Esempio n. 1
0
        public static Job AttackPlant(Pawn pawn, Thing t)
        {
            Job job = new Job(JobDefOf.Ignite, t);

            AttackPlantUtility.FinalizeTrashJob(job);
            return(job);
        }
Esempio n. 2
0
        protected override Job TryGiveJob(Pawn pawn)
        {
            IntVec3 vector = (IntVec3)pawn.mindState.duty.focus;

            if (vector.IsValid && (float)vector.DistanceToSquared(pawn.Position) < 100 && vector.GetRoom(pawn.Map, RegionType.Set_Passable) == pawn.GetRoom(RegionType.Set_Passable) && vector.WithinRegions(pawn.Position, pawn.Map, 9, TraverseMode.NoPassClosedDoors, RegionType.Set_Passable))
            {
                pawn.GetLord().Notify_ReachedDutyLocation(pawn);
                return(null);
            }
            if (!vector.IsValid)
            {
                IAttackTarget attackTarget;
                if (!(from x in pawn.Map.attackTargetsCache.GetPotentialTargetsFor(pawn)
                      where !x.ThreatDisabled(pawn) && x.Thing.Faction == Faction.OfPlayer && pawn.CanReach(x.Thing, PathEndMode.OnCell, Danger.Deadly, false, TraverseMode.PassAllDestroyableThings)
                      select x).TryRandomElement(out attackTarget))
                {
                    return(null);
                }
                vector = attackTarget.Thing.Position;
            }
            if (!pawn.CanReach(vector, PathEndMode.OnCell, Danger.Deadly, false, TraverseMode.PassAllDestroyableThings))
            {
                return(null);
            }
            using (PawnPath pawnPath = pawn.Map.pathFinder.FindPath(pawn.Position, vector, TraverseParms.For(pawn, Danger.Deadly, TraverseMode.PassAllDestroyableThings, false), PathEndMode.OnCell))
            {
                IntVec3 cellBeforeBlocker;
                Thing   thing = pawnPath.FirstTangleweed(out cellBeforeBlocker, pawn);

                if (thing != null)
                {
                    Job job = AttackPlantUtility.AttackPlant(pawn, thing);
                    if (job != null)
                    {
                        return(job);
                    }
                }
            }
            return(new Job(JobDefOf.Goto, vector, 500, true));
        }