Example #1
0
        public override void Decorate(Stencil s)
        {
            s.Bound(s.RandInclusive(s.MinX, s.MinX / 2) - 1, s.RandInclusive(s.MinZ, s.MinZ / 2) - 1, s.RandInclusive(s.MaxX / 2, s.MaxX) + 1, s.RandInclusive(s.MaxZ / 2, s.MaxZ) + 1)
            .FillTerrain(GenCity.RandomFloor(s.map, true));

            var def   = options.RandomElement();
            var thing = s.Spawn(def, GenCity.RandomStuff(def, s.map));

            if (chairDensity > 0)
            {
                var chairDef   = chairOptions.RandomElement();
                var chairStuff = GenCity.RandomStuff(chairDef, s.map);
                var sThing     = s.BoundTo(thing.OccupiedRect());
                for (var dir = 0; dir < 4; dir++)
                {
                    var sDir = sThing.Rotate(dir);
                    for (var x = sDir.MinX; x <= sDir.MaxX; x++)
                    {
                        if (s.Chance(chairDensity))
                        {
                            SpawnChair(sDir.Move(x, sDir.MinZ - 1), chairDef, chairStuff);
                        }
                    }
                }
            }
            else if (thing.def.hasInteractionCell && chairOptions.Count > 0)
            {
                var chairDef   = chairOptions.RandomElement();
                var chairStuff = GenCity.RandomStuff(chairDef, s.map);
                SpawnChair(s.MoveTo(thing.InteractionCell), chairDef, chairStuff);
            }
        }
Example #2
0
        protected override void ScatterAt(IntVec3 pos, Map map, GenStepParams parms, int count)
        {
            var s = new Stencil(map).MoveTo(pos);

            s = s.Bound(s.MinX, 0, s.MaxX, 0)
                .ClearThingsInBounds();

            s.Expand(1)
            .FillTerrain(GenCity.RandomFloor(map), IsValidTile);

            var sandbagStuff = GenCity.RandomStuff(ThingDefOf.Sandbags, map);

            s.MoveWithBounds(0, -2)
            .Border(ThingDefOf.Sandbags, sandbagStuff, mask: IsValidTile);
            s.MoveWithBounds(0, 2)
            .Border(ThingDefOf.Sandbags, sandbagStuff, mask: IsValidTile);

            var sentries = sentryRange.RandomInRange;

            for (var i = 0; i < sentries; i++)
            {
                var point = s.MoveRand().pos + IntVec3.North * 3;
                GenCity.SpawnInhabitant(point, map, new LordJob_DefendBase(map.ParentFaction, point));
            }
        }
        public override void Decorate(Stencil s)
        {
            var floorStuff  = GenCity.RandomFloor(s.map);
            var columnStuff = GenCity.RandomStuff(ThingDefOf.Column, s.map);
            var distance    = distanceRange.RandomInRange;

            for (var dir = 0; dir < 4; dir++)
            {
                var sDir = s.Rotate(dir);
                sDir = sDir.Bound(sDir.MinX, sDir.MaxZ + 1, sDir.MaxX, sDir.MaxZ + distance);
                if (dir % 2 == 0)
                {
                    sDir = sDir.Expand(distance, 0, distance, 0);
                }

                var spacing = columnSpacingRange.RandomInRange;
                for (var x = sDir.MinX + Rand.Range(0, spacing); x <= sDir.MaxX; x += spacing)
                {
                    var sCol = sDir.Move(x, sDir.MaxZ);
                    if (sCol.IsInMap() && IsValidTile(s.map, sCol.pos))
                    {
                        sCol.Spawn(ThingDefOf.Column, columnStuff);
                    }
                }

                sDir.FillRoof(RoofDefOf.RoofConstructed)
                .FillTerrain(floorStuff, IsValidTile);
            }
        }
            public virtual void Generate(Stencil s)
            {
                var spacingX = this.spacingX > 0 ? this.spacingX : spacing;
                var spacingZ = this.spacingZ > 0 ? this.spacingZ : spacing;

