Building_Pyre class.
Inheritance: Building
コード例 #1
0
        protected override IEnumerable <Toil> MakeNewToils()
        {
            List <Toil>   toilsList       = new List <Toil>();
            Building_Pyre pyre            = this.TargetThingA as Building_Pyre;
            bool          beerIsAvailable = false;

            if (this.pawn.Position.InHorDistOf(pyre.Position, Building_Pyre.partyAreaRadius) == false)
            {
                // Go around pyre.
                toilsList.Add(base.ToilGetWanderCell(pyre.Position));
                Find.PawnDestinationManager.ReserveDestinationFor(this.pawn, this.CurJob.targetB.Cell);
                toilsList.Add(Toils_Goto.GotoCell(TargetIndex.B, PathEndMode.OnCell));
                // Release cell (the pawn will either go grab a beer or move on the next job).
                toilsList.Add(base.ToilReleaseCell());
            }
            // Look for an available beer.
            List <Thing> list = Find.ListerThings.ThingsOfDef(ThingDefOf.Beer);

            if (list.Count > 0)
            {
                Predicate <Thing> validator = (Thing t) => pawn.CanReserve(t, 1) && !t.IsForbidden(pawn);
                Thing             beer      = GenClosest.ClosestThing_Global_Reachable(pyre.Position, list, PathEndMode.OnCell, TraverseParms.For(pawn, Danger.Deadly, TraverseMode.ByPawn, false), Building_Pyre.beerSearchAreaRadius, validator, null);
                if (beer != null)
                {
                    beerIsAvailable = true;
                    this.CurJob.SetTarget(TargetIndex.A, beer);
                    //this.CurJob.targetA = beer;
                    this.CurJob.maxNumToCarry = 1;
                    toilsList.Add(Toils_Goto.GotoThing(TargetIndex.A, PathEndMode.ClosestTouch).FailOnDespawnedNullOrForbidden(TargetIndex.A));
                    toilsList.Add(Toils_Ingest.PickupIngestible(TargetIndex.A, this.pawn)); // TargetIndex.A becomes the carried beer.
                    toilsList.Add(Toils_Ingest.CarryIngestibleToChewSpot(this.pawn));
                    toilsList.Add(Toils_Ingest.FindAdjacentEatSurface(TargetIndex.B, TargetIndex.A));
                    // float durationMultiplier = 1f / this.pawn.GetStatValue(StatDefOf.EatingSpeed, true); // Don't use it so the job duration is nearly the same for all pawns.
                    float durationMultiplier = 1f;
                    toilsList.Add(Toils_Ingest.ChewIngestible(this.pawn, durationMultiplier, TargetIndex.A, TargetIndex.B).FailOn((Toil x) => !this.Food.Spawned && (this.pawn.carrier == null || this.pawn.carrier.CarriedThing != this.Food)));
                    toilsList.Add(Toils_Ingest.FinalizeIngest(this.pawn, TargetIndex.A));
                }
            }
            // Draw a mote.
            ThingDef moteDef = null;

            if (beerIsAvailable)
            {
                moteDef = Util_CampfireParty.Mote_BeerAvailable;
            }
            else
            {
                moteDef = Util_CampfireParty.Mote_BeerUnavailable;
            }
            MoteAttached moteAttached = (MoteAttached)ThingMaker.MakeThing(moteDef);

            moteAttached.AttachTo(this.pawn);
            GenSpawn.Spawn(moteAttached, this.pawn.Position);

            return(toilsList);
        }
コード例 #2
0
        protected override IEnumerable <Toil> MakeNewToils()
        {
            List <Toil>   toilsList           = new List <Toil>();
            Building_Pyre pyre                = this.TargetThingA as Building_Pyre;
            IntVec3       memorizedFacingCell = Find.Map.Center;

