static Job FindBedrollJob(Job fallbackJob, Pawn pawn) { if (!pawn.IsColonistPlayerControlled) { return(fallbackJob); } Log.Message(pawn + " looking for inventory beds"); MinifiedThing invBed = (MinifiedThing)FindMinifiedBed(pawn); if (invBed == null) { return(fallbackJob); } Log.Message(pawn + " found " + invBed); Map map = pawn.Map; Building_Bed bed = (Building_Bed)invBed.GetInnerIfMinified(); Func <IntVec3, Rot4, bool> cellValidatorDir = delegate(IntVec3 c, Rot4 direction) { if (RegionAndRoomQuery.RoomAtFast(c, map).isPrisonCell != pawn.IsPrisoner) { return(false); } if (!GenConstruct.CanPlaceBlueprintAt(invBed.GetInnerIfMinified().def, c, direction, map).Accepted) { return(false); } if (c.IsForbidden(pawn)) { return(false); } for (CellRect.CellRectIterator iterator = GenAdj.OccupiedRect(c, direction, bed.def.size).GetIterator(); !iterator.Done(); iterator.MoveNext()) { foreach (Thing t in iterator.Current.GetThingList(map)) { if (!(t is Pawn) && GenConstruct.BlocksConstruction(bed, t)) { return(false); } } if (!(map.zoneManager.ZoneAt(c) is null)) { return(false); } } return(true); }; // North/East would be redundant, except for cells on edge ; oh well, too much code to handle that Predicate <IntVec3> cellValidator = c => cellValidatorDir(c, Rot4.South) || cellValidatorDir(c, Rot4.West); Predicate <IntVec3> goodCellValidator = c => !RegionAndRoomQuery.RoomAt(c, map).PsychologicallyOutdoors&& cellValidator(c); IntVec3 placePosition = IntVec3.Invalid; IntVec3 root = pawn.Position; TraverseParms trav = TraverseParms.For(pawn); if (!CellFinder.TryFindRandomReachableCellNear(root, map, 4, trav, goodCellValidator, null, out placePosition)) { if (!CellFinder.TryFindRandomReachableCellNear(root, map, 12, trav, goodCellValidator, null, out placePosition)) { if (!CellFinder.TryFindRandomReachableCellNear(root, map, 4, trav, cellValidator, null, out placePosition)) { CellFinder.TryFindRandomReachableCellNear(root, map, 12, trav, cellValidator, null, out placePosition); } } } if (placePosition.IsValid) { Rot4 dir = cellValidatorDir(placePosition, Rot4.South) ? Rot4.South : Rot4.West; Blueprint_Install blueprint = GenConstruct.PlaceBlueprintForInstall(invBed, placePosition, map, dir, pawn.Faction); Log.Message(pawn + " placing " + blueprint + " at " + placePosition); return(new Job(JobDefOf.PlaceBedroll, invBed, blueprint) { haulMode = HaulMode.ToContainer }); } Log.Message(pawn + " couldn't find place for " + invBed); return(fallbackJob); }
//protected override Job TryGiveJob(Pawn pawn) public static void Postfix(ref Job __result, Pawn pawn) { if (__result == null) { return; } if (!pawn.IsColonistPlayerControlled) { return; } Map map = pawn.Map; if (!Settings.Get().alsoColonies&& map.IsPlayerHome) { if (!Settings.Get().alsoColoniesKnown) { Settings.Get().alsoColoniesKnown = true; Settings.Get().Write(); Find.LetterStack.ReceiveLetter("TD.UseBedrollsUpdated".Translate(), TranslatorFormattedStringExtensions.Translate("TD.UpdateNewsColonyMaps", pawn), LetterDefOf.NeutralEvent, pawn); // I don't think this really needs to be hugslibs update news or anything. alsoColoniesKnown defaults } return; } if (__result.targetA.Thing is Building_Bed ownedBed) { if (!Settings.Get().distanceCheck || (ownedBed.Position).DistanceTo(pawn.Position) < Settings.Get().distance) { return; //Have a bed that close enough, no need to get from inventory } } MinifiedThing invBed = (MinifiedThing)FindMinifiedBed(pawn); if (invBed == null) { return; } Log.Message($"{pawn} found {invBed}"); Building_Bed bed = (Building_Bed)invBed.GetInnerIfMinified(); Func <IntVec3, Rot4, bool> cellValidatorDir = delegate(IntVec3 c, Rot4 direction) { if (RegionAndRoomQuery.RoomAt(c, map).isPrisonCell != pawn.IsPrisoner) { return(false); } if (!GenConstruct.CanPlaceBlueprintAt(invBed.GetInnerIfMinified().def, c, direction, map).Accepted) { return(false); } //Support ReplaceStuff allowing blueprints over beds if (EdificeBlocking(invBed.GetInnerIfMinified().def, c, direction, map)) { return(false); } if (!GenConstruct.CanPlaceBlueprintAt(invBed.GetInnerIfMinified().def, c, direction, map).Accepted) { return(false); } //Each cell of bed: foreach (var pos in GenAdj.OccupiedRect(c, direction, bed.def.size)) { if (map.zoneManager.ZoneAt(pos) != null) { return(false); } foreach (Thing t in pos.GetThingList(map)) { if (!(t is Pawn) && GenConstruct.BlocksConstruction(bed, t)) { return(false); } } } return(true); }; IntVec3 root = invBed.PositionHeld; // North/East would be redundant, except for cells on edge ; oh well, too much code to handle that Predicate <IntVec3> cellValidator = delegate(IntVec3 c) { if (!cellValidatorDir(c, Rot4.South) && !cellValidatorDir(c, Rot4.West)) { return(false); } using (PawnPath path = map.pathFinder.FindPath(root, c, pawn)) { return(path.TotalCost < 500); } }; Predicate <IntVec3> goodCellValidator = c => !RegionAndRoomQuery.RoomAt(c, map).PsychologicallyOutdoors&& cellValidator(c); IntVec3 placePosition = IntVec3.Invalid; TraverseParms trav = TraverseParms.For(pawn); if (!CellFinder.TryFindRandomReachableCellNear(root, map, 4, trav, goodCellValidator, null, out placePosition)) { if (!CellFinder.TryFindRandomReachableCellNear(root, map, 12, trav, goodCellValidator, null, out placePosition)) { if (!CellFinder.TryFindRandomReachableCellNear(root, map, 4, trav, cellValidator, null, out placePosition)) { CellFinder.TryFindRandomReachableCellNear(root, map, 12, trav, cellValidator, null, out placePosition); } } } if (placePosition.IsValid) { Rot4 dir = cellValidatorDir(placePosition, Rot4.South) ? Rot4.South : Rot4.West; Blueprint_Install blueprint = GenConstruct.PlaceBlueprintForInstall(invBed, placePosition, map, dir, pawn.Faction); Log.Message($"{pawn} placing {blueprint} at {placePosition}"); __result = new Job(JobDefOf.PlaceBedroll, invBed, blueprint) { haulMode = HaulMode.ToContainer }; } }