Esempio n. 1
0
        /// <summary>
        /// Generates a loadout from available ThingDefs with respect to inventory constraints and deposits items straight into inventory
        /// </summary>
        /// <param name="inventory">Inventory comp to fill</param>
        public virtual void GenerateLoadout(CompInventory inventory)
        {
            if (inventory == null)
            {
                Log.Error("Tried generating loadout without inventory");
                return;
            }
            if (UnityEngine.Random.value < skipChance)
            {
                return;
            }
            compInvInt = inventory;

            // Calculate thing count
            int thingsToMake = UnityEngine.Random.Range(minCount, maxCount);

            // Make things
            while (thingsToMake > 0)
            {
                Thing thing = GenerateLoadoutThing(UnityEngine.Random.Range(1, thingsToMake));
                if (thing == null)
                {
                    return;
                }
                int maxCountTemp;
                if (compInvInt.CanFitInInventory(thing, out maxCountTemp))
                {
                    IntVec3 spawnPos = inventory.parent.Position.InBounds(Find.VisibleMap) ? inventory.parent.Position : IntVec3.Zero;
                    GenSpawn.Spawn(thing, spawnPos, Find.VisibleMap);

                    // If we cant fit the whole stack, fit as much as we can and return
                    if (maxCountTemp < thing.stackCount)
                    {
                        thing.stackCount = maxCountTemp;
                        compInvInt.container.TryAdd(thing, thing.stackCount);
                        return;
                    }
                    compInvInt.container.TryAdd(thing, thing.stackCount);
                    thingsToMake -= maxCountTemp;
                }
                else
                {
                    return;
                }
            }
        }
Esempio n. 2
0
        private LoadoutSlot GetPrioritySlot(Pawn pawn, out ItemPriority priority, out Thing closestThing, out int count)
        {
            priority = ItemPriority.None;
            LoadoutSlot slot = null;

            closestThing = null;
            count        = 0;

            CompInventory inventory = pawn.TryGetComp <CompInventory>();

            if (inventory != null && inventory.container != null)
            {
                Loadout loadout = pawn.GetLoadout();
                if (loadout != null && !loadout.Slots.NullOrEmpty())
                {
                    foreach (LoadoutSlot curSlot in loadout.Slots)
                    {
                        ItemPriority curPriority = ItemPriority.None;
                        Thing        curThing    = null;
                        int          numCarried  = inventory.container.TotalStackCountOfDef(curSlot.Def);

                        // Add currently equipped gun
                        if (pawn.equipment != null && pawn.equipment.Primary != null)
                        {
                            if (pawn.equipment.Primary.def == curSlot.Def)
                            {
                                numCarried++;
                            }
                        }
                        if (numCarried < curSlot.Count)
                        {
                            curThing = GenClosest.ClosestThingReachable(
                                pawn.Position,
                                pawn.Map,
                                ThingRequest.ForDef(curSlot.Def),
                                PathEndMode.ClosestTouch,
                                TraverseParms.For(pawn, Danger.None, TraverseMode.ByPawn),
                                proximitySearchRadius,
                                x => !x.IsForbidden(pawn) && pawn.CanReserve(x));
                            if (curThing != null)
                            {
                                curPriority = ItemPriority.Proximity;
                            }
                            else
                            {
                                curThing = GenClosest.ClosestThingReachable(
                                    pawn.Position,
                                    pawn.Map,
                                    ThingRequest.ForDef(curSlot.Def),
                                    PathEndMode.ClosestTouch,
                                    TraverseParms.For(pawn, Danger.None, TraverseMode.ByPawn),
                                    maximumSearchRadius,
                                    x => !x.IsForbidden(pawn) && pawn.CanReserve(x));
                                if (curThing != null)
                                {
                                    if (!curSlot.Def.IsNutritionGivingIngestible && numCarried / curSlot.Count <= 0.5f)
                                    {
                                        curPriority = ItemPriority.LowStock;
                                    }
                                    else
                                    {
                                        curPriority = ItemPriority.Low;
                                    }
                                }
                            }
                        }
                        if (curPriority > priority && curThing != null && inventory.CanFitInInventory(curThing, out count))
                        {
                            priority     = curPriority;
                            slot         = curSlot;
                            closestThing = curThing;
                        }
                        if (priority >= ItemPriority.LowStock)
                        {
                            break;
                        }
                    }
                }
            }

            return(slot);
        }
Esempio n. 3
0
        protected override Job TryGiveJob(Pawn pawn)
        {
            if (!pawn.RaceProps.Humanlike || (pawn.story != null && pawn.story.WorkTagIsDisabled(WorkTags.Violent)))
            {
                return(null);
            }
            if (pawn.Faction.IsPlayer && pawn.Drafted)
            {
                return(null);
            }

