile, Find.World.info.name);
            }

            int      middle         = 36 + Settlement.settlementLevel * 2;
            IntRange range          = new IntRange(middle - 2, middle + 2);
            int      randomInRange1 = range.RandomInRange;
            int      randomInRange2 = range.RandomInRange;
            CellRect cellRect       = new CellRect(c.x - randomInRange1 / 2, c.z - randomInRange2 / 2, randomInRange1,
                                                   randomInRange2);
            Faction faction = Faction.OfPlayer;

            cellRect.ClipInsideMap(map);
            ResolveParams resolveParams = new ResolveParams();

            if (Settlement.settlementLevel >= 7)
            {
                resolveParams.filthDef = null;
            }
            else
            {
                resolveParams.filthDensity =
                    new FloatRange(Settlement.settlementLevel / 10f, (Settlement.settlementLevel + 3) / 10f);
            }

            resolveParams.chanceToSkipFloor = Math.Min(0, 100 - Settlement.settlementLevel * 10);
            resolveParams.rect                 = cellRect;
            resolveParams.faction              = faction;
            BaseGen.globalSettings.map         = map;
            resolveParams.stockpileMarketValue = (float)Settlement.totalProfit;
            double defenseBuildings = Settlement.weapons.endProduction;

            int defenseCount = (int)(CurveFactor * Math.Log(defenseBuildings + 1));

            resolveParams.edgeDefenseMortarsCount = (int)Math.Ceiling(defenseCount / 3f);
            resolveParams.edgeDefenseTurretsCount = defenseCount;
            BaseGen.globalSettings.minBuildings   = Settlement.settlementLevel;
            BaseGen.globalSettings.minBarracks    = Settlement.settlementLevel;
            BaseGen.symbolStack.Push("colony", resolveParams);
            BaseGen.Generate();
        }
Ejemplo n.º 4
0
        public override bool CanScatterAt(IntVec3 c, Map map)
        {
            if (!base.CanScatterAt(c, map) || !c.Standable(map) || c.Roofed(map) || !map.reachability.CanReachMapEdge(c,
                                                                                                                      TraverseParms.For(TraverseMode.PassDoors)))
            {
                return(false);
            }

            if (Settlement == null)
            {
                FactionFC settlementFaction = Find.World.GetComponent <FactionFC>();
                Settlement = settlementFaction.getSettlement(map.Tile, Find.World.info.name);
            }
            int min = 36 + Settlement.settlementLevel * 2 - 2;

            return(new CellRect(c.x - min / 2, c.z - min / 2, min, min).FullyContainedWithin(new CellRect(0, 0,
                                                                                                          map.Size.x, map.Size.z)));
        }