public bool TryFindStandingSpotOrChair(CompMusicSpot musicSpot, Pawn musician, Thing instrument, out LocalTargetInfo target)
        {
            IntVec3 standingSpot;
            Thing   chair;

            target = null;

            PerformanceManager pm = musician.Map.GetComponent <PerformanceManager>();

            CompMusicalInstrument comp = instrument.TryGetComp <CompMusicalInstrument>();

            if (comp.Props.isBuilding)
            {
                if (pm.TryFindChairAt(comp, musician, out chair))
                {
                    target = chair;
                    return(true);
                }
                else if (pm.TryFindSpotAt(comp, musician, out standingSpot))
                {
                    target = standingSpot;
                    return(true);
                }
            }
            else
            {
                if (pm.TryFindSitSpotOnGroundNear(musicSpot, musician, out standingSpot))
                {
                    target = standingSpot;
                    return(true);
                }
            }

            return(false);
        }
        private Job TryGiveJobInt(Pawn pawn, Predicate <CompMusicSpot> musicSpotValidator)
        {
#if DEBUG
            Verse.Log.Message(String.Format("{0} trying to listen to music", pawn.LabelShort));
#endif

            PerformanceManager pm = pawn.Map.GetComponent <PerformanceManager>();

            // if no music spots then give up
            if (pm.ListActiveMusicSpots().Count == 0)
            {
                return(null);
            }
            // load all music spots on map into list
            workingSpots.Clear();
            for (int i = 0; i < pm.ListActiveMusicSpots().Count; i++)
            {
                workingSpots.Add(pm.ListActiveMusicSpots()[i]);
            }

            // pick a random one
            CompMusicSpot CompMusicSpot;
            while (workingSpots.TryRandomElement(out CompMusicSpot))
            {
                // remove from list
                workingSpots.Remove(CompMusicSpot);
                // check zones etc
                if (!CompMusicSpot.parent.IsForbidden(pawn))
                {
                    // see if there's a safe path to get there
                    if (pawn.CanReach(CompMusicSpot.parent, PathEndMode.Touch, Danger.None, false, TraverseMode.ByPawn))
                    {
                        // prisoners seperated from colonists
                        if (CompMusicSpot.parent.IsSociallyProper(pawn))
                        {
                            // only friendly factions
                            if (CompMusicSpot.parent.IsPoliticallyProper(pawn))
                            {
                                // check passed in predicate - i.e. parties
                                if (musicSpotValidator == null || musicSpotValidator(CompMusicSpot))
                                {
                                    // is a performance currently in progress
                                    if (pawn.Map.GetComponent <PerformanceManager>().HasPerformance(CompMusicSpot.parent))
                                    {
#if DEBUG
                                        Verse.Log.Message("Found performance to listen to");
#endif
                                        // find a place to sit or stand, or return null if there aren't any


                                        Job job;

                                        IntVec3 standingSpot;
                                        if (pm.TryFindChairNear(CompMusicSpot, pawn, out Thing chair))
                                        {
#if DEBUG
                                            Verse.Log.Message("Found chair");
#endif
                                            job = new Job(this.def.jobDef, CompMusicSpot.parent, chair);
                                            return(job);
                                        }
                                        else if (pm.TryFindSitSpotOnGroundNear(CompMusicSpot, pawn, out standingSpot))
                                        {
#if DEBUG
                                            Verse.Log.Message("Found standing spot");
#endif
                                            job = new Job(this.def.jobDef, CompMusicSpot.parent, standingSpot);
                                            return(job);
                                        }
                                        else
                                        {
#if DEBUG
                                            Verse.Log.Message("Failed to find chair or standing spot");
#endif
                                            return(null);
                                        }
                                    }
                                }
                            }
                        }
                    }
                }
            }

#if DEBUG
            Verse.Log.Message("Failed to find performance");
#endif
            return(null);
        }
Example #3
0
        public override bool HasJobOnThing(Pawn pawn, Thing t, bool forced = false)
        {
            if (!pawn.health.capacities.CapableOf(PawnCapacityDefOf.Manipulation) ||
                !pawn.health.capacities.CapableOf(PawnCapacityDefOf.Hearing) ||
                !pawn.Awake() ||
                pawn.WorkTagIsDisabled(WorkTags.Artistic))
            {
                return(false);
            }

            PerformanceManager pm = pawn.Map.GetComponent <PerformanceManager>();

            if (!pm.CanPlayForWorkNow(pawn))
            {
                return(false);
            }