            /*
             * Log.Message(pawn.ToString() +  " priority:" + (GetPriorityWork(pawn)).ToString());
             * Log.Message(pawn.ToString() + " capacityWeight: " + pawn.TryGetComp<CompInventory>().capacityWeight.ToString());
             * Log.Message(pawn.ToString() + " currentWeight: " + pawn.TryGetComp<CompInventory>().currentWeight.ToString());
             * Log.Message(pawn.ToString() + "capacityBulk: " + pawn.TryGetComp<CompInventory>().capacityBulk.ToString());
             * Log.Message(pawn.ToString() + "currentBulk: " + pawn.TryGetComp<CompInventory>().currentBulk.ToString());
             */

            var           brawler         = pawn.story.traits.HasTrait(TraitDefOf.Brawler);
            CompInventory inventory       = pawn.TryGetComp <CompInventory>();
            CompAmmoUser  ammouser        = pawn.TryGetComp <CompAmmoUser>();
            CompAmmoUser  primaryammouser = pawn.equipment.Primary.TryGetComp <CompAmmoUser>();

            if (inventory != null)
            {
                Room room = RoomQuery.RoomAtFast(pawn.Position, pawn.Map);
                // Prefer ranged weapon in inventory
                if (!pawn.Faction.IsPlayer && pawn.equipment != null)
                {
                    if (pawn.equipment.Primary != null && pawn.equipment.Primary.def.IsMeleeWeapon && !brawler &&
                        (pawn.skills.GetSkill(SkillDefOf.Shooting).Level >= pawn.skills.GetSkill(SkillDefOf.Melee).Level || pawn.skills.GetSkill(SkillDefOf.Shooting).Level >= 6))
                    {
                        ThingWithComps InvListGun3 = inventory.rangedWeaponList.Find(thing => thing.TryGetComp <CompAmmoUser>() != null);
                        if (InvListGun3 != null)
                        {
                            Thing ammoInvListGun3 = null;
                            foreach (ThingDef InvListGunDef3 in InvListGun3.TryGetComp <CompAmmoUser>().Props.ammoSet.ammoTypes)
                            {
                                ammoInvListGun3 = inventory.ammoList.Find(thing => thing.def == InvListGunDef3);
                                break;
                            }
                            if (ammoInvListGun3 != null)
                            {
                                inventory.TrySwitchToWeapon(InvListGun3);
                            }
                        }
                    }
                }
                // Drop excess ranged weapon
                if (!pawn.Faction.IsPlayer && pawn.equipment.Primary != null && primaryammouser != null && GetPriorityWork(pawn) == WorkPriority.Unloading && inventory.rangedWeaponList.Count >= 1)
                {
                    Thing ListGun = inventory.rangedWeaponList.Find(thing => pawn.equipment != null && pawn.equipment.Primary != null && thing.TryGetComp <CompAmmoUser>() != null && thing.def != pawn.equipment.Primary.def);
                    if (ListGun != null)
                    {
                        Thing ammoListGun = null;
                        foreach (ThingDef ListGunDef in ListGun.TryGetComp <CompAmmoUser>().Props.ammoSet.ammoTypes)
                        {
                            if (inventory.ammoList.Find(thing => thing.def == ListGunDef) == null)
                            {
                                ammoListGun = ListGun;
                                break;
                            }
                        }
                        if (ammoListGun != null)
                        {
                            Thing droppedWeapon;
                            if (inventory.container.TryDrop(ListGun, pawn.Position, pawn.Map, ThingPlaceMode.Near, ListGun.stackCount, out droppedWeapon))
                            {
                                pawn.jobs.EndCurrentJob(JobCondition.None, true);
                                pawn.jobs.TryTakeOrderedJob(new Job(JobDefOf.DropEquipment, droppedWeapon, 30, true));
                            }
                        }
                    }
                }
                // Find and drop not need ammo from inventory
                if (!pawn.Faction.IsPlayer && inventory.ammoList.Count > 1 && GetPriorityWork(pawn) == WorkPriority.Unloading)
                {
                    Thing WrongammoThing = null;
                    foreach (ThingDef WrongammoDef in primaryammouser.Props.ammoSet.ammoTypes)
                    {
                        WrongammoThing = inventory.ammoList.Find(thing => thing.def != WrongammoDef);
                        break;
                    }
                    if (WrongammoThing != null)
                    {
                        Thing InvListGun = inventory.rangedWeaponList.Find(thing => pawn.equipment != null && pawn.equipment.Primary != null && thing.TryGetComp <CompAmmoUser>() != null && thing.def != pawn.equipment.Primary.def);
                        if (InvListGun != null)
                        {
                            Thing ammoInvListGun = null;
                            foreach (ThingDef InvListGunDef in InvListGun.TryGetComp <CompAmmoUser>().Props.ammoSet.ammoTypes)
                            {
                                ammoInvListGun = inventory.ammoList.Find(thing => thing.def == InvListGunDef);
                                break;
                            }
                            if (ammoInvListGun != null && ammoInvListGun != WrongammoThing)
                            {
                                Thing droppedThingAmmo;
                                if (inventory.container.TryDrop(ammoInvListGun, pawn.Position, pawn.Map, ThingPlaceMode.Near, ammoInvListGun.stackCount, out droppedThingAmmo))
