public FireSupportWindow(MilitaryCustomizationUtil util)
        {
            this.util    = util;
            selectedText = "Select a fire support";

            util.checkMilitaryUtilForErrors();
        }
        public DesignUnitsWindow(MilitaryCustomizationUtil util, FactionFC faction)
        {
            this.util    = util;
            this.faction = faction;

            selectedText = "Select A Unit";

            util.checkMilitaryUtilForErrors();
        }
Exemple #3
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        public DesignUnitsWindow(MilitaryCustomizationUtil util, FactionFC faction)
        {
            this.util    = util;
            this.faction = faction;

            selectedText  = "Select A Unit";
            coveragePanel = new Panel_ShowCoverage(this);

            util.checkMilitaryUtilForErrors();
        }
        public DesignSquadsWindow(MilitaryCustomizationUtil util)
        {
            this.util    = util;
            selectedText = "Select A Squad";

            if (util.blankUnit == null)
            {
                util.blankUnit = new MilUnitFC(true);
            }

            util.checkMilitaryUtilForErrors();
        }
        public override void DrawTab(Rect rect)
        {
            Rect SelectionBar  = new Rect(5, 45, 200, 30);
            Rect importButton  = new Rect(5, SelectionBar.y + SelectionBar.height + 10, 200, 30);
            Rect nameTextField = new Rect(5, importButton.y + importButton.height + 10, 250, 30);
            Rect isCivilian    = new Rect(5, nameTextField.y + nameTextField.height + 10, 100, 30);
            Rect isTrader      = new Rect(isCivilian.x, isCivilian.y + isCivilian.height + 5, isCivilian.width,
                                          isCivilian.height);

            Rect unitIcon   = new Rect(560, 235, 120, 120);
            Rect animalIcon = new Rect(560, 335, 120, 120);

            Rect ApparelHead      = new Rect(600, 140, 50, 50);
            Rect ApparelTorsoSkin = new Rect(700, 170, 50, 50);
            Rect ApparelBelt      = new Rect(700, 240, 50, 50);
            Rect ApparelLegs      = new Rect(700, 310, 50, 50);

            Rect AnimalCompanion    = new Rect(500, 160, 50, 50);
            Rect ApparelTorsoShell  = new Rect(500, 230, 50, 50);
            Rect ApparelTorsoMiddle = new Rect(500, 310, 50, 50);
            Rect EquipmentWeapon    = new Rect(440, 230, 50, 50);

            Rect ApparelWornItems   = new Rect(440, 385, 330, 175);
            Rect EquipmentTotalCost = new Rect(450, 50, 350, 40);

            Rect ResetButton  = new Rect(700, 50, 100, 30);
            Rect DeleteButton = new Rect(ResetButton.x, ResetButton.y + ResetButton.height + 5,
                                         ResetButton.width,
                                         ResetButton.height);
            Rect SavePawn = new Rect(DeleteButton.x, DeleteButton.y + DeleteButton.height + 5,
                                     DeleteButton.width,
                                     DeleteButton.height);
            Rect ChangeRace  = new Rect(325, ResetButton.y, SavePawn.width, SavePawn.height);
            Rect RollNewPawn = new Rect(325, ResetButton.y + SavePawn.height + 5, SavePawn.width,
                                        SavePawn.height);

            if (Widgets.CustomButtonText(ref SelectionBar, selectedText, Color.gray, Color.white, Color.black))
            {
                List <FloatMenuOption> Units = new List <FloatMenuOption>
                {
                    new FloatMenuOption("Create New Unit", delegate
                    {
                        MilUnitFC newUnit = new MilUnitFC(false)
                        {
                            name = $"New Unit {util.units.Count() + 1}"
                        };
                        selectedText = newUnit.name;
                        selectedUnit = newUnit;
                        util.units.Add(newUnit);
                        newUnit.unequipAllEquipment();
                    })
                };

                //Option to create new unit

                //Create list of selectable units
                foreach (MilUnitFC unit in util.units)
                {
                    void action()
                    {
                        selectedText = unit.name;
                        selectedUnit = unit;
                    }

                    //Prevent units being modified when their squads are deployed
                    FactionFC           factionFC                  = Find.World.GetComponent <FactionFC>();
                    List <MilSquadFC>   squadsContainingUnit       = factionFC?.militaryCustomizationUtil?.squads.Where(squad => squad?.units != null && squad.units.Contains(unit)).ToList();
                    List <SettlementFC> settlementsContainingSquad = factionFC?.settlements?.Where(settlement => settlement?.militarySquad?.outfit != null && squadsContainingUnit.Any(squad => settlement.militarySquad.outfit == squad)).ToList();

                    if ((settlementsContainingSquad?.Count ?? 0) > 0)
                    {
                        if (settlementsContainingSquad.Any(settlement => settlement.militarySquad.isDeployed))
                        {
                            Units.Add(new FloatMenuOption(unit.name, delegate { Messages.Message("CantBeModified".Translate(unit.name, "ReasonDeployed".Translate()), MessageTypeDefOf.NeutralEvent, false); }));
                            continue;
                        }
                        else if (settlementsContainingSquad.Any(settlement => settlement.isUnderAttack && settlementsContainingSquad.Contains(settlement.worldSettlement.defenderForce.homeSettlement)))
                        {
                            Units.Add(new FloatMenuOption(unit.name, delegate { Messages.Message("CantBeModified".Translate(unit.name, "ReasonDefending".Translate()), MessageTypeDefOf.NeutralEvent, false); }));
                            continue;
                        }
                    }

                    if (unit.defaultPawn.equipment.Primary != null)
                    {
                        Units.Add(new FloatMenuOption(unit.name, action, unit.defaultPawn.equipment.Primary.def));
                    }
                    else
                    {
                        Units.Add(new FloatMenuOption(unit.name, action));
                    }
                }

                FloatMenu selection = new Searchable_FloatMenu(Units);
                Find.WindowStack.Add(selection);
            }

            if (Widgets.ButtonText(importButton, "importUnit".Translate()))
            {
                Find.WindowStack.Add(new Dialog_ManageUnitExportsFC(
                                         FactionColoniesMilitary.SavedUnits.ToList()));
            }

            //Worn Items
            Widgets.DrawMenuSection(ApparelWornItems);

            //set text anchor and font
            GameFont   fontBefore   = Text.Font;
            TextAnchor anchorBefore = Text.Anchor;

            Text.Font   = GameFont.Tiny;
            Text.Anchor = TextAnchor.UpperCenter;

            //if unit is not selected
            Widgets.Label(new Rect(new Vector2(ApparelHead.x, ApparelHead.y - 15), ApparelHead.size), "fcLabelHead".Translate());
            Widgets.DrawMenuSection(ApparelHead);
            Widgets.Label(
                new Rect(new Vector2(ApparelTorsoSkin.x, ApparelTorsoSkin.y - 15), ApparelTorsoSkin.size),
                "fcLabelShirt".Translate());
            Widgets.DrawMenuSection(ApparelTorsoSkin);
            Widgets.Label(
                new Rect(new Vector2(ApparelTorsoMiddle.x, ApparelTorsoMiddle.y - 15), ApparelTorsoMiddle.size),
                "fcLabelChest".Translate());
            Widgets.DrawMenuSection(ApparelTorsoMiddle);
            Widgets.Label(
                new Rect(new Vector2(ApparelTorsoShell.x, ApparelTorsoShell.y - 15), ApparelTorsoShell.size),
                "fcLabelOver".Translate());
            Widgets.DrawMenuSection(ApparelTorsoShell);
            Widgets.Label(new Rect(new Vector2(ApparelBelt.x, ApparelBelt.y - 15), ApparelBelt.size), "fcLabelBelt".Translate());
            Widgets.DrawMenuSection(ApparelBelt);
            Widgets.Label(new Rect(new Vector2(ApparelLegs.x, ApparelLegs.y - 15), ApparelLegs.size), "fcLabelPants".Translate());
            Widgets.DrawMenuSection(ApparelLegs);
            Widgets.Label(
                new Rect(new Vector2(EquipmentWeapon.x, EquipmentWeapon.y - 15), EquipmentWeapon.size),
                "fcLabelWeapon".Translate());
            Widgets.DrawMenuSection(EquipmentWeapon);
            Widgets.Label(
                new Rect(new Vector2(AnimalCompanion.x, AnimalCompanion.y - 15), AnimalCompanion.size),
                "fcLabelAnimal".Translate());
            Widgets.DrawMenuSection(AnimalCompanion);

