//UNDONE This doesn't define weapons as yet and the code might not handle that well.  Want to get various things stable first RE inventory.
        //       But we can define generics for short range, assault, pistol, melee.

        /*       (ProfoundDarkness) Some issues with weapons is that they have durability, quality, and often made of stuffs.
         *                          Also could use a super-generic which fetches x clips for each weapon on the pawn (working on that for something else).
         *                          I'm thinking we could add another button (more clutter) to each loadout slot which is only displayed if the item
         *                           has key properties.  Clicking that button would show a new window which lets the user configure parameters like
         *                           a range slider for durability, range slider for quality, and a checklist for stuffs (assuming is made of stuffs).
         */

        /// <summary>
        /// This constructor gets run on startup of RimWorld and generates the various LoadoutGenericDef instance objects akin to having been loaded from xml.
        /// </summary>
        static LoadoutGenericDef()
        {
            // Used in a handful of places where all loaded ThingDefs are useful.
            IEnumerable <ThingDef> everything = DefDatabase <ThingDef> .AllDefs;

            // need to generate a list as that's how new defs are taken by DefDatabase.
            List <LoadoutGenericDef> defs = new List <LoadoutGenericDef>();


            LoadoutGenericDef generic = new LoadoutGenericDef();

            generic.defName          = "GenericMeal";
            generic.description      = "Generic Loadout for Meals.  Intended for compatibility with pawns automatically picking up a meal for themself.";
            generic.label            = "CE_Generic_Meal".Translate();
            generic.defaultCountType = LoadoutCountType.pickupDrop; // Fits with disabling of RimWorld Pawn behavior of fetching meals themselves.
            generic._lambda          = td => td.IsNutritionGivingIngestible && td.ingestible.preferability >= FoodPreferability.MealAwful && !td.IsDrug;
            generic.isBasic          = true;

            defs.Add(generic);
            //Log.Message(string.Concat("CombatExtended :: LoadoutGenericDef :: ", generic.LabelCap, " list: ", string.Join(", ", DefDatabase<ThingDef>.AllDefs.Where(t => generic.lambda(t)).Select(t => t.label).ToArray())));


            float targetNutrition = 0.85f;

            generic             = new LoadoutGenericDef();
            generic.defName     = "GenericRawFood";
            generic.description = "Generic Loadout for Raw Food.  Intended for compatibility with pawns automatically picking up raw food to train animals.";
            generic.label       = "CE_Generic_RawFood".Translate();
            // Exclude drugs and corpses.  Also exclude any food worse than RawBad as in testing the pawns would not even pick it up for training.
            generic._lambda      = td => td.IsNutritionGivingIngestible && td.ingestible.preferability <= FoodPreferability.RawTasty && td.ingestible.HumanEdible && td.plant == null && !td.IsDrug && !td.IsCorpse;
            generic.defaultCount = Convert.ToInt32(Math.Floor(targetNutrition / everything.Where(td => generic.lambda(td)).Average(td => td.ingestible.nutrition)));
            //generic.defaultCount = 1;
            generic.isBasic = false;             // doesn't need to be in loadouts by default as animal interaction talks to HoldTracker now.
            //TODO: Test pawns fetching raw food if no meal is available, if so then add a patch to have that talk to HoldTracker too.

            defs.Add(generic);
            //Log.Message(string.Concat("CombatExtended :: LoadoutGenericDef :: ", generic.LabelCap, " list: ", string.Join(", ", DefDatabase<ThingDef>.AllDefs.Where(t => generic.lambda(t)).Select(t => t.label + " B(" + t.GetStatValueAbstract(CE_StatDefOf.Bulk) + ") M(" + t.GetStatValueAbstract(StatDefOf.Mass) + ")").ToArray())));


            generic                   = new LoadoutGenericDef();
            generic.defName           = "GenericDrugs";
            generic.defaultCount      = 3;
            generic.description       = "Generic Loadout for Drugs.  Intended for compatibility with pawns automatically picking up drugs in compliance with drug policies.";
            generic.label             = "CE_Generic_Drugs".Translate();
            generic.thingRequestGroup = ThingRequestGroup.Drug;
            generic.isBasic           = true;