                                {
                                    pawn.jobs.EndCurrentJob(JobCondition.None, true);
                                    pawn.jobs.TryTakeOrderedJob(new Job(JobDefOf.DropEquipment, 30, true));
                                }
                            }
                        }
                        else
                        {
                            Thing droppedThing;
                            if (inventory.container.TryDrop(WrongammoThing, pawn.Position, pawn.Map, ThingPlaceMode.Near, WrongammoThing.stackCount, out droppedThing))
                            {
                                pawn.jobs.EndCurrentJob(JobCondition.None, true);
                                pawn.jobs.TryTakeOrderedJob(new Job(JobDefOf.DropEquipment, 30, true));
                            }
                        }
                    }
                }
                // Find weapon in inventory and try to switch if any ammo in inventory.
                if (GetPriorityWork(pawn) == WorkPriority.Weapon && pawn.equipment.Primary == null)
                {
                    ThingWithComps InvListGun2 = inventory.rangedWeaponList.Find(thing => thing.TryGetComp <CompAmmoUser>() != null);
                    if (InvListGun2 != null)
                    {
                        Thing ammoInvListGun2 = null;
                        foreach (ThingDef InvListGunDef2 in InvListGun2.TryGetComp <CompAmmoUser>().Props.ammoSet.ammoTypes)
                        {
                            ammoInvListGun2 = inventory.ammoList.Find(thing => thing.def == InvListGunDef2);
                            break;
                        }
                        if (ammoInvListGun2 != null)
                        {
                            inventory.TrySwitchToWeapon(InvListGun2);
                        }
                    }
                    // Find weapon with near ammo for ai.
                    if (!pawn.Faction.IsPlayer && pawn.equipment.Primary == null)
                    {
                        Predicate <Thing> validatorWS = (Thing w) => w.def.IsWeapon &&
                                                        w.MarketValue > 500 && pawn.CanReserve(w, 1) &&
                                                        pawn.CanReach(w, PathEndMode.Touch, Danger.Deadly, true) &&
                                                        ((!pawn.Faction.HostileTo(Faction.OfPlayer) && pawn.Map.areaManager.Home[w.Position]) || (pawn.Faction.HostileTo(Faction.OfPlayer))) &&
                                                        (w.Position.DistanceToSquared(pawn.Position) < 15f || room == RoomQuery.RoomAtFast(w.Position, pawn.Map));
                        List <Thing> weapon = (
                            from w in pawn.Map.listerThings.ThingsInGroup(ThingRequestGroup.HaulableAlways)
                            where validatorWS(w)
                            where w.def.IsRangedWeapon                             // added this since what we are doing with the weapon list is looking for ammo.
                            orderby w.MarketValue - w.Position.DistanceToSquared(pawn.Position) * 2f descending
                            select w
                            ).ToList();
                        if (weapon != null && weapon.Count > 0)
                        {
                            foreach (Thing thing in weapon)
                            {
                                List <ThingDef> thingDefAmmoList = (from ThingDef g in thing.TryGetComp <CompAmmoUser>().Props.ammoSet.ammoTypes
                                                                    select g).ToList <ThingDef>();
                                Predicate <Thing> validatorA = (Thing t) => t.def.category == ThingCategory.Item &&
                                                               t is AmmoThing && pawn.CanReserve(t, 1) &&
                                                               pawn.CanReach(t, PathEndMode.Touch, Danger.Deadly, true) &&
                                                               (t.Position.DistanceToSquared(pawn.Position) < 20f || room == RoomQuery.RoomAtFast(t.Position, pawn.Map));
                                List <Thing> thingAmmoList = (
                                    from t in pawn.Map.listerThings.ThingsInGroup(ThingRequestGroup.HaulableAlways)
                                    where validatorA(t)
                                    select t
                                    ).ToList();
                                if (thingAmmoList.Count > 0 && thingDefAmmoList.Count > 0)
                                {
                                    foreach (Thing th in thingAmmoList)
                                    {
                                        foreach (ThingDef thd in thingDefAmmoList)
                                        {
                                            if (thd == th.def)
                                            {
                                                int ammothingcount = 0;
                                                foreach (ThingDef ammoDef in thing.TryGetComp <CompAmmoUser>().Props.ammoSet.ammoTypes)
                                                {
                                                    ammothingcount += th.stackCount;
                                                }
                                                if (ammothingcount > thing.TryGetComp <CompAmmoUser>().Props.magazineSize * 2)
                                                {
                                                    int numToThing = 0;