            //Reset Text anchor and font
            Text.Font   = fontBefore;
            Text.Anchor = anchorBefore;

            //if unit is selected
            if (selectedUnit == null)
            {
                return;
            }
            Text.Font   = GameFont.Tiny;
            Text.Anchor = TextAnchor.UpperCenter;

            if (Widgets.ButtonText(ResetButton, "resetUnitToDefaultButton".Translate()))
            {
                selectedUnit.unequipAllEquipment();
            }

            if (Widgets.ButtonText(DeleteButton, "deleteUnitButton".Translate()))
            {
                selectedUnit.removeUnit();
                util.checkMilitaryUtilForErrors();
                selectedUnit = null;
                selectedText = "selectAUnitButton".Translate();

                //Reset Text anchor and font
                Text.Font   = fontBefore;
                Text.Anchor = anchorBefore;
                return;
            }

            if (Widgets.ButtonText(RollNewPawn, "rollANewUnitButton".Translate()))
            {
                selectedUnit.generateDefaultPawn();
                selectedUnit.unequipAllEquipment();
            }

            if (Widgets.ButtonText(ChangeRace, "changeUnitRaceButton".Translate()))
            {
                List <string>          races   = new List <string>();
                List <FloatMenuOption> options = new List <FloatMenuOption>();

                foreach (PawnKindDef def in DefDatabase <PawnKindDef> .AllDefsListForReading.Where(def => def.IsHumanLikeRace() && !races.Contains(def.race.label) && faction.raceFilter.Allows(def.race)))
                {
                    if (def.race == ThingDefOf.Human && def.LabelCap != "Colonist")
                    {
                        continue;
                    }
                    races.Add(def.race.label);

                    string optionStr = def.race.label.CapitalizeFirst() + " - Cost: " + Math.Floor(def.race.BaseMarketValue * FactionColonies.militaryRaceCostMultiplier);
                    options.Add(new FloatMenuOption(optionStr, delegate
                    {
                        selectedUnit.pawnKind = def;
                        selectedUnit.generateDefaultPawn();
                        selectedUnit.changeTick();
                    }));
                }

                if (!options.Any())
                {
                    options.Add(new FloatMenuOption("changeUnitRaceNoRaces".Translate(), null));
                }

                options.Sort(FactionColonies.CompareFloatMenuOption);
                FloatMenu menu = new Searchable_FloatMenu(options);
                Find.WindowStack.Add(menu);
            }

            if (Widgets.ButtonText(SavePawn, "exportUnitButton".Translate()))
            {
                // TODO: confirm
                FactionColoniesMilitary.SaveUnit(new SavedUnitFC(selectedUnit));
                Messages.Message("ExportUnit".Translate(), MessageTypeDefOf.TaskCompletion);
            }

            //Unit Name
            selectedUnit.name = Widgets.TextField(nameTextField, selectedUnit.name);

            Widgets.CheckboxLabeled(isCivilian, "unitIsCivilianLabel".Translate(), ref selectedUnit.isCivilian);
            Widgets.CheckboxLabeled(isTrader, "unitIsTraderLabel".Translate(), ref selectedUnit.isTrader);
            selectedUnit.setTrader(selectedUnit.isTrader);
            selectedUnit.setCivilian(selectedUnit.isCivilian);

            //Reset Text anchor and font
            Text.Font   = fontBefore;
            Text.Anchor = anchorBefore;
            //Draw Pawn
            if (selectedUnit.defaultPawn != null)
            {
                if (selectedUnit.animal != null)
                {
                    //Widgets.DrawTextureFitted(animalIcon, selectedUnit.animal.race.graphicData.Graphic.MatNorth.mainTexture, 1);
                }

                Widgets.ThingIcon(unitIcon, selectedUnit.defaultPawn);
            }

            //Animal Companion
            if (Widgets.ButtonInvisible(AnimalCompanion))
            {
                List <FloatMenuOption> list = (from animal in DefDatabase <PawnKindDef> .AllDefs
                                               where animal.IsAnimalAndAllowed()
                                               select new FloatMenuOption(animal.LabelCap + " - Cost: " +
                                                                          Math.Floor(animal.race.BaseMarketValue *
                                                                                     FactionColonies.militaryAnimalCostMultiplier),
                                                                          delegate
                {
                    //Do add animal code here
                    selectedUnit.animal = animal;
                }, animal.race.uiIcon, Color.white)).ToList();

                list.Sort(FactionColonies.CompareFloatMenuOption);

                list.Insert(0, new FloatMenuOption("unitActionUnequipThing".Translate(), delegate
                {
                    //unequip here
                    selectedUnit.animal = null;
                }));
                FloatMenu menu = new Searchable_FloatMenu(list);
                Find.WindowStack.Add(menu);
            }

            //Weapon Equipment
            if (Widgets.ButtonInvisible(EquipmentWeapon))
            {
                List <FloatMenuOption> list = (from thing in DefDatabase <ThingDef> .AllDefs
                                               where thing.IsWeapon && thing.BaseMarketValue != 0 && FactionColonies.canCraftItem(thing)
                                               where true
                                               select new FloatMenuOption(thing.LabelCap + " - Cost: " + thing.BaseMarketValue, delegate
                {
                    if (thing.MadeFromStuff)
                    {
                        //If made from stuff
                        List <FloatMenuOption> stuffList = (from stuff in DefDatabase <ThingDef> .AllDefs
                                                            where stuff.IsStuff &&
                                                            thing.stuffCategories.SharesElementWith(stuff.stuffProps.categories)
                                                            select new FloatMenuOption(stuff.LabelCap + " - Total Value: " +
                                                                                       StatWorker_MarketValue.CalculatedBaseMarketValue(
                                                                                           thing,
                                                                                           stuff),
                                                                                       delegate
                        {
                            selectedUnit.equipWeapon(
                                ThingMaker.MakeThing(thing, stuff) as ThingWithComps);
                        })).ToList();

                        stuffList.Sort(FactionColonies.CompareFloatMenuOption);
                        FloatMenu stuffWindow = new Searchable_FloatMenu(stuffList);
                        Find.WindowStack.Add(stuffWindow);
                    }
                    else
                    {
                        //If not made from stuff

                        selectedUnit.equipWeapon(ThingMaker.MakeThing(thing) as ThingWithComps);
                    }
                }, thing)).ToList();


                list.Sort(FactionColonies.CompareFloatMenuOption);

                list.Insert(0, new FloatMenuOption("unitActionUnequipThing".Translate(), delegate { selectedUnit.unequipWeapon(); }));

                FloatMenu menu = new Searchable_FloatMenu(list);