                s.ClearThingsInBounds();
                if (!naturalFloor)
                {
                    s.FillTerrain(GenCity.RandomFloor(s.map));
                }
                if (roofed)
                {
                    var wallStuff = GenCity.RandomWallStuff(s.map);
                    s.Spawn(s.MinX, s.MinZ, ThingDefOf.Wall, wallStuff);
                    s.Spawn(s.MaxX, s.MinZ, ThingDefOf.Wall, wallStuff);
                    s.Spawn(s.MinX, s.MaxZ, ThingDefOf.Wall, wallStuff);
                    s.Spawn(s.MaxX, s.MaxZ, ThingDefOf.Wall, wallStuff);
                    s.FillRoof(RoofDefOf.RoofConstructed);
                }

                var stuff = thingStuff ?? GenCity.RandomStuff(thingDef, s.map);

                var paddingX = spacingX / 2 + 1;
                var paddingZ = spacingZ / 2 + 1;

                for (var x = s.MinX + paddingX; x <= s.MaxX - paddingX; x += spacingX)
                {
                    for (var z = s.MinZ + paddingZ; z <= s.MaxZ - paddingZ; z += spacingZ)
                    {
                        s.Spawn(x, z, thingDef, stuff);
                    }
                }
            }
        void GenMainRoad(Stencil s, TerrainDef roadTerrain, TerrainDef divTerrain, TerrainDef sidewalkTerrain)
        {
            s.Bound(-3, 0, 3, s.MaxZ)
            .BorderTerrain(sidewalkTerrain, (m, p) => IsValidSidewalkTerrain(p.GetTerrain(m)));
            s.Bound(-2, 0, 2, s.MaxZ)
            .ClearThingsInBounds()
            .FillTerrain(roadTerrain);
            var s1 = s;

            s.Bound(-4, 0, 4, s.MaxZ)
            .BorderTerrain(TerrainUtility.Bridge, (m, p) => p.GetTerrain(m).IsWater);
            s.FillTerrain(0, 0, 0, s.MaxZ, divTerrain);
            s = s.Move(0, roadSpacing.RandomInRange);
            while (s.Expand(-2).IsInBounds())
            {
                if (s.Chance(roadChance))
                {
                    GenSideRoad(s.Left().Move(0, 3), roadTerrain, sidewalkTerrain);
                }

                if (s.Chance(roadChance))
                {
                    GenSideRoad(s.Right().Move(0, 3), roadTerrain, sidewalkTerrain);
                }

                s = s.Move(0, roadSpacing.RandomInRange);
            }
        }
        protected override void ScatterAt(IntVec3 pos, Map map, GenStepParams parms, int count)
        {
            var terrain = sidewalkTerrains.RandomElement();

            var s = new Stencil(map).MoveTo(pos).RotateRand();

            if (IsValidTile(map, s.pos))
            {
                s.SetTerrain(terrain);
            }

            var s1 = s.Move(0, 1);

            while (s1.Check(s1.pos, IsValidTile))
            {
                s1.SetTerrain(terrain);
                s1 = s1.Move(0, 1);
            }

            var s2 = s.Move(0, -1);

            while (s2.Check(s2.pos, IsValidTile))
            {
                s2.SetTerrain(terrain);
                s2 = s2.Move(0, -1);
            }
        }
Example #7
0
 private void SpawnChair(Stencil s, ThingDef thing, ThingDef stuff)
 {
     s.Spawn(thing, stuff);
     if (s.Chance(chairPawnChance))
     {
         GenCity.SpawnInhabitant(s.pos, s.map);
     }
 }
 void GenSideRoad(Stencil s, TerrainDef roadTerrain, TerrainDef sidewalkTerrain)
 {
     s.Bound(-2, 0, 2, s.MaxZ)
     .BorderTerrain(sidewalkTerrain, (m, p) => IsValidSidewalkTerrain(p.GetTerrain(m)));
     s.Bound(-1, 0, 1, s.MaxZ)
     .ClearThingsInBounds()
     .FillTerrain(roadTerrain);
     s.Bound(-3, 0, 3, s.MaxZ)
     .BorderTerrain(TerrainUtility.Bridge, (m, p) => p.GetTerrain(m).IsWater);
 }
Example #9
0
        public override void Generate(Map map, GenStepParams parms)
        {
            var s = new Stencil(map);

            s = s.Bound(s.MinX, s.MaxZ - Mathf.RoundToInt(map.Size.x * HeightRatio), s.MaxX, s.MaxZ)
                .Center();

