コード例 #1
0
        public void attemptToAssignSquad(SettlementFC settlement, MilSquadFC squad)
        {
            if (FactionColonies.calculateMilitaryLevelPoints(settlement.settlementMilitaryLevel) >=
                squad.equipmentTotalCost)
            {
                if (squadExists(settlement))
                {
                    settlement.militarySquad.OutfitSquad(squad);
                }
                else
                {
                    //create new squad
                    createMercenarySquad(settlement);
                    settlement.militarySquad.OutfitSquad(squad);
                }

                Messages.Message(squad.name + "'s loadout has been assigned to " + settlement.name,
                                 MessageTypeDefOf.TaskCompletion);
            }
            else
            {
                Messages.Message("That squad exceeds the settlement's max allotted cost", MessageTypeDefOf.RejectInput);
            }
        }
コード例 #2
0
        public override void DrawTab(Rect rect)
        {
            Rect SettlementBox  = new Rect(5, 45, 535, settlementHeight);
            Rect SettlementName = new Rect(SettlementBox.x + 5, SettlementBox.y + 5, 250, 25);
            Rect MilitaryLevel  = new Rect(SettlementName.x, SettlementName.y + 30, 250, 25);
            Rect AssignedSquad  = new Rect(MilitaryLevel.x, MilitaryLevel.y + 30, 250, 25);
            Rect isBusy         = new Rect(AssignedSquad.x, AssignedSquad.y + 30, 250, 25);

            Rect buttonSetSquad  = new Rect(SettlementBox.x + SettlementBox.width - 265, SettlementBox.y + 5, 100, 25);
            Rect buttonViewSquad = new Rect(buttonSetSquad.x, buttonSetSquad.y + 3 + buttonSetSquad.height,
                                            buttonSetSquad.width, buttonSetSquad.height);
            Rect buttonDeploySquad = new Rect(buttonViewSquad.x, buttonViewSquad.y + 3 + buttonViewSquad.height,
                                              buttonSetSquad.width, buttonSetSquad.height);
            Rect buttonResetPawns = new Rect(buttonDeploySquad.x, buttonDeploySquad.y + 3 + buttonDeploySquad.height,
                                             buttonSetSquad.width, buttonSetSquad.height);
            Rect buttonOrderFireSupport = new Rect(buttonSetSquad.x + 125 + 5, SettlementBox.y + 5, 125, 25);


            //set text anchor and font
            GameFont   fontBefore   = Text.Font;
            TextAnchor anchorBefore = Text.Anchor;


            int count = 0;

            foreach (SettlementFC settlement in Find.World.GetComponent <FactionFC>().settlements)
            {
                Text.Font = GameFont.Small;

                Widgets.DrawMenuSection(new Rect(SettlementBox.x,
                                                 SettlementBox.y + (SettlementBox.height + settlementYSpacing) * count + scroll,
                                                 SettlementBox.width, SettlementBox.height));

                //click on settlement name
                if (Widgets.ButtonTextSubtle(
                        new Rect(SettlementName.x,
                                 SettlementName.y + (SettlementBox.height + settlementYSpacing) * count + scroll,
                                 SettlementName.width, SettlementName.height), settlement.name))
                {
                    Find.WindowStack.Add(new SettlementWindowFc(settlement));
                }

