/// <summary> /// Generates a loadout from available ThingDefs with respect to inventory constraints and deposits items straight into inventory /// </summary> /// <param name="inventory">Inventory comp to fill</param> public virtual void GenerateLoadout(CompInventory inventory) { if (inventory == null) { Log.Error("Tried generating loadout without inventory"); return; } if (UnityEngine.Random.value < skipChance) { return; } compInvInt = inventory; // Calculate thing count int thingsToMake = UnityEngine.Random.Range(minCount, maxCount); // Make things while (thingsToMake > 0) { Thing thing = GenerateLoadoutThing(UnityEngine.Random.Range(1, thingsToMake)); if (thing == null) { return; } int maxCountTemp; if (compInvInt.CanFitInInventory(thing, out maxCountTemp)) { IntVec3 spawnPos = inventory.parent.Position.InBounds(Find.VisibleMap) ? inventory.parent.Position : IntVec3.Zero; GenSpawn.Spawn(thing, spawnPos, Find.VisibleMap); // If we cant fit the whole stack, fit as much as we can and return if (maxCountTemp < thing.stackCount) { thing.stackCount = maxCountTemp; compInvInt.container.TryAdd(thing, thing.stackCount); return; } compInvInt.container.TryAdd(thing, thing.stackCount); thingsToMake -= maxCountTemp; } else { return; } } }
private void TryGenerateAmmoFor(ThingWithComps gun, CompInventory inventory, int ammoCount) { if (ammoCount <= 0) { return; } ThingDef thingToAdd; int unitCount = 1; // How many ammo things to add per ammoCount var compAmmo = gun.TryGetComp <CompAmmoUser>(); if (compAmmo == null || !compAmmo.UseAmmo) { if (gun.TryGetComp <CompEquippable>().PrimaryVerb.verbProps.verbClass == typeof(Verb_ShootCEOneUse)) { thingToAdd = gun.def; // For one-time use weapons such as grenades, add duplicates instead of ammo } else { return; } } else { // Generate currently loaded ammo thingToAdd = compAmmo.CurrentAmmo; unitCount = Mathf.Max(1, compAmmo.Props.magazineSize); // Guns use full magazines as units } var ammoThing = thingToAdd.MadeFromStuff ? ThingMaker.MakeThing(thingToAdd, gun.Stuff) : ThingMaker.MakeThing(thingToAdd); ammoThing.stackCount = ammoCount * unitCount; int maxCount; if (inventory.CanFitInInventory(ammoThing, out maxCount)) { if (maxCount < ammoThing.stackCount) { ammoThing.stackCount = maxCount - (maxCount % unitCount); } inventory.container.TryAdd(ammoThing); } }
private void TryGenerateWeaponWithAmmoFor(Pawn pawn, CompInventory inventory, SidearmOption option) { if (option.weaponTags.NullOrEmpty() || !Rand.Chance(option.generateChance)) { return; } // Generate weapon - mostly based on PawnWeaponGenerator.TryGenerateWeaponFor() float money = option.sidearmMoney.RandomInRange; foreach (ThingStuffPair cur in allWeaponPairs) { if (cur.Price <= money && option.weaponTags.Any(t => cur.thing.weaponTags.Contains(t)) && (cur.thing.generateAllowChance >= 1f || Rand.ValueSeeded(pawn.thingIDNumber ^ 28554635) <= cur.thing.generateAllowChance)) { workingWeapons.Add(cur); } } if (workingWeapons.Count == 0) { return; } ThingStuffPair pair; if (workingWeapons.TryRandomElementByWeight(p => p.Commonality * p.Price, out pair)) { // Create the actual weapon and put it into inventory var eq = (ThingWithComps)ThingMaker.MakeThing(pair.thing, pair.stuff); LoadWeaponWithRandAmmo(eq); int count; if (inventory.CanFitInInventory(eq, out count)) { PawnGenerator.PostProcessGeneratedGear(eq, pawn); if (inventory.container.TryAdd(eq)) { TryGenerateAmmoFor(eq, inventory, Mathf.RoundToInt(option.magazineCount.RandomInRange)); } } } workingWeapons.Clear(); }
