Example #1
0
        private void RegularBanditSpawn()
        {
            try
            {
                var    list = dataManager.Data;
                Random rand = new Random();
                foreach (Data.SpawnData data in list)
                {
                    int j = 0;
                    for (int i = 0; i < data.RepeatSpawnRolls; i++)
                    {
                        if (data.CanSpawn() && (data.MinimumNumberOfDaysUntilSpawn < (int)Math.Ceiling(Campaign.Current.CampaignStartTime.ElapsedDaysUntilNow)))
                        {
                            if (ConfigLoader.Instance.Config.IsAllSpawnMode || (float)rand.NextDouble() < data.ChanceOfSpawn)
                            {
                                var spawnSettlement = Spawner.GetSpawnSettlement(data, rand);
                                //spawn nao!
                                MobileParty spawnedParty = Spawner.SpawnParty(spawnSettlement, data.SpawnClan, data.PartyTemplate, data.PartyType, new TextObject(data.Name));
                                data.IncrementNumberSpawned(); //increment for can spawn and chance modifications
                                //dynamic data registration
                                DynamicSpawnData.AddDynamicSpawnData(spawnedParty, new CSPartyData(data, spawnSettlement));

                                j++;
                                //AI Checks!
                                Spawner.HandleAIChecks(spawnedParty, data, spawnSettlement);
                                //accompanying spawns
                                foreach (var accomp in data.SpawnAlongWith)
                                {
                                    MobileParty juniorParty = Spawner.SpawnParty(spawnSettlement, data.SpawnClan, accomp.templateObject, data.PartyType, new TextObject(accomp.name));
                                    Spawner.HandleAIChecks(juniorParty, data, spawnSettlement); //junior party has same AI behaviour as main party. TODO in future add some junior party AI and reconstruction.
                                }
                                //message if available
                                if (data.spawnMessage != null)
                                {
                                    UX.ShowParseSpawnMessage(data.spawnMessage, spawnSettlement.Name.ToString());
                                }
                            }
                        }
                        else
                        {
                            break;
                        }
                    }
                }
            }
            catch (Exception e)
            {
                ErrorHandler.HandleException(e);
            }
        }
        private void RegularSpawn()
        {
            try
            {
                var    list = SpawnDataManager.Instance.Data;
                Random rand = new Random();
                var    isSpawnSoundPlaying = false;
                foreach (Data.SpawnData data in list)
                {
                    for (int i = 0; i < data.RepeatSpawnRolls; i++)
                    {
                        if (data.CanSpawn() && (data.MinimumNumberOfDaysUntilSpawn < (int)Math.Ceiling(Campaign.Current.CampaignStartTime.ElapsedDaysUntilNow)))
                        {
                            float currentChanceOfSpawn = data.ChanceOfSpawn;
                            if (!ConfigLoader.Instance.Config.IsAllSpawnMode &&
                                (float)rand.NextDouble() >= currentChanceOfSpawn * ConfigLoader.Instance.Config.SpawnChanceFlatMultiplier)
                            {
                                continue;
                            }

                            var spawnSettlement = Spawner.GetSpawnSettlement(data, (s => data.MinimumDevestationToSpawn > DevestationMetricData.Singleton.GetDevestation(s)), rand);
                            //spawn nao!

                            if (spawnSettlement == null)
                            {
                                //no valid spawn settlement