            // Clear area
            s.Expand(0, 3, 0, 0).ClearThingsInBounds();

            // Courtyard floor
            s.FillTerrain(BaseGenUtility.RandomHightechFloorDef());

            // Outer floor
            s.Bound(0, s.MinZ - 1, 0, s.MinZ - 8).SetTerrain(GenCity.RandomFloor(map));

            // Outer barricade
            s.Fill(s.MinX, s.MinZ - 7, s.MaxX, s.MinZ - 7, ThingDefOf.Barricade, GenCity.RandomStuff(ThingDefOf.Barricade, map), IsValidBarricadeTile);

            // Outer wall
            var wallStuff = BaseGenUtility.RandomHightechWallStuff();
            var doorX     = s.MinX + map.Size.x / 2;

            s.Fill(s.MinX, s.MinZ - 3, doorX - 1, s.MinZ, ThingDefOf.Wall, wallStuff);
            s.Fill(doorX + 1, s.MinZ - 3, s.MaxX, s.MinZ, ThingDefOf.Wall, wallStuff);
            s.Bound(doorX, s.MinZ - 3, doorX, s.MinZ)
            .Fill(ThingDefOf.Door, wallStuff);

            // Inner keep
            s = s.Expand(-marginRange.RandomInRange, -marginRange.RandomInRange, -marginRange.RandomInRange, -marginRange.RandomInRange);

            var genStep = (GenStep_Buildings)buildingGenStepDef.genStep;

            genStep.GenerateRect(s);

            // Mechanoids
            var mechs = PawnGroupMakerUtility.GeneratePawns(new PawnGroupMakerParms {
                groupKind = PawnGroupKindDefOf.Combat,
                tile      = map.Tile,
                faction   = Faction.OfMechanoids,
                points    = 5000,
            }).ToList();

            foreach (var mech in mechs)
            {
                var pos = s.Expand(-10).MoveRand().pos;
                GenSpawn.Spawn(mech, GenCity.FindPawnSpot(pos, map), map);
                mech.SetFactionDirect(map.ParentFaction);
                mech.Name = new NameSingle(mechanoidNames[Rand.Range(0, mechanoidNames.Count)] + " #" + Rand.RangeInclusive(10, 40));
                var lord = LordMaker.MakeNewLord(map.ParentFaction, new LordJob_LiveInCitadel(pos), map);
                lord.AddPawn(mech);
            }

            //TODO throne room
        }
 void SpawnChair(Stencil s, ThingDef thing, ThingDef stuff)
 {
     if (s.Check(IsValidChairTile))
     {
         s.Spawn(thing, stuff);
     }
     if (s.Chance(chairPawnChance) && s.IsInMap())
     {
         GenCity.SpawnInhabitant(s.pos, s.map);
     }
 }
        public override void Decorate(Stencil s)
        {
            base.Decorate(s);

            var sVent = s.RotateRand().Move(0, s.MaxZ - 1).Bound(-1, -1, 1, 1);

            sVent.Border(ThingDefOf.Wall, GenCity.RandomWallStuff(s.map));
            sVent.Bound(0, 0, 0, 0).ClearRoof();
            var tempControl = sVent.Spawn(0, -1, ThingDefOf.Cooler).TryGetComp <CompTempControl>();

            tempControl.targetTemperature = -1;
        }
Example #12
0
        public override void Decorate(Stencil s)
        {
            Stencil.Mask mask = p => TerrainUtility.IsNatural(p.GetTerrain(s.map));

            for (var dir = 0; dir < 4; dir++)
            {
                var sDir = s.Rotate(dir);
                sDir.Bound(sDir.MinX - distance, sDir.MaxZ + distance, sDir.MinX / 2, sDir.MaxZ + distance)
                .Fill(ThingDefOf.Sandbags, mask: mask);
                sDir.Bound(sDir.MaxX / 2, sDir.MaxZ + distance, sDir.MaxX + distance, sDir.MaxZ + distance)
                .Fill(ThingDefOf.Sandbags, mask: mask);
            }
        }
Example #13
0
        protected override void ScatterAt(IntVec3 pos, Map map, GenStepParams parms, int count)
        {
            var s = new Stencil(map);

