Esempio n. 1
0
 public LordJob_Sermon(BuildingAltar altar, bool isMorningPrayer = true)
 {
     this.altar = altar;
     if (this.altar != null)
     {
         this.initialPosition = (WatchBuildingUtility.CalculateWatchCells(altar.def, altar.Position, altar.Rotation, altar.Map)).RandomElement();
     }
     else
     {
         this.initialPosition = IntVec3.Invalid;
     }
     this.isMorningPrayer = isMorningPrayer;
 }
        public override void PostSpawnSetup(bool respawningAfterLoad)
        {
            string debugStr = MyDebug ? parent.LabelShort + " PostSpawnSetup -" : "";

            compFuel  = parent.TryGetComp <CompRefuelable>();
            compPower = parent.TryGetComp <CompPowerTrader>();
            if (parent is Building b)
            {
                building = b;
            }

            RequiresReservationUpdate = AnyTaskRequiresReservationCheck;
            if (RequiresReservationUpdate)
            {
                this.UpdateReservationAndWorker();
                Tools.Warn(debugStr + "updated reservation", MyDebug);
            }

            if (respawningAfterLoad)
            {
                for (PostDrawIndex = 0; PostDrawIndex < Props.postDraw.Count; PostDrawIndex++)
                {
                    if (CurMaterialTracer.Displayed == true && CurPostDrawTask.HasSoundMaterialPool && CurPostDrawTask.soundMaterialPool.HasSustainSound)
                    {
                        CurMaterialTracer.sustainer = CurPostDrawTask.soundMaterialPool.soundSustain.TrySpawnSustainer(new TargetInfo(parent.Position, parent.Map));
                    }
                }

                return;
            }

            if (HasWatchArea)
            {
                WatchCells = WatchBuildingUtility.CalculateWatchCells(parent.def, parent.Position, parent.Rotation, parent.Map).ToList();
                Tools.Warn(debugStr + "updated WatchCells " + (HasWatchCells ? WatchCells.Count().ToString() : ""), MyDebug);
            }

            for (PostDrawIndex = 0; PostDrawIndex < Props.postDraw.Count; PostDrawIndex++)
            {
                //MaterialIndexList.Add(0);
                MaterialIndexList.Add(new Tracer(0, false));
            }
            Tools.Warn("MaterialIndexList size:" + MaterialIndexList.Count(), MyDebug);

            if (AnyTaskWithStuffMaterial && IsMadeOfStuff)
            {
                Tools.Warn(parent.Label + " is made of " + parent.Stuff, MyDebug);
                SetStuffMaterialIndexes();
            }
        }
Esempio n. 3
0
        protected override Job TryGivePlayJob(Pawn pawn, Thing thing)
        {
            CompPowerTrader compPowerTrader = (CompPowerTrader)thing.TryGetComp <CompPowerTrader>();

            if (compPowerTrader != null)
            {
                if (compPowerTrader.PowerNet.CurrentStoredEnergy() <= 0 || thing.IsBrokenDown() || !FlickUtility.WantsToBeOn(thing))
                {
                    return(null);
                }
            }

            Room room = pawn.GetRoom(RegionType.Set_Passable);

            if (room != null)
            {
                List <Building_Bed> containedBeds = room.ContainedBeds.ToList();
                for (int i = 0; i < containedBeds.Count(); i++)
                {
                    Building_Bed bed = containedBeds[i];
                    if (bed.owners != null)
                    {
                        for (int j = 0; j < bed.owners.Count(); j++)
                        {
                            Pawn bedOwner = bed.owners[j];
                            if (bedOwner.CurrentBed() == bed)
                            {
                                return(null);
                            }
                        }
                    }
                }
            }

            List <IntVec3> thingWatchCells = WatchBuildingUtility.CalculateWatchCells(thing.def, thing.Position, thing.Rotation, thing.Map).ToList();

            for (int i = 0; i < thingWatchCells.Count(); i++)
            {
                int     cellRand = Rand.RangeInclusive(0, thingWatchCells.Count());
                IntVec3 cell     = thingWatchCells[cellRand];
                if (cell.Standable(pawn.Map))
                {
                    //Log.Message(pawn + " watch cell = " + cellRand + " of " + thingWatchCells.Count());
                    return(new Job(def.jobDef, thing, cell));
                }
            }

            return(null);
        }
Esempio n. 4
0
        public override void DrawGhost(ThingDef def, IntVec3 center, Rot4 rot, Color ghostCol, Thing thing = null)
        {
            Map ourMap = Find.CurrentMap;

            GenDraw.DrawFieldEdges(WatchBuildingUtility.CalculateWatchCells(def, center, rot, ourMap).ToList <IntVec3>());
        }
Esempio n. 5
0
        void BuildScanList()
        {
            // Default to interaction cell only, is also means that a pawn must
            // be using the building so star-gazers aren't turning the stove on.
            onIfOn = false;

            // Power cyclers don't need to scan anything
            if (IdleProps.operationalMode == LowIdleDrawMode.Cycle)
            {
                // Set default scan tick intervals
                {
                    IdleProps.cycleLowTicks = 1000;
                }

                if (IdleProps.cycleHighTicks < 0)
                {
                    IdleProps.cycleHighTicks = 500;
                }

                return;
            }
            else if (IdleProps.operationalMode == LowIdleDrawMode.Factory)
            {
                // Set default scan tick intervals
                if (IdleProps.cycleLowTicks < 0)
                {
                    IdleProps.cycleLowTicks = 30;
                }

                if (IdleProps.cycleHighTicks < 0)
                {
                    IdleProps.cycleHighTicks = 100;
                }

                return;
            }

            // If it's not a facility...
            if (CompFacility == null)
            {
                // List of cells to check
                scanPosition = new List <IntVec3>();