                                break;
                            }

                            MobileParty spawnedParty = Spawner.SpawnParty(spawnSettlement, data.SpawnClan, data.PartyTemplate, data.PartyType, new TextObject(data.Name));
                            if (spawnedParty == null)
                            {
                                return;
                            }
                            data.IncrementNumberSpawned(); //increment for can spawn and chance modifications
                                                           //dynamic data registration
                            //dynamic spawn tracking
                            DynamicSpawnData.Instance.AddDynamicSpawnData(spawnedParty, new CSPartyData(data, spawnSettlement));
                            //AI Checks!
                            Spawner.HandleAIChecks(spawnedParty, data, spawnSettlement);
                            //accompanying spawns
                            foreach (var accomp in data.SpawnAlongWith)
                            {
                                MobileParty juniorParty = Spawner.SpawnParty(spawnSettlement, data.SpawnClan, accomp.templateObject, data.PartyType, new TextObject(accomp.name));
                                if (juniorParty == null)
                                {
                                    continue;
                                }
                                Spawner.HandleAIChecks(juniorParty, data, spawnSettlement); //junior party has same AI behaviour as main party. TODO in future add some junior party AI and reconstruction.
                            }
                            //message if available
                            if (data.spawnMessage != null)
                            {
                                UX.ShowParseSpawnMessage(data.spawnMessage, spawnSettlement.Name.ToString());
                                //if (data.SoundEvent != -1 && !isSpawnSoundPlaying && ConfigLoader.Instance.Config.SpawnSoundEnabled)
                                //{
                                //    var sceneEmpty = Scene.CreateNewScene(false);
                                //    SoundEvent sound = SoundEvent.CreateEvent(data.SoundEvent, sceneEmpty);
                                //    sound.Play();
                                //    isSpawnSoundPlaying = true;
                                //}
                            }
                            DailyLogger.ReportSpawn(spawnedParty, currentChanceOfSpawn);
                        }
                        else
                        {
                            break;
                        }
                    }
                }
            }
            catch (Exception e)
            {
                ErrorHandler.HandleException(e);
            }
        }
Example #3
0
        private void RegularSpawn()
        {
            try
            {
                var    list = dataManager.Data;
                Random rand = new Random();
                var    isSpawnSoundPlaying = false;
                foreach (Data.SpawnData data in list)
                {
                    int j = 0;
                    for (int i = 0; i < data.RepeatSpawnRolls; i++)
                    {
                        if (data.CanSpawn() && (data.MinimumNumberOfDaysUntilSpawn < (int)Math.Ceiling(Campaign.Current.CampaignStartTime.ElapsedDaysUntilNow)))
                        {
                            if (CsSettings.IsAllSpawnMode || (float)rand.NextDouble() < data.ChanceOfSpawn)
                            {
                                var spawnSettlement = Spawner.GetSpawnSettlement(data, rand);
                                //spawn nao!
                                MobileParty spawnedParty = Spawner.SpawnParty(spawnSettlement, data.SpawnClan, data.PartyTemplate, data.PartyType, new TextObject(data.Name), data.PartyTemplatePrisoner, data.InheritClanFromSettlement);
                                data.IncrementNumberSpawned(); //increment for can spawn and chance modifications
                                //dynamic data registration
                                DynamicSpawnData.AddDynamicSpawnData(spawnedParty, new CSPartyData(data, spawnSettlement));

                                j++;
                                //AI Checks!
                                Spawner.HandleAIChecks(spawnedParty, data, spawnSettlement);
                                //accompanying spawns
                                foreach (var accomp in data.SpawnAlongWith)
                                {
                                    MobileParty juniorParty = Spawner.SpawnParty(spawnSettlement, data.SpawnClan, accomp.templateObject, data.PartyType, new TextObject(accomp.name), data.PartyTemplatePrisoner, data.InheritClanFromSettlement);
                                    Spawner.HandleAIChecks(juniorParty, data, spawnSettlement); //junior party has same AI behaviour as main party. TODO in future add some junior party AI and reconstruction.
                                }
                                //message if available
                                if (data.spawnMessage != null && data.inquiryMessage == null)
                                {
                                    UX.ShowParseSpawnMessage(data.spawnMessage, spawnSettlement.Name.ToString());
                                    if (data.SoundEvent != -1 && !isSpawnSoundPlaying && CsSettings.SpawnSoundEnabled)
                                    {
                                        var        sceneEmpty = Scene.CreateNewScene(false);
                                        SoundEvent sound      = SoundEvent.CreateEvent(data.SoundEvent, sceneEmpty);
                                        sound.Play();
                                        isSpawnSoundPlaying = true;
                                    }
                                }
                                //default spawn message type always takes priority over the inquiry type if they're both present
                                else if (data.spawnMessage != null && data.inquiryMessage != null)
                                {
                                    UX.ShowParseSpawnMessage(data.spawnMessage, spawnSettlement.Name.ToString());
                                }
                                //only if the spawn message EXPLICITLY doesn't exist does it choose the inquiry message
                                else if (data.spawnMessage == null && data.inquiryMessage != null)
                                {
                                    UX.ShowParseSpawnInquiryMessage(data.inquiryMessage, spawnSettlement.Name.ToString(), data.inquiryPause);
                                }
                            }
                        }
                        else
                        {
                            break;
                        }
                    }
                }
            }
            catch (Exception e)
            {
                ErrorHandler.HandleException(e);
            }
        }