Example #1
0
        protected override Job TryGiveJob(Pawn pawn)
        {
            //if (pawn.def != ThingDefOf.Avali) return null;

            if (pawn.IsColonist || pawn.MentalState == null)
            {
                return(null);
            }

            if (pawn.MentalState.def != RimWorld.MentalStateDefOf.PanicFlee)
            {
                return(null);
            }

            IntVec3 exitCell;

            if (!RCellFinder.TryFindBestExitSpot(pawn, out exitCell, TraverseMode.ByPawn))
            {
                return(null);
            }

            Hediff_AvaliBiology avaliBiologyHediff = pawn.health.hediffSet.GetHediffs <Hediff_AvaliBiology>().First();

            Predicate <Thing> validator = null;
            Pawn pawn2 = null;

            if (avaliBiologyHediff != null)
            {
                // First priority: find any downed humanlike what is related to this pawn
                validator = delegate(Thing t)
                {
                    Pawn pawn3 = t as Pawn;

                    return(pawn3.RaceProps.Humanlike &&
                           pawn3.PawnListed(avaliBiologyHediff.relatedPawns) &&
                           pawn3.Downed);
                };
                pawn2 = (Pawn)GenClosest.ClosestThingReachable(pawn.Position, pawn.Map, ThingRequest.ForDef(pawn.def), PathEndMode.ClosestTouch, TraverseParms.For(pawn, Danger.Deadly, TraverseMode.ByPawn, false), maxSearchDistance, validator, null, 0, -1, false, RegionType.Set_Passable, false);
                if (pawn2 != null)
                {
                    return(new Job(JobDefOf.TakeDownedOrDeadPawn)
                    {
                        targetA = pawn2,
                        targetB = exitCell,
                        count = 1
                    });
                }
            }

            // Second priority: find any downed humanlike what is consist in pawn faction
            validator = delegate(Thing t)
            {
                Pawn pawn3 = t as Pawn;

                return(pawn3.RaceProps.Humanlike &&
                       pawn3.Faction == pawn.Faction &&
                       pawn3.Downed);
            };
            pawn2 = (Pawn)GenClosest.ClosestThingReachable(pawn.Position, pawn.Map, ThingRequest.ForDef(pawn.def), PathEndMode.ClosestTouch, TraverseParms.For(pawn, Danger.Deadly, TraverseMode.ByPawn, false), maxSearchDistance, validator, null, 0, -1, false, RegionType.Set_Passable, false);
            if (pawn2 != null)
            {
                return(new Job(JobDefOf.TakeDownedOrDeadPawn)
                {
                    targetA = pawn2,
                    targetB = exitCell,
                    count = 1
                });
            }

            // Third priority: find any dead humanlike what was related to this pawn

            /*validator = delegate(Thing t)
             * {
             *      Corpse corpse = t as Corpse;
             *
             *      return  corpse.def.race.Humanlike &&
             *                      corpse.InnerPawn.PawnListed(relatedPawns);
             * };
             * Corpse corpse2 = (Corpse)GenClosest.ClosestThing_Global_Reachable(pawn.Position, pawn.Map, pawn.Map.listerThings.ThingsInGroup(ThingRequestGroup.Corpse), PathEndMode.ClosestTouch, TraverseParms.For(pawn, Danger.Deadly, TraverseMode.ByPawn, false), maxSearchDistance, validator, null);
             * if (corpse2 != null)
             * {
             *      Log.Message(pawn + " try start job TakeDownedOrDeadPawn to " + corpse2);
             *
             *
             *      Job takeDownedOrDeadPawn = new Job(JobDefOf.TakeDownedOrDeadPawn)
             *      {
             *              targetA = corpse2,
             *              targetB = exitCell,
             *              count = 1
             *      };
             *
             *      pawn.jobs.StartJob(takeDownedOrDeadPawn, JobCondition.Succeeded);
             *
             *      return;
             * }*/

            return(null);
        }
Example #2
0
        protected override Job TryGiveJob(Pawn pawn)
        {
            //if (pawn.def != ThingDefOf.Avali) return null;

            if (pawn.IsColonist || pawn.MentalState == null)
            {
                return(null);
            }

            if (pawn.MentalState.def == null || pawn.MentalState.def != MentalStateDefOf.PanicFlee)
            {
                return(null);
            }