private void TryGenerateShieldFor(Pawn pawn, CompInventory inventory, ThingWithComps primary) { if ((primary != null && !primary.def.weaponTags.Contains(Apparel_Shield.OneHandedTag)) || shieldTags.NullOrEmpty() || pawn.apparel == null || !Rand.Chance(shieldChance)) { return; } var money = shieldMoney.RandomInRange; foreach (ThingStuffPair cur in allShieldPairs) { if (cur.Price < money && shieldTags.Any(t => cur.thing.apparel.tags.Contains(t)) && (cur.thing.generateAllowChance >= 1f || Rand.ValueSeeded(pawn.thingIDNumber ^ 68715844) <= cur.thing.generateAllowChance) && pawn.apparel.CanWearWithoutDroppingAnything(cur.thing) && ApparelUtility.HasPartsToWear(pawn, cur.thing)) { workingShields.Add(cur); } } if (workingShields.Count == 0) { return; } ThingStuffPair pair; if (workingShields.TryRandomElementByWeight(p => p.Commonality * p.Price, out pair)) { var shield = (Apparel)ThingMaker.MakeThing(pair.thing, pair.stuff); int count; if (inventory.CanFitInInventory(shield, out count, false, true)) { pawn.apparel.Wear(shield); } } workingShields.Clear(); }
protected override Job TryGiveJob(Pawn pawn) { if (!Controller.settings.EnableAmmoSystem || !Controller.settings.AutoTakeAmmo) { return(null); } if (!pawn.RaceProps.Humanlike || (pawn.story != null && pawn.story.WorkTagIsDisabled(WorkTags.Violent))) { return(null); } if (pawn.Faction.IsPlayer && pawn.Drafted) { return(null); } if (!Rand.MTBEventOccurs(60, 1, 30)) { return(null); } // Log.Message(pawn.ToString() + " - priority:" + (GetPriorityWork(pawn)).ToString() + " capacityWeight: " + pawn.TryGetComp<CompInventory>().capacityWeight.ToString() + " currentWeight: " + pawn.TryGetComp<CompInventory>().currentWeight.ToString() + " capacityBulk: " + pawn.TryGetComp<CompInventory>().capacityBulk.ToString() + " currentBulk: " + pawn.TryGetComp<CompInventory>().currentBulk.ToString()); var brawler = (pawn.story != null && pawn.story.traits != null && pawn.story.traits.HasTrait(TraitDefOf.Brawler)); CompInventory inventory = pawn.TryGetComp <CompInventory>(); bool hasPrimary = (pawn.equipment != null && pawn.equipment.Primary != null); CompAmmoUser primaryammouser = hasPrimary ? pawn.equipment.Primary.TryGetComp <CompAmmoUser>() : null; if (inventory != null) { // Prefer ranged weapon in inventory if (!pawn.Faction.IsPlayer && hasPrimary && pawn.equipment.Primary.def.IsMeleeWeapon && !brawler) { if ((pawn.skills.GetSkill(SkillDefOf.Shooting).Level >= pawn.skills.GetSkill(SkillDefOf.Melee).Level || pawn.skills.GetSkill(SkillDefOf.Shooting).Level >= 6)) { ThingWithComps InvListGun3 = inventory.rangedWeaponList.Find(thing => thing.TryGetComp <CompAmmoUser>() != null && thing.TryGetComp <CompAmmoUser>().HasAmmoOrMagazine); if (InvListGun3 != null) { inventory.TrySwitchToWeapon(InvListGun3); } } } // Drop excess ranged weapon if (!pawn.Faction.IsPlayer && primaryammouser != null && GetPriorityWork(pawn) == WorkPriority.Unloading && inventory.rangedWeaponList.Count >= 1) { Thing ListGun = inventory.rangedWeaponList.Find(thing => thing.TryGetComp <CompAmmoUser>() != null && thing.def != pawn.equipment.Primary.def); if (ListGun != null) { Thing ammoListGun = null; if (!ListGun.TryGetComp <CompAmmoUser>().HasAmmoOrMagazine) { foreach (AmmoLink link in ListGun.TryGetComp <CompAmmoUser>().Props.ammoSet.ammoTypes) { if (inventory.ammoList.Find(thing => thing.def == link.ammo) == null) { ammoListGun = ListGun; break; } } } if (ammoListGun != null) { Thing droppedWeapon; if (inventory.container.TryDrop(ListGun, pawn.Position, pawn.Map, ThingPlaceMode.Near, ListGun.stackCount, out droppedWeapon)) { pawn.jobs.EndCurrentJob(JobCondition.None, true); pawn.jobs.TryTakeOrderedJob(new Job(JobDefOf.DropEquipment, droppedWeapon, 30, true)); } } } } // Find and drop not need ammo from inventory if (!pawn.Faction.IsPlayer && hasPrimary && inventory.ammoList.Count > 1 && GetPriorityWork(pawn) == WorkPriority.Unloading) { Thing WrongammoThing = null; WrongammoThing = primaryammouser != null ? inventory.ammoList.Find(thing => !primaryammouser.Props.ammoSet.ammoTypes.Any(a => a.ammo == thing.def)) : inventory.ammoList.RandomElement <Thing>(); if (WrongammoThing != null) { Thing InvListGun = inventory.rangedWeaponList.Find(thing => hasPrimary && thing.TryGetComp <CompAmmoUser>() != null && thing.def != pawn.equipment.Primary.def); if (InvListGun != null) { Thing ammoInvListGun = null; foreach (AmmoLink link in InvListGun.TryGetComp <CompAmmoUser>().Props.ammoSet.ammoTypes) { ammoInvListGun = inventory.ammoList.Find(thing => thing.def == link.ammo); break; } if (ammoInvListGun != null && ammoInvListGun != WrongammoThing) { Thing droppedThingAmmo; if (inventory.container.TryDrop(ammoInvListGun, pawn.Position, pawn.Map, ThingPlaceMode.Near, ammoInvListGun.stackCount, out droppedThingAmmo)) { pawn.jobs.EndCurrentJob(JobCondition.None, true); pawn.jobs.TryTakeOrderedJob(new Job(JobDefOf.DropEquipment, 30, true)); } } } else { Thing droppedThing; if (inventory.container.TryDrop(WrongammoThing, pawn.Position, pawn.Map, ThingPlaceMode.Near, WrongammoThing.stackCount, out droppedThing)) { pawn.jobs.EndCurrentJob(JobCondition.None, true); pawn.jobs.TryTakeOrderedJob(new Job(JobDefOf.DropEquipment, 30, true)); } } } } Room room = RegionAndRoomQuery.RoomAtFast(pawn.Position, pawn.Map); // Find weapon in inventory and try to switch if any ammo in inventory. if (GetPriorityWork(pawn) == WorkPriority.Weapon && !hasPrimary) { ThingWithComps InvListGun2 = inventory.rangedWeaponList.Find(thing => thing.TryGetComp <CompAmmoUser>() != null); if (InvListGun2 != null) { Thing ammoInvListGun2 = null; foreach (AmmoLink link in InvListGun2.TryGetComp <CompAmmoUser>().Props.ammoSet.ammoTypes) { ammoInvListGun2 = inventory.ammoList.Find(thing => thing.def == link.ammo); break; } if (ammoInvListGun2 != null) { inventory.TrySwitchToWeapon(InvListGun2); } } // Find weapon with near ammo for ai. if (!pawn.Faction.IsPlayer) { Predicate <Thing> validatorWS = (Thing w) => w.def.IsWeapon && w.MarketValue > 500 && pawn.CanReserve(w, 1) && (DangerInPosRadius(pawn, w.Position, pawn.Map, 30f).Count() <= 0 ? pawn.Position.InHorDistOf(w.Position, 25f) : pawn.Position.InHorDistOf(w.Position, 6f)) && pawn.CanReach(w, PathEndMode.Touch, Danger.Deadly, true) && (pawn.Faction.HostileTo(Faction.OfPlayer) || pawn.Faction == Faction.OfPlayer || !pawn.Map.areaManager.Home[w.Position]); // generate a list of all weapons (this includes melee weapons) List <Thing> allWeapons = ( from w in pawn.Map.listerThings.ThingsInGroup(ThingRequestGroup.HaulableAlways) where validatorWS(w) orderby w.MarketValue - w.Position.DistanceToSquared(pawn.Position) * 2f descending select w ).ToList(); // now just get the ranged weapons out... List <Thing> rangedWeapons = allWeapons.Where(w => w.def.IsRangedWeapon).ToList(); if (!rangedWeapons.NullOrEmpty()) { foreach (Thing thing in rangedWeapons) { if (thing.TryGetComp <CompAmmoUser>() == null) { // pickup a non-CE ranged weapon... int numToThing = 0; if (inventory.CanFitInInventory(thing, out numToThing)) { return(new Job(JobDefOf.Equip, thing) { checkOverrideOnExpire = true, expiryInterval = 100 }); } } else { // pickup a CE ranged weapon... List <ThingDef> thingDefAmmoList = thing.TryGetComp <CompAmmoUser>().Props.ammoSet.ammoTypes.Select(g => g.ammo as ThingDef).ToList(); Predicate <Thing> validatorA = (Thing t) => t.def.category == ThingCategory.Item && t is AmmoThing && pawn.CanReserve(t, 1) && (DangerInPosRadius(pawn, t.Position, pawn.Map, 30f).Count() <= 0 ? pawn.Position.InHorDistOf(t.Position, 25f) : pawn.Position.InHorDistOf(t.Position, 6f)) && pawn.CanReach(t, PathEndMode.Touch, Danger.Deadly, true) && (pawn.Faction.HostileTo(Faction.OfPlayer) || pawn.Faction == Faction.OfPlayer || !pawn.Map.areaManager.Home[t.Position]); List <Thing> thingAmmoList = ( from t in pawn.Map.listerThings.ThingsInGroup(ThingRequestGroup.HaulableAlways) where validatorA(t) select t ).ToList(); if (thingAmmoList.Count > 0 && thingDefAmmoList.Count > 0) { int desiredStackSize = thing.TryGetComp <CompAmmoUser>().Props.magazineSize * 2; Thing th = thingAmmoList.FirstOrDefault(x => thingDefAmmoList.Contains(x.def) && x.stackCount > desiredStackSize); if (th != null) { int numToThing = 0; if (inventory.CanFitInInventory(thing, out numToThing)) { return(new Job(JobDefOf.Equip, thing) { checkOverrideOnExpire = true, expiryInterval = 100 }); } } } } } } // else if no ranged weapons with nearby ammo was found, lets consider a melee weapon. if (allWeapons != null && allWeapons.Count > 0) { // since we don't need to worry about ammo, just pick one. Thing meleeWeapon = allWeapons.FirstOrDefault(w => !w.def.IsRangedWeapon && w.def.IsMeleeWeapon); if (meleeWeapon != null) { return(new Job(JobDefOf.Equip, meleeWeapon) { checkOverrideOnExpire = true, expiryInterval = 100 }); } } } } // Find ammo if ((GetPriorityWork(pawn) == WorkPriority.Ammo || GetPriorityWork(pawn) == WorkPriority.LowAmmo) && primaryammouser != null) { List <ThingDef> curAmmoList = (from AmmoLink g in primaryammouser.Props.ammoSet.ammoTypes select g.ammo as ThingDef).ToList(); if (curAmmoList.Count > 0) { Predicate <Thing> validator = (Thing t) => t is AmmoThing && pawn.CanReserve(t, 1) && pawn.CanReach(t, PathEndMode.Touch, Danger.Deadly, true) && ((pawn.Faction.IsPlayer && !ForbidUtility.IsForbidden(t, pawn)) || (!pawn.Faction.IsPlayer && DangerInPosRadius(pawn, t.Position, Find.VisibleMap, 30f).Count() <= 0 ? pawn.Position.InHorDistOf(t.Position, 25f) : pawn.Position.InHorDistOf(t.Position, 6f))) && (pawn.Faction.HostileTo(Faction.OfPlayer) || pawn.Faction == Faction.OfPlayer || !pawn.Map.areaManager.Home[t.Position]); List <Thing> curThingList = ( from t in pawn.Map.listerThings.ThingsInGroup(ThingRequestGroup.HaulableAlways) where validator(t) select t ).ToList(); foreach (Thing th in curThingList) { foreach (ThingDef thd in curAmmoList) { if (thd == th.def) { //Defence from low count loot spam float thw = (th.GetStatValue(CE_StatDefOf.Bulk)) * th.stackCount; if (thw > 0.5f) { if (pawn.Faction.IsPlayer) { int SearchRadius = 0; if (GetPriorityWork(pawn) == WorkPriority.LowAmmo) { SearchRadius = 70; } else { SearchRadius = 30; } Thing closestThing = GenClosest.ClosestThingReachable( pawn.Position, pawn.Map, ThingRequest.ForDef(th.def), PathEndMode.ClosestTouch, TraverseParms.For(pawn, Danger.None, TraverseMode.ByPawn), SearchRadius, x => !x.IsForbidden(pawn) && pawn.CanReserve(x)); if (closestThing != null) { int numToCarry = 0; if (inventory.CanFitInInventory(th, out numToCarry)) { return(new Job(JobDefOf.TakeInventory, th) { count = numToCarry }); } } } else { int numToCarry = 0; if (inventory.CanFitInInventory(th, out numToCarry)) { return(new Job(JobDefOf.TakeInventory, th) { count = Mathf.RoundToInt(numToCarry * 0.8f), expiryInterval = 150, checkOverrideOnExpire = true }); } } } } } } } } /* * if (!pawn.Faction.IsPlayer && pawn.apparel != null && GetPriorityWork(pawn) == WorkPriority.Apparel) * { * if (!pawn.apparel.BodyPartGroupIsCovered(BodyPartGroupDefOf.Torso)) * { * Apparel apparel = this.FindGarmentCoveringPart(pawn, BodyPartGroupDefOf.Torso); * if (apparel != null) * { * int numToapparel = 0; * if (inventory.CanFitInInventory(apparel, out numToapparel)) * { * return new Job(JobDefOf.Wear, apparel) * { * ignoreForbidden = true * }; * } * } * } * if (!pawn.apparel.BodyPartGroupIsCovered(BodyPartGroupDefOf.Legs)) * { * Apparel apparel2 = this.FindGarmentCoveringPart(pawn, BodyPartGroupDefOf.Legs); * if (apparel2 != null) * { * int numToapparel2 = 0; * if (inventory.CanFitInInventory(apparel2, out numToapparel2)) * { * return new Job(JobDefOf.Wear, apparel2) * { * ignoreForbidden = true * }; * } * } * } * if (!pawn.apparel.BodyPartGroupIsCovered(BodyPartGroupDefOf.FullHead)) * { * Apparel apparel3 = this.FindGarmentCoveringPart(pawn, BodyPartGroupDefOf.FullHead); * if (apparel3 != null) * { * int numToapparel3 = 0; * if (inventory.CanFitInInventory(apparel3, out numToapparel3)) * { * return new Job(JobDefOf.Wear, apparel3) * { * ignoreForbidden = true, * locomotionUrgency = LocomotionUrgency.Sprint * }; * } * } * } * } */ return(null); } return(null); }
