private void _switchWorkPlaces(PlayerBuildingAI ai, int minimumSize, ref int wp0, ref int wp1, ref int wp2, ref int wp3) { int oldTotal = wp0 + wp1 + wp2 + wp3; RI_EmployeeRatio ratio = RI_Data.GetEmployeeRatio(ai); if (oldTotal >= minimumSize) { decimal factor = RI_Data.GetFactorBuilding(ai).Workers; //Mod.DebugLine($"{ai.name} - AI: {ai.GetType().ToString()}, factor: {factor}x"); //Mod.DebugLine($" _switchWorkplaces: old={oldTotal}; wp0={wp0}, wp1={wp1}, wp2={wp2}, wp3={wp3}"); wp0 = Convert.ToInt32(Math.Round(wp0 / factor)); wp1 = Convert.ToInt32(Math.Round(wp1 / factor)); wp2 = Convert.ToInt32(Math.Round(wp2 / factor)); wp3 = Convert.ToInt32(Math.Round(wp3 / factor)); //Mod.DebugLine($" _switchWorkplaces: new={wp0 + wp1 + wp2 + wp3}; wp0={wp0}, wp1={wp1}, wp2={wp2}, wp3={wp3}"); //Mod.DebugLine($""); } }
public override void OnLevelLoaded(LoadMode mode) { if (!(mode == LoadMode.LoadGame || mode == LoadMode.LoadScenario || mode == LoadMode.NewGame || mode == LoadMode.NewGameFromScenario)) { return; } HarmonyInstance harmony = Mod.GetHarmonyInstance(); harmony.PatchAll(Assembly.GetExecutingAssembly()); Building[] buffer = ColossalFramework.Singleton <BuildingManager> .instance.m_buildings.m_buffer; // Reset re-balanced WorkShop assets before applying modifiers for (uint i = 0; i < PrefabCollection <BuildingInfo> .LoadedCount(); i++) { if (PrefabCollection <BuildingInfo> .GetLoaded(i) != null) { BuildingInfo prefab = PrefabCollection <BuildingInfo> .GetLoaded(i); if (prefab.m_class.m_service == ItemClass.Service.PlayerIndustry) { Dictionary <string, string> resetList = RI_Data.GetWSResets(); if (resetList.ContainsKey(prefab.name)) { ResetBuildingToVanilla(ref prefab, PrefabCollection <BuildingInfo> .FindLoaded(resetList[prefab.name])); } } } } // Apply Modifiers for (uint i = 0; i < PrefabCollection <BuildingInfo> .LoadedCount(); i++) { if (PrefabCollection <BuildingInfo> .GetLoaded(i) != null) { BuildingInfo prefab = PrefabCollection <BuildingInfo> .GetLoaded(i); if (prefab.m_class.m_service == ItemClass.Service.PlayerIndustry) { //Mod.DebugLine($" - {prefab.m_buildingAI}"); if (prefab.m_buildingAI is ExtractingFacilityAI ai_ef) { //int oldExtract = ai_ef.m_extractRate; int oldOutputRate = ai_ef.m_outputRate; int oldVehicles = ai_ef.m_outputVehicleCount; RI_BuildingFactor factor = RI_Data.GetFactorBuilding(ai_ef); ai_ef.m_constructionCost = Convert.ToInt32(ai_ef.m_constructionCost / factor.Costs); ai_ef.m_maintenanceCost = Convert.ToInt32(ai_ef.m_maintenanceCost / factor.Costs); ai_ef.m_outputVehicleCount = Math.Max(RI_Data.MIN_VEHICLES, Convert.ToInt32(Math.Floor(ai_ef.m_outputVehicleCount / RI_Data.GetFactorCargo(ai_ef.m_outputResource)))); ai_ef.m_extractRate = Convert.ToInt32(ai_ef.m_extractRate / factor.Production); ai_ef.m_outputRate = Convert.ToInt32(ai_ef.m_outputRate / factor.Production); ai_ef.m_electricityConsumption = Convert.ToInt32(ai_ef.m_electricityConsumption / factor.Production); ai_ef.m_waterConsumption = Convert.ToInt32(ai_ef.m_waterConsumption / factor.Production); ai_ef.m_sewageAccumulation = Convert.ToInt32(ai_ef.m_sewageAccumulation / factor.Production); ai_ef.m_garbageAccumulation = Convert.ToInt32(ai_ef.m_garbageAccumulation / factor.Production); ai_ef.m_fireHazard = Convert.ToInt32(ai_ef.m_fireHazard / factor.Production); //Mod.DebugLine($"Production F={Convert.ToInt32(factor.Production)}, ai={ai_ef.GetType().ToString()}, Extract:{oldExtract}=>{ai_ef.m_extractRate}, Output:{oldOutputRate}=>{ai_ef.m_outputRate}, Output:{oldVehicles}=>{ai_ef.m_outputVehicleCount}"); SwitchWorkPlaces(ai_ef); } else if (prefab.m_buildingAI is UniqueFactoryAI ai_uf) // Must be processed before ProcessingFacilityAI { //Mod.DebugLine($"UF: {prefab.m_buildingAI.name}"); RI_UniqueFactoryProfile profile = RI_Data.GetUniqueFactoryProfile(ai_uf); if (profile.Cost >= 0) { ai_uf.m_maintenanceCost = Convert.ToInt32(profile.Cost * 100 / 16); } if (profile.Workers[0] >= 0) { ai_uf.m_workPlaceCount0 = profile.Workers[0]; } if (profile.Workers[1] >= 0) { ai_uf.m_workPlaceCount1 = profile.Workers[1]; } if (profile.Workers[2] >= 0) { ai_uf.m_workPlaceCount2 = profile.Workers[2]; } if (profile.Workers[3] >= 0) { ai_uf.m_workPlaceCount3 = profile.Workers[3]; } //Mod.DebugLine($"{ai_uf.name}: {profile.Cost} - {profile.Workers[0]},{profile.Workers[1]},{profile.Workers[2]},{profile.Workers[3]}"); } else if (prefab.m_buildingAI is ProcessingFacilityAI ai_pf) // Must be processed after UniqueFactoryAI { if (Mod.IsField(ai_pf)) // Pasture { RI_BuildingFactor factor = RI_Data.GetFactorBuilding(ai_pf); ai_pf.m_constructionCost = Convert.ToInt32(ai_pf.m_constructionCost / factor.Costs); ai_pf.m_maintenanceCost = Convert.ToInt32(ai_pf.m_maintenanceCost / factor.Costs); SwitchWorkPlaces(ai_pf); } ai_pf.m_outputVehicleCount = Math.Max(RI_Data.MIN_VEHICLES, Convert.ToInt32(Math.Floor(ai_pf.m_outputVehicleCount / RI_Data.GetFactorCargo(ai_pf.m_outputResource)))); ai_pf.m_outputVehicleCount += 1; } else if (prefab.m_buildingAI is WarehouseAI ai_w) { Mod.DebugLine($"Warehouse {ai_w.name}: T={ai_w.m_truckCount}, SC={ai_w.m_storageCapacity}, ST={ai_w.m_storageType}"); if (Mod.IsExtractorWarehouse(ai_w)) { if (RI_Data.GetFactorCargo(ai_w.m_storageType) != 1) { decimal subfactor = (RI_Data.GetFactorCargo(ai_w.m_storageType) - 1) / 1.5m + 1; ai_w.m_truckCount = Convert.ToInt32(Math.Ceiling(ai_w.m_truckCount / subfactor)); if (ai_w.m_storageCapacity <= RI_Data.TINY_WAREHOUSE_CAPACITY) { ai_w.m_truckCount = Math.Max(1, ai_w.m_truckCount); } else { ai_w.m_truckCount = Math.Max(RI_Data.MIN_VEHICLES, ai_w.m_truckCount); } } } else { if (RI_Data.GetFactorBuilding(ai_w).Production != 1) { ai_w.m_truckCount = Convert.ToInt32(ai_w.m_truckCount / RI_Data.GetFactorBuilding(ai_w).Production); if (ai_w.m_storageCapacity <= RI_Data.TINY_WAREHOUSE_CAPACITY) { ai_w.m_truckCount = Math.Max(1, ai_w.m_truckCount); } else { ai_w.m_truckCount = Math.Max(RI_Data.MIN_VEHICLES, ai_w.m_truckCount); } } } ai_w.m_constructionCost = Convert.ToInt32(ai_w.m_constructionCost / RI_Data.GetFactorBuilding(ai_w).Costs); ai_w.m_maintenanceCost = Convert.ToInt32(ai_w.m_maintenanceCost / RI_Data.GetFactorBuilding(ai_w).Costs); SwitchWorkPlaces(ai_w); Mod.DebugLine($" Now {ai_w.name}: T={ai_w.m_truckCount}, SC={ai_w.m_storageCapacity}, ST={ai_w.m_storageType}"); } else if (!(prefab.m_buildingAI is AuxiliaryBuildingAI || prefab.m_buildingAI is MainIndustryBuildingAI || prefab.m_buildingAI is DummyBuildingAI)) { Mod.DebugLine($"Applying modifiers: Unknown prefab={prefab.name}, {prefab.m_buildingAI}"); } } } } }