Example #1
0
			public bool MoveNext()
			{
				uint num = (uint)this.$PC;
				this.$PC = -1;
				switch (num)
				{
				case 0u:
					this.FailOnDespawnedNullOrForbidden(TargetIndex.A);
					this.FailOnDowned(TargetIndex.A);
					this.FailOnNotCasualInterruptible(TargetIndex.A);
					this.$current = Toils_Goto.GotoThing(TargetIndex.A, PathEndMode.Touch);
					if (!this.$disposing)
					{
						this.$PC = 1;
					}
					return true;
				case 1u:
					<MakeNewToils>c__AnonStorey.wait = new Toil();
					<MakeNewToils>c__AnonStorey.wait.initAction = delegate()
					{
						Pawn actor = <MakeNewToils>c__AnonStorey.wait.actor;
						Pawn pawn = (Pawn)<MakeNewToils>c__AnonStorey.<>f__ref$0.$this.job.GetTarget(TargetIndex.A).Thing;
						actor.pather.StopDead();
						PawnUtility.ForceWait(pawn, 15000, null, true);
					};
        // Token: 0x06000046 RID: 70 RVA: 0x000040B9 File Offset: 0x000022B9
        protected override IEnumerable <Toil> MakeNewToils()
        {
            this.FailOnDespawnedNullOrForbidden(TargetIndex.A);
            this.FailOnDowned(TargetIndex.A);
            this.FailOnNotCasualInterruptible(TargetIndex.A);
            yield return(Toils_Goto.GotoThing(TargetIndex.A, PathEndMode.Touch));

            Toil wait = new Toil();

            wait.initAction = delegate()
            {
                Pawn actor = wait.actor;
                Pawn pawn  = (Pawn)wait.actor.CurJob.GetTarget(TargetIndex.A).Thing;
                actor.pather.StopDead();
                PawnUtility.ForceWait(pawn, 15000, null, true);
            };
            wait.tickAction = delegate()
            {
                Pawn actor = wait.actor;
                this.gatherProgress += actor.GetStatValue(StatDefOf.AnimalGatherSpeed, true);
                bool flag = this.gatherProgress >= this.WorkTotal;
                if (flag)
                {
                    this.GetComp((Pawn)((Thing)this.job.GetTarget(TargetIndex.A))).Gathered(this.pawn);
                    actor.jobs.EndCurrentJob(JobCondition.Succeeded, true, true);
                }
            };
            wait.AddFinishAction(delegate
            {
                Pawn pawn = (Pawn)wait.actor.CurJob.GetTarget(TargetIndex.A).Thing;
                bool flag = pawn.jobs.curJob.def == JobDefOf.Wait_MaintainPosture;
                if (flag)
                {
                    pawn.jobs.EndCurrentJob(JobCondition.InterruptForced, true, true);
                }
            });
            wait.FailOnDespawnedOrNull(TargetIndex.A);
            wait.FailOnCannotTouch(TargetIndex.A, PathEndMode.Touch);
            wait.AddEndCondition(delegate
            {
                bool flag = !this.GetComp((Pawn)((Thing)this.job.GetTarget(TargetIndex.A))).ActiveAndFull;
                JobCondition result;
                if (flag)
                {
                    result = JobCondition.Incompletable;
                }
                else
                {
                    result = JobCondition.Ongoing;
                }
                return(result);
            });
            wait.defaultCompleteMode = ToilCompleteMode.Never;
            wait.WithProgressBar(TargetIndex.A, () => this.gatherProgress / this.WorkTotal, false, -0.5f);
            yield return(wait);

            yield break;
        }
Example #3
0
        protected override IEnumerable <Toil> MakeNewToils()
        {
            this.FailOnDespawnedNullOrForbidden(TargetIndex.A);
            this.FailOnDowned(TargetIndex.A);
            this.FailOnNotCasualInterruptible(TargetIndex.A);
            yield return(Toils_Goto.GotoThing(TargetIndex.A, PathEndMode.Touch));

            Toil wait = new Toil();