/// <summary> /// This starts the work of finding something lacking that the pawn should pickup. /// </summary> /// <param name="pawn">Pawn who's inventory and loadout should be considered.</param> /// <param name="priority">Priority value for how important doing this job is.</param> /// <param name="closestThing">The thing found to be picked up.</param> /// <param name="count">The amount of closestThing to pickup. Already checked if inventory can hold it.</param> /// <param name="carriedBy">If unable to find something on the ground to pickup, the pawn (pack animal/prisoner) which has the item to take.</param> /// <returns>LoadoutSlot which has something that can be picked up.</returns> private LoadoutSlot GetPrioritySlot(Pawn pawn, out ItemPriority priority, out Thing closestThing, out int count, out Pawn carriedBy) { priority = ItemPriority.None; LoadoutSlot slot = null; closestThing = null; count = 0; carriedBy = null; CompInventory inventory = pawn.TryGetComp <CompInventory>(); if (inventory != null && inventory.container != null) { Loadout loadout = pawn.GetLoadout(); if (loadout != null && !loadout.Slots.NullOrEmpty()) { // Need to generate a dictionary and nibble like when dropping in order to allow for conflicting loadouts to work properly. Dictionary <ThingDef, Integer> listing = pawn.GetStorageByThingDef(); // process each loadout slot... (While the LoadoutSlot.countType property only really makes sense in the context of genericDef != null, it should be the correct value (pickupDrop) on .thingDef != null.) foreach (LoadoutSlot curSlot in loadout.Slots.Where(s => s.countType != LoadoutCountType.dropExcess)) { Thing curThing = null; ItemPriority curPriority = ItemPriority.None; Pawn curCarrier = null; int wantCount = curSlot.count; if (curSlot.thingDef != null) { if (listing.ContainsKey(curSlot.thingDef)) { int amount = listing[curSlot.thingDef].value >= wantCount ? wantCount : listing[curSlot.thingDef].value; listing[curSlot.thingDef].value -= amount; wantCount -= amount; if (listing[curSlot.thingDef].value <= 0) { listing.Remove(curSlot.thingDef); } } } if (curSlot.genericDef != null) { List <ThingDef> killKeys = new List <ThingDef>(); int amount; foreach (ThingDef def in listing.Keys.Where(td => curSlot.genericDef.lambda(td))) { amount = listing[def].value >= wantCount ? wantCount : listing[def].value; listing[def].value -= amount; wantCount -= amount; if (listing[def].value <= 0) { killKeys.Add(def); } if (wantCount <= 0) { break; } } foreach (ThingDef def in killKeys) // oddly enough removing a dictionary entry while enumerating hasn't caused a problem but this is the 'correct' way based on reading. { listing.Remove(def); } } if (wantCount > 0) { FindPickup(pawn, curSlot, wantCount, out curPriority, out curThing, out curCarrier); if (curPriority > priority && curThing != null && inventory.CanFitInInventory(curThing, out count)) { priority = curPriority; slot = curSlot; count = count >= wantCount ? wantCount : count; closestThing = curThing; if (curCarrier != null) { carriedBy = curCarrier; } } if (priority >= ItemPriority.LowStock) { break; } } } } } return(slot); }
private LoadoutSlot GetPrioritySlot(Pawn pawn, out ItemPriority priority, out Thing closestThing, out int count) { priority = ItemPriority.None; LoadoutSlot slot = null; closestThing = null; count = 0; CompInventory inventory = pawn.TryGetComp <CompInventory>(); if (inventory != null && inventory.container != null) { Loadout loadout = pawn.GetLoadout(); if (loadout != null && !loadout.Slots.NullOrEmpty()) { foreach (LoadoutSlot curSlot in loadout.Slots) { ItemPriority curPriority = ItemPriority.None; Thing curThing = null; int numCarried = inventory.container.TotalStackCountOfDef(curSlot.Def); // Add currently equipped gun if (pawn.equipment != null && pawn.equipment.Primary != null) { if (pawn.equipment.Primary.def == curSlot.Def) { numCarried++; } } if (numCarried < curSlot.Count) { curThing = GenClosest.ClosestThingReachable( pawn.Position, pawn.Map, ThingRequest.ForDef(curSlot.Def), PathEndMode.ClosestTouch, TraverseParms.For(pawn, Danger.None, TraverseMode.ByPawn), proximitySearchRadius, x => !x.IsForbidden(pawn) && pawn.CanReserve(x)); if (curThing != null) { curPriority = ItemPriority.Proximity; } else { curThing = GenClosest.ClosestThingReachable( pawn.Position, pawn.Map, ThingRequest.ForDef(curSlot.Def), PathEndMode.ClosestTouch, TraverseParms.For(pawn, Danger.None, TraverseMode.ByPawn), maximumSearchRadius, x => !x.IsForbidden(pawn) && pawn.CanReserve(x)); if (curThing != null) { if (!curSlot.Def.IsNutritionGivingIngestible && numCarried / curSlot.Count <= 0.5f) { curPriority = ItemPriority.LowStock; } else { curPriority = ItemPriority.Low; } } } } if (curPriority > priority && curThing != null && inventory.CanFitInInventory(curThing, out count)) { priority = curPriority; slot = curSlot; closestThing = curThing; } if (priority >= ItemPriority.LowStock) { break; } } } } return(slot); }
protected override Job TryGiveJob(Pawn pawn) { if (!pawn.RaceProps.Humanlike || (pawn.story != null && pawn.story.WorkTagIsDisabled(WorkTags.Violent))) { return(null); } if (pawn.Faction.IsPlayer && pawn.Drafted) { return(null); } /* * Log.Message(pawn.ToString() + " priority:" + (GetPriorityWork(pawn)).ToString()); * Log.Message(pawn.ToString() + " capacityWeight: " + pawn.TryGetComp<CompInventory>().capacityWeight.ToString()); * Log.Message(pawn.ToString() + " currentWeight: " + pawn.TryGetComp<CompInventory>().currentWeight.ToString()); * Log.Message(pawn.ToString() + "capacityBulk: " + pawn.TryGetComp<CompInventory>().capacityBulk.ToString()); * Log.Message(pawn.ToString() + "currentBulk: " + pawn.TryGetComp<CompInventory>().currentBulk.ToString()); */ var brawler = pawn.story.traits.HasTrait(TraitDefOf.Brawler); CompInventory inventory = pawn.TryGetComp <CompInventory>(); CompAmmoUser ammouser = pawn.TryGetComp <CompAmmoUser>(); CompAmmoUser primaryammouser = pawn.equipment.Primary.TryGetComp <CompAmmoUser>(); if (inventory != null) { Room room = RoomQuery.RoomAtFast(pawn.Position, pawn.Map); // Prefer ranged weapon in inventory if (!pawn.Faction.IsPlayer && pawn.equipment != null) { if (pawn.equipment.Primary != null && pawn.equipment.Primary.def.IsMeleeWeapon && !brawler && (pawn.skills.GetSkill(SkillDefOf.Shooting).Level >= pawn.skills.GetSkill(SkillDefOf.Melee).Level || pawn.skills.GetSkill(SkillDefOf.Shooting).Level >= 6)) { ThingWithComps InvListGun3 = inventory.rangedWeaponList.Find(thing => thing.TryGetComp <CompAmmoUser>() != null); if (InvListGun3 != null) { Thing ammoInvListGun3 = null; foreach (ThingDef InvListGunDef3 in InvListGun3.TryGetComp <CompAmmoUser>().Props.ammoSet.ammoTypes) { ammoInvListGun3 = inventory.ammoList.Find(thing => thing.def == InvListGunDef3); break; } if (ammoInvListGun3 != null) { inventory.TrySwitchToWeapon(InvListGun3); } } } } // Drop excess ranged weapon if (!pawn.Faction.IsPlayer && pawn.equipment.Primary != null && primaryammouser != null && GetPriorityWork(pawn) == WorkPriority.Unloading && inventory.rangedWeaponList.Count >= 1) { Thing ListGun = inventory.rangedWeaponList.Find(thing => pawn.equipment != null && pawn.equipment.Primary != null && thing.TryGetComp <CompAmmoUser>() != null && thing.def != pawn.equipment.Primary.def); if (ListGun != null) { Thing ammoListGun = null; foreach (ThingDef ListGunDef in ListGun.TryGetComp <CompAmmoUser>().Props.ammoSet.ammoTypes) { if (inventory.ammoList.Find(thing => thing.def == ListGunDef) == null) { ammoListGun = ListGun; break; } } if (ammoListGun != null) { Thing droppedWeapon; if (inventory.container.TryDrop(ListGun, pawn.Position, pawn.Map, ThingPlaceMode.Near, ListGun.stackCount, out droppedWeapon)) { pawn.jobs.EndCurrentJob(JobCondition.None, true); pawn.jobs.TryTakeOrderedJob(new Job(JobDefOf.DropEquipment, droppedWeapon, 30, true)); } } } } // Find and