            // Go around pyre.
            toilsList.Add(base.ToilGetWanderCell(pyre.Position));
            Find.PawnDestinationManager.ReserveDestinationFor(this.pawn, this.CurJob.targetB.Cell);
            toilsList.Add(Toils_Goto.GotoCell(TargetIndex.B, PathEndMode.OnCell));
            // Add toils to drops all worn apparels.
            if (this.pawn.apparel != null && this.pawn.apparel.WornApparelCount > 0)
            {
                for (int apparelIndex = 0; apparelIndex < this.pawn.apparel.WornApparelCount; apparelIndex++)
                {
                    Toil dropApparel = new Toil()
                    {
                        initAction = () =>
                        {
                            if (this.pawn.apparel != null && this.pawn.apparel.WornApparelCount > 0)
                            {
                                Apparel apparel;
                                this.pawn.apparel.TryDrop(this.pawn.apparel.WornApparel.RandomElement <Apparel>(), out apparel);
                            }
                        },
                        defaultCompleteMode = ToilCompleteMode.Instant
                    };
                    toilsList.Add(dropApparel);
                    Toil waitFacingRandomCell = new Toil()
                    {
                        initAction = () =>
                        {
                            memorizedFacingCell = this.pawn.Position + new IntVec3(0, 0, 1).RotatedBy(new Rot4(Rand.Range(0, 4)));
                        },
                        tickAction = () =>
                        {
                            this.pawn.Drawer.rotator.FaceCell(memorizedFacingCell);
                        },
                        defaultDuration     = 150,
                        defaultCompleteMode = ToilCompleteMode.Delay
                    };
                    toilsList.Add(waitFacingRandomCell);
                }
            }
            // Release cell.
            toilsList.Add(base.ToilReleaseCell());

            return(toilsList);
        }
コード例 #3
0
        protected override IEnumerable <Toil> MakeNewToils()
        {
            List <Toil>   toilsList = new List <Toil>();
            Building_Pyre pyre      = this.TargetThingA as Building_Pyre;

            // Get a valid cell to wander on.
            toilsList.Add(base.ToilGetWanderCell(pyre.Position));
            Find.PawnDestinationManager.ReserveDestinationFor(this.pawn, this.CurJob.targetB.Cell);
            toilsList.Add(Toils_Goto.GotoCell(TargetIndex.B, PathEndMode.OnCell));
            // Talk with nearby pawn.
            toilsList.Add(GetToilTalkWithNearbyPawn());
            // Release cell.
            toilsList.Add(base.ToilReleaseCell());

            return(toilsList);
        }
コード例 #4
0
ファイル: JobDriver_Pyre.cs プロジェクト: smileve/Rimworld
        protected Toil ToilGetWanderCell(Building_Pyre pyre)
        {
            Toil toil = new Toil()
            {
                initAction = () =>
                {
                    IntVec3 cell;
                    bool    validCellIsFound = CellFinder.TryFindRandomReachableCellNear(pyre.Position, pyre.Map, Building_Pyre.partyAreaRadius, TraverseParms.For(TraverseMode.NoPassClosedDoors, Danger.None), new Predicate <IntVec3>(this.IsValidCellToWander), null, out cell);
                    if (validCellIsFound)
                    {
                        this.CurJob.targetB = cell;
                    }
                    else
                    {
                        this.CurJob.targetB = this.pawn.Position;
                    }
                },
                defaultCompleteMode = ToilCompleteMode.Instant
            };

            return(toil);
        }
コード例 #5
0
        protected override IEnumerable <Toil> MakeNewToils()
        {
            const int partyParts  = 4;
            const int jobsPerPart = 3;
            const int maxTries    = 3;

            List <PartyJobType> partyJobsType = new List <PartyJobType>();
            List <Toil>         partyToils    = new List <Toil>();
            Building_Pyre       pyre          = this.TargetThingA as Building_Pyre;

            bool revelerIsPsychopath          = this.pawn.story.traits.HasTrait(TraitDef.Named("Psychopath"));
            bool revelerIsNudist              = this.pawn.story.traits.HasTrait(TraitDefOf.Nudist);
            bool revelerHasTriggerHappyTrait  = this.pawn.story.traits.DegreeOfTrait(TraitDef.Named("ShootingAccuracy")) == -1;
            int  revelerAlcoholAddictionLevel = this.pawn.story.traits.DegreeOfTrait(TraitDefOf.DrugDesire);