            s = s.BoundTo(CellRect.FromLimits(pos, s.bounds.RandomCell));
            var stuff = GenCity.RandomWallStuff(map);

            for (var dir = 0; dir < 4; dir++)
            {
                var sDir = s.Rotate(dir);
                sDir.Fill(sDir.MinX, sDir.MaxZ, sDir.MaxX, sDir.MaxZ, ThingDefOf.Wall, stuff, IsValidTile);
            }
        }
Example #14
0
        public override void Decorate(Stencil s)
        {
            var sBed       = s.Expand(-1);
            var thing      = ThingDefOf.Bed;
            var stuff      = GenCity.RandomStuff(thing, s.map);
            var monitorDef = DefDatabase <ThingDef> .GetNamed("VitalsMonitor");

            var monitor = sBed.Spawn(sBed.RandX, sBed.MaxZ, monitorDef);
            var bed     = (Building_Bed)sBed.Spawn(sBed.RandX, sBed.RandZ, thing, stuff);

            bed.SetFactionDirect(s.map.ParentFaction);
            bed.Medical = true;
        }
Example #15
0
        public override void Decorate(Stencil s)
        {
            var charge = this.charge.RandomInRange;

            for (int x = s.MinX + 1; x <= s.MaxX - 1; x++)
            {
                var batteryComp = s.Spawn(x, 0, ThingDefOf.Battery).TryGetComp <CompPowerBattery>();
                if (batteryComp != null)
                {
                    batteryComp.SetStoredEnergyPct(charge);
                }
            }
        }
        public override void GenerateRect(Stencil s)
        {
            s.FillTerrain(GenCity.RandomFloor(s.map));
            var pawn = (Pawn)null;

            if (!s.map.ParentFaction.HostileTo(Faction.OfPlayer))
            {
                pawn = GenCity.SpawnInhabitant(s.Coords(s.RandX / 2, s.RandZ / 2), s.map);
                var traderKind = DefDatabase <TraderKindDef> .AllDefs.RandomElement();

                pawn.mindState.wantsToTradeWithColony = true;
                PawnComponentsUtility.AddAndRemoveDynamicComponents(pawn, true);
                pawn.trader.traderKind = traderKind;
                pawn.inventory.DestroyAll();
                var parms = new ThingSetMakerParams {
                    traderDef     = traderKind,
                    tile          = s.map.Tile,
                    makingFaction = s.map.ParentFaction,
                };
                foreach (var item in ThingSetMakerDefOf.TraderStock.root.Generate(parms))
                {
                    if (!(item is Pawn) && !pawn.inventory.innerContainer.TryAdd(item))
                    {
                        item.Destroy();
                    }
                }

                PawnInventoryGenerator.GiveRandomFood(pawn);
            }

            for (var dir = 0; dir < 4; dir++)
            {
                if (s.Chance(standChance))
                {
                    var sStand = s.Rotate(dir).Move(Mathf.RoundToInt(s.RandX / 2F), s.MaxZ - s.RandInclusive(0, 2)).Bound(-1, 0, 1, 0);
                    sStand.FillTerrain(GenCity.RandomFloor(s.map, true));
                    var wallStuff = GenCity.RandomWallStuff(s.map);
                    sStand.Spawn(sStand.MinX - 1, 0, ThingDefOf.Wall, wallStuff);
                    sStand.Spawn(sStand.MaxX + 1, 0, ThingDefOf.Wall, wallStuff);
                    sStand.Expand(1).FillRoof(RoofDefOf.RoofConstructed);
                    // if (pawn != null) {
                    //     var itemPos = sStand.Coords(sStand.RandX, sStand.RandZ);
                    //     var item = pawn.inventory.innerContainer.FirstOrDefault();
                    //     if (item != null) {
                    //         pawn.inventory.innerContainer.TryDrop(item, itemPos, s.map, ThingPlaceMode.Direct, out var result);
                    //         item.SetOwnedByCity(true, s.map);
                    //     }
                    // }
                }
            }
        }
Example #17
0
        public override void GenerateRect(Stencil s)
        {
            var plant = DefDatabase <ThingDef> .AllDefs
                        .Where(t => t.category == ThingCategory.Plant && t.altitudeLayer == altitudeLayer && !t.plant.cavePlant && t != ThingDefOf.Plant_TreeAnima)
                        .RandomElement();

