コード例 #1
0
ファイル: FlyerIncoming.cs プロジェクト: Ogliss/AdMechArmoury
 public override void DrawAt(Vector3 drawLoc, bool flip = false)
 {
     if (this.innerContainer.Any)
     {
         foreach (var item in innerContainer)
         {
             ActiveFlyer flyer = item as ActiveFlyer;
             if (flyer != null)
             {
                 if (flyer.GetThingForGraphic() != null)
                 {
                     Pawn p = flyer.GetThingForGraphic() as Pawn;
                     if (p != null)
                     {
                         //    p.rotationTracker.Face(base.Position.ToVector3());
                         float angle = (base.Position.ToVector3() - drawLoc).AngleFlat();
                         p.Rotation = Pawn_RotationTracker.RotFromAngleBiased(angle);
                         p.Drawer.DrawAt(drawLoc);
                         return;
                     }
                 }
             }
         }
     }
     base.DrawAt(drawLoc, flip);
 }
コード例 #2
0
        public static Toil PlaceCarriedThingInCellFacing(TargetIndex facingTargetInd)
        {
            Toil toil = new Toil();

            toil.initAction = delegate
            {
                Pawn actor = toil.actor;
                if (actor.carryTracker.CarriedThing == null)
                {
                    Log.Error(actor + " tried to place hauled thing in facing cell but is not hauling anything.");
                }
                else
                {
                    LocalTargetInfo target  = actor.CurJob.GetTarget(facingTargetInd);
                    IntVec3         b       = (!target.HasThing) ? target.Cell : target.Thing.OccupiedRect().ClosestCellTo(actor.Position);
                    IntVec3         dropLoc = actor.Position + Pawn_RotationTracker.RotFromAngleBiased((actor.Position - b).AngleFlat).FacingCell;
                    Thing           thing   = default(Thing);
                    if (!actor.carryTracker.TryDropCarriedThing(dropLoc, ThingPlaceMode.Direct, out thing, (Action <Thing, int>)null))
                    {
                        actor.jobs.EndCurrentJob(JobCondition.Incompletable, true);
                    }
                }
            };
            return(toil);
        }
コード例 #3
0
ファイル: Rendering.cs プロジェクト: SmashPhil/Vehicles
        /// <summary>
        /// Use own Vehicle rotation to disallow moving rotation for various tasks such as Drafted
        /// </summary>
        /// <param name="__instance"></param>
        /// <returns></returns>
        public static bool UpdateVehicleRotation(Pawn_RotationTracker __instance, Pawn ___pawn)
        {
            if (___pawn is VehiclePawn vehicle)
            {
                if (vehicle.Destroyed || vehicle.jobs.HandlingFacing)
                {
                    return(false);
                }
                if (vehicle.vPather.Moving)
                {
                    if (vehicle.vPather.curPath == null || vehicle.vPather.curPath.NodesLeftCount < 1)
                    {
                        return(false);
                    }
                    vehicle.UpdateRotationAndAngle();
                }
                else
                {
                    //Stance busy code here

                    if (vehicle.jobs.curJob != null)
                    {
                        //LocalTargetInfo target = shipPawn.CurJob.GetTarget(shipPawn.jobs.curDriver.rotateToFace);
                        //Face Target here
                    }
                    if (vehicle.Drafted)
                    {
                        //Ship Pawn Rotation stays the same
                    }
                }
                return(false);
            }
            return(true);
        }
コード例 #4
0
        public static bool UpdateRotation(Pawn_RotationTracker __instance)
        {
            Pawn pawn = pawnField(__instance);

            if (pawn.Destroyed || pawn.jobs.HandlingFacing)
            {
                return(false);
            }

            if (pawn.pather.Moving)
            {
                if (pawn.pather.curPath != null && pawn.pather.curPath.NodesLeftCount >= 1)
                {
                    FaceAdjacentCell2(pawn, pawn.pather.nextCell);
                }

                return(false);
            }

            Stance_Busy stance_Busy = pawn.stances.curStance as Stance_Busy;

            if (stance_Busy != null && stance_Busy.focusTarg.IsValid)
            {
                if (stance_Busy.focusTarg.HasThing)
                {
                    __instance.Face(stance_Busy.focusTarg.Thing.DrawPos);
                }
                else
                {
                    __instance.FaceCell(stance_Busy.focusTarg.Cell);
                }

                return(false);
            }

            Job job = pawn.CurJob; //ADDED

            if (job != null)       //CHANGED
            {
                Pawn_JobTracker jobs = pawn.jobs;
                if (jobs != null)
                {
                    JobDriver jobDriver = jobs.curDriver;
                    if (jobDriver != null)
                    {
                        LocalTargetInfo target = job.GetTarget(jobDriver.rotateToFace); //CHANGED
                        __instance.FaceTarget(target);
                    }
                }
            }

