internal QualityCategory <> m__0() { return(QualityUtility.GenerateQualityGeneratingPawn(this.pk)); }
private static void QualityGenerationData() { List <TableDataGetter <QualityCategory> > list = new List <TableDataGetter <QualityCategory> >(); list.Add(new TableDataGetter <QualityCategory>("quality", (QualityCategory q) => q.ToString())); list.Add(new TableDataGetter <QualityCategory>("Rewards\n(quests,\netc...? )", delegate(QualityCategory q) { if (QualityUtility.< > f__mg$cache0 == null) { QualityUtility.< > f__mg$cache0 = new Func <QualityCategory>(QualityUtility.GenerateQualityReward); } return(QualityUtility.DebugQualitiesStringSingle(q, QualityUtility.< > f__mg$cache0)); })); list.Add(new TableDataGetter <QualityCategory>("Trader\nitems", delegate(QualityCategory q) { if (QualityUtility.< > f__mg$cache1 == null) { QualityUtility.< > f__mg$cache1 = new Func <QualityCategory>(QualityUtility.GenerateQualityTraderItem); } return(QualityUtility.DebugQualitiesStringSingle(q, QualityUtility.< > f__mg$cache1)); })); list.Add(new TableDataGetter <QualityCategory>("Map generation\nitems and\nbuildings\n(e.g. NPC bases)", delegate(QualityCategory q) { if (QualityUtility.< > f__mg$cache2 == null) { QualityUtility.< > f__mg$cache2 = new Func <QualityCategory>(QualityUtility.GenerateQualityBaseGen); } return(QualityUtility.DebugQualitiesStringSingle(q, QualityUtility.< > f__mg$cache2)); })); list.Add(new TableDataGetter <QualityCategory>("Gifts", delegate(QualityCategory q) { if (QualityUtility.< > f__mg$cache3 == null) { QualityUtility.< > f__mg$cache3 = new Func <QualityCategory>(QualityUtility.GenerateQualityGift); } return(QualityUtility.DebugQualitiesStringSingle(q, QualityUtility.< > f__mg$cache3)); })); for (int i = 0; i <= 20; i++) { int localLevel = i; list.Add(new TableDataGetter <QualityCategory>("Made\nat skill\n" + i, (QualityCategory q) => QualityUtility.DebugQualitiesStringSingle(q, () => QualityUtility.GenerateQualityCreatedByPawn(localLevel, false)))); } foreach (PawnKindDef localPk2 in from k in DefDatabase <PawnKindDef> .AllDefs orderby k.combatPower select k) { PawnKindDef localPk = localPk2; if (localPk.RaceProps.Humanlike) { list.Add(new TableDataGetter <QualityCategory>(string.Concat(new object[] { "Gear for\n", localPk.defName, "\nPower ", localPk.combatPower.ToString("F0"), "\nitemQuality:\n", localPk.itemQuality }), (QualityCategory q) => QualityUtility.DebugQualitiesStringSingle(q, () => QualityUtility.GenerateQualityGeneratingPawn(localPk)))); } } DebugTables.MakeTablesDialog <QualityCategory>(QualityUtility.AllQualityCategories, list.ToArray()); }
internal static void QualityGenerationData() { StringBuilder stringBuilder = new StringBuilder(); stringBuilder.AppendLine("Qualities of items/buildings generated from various sources"); stringBuilder.AppendLine("---------------------------------------------------------------------"); stringBuilder.AppendLine("Rewards (quests, etc...? )"); stringBuilder.AppendLine(QualityUtility.DebugQualitiesString(() => QualityUtility.GenerateQualityReward())); stringBuilder.AppendLine("Trader items"); stringBuilder.AppendLine(QualityUtility.DebugQualitiesString(() => QualityUtility.GenerateQualityTraderItem())); stringBuilder.AppendLine("Map generation items and buildings (usually NPC bases)"); stringBuilder.AppendLine(QualityUtility.DebugQualitiesString(() => QualityUtility.GenerateQualityBaseGen())); stringBuilder.AppendLine("Gifts"); stringBuilder.AppendLine(QualityUtility.DebugQualitiesString(() => QualityUtility.GenerateQualityGift())); using (IEnumerator <PawnKindDef> enumerator = (from k in DefDatabase <PawnKindDef> .AllDefs orderby k.combatPower select k).GetEnumerator()) { while (enumerator.MoveNext()) { PawnKindDef pk = enumerator.Current; if (pk.RaceProps.Humanlike) { stringBuilder.AppendLine(string.Concat(new object[] { "Items generated to equip pawn kind: ", pk.defName, " (", pk.combatPower.ToString("F0"), " points, itemQuality ", pk.itemQuality, ")" })); stringBuilder.Append(QualityUtility.DebugQualitiesString(() => QualityUtility.GenerateQualityGeneratingPawn(pk))); stringBuilder.AppendLine(); } } } int level; for (level = 0; level <= 20; level++) { stringBuilder.AppendLine(); stringBuilder.AppendLine("Items/buildings made by crafter/builder at skill level " + level); stringBuilder.Append(QualityUtility.DebugQualitiesString(() => QualityUtility.GenerateQualityCreatedByPawn(level, false))); } Log.Message(stringBuilder.ToString(), false); }