                Find.WindowStack.Add(menu);
            }

            //headgear Slot
            if (Widgets.ButtonInvisible(ApparelHead))
            {
                List <FloatMenuOption> headgearList = new List <FloatMenuOption>();


                foreach (ThingDef thing in DefDatabase <ThingDef> .AllDefs)
                {
                    if (thing.IsApparel)
                    {
                        if (thing.apparel.layers.Contains(ApparelLayerDefOf.Overhead) &&
                            FactionColonies.canCraftItem(thing))
                        {
                            headgearList.Add(new FloatMenuOption(
                                                 thing.LabelCap + " - Cost: " + thing.BaseMarketValue,
                                                 delegate
                            {
                                if (thing.MadeFromStuff)
                                {
                                    //If made from stuff
                                    List <FloatMenuOption> stuffList = new List <FloatMenuOption>();
                                    foreach (ThingDef stuff in DefDatabase <ThingDef> .AllDefs)
                                    {
                                        if (stuff.IsStuff &&
                                            thing.stuffCategories.SharesElementWith(stuff.stuffProps
                                                                                    .categories))
                                        {
                                            stuffList.Add(new FloatMenuOption(
                                                              stuff.LabelCap + " - Total Value: " +
                                                              (StatWorker_MarketValue.CalculatedBaseMarketValue(thing,
                                                                                                                stuff)),
                                                              delegate
                                            {
                                                selectedUnit.wearEquipment(
                                                    ThingMaker.MakeThing(thing, stuff) as Apparel,
                                                    true);
                                            }));
                                        }
                                    }

                                    stuffList.Sort(FactionColonies.CompareFloatMenuOption);
                                    FloatMenu stuffWindow = new Searchable_FloatMenu(stuffList);
                                    Find.WindowStack.Add(stuffWindow);
                                }
                                else
                                {
                                    //If not made from stuff

                                    selectedUnit.wearEquipment(ThingMaker.MakeThing(thing) as Apparel,
                                                               true);
                                }
                            }, thing));
                        }
                    }
                }

                headgearList.Sort(FactionColonies.CompareFloatMenuOption);

                headgearList.Insert(0, new FloatMenuOption("unitActionUnequipThing".Translate(), delegate
                {
                    //Remove old
                    foreach (Apparel apparel in selectedUnit.defaultPawn.apparel.WornApparel
                             .Where(apparel => apparel.def.apparel.layers.Contains(ApparelLayerDefOf.Overhead)))
                    {
                        selectedUnit.defaultPawn.apparel.Remove(apparel);
                        break;
                    }
                }));

                FloatMenu menu = new Searchable_FloatMenu(headgearList);

                Find.WindowStack.Add(menu);
            }


            //Torso Shell Slot
            if (Widgets.ButtonInvisible(ApparelTorsoShell))
            {
                List <FloatMenuOption> list = new List <FloatMenuOption>();


                foreach (ThingDef thing in DefDatabase <ThingDef> .AllDefs)
                {
                    if (thing.IsApparel)
                    {
                        if (thing.apparel.layers.Contains(ApparelLayerDefOf.Shell) &&
                            thing.apparel.bodyPartGroups.Contains(BodyPartGroupDefOf.Torso) &&
                            FactionColonies.canCraftItem(thing)) //CHANGE THIS
                        {
                            list.Add(new FloatMenuOption(thing.LabelCap + " - Cost: " + thing.BaseMarketValue,
                                                         delegate
                            {
                                if (thing.MadeFromStuff)
                                {
                                    //If made from stuff
                                    List <FloatMenuOption> stuffList = new List <FloatMenuOption>();
                                    foreach (ThingDef stuff in DefDatabase <ThingDef> .AllDefs)
                                    {
                                        if (stuff.IsStuff &&
                                            thing.stuffCategories.SharesElementWith(stuff.stuffProps
                                                                                    .categories))
                                        {
                                            stuffList.Add(new FloatMenuOption(
                                                              stuff.LabelCap + " - Total Value: " +
                                                              (StatWorker_MarketValue.CalculatedBaseMarketValue(thing,
                                                                                                                stuff)),
                                                              delegate
                                            {
                                                selectedUnit.wearEquipment(
                                                    ThingMaker.MakeThing(thing, stuff) as Apparel,
                                                    true);
                                            }));
                                        }
                                    }

                                    stuffList.Sort(FactionColonies.CompareFloatMenuOption);
                                    FloatMenu stuffWindow = new Searchable_FloatMenu(stuffList);
                                    Find.WindowStack.Add(stuffWindow);
                                }
                                else
                                {
                                    //If not made from stuff

                                    selectedUnit.wearEquipment(ThingMaker.MakeThing(thing) as Apparel,
                                                               true);
                                }
                            }, thing));
                        }
                    }
                }

                list.Sort(FactionColonies.CompareFloatMenuOption);

                list.Insert(0, new FloatMenuOption("unitActionUnequipThing".Translate(), delegate
                {
                    //Remove old
                    foreach (Apparel apparel in selectedUnit.defaultPawn.apparel.WornApparel)
                    {
                        if (apparel.def.apparel.layers.Contains(ApparelLayerDefOf.Shell) &&
                            apparel.def.apparel.bodyPartGroups.Contains(BodyPartGroupDefOf.Torso)) //CHANGE THIS
                        {
                            selectedUnit.defaultPawn.apparel.Remove(apparel);
                            break;
                        }
                    }
                }));
                FloatMenu menu = new Searchable_FloatMenu(list);

                Find.WindowStack.Add(menu);
            }


            //Torso Middle Slot
            if (Widgets.ButtonInvisible(ApparelTorsoMiddle))
            {
                List <FloatMenuOption> list = new List <FloatMenuOption>();


                foreach (ThingDef thing in DefDatabase <ThingDef> .AllDefs)
                {
                    if (thing.IsApparel)
                    {
                        if (thing.apparel.layers.Contains(ApparelLayerDefOf.Middle) &&
                            thing.apparel.bodyPartGroups.Contains(BodyPartGroupDefOf.Torso) &&
                            FactionColonies.canCraftItem(thing)) //CHANGE THIS
                        {
                            list.Add(new FloatMenuOption(thing.LabelCap + " - Cost: " + thing.BaseMarketValue,
                                                         delegate
                            {
                                if (thing.MadeFromStuff)
                                {
                                    //If made from stuff
                                    List <FloatMenuOption> stuffList = new List <FloatMenuOption>();
                                    foreach (ThingDef stuff in DefDatabase <ThingDef> .AllDefs)
                                    {
                                        if (stuff.IsStuff &&
                                            thing.stuffCategories.SharesElementWith(stuff.stuffProps
                                                                                    .categories))
                                        {
                                            stuffList.Add(new FloatMenuOption(
                                                              stuff.LabelCap + " - Total Value: " +
                                                              (StatWorker_MarketValue.CalculatedBaseMarketValue(thing,
                                                                                                                stuff)),
                                                              delegate
                                            {
                                                selectedUnit.wearEquipment(
                                                    ThingMaker.MakeThing(thing, stuff) as Apparel,
                                                    true);
                                            }));
                                        }
                                    }

                                    stuffList.Sort(FactionColonies.CompareFloatMenuOption);
                                    FloatMenu stuffWindow = new Searchable_FloatMenu(stuffList);
                                    Find.WindowStack.Add(stuffWindow);
                                }
                                else
                                {
                                    //If not made from stuff