            if (pawn.Drafted)
            {
                pawn.Rotation = Rot4.South;
            }
            return(false);
        }
コード例 #5
0
 static bool Prefix(ref Pawn_RotationTracker __instance, ref Pawn ___pawn)
 {
     if (!___pawn.Destroyed && ___pawn.jobs.curDriver is JobDriver_Mounted jobDriver)
     {
         ___pawn.Rotation = jobDriver.Rider.Rotation;
         return(false);
         //Log.Message("changing rotation for mech");
         //__instance.Face(jobDriver.Rider.Rotation.FacingCell.ToVector3());
         //return false;
     }
     return(true);
 }
コード例 #6
0
        static bool Prefix(ref Pawn_RotationTracker __instance)
        {
            Pawn pawn = Traverse.Create(__instance).Field("pawn").GetValue <Pawn>();

            if (!pawn.Destroyed && pawn.jobs.curDriver is JobDriver_Mounted jobDriver)
            {
                pawn.Rotation = jobDriver.Rider.Rotation;
                return(false);
                //Log.Message("changing rotation for mech");
                //__instance.Face(jobDriver.Rider.Rotation.FacingCell.ToVector3());
                //return false;
            }
            return(true);
        }
コード例 #7
0
        static void Postfix(Pawn_RotationTracker __instance, ref Pawn ___pawn)
        {
            Stance_Busy stance_Busy = ___pawn.GetStancesOffHand().curStance as Stance_Busy;

            if (stance_Busy != null && stance_Busy.focusTarg.IsValid && !___pawn.pather.Moving)
            {
                if (stance_Busy.focusTarg.HasThing)
                {
                    __instance.Face(stance_Busy.focusTarg.Thing.DrawPos);
                }
                else
                {
                    __instance.FaceCell(stance_Busy.focusTarg.Cell);
                }
            }
        }
コード例 #8
0
        static void Postfix(Pawn_RotationTracker __instance)
        {
            Pawn        pawn        = Traverse.Create(__instance).Field("pawn").GetValue <Pawn>();
            Stance_Busy stance_Busy = pawn.GetStancesOffHand().curStance as Stance_Busy;

            if (stance_Busy != null && stance_Busy.focusTarg.IsValid && !pawn.pather.Moving)
            {
                if (stance_Busy.focusTarg.HasThing)
                {
                    __instance.Face(stance_Busy.focusTarg.Thing.DrawPos);
                }
                else
                {
                    __instance.FaceCell(stance_Busy.focusTarg.Cell);
                }
            }
        }
コード例 #9
0
        private RotationDirection GetRotDiretion()
        {
            float angle = (target.Position - pawn.Position).ToVector3().AngleFlat();
            Rot4  rot   = Pawn_RotationTracker.RotFromAngleBiased(angle);

            if (rot != pawn.Rotation.Opposite)
            {
                switch (pawn.Rotation.AsInt - rot.AsInt)
                {
                case 0:
                    return(RotationDirection.None);

                case -1:
                    return(RotationDirection.Clockwise);

                case 1:
                    return(RotationDirection.Counterclockwise);
                }
            }
            return(RotationDirection.None);
        }
コード例 #10
0
        static bool Prefix(Pawn_RotationTracker __instance, IntVec3 c)
        {
            Pawn    p   = getter(__instance);
            IntVec3 pos = p.Position;

            int dx = pos.x - c.x;
            int dz = pos.z - c.z;

            if (dx != 0 || dz != 0)
            {
                if (Math.Abs(dx) > Math.Abs(dz))
                {
                    if (dx > 0)
                    {
                        p.Rotation = constRot4West;
                    }
                    else
                    {
                        p.Rotation = constRot4East;
                    }
                }
                else
                {
                    if (dz > 0)
                    {
                        p.Rotation = constRot4South;
                    }
                    else
                    {
                        p.Rotation = constRot4North;
                    }
                }
            }

            return(false);
        }
コード例 #11
0
        static bool Prefix(Pawn_RotationTracker __instance, Vector3 p)
        {
            Pawn    pawn = getter(__instance);
            Vector3 pos  = pawn.DrawPos;

            float dx = pos.x - p.x;
            float dz = pos.z - p.z;

            if (Math.Abs(dx) > 9.99999944E-11f || Math.Abs(dz) > 9.99999944E-11f)
            {
                if (Math.Abs(dx) > Math.Abs(dz))
                {
                    if (dx > 0)
                    {
                        pawn.Rotation = constRot4West;
                    }
                    else
                    {
                        pawn.Rotation = constRot4East;
                    }
                }
                else
                {
                    if (dz > 0)
                    {
                        pawn.Rotation = constRot4South;
                    }
                    else
                    {
                        pawn.Rotation = constRot4North;
                    }
                }
            }

            return(false);
        }
コード例 #12
0
ファイル: Compat.cs プロジェクト: legodude17/MVCF
        public static bool UpdateRotation(Pawn_RotationTracker __0)
        {
            var stances = GetStancesOffHand.DynamicInvoke(Traverse.Create(__0).Field("pawn").GetValue <Pawn>());

