Example #1
0
        private static IntVec3 FindArtySpot(ThingDef artyDef, Rot4 rot, Map map)
        {
            CellRect cellRect = CellRect.CenteredOn(SiegeBlueprintPlacer.center, 8);

            cellRect.ClipInsideMap(map);
            int num = 0;

            while (true)
            {
                num++;
                if (num > 200)
                {
                    break;
                }
                IntVec3 randomCell = cellRect.RandomCell;
                if (map.reachability.CanReach(randomCell, SiegeBlueprintPlacer.center, PathEndMode.OnCell, TraverseMode.NoPassClosedDoors, Danger.Deadly))
                {
                    if (!randomCell.Roofed(map))
                    {
                        if (SiegeBlueprintPlacer.CanPlaceBlueprintAt(randomCell, rot, artyDef, map))
                        {
                            return(randomCell);
                        }
                    }
                }
            }
            return(IntVec3.Invalid);
        }
Example #2
0
        public static IEnumerable <Blueprint_Build> PlaceBlueprints(IntVec3 placeCenter, Map map, Faction placeFaction, float points)
        {
            SiegeBlueprintPlacer.center  = placeCenter;
            SiegeBlueprintPlacer.faction = placeFaction;
            using (IEnumerator <Blueprint_Build> enumerator = SiegeBlueprintPlacer.PlaceSandbagBlueprints(map).GetEnumerator())
            {
                if (enumerator.MoveNext())
                {
                    Blueprint_Build blue2 = enumerator.Current;
                    yield return(blue2);

                    /*Error: Unable to find new state assignment for yield return*/;
                }
            }
            using (IEnumerator <Blueprint_Build> enumerator2 = SiegeBlueprintPlacer.PlaceArtilleryBlueprints(points, map).GetEnumerator())
            {
                if (enumerator2.MoveNext())
                {
                    Blueprint_Build blue = enumerator2.Current;
                    yield return(blue);

                    /*Error: Unable to find new state assignment for yield return*/;
                }
            }
            yield break;
IL_0166:
            /*Error near IL_0167: Unexpected return in MoveNext()*/;
        }
Example #3
0
        private static IEnumerable <Blueprint_Build> MakeSandbagLine(IntVec3 root, Map map, Rot4 growDir, int maxLength)
        {
            int i = 0;

            if (i < maxLength && SiegeBlueprintPlacer.CanPlaceBlueprintAt(root, Rot4.North, ThingDefOf.Sandbags, map))
            {
                yield return(GenConstruct.PlaceBlueprintForBuild(ThingDefOf.Sandbags, root, map, Rot4.North, SiegeBlueprintPlacer.faction, null));

                /*Error: Unable to find new state assignment for yield return*/;
            }
        }
Example #4
0
 public static IEnumerable <Blueprint_Build> PlaceBlueprints(IntVec3 placeCenter, Map map, Faction placeFaction, float points)
 {
     SiegeBlueprintPlacer.center  = placeCenter;
     SiegeBlueprintPlacer.faction = placeFaction;
     foreach (Blueprint_Build blue in SiegeBlueprintPlacer.PlaceSandbagBlueprints(map))
     {
         yield return(blue);
     }
     foreach (Blueprint_Build blue2 in SiegeBlueprintPlacer.PlaceArtilleryBlueprints(points, map))
     {
         yield return(blue2);
     }
 }
Example #5
0
        private static IEnumerable <Blueprint_Build> MakeSandbagLine(IntVec3 root, Map map, Rot4 growDir, int maxLength)
        {
            IntVec3 cur = root;

            for (int i = 0; i < maxLength; i++)
            {
                if (!SiegeBlueprintPlacer.CanPlaceBlueprintAt(cur, Rot4.North, ThingDefOf.Sandbags, map))
                {
                    break;
                }
                yield return(GenConstruct.PlaceBlueprintForBuild(ThingDefOf.Sandbags, cur, map, Rot4.North, SiegeBlueprintPlacer.faction, null));