            foreach (var pos in s.bounds.Cells)
            {
                if (s.Chance(density) && pos.GetFirstThing <Thing>(s.map) == null)
                {
                    GenSpawn.Spawn(plant, pos, s.map);
                }
            }
        }
Example #18
0
        public override void Decorate(Stencil s)
        {
            var thing = Rand.Chance(barricadeChance) ? ThingDefOf.Barricade : ThingDefOf.Sandbags;
            var stuff = GenCity.RandomStuff(thing, s.map);

            for (var dir = 0; dir < 4; dir++)
            {
                var sDir = s.Rotate(dir);
                sDir.Bound(sDir.MinX - distance, sDir.MaxZ + distance, sDir.MinX / 2, sDir.MaxZ + distance)
                .Fill(thing, stuff, mask: IsValidTile);
                sDir.Bound(sDir.MaxX / 2, sDir.MaxZ + distance, sDir.MaxX + distance, sDir.MaxZ + distance)
                .Fill(thing, stuff, mask: IsValidTile);
            }
        }
Example #19
0
        public override void Decorate(Stencil s)
        {
            var sBed  = s.Expand(-1);
            var thing = bedOptions.RandomElement();
            var stuff = GenCity.RandomStuff(thing, s.map);
            var bed   = (Building_Bed)sBed.Spawn(sBed.RandX, sBed.RandZ, thing, stuff);

            bed.SetFactionDirect(s.map.ParentFaction);
            bed.ForPrisoners = true;
            if (s.Chance(prisonerChance))
            {
                var pawn = GenCity.SpawnInhabitant(s.pos, s.map);
                pawn.guest.SetGuestStatus(s.map.ParentFaction, true);
                bed.TryAssignPawn(pawn);
            }
        }
Example #20
0
        public override void Decorate(Stencil s)
        {
            var stuff    = GenCity.RandomStuff(ThingDefOf.Bed, s.map);
            var sDresser = s.Rotate(s.RandInclusive(0, 1) * 2);

            sDresser.Spawn(s.RandInclusive(sDresser.MinX + 1, sDresser.MaxX - 1), sDresser.MinZ + 1, DefDatabase <ThingDef> .GetNamed("Dresser"), stuff);
            var bedX = s.RandX;

            s.Spawn(bedX, s.MinZ, DefDatabase <ThingDef> .GetNamed("EndTable"), stuff);
            var bed = (Building_Bed)s.Spawn(bedX, s.MinZ + 1, ThingDefOf.Bed, stuff);

            bed.SetFactionDirect(s.map.ParentFaction);
            var pawn = GenCity.SpawnInhabitant(s.Chance(pawnInBedroomChance) ? s.pos : s.MapBounds.RandomCell, s.map, null, randomWorkSpot: true);

            bed.CompAssignableToPawn.TryAssignPawn(pawn);
        }
Example #21
0
        public static IntVec3 FindDropSpot(Map map, int dropArea = 10)
        {
            var     attempts = 20;
            Stencil s;

            do
            {
                s = new Stencil(map).MoveRand()
                    .ExpandRegion(p => p.GetFirstThing <Thing>(map) == null, dropArea)
                    .Center();
                if (s.Area >= dropArea)
                {
                    break;
                }
            }while(--attempts >= 0);
            return(s.pos);
        }
        public override void GenerateRect(Stencil s)
        {
            GenRooms(s, true);

            var wallStuff = RandomWallStuff(s.map);
            var doorStuff = RandomWallStuff(s.map);
            var hasDoor   = false;

