protected virtual SignalAction_Ambush MakeAmbushSignalAction(CellRect rectToDefend, IntVec3 root, GenStepParams parms) { SignalAction_Ambush signalAction_Ambush = (SignalAction_Ambush)ThingMaker.MakeThing(ThingDefOf.SignalAction_Ambush); if (parms.sitePart != null) { signalAction_Ambush.points = parms.sitePart.parms.threatPoints; } else { signalAction_Ambush.points = defaultPointsRange.RandomInRange; } int num = Rand.RangeInclusive(0, 2); if (num == 0) { signalAction_Ambush.ambushType = SignalActionAmbushType.Manhunters; } else if (num == 1 && PawnGroupMakerUtility.CanGenerateAnyNormalGroup(Faction.OfMechanoids, signalAction_Ambush.points)) { signalAction_Ambush.ambushType = SignalActionAmbushType.Mechanoids; } else { signalAction_Ambush.ambushType = SignalActionAmbushType.Normal; } return(signalAction_Ambush); }
protected virtual SignalAction_Ambush MakeAmbushSignalAction(CellRect rectToDefend, IntVec3 root) { SignalAction_Ambush signalAction_Ambush = (SignalAction_Ambush)ThingMaker.MakeThing(ThingDefOf.SignalAction_Ambush, null); signalAction_Ambush.points = this.pointsRange.RandomInRange; int num = Rand.RangeInclusive(0, 2); if (num == 0) { signalAction_Ambush.manhunters = true; } else if (num == 1 && PawnGroupMakerUtility.CanGenerateAnyNormalGroup(Faction.OfMechanoids, signalAction_Ambush.points)) { signalAction_Ambush.mechanoids = true; } return(signalAction_Ambush); }