Esempio n. 1
0
        public override void Decorate(Stencil s)
        {
            s.Bound(s.RandInclusive(s.MinX, s.MinX / 2) - 1, s.RandInclusive(s.MinZ, s.MinZ / 2) - 1, s.RandInclusive(s.MaxX / 2, s.MaxX) + 1, s.RandInclusive(s.MaxZ / 2, s.MaxZ) + 1)
            .FillTerrain(GenCity.RandomFloor(s.map, true));

            var def   = options.RandomElement();
            var thing = s.Spawn(def, GenCity.RandomStuff(def, s.map));

            if (chairDensity > 0)
            {
                var chairDef   = chairOptions.RandomElement();
                var chairStuff = GenCity.RandomStuff(chairDef, s.map);
                var sThing     = s.BoundTo(thing.OccupiedRect());
                for (var dir = 0; dir < 4; dir++)
                {
                    var sDir = sThing.Rotate(dir);
                    for (var x = sDir.MinX; x <= sDir.MaxX; x++)
                    {
                        if (s.Chance(chairDensity))
                        {
                            SpawnChair(sDir.Move(x, sDir.MinZ - 1), chairDef, chairStuff);
                        }
                    }
                }
            }
            else if (thing.def.hasInteractionCell && chairOptions.Count > 0)
            {
                var chairDef   = chairOptions.RandomElement();
                var chairStuff = GenCity.RandomStuff(chairDef, s.map);
                SpawnChair(s.MoveTo(thing.InteractionCell), chairDef, chairStuff);
            }
        }
Esempio n. 2
0
        protected override void ScatterAt(IntVec3 pos, Map map, GenStepParams parms, int count)
        {
            var s = new Stencil(map);

            s = s.BoundTo(CellRect.FromLimits(pos, s.bounds.RandomCell));
            var stuff = GenCity.RandomWallStuff(map);

            for (var dir = 0; dir < 4; dir++)
            {
                var sDir = s.Rotate(dir);
                sDir.Fill(sDir.MinX, sDir.MaxZ, sDir.MaxX, sDir.MaxZ, ThingDefOf.Wall, stuff, IsValidTile);
            }
        }