            for (var dir = 0; dir < 4; dir++)
            {
                var sDir = s.Rotate(dir);

                var doorHere = !hasDoor || s.Chance(doorChance);
                if (doorHere)
                {
                    hasDoor = true;
                    var offset = sDir.RandInclusive(0, 2) + 2;
                    var doorZ  = sDir.Chance(.5F) ? sDir.MinZ + offset : sDir.MaxZ - offset;
                    for (var z = sDir.MinZ; z < sDir.MaxZ; z++)
                    {
                        if (z != doorZ)
                        {
                            sDir.Spawn(sDir.MaxX, z, ThingDefOf.Wall, doorStuff);
                        }
                        else
                        {
                            sDir.Move(sDir.MaxX + 1, z).ClearBuildingsAtPos();
                            sDir.Spawn(sDir.MaxX, z, ThingDefOf.Door, wallStuff);
                        }
                    }
                }
                else
                {
                    sDir.Fill(sDir.MaxX, sDir.MinZ, sDir.MaxX, sDir.MaxZ - 1, ThingDefOf.Wall, wallStuff);
                }
            }

            if (buildingDecorators.Count > 0)
            {
                buildingDecorators.RandomElement().Decorate(s);
            }

            // s.FillFog();
            s.Expand(1).BorderTerrain(GenCity.RandomFloor(s.map), IsValidTile);
        }
Example #23
0
        protected override void ScatterAt(IntVec3 pos, Map map, GenStepParams parms, int count)
        {
            var width  = size.RandomInRange;
            var height = size.RandomInRange;
            var s      = new Stencil(map);
            var x      = s.RandInclusive(s.MinX, s.MaxX - width);
            var z      = s.RandInclusive(s.MinZ, s.MaxZ - height);
            var sX     = s.Bound(x, s.MinZ, x + width, s.MaxZ);
            var sZ     = s.Bound(s.MinX, z, s.MaxX, z + height);

            foreach (var cell in sX.bounds.Cells.Concat(sZ.bounds.Cells))
            {
                if (cell.GetTerrain(s.map).affordances.Contains(TerrainUtility.Bridgeable))
                {
                    s.map.terrainGrid.SetTerrain(cell, TerrainUtility.Bridge);
                }
            }
        }
        public override void GenerateRect(Stencil s)
        {
            var stuff = GenCity.RandomStuff(ThingDefOf.Sandbags, s.map);

            for (var dir = 0; dir < 4; dir++)
            {
                var sDir = s.Rotate(dir);
                for (var x = sDir.MinX; x <= sDir.MaxX; x++)
                {
                    if (x <= sDir.MinX / 2 || x >= sDir.MaxX / 2)
                    {
                        sDir.Spawn(x, sDir.MaxZ, ThingDefOf.Sandbags, stuff);
                    }
                }
            }

            options.Where(opt => !opt.selfDestructive || s.map.ParentFaction.def.permanentEnemy || s.map.Parent is Citadel)
            .RandomElementByWeight(opt => opt.weight).Generate(s);
        }
        public override void Decorate(Stencil s)
        {
            var generators = stockGenerators.Count > 0
                ? stockGenerators
                : (traderKinds.RandomElementWithFallback()
                   ?? DefDatabase <TraderKindDef> .AllDefs.Where(t => t.stockGenerators.Count > 0).RandomElement()).stockGenerators;

            // var friendly = !s.map.ParentFaction.HostileTo(Faction.OfPlayer);
            foreach (var pos in s.bounds.Cells)
            {
                if (s.Chance(density * Config_Cities.Instance.lootScale))
                {
                    var thing = generators.RandomElement().GenerateThings(s.map.Tile).FirstOrDefault();
                    if (thing != null)
                    {
                        if (thing.stackCount > thing.def.stackLimit)
                        {
                            thing.stackCount = s.RandInclusive(1, thing.def.stackLimit);
                        }
                        thing = thing.TryMakeMinified();
                        GenSpawn.Spawn(thing, pos, s.map);
                        if (thing is Pawn pawn && pawn.Faction != null)
                        {
                            if (pawn.guest == null)
                            {
                                pawn.guest = new Pawn_GuestTracker(pawn);
                            }
                            if (pawn.skills == null)
                            {
                                pawn.skills = new Pawn_SkillTracker(pawn);
                            }
                            if (pawn.Faction.HostileTo(s.map.ParentFaction))
                            {
                                pawn.guest.SetGuestStatus(s.map.ParentFaction, GuestStatus.Prisoner);
                            }
                        }
                        else
                        {
                            thing.SetOwnedByCity(true, s.map);
                        }
                    }
                }
            }
        protected override void ScatterAt(IntVec3 pos, Map map, GenStepParams parms, int count)
        {
            var s = new Stencil(map).MoveTo(pos);