                Widgets.Label(
                    new Rect(MilitaryLevel.x,
                             MilitaryLevel.y + (SettlementBox.height + settlementYSpacing) * count + scroll,
                             MilitaryLevel.width, MilitaryLevel.height * 2),
                    "Mil Level: " + settlement.settlementMilitaryLevel + " - Max Squad Cost: " +
                    FactionColonies.calculateMilitaryLevelPoints(settlement.settlementMilitaryLevel));
                if (settlement.militarySquad != null)
                {
                    if (settlement.militarySquad.outfit != null)
                    {
                        Widgets.Label(
                            new Rect(AssignedSquad.x,
                                     AssignedSquad.y + (SettlementBox.height + settlementYSpacing) * count + scroll,
                                     AssignedSquad.width, AssignedSquad.height),
                            "Assigned Squad: " +
                            settlement.militarySquad.outfit.name); //settlement.militarySquad.name);
                    }
                    else
                    {
                        Widgets.Label(
                            new Rect(AssignedSquad.x,
                                     AssignedSquad.y + (SettlementBox.height + settlementYSpacing) * count + scroll,
                                     AssignedSquad.width, AssignedSquad.height),
                            "No assigned Squad"); //settlement.militarySquad.name);
                    }
                }
                else
                {
                    Widgets.Label(
                        new Rect(AssignedSquad.x,
                                 AssignedSquad.y + (SettlementBox.height + settlementYSpacing) * count + scroll,
                                 AssignedSquad.width, AssignedSquad.height), "No assigned Squad");
                }


                Widgets.Label(
                    new Rect(isBusy.x, isBusy.y + (SettlementBox.height + settlementYSpacing) * count + scroll,
                             isBusy.width, isBusy.height), "Available: " + (!settlement.isMilitaryBusySilent()));

                Text.Font = GameFont.Tiny;

                //Set Squad Button
                if (Widgets.ButtonText(
                        new Rect(buttonSetSquad.x,
                                 buttonSetSquad.y + (SettlementBox.height + settlementYSpacing) * count + scroll,
                                 buttonSetSquad.width, buttonSetSquad.height), "Set Squad"))
                {
                    //check null
                    if (util.squads == null)
                    {
                        util.resetSquads();
                    }

                    List <FloatMenuOption> squads = new List <FloatMenuOption>();

                    squads.AddRange(util.squads
                                    .Select(squad => new FloatMenuOption(squad.name + " - Total Equipment Cost: " +
                                                                         squad.equipmentTotalCost, delegate
                    {
                        //Unit is selected
                        util.attemptToAssignSquad(settlement, squad);
                    })));

                    if (!squads.Any())
                    {
                        squads.Add(new FloatMenuOption("No Available Squads", null));
                    }

                    FloatMenu selection = new FloatMenuSearchable(squads);
                    Find.WindowStack.Add(selection);
                }

                //View Squad
                if (Widgets.ButtonText(
                        new Rect(buttonViewSquad.x,
                                 buttonViewSquad.y + (SettlementBox.height + settlementYSpacing) * count + scroll,
                                 buttonViewSquad.width, buttonViewSquad.height), "View Squad"))
                {
                    Messages.Message("This is currently not implemented.", MessageTypeDefOf.RejectInput);
                }


                //Deploy Squad
                if (Widgets.ButtonText(
                        new Rect(buttonDeploySquad.x,
                                 buttonDeploySquad.y + (SettlementBox.height + settlementYSpacing) * count + scroll,
                                 buttonDeploySquad.width, buttonDeploySquad.height), "Deploy Squad"))
                {
                    if (!(settlement.isMilitaryBusy()) && settlement.isMilitarySquadValid())
                    {
                        Find.WindowStack.Add(new FloatMenu(DeploymentOptions(settlement)));
                    }
                    else if (settlement.isMilitaryBusy() && settlement.isMilitarySquadValid() &&
                             faction.hasPolicy(FCPolicyDefOf.militaristic))
                    {
                        if ((faction.traitMilitaristicTickLastUsedExtraSquad + GenDate.TicksPerDay * 5) <=
                            Find.TickManager.TicksGame)
                        {
                            int cost = (int)Math.Round(settlement.militarySquad.outfit.updateEquipmentTotalCost() *
                                                       .2);
                            List <FloatMenuOption> options = new List <FloatMenuOption>();

                            options.Add(new FloatMenuOption("Deploy Secondary Squad - $" + cost + " silver",
                                                            delegate
                            {
                                if (PaymentUtil.getSilver() >= cost)
                                {
                                    List <FloatMenuOption> deploymentOptions = new List <FloatMenuOption>();

