コード例 #1
0
        public override void CompTick()
        {
            base.CompTick();
            tickCounter++;
            if (tickCounter > Props.tickInterval)
            {
                thisPawn = this.parent as Pawn;
                if (thisPawn != null && thisPawn.Map != null && !thisPawn.Dead && !thisPawn.Downed)
                {
                    foreach (Thing thing in GenRadial.RadialDistinctThingsAround(thisPawn.Position, thisPawn.Map, Props.radius, true))
                    {
                        Pawn pawn = thing as Pawn;
                        if (pawn != null && pawn.IsColonist)
                        {
                            if (!pawn.Dead && !pawn.Downed && pawn.GetStatValue(StatDefOf.PsychicSensitivity, true) > 0f)
                            {
                                MoteMaker.MakeAttachedOverlay(this.parent, ThingDef.Named("Mote_PsycastPsychicEffect"), Vector3.zero, 1f, -1f);

                                pawn.health.AddHediff(HediffDef.Named(Props.hediff));
                            }
                        }
                    }
                }



                tickCounter = 0;
            }
        }
コード例 #2
0
        public override void CompTick()
        {
            base.CompTick();
            tickCounter++;
            if (tickCounter > Props.tickInterval)
            {
                thisPawn = this.parent as Pawn;
                if (thisPawn != null && thisPawn.Map != null && !thisPawn.Dead && !thisPawn.Downed)
                {
                    foreach (Thing thing in GenRadial.RadialDistinctThingsAround(thisPawn.Position, thisPawn.Map, Props.radius, true))
                    {
                        Pawn pawn = thing as Pawn;
                        if (pawn != null && pawn.IsColonist)
                        {
                            if (!pawn.Dead && !pawn.Downed && pawn.GetStatValue(StatDefOf.PsychicSensitivity, true) > 0f)
                            {
                                Find.TickManager.slower.SignalForceNormalSpeedShort();
                                SoundDefOf.PsychicPulseGlobal.PlayOneShot(new TargetInfo(this.parent.Position, this.parent.Map, false));
                                MoteMaker.MakeAttachedOverlay(this.parent, ThingDef.Named("Mote_PsycastPsychicEffect"), Vector3.zero, 1f, -1f);
                                pawn.mindState.mentalStateHandler.TryStartMentalState(DefDatabase <MentalStateDef> .GetNamed(Props.mentalState, true), null, true, false, null, false);
                            }
                        }
                    }
                }