                                    selectedUnit.wearEquipment(ThingMaker.MakeThing(thing) as Apparel,
                                                               true);
                                }
                            }, thing));
                        }
                    }
                }

                list.Sort(FactionColonies.CompareFloatMenuOption);

                list.Insert(0, new FloatMenuOption("unitActionUnequipThing".Translate(), delegate
                {
                    //Remove old
                    foreach (Apparel apparel in selectedUnit.defaultPawn.apparel.WornApparel)
                    {
                        if (apparel.def.apparel.layers.Contains(ApparelLayerDefOf.Middle) &&
                            apparel.def.apparel.bodyPartGroups.Contains(BodyPartGroupDefOf.Torso)) //CHANGE THIS
                        {
                            selectedUnit.defaultPawn.apparel.Remove(apparel);
                            break;
                        }
                    }
                }));
                FloatMenu menu = new Searchable_FloatMenu(list);

                Find.WindowStack.Add(menu);
            }


            //Torso Skin Slot
            if (Widgets.ButtonInvisible(ApparelTorsoSkin))
            {
                List <FloatMenuOption> list = new List <FloatMenuOption>();


                foreach (ThingDef thing in DefDatabase <ThingDef> .AllDefs)
                {
                    if (thing.IsApparel)
                    {
                        if (thing.apparel.layers.Contains(ApparelLayerDefOf.OnSkin) &&
                            thing.apparel.bodyPartGroups.Contains(BodyPartGroupDefOf.Torso) &&
                            FactionColonies.canCraftItem(thing)) //CHANGE THIS
                        {
                            list.Add(new FloatMenuOption(thing.LabelCap + " - Cost: " + thing.BaseMarketValue,
                                                         delegate
                            {
                                if (thing.MadeFromStuff)
                                {
                                    //If made from stuff
                                    List <FloatMenuOption> stuffList = new List <FloatMenuOption>();
                                    foreach (ThingDef stuff in DefDatabase <ThingDef> .AllDefs)
                                    {
                                        if (stuff.IsStuff &&
                                            thing.stuffCategories.SharesElementWith(stuff.stuffProps
                                                                                    .categories))
                                        {
                                            stuffList.Add(new FloatMenuOption(
                                                              stuff.LabelCap + " - Total Value: " +
                                                              (StatWorker_MarketValue.CalculatedBaseMarketValue(thing,
                                                                                                                stuff)),
                                                              delegate
                                            {
                                                selectedUnit.wearEquipment(
                                                    ThingMaker.MakeThing(thing, stuff) as Apparel,
                                                    true);
                                            }));
                                        }
                                    }

                                    stuffList.Sort(FactionColonies.CompareFloatMenuOption);
                                    FloatMenu stuffWindow = new Searchable_FloatMenu(stuffList);
                                    Find.WindowStack.Add(stuffWindow);
                                }
                                else
                                {
                                    //If not made from stuff

                                    selectedUnit.wearEquipment(ThingMaker.MakeThing(thing) as Apparel,
                                                               true);
                                }
                            }, thing));
                        }
                    }
                }

                list.Sort(FactionColonies.CompareFloatMenuOption);


                list.Insert(0, new FloatMenuOption("unitActionUnequipThing".Translate(), delegate
                {
                    //Remove old
                    foreach (Apparel apparel in selectedUnit.defaultPawn.apparel.WornApparel)
                    {
                        if (apparel.def.apparel.layers.Contains(ApparelLayerDefOf.OnSkin) &&
                            apparel.def.apparel.bodyPartGroups.Contains(BodyPartGroupDefOf.Torso)) //CHANGE THIS
                        {
                            selectedUnit.defaultPawn.apparel.Remove(apparel);
                            break;
                        }
                    }
                }));
                FloatMenu menu = new Searchable_FloatMenu(list);

                Find.WindowStack.Add(menu);
            }


            //Pants Slot
            if (Widgets.ButtonInvisible(ApparelLegs))
            {
                List <FloatMenuOption> list = new List <FloatMenuOption>();

                foreach (ThingDef thing in DefDatabase <ThingDef> .AllDefs)
                {
                    if (thing.IsApparel)
                    {
                        if (thing.apparel.bodyPartGroups.Contains(BodyPartGroupDefOf.Legs) &&
                            thing.apparel.layers.Contains(ApparelLayerDefOf.OnSkin) &&
                            FactionColonies.canCraftItem(thing)) //CHANGE THIS
                        {
                            list.Add(new FloatMenuOption(thing.LabelCap + " - Cost: " + thing.BaseMarketValue,
                                                         delegate
                            {
                                if (thing.MadeFromStuff)
                                {
                                    //If made from stuff
                                    List <FloatMenuOption> stuffList = new List <FloatMenuOption>();
                                    foreach (ThingDef stuff in DefDatabase <ThingDef> .AllDefs)
                                    {
                                        if (stuff.IsStuff &&
                                            thing.stuffCategories.SharesElementWith(stuff.stuffProps
                                                                                    .categories))
                                        {
                                            stuffList.Add(new FloatMenuOption(
                                                              stuff.LabelCap + " - Total Value: " +
                                                              (StatWorker_MarketValue.CalculatedBaseMarketValue(thing,
                                                                                                                stuff)),
                                                              delegate
                                            {
                                                selectedUnit.wearEquipment(
                                                    ThingMaker.MakeThing(thing, stuff) as Apparel,
                                                    true);
                                            }));
                                        }
                                    }

                                    stuffList.Sort(FactionColonies.CompareFloatMenuOption);
                                    FloatMenu stuffWindow = new Searchable_FloatMenu(stuffList);
                                    Find.WindowStack.Add(stuffWindow);
                                }
                                else
                                {
                                    //If not made from stuff

                                    selectedUnit.wearEquipment(ThingMaker.MakeThing(thing) as Apparel,
                                                               true);
                                }
                            }, thing));
                        }
                    }
                }

                list.Sort(FactionColonies.CompareFloatMenuOption);

                list.Insert(0, new FloatMenuOption("unitActionUnequipThing".Translate(), delegate
                {
                    //Remove old
                    foreach (Apparel apparel in selectedUnit.defaultPawn.apparel.WornApparel)
                    {
                        if (apparel.def.apparel.bodyPartGroups.Contains(BodyPartGroupDefOf.Legs) &&
                            apparel.def.apparel.layers.Contains(ApparelLayerDefOf.OnSkin)) //CHANGE THIS
                        {
                            selectedUnit.defaultPawn.apparel.Remove(apparel);
                            break;
                        }
                    }
                }));
                FloatMenu menu = new Searchable_FloatMenu(list);

                Find.WindowStack.Add(menu);
            }


            //Apparel Belt Slot
            if (Widgets.ButtonInvisible(ApparelBelt))
            {
                List <FloatMenuOption> list = new List <FloatMenuOption>();

                foreach (ThingDef thing in DefDatabase <ThingDef> .AllDefs)
                {
                    if (thing.IsApparel)
                    {
                        if (thing.apparel.layers.Contains(ApparelLayerDefOf.Belt) &&
                            FactionColonies.canCraftItem(thing))
                        {
                            list.Add(new FloatMenuOption(thing.LabelCap + " - Cost: " + thing.BaseMarketValue,
                                                         delegate
                            {
                                if (thing.MadeFromStuff)
                                {
                                    //If made from stuff
                                    List <FloatMenuOption> stuffList = new List <FloatMenuOption>();
                                    foreach (ThingDef stuff in DefDatabase <ThingDef> .AllDefs)
                                    {
                                        if (stuff.IsStuff &&
                                            thing.stuffCategories.SharesElementWith(stuff.stuffProps
                                                                                    .categories))
                                        {
                                            stuffList.Add(new FloatMenuOption(
                                                              stuff.LabelCap + " - Total Value: " +
                                                              (StatWorker_MarketValue.CalculatedBaseMarketValue(thing,
                                                                                                                stuff)),
                                                              delegate
                                            {
                                                selectedUnit.wearEquipment(
                                                    ThingMaker.MakeThing(thing, stuff) as Apparel,
                                                    true);
                                            }));
                                        }
                                    }