            wait.initAction = delegate
            {
                Pawn actor2 = wait.actor;
                Pawn pawn2  = (Pawn)job.GetTarget(TargetIndex.A).Thing;
                actor2.pather.StopDead();
                PawnUtility.ForceWait(pawn2, 15000, null, maintainPosture: true);
            };
            wait.tickAction = delegate
            {
                Pawn actor = wait.actor;
                actor.skills.Learn(SkillDefOf.Animals, 0.13f);
                gatherProgress += actor.GetStatValue(StatDefOf.AnimalGatherSpeed);
                if (gatherProgress >= WorkTotal)
                {
                    GetComp((Pawn)(Thing)job.GetTarget(TargetIndex.A)).Gathered(pawn);
                    actor.jobs.EndCurrentJob(JobCondition.Succeeded);
                }
            };
            wait.AddFinishAction(delegate
            {
                Pawn pawn = (Pawn)job.GetTarget(TargetIndex.A).Thing;
                if (pawn != null && pawn.CurJobDef == JobDefOf.Wait_MaintainPosture)
                {
                    pawn.jobs.EndCurrentJob(JobCondition.InterruptForced);
                }
            });
            wait.FailOnDespawnedOrNull(TargetIndex.A);
            wait.FailOnCannotTouch(TargetIndex.A, PathEndMode.Touch);
            wait.AddEndCondition(() => GetComp((Pawn)(Thing)job.GetTarget(TargetIndex.A)).ActiveAndFull ? JobCondition.Ongoing : JobCondition.Incompletable);
            wait.defaultCompleteMode = ToilCompleteMode.Never;
            wait.WithProgressBar(TargetIndex.A, () => gatherProgress / WorkTotal);
            wait.activeSkill = (() => SkillDefOf.Animals);
            yield return(wait);
        }
        private Toil StartFeedAnimal(TargetIndex tameeInd)
        {
            Toil toil = new Toil();

            toil.initAction = delegate
            {
                Pawn actor = toil.GetActor();
                Pawn pawn  = (Pawn)(Thing)actor.CurJob.GetTarget(tameeInd);
                PawnUtility.ForceWait(pawn, 270, actor);
                Thing thing = FoodUtility.BestFoodInInventory(actor, pawn, FoodPreferability.NeverForNutrition, FoodPreferability.RawTasty);
                if (thing == null)
                {
                    actor.jobs.EndCurrentJob(JobCondition.Incompletable);
                }
                else
                {
                    actor.mindState.lastInventoryRawFoodUseTick = Find.TickManager.TicksGame;
                    int   num        = FoodUtility.StackCountForNutrition(feedNutritionLeft, thing.GetStatValue(StatDefOf.Nutrition));
                    int   stackCount = thing.stackCount;
                    Thing thing2     = actor.inventory.innerContainer.Take(thing, Mathf.Min(num, stackCount));
                    actor.carryTracker.TryStartCarry(thing2);
                    actor.CurJob.SetTarget(TargetIndex.B, thing2);
                    float num2 = (float)thing2.stackCount * thing2.GetStatValue(StatDefOf.Nutrition);
                    ticksLeftThisToil = Mathf.CeilToInt(270f * (num2 / RequiredNutritionPerFeed(pawn)));
                    if (num <= stackCount)
                    {
                        feedNutritionLeft = 0f;
                    }
                    else
                    {
                        feedNutritionLeft -= num2;
                        if (feedNutritionLeft < 0.001f)
                        {
                            feedNutritionLeft = 0f;
                        }
                    }
                }
            };
            toil.defaultCompleteMode = ToilCompleteMode.Delay;
            toil.activeSkill         = () => SkillDefOf.Animals;
            return(toil);
        }
        private Toil StartFeedAnimal(TargetIndex tameeInd)
        {
            Toil toil = new Toil();

            toil.initAction = delegate
            {
                Pawn actor = toil.GetActor();
                Pawn pawn  = (Pawn)(Thing)actor.CurJob.GetTarget(tameeInd);
                PawnUtility.ForceWait(pawn, 270, actor, false);
                Thing thing = FoodUtility.BestFoodInInventory(actor, pawn, FoodPreferability.NeverForNutrition, FoodPreferability.RawTasty, 0f, false);
                if (thing == null)
                {
                    actor.jobs.EndCurrentJob(JobCondition.Incompletable, true);
                }
                else
                {
                    actor.mindState.lastInventoryRawFoodUseTick = Find.TickManager.TicksGame;
                    int   num        = FoodUtility.StackCountForNutrition(thing.def, this.feedNutritionLeft);
                    int   stackCount = thing.stackCount;
                    Thing thing2     = actor.inventory.innerContainer.Take(thing, Mathf.Min(num, stackCount));
                    actor.carryTracker.TryStartCarry(thing2);
                    actor.CurJob.SetTarget(TargetIndex.B, thing2);
                    float num2 = (float)thing2.stackCount * thing2.def.ingestible.nutrition;
                    base.ticksLeftThisToil = Mathf.CeilToInt((float)(270.0 * (num2 / JobDriver_InteractAnimal.RequiredNutritionPerFeed(pawn))));
                    if (num <= stackCount)
                    {
                        this.feedNutritionLeft = 0f;
                    }
                    else
                    {
                        this.feedNutritionLeft -= num2;
                        if (this.feedNutritionLeft < 0.0010000000474974513)
                        {
                            this.feedNutritionLeft = 0f;
                        }
                    }
                }
            };
            toil.defaultCompleteMode = ToilCompleteMode.Delay;
            return(toil);
        }