            return(stances != null);
        }
コード例 #13
0
        public override void PassingParameters(ResolveParams rp)
        {
            //string defLogo = "AgencySymbolFloorPainting";
            var defTable = "TableLong";
            var defChair = "DiningChair";
            var defLamp  = "Jecrell_GasLamp";

            var map        = BaseGen.globalSettings.map;
            var rot        = Rot4.North;
            var deskOffset = 1;
            //ThingDef logoDef = ThingDef.Named(defLogo);
            var thingDef     = ThingDef.Named(defTable);
            var chairDef     = ThingDef.Named(defChair);
            var lampDef      = Utility.IsIndustrialAgeLoaded() ? ThingDef.Named(defLamp) : ThingDefOf.TorchLamp;
            var lampStuffDef = Utility.IsIndustrialAgeLoaded() ? ThingDefOf.Steel : null;


            var locationCenter = rp.rect.CenterCell;

            for (var i = 0; i < deskOffset; i++)
            {
                locationCenter -= GenAdj.AdjacentCells[rot.AsInt];
            }

            var receptionCenter = rp.rect.CenterCell;

            for (var i = 0; i < deskOffset; i++)
            {
                receptionCenter += GenAdj.AdjacentCells[rot.AsInt];
            }


            //Center logo
            //ThingDef stuff = null;
            //Thing logo = ThingMaker.MakeThing(logoDef, stuff);
            //logo.SetFaction(rp.faction, null);
            //GenSpawn.Spawn(logo, locationCenter, map, rot);

            //Reception table
            ThingDef stuff = null;

            if (thingDef.MadeFromStuff)
            {
                stuff = ThingDefOf.WoodLog;
            }

            var thing = ThingMaker.MakeThing(thingDef, stuff);

            thing.SetFaction(rp.faction);
            GenSpawn.Spawn(thing, receptionCenter, map, rot);

            //Adjacent lamps
            var loc1 = Utility.GetCornerPos(thing.OccupiedRect(), 0) + GenAdj.AdjacentCells[Rot4.West.AsInt] +
                       GenAdj.AdjacentCells[Rot4.West.AsInt];
            var thing3 = ThingMaker.MakeThing(lampDef, lampStuffDef);

            GenSpawn.Spawn(thing3, loc1, map);

            var loc2 = Utility.GetCornerPos(thing.OccupiedRect(), 1) + GenAdj.AdjacentCells[Rot4.East.AsInt] +
                       GenAdj.AdjacentCells[Rot4.East.AsInt];
            var thing4 = ThingMaker.MakeThing(lampDef, lampStuffDef);

            GenSpawn.Spawn(thing4, loc2, map);

            if (thing.Spawned && thing.Position.InBounds(map))
            {
                var rectToEdit = thing.OccupiedRect().ExpandedBy(1);

                var poss = new List <IntVec3>();
                poss.AddRange(rectToEdit.GetEdgeCells(Rot4.North));
                poss.AddRange(rectToEdit.GetEdgeCells(Rot4.South));
                poss.AddRange(rectToEdit.GetEdgeCells(Rot4.East));
                poss.AddRange(rectToEdit.GetEdgeCells(Rot4.West));
                poss.Remove(Utility.GetCornerPos(rectToEdit, 0));
                poss.Remove(Utility.GetCornerPos(rectToEdit, 1));
                poss.Remove(Utility.GetCornerPos(rectToEdit, 2));
                poss.Remove(Utility.GetCornerPos(rectToEdit, 3));

                foreach (var currentPos in poss.InRandomOrder())
                {
                    //CHAIR


                    var angle  = (currentPos - thing.Position).ToVector3().AngleFlat();
                    var newRot = Pawn_RotationTracker.RotFromAngleBiased(angle).Opposite;
                    var thing2 = ThingMaker.MakeThing(chairDef, stuff);
                    thing2.SetFaction(rp.faction);
                    GenSpawn.Spawn(thing2, currentPos, map, newRot);
                }
            }

            //Four corners, four gas lamps.
            for (var i = 0; i < 1; i++)
            {
                var thing5 = ThingMaker.MakeThing(lampDef, lampStuffDef);
                var loc    = Utility.GetCornerPos(rp.rect.ContractedBy(1), i);
                GenSpawn.Spawn(thing5, loc, map);
            }

            //Bring in MERF
            var singlePawnLord = rp.singlePawnLord ??
                                 LordMaker.MakeNewLord(rp.faction,
                                                       new LordJob_DefendBase(rp.faction, rp.rect.CenterCell), map);

            var resolveParams = rp;

            resolveParams.rect             = rp.rect.ExpandedBy(1);
            resolveParams.faction          = rp.faction;
            resolveParams.singlePawnLord   = singlePawnLord;
            resolveParams.pawnGroupKindDef = PawnGroupKindDefOf.Combat; //CthulhuFactionsDefOf.ROM_AgencyMERF;
            float points = 10000;

            resolveParams.pawnGroupMakerParams = new PawnGroupMakerParms
            {
                tile    = map.Tile,
                faction = rp.faction,
                points  = points
            };

            BaseGen.symbolStack.Push("pawnGroup", resolveParams);
        }