internal void ReclaimWeapons(bool force = false) { if (base.Map == null) { return; } List <ThingWithComps> l = BuildingUtil.FindThingsOfTypeNextTo <ThingWithComps>(base.Map, base.Position, 1); if (l.Count > 0) { foreach (ThingWithComps t in l) { if (!this.AddWeapon(t) && force && t.Spawned && (t.def.IsWeapon || CombatExtendedUtil.IsAmmo(t)) && !t.def.defName.Equals("WoodLog")) { t.DeSpawn(); if (this.forceAddedWeapons == null) { forceAddedWeapons = new List <Thing>(l.Count); } this.forceAddedWeapons.Add(t); } } l.Clear(); } }
public override void SpawnSetup(Map map, bool respawningAfterLoad) { base.SpawnSetup(map, respawningAfterLoad); this.compPowerTrader = base.GetComp <CompPowerTrader>(); this.compPowerTrader.PowerOutput = -LOW_POWER_COST; this.CurrentMap = map; foreach (Building_WeaponStorage s in BuildingUtil.FindThingsOfTypeNextTo <Building_WeaponStorage>(base.Map, base.Position, Settings.RepairAttachmentDistance)) { this.Add(s); } #if DEBUG_REPAIR Log.Warning(this.Label + " adding attached dressers:"); foreach (Building_Dresser d in this.AttachedDressers) { Log.Warning(" " + d.Label); } #endif this.compPowerTrader.powerStartedAction = new Action(delegate() { this.compPowerTrader.PowerOutput = LOW_POWER_COST; }); this.compPowerTrader.powerStoppedAction = new Action(delegate() { this.StopRepairing(); this.compPowerTrader.PowerOutput = 0; }); }
private void Dispose() { try { if (this.StoredWeapons != null) { foreach (LinkedList <ThingWithComps> l in this.StoredWeapons.Values) { foreach (ThingWithComps t in l) { this.DropThing(t); } } this.StoredWeapons.Clear(); } if (this.StoredBioEncodedWeapons != null) { foreach (LinkedList <ThingWithComps> l in this.StoredBioEncodedWeapons.Values) { foreach (ThingWithComps t in l) { this.DropThing(t); } } this.StoredBioEncodedWeapons.Clear(); } } catch (Exception e) { Log.Error( this.GetType().Name + ".Dispose\n" + e.GetType().Name + " " + e.Message + "\n" + e.StackTrace); } WorldComp.Remove(this); foreach (Building_RepairWeaponStorage r in BuildingUtil.FindThingsOfTypeNextTo <Building_RepairWeaponStorage>(base.Map, base.Position, Settings.RepairAttachmentDistance)) { #if DEBUG_REPAIR Log.Warning("Removing Dresser " + this.Label + " to " + r.Label); #endif r.Remove(this); } }
public override void SpawnSetup(Map map, bool respawningAfterLoad) { base.SpawnSetup(map, respawningAfterLoad); this.CurrentMap = map; if (settings == null) { base.settings = new StorageSettings(this); base.settings.CopyFrom(this.def.building.defaultStorageSettings); base.settings.filter.SetDisallowAll(); } this.UpdatePreviousStorageFilter(); WorldComp.Add(this); foreach (Building_RepairWeaponStorage r in BuildingUtil.FindThingsOfTypeNextTo <Building_RepairWeaponStorage>(base.Map, base.Position, Settings.RepairAttachmentDistance)) { #if DEBUG_REPAIR Log.Warning("Adding Dresser " + this.Label + " to " + r.Label); #endif r.Add(this); } WorldComp.InitializeAssignedWeapons(); }