                SiegeBlueprintPlacer.placedSandbagLocs.Add(cur);
                cur += growDir.FacingCell;
            }
        }
Example #6
0
        private static IntVec3 FindSandbagRoot(Map map)
        {
            CellRect cellRect = CellRect.CenteredOn(SiegeBlueprintPlacer.center, 13);

            cellRect.ClipInsideMap(map);
            CellRect cellRect2 = CellRect.CenteredOn(SiegeBlueprintPlacer.center, 8);

            cellRect2.ClipInsideMap(map);
            int     num = 0;
            IntVec3 randomCell;

            for (;;)
            {
                num++;
                if (num > 200)
                {
                    break;
                }
                randomCell = cellRect.RandomCell;
                if (!cellRect2.Contains(randomCell))
                {
                    if (map.reachability.CanReach(randomCell, SiegeBlueprintPlacer.center, PathEndMode.OnCell, TraverseMode.NoPassClosedDoors, Danger.Deadly))
                    {
                        if (SiegeBlueprintPlacer.CanPlaceBlueprintAt(randomCell, Rot4.North, ThingDefOf.Sandbags, map))
                        {
                            bool flag = false;
                            for (int i = 0; i < SiegeBlueprintPlacer.placedSandbagLocs.Count; i++)
                            {
                                float num2 = (float)(SiegeBlueprintPlacer.placedSandbagLocs[i] - randomCell).LengthHorizontalSquared;
                                if (num2 < 36f)
                                {
                                    flag = true;
                                }
                            }
                            if (!flag)
                            {
                                goto IL_104;
                            }
                        }
                    }
                }
            }
            return(IntVec3.Invalid);

IL_104:
            return(randomCell);
        }
Example #7
0
        private static IEnumerable <Blueprint_Build> PlaceSandbagBlueprints(Map map)
        {
            SiegeBlueprintPlacer.placedSandbagLocs.Clear();
            int numSandbags = SiegeBlueprintPlacer.NumSandbagRange.RandomInRange;
            int i           = 0;

            while (i < numSandbags)
            {
                IntVec3 bagRoot = SiegeBlueprintPlacer.FindSandbagRoot(map);
                if (bagRoot.IsValid)
                {
                    Rot4 growDirA = (bagRoot.x <= SiegeBlueprintPlacer.center.x) ? Rot4.East : Rot4.West;
                    Rot4 growDirB = (bagRoot.z <= SiegeBlueprintPlacer.center.z) ? Rot4.North : Rot4.South;
                    using (IEnumerator <Blueprint_Build> enumerator = SiegeBlueprintPlacer.MakeSandbagLine(bagRoot, map, growDirA, SiegeBlueprintPlacer.SandbagLengthRange.RandomInRange).GetEnumerator())
                    {
                        if (enumerator.MoveNext())
                        {
                            Blueprint_Build bag2 = enumerator.Current;
                            yield return(bag2);

                            /*Error: Unable to find new state assignment for yield return*/;
                        }
                    }
                    bagRoot += growDirB.FacingCell;
                    using (IEnumerator <Blueprint_Build> enumerator2 = SiegeBlueprintPlacer.MakeSandbagLine(bagRoot, map, growDirB, SiegeBlueprintPlacer.SandbagLengthRange.RandomInRange).GetEnumerator())
                    {
                        if (enumerator2.MoveNext())
                        {
                            Blueprint_Build bag = enumerator2.Current;
                            yield return(bag);

                            /*Error: Unable to find new state assignment for yield return*/;
                        }
                    }
                    i++;
                    continue;
                }
                break;
            }
            yield break;
IL_0271:
            /*Error near IL_0272: Unexpected return in MoveNext()*/;
        }
        private static IEnumerable <Blueprint_Build> PlaceSandbagBlueprints(Map map)
        {
            SiegeBlueprintPlacer.placedSandbagLocs.Clear();
            int numSandbags = SiegeBlueprintPlacer.NumSandbagRange.RandomInRange;