                tickCounter = 0;
            }
        }
コード例 #3
0
 public override void CompTick()
 {
     base.CompTick();
     tickCounter++;
     if (tickCounter > Props.tickInterval)
     {
         thisPawn = this.parent as Pawn;
         if (thisPawn != null && thisPawn.Map != null && !thisPawn.Dead && !thisPawn.Downed)
         {
             foreach (Thing thing in GenRadial.RadialDistinctThingsAround(thisPawn.Position, thisPawn.Map, Props.radius, true))
             {
                 Pawn pawn = thing as Pawn;
                 if (pawn != null && !pawn.AnimalOrWildMan() && pawn.RaceProps.IsFlesh)
                 {
                     if (!pawn.Dead && !pawn.Downed && pawn.GetStatValue(StatDefOf.PsychicSensitivity, true) > 0f)
                     {
                         if (Props.showEffect)
                         {
                             Find.TickManager.slower.SignalForceNormalSpeedShort();
                             SoundDefOf.PsychicPulseGlobal.PlayOneShot(new TargetInfo(this.parent.Position, this.parent.Map, false));
                             MoteMaker.MakeAttachedOverlay(this.parent, ThingDef.Named("Mote_PsycastPsychicEffect"), Vector3.zero, 1f, -1f);
                         }
                         if (pawn.needs != null && pawn.needs.mood != null)
                         {
                             pawn.needs.mood.thoughts.memories.TryGainMemory(ThoughtDef.Named(Props.thoughtDef), null);
                         }
                     }
                 }
             }
         }
         tickCounter = 0;
     }
 }
コード例 #4
0
 public override void CompTick()
 {
     base.CompTick();
     tickCounter++;
     //Only do anything every tickInterval
     if (tickCounter > Props.tickInterval)
     {
         thisPawn = this.parent as Pawn;
         //Null map check. Also will only work if pawn is not dead or downed
         if (thisPawn != null && thisPawn.Map != null && !thisPawn.Dead && !thisPawn.Downed)
         {
             foreach (Thing thing in GenRadial.RadialDistinctThingsAround(thisPawn.Position, thisPawn.Map, Props.radius, true))
             {
                 Pawn pawn = thing as Pawn;
                 //Only work on colonists
                 if (pawn != null && (pawn.IsColonist || Props.notOnlyAffectColonists))
                 {
                     //Only work on not dead, not downed, not psychically immune colonists
                     if (!pawn.Dead && !pawn.Downed && pawn.GetStatValue(StatDefOf.PsychicSensitivity, true) > 0f)
                     {
                         MoteMaker.MakeAttachedOverlay(this.parent, ThingDef.Named("Mote_PsycastPsychicEffect"), Vector3.zero, 1f, -1f);
                         pawn.health.AddHediff(HediffDef.Named(Props.hediff));
                     }
                 }
             }
         }
         tickCounter = 0;
     }
 }
コード例 #5
0
 public override void CompTick()
 {
     base.CompTick();
     tickCounter++;
     //Only do anything every tickInterval
     if (tickCounter > Props.tickInterval)
     {
         thisPawn = this.parent as Pawn;
         //Null map check. Also will only work if pawn is not dead or downed, and if needsToBeTamed is true, that the animal is tamed
         if (thisPawn != null && thisPawn.Map != null && !thisPawn.Dead && !thisPawn.Downed && (!Props.needsToBeTamed || (Props.needsToBeTamed && thisPawn.Faction != null && thisPawn.Faction.IsPlayer)))
         {
             foreach (Thing thing in GenRadial.RadialDistinctThingsAround(thisPawn.Position, thisPawn.Map, Props.radius, true))
             {
                 Pawn pawn = thing as Pawn;
                 //It won't affect animals, cause they don't have Thoughts, or mechanoids, or itself
                 if (pawn != null && !pawn.AnimalOrWildMan() && pawn.RaceProps.IsFlesh && pawn != this.parent)
                 {
                     //Only work on not dead, not downed, not psychically immune pawns
                     if (!pawn.Dead && !pawn.Downed && pawn.GetStatValue(StatDefOf.PsychicSensitivity, true) > 0f)
                     {
                         //Only show an effect if the user wants it to, or it gets obnoxious
                         if (Props.showEffect)
                         {
                             Find.TickManager.slower.SignalForceNormalSpeedShort();
                             SoundDefOf.PsychicPulseGlobal.PlayOneShot(new TargetInfo(this.parent.Position, this.parent.Map, false));
                             MoteMaker.MakeAttachedOverlay(this.parent, ThingDef.Named("Mote_PsycastPsychicEffect"), Vector3.zero, 1f, -1f);
                         }
                         if (!Props.conditionalOnWellBeing)
                         {
                             //Apply thought
                             pawn.needs.mood.thoughts.memories.TryGainMemory(ThoughtDef.Named(Props.thoughtDef), null);
                         }
                         else
                         {
                             bool wellbeingAffectedFlag = thisPawn.needs.food.Starving || (thisPawn.health.hediffSet.PainTotal > 0);
                             if (wellbeingAffectedFlag)
                             {
                                 pawn.needs.mood.thoughts.memories.RemoveMemoriesOfDef(ThoughtDef.Named(Props.thoughtDef));
                                 pawn.needs.mood.thoughts.memories.TryGainMemory(ThoughtDef.Named(Props.thoughtDefWhenSuffering), null);
                             }
                             else
                             {
                                 pawn.needs.mood.thoughts.memories.TryGainMemory(ThoughtDef.Named(Props.thoughtDef), null);
                             }
                         }
                     }
                 }
             }
         }
         tickCounter = 0;
     }
 }
コード例 #6
0
 public override void Notify_PawnDied()
 {
     if (Props.resurrectionEffect)
     {
         Map map = this.parent.pawn.Corpse.Map;
         if (map != null)
         {
             SoundDefOf.PsychicPulseGlobal.PlayOneShot(new TargetInfo(this.parent.pawn.Corpse.Position, this.parent.pawn.Corpse.Map, false));
             MoteMaker.MakeAttachedOverlay(this.parent.pawn.Corpse, ThingDef.Named("Mote_PsycastPsychicEffect"), Vector3.zero, 1f, -1f);
             ResurrectionUtility.Resurrect(this.parent.pawn.Corpse.InnerPawn);
         }
     }
 }
        public override void CompPostTick(ref float severityAdjustment)
        {
            if (!parent.pawn.Awake() || parent.pawn.health == null || parent.pawn.health.InPainShock || !parent.pawn.Spawned)
            {
                return;
            }
            if (!Props.hideMoteWhenNotDrafted || parent.pawn.Drafted)
            {
                if (Props.mote != null && (mote == null || mote.Destroyed))
                {
                    mote = MoteMaker.MakeAttachedOverlay(parent.pawn, Props.mote, Vector3.zero);
                }
                if (mote != null)
                {
                    mote.Maintain();
                }
            }
            List <Pawn> list = null;