                                    stuffList.Sort(FactionColonies.CompareFloatMenuOption);
                                    FloatMenu stuffWindow = new Searchable_FloatMenu(stuffList);
                                    Find.WindowStack.Add(stuffWindow);
                                }
                                else
                                {
                                    //If not made from stuff
                                    //Remove old equipment
                                    foreach (Apparel apparel in selectedUnit.defaultPawn.apparel
                                             .WornApparel)
                                    {
                                        if (apparel.def.apparel.layers.Contains(ApparelLayerDefOf.Belt))
                                        {
                                            selectedUnit.defaultPawn.apparel.Remove(apparel);
                                            break;
                                        }
                                    }

                                    selectedUnit.wearEquipment(ThingMaker.MakeThing(thing) as Apparel,
                                                               true);
                                }
                            }, thing));
                        }
                    }
                }

                list.Sort(FactionColonies.CompareFloatMenuOption);

                list.Insert(0, new FloatMenuOption("unitActionUnequipThing".Translate(), delegate
                {
                    //Remove old
                    foreach (Apparel apparel in selectedUnit.defaultPawn.apparel.WornApparel)
                    {
                        if (apparel.def.apparel.layers.Contains(ApparelLayerDefOf.Belt))
                        {
                            selectedUnit.defaultPawn.apparel.Remove(apparel);
                            break;
                        }
                    }
                }));
                FloatMenu menu = new Searchable_FloatMenu(list);

                Find.WindowStack.Add(menu);
            }


            //worn items
            float totalCost = 0;
            int   i         = 0;

            totalCost += (float)Math.Floor(selectedUnit.defaultPawn.def.BaseMarketValue *
                                           FactionColonies.militaryRaceCostMultiplier);

            foreach (Thing thing in selectedUnit.defaultPawn.apparel.WornApparel.Concat(selectedUnit.defaultPawn
                                                                                        .equipment.AllEquipmentListForReading))
            {
                Rect tmp = new Rect(ApparelWornItems.x, ApparelWornItems.y + i * 25, ApparelWornItems.width,
                                    25);
                i++;

                totalCost += thing.MarketValue;

                if (Widgets.CustomButtonText(ref tmp, thing.LabelCap + " Cost: " + thing.MarketValue,
                                             Color.white,
                                             Color.black, Color.black))
                {
                    Find.WindowStack.Add(new Dialog_InfoCard(thing));
                }
            }

            if (selectedUnit.animal != null)
            {
                Widgets.ButtonImage(AnimalCompanion, selectedUnit.animal.race.uiIcon);
                totalCost += (float)Math.Floor(selectedUnit.animal.race.BaseMarketValue *
                                               FactionColonies.militaryAnimalCostMultiplier);
            }

            foreach (Thing thing in selectedUnit.defaultPawn.apparel.WornApparel)
            {
                //Log.Message(thing.Label);


                if (thing.def.apparel.layers.Contains(ApparelLayerDefOf.Overhead))
                {
                    Widgets.ButtonImage(ApparelHead, thing.def.uiIcon);
                }

                if (thing.def.apparel.layers.Contains(ApparelLayerDefOf.Belt))
                {
                    Widgets.ButtonImage(ApparelBelt, thing.def.uiIcon);
                }

                if (thing.def.apparel.layers.Contains(ApparelLayerDefOf.Shell) &&
                    thing.def.apparel.bodyPartGroups.Contains(BodyPartGroupDefOf.Torso))
                {
                    Widgets.ButtonImage(ApparelTorsoShell, thing.def.uiIcon);
                }

                if (thing.def.apparel.layers.Contains(ApparelLayerDefOf.Middle) &&
                    thing.def.apparel.bodyPartGroups.Contains(BodyPartGroupDefOf.Torso))
                {
                    Widgets.ButtonImage(ApparelTorsoMiddle, thing.def.uiIcon);
                }

                if (thing.def.apparel.layers.Contains(ApparelLayerDefOf.OnSkin) &&
                    thing.def.apparel.bodyPartGroups.Contains(BodyPartGroupDefOf.Torso))
                {
                    Widgets.ButtonImage(ApparelTorsoSkin, thing.def.uiIcon);
                }

                if (thing.def.apparel.bodyPartGroups.Contains(BodyPartGroupDefOf.Legs) &&
                    thing.def.apparel.layers.Contains(ApparelLayerDefOf.OnSkin))
                {
                    Widgets.ButtonImage(ApparelLegs, thing.def.uiIcon);
                }
            }

            foreach (Thing thing in selectedUnit.defaultPawn.equipment.AllEquipmentListForReading)
            {
                Widgets.ButtonImage(EquipmentWeapon, thing.def.uiIcon);
            }

            totalCost = (float)Math.Ceiling(totalCost);
            Widgets.Label(EquipmentTotalCost, "totalEquipmentCostLabel".Translate() + totalCost);
        }
Exemple #6
0
        public static void SquadAI(ref MercenarySquadFC squad)
        {
            Faction playerFaction     = Find.FactionManager.OfPlayer;
            Faction settlementFaction = FactionColonies.getPlayerColonyFaction();

            FactionFC factionfc = Find.World.GetComponent <FactionFC>();
            MilitaryCustomizationUtil militaryCustomizationUtil = factionfc.militaryCustomizationUtil;
            bool deployed = false;


            //Log.Message("1");

            foreach (Mercenary merc in squad.DeployedMercenaries)
            {
                //If pawn is deployed
                deployed = true;
                if (!(squad.hitMap))
                {
                    squad.hitMap = true;
                }

                if (merc.pawn.health.State == PawnHealthState.Mobile)
                {
                    //if pawn is up and moving
                    if (squad.order != null && squad.order != MilitaryOrders.Leave)
                    {
                        if (squad.timeDeployed + 30000 >= Find.TickManager.TicksGame && merc.pawn.Faction != playerFaction)
                        {
                            merc.pawn.SetFaction(playerFaction);
                        }
                    }
                    else
                    {
                        if (merc.pawn.drafter != null)
                        {
                            merc.pawn.drafter.Drafted = false;
                        }
                        if (merc.pawn.Faction != settlementFaction)
                        {
                            merc.pawn.SetFaction(settlementFaction);
                        }
                    }


