Exemple #1
0
        public static Pawn FindMeatyPrey(Pawn pawn, TraverseParms traverseParams)
        {
            ThingRequest      thingRequest = ThingRequest.ForGroup(ThingRequestGroup.Pawn);
            Predicate <Thing> predicate    = delegate(Thing p)
            {
                Pawn prey = p as Pawn;
                return(JobGiver_Segmentation.isPossiblePrey(prey, pawn));
            };

            return(GenClosest.ClosestThingReachable(pawn.Position, pawn.Map, thingRequest, PathEndMode.Touch, traverseParams, 100f, predicate, null, -1) as Pawn);
        }
Exemple #2
0
        protected override Job TryGiveJob(Pawn pawn)
        {
            IntVec3 position = pawn.Position;
            bool    flag     = !pawn.Map.fogGrid.IsFogged(position);
            bool    flag2    = flag;
            Job     result;

            if (flag2)
            {
                TraverseParms traverseParams = TraverseParms.For(pawn, Danger.Deadly, TraverseMode.ByPawn, true);
                JobDef        named          = DefDatabase <JobDef> .GetNamed("MO_Segmentation", true);

                bool flag3 = pawn.jobs.curJob == null || (pawn.jobs.curJob.def != named && pawn.jobs.curJob.checkOverrideOnExpire);
                bool flag4 = flag3;
                if (flag4)
                {
                    Corpse corpse = JobGiver_Segmentation.FindMeatyCorpse(pawn, traverseParams);
                    bool   flag5  = corpse != null;
                    bool   flag6  = flag5;
                    if (flag6)
                    {
                        bool humanlike = corpse.InnerPawn.def.race.Humanlike;
                        bool flag7     = humanlike;
                        if (flag7)
                        {
                            return(new Job(named, corpse));
                        }
                    }
                }
                result = null;
            }
            else
            {
                result = null;
            }
            return(result);
        }
Exemple #3
0
 private static bool isPossiblePrey(Pawn prey, Pawn hunter)
 {
     return(hunter != prey && JobGiver_Segmentation.isNearby(hunter, prey));
 }