Exemple #1
0
        /// <summary>
        /// Overwrites completely the method 'GetInteractionProposal' from the WorkInteractionController
        /// </summary>
        /// <param name="__instance">Instance of the WorkInteractionController</param>
        /// <param name="human">Original HumanAI argument</param>
        /// <param name="__result">The result of the method</param>
        /// <returns>False to prevent the original method from executing</returns>
        public static bool Prefix(WorkInteractionController __instance, HumanAI human, ref InteractionInfo __result)
        {
            instance = __instance;
            __result = null;

            //This bit is copy/pasted from the original method.  It checks if the 'human' is a colonist and can actually work
            if (human.IsLockedUp() || !human.WillWorkAutomatically() || human.IsLazy() || human.faction.GetFactionType() != FactionType.Colony || human.controlMode == ControlMode.Combat)
            {
                return(false);
            }

            //Don't override manual interactions
            InteractionInfo currentInteraction = human.GetCurrentInteractionInfo();

            if (currentInteraction != null && !currentInteraction.issuedByAI)
            {
                return(false);
            }

            //Init the human in case it's new
            AbsoluteProfessionPrioritiesMod.Instance.InitColonist(human);

            //Creates a dictionary of all of the colonist's active professions, grouped by priorities (number of stars)
            Dictionary <int, List <ProfessionType> > profs = human.professionManager.professions.Values.Where(
                x => x.priority > 0).GroupBy(x => x.priority).ToDictionary(
                x => x.Key, x => x.Select(y => y.type).ToList());

            foreach (var priority in profs.Keys.OrderByDescending(x => x))
            {
                foreach (var profession in profs[priority].OrderBy(x => UnityEngine.Random.Range(0f, 1f)))
                {
                    if (!AbsoluteProfessionPrioritiesMod.Instance.ColonistsData[human.GetID()].ContainsKey(profession))
                    {
                        continue;
                    }

                    foreach (var info in GetNextInteraction(__instance, human, profession))
                    {
                        if (info != null)
                        {
                            __result = info;
                            return(false);
                        }
                    }
                }
            }

            return(false);
        }
Exemple #2
0
        private static IEnumerable <InteractionInfo> GetNextInteraction(WorkInteractionController __instance, HumanAI human, ProfessionType profession)
        {
            //Get all the specializations for this human for this profession
            List <Specialization> specs = AbsoluteProfessionPrioritiesMod.Instance.ColonistsData[human.GetID()][profession].Values.ToList();

            specs = specs.Where(x => x.Active).OrderBy(x => UnityEngine.Random.Range(0f, 1f)).OrderBy(x => x.Priority).ToList();

            foreach (var spec in specs)
            {
                foreach (var interaction in spec.GetNextInteraction(human))
                {
                    yield return(interaction);
                }
            }
        }