public void FinalizeInit(FactionFC factionFc) { this.factionFc = factionFc; militaryUtil = factionFc.militaryCustomizationUtil; faction = DefDatabase <FactionDef> .GetNamed("PColony"); faction.pawnGroupMakers = emptyList.ListFullCopy(); WorldSettlementTraderTracker.reloadTraderKind(); }
public void FinalizeInit(FactionFC factionFc) { this.factionFc = factionFc; militaryUtil = factionFc.militaryCustomizationUtil; faction = DefDatabase <FactionDef> .GetNamed("PColony"); faction.pawnGroupMakers = new List <PawnGroupMaker> { new PawnGroupMaker { kindDef = PawnGroupKindDefOf.Combat }, new PawnGroupMaker { kindDef = PawnGroupKindDefOf.Trader }, new PawnGroupMaker { kindDef = PawnGroupKindDefOf.Settlement }, new PawnGroupMaker { kindDef = PawnGroupKindDefOf.Peaceful } }; foreach (PawnKindDef pawnKindDef in DefDatabase <PawnKindDef> .AllDefsListForReading.Where(kind => kind.RaceProps.packAnimal)) { faction.pawnGroupMakers[1].carriers.Add(new PawnGenOption { kind = pawnKindDef, selectionWeight = 1 }); } List <string> races = new List <string>(); foreach (PawnKindDef def in DefDatabase <PawnKindDef> .AllDefsListForReading.Where(def => def.race.race.intelligence == Intelligence.Humanlike & !races.Contains(def.race.label) && def.race.BaseMarketValue != 0)) { if (def.race.label == "Human" && def.LabelCap != "Colonist") { continue; } races.Add(def.race.label); SetAllow(def.race, true); } WorldSettlementTraderTracker.reloadTraderKind(); }
public void FinalizeInit(FactionFC factionFc) { this.factionFc = factionFc; militaryUtil = factionFc.militaryCustomizationUtil; faction = DefDatabase <FactionDef> .GetNamed("PColony"); faction.pawnGroupMakers = emptyList.ListFullCopy(); if (AllowedDefCount == 0) { SetAllow(DefDatabase <PawnKindDef> .AllDefsListForReading.First(def => def.IsHumanlikeWithLabelRace()).race, true); } RefreshAnimalRaces(); RefreshHumanRaces(); WorldSettlementTraderTracker.reloadTraderKind(); }
//Useless parameter to only reset when reset instead of when loaded public RaceThingFilter(FactionFC factionFc) { this.factionFc = factionFc; militaryUtil = factionFc.militaryCustomizationUtil; faction = DefDatabase <FactionDef> .GetNamed("PColony"); }