            defs.Add(generic);
            //Log.Message(string.Concat("CombatExtended :: LoadoutGenericDef :: ", generic.LabelCap, " list: ", string.Join(", ", DefDatabase<ThingDef>.AllDefs.Where(t => generic.lambda(t)).Select(t => t.label).ToArray())));


            generic                   = new LoadoutGenericDef();
            generic.defName           = "GenericMedicine";
            generic.defaultCount      = 5;
            generic.defaultCountType  = LoadoutCountType.pickupDrop;
            generic.description       = "Generic Loadout for Medicine.  Intended for pawns which will handle triage activities.";
            generic.label             = "CE_Generic_Medicine".Translate();
            generic.thingRequestGroup = ThingRequestGroup.Medicine;

            // now for the guns and ammo...

            // Get a list of guns that are player acquireable (not menuHidden but could also go with not dropOnDeath) which have expected comps/compProperties/verbs.
            List <ThingDef> guns = everything.Where(td => !td.menuHidden &&
                                                    td.HasComp(typeof(CompAmmoUser)) && td.GetCompProperties <CompProperties_AmmoUser>() != null &&
                                                    td.Verbs.FirstOrDefault(v => v is VerbPropertiesCE) != null).ToList();
            string       ammoLabel       = "CE_Generic_Ammo".Translate();
            const string ammoDescription = "Generic Loadout ammo for {0}. Intended for generic collection of ammo for given gun.";

            foreach (ThingDef gun in guns)
            {
                // make sure the gun has ammo defined...
                if (gun.GetCompProperties <CompProperties_AmmoUser>().ammoSet.ammoTypes.Count <= 0)
                {
                    continue;
                }
                generic                  = new LoadoutGenericDef();
                generic.defName          = "GenericAmmo-" + gun.defName;
                generic.description      = string.Format(ammoDescription, gun.LabelCap);
                generic.label            = string.Format(ammoLabel, gun.LabelCap);
                generic.defaultCount     = gun.GetCompProperties <CompProperties_AmmoUser>().magazineSize;
                generic.defaultCountType = LoadoutCountType.pickupDrop;                 // we want ammo to get picked up.
                //generic._lambda = td => td is AmmoDef && gun.GetCompProperties<CompProperties_AmmoUser>().ammoSet.ammoTypes.Contains(td);
                generic.thingRequestGroup = ThingRequestGroup.HaulableEver;
                generic._lambda           = td => td is AmmoDef && gun.GetCompProperties <CompProperties_AmmoUser>().ammoSet.ammoTypes.Any(al => al.ammo == td);
                defs.Add(generic);
                //Log.Message(string.Concat("CombatExtended :: LoadoutGenericDef :: ", generic.LabelCap, " list: ", string.Join(", ", DefDatabase<ThingDef>.AllDefs.Where(t => generic.lambda(t)).Select(t => t.label).ToArray())));
            }

            // finally we add all the defs generated to the DefDatabase.
            DefDatabase <LoadoutGenericDef> .Add(defs);
        }
Example #2
0
        const int advanceTicks = 1; //	GenTicks.TicksPerRealSecond / 4;

        /// <summary>
        /// Purpose is to handle deciding if a generic's state (something on the map or not) should be checked or not based on current frame.
        /// </summary>
        /// <param name="def"></param>
        /// <returns></returns>
        private bool GetVisibleGeneric(LoadoutGenericDef def)
        {
            if (GenTicks.TicksAbs >= genericVisibility[def].ticksToRecheck)
            {
                genericVisibility[def].ticksToRecheck = GenTicks.TicksAbs + (advanceTicks * genericVisibility[def].position);
                genericVisibility[def].check          = Find.CurrentMap.listerThings.AllThings.Find(x => def.lambda(x.GetInnerIfMinified().def) && !x.def.Minifiable) == null;
            }

            return(genericVisibility[def].check);
        }