                                    deploymentOptions.Add(new FloatMenuOption("Walk into map", delegate
                                    {
                                        FactionColonies.CallinAlliedForces(settlement, false, cost);
                                        Find.WindowStack.currentlyDrawnWindow.Close();
                                    }));
                                    //check if medieval only
                                    bool medievalOnly = LoadedModManager.GetMod <FactionColoniesMod>()
                                                        .GetSettings <FactionColonies>().medievalTechOnly;
                                    if (!medievalOnly && (DefDatabase <ResearchProjectDef>
                                                          .GetNamed("TransportPod", false)?.IsFinished ?? false))
                                    {
                                        deploymentOptions.Add(new FloatMenuOption("Drop-Pod", delegate
                                        {
                                            FactionColonies.CallinAlliedForces(settlement, true, cost);
                                            Find.WindowStack.currentlyDrawnWindow.Close();
                                        }));
                                    }

                                    Find.WindowStack.Add(new FloatMenu(deploymentOptions));
                                }
                                else
                                {
                                    Messages.Message("NotEnoughSilverToDeploySquad".Translate(),
                                                     MessageTypeDefOf.RejectInput);
                                }
                            }));

                            Find.WindowStack.Add(new FloatMenu(options));
                        }
                        else
                        {
                            Messages.Message(
                                "XDaysToRedeploy".Translate(Math.Round(
                                                                ((faction.traitMilitaristicTickLastUsedExtraSquad + GenDate.TicksPerDay * 5) -
                                                                 Find.TickManager.TicksGame).TicksToDays(), 1)), MessageTypeDefOf.RejectInput);
                        }
                    }
                }

                //Reset Squad
                if (Widgets.ButtonText(
                        new Rect(buttonResetPawns.x,
                                 buttonResetPawns.y + (SettlementBox.height + settlementYSpacing) * count + scroll,
                                 buttonResetPawns.width, buttonResetPawns.height), "Reset Pawns"))
                {
                    FloatMenuOption confirm = new FloatMenuOption("Are you sure? Click to confirm", delegate
                    {
                        if (settlement.militarySquad != null)
                        {
                            Messages.Message("Pawns have been regenerated for the squad",
                                             MessageTypeDefOf.NeutralEvent);
                            settlement.militarySquad.initiateSquad();
                        }
                        else
                        {
                            Messages.Message("There is no pawns to reset. Assign a squad first.",
                                             MessageTypeDefOf.RejectInput);
                        }
                    });

                    List <FloatMenuOption> list = new List <FloatMenuOption>();
                    list.Add(confirm);
                    Find.WindowStack.Add(new FloatMenu(list));
                }

                //Order Fire Support
                if (Widgets.ButtonText(
                        new Rect(buttonOrderFireSupport.x,
                                 buttonOrderFireSupport.y + (SettlementBox.height + settlementYSpacing) * count + scroll,
                                 buttonOrderFireSupport.width, buttonOrderFireSupport.height), "Order Fire Support"))
                {
                    List <FloatMenuOption> list = new List <FloatMenuOption>();


