Esempio n. 1
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 public JobGiver_WanderOwnRoom()
 {
     this.wanderRadius             = 7f;
     this.ticksBetweenWandersRange = new IntRange(300, 600);
     this.locomotionUrgency        = LocomotionUrgency.Amble;
     this.wanderDestValidator      = ((Pawn pawn, IntVec3 loc) => WanderRoomUtility.IsValidWanderDest(pawn, loc, this.GetWanderRoot(pawn)));
 }
Esempio n. 2
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 private bool <JobGiver_WanderNearMaster> m__0(Pawn p, IntVec3 c, IntVec3 root)
 {
     if (this.MustUseRootRoom(p))
     {
         Room room = root.GetRoom(p.Map, RegionType.Set_Passable);
         if (room != null && !WanderRoomUtility.IsValidWanderDest(p, c, root))
         {
             return(false);
         }
     }
     return(true);
 }
Esempio n. 3
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 public JobGiver_WanderNearMaster()
 {
     this.wanderRadius             = 3f;
     this.ticksBetweenWandersRange = new IntRange(125, 200);
     this.wanderDestValidator      = delegate(Pawn p, IntVec3 c, IntVec3 root)
     {
         if (this.MustUseRootRoom(p))
         {
             Room room = root.GetRoom(p.Map, RegionType.Set_Passable);
             if (room != null && !WanderRoomUtility.IsValidWanderDest(p, c, root))
             {
                 return(false);
             }
         }
         return(true);
     };
 }
 private static bool <JobGiver_WanderCurrentRoom> m__0(Pawn pawn, IntVec3 loc, IntVec3 root)
 {
     return(WanderRoomUtility.IsValidWanderDest(pawn, loc, root));
 }
 public JobGiver_WanderCurrentRoom()
 {
     this.wanderRadius             = 7f;
     this.ticksBetweenWandersRange = new IntRange(125, 200);
     this.locomotionUrgency        = LocomotionUrgency.Amble;
     this.wanderDestValidator      = ((Pawn pawn, IntVec3 loc, IntVec3 root) => WanderRoomUtility.IsValidWanderDest(pawn, loc, root));
 }