            // Psychopaths don't like having parties with others... 3:p
            if (revelerIsPsychopath)
            {
                partyToils.Add(Toils_Goto.GotoCell(pyreIndex, PathEndMode.ClosestTouch));
                Toil toil = new Toil()
                {
                    tickAction = () =>
                    {
                        this.pawn.Drawer.rotator.FaceCell(pyre.Position);
                    },
                    defaultDuration     = 300,
                    defaultCompleteMode = ToilCompleteMode.Delay
                };
                partyToils.Add(toil);
                pawn.needs.mood.thoughts.memories.TryGainMemoryThought(Util_CampfireParty.Thought_HadCampfirePartyPsychopaths);
                return(partyToils);
            }

            // Initialize party jobs type.
            for (int jobTypeIndex = 0; jobTypeIndex < partyParts * jobsPerPart; jobTypeIndex++)
            {
                partyJobsType.Add(PartyJobType.Undefined);
            }

            // If the colonist is a nudist, add a drop clothes job in 1st, 2nd or 3rd part.
            if (revelerIsNudist)
            {
                for (int tries = 0; tries < maxTries; tries++)
                {
                    int jobIndex = Rand.Range(jobsPerPart, 3 * jobsPerPart) + tries;
                    if (jobIndex >= partyParts * jobsPerPart)
                    {
                        jobIndex -= jobsPerPart;
                    }
                    if (partyJobsType[jobIndex] == PartyJobType.Undefined)
                    {
                        partyJobsType[jobIndex] = PartyJobType.DropClothes;
                        break;
                    }
                }
            }

            // If the colonist has the trigger-happy trait, add a shoot in the air job in 3nd or 4th part.
            if (revelerHasTriggerHappyTrait)
            {
                for (int tries = 0; tries < maxTries; tries++)
                {
                    int jobIndex = Rand.Range(2 * jobsPerPart, 4 * jobsPerPart) + tries;
                    if (jobIndex >= partyParts * jobsPerPart)
                    {
                        jobIndex -= jobsPerPart;
                    }
                    if (partyJobsType[jobIndex] == PartyJobType.Undefined)
                    {
                        partyJobsType[jobIndex] = PartyJobType.ShootUpInTheAir;
                        break;
                    }
                }
            }

            // Add a drink beer job for each level of addiction.
            if (revelerAlcoholAddictionLevel >= 0)
            {
                for (int beerIndex = 0; beerIndex < 2 * (revelerAlcoholAddictionLevel + 1); beerIndex++)
                {
                    for (int tries = 0; tries < maxTries; tries++)
                    {
                        int jobIndex = Rand.Range(0, partyParts * jobsPerPart) + tries;
                        if (jobIndex >= partyParts * jobsPerPart)
                        {
                            jobIndex -= jobsPerPart;
                        }
                        if (partyJobsType[jobIndex] == PartyJobType.Undefined)
                        {
                            partyJobsType[jobIndex] = PartyJobType.DrinkBeer;
                            break;
                        }
                    }
                }
            }

            // Convert all remaining undefined jobs into wander/play the guitar/dance jobs.
            for (int jobIndex = 0; jobIndex < partyParts * jobsPerPart; jobIndex++)
            {
                if (partyJobsType[jobIndex] == PartyJobType.Undefined)
                {
                    float jobSelector = Rand.Value;
                    if (jobSelector < 0.2f)
                    {
                        partyJobsType[jobIndex] = PartyJobType.PlayTheGuitar;
                    }
                    else if (jobSelector < 0.5f)
                    {
                        partyJobsType[jobIndex] = PartyJobType.Dance;
                    }
                    else
                    {
                        partyJobsType[jobIndex] = PartyJobType.WanderAroundPyre;
                    }
                }
            }
            // Debug: display generated jobs sequence.

            /*for (int jobIndex = 0; jobIndex < partyParts * jobsPerPart; jobIndex++)
             * {
             *  Log.Message("partyJobsType[" + jobIndex + "] = " + partyJobsType[jobIndex]);
             * }*/

