public static Blueprint LoadWholeBlueprintAtPath(string path) { BlueprintLoader loader = new BlueprintLoader(path); try { loader.LoadBlueprint(); return(loader.blueprint); } catch (Exception) { return(null); } }
public static Blueprint LoadRandomBlueprintPartAtPath(string path, IntVec3 size) { BlueprintLoader loader = new BlueprintLoader(path); try { loader.LoadBlueprint(); loader.CutRandomRectOfSize(size); return(loader.blueprint); } catch (Exception) { return(null); } }
public static Blueprint FindRandomBlueprintWithParameters(out string filename, int minArea = 100, float minDensity = 0.01f, int minCost = 0, int maxAttemptsCount = 5, bool removeNonQualified = false) { Blueprint bp = null; filename = null; int attemptCount = 0; while (attemptCount < maxAttemptsCount) { attemptCount++; filename = SnapshotStoreManager.Instance.RandomSnapshotFilename(); bp = BlueprintLoader.LoadWholeBlueprintAtPath(filename); if (bp == null) { Debug.Error(Debug.Store, "Corrupted XML at path {0}, removing", filename); SnapshotStoreManager.Instance.RemoveBlueprintWithName(filename); continue; } bp.UpdateBlueprintStats(includeCost: true); //Debug.Message("size: {0}x{1} (needed {2}). density {3} (needed {4}). cost {5} (needed {6})", bp.width, bp.height, minArea, bp.itemsDensity, minDensity, bp.totalCost, minCost); if (bp.height * bp.width > minArea && bp.itemsDensity > minDensity && bp.totalCost >= minCost) { //Debug.Message("Qualified, using."); return(bp); } else if (removeNonQualified) { Debug.Warning(Debug.Store, "Non-qualified XML at path {0}, removing", filename); SnapshotStoreManager.Instance.RemoveBlueprintWithName(filename); } } filename = null; return(null); }
//ResolveParams's GetCustom/SetCustom is broken now, and it is a sealed (WHY??!) struct (WHY??!?!?) so I neither can fix it, nor make a dirty hack. //Seems like I have to abandon this approach and make direct calls. static public void Scatter(ResolveParams rp, ScatterOptions options, CoverageMap coverage, List <AbstractDefenderForcesGenerator> generators) { Debug.Log(Debug.Scatter, "Running stand-alone scatterer"); if (options == null) { Debug.Warning(Debug.Scatter, "Scatter options are null, aborting"); return; } DateTime start = DateTime.UtcNow; Debug.Log(Debug.Scatter, "[0 s]: Loading blueprint of size {0} - {1} to deploy at {2}, {3}", options.minRadius, options.maxRadius, rp.rect.minX, rp.rect.minZ); Blueprint bp = null; Map map = BaseGen.globalSettings.map; //probably should split scattering options into several distinct objects string filename = options.blueprintFileName; if (string.IsNullOrEmpty(filename) || !BlueprintLoader.CanLoadBlueprintAtPath(filename)) { bp = BlueprintFinder.FindRandomBlueprintWithParameters(out filename, options.minimumAreaRequired, options.minimumDensityRequired, 15, removeNonQualified: options.deleteLowQuality); if (string.IsNullOrEmpty(filename)) { //still null = no suitable blueprints, fail. Debug.Warning(Debug.Scatter, "Blueprint name was null and could not find another suitable blueprint, skipping"); return; } } if (!options.shouldLoadPartOnly) //should not cut => load whole { if (bp == null) //if not loaded yet { bp = BlueprintLoader.LoadWholeBlueprintAtPath(filename); } } else { int radius = Rand.Range(options.minRadius, options.maxRadius); if (bp == null) { bp = BlueprintLoader.LoadWholeBlueprintAtPath(filename).RandomPartCenteredAtRoom(new IntVec3(radius, 0, radius)); } else { bp = bp.RandomPartCenteredAtRoom(new IntVec3(radius, 0, radius)); } } if (bp == null) { Debug.Warning(Debug.Scatter, "Blueprint is still null after attempting to load any qualifying, returning"); return; } Debug.Extra(Debug.Scatter, "Blueprint