            for (int i = 0; i < numSandbags; i++)
            {
                IntVec3 bagRoot = SiegeBlueprintPlacer.FindSandbagRoot(map);
                if (!bagRoot.IsValid)
                {
                    yield break;
                }
                Rot4 growDirA;
                if (bagRoot.x > SiegeBlueprintPlacer.center.x)
                {
                    growDirA = Rot4.West;
                }
                else
                {
                    growDirA = Rot4.East;
                }
                Rot4 growDirB;
                if (bagRoot.z > SiegeBlueprintPlacer.center.z)
                {
                    growDirB = Rot4.South;
                }
                else
                {
                    growDirB = Rot4.North;
                }
                foreach (Blueprint_Build bag in SiegeBlueprintPlacer.MakeSandbagLine(bagRoot, map, growDirA, SiegeBlueprintPlacer.SandbagLengthRange.RandomInRange))
                {
                    yield return(bag);
                }
                bagRoot += growDirB.FacingCell;
                foreach (Blueprint_Build bag2 in SiegeBlueprintPlacer.MakeSandbagLine(bagRoot, map, growDirB, SiegeBlueprintPlacer.SandbagLengthRange.RandomInRange))
                {
                    yield return(bag2);
                }
            }
            yield break;
        }
Example #9
0
        private static IEnumerable <Blueprint_Build> PlaceArtilleryBlueprints(float points, Map map)
        {
            IEnumerable <ThingDef> artyDefs = from def in DefDatabase <ThingDef> .AllDefs
                                              where def.building != null && def.building.buildingTags.Contains("Artillery_BaseDestroyer")
                                              select def;
            int numArtillery = Mathf.RoundToInt(points / 60f);

            numArtillery = Mathf.Clamp(numArtillery, 1, 2);
            for (int i = 0; i < numArtillery; i++)
            {
                Rot4     rot      = Rot4.Random;
                ThingDef artyDef  = artyDefs.RandomElement <ThingDef>();
                IntVec3  artySpot = SiegeBlueprintPlacer.FindArtySpot(artyDef, rot, map);
                if (!artySpot.IsValid)
                {
                    break;
                }
                yield return(GenConstruct.PlaceBlueprintForBuild(artyDef, artySpot, map, rot, SiegeBlueprintPlacer.faction, ThingDefOf.Steel));

                points -= 60f;
            }
        }
Example #10
0
        private static IEnumerable <Blueprint_Build> PlaceArtilleryBlueprints(float points, Map map)
        {
            IEnumerable <ThingDef> artyDefs = from def in DefDatabase <ThingDef> .AllDefs
                                              where def.building != null && def.building.buildingTags.Contains("Artillery_BaseDestroyer")
                                              select def;
            int numArtillery2 = Mathf.RoundToInt((float)(points / 60.0));

            numArtillery2 = Mathf.Clamp(numArtillery2, 1, 2);
            int i = 0;

            if (i < numArtillery2)
            {
                Rot4     rot      = Rot4.Random;
                ThingDef artyDef  = artyDefs.RandomElement();
                IntVec3  artySpot = SiegeBlueprintPlacer.FindArtySpot(artyDef, rot, map);
                if (artySpot.IsValid)
                {
                    yield return(GenConstruct.PlaceBlueprintForBuild(artyDef, artySpot, map, rot, SiegeBlueprintPlacer.faction, ThingDefOf.Steel));

                    /*Error: Unable to find new state assignment for yield return*/;
                }
            }
        }
Example #11
0
        public override void Init()
        {
            base.Init();
            LordToilData_Siege data = this.Data;

            data.baseRadius = Mathf.InverseLerp(14f, 25f, (float)this.lord.ownedPawns.Count / 50f);
            data.baseRadius = Mathf.Clamp(data.baseRadius, 14f, 25f);
            List <Thing> list = new List <Thing>();