            list = parent.pawn.Map.mapPawns.PawnsInFaction(parent.pawn.Faction);
            foreach (Pawn item in list)
            {
                if (item.Dead || item.health == null || item == parent.pawn || !(item.Position.DistanceTo(parent.pawn.Position) <= Props.range) || !Props.targetingParameters.CanTarget(item) || ((Props.affectSameDef) && (item.def != parent.pawn.def)))
                {
                    continue;
                }
                Hediff hediff = item.health.hediffSet.GetFirstHediffOfDef(Props.hediff);
                if (hediff == null)
                {
                    hediff          = item.health.AddHediff(Props.hediff, item.health.hediffSet.GetBrain());
                    hediff.Severity = Props.initialSeverity;
                    HediffComp_Link hediffComp_Link = hediff.TryGetComp <HediffComp_Link>();
                    if (hediffComp_Link != null)
                    {
                        hediffComp_Link.drawConnection = true;
                        hediffComp_Link.other          = parent.pawn;
                    }
                }
                HediffComp_Disappears hediffComp_Disappears = hediff.TryGetComp <HediffComp_Disappears>();
                if (hediffComp_Disappears == null)
                {
                    Log.Error("HediffComp_GiveHediffsInRange has a hediff in props which does not have a HediffComp_Disappears");
                }
                else
                {
                    hediffComp_Disappears.ticksToDisappear = 5;
                }
            }
        }
 public override void Notify_PawnDied()
 {
     //This is just pure laziness, I hooked this code here so Vanilla Cooking Expanded's mechanite resurrector condiment
     //resurrects the pawn if it dies. But properly this should be a separate class.
     if (Props.resurrectionEffect)
     {
         Map map = this.parent.pawn.Corpse.Map;
         if (map != null)
         {
             SoundDefOf.PsychicPulseGlobal.PlayOneShot(new TargetInfo(this.parent.pawn.Corpse.Position, this.parent.pawn.Corpse.Map, false));
             MoteMaker.MakeAttachedOverlay(this.parent.pawn.Corpse, ThingDef.Named("Mote_PsycastPsychicEffect"), Vector3.zero, 1f, -1f);
             ResurrectionUtility.Resurrect(this.parent.pawn.Corpse.InnerPawn);
         }
     }
 }
コード例 #9
0
 public override void CompTick()
 {
     base.CompTick();
     tickCounter++;
     //Only do anything every tickInterval
     if (tickCounter > Props.tickInterval)
     {
         thisPawn = this.parent as Pawn;
         //Null map check. Also will only work if pawn is not dead or downed
         if (thisPawn != null && thisPawn.Map != null && !thisPawn.Dead && !thisPawn.Downed && (!Props.needsToBeTamed || (Props.needsToBeTamed && thisPawn.Faction != null && thisPawn.Faction.IsPlayer)))
         {
             foreach (Thing thing in GenRadial.RadialDistinctThingsAround(thisPawn.Position, thisPawn.Map, Props.radius, true))
             {
                 Pawn pawn = thing as Pawn;
                 //It won't affect mechanoids, dead people or itself
                 if (pawn != null && !pawn.Dead && pawn.RaceProps.IsFlesh && pawn != this.parent)
                 {
                     //Only show an effect if the user wants it to, or it gets obnoxious
                     if (Props.showEffect)
                     {
                         SoundDefOf.PsychicPulseGlobal.PlayOneShot(new TargetInfo(this.parent.Position, this.parent.Map, false));
                         MoteMaker.MakeAttachedOverlay(this.parent, ThingDef.Named("Mote_PsycastPsychicEffect"), Vector3.zero, 1f, -1f);
                     }
                     //Regenerate wounds
                     if (pawn.health != null)
                     {
                         if (pawn.health.hediffSet.GetInjuriesTendable() != null && pawn.health.hediffSet.GetInjuriesTendable().Count <Hediff_Injury>() > 0)
                         {
                             foreach (Hediff_Injury injury in pawn.health.hediffSet.GetInjuriesTendable())
                             {
                                 injury.Severity = injury.Severity - 0.1f;
                                 break;
                             }
                         }
                     }
                 }
             }
         }
         tickCounter = 0;
     }
 }
コード例 #10
0
        public override IEnumerable <PreCastAction> GetPreCastActions()
        {
            if (Props.type == DeepStrikeType.Teleport)
            {
                yield return(new PreCastAction
                {
                    action = delegate(LocalTargetInfo t, LocalTargetInfo d)
                    {
                        if (!this.parent.def.HasAreaOfEffect)
                        {
                            Pawn pawn = t.Pawn;
                            if (pawn != null)
                            {
                                MoteMaker.MakeAttachedOverlay(pawn, ThingDefOf.Mote_PsycastSkipFlashEntry, Vector3.zero, 1f, -1f).detachAfterTicks = 5;
                            }
                            else
                            {
                                MoteMaker.MakeStaticMote(t.CenterVector3, this.parent.pawn.Map, ThingDefOf.Mote_PsycastSkipFlashEntry, 1f);
                            }
                            MoteMaker.MakeStaticMote(d.Cell, this.parent.pawn.Map, ThingDefOf.Mote_PsycastSkipInnerExit, 1f);
                        }
                        if (this.Props.destination != AbilityEffectDestination.RandomInRange)
                        {
                            MoteMaker.MakeStaticMote(d.Cell, this.parent.pawn.Map, ThingDefOf.Mote_PsycastSkipOuterRingExit, 1f);
                        }
                        if (!this.parent.def.HasAreaOfEffect)
                        {
                            SoundDefOf.Psycast_Skip_Entry.PlayOneShot(new TargetInfo(t.Cell, this.parent.pawn.Map, false));
                            SoundDefOf.Psycast_Skip_Exit.PlayOneShot(new TargetInfo(d.Cell, this.parent.pawn.Map, false));
                        }
                    },
                    ticksAwayFromCast = 5
                });
            }

