public virtual void Generate(Stencil s)
            {
                var spacingX = this.spacingX > 0 ? this.spacingX : spacing;
                var spacingZ = this.spacingZ > 0 ? this.spacingZ : spacing;

                s.ClearThingsInBounds();
                if (!naturalFloor)
                {
                    s.FillTerrain(GenCity.RandomFloor(s.map));
                }
                if (roofed)
                {
                    var wallStuff = GenCity.RandomWallStuff(s.map);
                    s.Spawn(s.MinX, s.MinZ, ThingDefOf.Wall, wallStuff);
                    s.Spawn(s.MaxX, s.MinZ, ThingDefOf.Wall, wallStuff);
                    s.Spawn(s.MinX, s.MaxZ, ThingDefOf.Wall, wallStuff);
                    s.Spawn(s.MaxX, s.MaxZ, ThingDefOf.Wall, wallStuff);
                    s.FillRoof(RoofDefOf.RoofConstructed);
                }

                var stuff = thingStuff ?? GenCity.RandomStuff(thingDef, s.map);

                var paddingX = spacingX / 2 + 1;
                var paddingZ = spacingZ / 2 + 1;

                for (var x = s.MinX + paddingX; x <= s.MaxX - paddingX; x += spacingX)
                {
                    for (var z = s.MinZ + paddingZ; z <= s.MaxZ - paddingZ; z += spacingZ)
                    {
                        s.Spawn(x, z, thingDef, stuff);
                    }
                }
            }
        public override void Decorate(Stencil s)
        {
            var floorStuff  = GenCity.RandomFloor(s.map);
            var columnStuff = GenCity.RandomStuff(ThingDefOf.Column, s.map);
            var distance    = distanceRange.RandomInRange;

            for (var dir = 0; dir < 4; dir++)
            {
                var sDir = s.Rotate(dir);
                sDir = sDir.Bound(sDir.MinX, sDir.MaxZ + 1, sDir.MaxX, sDir.MaxZ + distance);
                if (dir % 2 == 0)
                {
                    sDir = sDir.Expand(distance, 0, distance, 0);
                }

                var spacing = columnSpacingRange.RandomInRange;
                for (var x = sDir.MinX + Rand.Range(0, spacing); x <= sDir.MaxX; x += spacing)
                {
                    var sCol = sDir.Move(x, sDir.MaxZ);
                    if (sCol.IsInMap() && IsValidTile(s.map, sCol.pos))
                    {
                        sCol.Spawn(ThingDefOf.Column, columnStuff);
                    }
                }

                sDir.FillRoof(RoofDefOf.RoofConstructed)
                .FillTerrain(floorStuff, IsValidTile);
            }
        }
Exemple #3
0
        public override void Decorate(Stencil s)
        {
            s.Bound(s.RandInclusive(s.MinX, s.MinX / 2) - 1, s.RandInclusive(s.MinZ, s.MinZ / 2) - 1, s.RandInclusive(s.MaxX / 2, s.MaxX) + 1, s.RandInclusive(s.MaxZ / 2, s.MaxZ) + 1)
            .FillTerrain(GenCity.RandomFloor(s.map, true));

            var def   = options.RandomElement();
            var thing = s.Spawn(def, GenCity.RandomStuff(def, s.map));

            if (chairDensity > 0)
            {
                var chairDef   = chairOptions.RandomElement();
                var chairStuff = GenCity.RandomStuff(chairDef, s.map);
                var sThing     = s.BoundTo(thing.OccupiedRect());
                for (var dir = 0; dir < 4; dir++)
                {
                    var sDir = sThing.Rotate(dir);
                    for (var x = sDir.MinX; x <= sDir.MaxX; x++)
                    {
                        if (s.Chance(chairDensity))
                        {
                            SpawnChair(sDir.Move(x, sDir.MinZ - 1), chairDef, chairStuff);
                        }
                    }
                }
            }
            else if (thing.def.hasInteractionCell && chairOptions.Count > 0)
            {
                var chairDef   = chairOptions.RandomElement();
                var chairStuff = GenCity.RandomStuff(chairDef, s.map);
                SpawnChair(s.MoveTo(thing.InteractionCell), chairDef, chairStuff);
            }
        }
Exemple #4
0
        protected override void ScatterAt(IntVec3 pos, Map map, GenStepParams parms, int count)
        {
            var s = new Stencil(map).MoveTo(pos);