                                                    if (inventory.CanFitInInventory(thing, out numToThing))
                                                    {
                                                        if (thing.Position == pawn.Position || thing.Position.AdjacentToCardinal(pawn.Position))
                                                        {
                                                            return(new Job(JobDefOf.Equip, thing)
                                                            {
                                                                checkOverrideOnExpire = true,
                                                                expiryInterval = 100,
                                                                canBash = true,
                                                                locomotionUrgency = LocomotionUrgency.Sprint
                                                            });
                                                        }
                                                        return(GotoForce(pawn, thing, PathEndMode.Touch));
                                                    }
                                                }
                                            }
                                        }
                                    }
                                }
                            }
                        }
                        // else if we didn't find a ranged weapon with available ammo above, lets try a melee weapon.
                        Thing meleeWeapon = (
                            from w in pawn.Map.listerThings.ThingsInGroup(ThingRequestGroup.HaulableAlways)
                            where validatorWS(w)
                            where !w.def.IsRangedWeapon                           // Looking for non-ranged weapons.
                            where w.def.IsMeleeWeapon                             // Make sure it's melee capable.
                            orderby w.MarketValue - w.Position.DistanceToSquared(pawn.Position) * 2f descending
                            select w
                            ).FirstOrDefault();
                        if (meleeWeapon != null)
                        {
                            if (meleeWeapon.Position == pawn.Position || meleeWeapon.Position.AdjacentToCardinal(pawn.Position))
                            {
                                return(new Job(JobDefOf.Equip, meleeWeapon)
                                {
                                    checkOverrideOnExpire = true,
                                    expiryInterval = 100,
                                    canBash = true,
                                    locomotionUrgency = LocomotionUrgency.Sprint
                                });
                            }
                            return(GotoForce(pawn, meleeWeapon, PathEndMode.Touch));
                        }
                    }
                }
                // Find ammo
                if ((GetPriorityWork(pawn) == WorkPriority.Ammo || GetPriorityWork(pawn) == WorkPriority.LowAmmo) &&
                    pawn.equipment != null && pawn.equipment.Primary != null && primaryammouser != null)
                {
                    List <ThingDef> curAmmoList = (from ThingDef g in primaryammouser.Props.ammoSet.ammoTypes
                                                   select g).ToList <ThingDef>();
                    if (curAmmoList.Count > 0)
                    {
                        Predicate <Thing> validator = (Thing t) => t is AmmoThing && pawn.CanReserve(t, 1) &&
                                                      pawn.CanReach(t, PathEndMode.Touch, Danger.Deadly, true) &&
                                                      ((pawn.Faction.IsPlayer && !ForbidUtility.IsForbidden(t, pawn)) ||
                                                       (!pawn.Faction.IsPlayer && (!pawn.Faction.HostileTo(Faction.OfPlayer) && pawn.Map.areaManager.Home[t.Position]) || (pawn.Faction.HostileTo(Faction.OfPlayer)))) &&
                                                      (t.Position.DistanceToSquared(pawn.Position) < 20f || room == RoomQuery.RoomAtFast(t.Position, pawn.Map));
                        List <Thing> curThingList = (
                            from t in pawn.Map.listerThings.ThingsInGroup(ThingRequestGroup.HaulableAlways)
                            where validator(t)
                            select t
                            ).ToList();
                        foreach (Thing th in curThingList)
                        {
                            foreach (ThingDef thd in curAmmoList)
                            {
                                if (thd == th.def)
                                {
                                    //Defence from low count loot spam
                                    float thw = (th.GetStatValue(CR_StatDefOf.Bulk)) * th.stackCount;
                                    if (thw > 0.5f)
                                    {
                                        if (pawn.Faction.IsPlayer)
                                        {
                                            int SearchRadius = 0;
                                            if (GetPriorityWork(pawn) == WorkPriority.LowAmmo)
                                            {
                                                SearchRadius = 70;
                                            }
                                            else
                                            {
                                                SearchRadius = 30;
                                            }