                    foreach (MilitaryFireSupport support in util.fireSupportDefs)
                    {
                        float           cost   = support.returnTotalCost();
                        FloatMenuOption option = new FloatMenuOption(support.name + " - $" + cost, delegate
                        {
                            if (support.returnTotalCost() <=
                                FactionColonies.calculateMilitaryLevelPoints(settlement.settlementMilitaryLevel))
                            {
                                if (settlement.buildings.Contains(BuildingFCDefOf.artilleryOutpost))
                                {
                                    if (settlement.artilleryTimer <= Find.TickManager.TicksGame)
                                    {
                                        if (PaymentUtil.getSilver() >= cost)
                                        {
                                            FactionColonies.FireSupport(settlement, support);
                                            Find.WindowStack.TryRemove(typeof(MilitaryCustomizationWindowFc));
                                        }
                                        else
                                        {
                                            Messages.Message(
                                                "You lack the required amount of silver to use that firesupport option!",
                                                MessageTypeDefOf.RejectInput);
                                        }
                                    }
                                    else
                                    {
                                        Messages.Message(
                                            "That firesupport option is on cooldown for another " +
                                            (settlement.artilleryTimer - Find.TickManager.TicksGame)
                                            .ToStringTicksToDays(), MessageTypeDefOf.RejectInput);
                                    }
                                }
                                else
                                {
                                    Messages.Message(
                                        "The settlement requires an artillery outpost to be built to use that firesupport option",
                                        MessageTypeDefOf.RejectInput);
                                }
                            }
                            else
                            {
                                Messages.Message(
                                    "The settlement requires a higher military level to use that fire support!",
                                    MessageTypeDefOf.RejectInput);
                            }
                        });
                        list.Add(option);
                    }

                    if (!list.Any())
                    {
                        list.Add(new FloatMenuOption("No fire supports currently made. Make one", delegate { }));
                    }

                    FloatMenu menu = new FloatMenuSearchable(list);
                    Find.WindowStack.Add(menu);
                }

                count++;
            }

            //Reset Text anchor and font
            Text.Font   = fontBefore;
            Text.Anchor = anchorBefore;

            if (Event.current.type == EventType.ScrollWheel)
            {
                scrollWindow(Event.current.delta.y, settlementMaxScroll);
            }
        }
コード例 #3
0
        public override void DrawTab(Rect rect)
        {
            //set text anchor and font
            GameFont   fontBefore   = Text.Font;
            TextAnchor anchorBefore = Text.Anchor;

            float projectileBoxHeight     = 30;
            Rect  SelectionBar            = new Rect(5, 45, 200, 30);
            Rect  nameTextField           = new Rect(5, 90, 250, 30);
            Rect  floatRangeAccuracyLabel = new Rect(nameTextField.x, nameTextField.y + nameTextField.height + 5,
                                                     nameTextField.width, (float)(nameTextField.height * 1.5));
            Rect floatRangeAccuracy = new Rect(floatRangeAccuracyLabel.x,
                                               floatRangeAccuracyLabel.y + floatRangeAccuracyLabel.height + 5, floatRangeAccuracyLabel.width,
                                               floatRangeAccuracyLabel.height);


            Rect UnitStandBase     = new Rect(140, 200, 50, 30);
            Rect TotalCost         = new Rect(325, 50, 450, 20);
            Rect numberProjectiles = new Rect(TotalCost.x, TotalCost.y + TotalCost.height + 5, TotalCost.width,
                                              TotalCost.height);
            Rect duration = new Rect(numberProjectiles.x, numberProjectiles.y + numberProjectiles.height + 5,
                                     numberProjectiles.width, numberProjectiles.height);

            Rect ResetButton  = new Rect(700 - 2, 100, 100, 30);
            Rect DeleteButton = new Rect(ResetButton.x, ResetButton.y + ResetButton.height + 5,
                                         ResetButton.width,
                                         ResetButton.height);
            Rect PointRefButton = new Rect(DeleteButton.x, DeleteButton.y + DeleteButton.height + 5,
                                           DeleteButton.width,
                                           DeleteButton.height);


            //Up here to make sure it goes behind other layers
            if (selectedSupport != null)
            {
                DrawFireSupportBox(10, 230, 30);
            }

            Widgets.DrawMenuSection(new Rect(0, 0, 800, 225));

            //If firesupport is not selected
            if (Widgets.CustomButtonText(ref SelectionBar, selectedText, Color.gray, Color.white, Color.black))
            {
                List <FloatMenuOption> supports = new List <FloatMenuOption>();

