Exemple #1
0
        // make zombies die if necessary ============================================================
        //
        public static bool ShouldDie(this JobDriver_Stumble driver, Zombie zombie)
        {
            if (zombie.Dead || zombie.Spawned == false)
            {
                driver.EndJobWith(JobCondition.InterruptForced);
                return(true);
            }

            if (zombie.state == ZombieState.ShouldDie)
            {
                driver.EndJobWith(JobCondition.InterruptForced);
                zombie.Kill(null);
                return(true);
            }

            if (zombie.IsSuicideBomber)
            {
                if (zombie.bombWillGoOff && zombie.EveryNTick(NthTick.Every10))
                {
                    zombie.bombTickingInterval -= 2f;
                }
                if (zombie.bombTickingInterval <= 0f)
                {
                    zombie.Kill(null);
                    return(true);
                }
            }

            if (zombie.EveryNTick(NthTick.Every10))
            {
                if (ZombieSettings.Values.zombiesDieVeryEasily)
                {
                    if (zombie.hasTankySuit <= 0f && zombie.health.hediffSet.GetHediffs <Hediff_Injury>().Any())
                    {
                        zombie.Kill(null);
                        return(true);
                    }
                }
                else
                {
                    var hediffs = zombie.health.hediffSet.hediffs
                                  .Where(hediff => hediff.def == HediffDefOf.WoundInfection)
                                  .ToArray();
                    foreach (var hediff in hediffs)
                    {
                        zombie.health.RemoveHediff(hediff);
                    }
                }
            }

            return(false);
        }
Exemple #2
0
        // handle downed zombies ====================================================================
        //
        public static bool Downed(Zombie zombie)
        {
            if (zombie.IsDowned() == false)
            {
                return(false);
            }

            if (ZombieSettings.Values.zombiesDieVeryEasily || zombie.IsSuicideBomber || ZombieSettings.Values.doubleTapRequired == false)
            {
                zombie.Kill(null);
                return(true);
            }

            var walkCapacity = PawnCapacityUtility.CalculateCapacityLevel(zombie.health.hediffSet, PawnCapacityDefOf.Moving);
            var missingBrain = zombie.health.hediffSet.GetBrain() == null;

            if (walkCapacity < 0.25f || missingBrain)
            {
                zombie.Kill(null);
                return(true);
            }

            if (++zombie.healCounter >= Constants.ZOMBIE_HEALING_TICKS)
            {
                zombie.healCounter = 0;

                var injuries = zombie.health.hediffSet.GetHediffs <Hediff_Injury>();
                foreach (var injury in injuries)
                {
                    if (ZombieSettings.Values.zombiesDieVeryEasily)
                    {
                        zombie.Kill(null);
                        return(true);
                    }

                    if (Tools.IsCombatExtendedInstalled())
                    {
                        injury.Heal(combatExtendedHealAmount);
                    }
                    else
                    {
                        injury.Heal(injury.Severity + 0.5f);
                    }

                    break;
                }
            }

            return(false);
        }