            CompMusicSpot         compMusicSpot  = t.TryGetComp <CompMusicSpot>();
            CompMusicalInstrument instrumentComp = t.TryGetComp <CompMusicalInstrument>();
            CompPowerTrader       powerComp      = t.TryGetComp <CompPowerTrader>();

            if (compMusicSpot == null)
            {
                return(false);
            }

            if (!compMusicSpot.Active || instrumentComp == null)
            {
                return(false);
            }

            IntVec3 standingSpot;

            if (!pm.TryFindSitSpotOnGroundNear(compMusicSpot, pawn, out standingSpot))
            {
                return(false);
            }

            Thing instrument;

            LocalTargetInfo chairOrSpot = null;

            if (forced &&
                instrumentComp != null &&
                instrumentComp.Props.isBuilding &&
                pawn.CanReserveAndReach(t, PathEndMode.Touch, Danger.None) &&
                (powerComp == null || powerComp.PowerOn))
            {
                if (!pm.TryFindStandingSpotOrChair(compMusicSpot, pawn, t, out chairOrSpot))
                {
                    return(false);
                }
            }
            else if (pm.TryFindInstrumentToPlay(compMusicSpot.parent, pawn, out instrument, true))
            {
#if DEBUG
                Verse.Log.Message(String.Format("{0} chose to play {1}", pawn.LabelShort, instrument.LabelShort));
#endif

                if (!pm.TryFindStandingSpotOrChair(compMusicSpot, pawn, instrument, out chairOrSpot))
                {
                    return(false);
                }
            }
            else
            {
                return(false);
            }

            return(true);
        }
Example #4
0
        public override Job JobOnThing(Pawn pawn, Thing thing, bool forced = false)
        {
            //Verse.Log.Message(String.Format("Trying to play at {0}", thing.Label));

            if (!pawn.health.capacities.CapableOf(PawnCapacityDefOf.Manipulation) ||
                !pawn.health.capacities.CapableOf(PawnCapacityDefOf.Hearing) ||
                !pawn.Awake() ||
                pawn.WorkTagIsDisabled(WorkTags.Artistic))
            {
                return(null);
            }

            PerformanceManager pm = pawn.Map.GetComponent <PerformanceManager>();

            if (!pm.CanPlayForWorkNow(pawn))
            {
                return(null);
            }

            CompMusicSpot compMusicSpot = thing.TryGetComp <CompMusicSpot>();

            if (compMusicSpot == null)
            {
                return(null);
            }

            if (!compMusicSpot.Active)
            {
                return(null);
            }

            Job job;

            IntVec3 standingSpot;

            if (!pm.TryFindSitSpotOnGroundNear(compMusicSpot, pawn, out standingSpot))
            {
                return(null);
            }

            job = new Job(JobDefOf_MusicPlayWork.MusicPlayWork, compMusicSpot.parent); //, standingSpot);

            Thing instrument;


            CompMusicSpot         musicSpotComp  = thing.TryGetComp <CompMusicSpot>();
            CompMusicalInstrument instrumentComp = thing.TryGetComp <CompMusicalInstrument>();
            CompPowerTrader       powerComp      = thing.TryGetComp <CompPowerTrader>();

            LocalTargetInfo chairOrSpot = null;

            if (forced &&
                instrumentComp != null &&
                instrumentComp.Props.isBuilding &&
                pawn.CanReserveAndReach(thing, PathEndMode.Touch, Danger.None) &&
                (powerComp == null || powerComp.PowerOn))
            {
                if (!pm.TryFindStandingSpotOrChair(musicSpotComp, pawn, thing, out chairOrSpot))
                {
                    return(null);
                }

                job.targetB = chairOrSpot;
                job.targetC = thing;
            }
            else if (pm.TryFindInstrumentToPlay(compMusicSpot.parent, pawn, out instrument, true))
            {
#if DEBUG
                Verse.Log.Message(String.Format("{0} chose to play {1}", pawn.LabelShort, instrument.LabelShort));
#endif

                if (!pm.TryFindStandingSpotOrChair(musicSpotComp, pawn, instrument, out chairOrSpot))
                {
                    return(null);
                }

                job.targetB = chairOrSpot;
                job.targetC = instrument;
            }
            else
            {
#if DEBUG
                Verse.Log.Message(String.Format("{0} couldn't find an instrument", pawn.LabelShort));
#endif
                return(null);
            }



            job.count = 1;

            return(job);
        }