private static void GenerateAvoidGridInternal(ByteGrid grid, Faction faction, Map map, AvoidGridMode mode) { List <Building> allBuildingsColonist = map.listerBuildings.allBuildingsColonist; if (mode == AvoidGridMode.Smart) { for (int i = 0; i < allBuildingsColonist.Count; i++) { if (Rand.Chance(0.5f) && allBuildingsColonist[i].def.building.isTrap) { AvoidGridMaker.PrintAvoidGridAroundTrapLoc(allBuildingsColonist[i], grid); } if (allBuildingsColonist[i].def.building.ai_combatDangerous) { Building_TurretGun building_TurretGun = allBuildingsColonist[i] as Building_TurretGun; if (building_TurretGun != null) { AvoidGridMaker.PrintAvoidGridAroundTurret(building_TurretGun, grid); } } } } AvoidGridMaker.ExpandAvoidGridIntoEdifices(grid, map); }
private static void GenerateAvoidGridInternal(ByteGrid grid, Faction faction, Map map, AvoidGridMode mode) { List <TrapMemory> list = faction.TacticalMemory.TrapMemories(); for (int i = 0; i < list.Count; i++) { if (list[i].map == map) { AvoidGridMaker.PrintAvoidGridAroundTrapLoc(list[i], grid); } } if (mode == AvoidGridMode.Smart) { List <Building> allBuildingsColonist = map.listerBuildings.allBuildingsColonist; for (int j = 0; j < allBuildingsColonist.Count; j++) { if (allBuildingsColonist[j].def.building.ai_combatDangerous) { Building_TurretGun building_TurretGun = allBuildingsColonist[j] as Building_TurretGun; if (building_TurretGun != null) { AvoidGridMaker.PrintAvoidGridAroundTurret(building_TurretGun, grid); } } } } AvoidGridMaker.ExpandAvoidGridIntoEdifices(grid, map); }