Esempio n. 1
0
        public static void GetExitMapEdges(WorldGrid grid, int fromTileID, int toTileID, out Rot4 primary, out Rot4 secondary)
        {
            primary = (secondary = Rot4.Invalid);
            int   num     = 0;
            float heading = grid.GetHeadingFromTo(fromTileID, toTileID);

            if (heading >= 292.5f || heading <= 67.5f)
            {
                rotTmp[num++] = Rot4.North;
            }
            else if (heading >= 112.5f && heading <= 247.5f)
            {
                rotTmp[num++] = Rot4.South;
            }
            if (heading >= 22.5f && heading <= 157.5f)
            {
                rotTmp[num++] = Rot4.East;
            }
            else if (heading >= 202.5f && heading <= 337.5f)
            {
                rotTmp[num++] = Rot4.West;
            }
            Array.Sort(rotTmp, (Rot4 r1, Rot4 r2) => Mathf.Abs(r1.AsAngle - heading).CompareTo(Mathf.Abs(r2.AsAngle - heading)));
            if (num >= 1)
            {
                primary = rotTmp[0];
            }
            if (num >= 2)
            {
                secondary = rotTmp[1];
            }
        }
Esempio n. 2
0
        public static List <int> AvailableExitTilesAt(Map map)
        {
            retTiles.Clear();
            int       currentTileID = map.Tile;
            World     world         = Find.World;
            WorldGrid grid          = world.grid;

            grid.GetTileNeighbors(currentTileID, tmpNeighbors);
            for (int i = 0; i < tmpNeighbors.Count; i++)
            {
                int num = tmpNeighbors[i];
                if (IsGoodCaravanStartingTile(num))
                {
                    GetExitMapEdges(grid, currentTileID, num, out Rot4 primary, out Rot4 secondary);
                    if (((primary != Rot4.Invalid && CellFinder.TryFindRandomEdgeCellWith((IntVec3 x) => x.Walkable(map) && !x.Fogged(map), map, primary, CellFinder.EdgeRoadChance_Ignore, out IntVec3 result)) || (secondary != Rot4.Invalid && CellFinder.TryFindRandomEdgeCellWith((IntVec3 x) => x.Walkable(map) && !x.Fogged(map), map, secondary, CellFinder.EdgeRoadChance_Ignore, out result))) && !retTiles.Contains(num))
                    {
                        retTiles.Add(num);
                    }
                }
            }
            retTiles.SortBy((int x) => grid.GetHeadingFromTo(currentTileID, x));
            return(retTiles);
        }
Esempio n. 3
0
        public static List <int> AvailableExitTilesAt(Map map)
        {
            retTiles.Clear();
            int       currentTileID = map.Tile;
            World     world         = Find.World;
            WorldGrid grid          = world.grid;

            grid.GetTileNeighbors(currentTileID, tmpNeighbors);
            for (int i = 0; i < tmpNeighbors.Count; i++)
            {
                int num = tmpNeighbors[i];
                if (IsGoodCaravanStartingTile(num))
                {
                    Rot4 rotFromTo = grid.GetRotFromTo(currentTileID, num);
                    if (CellFinder.TryFindRandomEdgeCellWith((IntVec3 x) => x.Walkable(map) && !x.Fogged(map), map, rotFromTo, CellFinder.EdgeRoadChance_Ignore, out IntVec3 _))
                    {
                        retTiles.Add(num);
                    }
                }
            }
            retTiles.SortBy((int x) => grid.GetHeadingFromTo(currentTileID, x));
            return(retTiles);
        }