            foreach (Blueprint_Build current in SiegeBlueprintPlacer.PlaceBlueprints(data.siegeCenter, base.Map, this.lord.faction, data.blueprintPoints))
            {
                data.blueprints.Add(current);
                foreach (ThingDefCountClass cost in current.MaterialsNeeded())
                {
                    Thing thing = list.FirstOrDefault((Thing t) => t.def == cost.thingDef);
                    if (thing != null)
                    {
                        thing.stackCount += cost.count;
                    }
                    else
                    {
                        Thing thing2 = ThingMaker.MakeThing(cost.thingDef, null);
                        thing2.stackCount = cost.count;
                        list.Add(thing2);
                    }
                }
                ThingDef thingDef = current.def.entityDefToBuild as ThingDef;
                if (thingDef != null)
                {
                    ThingDef  turret    = thingDef;
                    bool      allowEMP  = false;
                    TechLevel techLevel = this.lord.faction.def.techLevel;
                    ThingDef  thingDef2 = TurretGunUtility.TryFindRandomShellDef(turret, allowEMP, true, techLevel, false, 250f);
                    if (thingDef2 != null)
                    {
                        Thing thing3 = ThingMaker.MakeThing(thingDef2, null);
                        thing3.stackCount = 5;
                        list.Add(thing3);
                    }
                }
            }
            for (int i = 0; i < list.Count; i++)
            {
                list[i].stackCount = Mathf.CeilToInt((float)list[i].stackCount * Rand.Range(1f, 1.2f));
            }
            List <List <Thing> > list2 = new List <List <Thing> >();

            for (int j = 0; j < list.Count; j++)
            {
                while (list[j].stackCount > list[j].def.stackLimit)
                {
                    int   num    = Mathf.CeilToInt((float)list[j].def.stackLimit * Rand.Range(0.9f, 0.999f));
                    Thing thing4 = ThingMaker.MakeThing(list[j].def, null);
                    thing4.stackCount   = num;
                    list[j].stackCount -= num;
                    list.Add(thing4);
                }
            }
            List <Thing> list3 = new List <Thing>();

            for (int k = 0; k < list.Count; k++)
            {
                list3.Add(list[k]);
                if (k % 2 == 1 || k == list.Count - 1)
                {
                    list2.Add(list3);
                    list3 = new List <Thing>();
                }
            }
            List <Thing> list4 = new List <Thing>();
            int          num2  = Mathf.RoundToInt(LordToil_Siege.MealCountRangePerRaider.RandomInRange * (float)this.lord.ownedPawns.Count);

            for (int l = 0; l < num2; l++)
            {
                Thing item = ThingMaker.MakeThing(ThingDefOf.MealSurvivalPack, null);
                list4.Add(item);
            }
            list2.Add(list4);
            DropPodUtility.DropThingGroupsNear(data.siegeCenter, base.Map, list2, 110, false, false, true);
            data.desiredBuilderFraction = LordToil_Siege.BuilderCountFraction.RandomInRange;
        }
            public bool MoveNext()
            {
                uint num = (uint)this.$PC;

                this.$PC = -1;
                bool flag = false;

                switch (num)
                {
                case 0u:
                    SiegeBlueprintPlacer.center  = placeCenter;
                    SiegeBlueprintPlacer.faction = placeFaction;
                    enumerator = SiegeBlueprintPlacer.PlaceSandbagBlueprints(map).GetEnumerator();
                    num        = 4294967293u;
                    break;

                case 1u:
                    break;

                case 2u:
                    goto IL_E9;

                default:
                    return(false);
                }
                try
                {
                    switch (num)
                    {
                    }
                    if (enumerator.MoveNext())
                    {
                        blue          = enumerator.Current;
                        this.$current = blue;
                        if (!this.$disposing)
                        {
                            this.$PC = 1;
                        }
                        flag = true;
                        return(true);
                    }
                }
                finally
                {
                    if (!flag)
                    {
                        if (enumerator != null)
                        {
                            enumerator.Dispose();
                        }
                    }
                }
                enumerator2 = SiegeBlueprintPlacer.PlaceArtilleryBlueprints(points, map).GetEnumerator();
                num         = 4294967293u;
                try
                {
IL_E9:
                    switch (num)
                    {
                    }
                    if (enumerator2.MoveNext())
                    {
                        blue2         = enumerator2.Current;
                        this.$current = blue2;
                        if (!this.$disposing)
                        {
                            this.$PC = 2;
                        }
                        flag = true;
                        return(true);
                    }
                }
                finally
                {
                    if (!flag)
                    {
                        if (enumerator2 != null)
                        {
                            enumerator2.Dispose();
                        }
                    }
                }
                this.$PC = -1;
                return(false);
            }