drop not need ammo from inventory if (!pawn.Faction.IsPlayer && inventory.ammoList.Count > 1 && GetPriorityWork(pawn) == WorkPriority.Unloading) { Thing WrongammoThing = null; foreach (ThingDef WrongammoDef in primaryammouser.Props.ammoSet.ammoTypes) { WrongammoThing = inventory.ammoList.Find(thing => thing.def != WrongammoDef); break; } if (WrongammoThing != null) { Thing InvListGun = inventory.rangedWeaponList.Find(thing => pawn.equipment != null && pawn.equipment.Primary != null && thing.TryGetComp <CompAmmoUser>() != null && thing.def != pawn.equipment.Primary.def); if (InvListGun != null) { Thing ammoInvListGun = null; foreach (ThingDef InvListGunDef in InvListGun.TryGetComp <CompAmmoUser>().Props.ammoSet.ammoTypes) { ammoInvListGun = inventory.ammoList.Find(thing => thing.def == InvListGunDef); break; } if (ammoInvListGun != null && ammoInvListGun != WrongammoThing) { Thing droppedThingAmmo; if (inventory.container.TryDrop(ammoInvListGun, pawn.Position, pawn.Map, ThingPlaceMode.Near, ammoInvListGun.stackCount, out droppedThingAmmo)) { pawn.jobs.EndCurrentJob(JobCondition.None, true); pawn.jobs.TryTakeOrderedJob(new Job(JobDefOf.DropEquipment, 30, true)); } } } else { Thing droppedThing; if (inventory.container.TryDrop(WrongammoThing, pawn.Position, pawn.Map, ThingPlaceMode.Near, WrongammoThing.stackCount, out droppedThing)) { pawn.jobs.EndCurrentJob(JobCondition.None, true); pawn.jobs.TryTakeOrderedJob(new Job(JobDefOf.DropEquipment, 30, true)); } } } } // Find weapon in inventory and try to switch if any ammo in inventory. if (GetPriorityWork(pawn) == WorkPriority.Weapon && pawn.equipment.Primary == null) { ThingWithComps InvListGun2 = inventory.rangedWeaponList.Find(thing => thing.TryGetComp <CompAmmoUser>() != null); if (InvListGun2 != null) { Thing ammoInvListGun2 = null; foreach (ThingDef InvListGunDef2 in InvListGun2.TryGetComp <CompAmmoUser>().Props.ammoSet.ammoTypes) { ammoInvListGun2 = inventory.ammoList.Find(thing => thing.def == InvListGunDef2); break; } if (ammoInvListGun2 != null) { inventory.TrySwitchToWeapon(InvListGun2); } } // Find weapon with near ammo for ai. if (!pawn.Faction.IsPlayer && pawn.equipment.Primary == null) { Predicate <Thing> validatorWS = (Thing w) => w.def.IsWeapon && w.MarketValue > 500 && pawn.CanReserve(w, 1) && pawn.CanReach(w, PathEndMode.Touch, Danger.Deadly, true) && (!pawn.Faction.HostileTo(Faction.OfPlayer) && pawn.Map.areaManager.Home[w.Position]) || (pawn.Faction.HostileTo(Faction.OfPlayer)) && (w.Position.DistanceToSquared(pawn.Position) < 15f || room == RoomQuery.RoomAtFast(w.Position, pawn.Map)); List <Thing> weapon = ( from w in pawn.Map.listerThings.ThingsInGroup(ThingRequestGroup.HaulableAlways) where validatorWS(w) orderby w.MarketValue - w.Position.DistanceToSquared(pawn.Position) * 2f descending select w ).ToList(); if (weapon != null && weapon.Count > 0) { foreach (Thing thing in weapon) { List <ThingDef> thingDefAmmoList = (from ThingDef g in thing.TryGetComp <CompAmmoUser>().Props.ammoSet.ammoTypes select g).ToList <ThingDef>(); Predicate <Thing> validatorA = (Thing t) => t.def.category == ThingCategory.Item && t is AmmoThing && pawn.CanReserve(t, 1) && pawn.CanReach(t, PathEndMode.Touch, Danger.Deadly, true) && (t.Position.DistanceToSquared(pawn.Position) < 20f || room == RoomQuery.RoomAtFast(t.Position, pawn.Map)); List <Thing> thingAmmoList = ( from t in pawn.Map.listerThings.ThingsInGroup(ThingRequestGroup.HaulableAlways) where validatorA(t) select t ).ToList(); if (thingAmmoList.Count > 0 && thingDefAmmoList.Count > 0) { foreach (Thing th in thingAmmoList) { foreach (ThingDef thd in thingDefAmmoList) { if (thd == th.def) { int ammothingcount = 0; foreach (ThingDef ammoDef in thing.TryGetComp <CompAmmoUser>().Props.ammoSet.ammoTypes) { ammothingcount += th.stackCount; } if (ammothingcount > thing.TryGetComp <CompAmmoUser>().Props.magazineSize * 2) { int numToThing = 0; if (inventory.CanFitInInventory(thing, out numToThing)) { if (thing.Position == pawn.Position || thing.Position.AdjacentToCardinal(pawn.Position)) { return(new Job(JobDefOf.Equip, thing) { checkOverrideOnExpire = true, expiryInterval = 100, canBash = true, locomotionUrgency = LocomotionUrgency.Sprint }); } return(GotoForce(pawn, thing, PathEndMode.Touch)); } } } } } } } } } } // Find ammo if ((GetPriorityWork(pawn) == WorkPriority.Ammo || GetPriorityWork(pawn) == WorkPriority.LowAmmo) && pawn.equipment != null && pawn.equipment.Primary != null && primaryammouser != null) { List <ThingDef> curAmmoList = (from ThingDef g in primaryammouser.Props.ammoSet.ammoTypes select g).ToList <ThingDef>(); if (curAmmoList.Count > 0) { Predicate <Thing> validator = (Thing t) => t is AmmoThing && pawn.CanReserve(t, 1) && pawn.CanReach(t, PathEndMode.Touch, Danger.Deadly, true) && ((pawn.Faction.IsPlayer && !ForbidUtility.IsForbidden(t, pawn)) || (!pawn.Faction.IsPlayer && (!pawn.Faction.HostileTo(Faction.OfPlayer) && pawn.Map.areaManager.Home[t.Position]) || (pawn.Faction.HostileTo(Faction.OfPlayer)))) && (t.Position.DistanceToSquared(pawn.Position) < 20f || room == RoomQuery.RoomAtFast(t.Position, pawn.Map)); List <Thing> curThingList = ( from t in pawn.Map.listerThings.ThingsInGroup(ThingRequestGroup.HaulableAlways) where validator(t) select t ).ToList(); foreach (Thing th in curThingList) { foreach (ThingDef thd in curAmmoList) { if (thd == th.def) { //Defence from low count loot spam float thw = (th.GetStatValue(CE_StatDefOf.Bulk)) * th.stackCount; if (thw > 0.5f) { if (pawn.Faction.IsPlayer) { int SearchRadius = 0; if (GetPriorityWork(pawn) == WorkPriority.LowAmmo) { SearchRadius = 70; } else { SearchRadius = 30; } Thing closestThing = GenClosest.ClosestThingReachable( pawn.Position, pawn.Map, ThingRequest.ForDef(th.def), PathEndMode.ClosestTouch, TraverseParms.For(pawn, Danger.None, TraverseMode.ByPawn), SearchRadius, x => !x.IsForbidden(pawn) && pawn.CanReserve(x)); if (closestThing != null) { int numToCarry = 0; if (inventory.CanFitInInventory(th, out numToCarry)) { return(new Job(JobDefOf.TakeInventory, th) { count = numToCarry }); } } } else { if (th.Position == pawn.Position || th.Position.AdjacentToCardinal(pawn.Position)) { int numToCarry = 0; if (inventory.CanFitInInventory(th, out numToCarry)) { return(new Job(JobDefOf.TakeInventory, th) { count = Mathf.RoundToInt(numToCarry * 0.8f), expiryInterval = 150, checkOverrideOnExpire = true, canBash = true, locomotionUrgency = LocomotionUrgency.Sprint }); } } return(GotoForce(pawn, th, PathEndMode.Touch)); } } } } } } } if (!pawn.Faction.IsPlayer && pawn.apparel != null && GetPriorityWork(pawn) == WorkPriority.Apparel) { if (!pawn.apparel.BodyPartGroupIsCovered(BodyPartGroupDefOf.Torso)) { Apparel apparel = this.FindGarmentCoveringPart(pawn, BodyPartGroupDefOf.Torso); if (apparel != null) { int numToapparel = 0; if (inventory.CanFitInInventory(apparel, out numToapparel)) { return(new Job(JobDefOf.Wear, apparel) { ignoreForbidden = true, locomotionUrgency = LocomotionUrgency.Sprint }); } } } if (!pawn.apparel.BodyPartGroupIsCovered(BodyPartGroupDefOf.Legs)) { Apparel apparel2 = this.FindGarmentCoveringPart(pawn, BodyPartGroupDefOf.Legs); if (apparel2 != null) { int numToapparel2 = 0; if (inventory.CanFitInInventory(apparel2, out numToapparel2)) { return(new Job(JobDefOf.Wear, apparel2) { ignoreForbidden = true, locomotionUrgency = LocomotionUrgency.Sprint }); } } } /* * if (!pawn.apparel.BodyPartGroupIsCovered(BodyPartGroupDefOf.FullHead)) * { * Apparel apparel3 = this.FindGarmentCoveringPart(pawn, BodyPartGroupDefOf.FullHead); * if (apparel3 != null) * { * int numToapparel3 = 0; * if (inventory.CanFitInInventory(apparel3, out numToapparel3)) * { * return new Job(JobDefOf.Wear, apparel3) * { * ignoreForbidden = true, * locomotionUrgency = LocomotionUrgency.Sprint * }; * } * } * } */ } return(null); } return(null); }