loaded, cutting and searching for rooms"); bp.CutIfExceedsBounds(map.Size); // Here we have our blueprint loaded and ready to action. Doing stuff: BlueprintPreprocessor.ProcessBlueprint(bp, options); //Preprocess: remove missing and unnecessary items according to options bp.FindRooms(); //Traverse blueprint and construct rooms map options.roomMap = bp.wallMap; //Debug.PrintIntMap(bp.wallMap, delta: 1); Debug.Extra(Debug.Scatter, "Rooms traversed, initializing transfer utility"); BlueprintTransferUtility btu = new BlueprintTransferUtility(bp, map, rp, options); //prepare blueprint transferrer Debug.Extra(Debug.Scatter, "Initialized, removing incompatible items..."); btu?.RemoveIncompatibleItems(); //remove incompatible items Debug.Extra(Debug.Scatter, "Recalculating stats..."); bp.UpdateBlueprintStats(true); //Update total cost, items count, etc Debug.Extra(Debug.Scatter, "Deteriorating..."); DeteriorationProcessor.Process(bp, options); //create deterioration maps and do deterioration Debug.Extra(Debug.Scatter, "Scavenging..."); ScavengingProcessor sp = new ScavengingProcessor(); sp.RaidAndScavenge(bp, options); //scavenge remaining items according to scavenge options Debug.Extra(Debug.Scatter, "[{0} s] Prepared, about to start transferring.", DateTime.UtcNow.Subtract(start).TotalSeconds); try { btu.Transfer(coverage); //transfer blueprint Debug.Extra(Debug.Scatter, "[{0} s] Transferred.", DateTime.UtcNow.Subtract(start).TotalSeconds); } catch (Exception e) { Debug.Error(Debug.BlueprintTransfer, "Failed to transfer blueprint due to {0}", e); } if (generators != null) { foreach (AbstractDefenderForcesGenerator generator in generators) { try { generator.GenerateForces(map, rp, options); } catch (Exception e) { Debug.Error(Debug.BlueprintTransfer, "Failed to generate forces: {0}", e); } } } Debug.Log(Debug.Scatter, "[{0} s] Generated forces.", DateTime.UtcNow.Subtract(start).TotalSeconds); if (options.shouldAddFilth) { try { btu.AddFilthAndRubble(); //add filth and rubble } catch (Exception e) { Debug.Warning(Debug.BlueprintTransfer, "Failed to add filth and rubble: {0}", e); } } Debug.Extra(Debug.Scatter, "[{0} s] Spiced up with rubble. Completed.", DateTime.UtcNow.Subtract(start).TotalSeconds); Debug.Log(Debug.Scatter, "Chunk scattering finished, moving"); }
public override void Generate(Map map, GenStepParams parms) { Find.TickManager.Pause(); //Debug.Message("Overridden LARGE generate"); RealRuinsPOIComp poiComp = map.Parent.GetComponent <RealRuinsPOIComp>(); string filename = SnapshotStoreManager.Instance.SnapshotNameFor(poiComp.blueprintName, poiComp.gameName); Debug.Log("Spawning POI: Preselected file name is {0}", filename); Debug.Log("Location is {0} {1}", poiComp.originX, poiComp.originZ); currentOptions = RealRuins_ModSettings.defaultScatterOptions.Copy(); //store as instance variable to keep accessible on subsequent ScatterAt calls currentOptions.minRadius = 400; currentOptions.maxRadius = 400; currentOptions.scavengingMultiplier = 0.0f; currentOptions.deteriorationMultiplier = 0.0f; currentOptions.hostileChance = 0.0f; currentOptions.blueprintFileName = filename; currentOptions.costCap = -1; currentOptions.startingPartyPoints = -1; currentOptions.minimumCostRequired = 0; currentOptions.minimumDensityRequired = 0.0f; currentOptions.minimumAreaRequired = 0; currentOptions.deleteLowQuality = false; currentOptions.shouldKeepDefencesAndPower = true; currentOptions.shouldLoadPartOnly = false; currentOptions.shouldAddRaidTriggers = false; currentOptions.claimableBlocks = false; if (poiComp.poiType == (int)POIType.Ruins || map.ParentFaction == null) { /*if (Rand.Chance(0.1f)) { * currentOptions.wallsDoorsOnly = true; * } else { * currentOptions.deteriorationMultiplier = Math.Abs(Rand.Gaussian(0, 0.15f)); * }*/ currentOptions.shouldAddFilth = true; currentOptions.forceFullHitPoints = false; currentOptions.enableDeterioration = true; currentOptions.overwritesEverything = false; currentOptions.costCap = (int)Math.Abs(Rand.Gaussian(0, 10000)); currentOptions.itemCostLimit = Rand.Range(50, 300); } else { currentOptions.shouldAddFilth = false; currentOptions.forceFullHitPoints = true; currentOptions.enableDeterioration = false; currentOptions.overwritesEverything = true; } currentOptions.overridePosition = new IntVec3(poiComp.originX, 0, poiComp.originZ); currentOptions.centerIfExceedsBounds = true; var bp = BlueprintLoader.LoadWholeBlueprintAtPath(filename); //FOR DEBUG LOGGING //var a = new BlueprintAnalyzer(bp, currentOptions); //a.Analyze(); Debug.Log(Debug.BlueprintTransfer, "Trying to place POI map at tile {0}, at {1},{2} to {3},{4} ({5}x{6})", map.Parent.Tile, poiComp.originX, poiComp.originZ, poiComp.originX + bp.width, poiComp.originZ + bp.height, bp.width, bp.height); var generators = GeneratorsForBlueprint(bp, poiComp, map.Parent.Faction); ResolveParams resolveParams = default(ResolveParams); BaseGen.globalSettings.map = map; resolveParams.faction = map.ParentFaction; resolveParams.rect = new CellRect(currentOptions.overridePosition.x, currentOptions.overridePosition.z, map.Size.x - currentOptions.overridePosition.x, map.Size.z - currentOptions.overridePosition.z); BaseGen.globalSettings.mainRect = resolveParams.rect; float uncoveredCost = currentOptions.uncoveredCost; if (resolveParams.faction != null) { //Debug.Log("Mannable count: {0}", poiComp.mannableCount); ManTurrets((int)(poiComp.mannableCount * 1.25f + 1), resolveParams, map); } RuinsScatterer.Scatter(resolveParams, currentOptions, null, generators); //ok, but why LIFO? Queue looks more suitable for map generation. //Looks like it was done for nested symbols resolving, but looks strange anyway. BaseGen.symbolStack.Push("chargeBatteries", resolveParams); BaseGen.symbolStack.Push("ensureCanHoldRoof", resolveParams); BaseGen.symbolStack.Push("refuel", resolveParams); BaseGen.Generate(); if (generators != null) { foreach (AbstractDefenderForcesGenerator generator in generators) { generator.GenerateStartingParty(map, resolveParams, currentOptions); } } }
public static bool CreatePOI(PlanetTileInfo tileInfo, string gameName, bool biomeStrict, bool costStrict, bool itemsStrict) { if (tileInfo.tile >= Find.WorldGrid.TilesCount) { return(false); } if (!TileFinder.IsValidTileForNewSettlement(tileInfo.tile)) { return(false); } if (biomeStrict && tileInfo.biomeName != Find.WorldGrid.tiles[tileInfo.tile].biome.defName) { Debug.Warning(Debug.POI, "Skipped blueprint due to wrong biome"); return(false); } string filename = SnapshotStoreManager.Instance.SnapshotNameFor(tileInfo.mapId, gameName); Blueprint bp = BlueprintLoader.LoadWholeBlueprintAtPath(filename); if (bp == null) { return(false); } if (tileInfo.originX + bp.width > Find.World.info.initialMapSize.x || tileInfo.originZ + bp.height > Find.World.info.initialMapSize.z) { Debug.Warning(Debug.POI, "Skipped because of exceeding size ({{0} + {1} > {2} && {3} + {4} > {5})", tileInfo.originX, bp.width, Find.World.info.initialMapSize.x, tileInfo.originZ, bp.height, Find.World.info.initialMapSize.z); return(false); } BlueprintAnalyzer ba = new BlueprintAnalyzer(bp); ba.Analyze(); if (costStrict && (ba.result.totalItemsCost < 1000)) { Debug.Warning(Debug.POI, "Skipped blueprint due to low total cost or tiles count"); return(false); } if (ba.result.occupiedTilesCount < 50 || ba.result.totalArea < 