                                            Thing closestThing = GenClosest.ClosestThingReachable(
                                                pawn.Position,
                                                pawn.Map,
                                                ThingRequest.ForDef(th.def),
                                                PathEndMode.ClosestTouch,
                                                TraverseParms.For(pawn, Danger.None, TraverseMode.ByPawn),
                                                SearchRadius,
                                                x => !x.IsForbidden(pawn) && pawn.CanReserve(x));

                                            if (closestThing != null)
                                            {
                                                int numToCarry = 0;
                                                if (inventory.CanFitInInventory(th, out numToCarry))
                                                {
                                                    return(new Job(JobDefOf.TakeInventory, th)
                                                    {
                                                        count = numToCarry
                                                    });
                                                }
                                            }
                                        }
                                        else
                                        {
                                            if (th.Position == pawn.Position || th.Position.AdjacentToCardinal(pawn.Position))
                                            {
                                                int numToCarry = 0;
                                                if (inventory.CanFitInInventory(th, out numToCarry))
                                                {
                                                    return(new Job(JobDefOf.TakeInventory, th)
                                                    {
                                                        count = Mathf.RoundToInt(numToCarry * 0.8f),
                                                        expiryInterval = 150,
                                                        checkOverrideOnExpire = true,
                                                        canBash = true,
                                                        locomotionUrgency = LocomotionUrgency.Sprint
                                                    });
                                                }
                                            }
                                            return(GotoForce(pawn, th, PathEndMode.Touch));
                                        }
                                    }
                                }
                            }
                        }
                    }
                }
                if (!pawn.Faction.IsPlayer && pawn.apparel != null && GetPriorityWork(pawn) == WorkPriority.Apparel)
                {
                    if (!pawn.apparel.BodyPartGroupIsCovered(BodyPartGroupDefOf.Torso))
                    {
                        Apparel apparel = this.FindGarmentCoveringPart(pawn, BodyPartGroupDefOf.Torso);
                        if (apparel != null)
                        {
                            int numToapparel = 0;
                            if (inventory.CanFitInInventory(apparel, out numToapparel))
                            {
                                return(new Job(JobDefOf.Wear, apparel)
                                {
                                    ignoreForbidden = true,
                                    locomotionUrgency = LocomotionUrgency.Sprint
                                });
                            }
                        }
                    }
                    if (!pawn.apparel.BodyPartGroupIsCovered(BodyPartGroupDefOf.Legs))
                    {
                        Apparel apparel2 = this.FindGarmentCoveringPart(pawn, BodyPartGroupDefOf.Legs);
                        if (apparel2 != null)
                        {
                            int numToapparel2 = 0;
                            if (inventory.CanFitInInventory(apparel2, out numToapparel2))
                            {
                                return(new Job(JobDefOf.Wear, apparel2)
                                {
                                    ignoreForbidden = true,
                                    locomotionUrgency = LocomotionUrgency.Sprint
                                });
                            }
                        }
                    }

                    /*
                     * if (!pawn.apparel.BodyPartGroupIsCovered(BodyPartGroupDefOf.FullHead))
                     * {
                     *  Apparel apparel3 = this.FindGarmentCoveringPart(pawn, BodyPartGroupDefOf.FullHead);
                     *  if (apparel3 != null)
                     *  {
                     *      int numToapparel3 = 0;
                     *      if (inventory.CanFitInInventory(apparel3, out numToapparel3))
                     *      {
                     *          return new Job(JobDefOf.Wear, apparel3)
                     *          {
                     *              ignoreForbidden = true,
                     *              locomotionUrgency = LocomotionUrgency.Sprint
                     *          };
                     *      }
                     *  }
                     * }
                     */
                }
                return(null);
            }
            return(null);
        }