Esempio n. 1
0
        protected override IEnumerable <Toil> MakeNewToils()
        {
            _003CMakeNewToils_003Ec__Iterator0 _003CMakeNewToils_003Ec__Iterator = (_003CMakeNewToils_003Ec__Iterator0) /*Error near IL_004e: stateMachine*/;

            this.FailOnDespawnedNullOrForbidden(TargetIndex.A);
            Toil gotoTurret   = Toils_Goto.GotoThing(TargetIndex.A, PathEndMode.InteractionCell);
            Toil loadIfNeeded = new Toil();

            loadIfNeeded.initAction = delegate
            {
                Pawn               actor              = loadIfNeeded.actor;
                Building           building           = (Building)actor.CurJob.targetA.Thing;
                Building_TurretGun building_TurretGun = building as Building_TurretGun;
                if (!GunNeedsLoading(building))
                {
                    _003CMakeNewToils_003Ec__Iterator._0024this.JumpToToil(gotoTurret);
                }
                else
                {
                    Thing thing = FindAmmoForTurret(_003CMakeNewToils_003Ec__Iterator._0024this.pawn, building_TurretGun);
                    if (thing == null)
                    {
                        if (actor.Faction == Faction.OfPlayer)
                        {
                            Messages.Message("MessageOutOfNearbyShellsFor".Translate(actor.LabelShort, building_TurretGun.Label, actor.Named("PAWN"), building_TurretGun.Named("GUN")).CapitalizeFirst(), building_TurretGun, MessageTypeDefOf.NegativeEvent);
                        }
                        actor.jobs.EndCurrentJob(JobCondition.Incompletable);
                    }
                    actor.CurJob.targetB = thing;
                    actor.CurJob.count   = 1;
                }
            };
            yield return(loadIfNeeded);

            /*Error: Unable to find new state assignment for yield return*/;
        }
        protected override IEnumerable <Toil> MakeNewToils()
        {
            this.FailOnDespawnedNullOrForbidden(TargetIndex.A);
            Toil gotoTurret   = Toils_Goto.GotoThing(TargetIndex.A, PathEndMode.InteractionCell);
            Toil loadIfNeeded = new Toil();

            loadIfNeeded.initAction = delegate
            {
                Pawn               actor              = loadIfNeeded.actor;
                Building           building           = (Building)actor.CurJob.targetA.Thing;
                Building_TurretGun building_TurretGun = building as Building_TurretGun;
                if (!JobDriver_ManTurret.GunNeedsLoading(building))
                {
                    this.$this.JumpToToil(gotoTurret);
                    return;
                }
                Thing thing = JobDriver_ManTurret.FindAmmoForTurret(this.$this.pawn, building_TurretGun);
                if (thing == null)
                {
                    if (actor.Faction == Faction.OfPlayer)
                    {
                        Messages.Message("MessageOutOfNearbyShellsFor".Translate(actor.LabelShort, building_TurretGun.Label, actor.Named("PAWN"), building_TurretGun.Named("GUN")).CapitalizeFirst(), building_TurretGun, MessageTypeDefOf.NegativeEvent, true);
                    }
                    actor.jobs.EndCurrentJob(JobCondition.Incompletable, true);
                }
                actor.CurJob.targetB = thing;
                actor.CurJob.count   = 1;
            };
            yield return(loadIfNeeded);

            yield return(Toils_Reserve.Reserve(TargetIndex.B, 10, 1, null));

            yield return(Toils_Goto.GotoThing(TargetIndex.B, PathEndMode.OnCell).FailOnSomeonePhysicallyInteracting(TargetIndex.B));

            yield return(Toils_Haul.StartCarryThing(TargetIndex.B, false, false, false));

            yield return(Toils_Goto.GotoThing(TargetIndex.A, PathEndMode.Touch));

            yield return(new Toil
            {
                initAction = delegate
                {
                    Pawn actor = loadIfNeeded.actor;
                    Building building = (Building)actor.CurJob.targetA.Thing;
                    Building_TurretGun building_TurretGun = building as Building_TurretGun;
                    SoundDefOf.Artillery_ShellLoaded.PlayOneShot(new TargetInfo(building_TurretGun.Position, building_TurretGun.Map, false));
                    building_TurretGun.gun.TryGetComp <CompChangeableProjectile>().LoadShell(actor.CurJob.targetB.Thing.def, 1);
                    actor.carryTracker.innerContainer.ClearAndDestroyContents(DestroyMode.Vanish);
                }
            });

            yield return(gotoTurret);

            Toil man = new Toil();

            man.tickAction = delegate
            {
                Pawn     actor    = man.actor;
                Building building = (Building)actor.CurJob.targetA.Thing;
                if (JobDriver_ManTurret.GunNeedsLoading(building))
                {
                    this.$this.JumpToToil(loadIfNeeded);
                    return;
                }
                building.GetComp <CompMannable>().ManForATick(actor);
            };
            man.defaultCompleteMode = ToilCompleteMode.Never;
            man.FailOnCannotTouch(TargetIndex.A, PathEndMode.InteractionCell);
            yield return(man);
        }