            yield break;
        }
コード例 #11
0
        //Generates a map with a defined seed
        private void GeneratePocketMap(int mapWidth)
        {
            IntVec3 size = new IntVec3(mapWidth, 1, mapWidth);

            this.dimensionSeed = Find.TickManager.TicksAbs.ToString();

            // The new map must be connected to a parent on the world map
            var mapParent = (MapParent_PocketDimension)WorldObjectMaker.MakeWorldObject(PocketDimensionDefOf.CM_WorldObject_PocketDimension);

            mapParent.Tile = this.Map.Tile;
            mapParent.SetFaction(Faction.OfPlayer);
            Find.WorldObjects.Add(mapParent);

            // Generate the map and set the maps entrance to this box so the map knows what stuff it is made of
            string cachedSeedString = Find.World.info.seedString;

            Find.World.info.seedString = this.dimensionSeed;
            PocketDimensionUtility.Boxes[this.dimensionSeed] = this;
            mapParent.dimensionSeed = this.dimensionSeed;
            Map generatedMap = MapGenerator.GenerateMap(size, mapParent, mapParent.MapGeneratorDef, mapParent.ExtraGenStepDefs, null);

            Find.World.info.seedString = cachedSeedString;

            // Permanent darkness - seems moot since adding roof and walls...
            GameCondition_NoSunlight gameCondition_NoSunlight = (GameCondition_NoSunlight)GameConditionMaker.MakeCondition(PocketDimensionDefOf.CM_PocketDimensionCondition, -1);

            gameCondition_NoSunlight.Permanent = true;
            generatedMap.gameConditionManager.RegisterCondition(gameCondition_NoSunlight);