                //Option to create new firesupport
                supports.Add(new FloatMenuOption("Create New Fire Support", delegate
                {
                    MilitaryFireSupport newFireSupport = new MilitaryFireSupport();
                    newFireSupport.name = "New Fire Support " + (util.fireSupportDefs.Count + 1);
                    newFireSupport.setLoadID();
                    newFireSupport.projectiles = new List <ThingDef>();
                    selectedText    = newFireSupport.name;
                    selectedSupport = newFireSupport;
                    util.fireSupportDefs.Add(newFireSupport);
                }));

                //Create list of selectable firesupports
                foreach (MilitaryFireSupport support in util.fireSupportDefs)
                {
                    supports.Add(new FloatMenuOption(support.name, delegate
                    {
                        //Unit is selected
                        selectedText    = support.name;
                        selectedSupport = support;
                    }));
                }

                FloatMenu selection = new FloatMenuSearchable(supports);
                Find.WindowStack.Add(selection);
            }


            //if firesupport is selected
            if (selectedSupport != null)
            {
                //Need to adjust
                fireSupportMaxScroll =
                    selectedSupport.projectiles.Count * projectileBoxHeight - 10 * projectileBoxHeight;

                Text.Anchor = TextAnchor.MiddleLeft;
                Text.Font   = GameFont.Small;


                if (settlementPointReference != null)
                {
                    Widgets.Label(TotalCost,
                                  "Total Fire Support Silver Cost: " + selectedSupport.returnTotalCost() + " / " +
                                  FactionColonies.calculateMilitaryLevelPoints(settlementPointReference
                                                                               .settlementMilitaryLevel) +
                                  " (Max Cost)");
                }
                else
                {
                    Widgets.Label(TotalCost,
                                  "Total Fire Support Silver Cost: " + selectedSupport.returnTotalCost() + " / " +
                                  "No Reference");
                }

                Widgets.Label(numberProjectiles,
                              "Number of Projectiles: " + selectedSupport.projectiles.Count);
                Widgets.Label(duration,
                              "Duration of fire support: " + Math.Round(selectedSupport.projectiles.Count * .25, 2) +
                              " seconds");
                Widgets.Label(floatRangeAccuracyLabel,
                              selectedSupport.accuracy +
                              " = Accuracy of fire support (In tiles radius): Affecting cost by : " +
                              selectedSupport.returnAccuracyCostPercentage() + "%");
                selectedSupport.accuracy = Widgets.HorizontalSlider(floatRangeAccuracy,
                                                                    selectedSupport.accuracy,
                                                                    Math.Max(3, (15 - Find.World.GetComponent <FactionFC>().returnHighestMilitaryLevel())), 30,
                                                                    roundTo: 1);
                Text.Font   = GameFont.Tiny;
                Text.Anchor = TextAnchor.UpperCenter;


                //Unit Name
                selectedSupport.name = Widgets.TextField(nameTextField, selectedSupport.name);

                if (Widgets.ButtonText(ResetButton, "Reset to Default"))
                {
                    selectedSupport.projectiles = new List <ThingDef>();
                }

                if (Widgets.ButtonText(DeleteButton, "Delete Support"))
                {
                    selectedSupport.delete();
                    util.checkMilitaryUtilForErrors();
                    selectedSupport = null;
                    selectedText    = "Select A Fire Support";

                    //Reset Text anchor and font
                    Text.Font   = fontBefore;
                    Text.Anchor = anchorBefore;
                    return;
                }

                if (Widgets.ButtonText(PointRefButton, "Set Point Ref"))
                {
                    List <FloatMenuOption> settlementList = new List <FloatMenuOption>();

                    foreach (SettlementFC settlement in Find.World.GetComponent <FactionFC>().settlements)
                    {
                        settlementList.Add(new FloatMenuOption(
                                               settlement.name + " - Military Level : " + settlement.settlementMilitaryLevel,
                                               delegate
                        {
                            //set points
                            settlementPointReference = settlement;
                        }));
                    }

                    if (!settlementList.Any())
                    {
                        settlementList.Add(new FloatMenuOption("No Valid Settlements", null));
                    }