                // Get the map positions to monitor
                if (parent.def.hasInteractionCell)
                {
                    // Force-add interaction cell
                    scanPosition.Add(parent.InteractionCell);

                    if (IdleProps.operationalMode == LowIdleDrawMode.WhenNear)
                    {
                        // And the adjacent cells too
                        foreach (IntVec3 curPos in GenAdj.CellsAdjacent8Way(parent.InteractionCell))
                        {
                            AddScanPositionIfAllowed(curPos);
                        }
                        onIfOn = true;
                    }
                }
                else
                {
                    // Pawn standing on building means we need the buildings occupancy
                    onIfOn = true;

                    if (parent.def.passability == Traversability.Standable)
                    {
                        // Add building cells if it's standable
                        foreach (IntVec3 curPos in GenAdj.CellsOccupiedBy(parent))
                        {
                            AddScanPositionIfAllowed(curPos);
                        }
                    }

                    if (IdleProps.operationalMode == LowIdleDrawMode.WhenNear)
                    {
                        // And the adjacent cells too???
                        foreach (var curPos in GenAdj.CellsAdjacent8Way(parent))
                        {
                            AddScanPositionIfAllowed(curPos);
                        }
                    }
                    if (IdleProps.operationalMode == LowIdleDrawMode.GroupUse)
                    {
                        // Group use adds cells "in front" of it
                        // Only really used by TVs
                        // WatchBuildingUtility already filters invalid cells for us
                        var cells = WatchBuildingUtility.CalculateWatchCells(parent.def, parent.Position, parent.Rotation);
                        foreach (var curPos in cells)
                        {
                            scanPosition.Add(curPos);
                        }
                    }
                }
            }

            // Set default scan tick intervals
            if (IdleProps.cycleLowTicks < 0)
            {
                IdleProps.cycleLowTicks = 30;
            }

            if (IdleProps.cycleHighTicks < 0)
            {
                if ((parent as Building_Door) != null)
                {
                    // Doors can be computed
                    IdleProps.cycleHighTicks = ((Building_Door)parent).TicksToOpenNow * 3;
                }
                else
                {
                    // Give work tables more time so pawns have time to fetch ingredients
                    IdleProps.cycleHighTicks = 500;
                }
            }
        }
Esempio n. 6
0
 public override void DrawGhost(ThingDef def, IntVec3 center, Rot4 rot)
 {
     GenDraw.DrawFieldEdges(WatchBuildingUtility.CalculateWatchCells(def, center, rot, base.Map).ToList <IntVec3>());
 }
        bool SetParameters()
        {
            string DebugStr = PawnLabel + " " + MyName + " SetParameters";

            Tools.Warn(DebugStr + " - Entering", MyDebug);

            if (pawn.CurJob == null)
            {
                Tools.Warn(DebugStr + " - no job for pawn", MyDebug);
                return(false);
            }
            else
            {
                Tools.Warn(
                    DebugStr +
                    " - pawn job: " + pawn.CurJobDef +
                    " - GetType(): " + GetType()
                    , MyDebug
                    );
            }

            IEnumerable <GameSettingsDef> myGSDList =
                DefDatabase <GameSettingsDef> .AllDefs
                .Where(gsd =>
                       gsd.gameSettingsList.Any(gs => gs.driverClass == GetType() && pawn.CurJobDef == gs.jobDef)
                       );

            if (myGSDList.EnumerableNullOrEmpty())
            {
                Tools.Warn(DebugStr + " - 00 no GameProjectileDef found", MyDebug);
                return(false);
            }
            else
            {
                Tools.Warn(DebugStr + " - found " + myGSDList.EnumerableCount() + " GSD", MyDebug);
            }

            foreach (GameSettingsDef curGSD in myGSDList)
            {
                IEnumerable <GameSettings> myGPDItem = curGSD.gameSettingsList;
                foreach (GameSettings curGS in myGPDItem)
                {
                    if ((curGS.driverClass == GetType()) && (pawn.CurJobDef == curGS.jobDef))
                    {
                        gameSettings = curGS;
                        Tools.Warn(DebugStr + " - found JobDef" + curGS.jobDef, MyDebug);
                        break;
                    }
                    Tools.Warn(DebugStr +
                               " - GetType():" + GetType() +
                               " curGP.driverClass: " + curGS.driverClass +
                               " curGP.jobDef: " + curGS.jobDef +
                               "  pawn.CurJobDef: " + pawn.CurJobDef
                               , MyDebug
                               );
                }
            }

            if (!HasGameSettings)
            {
                Tools.Warn(DebugStr + " - 01 no HasGameSettings item found", MyDebug);
                return(false);
            }

            bool Didit = this.RetrieveProjectileParam();

            Tools.Warn(
                DebugStr +
                " - 02 RetrieveProjectileParam:" + Didit +
                " - HasPickedMoteOption: " + HasPickedMoteOption +
                " - HasPickedShadowMoteOption: " + HasPickedShadowMoteOption
                , MyDebug);

            WatchCells = WatchBuildingUtility.CalculateWatchCells(JoyBuilding.def, PetanqueSpotCell, JoyBuilding.Rotation, Map);

            return(Didit);
        }