200) { Debug.Warning(Debug.POI, "Skipped blueprint due to low area ({0}) and/or items count {1}", ba.result.totalArea, ba.result.occupiedTilesCount); return(false); } var poiType = ba.determinedType; Faction faction = null; if (Rand.Chance(ba.chanceOfHavingFaction())) { Find.FactionManager.TryGetRandomNonColonyHumanlikeFaction(out faction, false, false, minTechLevel: MinTechLevelForPOIType(poiType)); } RealRuinsPOIWorldObject site = TryCreateWorldObject(tileInfo.tile, faction); if (site == null) { return(false); } RealRuinsPOIComp comp = site.GetComponent <RealRuinsPOIComp>(); if (comp == null) { Debug.Error(Debug.BlueprintTransfer, "POI Component is null!"); } else { comp.blueprintName = tileInfo.mapId; comp.gameName = gameName; comp.originX = tileInfo.originX; comp.originZ = tileInfo.originZ; comp.poiType = (int)poiType; comp.militaryPower = ba.militaryPower; comp.mannableCount = ba.mannableCount; comp.approximateSnapshotCost = ba.result.totalItemsCost; comp.bedsCount = ba.result.bedsCount; } return(true); }
public override void Resolve(ResolveParams rp) { ScatterOptions options = rp.GetCustom <ScatterOptions>(Constants.ScatterOptions); if (options == null) { return; } //Debug.Message("Loading blueprint of size {0} - {1} to deploy at {2}, {3}", options.minRadius, options.maxRadius, rp.rect.minX, rp.rect.minZ); Blueprint bp = null; Map map = BaseGen.globalSettings.map; //probably should split scattering options into several distinct objects string filename = options.blueprintFileName; if (string.IsNullOrEmpty(filename)) { bp = BlueprintFinder.FindRandomBlueprintWithParameters(out filename, options.minimumAreaRequired, options.minimumDensityRequired, 15, removeNonQualified: true); if (string.IsNullOrEmpty(filename)) { //still null = no suitable blueprints, fail. return; } } if (!options.shouldLoadPartOnly) //should not cut => load whole { if (bp == null) //if not loaded yet { bp = BlueprintLoader.LoadWholeBlueprintAtPath(filename); } } else { int radius = Rand.Range(options.minRadius, options.maxRadius); if (bp == null) { bp = BlueprintLoader.LoadWholeBlueprintAtPath(filename).RandomPartCenteredAtRoom(new IntVec3(radius, 0, radius)); } else { bp = bp.RandomPartCenteredAtRoom(new IntVec3(radius, 0, radius)); } } if (bp == null) { Debug.Warning(Debug.Scatter, "Blueprint is still null after attempting to load any qualifying, returning"); return; } bp.CutIfExceedsBounds(map.Size); // Here we have our blueprint loaded and ready to action. Doing stuff: BlueprintPreprocessor.ProcessBlueprint(bp, options); //Preprocess: remove missing and unnecessary items according to options bp.FindRooms(); //Traverse blueprint and construct rooms map options.roomMap = bp.wallMap; //Debug.PrintIntMap(bp.wallMap, delta: 1); BlueprintTransferUtility btu = new BlueprintTransferUtility(bp, map, rp); //prepare blueprint transferrer btu.RemoveIncompatibleItems(); //remove incompatible items bp.UpdateBlueprintStats(true); //Update total cost, items count, etc DeteriorationProcessor.Process(bp, options); //create deterioration maps and do deterioration ScavengingProcessor sp = new ScavengingProcessor(); sp.RaidAndScavenge(bp, options); //scavenge remaining items according to scavenge options btu.Transfer(); //transfer blueprint List <AbstractDefenderForcesGenerator> generators = rp.GetCustom <List <AbstractDefenderForcesGenerator> >(Constants.ForcesGenerators); if (generators != null) { foreach (AbstractDefenderForcesGenerator generator in generators) { generator.GenerateForces(map, rp); } } if (options.shouldAddFilth) { btu.AddFilthAndRubble(); //add filth and rubble //rp.GetCustom<CoverageMap>(Constants.CoverageMap).DebugPrint(); } }