                    JobGiver_AIFightEnemies jobGiver = new JobGiver_AIFightEnemies();
                    ThinkResult             result   = jobGiver.TryIssueJobPackage(merc.pawn, new JobIssueParams());
                    bool isValid = result.IsValid;


                    if (isValid)
                    {
                        //Log.Message("Success");
                        if (merc.pawn.jobs.curJob == null || ((merc.pawn.jobs.curJob.def == JobDefOf.Goto || merc.pawn.jobs.curJob.def != result.Job.def) && merc.pawn.jobs.curJob.def.defName != "ReloadWeapon" && merc.pawn.jobs.curJob.def.defName != "ReloadTurret" && !merc.pawn.Drafted))
                        {
                            merc.pawn.jobs.StartJob(result.Job, JobCondition.Ongoing);
                            //Log.Message(result.Job.ToString());
                        }
                    }
                    else
                    {
                        //Log.Message("Fail");
                        if (squad.timeDeployed + 30000 >= Find.TickManager.TicksGame)
                        {
                            if (merc.pawn.drafter == null || merc.pawn.Drafted == false)
                            {
                                if (squad.order == MilitaryOrders.Standby)
                                {
                                    //Log.Message("Standby");
                                    merc.pawn.mindState.forcedGotoPosition = squad.orderLocation;
                                    JobGiver_ForcedGoto jobGiver_Standby = new JobGiver_ForcedGoto();
                                    ThinkResult         resultStandby    = jobGiver_Standby.TryIssueJobPackage(merc.pawn, new JobIssueParams());
                                    bool isValidStandby = resultStandby.IsValid;
                                    if (isValidStandby)
                                    {
                                        //Log.Message("valid");
                                        merc.pawn.jobs.StartJob(resultStandby.Job, JobCondition.InterruptForced);
                                    }
                                }
                                else
                                if (squad.order == MilitaryOrders.Attack)
                                {
                                    //Log.Message("Attack");
                                    //If time is up, leave, else go home
                                    JobGiver_AIGotoNearestHostile jobGiver_Move = new JobGiver_AIGotoNearestHostile();
                                    ThinkResult resultMove  = jobGiver_Move.TryIssueJobPackage(merc.pawn, new JobIssueParams());
                                    bool        isValidMove = resultMove.IsValid;
                                    //Log.Message(resultMove.ToString());
                                    if (isValidMove)
                                    {
                                        merc.pawn.jobs.StartJob(resultMove.Job, JobCondition.InterruptForced);
                                    }
                                }
                                else
                                if (squad.order == MilitaryOrders.Leave)
                                {
                                    JobGiver_ExitMapBest jobGiver_Rescue = new JobGiver_ExitMapBest();
                                    ThinkResult          resultLeave     = jobGiver_Rescue.TryIssueJobPackage(merc.pawn, new JobIssueParams());
                                    bool isValidLeave = resultLeave.IsValid;

                                    if (isValidLeave)
                                    {
                                        merc.pawn.jobs.StartJob(resultLeave.Job, JobCondition.InterruptForced);
                                    }
                                }
                                else
                                if (squad.order == MilitaryOrders.RecoverWounded)
                                {
                                    JobGiver_RescueNearby jobGiver_Rescue = new JobGiver_RescueNearby();
                                    ThinkResult           resultRescue    = jobGiver_Rescue.TryIssueJobPackage(merc.pawn, new JobIssueParams());
                                    bool isValidRescue = resultRescue.IsValid;

                                    if (isValidRescue)
                                    {
                                        merc.pawn.jobs.StartJob(resultRescue.Job, JobCondition.InterruptForced);
                                    }
                                }
                            }
                        }
                        else
                        {
                            if (merc.pawn.drafter != null)
                            {
                                merc.pawn.drafter.Drafted = false;
                            }
                            if (merc.pawn.Faction != settlementFaction)
                            {
                                merc.pawn.SetFaction(settlementFaction);
                            }
                        }
                    }



                    //end of if pawn is mobile
                }
                else
                {
                    //if pawn is down or dead
                    if (merc.pawn.health.Dead)     //if pawn is on map and is dead
                    {
                        //squad.removeDroppedEquipment();
                        //squad.PassPawnToDeadMercenaries(merc);
                        //squad.hasDead = true;
                    }
                    else
                    {     //If alive but downed
                        if (merc.pawn.drafter != null)
                        {
                            merc.pawn.drafter.Drafted = false;
                        }
                        if (merc.pawn.Faction != settlementFaction)
                        {
                            merc.pawn.SetFaction(settlementFaction);
                        }
                    }
                }
            }


            //Log.Message("2");
            foreach (Mercenary animal in squad.DeployedMercenaryAnimals)
            {
                //if on map
                deployed = true;
                if (animal.pawn.health.State == PawnHealthState.Mobile)
                {
                    animal.pawn.mindState.duty     = new PawnDuty();
                    animal.pawn.mindState.duty.def = DutyDefOf.Defend;
                    animal.pawn.mindState.duty.attackDownedIfStarving = false;
                    //animal.pawn.mindState.duty.radius = 2;
                    animal.pawn.mindState.duty.focus = animal.handler.pawn;
                    //If master is not dead
                    JobGiver_AIFightEnemies jobGiver = new JobGiver_AIFightEnemies();
                    ThinkResult             result   = jobGiver.TryIssueJobPackage(animal.pawn, new JobIssueParams());
                    bool isValid = result.IsValid;
                    if (isValid)
                    {
                        //Log.Message("att");
                        if (animal.pawn.jobs.curJob.def != result.Job.def)
                        {
                            animal.pawn.jobs.StartJob(result.Job, JobCondition.InterruptForced);
                        }
                    }
                    else
                    {
                        animal.pawn.mindState.duty.def    = DutyDefOf.Defend;
                        animal.pawn.mindState.duty.radius = 2;
                        animal.pawn.mindState.duty.focus  = animal.handler.pawn;
                        //if defend master not valid, follow master
                        JobGiver_AIFollowEscortee jobGiverFollow = new JobGiver_AIFollowEscortee();
                        ThinkResult resultFollow  = jobGiverFollow.TryIssueJobPackage(animal.pawn, new JobIssueParams());
                        bool        isValidFollow = resultFollow.IsValid;
                        if (isValidFollow)
                        {
                            //Log.Message("foloor");
                            if (animal.pawn.jobs.curJob.def != resultFollow.Job.def)
                            {
                                animal.pawn.jobs.StartJob(resultFollow.Job, JobCondition.Ongoing);
                            }
                        }
                        else
                        {
                            JobGiver_ExitMapBest jobGiver_Rescue = new JobGiver_ExitMapBest();
                            ThinkResult          resultLeave     = jobGiver_Rescue.TryIssueJobPackage(animal.pawn, new JobIssueParams());
                            bool isValidLeave = resultLeave.IsValid;

                            if (isValidLeave)
                            {
                                animal.pawn.jobs.StartJob(resultLeave.Job, JobCondition.InterruptForced);
                            }
                        }
                    }
                }
            }

            if (deployed == false && squad.hitMap)
            {
                foreach (Mercenary merc in squad.mercenaries)
                {
                    merc.pawn.SetFaction(settlementFaction);
                }
                squad.hasLord    = false;
                squad.isDeployed = false;
                squad.removeDroppedEquipment();

                if (squad.map != null)
                {
                    squad.map.lordManager.RemoveLord(squad.lord);
                    squad.lord = null;
                    squad.map  = null;
                }
                squad.hitMap = false;

                if (squad.isExtraSquad)
                {
                    militaryCustomizationUtil.mercenarySquads.Remove(squad);
                    //Log.Message("Squad deleted");
                    return;
                }

                squad.getSettlement.cooldownMilitary();

                //Log.Message("Reseting Squad");
                militaryCustomizationUtil.checkMilitaryUtilForErrors();
                squad.OutfitSquad(squad.outfit);
            }
        }
        public override void DrawTab(Rect rect)
        {
            //set text anchor and font
            GameFont   fontBefore   = Text.Font;
            TextAnchor anchorBefore = Text.Anchor;

            float projectileBoxHeight     = 30;
            Rect  SelectionBar            = new Rect(5, 45, 200, 30);
            Rect  nameTextField           = new Rect(5, 90, 250, 30);
            Rect  floatRangeAccuracyLabel = new Rect(nameTextField.x, nameTextField.y + nameTextField.height + 5,
                                                     nameTextField.width, (float)(nameTextField.height * 1.5));
            Rect floatRangeAccuracy = new Rect(floatRangeAccuracyLabel.x,
                                               floatRangeAccuracyLabel.y + floatRangeAccuracyLabel.height + 5, floatRangeAccuracyLabel.width,
                                               floatRangeAccuracyLabel.height);


