Example #1
0
        protected virtual SignalAction_Ambush MakeAmbushSignalAction(CellRect rectToDefend, IntVec3 root, GenStepParams parms)
        {
            SignalAction_Ambush signalAction_Ambush = (SignalAction_Ambush)ThingMaker.MakeThing(ThingDefOf.SignalAction_Ambush);

            if (parms.sitePart != null)
            {
                signalAction_Ambush.points = parms.sitePart.parms.threatPoints;
            }
            else
            {
                signalAction_Ambush.points = defaultPointsRange.RandomInRange;
            }
            int num = Rand.RangeInclusive(0, 2);

            if (num == 0)
            {
                signalAction_Ambush.ambushType = SignalActionAmbushType.Manhunters;
            }
            else if (num == 1 && PawnGroupMakerUtility.CanGenerateAnyNormalGroup(Faction.OfMechanoids, signalAction_Ambush.points))
            {
                signalAction_Ambush.ambushType = SignalActionAmbushType.Mechanoids;
            }
            else
            {
                signalAction_Ambush.ambushType = SignalActionAmbushType.Normal;
            }
            return(signalAction_Ambush);
        }
Example #2
0
        protected virtual SignalAction_Ambush MakeAmbushSignalAction(CellRect rectToDefend, IntVec3 root)
        {
            SignalAction_Ambush signalAction_Ambush = (SignalAction_Ambush)ThingMaker.MakeThing(ThingDefOf.SignalAction_Ambush, null);

            signalAction_Ambush.points = this.pointsRange.RandomInRange;
            int num = Rand.RangeInclusive(0, 2);

            if (num == 0)
            {
                signalAction_Ambush.manhunters = true;
            }
            else if (num == 1 && PawnGroupMakerUtility.CanGenerateAnyNormalGroup(Faction.OfMechanoids, signalAction_Ambush.points))
            {
                signalAction_Ambush.mechanoids = true;
            }
            return(signalAction_Ambush);
        }