            IntVec3 exitCell;

            if (!RCellFinder.TryFindBestExitSpot(pawn, out exitCell, TraverseMode.ByPawn))
            {
                return(null);
            }

            Hediff_AvaliBiology avaliBiologyHediff = pawn.health.hediffSet.GetHediffs <Hediff_AvaliBiology>().First();

            Predicate <Thing> validator = null;
            Pawn pawn2 = null;

            if (avaliBiologyHediff != null)
            {
                // First priority: find any downed humanlike what is related to this pawn
                validator = delegate(Thing t)
                {
                    Pawn pawn3 = t as Pawn;

                    return(pawn3.RaceProps.Humanlike &&
                           pawn3.PawnListed(avaliBiologyHediff.packPawns) &&
                           pawn3.Downed &&
                           pawn.CanReserve(pawn3));
                };
                pawn2 = (Pawn)GenClosest.ClosestThingReachable(pawn.Position, pawn.Map, ThingRequest.ForGroup(ThingRequestGroup.Pawn), PathEndMode.ClosestTouch, TraverseParms.For(pawn, Danger.Deadly, TraverseMode.ByPawn, false), maxSearchDistance, validator, null, 0, -1, false, RegionType.Set_Passable, false);
                if (pawn2 != null)
                {
                    return(new Job(JobDefOf.TakeDownedOrDeadPawn)
                    {
                        targetA = pawn2,
                        targetB = exitCell,
                        count = 1
                    });
                }
            }

            // Second priority: find any downed humanlike what is consist in pawn faction
            validator = delegate(Thing t)
            {
                Pawn pawn3 = t as Pawn;

                return(pawn3.RaceProps.Humanlike &&
                       pawn3.Faction == pawn.Faction &&
                       pawn3.Downed &&
                       pawn.CanReserve(pawn3));
            };
            pawn2 = (Pawn)GenClosest.ClosestThingReachable(pawn.Position, pawn.Map, ThingRequest.ForGroup(ThingRequestGroup.Pawn), PathEndMode.ClosestTouch, TraverseParms.For(pawn, Danger.Deadly, TraverseMode.ByPawn, false), maxSearchDistance, validator, null, 0, -1, false, RegionType.Set_Passable, false);
            if (pawn2 != null)
            {
                return(new Job(JobDefOf.TakeDownedOrDeadPawn)
                {
                    targetA = pawn2,
                    targetB = exitCell,
                    count = 1
                });
            }

            // Third priority: find any dead humanlike what was related to this pawn
            validator = delegate(Thing t)
            {
                Corpse corpse = t as Corpse;

                return(corpse != null && corpse.InnerPawn != null &&
                       corpse.InnerPawn.RaceProps.Humanlike &&
                       corpse.InnerPawn.PawnListed(avaliBiologyHediff.packPawns) &&
                       pawn.CanReserve(corpse));
            };
            Corpse corpse2 = (Corpse)GenClosest.ClosestThingReachable(pawn.Position, pawn.Map, ThingRequest.ForGroup(ThingRequestGroup.Corpse), PathEndMode.ClosestTouch, TraverseParms.For(pawn, Danger.Deadly, TraverseMode.ByPawn, false), maxSearchDistance, validator, null, 0, -1, false, RegionType.Set_Passable, false);

            if (corpse2 != null)
            {
                //Log.Message(pawn + " try start job TakeDownedOrDeadPawn to " + corpse2);

                Job takeDownedOrDeadPawn = new Job(JobDefOf.TakeDownedOrDeadPawn)
                {
                    targetA = corpse2,
                    targetB = exitCell,
                    count   = 1
                };
            }

            return(null);
        }