            Rect UnitStandBase     = new Rect(140, 200, 50, 30);
            Rect TotalCost         = new Rect(325, 50, 450, 20);
            Rect numberProjectiles = new Rect(TotalCost.x, TotalCost.y + TotalCost.height + 5, TotalCost.width,
                                              TotalCost.height);
            Rect duration = new Rect(numberProjectiles.x, numberProjectiles.y + numberProjectiles.height + 5,
                                     numberProjectiles.width, numberProjectiles.height);

            Rect ResetButton  = new Rect(700 - 2, 100, 100, 30);
            Rect DeleteButton = new Rect(ResetButton.x, ResetButton.y + ResetButton.height + 5,
                                         ResetButton.width,
                                         ResetButton.height);
            Rect PointRefButton = new Rect(DeleteButton.x, DeleteButton.y + DeleteButton.height + 5,
                                           DeleteButton.width,
                                           DeleteButton.height);


            //Up here to make sure it goes behind other layers
            if (selectedSupport != null)
            {
                DrawFireSupportBox(10, 230, 30);
            }

            Widgets.DrawMenuSection(new Rect(0, 0, 800, 225));

            //If firesupport is not selected
            if (Widgets.CustomButtonText(ref SelectionBar, selectedText, Color.gray, Color.white, Color.black))
            {
                List <FloatMenuOption> supports = new List <FloatMenuOption>();

                //Option to create new firesupport
                supports.Add(new FloatMenuOption("Create New Fire Support", delegate
                {
                    MilitaryFireSupport newFireSupport = new MilitaryFireSupport();
                    newFireSupport.name = "New Fire Support " + (util.fireSupportDefs.Count + 1);
                    newFireSupport.setLoadID();
                    newFireSupport.projectiles = new List <ThingDef>();
                    selectedText    = newFireSupport.name;
                    selectedSupport = newFireSupport;
                    util.fireSupportDefs.Add(newFireSupport);
                }));

                //Create list of selectable firesupports
                foreach (MilitaryFireSupport support in util.fireSupportDefs)
                {
                    supports.Add(new FloatMenuOption(support.name, delegate
                    {
                        //Unit is selected
                        selectedText    = support.name;
                        selectedSupport = support;
                    }));
                }

                FloatMenu selection = new FloatMenuSearchable(supports);
                Find.WindowStack.Add(selection);
            }


            //if firesupport is selected
            if (selectedSupport != null)
            {
                //Need to adjust
                fireSupportMaxScroll =
                    selectedSupport.projectiles.Count * projectileBoxHeight - 10 * projectileBoxHeight;

                Text.Anchor = TextAnchor.MiddleLeft;
                Text.Font   = GameFont.Small;


                if (settlementPointReference != null)
                {
                    Widgets.Label(TotalCost,
                                  "Total Fire Support Silver Cost: " + selectedSupport.returnTotalCost() + " / " +
                                  FactionColonies.calculateMilitaryLevelPoints(settlementPointReference
                                                                               .settlementMilitaryLevel) +
                                  " (Max Cost)");
                }
                else
                {
                    Widgets.Label(TotalCost,
                                  "Total Fire Support Silver Cost: " + selectedSupport.returnTotalCost() + " / " +
                                  "No Reference");
                }

                Widgets.Label(numberProjectiles,
                              "Number of Projectiles: " + selectedSupport.projectiles.Count);
                Widgets.Label(duration,
                              "Duration of fire support: " + Math.Round(selectedSupport.projectiles.Count * .25, 2) +
                              " seconds");
                Widgets.Label(floatRangeAccuracyLabel,
                              selectedSupport.accuracy +
                              " = Accuracy of fire support (In tiles radius): Affecting cost by : " +
                              selectedSupport.returnAccuracyCostPercentage() + "%");
                selectedSupport.accuracy = Widgets.HorizontalSlider(floatRangeAccuracy,
                                                                    selectedSupport.accuracy,
                                                                    Math.Max(3, (15 - Find.World.GetComponent <FactionFC>().returnHighestMilitaryLevel())), 30,
                                                                    roundTo: 1);
                Text.Font   = GameFont.Tiny;
                Text.Anchor = TextAnchor.UpperCenter;


                //Unit Name
                selectedSupport.name = Widgets.TextField(nameTextField, selectedSupport.name);

                if (Widgets.ButtonText(ResetButton, "Reset to Default"))
                {
                    selectedSupport.projectiles = new List <ThingDef>();
                }

                if (Widgets.ButtonText(DeleteButton, "Delete Support"))
                {
                    selectedSupport.delete();
                    util.checkMilitaryUtilForErrors();
                    selectedSupport = null;
                    selectedText    = "Select A Fire Support";

                    //Reset Text anchor and font
                    Text.Font   = fontBefore;
                    Text.Anchor = anchorBefore;
                    return;
                }

                if (Widgets.ButtonText(PointRefButton, "Set Point Ref"))
                {
                    List <FloatMenuOption> settlementList = new List <FloatMenuOption>();

                    foreach (SettlementFC settlement in Find.World.GetComponent <FactionFC>().settlements)
                    {
                        settlementList.Add(new FloatMenuOption(
                                               settlement.name + " - Military Level : " + settlement.settlementMilitaryLevel,
                                               delegate
                        {
                            //set points
                            settlementPointReference = settlement;
                        }));
                    }

                    if (!settlementList.Any())
                    {
                        settlementList.Add(new FloatMenuOption("No Valid Settlements", null));
                    }

                    FloatMenu floatMenu = new FloatMenu(settlementList);
                    Find.WindowStack.Add(floatMenu);
                }

                //Reset Text anchor and font
                Text.Font   = fontBefore;
                Text.Anchor = anchorBefore;
            }

            if (Event.current.type == EventType.ScrollWheel)
            {
                scrollWindow(Event.current.delta.y, fireSupportMaxScroll);
            }

            //Reset Text anchor and font
            Text.Font   = fontBefore;
            Text.Anchor = anchorBefore;
        }
        public override void DrawTab(Rect rect)
        {
            //set text anchor and font
            GameFont   fontBefore   = Text.Font;
            TextAnchor anchorBefore = Text.Anchor;

            Rect SelectionBar  = new Rect(5, 45, 200, 30);
            Rect importButton  = new Rect(5, SelectionBar.y + SelectionBar.height + 10, 200, 30);
            Rect nameTextField = new Rect(5, importButton.y + importButton.height + 10, 250, 30);
            Rect isTrader      = new Rect(5, nameTextField.y + nameTextField.height + 10, 130, 30);

            Rect UnitStandBase      = new Rect(170, 220, 50, 30);
            Rect EquipmentTotalCost = new Rect(350, 50, 450, 40);
            Rect ResetButton        = new Rect(700, 100, 100, 30);
            Rect DeleteButton       = new Rect(ResetButton.x, ResetButton.y + ResetButton.height + 5, ResetButton.width,
                                               ResetButton.height);
            Rect PointRefButton = new Rect(DeleteButton.x, DeleteButton.y + DeleteButton.height + 5, DeleteButton.width,
                                           DeleteButton.height);
            Rect SaveSquadButton = new Rect(DeleteButton.x, PointRefButton.y + DeleteButton.height + 5,
                                            DeleteButton.width, DeleteButton.height);