            s = s.Bound(s.MinX, 0, s.MaxX, 0)
                .ClearThingsInBounds();

            s.Expand(1)
            .FillTerrain(GenCity.RandomFloor(map), IsValidTile);

            var sandbagStuff = GenCity.RandomStuff(ThingDefOf.Sandbags, map);

            s.MoveWithBounds(0, -2)
            .Border(ThingDefOf.Sandbags, sandbagStuff, mask: IsValidTile);
            s.MoveWithBounds(0, 2)
            .Border(ThingDefOf.Sandbags, sandbagStuff, mask: IsValidTile);

            var sentries = sentryRange.RandomInRange;

            for (var i = 0; i < sentries; i++)
            {
                var point = s.MoveRand().pos + IntVec3.North * 3;
                GenCity.SpawnInhabitant(point, map, new LordJob_DefendBase(map.ParentFaction, point));
            }
        }
Exemple #5
0
        public override void Generate(Map map, GenStepParams parms)
        {
            var s = new Stencil(map);

            s = s.Bound(s.MinX, s.MaxZ - Mathf.RoundToInt(map.Size.x * HeightRatio), s.MaxX, s.MaxZ)
                .Center();

            // Clear area
            s.Expand(0, 3, 0, 0).ClearThingsInBounds();

            // Courtyard floor
            s.FillTerrain(BaseGenUtility.RandomHightechFloorDef());

            // Outer floor
            s.Bound(0, s.MinZ - 1, 0, s.MinZ - 8).SetTerrain(GenCity.RandomFloor(map));

            // Outer barricade
            s.Fill(s.MinX, s.MinZ - 7, s.MaxX, s.MinZ - 7, ThingDefOf.Barricade, GenCity.RandomStuff(ThingDefOf.Barricade, map), IsValidBarricadeTile);

            // Outer wall
            var wallStuff = BaseGenUtility.RandomHightechWallStuff();
            var doorX     = s.MinX + map.Size.x / 2;

            s.Fill(s.MinX, s.MinZ - 3, doorX - 1, s.MinZ, ThingDefOf.Wall, wallStuff);
            s.Fill(doorX + 1, s.MinZ - 3, s.MaxX, s.MinZ, ThingDefOf.Wall, wallStuff);
            s.Bound(doorX, s.MinZ - 3, doorX, s.MinZ)
            .Fill(ThingDefOf.Door, wallStuff);

            // Inner keep
            s = s.Expand(-marginRange.RandomInRange, -marginRange.RandomInRange, -marginRange.RandomInRange, -marginRange.RandomInRange);

            var genStep = (GenStep_Buildings)buildingGenStepDef.genStep;

            genStep.GenerateRect(s);

            // Mechanoids
            var mechs = PawnGroupMakerUtility.GeneratePawns(new PawnGroupMakerParms {
                groupKind = PawnGroupKindDefOf.Combat,
                tile      = map.Tile,
                faction   = Faction.OfMechanoids,
                points    = 5000,
            }).ToList();

            foreach (var mech in mechs)
            {
                var pos = s.Expand(-10).MoveRand().pos;
                GenSpawn.Spawn(mech, GenCity.FindPawnSpot(pos, map), map);
                mech.SetFactionDirect(map.ParentFaction);
                mech.Name = new NameSingle(mechanoidNames[Rand.Range(0, mechanoidNames.Count)] + " #" + Rand.RangeInclusive(10, 40));
                var lord = LordMaker.MakeNewLord(map.ParentFaction, new LordJob_LiveInCitadel(pos), map);
                lord.AddPawn(mech);
            }