            // Generate actual toils.
            if (this.pawn.jobs.jobQueue == null)
            {
                // This case will only happen for a pawn who has never queued jobs before.
                this.pawn.jobs.jobQueue = new JobQueue();
            }

            for (int jobIndex = 0; jobIndex < partyParts * jobsPerPart; jobIndex++)
            {
                switch (partyJobsType[jobIndex])
                {
                case PartyJobType.WanderAroundPyre:
                    this.pawn.jobs.jobQueue.EnqueueLast(new Job(Util_CampfireParty.Job_WanderAroundPyre, pyre));
                    break;

                case PartyJobType.PlayTheGuitar:
                    this.pawn.jobs.jobQueue.EnqueueLast(new Job(Util_CampfireParty.Job_PlayTheGuitar, pyre));
                    break;

                case PartyJobType.Dance:
                    this.pawn.jobs.jobQueue.EnqueueLast(new Job(Util_CampfireParty.Job_Dance, pyre));
                    break;

                case PartyJobType.DrinkBeer:
                    this.pawn.jobs.jobQueue.EnqueueLast(new Job(Util_CampfireParty.Job_IngestBeer, pyre));
                    break;

                case PartyJobType.DropClothes:
                    this.pawn.jobs.jobQueue.EnqueueLast(new Job(Util_CampfireParty.Job_DropClothes, pyre));
                    break;

                case PartyJobType.ShootUpInTheAir:
                    this.pawn.jobs.jobQueue.EnqueueLast(new Job(Util_CampfireParty.Job_ShootUpinTheAir, pyre));
                    break;
                }
                if ((jobIndex % jobsPerPart) == (jobsPerPart - 1))
                {
                    this.pawn.jobs.jobQueue.EnqueueLast(new Job(Util_CampfireParty.Job_UpdateThought));
                }
            }
            return(partyToils);
        }
コード例 #6
0
        protected override IEnumerable <Toil> MakeNewToils()
        {
            List <Toil>   toilsList = new List <Toil>();
            Building_Pyre pyre      = this.TargetThingA as Building_Pyre;

            if (this.pawn.equipment == null)
            {
                // Release cell.
                toilsList.Add(base.ToilReleaseCell());
                return(toilsList);
            }

            toilsList.Add(base.ToilGetWanderCell(pyre.Position));
            Find.VisibleMap.pawnDestinationManager.ReserveDestinationFor(this.pawn, this.CurJob.targetB.Cell);
            toilsList.Add(Toils_Goto.GotoCell(TargetIndex.B, PathEndMode.OnCell));

            // Add toils to shoot up in the air.
            int  numberOfShots   = Rand.Range(5, 9);
            bool isSlowFiringGun = false;

            if (this.pawn.equipment.Primary != null)
            {
                ThingDef weaponDef = this.pawn.equipment.Primary.def;
                if ((weaponDef == ThingDef.Named("Gun_PumpShotgun")) ||
                    (weaponDef == ThingDefOf.Gun_SurvivalRifle))
                {
                    isSlowFiringGun = true;
                }
            }
            for (int shotIndex = 0; shotIndex < numberOfShots; shotIndex++)
            {
                int durationInTicks = Rand.Range(5, 50);
                if (isSlowFiringGun)
                {
                    durationInTicks = Rand.Range(30, 70);
                }
                ;
                Toil shootUpInTheAir = new Toil()
                {
                    initAction = () =>
                    {
                        // Check gun has not been dropped since job start.
                        if (this.pawn.equipment.Primary != null)
                        {
                            ThingDef weaponDef = this.pawn.equipment.Primary.def;
                            if ((weaponDef == ThingDefOf.Gun_Pistol) ||
                                (weaponDef == ThingDef.Named("Gun_PumpShotgun")) ||
                                (weaponDef == ThingDef.Named("Gun_AssaultRifle")) ||
                                (weaponDef == ThingDef.Named("Gun_PDW")) ||
                                (weaponDef == ThingDef.Named("Gun_HeavySMG")) ||
                                (weaponDef == ThingDef.Named("Gun_LMG")) ||
                                (weaponDef == ThingDef.Named("Gun_ChargeRifle")) ||
                                (weaponDef == ThingDef.Named("Gun_Minigun")) ||
                                (weaponDef == ThingDefOf.Gun_SurvivalRifle))
                            {
                                this.pawn.equipment.Primary.def.Verbs.First().soundCast.PlayOneShot(this.pawn.Position);
                            }
                        }
                        else
                        {
                            durationInTicks = 1;
                        }
                    },
                    defaultDuration     = durationInTicks,
                    defaultCompleteMode = ToilCompleteMode.Delay
                };
                toilsList.Add(shootUpInTheAir);
            }

            // Release cell.
            toilsList.Add(base.ToilReleaseCell());

            return(toilsList);
        }