            //If squad is not selected
            if (Widgets.CustomButtonText(ref SelectionBar, selectedText, Color.gray, Color.white, Color.black))
            {
                //check null
                if (util.squads == null)
                {
                    util.resetSquads();
                }

                List <FloatMenuOption> squads = new List <FloatMenuOption>
                {
                    new FloatMenuOption("Create New Squad", delegate
                    {
                        MilSquadFC newSquad = new MilSquadFC(true)
                        {
                            name = $"New Squad {(util.squads.Count + 1).ToString()}"
                        };
                        selectedText  = newSquad.name;
                        selectedSquad = newSquad;
                        selectedSquad.newSquad();
                        util.squads.Add(newSquad);
                    })
                };

                //Create list of selectable units
                squads.AddRange(util.squads.Select(squad => new FloatMenuOption(squad.name, delegate
                {
                    //Unit is selected
                    selectedText  = squad.name;
                    selectedSquad = squad;
                    selectedSquad.updateEquipmentTotalCost();
                })));
                FloatMenu selection = new Searchable_FloatMenu(squads);
                Find.WindowStack.Add(selection);
            }

            if (Widgets.ButtonText(importButton, "Import Squad"))
            {
                Find.WindowStack.Add(new Dialog_ManageSquadExportsFC(
                                         FactionColoniesMilitary.SavedSquads.ToList()));
            }


            //if squad is selected
            if (selectedSquad != null)
            {
                Text.Anchor = TextAnchor.MiddleLeft;
                Text.Font   = GameFont.Small;

                if (settlementPointReference != null)
                {
                    Widgets.Label(EquipmentTotalCost, "Total Squad Equipment Cost: " +
                                  selectedSquad.equipmentTotalCost +
                                  " / " + FactionColonies
                                  .calculateMilitaryLevelPoints(settlementPointReference
                                                                .settlementMilitaryLevel) +
                                  " (Max Cost)");
                }
                else
                {
                    Widgets.Label(EquipmentTotalCost, "Total Squad Equipment Cost: " +
                                  selectedSquad.equipmentTotalCost +
                                  " / " + "No Reference");
                }

                Text.Font   = GameFont.Tiny;
                Text.Anchor = TextAnchor.UpperCenter;


                Widgets.CheckboxLabeled(isTrader, "is Trader Caravan", ref selectedSquad.isTraderCaravan);
                selectedSquad.setTraderCaravan(selectedSquad.isTraderCaravan);

                //Unit Name
                selectedSquad.name = Widgets.TextField(nameTextField, selectedSquad.name);

                if (Widgets.ButtonText(ResetButton, "Reset to Default"))
                {
                    selectedSquad.newSquad();
                }

                if (Widgets.ButtonText(DeleteButton, "Delete Squad"))
                {
                    selectedSquad.deleteSquad();
                    util.checkMilitaryUtilForErrors();
                    selectedSquad = null;
                    selectedText  = "Select A Squad";

                    //Reset Text anchor and font
                    Text.Font   = fontBefore;
                    Text.Anchor = anchorBefore;
                    return;
                }

                if (Widgets.ButtonText(PointRefButton, "Set Point Ref"))
                {
                    List <FloatMenuOption> settlementList = Find.World.GetComponent <FactionFC>()
                                                            .settlements.Select(settlement => new FloatMenuOption(settlement.name + " - Military Level : " +
                                                                                                                  settlement.settlementMilitaryLevel,
                                                                                                                  delegate
                    {
                        //set points
                        settlementPointReference = settlement;
                    }))
                                                            .ToList();

                    if (!settlementList.Any())
                    {
                        settlementList.Add(new FloatMenuOption("No Valid Settlements", null));
                    }

                    FloatMenu floatMenu = new FloatMenu(settlementList)
                    {
                        vanishIfMouseDistant = true
                    };
                    Find.WindowStack.Add(floatMenu);
                }

                if (Widgets.ButtonText(SaveSquadButton, "Export Squad"))
                {
                    // TODO: Confirm if squad with name already exists
                    FactionColoniesMilitary.SaveSquad(new SavedSquadFC(selectedSquad));
                    Messages.Message("ExportSquad".Translate(), MessageTypeDefOf.TaskCompletion);
                }

                //for (int k = 0; k < 30; k++)
                //{
                //	Widgets.ButtonImage(new Rect(UnitStandBase.x + (k * 15), UnitStandBase.y + ((k % 5) * 70), 50, 20), texLoad.unitCircle);
                //}


                for (int k = 0; k < 30; k++)
                {
                    if (Widgets.ButtonImage(new Rect(UnitStandBase.x + k % 6 * 80,
                                                     UnitStandBase.y + (k - k % 6) / 5 * 70,
                                                     50, 20), TexLoad.unitCircle))
                    {
                        int click = k;
                        //Option to clear unit slot
                        List <FloatMenuOption> units = new List <FloatMenuOption>
                        {
                            new FloatMenuOption("clearUnitSlot".Translate(), delegate
                            {
                                //Log.Message(selectedSquad.units.Count().ToString());
                                //Log.Message(click.ToString());
                                selectedSquad.units[click] = new MilUnitFC(true);
                                selectedSquad.updateEquipmentTotalCost();
                                selectedSquad.ChangeTick();
                            })
                        };

                        //Create list of selectable units
                        units.AddRange(util.units.Select(unit => new FloatMenuOption(unit.name +
                                                                                     " - Cost: " + unit.equipmentTotalCost, delegate
                        {
                            //Unit is selected
                            selectedSquad.units[click] = unit;
                            selectedSquad.updateEquipmentTotalCost();
                            selectedSquad.ChangeTick();
                        })));

                        FloatMenu selection = new Searchable_FloatMenu(units);
                        Find.WindowStack.Add(selection);
                    }

                    if (selectedSquad.units[k].isBlank)
                    {
                        continue;
                    }
                    if (selectedSquad.units.ElementAt(k).animal != null)
                    {
                        Widgets.ButtonImage(
                            new Rect(UnitStandBase.x + 15 + ((k % 6) * 80), UnitStandBase.y - 45 + (k - k % 6) / 5 * 70,
                                     60, 60), selectedSquad.units.ElementAt(k).animal.race.uiIcon);
                    }

                    Widgets.ThingIcon(
                        new Rect(UnitStandBase.x - 5 + ((k % 6) * 80), UnitStandBase.y - 45 + (k - k % 6) / 5 * 70, 60,
                                 60), selectedSquad.units.ElementAt(k).defaultPawn);
                    if (selectedSquad.units.ElementAt(k).defaultPawn.equipment.AllEquipmentListForReading.Count > 0)
                    {
                        Widgets.ThingIcon(
                            new Rect(UnitStandBase.x - 5 + ((k % 6) * 80), UnitStandBase.y - 15 + (k - k % 6) / 5 * 70,
                                     40, 40),
                            selectedSquad.units.ElementAt(k).defaultPawn.equipment.AllEquipmentListForReading[0]);
                    }

                    Widgets.Label(
                        new Rect(UnitStandBase.x - 15 + ((k % 6) * 80), UnitStandBase.y - 65 + (k - k % 6) / 5 * 70, 80,
                                 60), selectedSquad.units.ElementAt(k).name);
                }

                //Reset Text anchor and font
                Text.Font   = fontBefore;
                Text.Anchor = anchorBefore;
            }

            //Reset Text anchor and font
            Text.Font   = fontBefore;
            Text.Anchor = anchorBefore;
        }
 public override void PostClose()
 {
     base.PostClose();
     util.checkMilitaryUtilForErrors();
 }