            s = s.Bound(s.MinX, 0, s.MaxX, 0);

            var spacing = spacingRange.RandomInRange;

            for (var i = s.MinX + spacingRange.RandomInRange; i <= s.MaxX; i += spacing)
            {
                var point = s.MoveRand().pos + IntVec3.North * 3;
                if (IsValidTile(map, point))
                {
                    var trap = s.MoveTo(point)
                               .Spawn(jitterRange.RandomInRange * Rand.Sign, jitterRange.RandomInRange * Rand.Sign,
                                      DefDatabase <ThingDef> .GetNamed("TrapIED_HighExplosive"));
                    trap.SetFactionDirect(map.ParentFaction);
                }
            }
        }
        Stencil?GetStencil(Map map, IntVec3 pos)
        {
            if (cachedPos != null && pos == cachedPos)
            {
                return(cachedStencil);
            }

            cachedPos = pos;
            var s = new Stencil(map)
                    .MoveTo(pos)
                    .ExpandRegion(IsValidTile, areaConstraints.max);

            var ratio = (float)s.Width / s.Height;

            if (s.Area < areaConstraints.min || ratio > maxRatio || 1 / ratio > maxRatio)
            {
                return(cachedStencil = null);
            }

            return(cachedStencil = s);
        }
        public override void Generate(Map map, GenStepParams parms)
        {
            var roadTerrain     = roadTerrains.RandomElement();
            var divTerrain      = divTerrains.RandomElement();
            var sidewalkTerrain = sidewalkTerrains.RandomElement();

            var radius = centerRadius.RandomInRange;

            var s = new Stencil(map);

            s = s.MoveTo(s.Expand(-radius - 2).bounds.RandomCell);

            s.Bound(-radius, -radius, radius, radius)
            .ClearThingsInBounds()
            .FillTerrain(sidewalkTerrains.RandomElement());

            s.FillTerrain(-2, -2, 2, 2, roadTerrain);

            for (var dir = 0; dir < 4; dir++)
            {
                GenMainRoad(s.Rotate(dir).Move(0, 3), roadTerrain, divTerrain, sidewalkTerrain);
            }
        }
Example #29
0
        public override void Decorate(Stencil s)
        {
            var generators = stockGenerators.Count > 0 ? stockGenerators :
                             (traderKinds.RandomElementWithFallback()
                              ?? DefDatabase <TraderKindDef> .AllDefs.Where(t => t.stockGenerators.Count > 0).RandomElement()).stockGenerators;

            var friendly = !s.map.ParentFaction.HostileTo(Faction.OfPlayer);

            foreach (IntVec3 pos in s.bounds.Cells)
            {
                if (s.Chance(density))
                {
                    var thing = generators.RandomElement().GenerateThings(s.map.Tile).FirstOrDefault();
                    if (thing != null)
                    {
                        if (thing.stackCount > thing.def.stackLimit)
                        {
                            thing.stackCount = s.RandInclusive(1, thing.def.stackLimit);
                        }
                        GenSpawn.Spawn(thing, pos, s.map);
                        if (thing is Pawn pawn)
                        {
                            if (pawn.guest == null)
                            {
                                pawn.guest = new Pawn_GuestTracker(pawn);
                            }
                            pawn.guest.SetGuestStatus(s.map.ParentFaction, true);
                        }
                        else
                        {
                            thing.SetOwnedByCity(true);
                        }
                    }
                }
            }
        }
Example #30
0
 public abstract void Decorate(Stencil s);