                    FloatMenu floatMenu = new FloatMenu(settlementList);
                    Find.WindowStack.Add(floatMenu);
                }

                //Reset Text anchor and font
                Text.Font   = fontBefore;
                Text.Anchor = anchorBefore;
            }

            if (Event.current.type == EventType.ScrollWheel)
            {
                scrollWindow(Event.current.delta.y, fireSupportMaxScroll);
            }

            //Reset Text anchor and font
            Text.Font   = fontBefore;
            Text.Anchor = anchorBefore;
        }
コード例 #4
0
        public override void DrawTab(Rect rect)
        {
            //set text anchor and font
            GameFont   fontBefore   = Text.Font;
            TextAnchor anchorBefore = Text.Anchor;

            Rect SelectionBar  = new Rect(5, 45, 200, 30);
            Rect importButton  = new Rect(5, SelectionBar.y + SelectionBar.height + 10, 200, 30);
            Rect nameTextField = new Rect(5, importButton.y + importButton.height + 10, 250, 30);
            Rect isTrader      = new Rect(5, nameTextField.y + nameTextField.height + 10, 130, 30);

            Rect UnitStandBase      = new Rect(170, 220, 50, 30);
            Rect EquipmentTotalCost = new Rect(350, 50, 450, 40);
            Rect ResetButton        = new Rect(700, 100, 100, 30);
            Rect DeleteButton       = new Rect(ResetButton.x, ResetButton.y + ResetButton.height + 5, ResetButton.width,
                                               ResetButton.height);
            Rect PointRefButton = new Rect(DeleteButton.x, DeleteButton.y + DeleteButton.height + 5, DeleteButton.width,
                                           DeleteButton.height);
            Rect SaveSquadButton = new Rect(DeleteButton.x, PointRefButton.y + DeleteButton.height + 5,
                                            DeleteButton.width, DeleteButton.height);

            //If squad is not selected
            if (Widgets.CustomButtonText(ref SelectionBar, selectedText, Color.gray, Color.white, Color.black))
            {
                //check null
                if (util.squads == null)
                {
                    util.resetSquads();
                }

                List <FloatMenuOption> squads = new List <FloatMenuOption>
                {
                    new FloatMenuOption("Create New Squad", delegate
                    {
                        MilSquadFC newSquad = new MilSquadFC(true)
                        {
                            name = $"New Squad {(util.squads.Count + 1).ToString()}"
                        };
                        selectedText  = newSquad.name;
                        selectedSquad = newSquad;
                        selectedSquad.newSquad();
                        util.squads.Add(newSquad);
                    })
                };

                //Create list of selectable units
                squads.AddRange(util.squads.Select(squad => new FloatMenuOption(squad.name, delegate
                {
                    //Unit is selected
                    selectedText  = squad.name;
                    selectedSquad = squad;
                    selectedSquad.updateEquipmentTotalCost();
                })));
                FloatMenu selection = new Searchable_FloatMenu(squads);
                Find.WindowStack.Add(selection);
            }

            if (Widgets.ButtonText(importButton, "Import Squad"))
            {
                Find.WindowStack.Add(new Dialog_ManageSquadExportsFC(
                                         FactionColoniesMilitary.SavedSquads.ToList()));
            }


            //if squad is selected
            if (selectedSquad != null)
            {
                Text.Anchor = TextAnchor.MiddleLeft;
                Text.Font   = GameFont.Small;

                if (settlementPointReference != null)
                {
                    Widgets.Label(EquipmentTotalCost, "Total Squad Equipment Cost: " +
                                  selectedSquad.equipmentTotalCost +
                                  " / " + FactionColonies
                                  .calculateMilitaryLevelPoints(settlementPointReference
                                                                .settlementMilitaryLevel) +
                                  " (Max Cost)");
                }
                else
                {
                    Widgets.Label(EquipmentTotalCost, "Total Squad Equipment Cost: " +
                                  selectedSquad.equipmentTotalCost +
                                  " / " + "No Reference");
                }