            // Now make an exit in the map
            ThingDef     thingToMake = compCreator.Props.exitDef;
            List <Thing> thingList   = generatedMap.Center.GetThingList(generatedMap).Where(x => x.def == thingToMake).ToList();

            if (thingList.Count() == 0)
            {
                var newExit = ThingMaker.MakeThing(thingToMake, this.Stuff);
                newExit.SetFaction(this.Faction);
                GenPlace.TryPlaceThing(newExit, generatedMap.Center, generatedMap, ThingPlaceMode.Direct);
                thingList = generatedMap.Center.GetThingList(generatedMap).Where(x => x.def == thingToMake).ToList();
            }

            Logger.MessageFormat(this, this.dimensionSeed);

            Building_PocketDimensionExit exit = thingList.First() as Building_PocketDimensionExit;

            exit.dimensionSeed = this.dimensionSeed;
            if (!string.IsNullOrEmpty(this.uniqueName))
            {
                exit.uniqueName = "CM_PocketDimension_ExitName".Translate(this.uniqueName);
            }
            else
            {
                exit.uniqueName = "CM_PocketDimension_ExitName".Translate(this.LabelCap);
            }

            exit.SetVentOpen(ventOpen);

            PocketDimensionUtility.MapParents[this.dimensionSeed] = mapParent;

            PocketDimensionUtility.Exits[this.dimensionSeed] = exit;

            Messages.Message("CM_PocketDimensionCreated".Translate(), new TargetInfo(this), MessageTypeDefOf.PositiveEvent);

            ThingDef moteDef = DefDatabase <ThingDef> .GetNamedSilentFail("Mote_PsycastPsychicEffect");

            SoundDef soundDef = DefDatabase <SoundDef> .GetNamedSilentFail("Psycast_Skip_Exit");

            if (moteDef != null)
            {
                MoteMaker.MakeAttachedOverlay(this, moteDef, Vector3.zero, mapSize);
            }

            if (soundDef != null)
            {
                soundDef.PlayOneShot(new TargetInfo(this.Position, this.Map));
            }
        }
コード例 #12
0
        public override void CompTick()
        {
            base.CompTick();
            tickCounter++;
            if (tickCounter > Props.tickInterval)
            {
                thisBuilding = this.parent as Building;
                if (thisBuilding != null && thisBuilding.Map != null && thisBuilding.GetComp <CompPowerTrader>().PowerOn)
                {
                    List <Pawn> allPawnsSpawned = thisBuilding.Map.mapPawns.AllPawnsSpawned;

                    for (int k = 0; k < allPawnsSpawned.Count; k++)
                    {
                        if (allPawnsSpawned[k] != null && !allPawnsSpawned[k].AnimalOrWildMan() && allPawnsSpawned[k].RaceProps.IsFlesh)
                        {
                            pawnList.Add(allPawnsSpawned[k]);
                        }
                    }

                    if (pawnList.Count > 0)
                    {
                        IntVec3     thisPawnLocation = thisBuilding.Position;
                        List <Pawn> tempList         = new List <Pawn>();
                        for (int k = 0; k < pawnList.Count; k++)
                        {
                            if (IntVec3Utility.ManhattanDistanceFlat(thisPawnLocation, pawnList[k].Position) < Props.radius)
                            {
                                tempList.Add(pawnList[k]);
                            }
                        }

                        if (tempList.Count > 0)
                        {
                            Pawn chosenOne = tempList.RandomElement();
                            if (chosenOne != null)
                            {
                                if (!chosenOne.Dead && !chosenOne.Downed)
                                {
                                    if (Props.showEffect)
                                    {
                                        Find.TickManager.slower.SignalForceNormalSpeedShort();
                                        SoundDefOf.PsychicPulseGlobal.PlayOneShot(new TargetInfo(this.parent.Position, this.parent.Map, false));
                                        MoteMaker.MakeAttachedOverlay(this.parent, ThingDef.Named("Mote_PsycastPsychicEffect"), Vector3.zero, 1f, -1f);
                                    }

                                    if (chosenOne.needs.mood.thoughts.memories.GetFirstMemoryOfDef(ThoughtDef.Named(Props.foundThoughtDef)) != null)
                                    {
                                        //Log.Message("Memoria encontrada");
                                        chosenOne.needs.mood.thoughts.memories.TryGainMemory(ThoughtDef.Named(Props.thoughtDef), null);
                                    }
                                    else   //Log.Message("Memoria no encontrada");
                                    {
                                    }
                                }
                            }
                        }

                        tempList.Clear();
                    }
                }
                pawnList.Clear();
                tickCounter = 0;
            }
        }