Example #1
0
        public static TargetInfo ResolvePathMode(Pawn pawn, TargetInfo dest, ref PathEndMode peMode)
        {
            TargetInfo result;

            if (dest.HasThing && !dest.Thing.Spawned)
            {
                peMode = PathEndMode.Touch;
                result = dest;
            }
            else if (peMode == PathEndMode.InteractionCell)
            {
                if (!dest.HasThing)
                {
                    Log.Error("Pathed to cell " + dest + " with PathEndMode.InteractionCell.", false);
                }
                peMode = PathEndMode.OnCell;
                result = new TargetInfo(dest.Thing.InteractionCell, dest.Thing.Map, false);
            }
            else
            {
                if (peMode == PathEndMode.ClosestTouch)
                {
                    peMode = GenPath.ResolveClosestTouchPathMode(pawn, dest.Map, dest.Cell);
                }
                result = dest;
            }
            return(result);
        }
Example #2
0
 public static PathEndMode ResolveClosestTouchPathMode(Pawn pawn, Map map, IntVec3 target)
 {
     if (GenPath.ShouldNotEnterCell(pawn, map, target))
     {
         return(PathEndMode.Touch);
     }
     return(PathEndMode.OnCell);
 }
Example #3
0
 public void StartPath(LocalTargetInfo dest, PathEndMode peMode)
 {
     dest = (LocalTargetInfo)GenPath.ResolvePathMode(this.pawn, dest.ToTargetInfo(this.pawn.Map), ref peMode);
     if (dest.HasThing && dest.ThingDestroyed)
     {
         Log.Error(this.pawn + " pathing to destroyed thing " + dest.Thing, false);
         this.PatherFailed();
     }
     else
     {
         if (!this.PawnCanOccupy(this.pawn.Position))
         {
             if (!this.TryRecoverFromUnwalkablePosition(true))
             {
                 return;
             }
         }
         if (!this.moving || this.curPath == null || !(this.destination == dest) || this.peMode != peMode)
         {
             if (!this.pawn.Map.reachability.CanReach(this.pawn.Position, dest, peMode, TraverseParms.For(TraverseMode.PassDoors, Danger.Deadly, false)))
             {
                 this.PatherFailed();
             }
             else
             {
                 this.peMode      = peMode;
                 this.destination = dest;
                 if (!this.IsNextCellWalkable())
                 {
                     this.nextCell = this.pawn.Position;
                 }
                 if (!this.destination.HasThing && this.pawn.Map.pawnDestinationReservationManager.MostRecentReservationFor(this.pawn) != this.destination.Cell)
                 {
                     this.pawn.Map.pawnDestinationReservationManager.ObsoleteAllClaimedBy(this.pawn);
                 }
                 if (this.AtDestinationPosition())
                 {
                     this.PatherArrived();
                 }
                 else if (this.pawn.Downed)
                 {
                     Log.Error(this.pawn.LabelCap + " tried to path while downed. This should never happen. curJob=" + this.pawn.CurJob.ToStringSafe <Job>(), false);
                     this.PatherFailed();
                 }
                 else
                 {
                     if (this.curPath != null)
                     {
                         this.curPath.ReleaseToPool();
                     }
                     this.curPath           = null;
                     this.moving            = true;
                     this.pawn.jobs.posture = PawnPosture.Standing;
                 }
             }
         }
     }
 }
Example #4
0
 public void StartPath(LocalTargetInfo dest, PathEndMode peMode)
 {
     dest = (LocalTargetInfo)GenPath.ResolvePathMode(pawn, dest.ToTargetInfo(pawn.Map), ref peMode);
     if (dest.HasThing && dest.ThingDestroyed)
     {
         Log.Error(string.Concat(pawn, " pathing to destroyed thing ", dest.Thing));
         PatherFailed();
     }
     else
     {
         if ((!PawnCanOccupy(pawn.Position) && !TryRecoverFromUnwalkablePosition()) || (moving && curPath != null && destination == dest && this.peMode == peMode))
         {
             return;
         }
         if (!pawn.Map.reachability.CanReach(pawn.Position, dest, peMode, TraverseParms.For(TraverseMode.PassDoors)))
         {
             PatherFailed();
             return;
         }
         this.peMode = peMode;
         destination = dest;
         if (!IsNextCellWalkable() || NextCellDoorToWaitForOrManuallyOpen() != null || nextCellCostLeft == nextCellCostTotal)
         {
             ResetToCurrentPosition();
         }
         PawnDestinationReservationManager.PawnDestinationReservation pawnDestinationReservation = pawn.Map.pawnDestinationReservationManager.MostRecentReservationFor(pawn);
         if (pawnDestinationReservation != null && ((destination.HasThing && pawnDestinationReservation.target != destination.Cell) || (pawnDestinationReservation.job != pawn.CurJob && pawnDestinationReservation.target != destination.Cell)))
         {
             pawn.Map.pawnDestinationReservationManager.ObsoleteAllClaimedBy(pawn);
         }
         if (AtDestinationPosition())
         {
             PatherArrived();
             return;
         }
         if (pawn.Downed)
         {
             Log.Error(pawn.LabelCap + " tried to path while downed. This should never happen. curJob=" + pawn.CurJob.ToStringSafe());
             PatherFailed();
             return;
         }
         if (curPath != null)
         {
             curPath.ReleaseToPool();
         }
         curPath           = null;
         moving            = true;
         pawn.jobs.posture = PawnPosture.Standing;
     }
 }
Example #5
0
        public static PathEndMode ResolveClosestTouchPathMode(Pawn pawn, Map map, IntVec3 target)
        {
            PathEndMode result;

            if (GenPath.ShouldNotEnterCell(pawn, map, target))
            {
                result = PathEndMode.Touch;
            }
            else
            {
                result = PathEndMode.OnCell;
            }
            return(result);
        }