private static float GetMissingPercentage(Pawn pawn)
        {
            var friends         = pawn.GetFriendsInColony();
            var friendsRequired = GuestUtility.FriendsRequired(pawn.MapHeld) + pawn.GetEnemiesInColony();

            if (friendsRequired <= 0 || friends >= friendsRequired)
            {
                return(0);
            }
            return(1 - 1f * friends / friendsRequired);
        }
Exemple #2
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        private void FillTabGuest(Rect rect)
        {
            //ConceptDatabase.KnowledgeDemonstrated(ConceptDefOf.PrisonerTab, KnowledgeAmount.GuiFrame);

            var   friends          = SelPawn.GetFriendsInColony();
            var   friendsRequired  = GuestUtility.FriendsRequired(SelPawn.MapHeld) + SelPawn.GetEnemiesInColony();
            float friendPercentage = 100f * friends / friendsRequired;

            {
                var mayBuy     = SelPawn.MayBuy();
                var tryImprove = SelPawn.ImproveRelationship();
                var tryRecruit = SelPawn.TryRecruit();

                listingStandard.ColumnWidth = size.x - 20;

                var comp = SelPawn.GetComp <CompGuest>();
                if (comp != null)
                {
                    listingStandard.Gap();

                    DoAreaRestriction(listingStandard, comp);

                    CheckboxLabeled(listingStandard, "MayBuy".Translate(), ref mayBuy);
                    CheckboxLabeled(listingStandard, "ImproveRelationship".Translate(), ref tryImprove);

                    CheckboxLabeled(listingStandard, "ShouldTryToRecruit".Translate(), ref tryRecruit);

                    comp.mayBuy  = mayBuy;
                    comp.chat    = tryImprove;
                    comp.recruit = tryRecruit;

                    listingStandard.Gap(50);

                    DrawSetDefaultButton(rect);
                    DrawSendHomeButton(rect);
                }

                if (SelPawn.Faction != null)
                {
                    listingStandard.Label(txtRecruitmentPenalty + ": " + SelPawn.RecruitPenalty().ToString("##0"));
                    listingStandard.Label(txtFactionGoodwill + ": " + SelPawn.Faction.PlayerGoodwill.ToString("##0"));
                }
                listingStandard.Gap();

                listingStandard.Label(string.Format("{0}:", "FriendsRequirement".Translate(friends, friendsRequired)));

                listingStandard.Slider(Mathf.Clamp(friendPercentage, 0, 100), 0, 100);
                if (friendPercentage <= 99)
                {
                    var color = GUI.color;
                    GUI.color = Color.red;
                    listingStandard.Label("NotEnoughFriends".Translate(SelPawn.GetMinRecruitOpinion()).AdjustedFor(SelPawn));
                    GUI.color = color;
                }
                else
                {
                    listingStandard.Label("CanNowBeRecruited".Translate().AdjustedFor(SelPawn));
                }


                // Will only have squadBrain while "checked in", becomes null again when guests leave
                var squadBrain = SelPawn.GetLord();
                if (squadBrain != null)
                {
                    var lordToil = squadBrain.CurLordToil as LordToil_VisitPoint;
                    if (lordToil != null && SelPawn.Faction != null)
                    {
                        listingStandard.Label(txtHospitality + ":");
                        listingStandard.Slider(lordToil.GetVisitScore(SelPawn), 0f, 1f);
                    }
                }
            }
        }