                Text.Font   = GameFont.Tiny;
                Text.Anchor = TextAnchor.UpperCenter;


                Widgets.CheckboxLabeled(isTrader, "is Trader Caravan", ref selectedSquad.isTraderCaravan);
                selectedSquad.setTraderCaravan(selectedSquad.isTraderCaravan);

                //Unit Name
                selectedSquad.name = Widgets.TextField(nameTextField, selectedSquad.name);

                if (Widgets.ButtonText(ResetButton, "Reset to Default"))
                {
                    selectedSquad.newSquad();
                }

                if (Widgets.ButtonText(DeleteButton, "Delete Squad"))
                {
                    selectedSquad.deleteSquad();
                    util.checkMilitaryUtilForErrors();
                    selectedSquad = null;
                    selectedText  = "Select A Squad";

                    //Reset Text anchor and font
                    Text.Font   = fontBefore;
                    Text.Anchor = anchorBefore;
                    return;
                }

                if (Widgets.ButtonText(PointRefButton, "Set Point Ref"))
                {
                    List <FloatMenuOption> settlementList = Find.World.GetComponent <FactionFC>()
                                                            .settlements.Select(settlement => new FloatMenuOption(settlement.name + " - Military Level : " +
                                                                                                                  settlement.settlementMilitaryLevel,
                                                                                                                  delegate
                    {
                        //set points
                        settlementPointReference = settlement;
                    }))
                                                            .ToList();

                    if (!settlementList.Any())
                    {
                        settlementList.Add(new FloatMenuOption("No Valid Settlements", null));
                    }

                    FloatMenu floatMenu = new FloatMenu(settlementList)
                    {
                        vanishIfMouseDistant = true
                    };
                    Find.WindowStack.Add(floatMenu);
                }

                if (Widgets.ButtonText(SaveSquadButton, "Export Squad"))
                {
                    // TODO: Confirm if squad with name already exists
                    FactionColoniesMilitary.SaveSquad(new SavedSquadFC(selectedSquad));
                    Messages.Message("ExportSquad".Translate(), MessageTypeDefOf.TaskCompletion);
                }

                //for (int k = 0; k < 30; k++)
                //{
                //	Widgets.ButtonImage(new Rect(UnitStandBase.x + (k * 15), UnitStandBase.y + ((k % 5) * 70), 50, 20), texLoad.unitCircle);
                //}


                for (int k = 0; k < 30; k++)
                {
                    if (Widgets.ButtonImage(new Rect(UnitStandBase.x + k % 6 * 80,
                                                     UnitStandBase.y + (k - k % 6) / 5 * 70,
                                                     50, 20), TexLoad.unitCircle))
                    {
                        int click = k;
                        //Option to clear unit slot
                        List <FloatMenuOption> units = new List <FloatMenuOption>
                        {
                            new FloatMenuOption("clearUnitSlot".Translate(), delegate
                            {
                                //Log.Message(selectedSquad.units.Count().ToString());
                                //Log.Message(click.ToString());
                                selectedSquad.units[click] = new MilUnitFC(true);
                                selectedSquad.updateEquipmentTotalCost();
                                selectedSquad.ChangeTick();
                            })
                        };

                        //Create list of selectable units
                        units.AddRange(util.units.Select(unit => new FloatMenuOption(unit.name +
                                                                                     " - Cost: " + unit.equipmentTotalCost, delegate
                        {
                            //Unit is selected
                            selectedSquad.units[click] = unit;
                            selectedSquad.updateEquipmentTotalCost();
                            selectedSquad.ChangeTick();
                        })));

