Exemple #1
0
        public override bool ShouldRemoveMapNow(out bool alsoRemoveWorldObject)
        {
            bool shouldRemove = !Map.mapPawns.AnyPawnBlockingMapRemoval;

            if (shouldRemove)
            {
                EnterCooldownComp cooldownComp = GetComponent <EnterCooldownComp>();
                RealRuinsPOIComp  poiComp      = GetComponent <RealRuinsPOIComp>();
                SetFaction(originalFaction);
                Debug.Log("Setting original faction ({0}), cached mat set to nil", originalFaction);
                cachedMat = null; //reset cached icon to recolor it
                Draw();

                float blueprintCost = 1;
                if (poiComp != null)
                {
                    if (poiComp.poiType == (int)POIType.Ruins)
                    {
                        alsoRemoveWorldObject = true;
                        return(true);
                    }
                    else
                    {
                        blueprintCost = poiComp.approximateSnapshotCost;
                    }
                }

                float mapWealth  = CurrentMapWealth();
                float difference = wealthOnEnter - mapWealth;
                float ratio      = difference / blueprintCost;
                if (cooldownComp != null)
                {
                    cooldownComp.Props.durationDays = Math.Max(4, difference / 2000);
                }

                Debug.Log(Debug.POI, "on enter {0}, now {1}, snapshot: {4}, diff {2}, ratio {3},", wealthOnEnter, mapWealth, difference, ratio, blueprintCost);

                alsoRemoveWorldObject = ratio > 0.5; //at least half worth of initial wealth is destroyed or stolen.
                return(true);
            }
            else
            {
                alsoRemoveWorldObject = false;
            }
            return(false);
        }
Exemple #2
0
        private List <AbstractDefenderForcesGenerator> GeneratorsForBlueprint(Blueprint bp, RealRuinsPOIComp poiComp, Faction faction)
        {
            List <AbstractDefenderForcesGenerator> result = new List <AbstractDefenderForcesGenerator>();

            Debug.Log(Debug.Scatter, "Selecting force generators");
            //override forces for any kind of POI if no faction selected
            if (faction == null || (POIType)poiComp.poiType == POIType.Ruins)
            {
                if (Rand.Chance(0.25f))
                {
                    result.Add(new AnimalInhabitantsForcesGenerator());
                }
                else if (Rand.Chance(0.333f))
                {
                    result.Add(new MechanoidsForcesGenerator(0));
                }
                else if (Rand.Chance(0.5f))
                {
                    result.Add(new CitizenForcesGeneration(1000, Find.FactionManager.RandomEnemyFaction(true, true, false)));
                }
                Debug.Log(Debug.Scatter, "Selected {0} for abandoned or ruins", result.Count);
                return(result);
            }

            switch ((POIType)poiComp.poiType)
            {
            case POIType.MilitaryBaseSmall:
            case POIType.MilitaryBaseLarge:
            case POIType.Stronghold:
            case POIType.Outpost:
                result.Add(new MilitaryForcesGenerator(poiComp.militaryPower));
                break;

            case POIType.Camp:
            case POIType.City:
            case POIType.Factory:
            case POIType.PowerPlant:
            case POIType.Research:
                result.Add(new CitizenForcesGeneration(poiComp.bedsCount));
                if (bp.totalCost > 50000 || bp.totalCost > 10000 && (poiComp.bedsCount < 6))
                {
                    result.Add(new MilitaryForcesGenerator(3));
                }
                break;

            case POIType.Storage:
                if (bp.totalCost > 30000)
                {
                    result.Add(new MilitaryForcesGenerator(2));
                }
                else
                {
                    result.Add(new CitizenForcesGeneration(poiComp.bedsCount));
                }
                break;

            case POIType.Ruins:
            default:
                if (Rand.Chance(0.5f))
                {
                    result.Add(new MechanoidsForcesGenerator(0));
                }
                break;
            }
            Debug.Log(Debug.Scatter, "Selected {0} for POIs", result.Count);
            return(result);
        }
Exemple #3
0
        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);
                }
            }
        }
Exemple #4
0
        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);
        }