            //TODO throne room
        }
        public override void GenerateRect(Stencil s)
        {
            s.FillTerrain(GenCity.RandomFloor(s.map));
            var pawn = (Pawn)null;

            if (!s.map.ParentFaction.HostileTo(Faction.OfPlayer))
            {
                pawn = GenCity.SpawnInhabitant(s.Coords(s.RandX / 2, s.RandZ / 2), s.map);
                var traderKind = DefDatabase <TraderKindDef> .AllDefs.RandomElement();

                pawn.mindState.wantsToTradeWithColony = true;
                PawnComponentsUtility.AddAndRemoveDynamicComponents(pawn, true);
                pawn.trader.traderKind = traderKind;
                pawn.inventory.DestroyAll();
                var parms = new ThingSetMakerParams {
                    traderDef     = traderKind,
                    tile          = s.map.Tile,
                    makingFaction = s.map.ParentFaction,
                };
                foreach (var item in ThingSetMakerDefOf.TraderStock.root.Generate(parms))
                {
                    if (!(item is Pawn) && !pawn.inventory.innerContainer.TryAdd(item))
                    {
                        item.Destroy();
                    }
                }

                PawnInventoryGenerator.GiveRandomFood(pawn);
            }

            for (var dir = 0; dir < 4; dir++)
            {
                if (s.Chance(standChance))
                {
                    var sStand = s.Rotate(dir).Move(Mathf.RoundToInt(s.RandX / 2F), s.MaxZ - s.RandInclusive(0, 2)).Bound(-1, 0, 1, 0);
                    sStand.FillTerrain(GenCity.RandomFloor(s.map, true));
                    var wallStuff = GenCity.RandomWallStuff(s.map);
                    sStand.Spawn(sStand.MinX - 1, 0, ThingDefOf.Wall, wallStuff);
                    sStand.Spawn(sStand.MaxX + 1, 0, ThingDefOf.Wall, wallStuff);
                    sStand.Expand(1).FillRoof(RoofDefOf.RoofConstructed);
                    // if (pawn != null) {
                    //     var itemPos = sStand.Coords(sStand.RandX, sStand.RandZ);
                    //     var item = pawn.inventory.innerContainer.FirstOrDefault();
                    //     if (item != null) {
                    //         pawn.inventory.innerContainer.TryDrop(item, itemPos, s.map, ThingPlaceMode.Direct, out var result);
                    //         item.SetOwnedByCity(true, s.map);
                    //     }
                    // }
                }
            }
        }
        public override void GenerateRect(Stencil s)
        {
            GenRooms(s, true);

            var wallStuff = RandomWallStuff(s.map);
            var doorStuff = RandomWallStuff(s.map);
            var hasDoor   = false;

            for (var dir = 0; dir < 4; dir++)
            {
                var sDir = s.Rotate(dir);

                var doorHere = !hasDoor || s.Chance(doorChance);
                if (doorHere)
                {
                    hasDoor = true;
                    var offset = sDir.RandInclusive(0, 2) + 2;
                    var doorZ  = sDir.Chance(.5F) ? sDir.MinZ + offset : sDir.MaxZ - offset;
                    for (var z = sDir.MinZ; z < sDir.MaxZ; z++)
                    {
                        if (z != doorZ)
                        {
                            sDir.Spawn(sDir.MaxX, z, ThingDefOf.Wall, doorStuff);
                        }
                        else
                        {
                            sDir.Move(sDir.MaxX + 1, z).ClearBuildingsAtPos();
                            sDir.Spawn(sDir.MaxX, z, ThingDefOf.Door, wallStuff);
                        }
                    }
                }
                else
                {
                    sDir.Fill(sDir.MaxX, sDir.MinZ, sDir.MaxX, sDir.MaxZ - 1, ThingDefOf.Wall, wallStuff);
                }
            }

            if (buildingDecorators.Count > 0)
            {
                buildingDecorators.RandomElement().Decorate(s);
            }

            // s.FillFog();
            s.Expand(1).BorderTerrain(GenCity.RandomFloor(s.map), IsValidTile);
        }
 TerrainDef RandomFloor(Map map)
 {
     return(floorOptions.RandomElementWithFallback()
            ?? (expensive ? BaseGenUtility.RandomHightechFloorDef() : GenCity.RandomFloor(map)));
 }