                        FloatMenu selection = new Searchable_FloatMenu(units);
                        Find.WindowStack.Add(selection);
                    }

                    if (selectedSquad.units[k].isBlank)
                    {
                        continue;
                    }
                    if (selectedSquad.units.ElementAt(k).animal != null)
                    {
                        Widgets.ButtonImage(
                            new Rect(UnitStandBase.x + 15 + ((k % 6) * 80), UnitStandBase.y - 45 + (k - k % 6) / 5 * 70,
                                     60, 60), selectedSquad.units.ElementAt(k).animal.race.uiIcon);
                    }

                    Widgets.ThingIcon(
                        new Rect(UnitStandBase.x - 5 + ((k % 6) * 80), UnitStandBase.y - 45 + (k - k % 6) / 5 * 70, 60,
                                 60), selectedSquad.units.ElementAt(k).defaultPawn);
                    if (selectedSquad.units.ElementAt(k).defaultPawn.equipment.AllEquipmentListForReading.Count > 0)
                    {
                        Widgets.ThingIcon(
                            new Rect(UnitStandBase.x - 5 + ((k % 6) * 80), UnitStandBase.y - 15 + (k - k % 6) / 5 * 70,
                                     40, 40),
                            selectedSquad.units.ElementAt(k).defaultPawn.equipment.AllEquipmentListForReading[0]);
                    }

                    Widgets.Label(
                        new Rect(UnitStandBase.x - 15 + ((k % 6) * 80), UnitStandBase.y - 65 + (k - k % 6) / 5 * 70, 80,
                                 60), selectedSquad.units.ElementAt(k).name);
                }

                //Reset Text anchor and font
                Text.Font   = fontBefore;
                Text.Anchor = anchorBefore;
            }

            //Reset Text anchor and font
            Text.Font   = fontBefore;
            Text.Anchor = anchorBefore;
        }
コード例 #5
0
        public void checkMilitaryUtilForErrors()
        {
            if (blankUnit == null)
            {
                blankUnit = new MilUnitFC(true);
            }
            //Log.Message("checking for errors" + Find.TickManager.TicksGame);
            foreach (MilSquadFC squad in squads)
            {
                bool changed = false;
                for (int count = 0; count < 30; count++)
                {
                    if (squad.units[count] != null &&
                        (units.Contains(squad.units[count]) || squad.units[count] == blankUnit))
                    {
                        continue;
                    }
                    squad.units[count] = blankUnit;
                    changed            = true;
                }

                if (!changed)
                {
                    continue;
                }
                foreach (var squadMerc in mercenarySquads.Where(squadMerc =>
                                                                squadMerc.outfit != null && squadMerc.outfit == squad))
                {
                    squadMerc.OutfitSquad(squad);
                }
            }

            foreach (MercenarySquadFC squad in mercenarySquads)
            {
                if (squad.outfit == null || squads.Contains(squad.outfit) == false)
                {
                    squad.StripSquad();
                    squad.outfit = null;
                }
                else
                {
                    int settlementMilLevel = 0;
                    if (squad.settlement != null)
                    {
                        settlementMilLevel = squad.settlement.settlementMilitaryLevel;
                    }
                    if (squad.outfit == null || !(squad.outfit.equipmentTotalCost >
                                                  FactionColonies.calculateMilitaryLevelPoints(settlementMilLevel)))
                    {
                        continue;
                    }
                    if (squad.settlement != null)
                    {
                        Messages.Message(
                            "The max allowed equipment cost for the squad assigned to " + squad.settlement.name +
                            " has been exceeded. Thus, the settlement's squad has been unassigned.",
                            MessageTypeDefOf.RejectInput);
                    }

                    squad.outfit = null;
                    squad.StripSquad();
                }
            }

            if (tickChanged >= GETLatestChange)
            {
                return;
            }
            foreach (var merc in mercenarySquads.Where(merc => merc.outfit != null))
            {
                merc.OutfitSquad(merc.outfit);
            }
        }