private Thought_SituationalSocial TryCreateSocialThought(ThoughtDef def, Pawn otherPawn) { Thought_SituationalSocial thought_SituationalSocial = null; try { if (!ThoughtUtility.CanGetThought(this.pawn, def)) { return(null); } if (!def.Worker.CurrentSocialState(this.pawn, otherPawn).Active) { return(null); } thought_SituationalSocial = (Thought_SituationalSocial)ThoughtMaker.MakeThought(def); thought_SituationalSocial.pawn = this.pawn; thought_SituationalSocial.otherPawn = otherPawn; thought_SituationalSocial.RecalculateState(); return(thought_SituationalSocial); } catch (Exception ex) { Log.Error("Exception while recalculating " + def + " thought state for pawn " + this.pawn + ": " + ex); return(thought_SituationalSocial); } }
private Thought_SituationalSocial TryCreateSocialThought(ThoughtDef def, Pawn otherPawn) { Thought_SituationalSocial thought_SituationalSocial = null; try { if (!ThoughtUtility.CanGetThought_NewTemp(pawn, def)) { return(null); } if (!def.Worker.CurrentSocialState(pawn, otherPawn).ActiveFor(def)) { return(null); } thought_SituationalSocial = (Thought_SituationalSocial)ThoughtMaker.MakeThought(def); thought_SituationalSocial.pawn = pawn; thought_SituationalSocial.otherPawn = otherPawn; thought_SituationalSocial.RecalculateState(); return(thought_SituationalSocial); } catch (Exception ex) { Log.Error(string.Concat("Exception while recalculating ", def, " thought state for pawn ", pawn, ": ", ex)); return(thought_SituationalSocial); } }
private Thought_SituationalSocial TryCreateSocialThought(ThoughtDef def, Pawn otherPawn) { Thought_SituationalSocial thought_SituationalSocial = null; try { if (!ThoughtUtility.CanGetThought(this.pawn, def)) { Thought_SituationalSocial result = null; return(result); } if (!def.Worker.CurrentSocialState(this.pawn, otherPawn).Active) { Thought_SituationalSocial result = null; return(result); } thought_SituationalSocial = (Thought_SituationalSocial)ThoughtMaker.MakeThought(def); thought_SituationalSocial.pawn = this.pawn; thought_SituationalSocial.otherPawn = otherPawn; thought_SituationalSocial.RecalculateState(); } catch (Exception ex) { Log.Error(string.Concat(new object[] { "Exception while recalculating ", def, " thought state for pawn ", this.pawn, ": ", ex })); } return(thought_SituationalSocial); }
public override bool GroupsWith(Thought other) { Thought_SituationalSocial thought_SituationalSocial = other as Thought_SituationalSocial; if (thought_SituationalSocial == null) { return(false); } return(base.GroupsWith(other) && otherPawn == thought_SituationalSocial.otherPawn); }
private void CheckRecalculateSocialThoughts(Pawn otherPawn) { try { SituationalThoughtHandler.CachedSocialThoughts cachedSocialThoughts; if (!this.cachedSocialThoughts.TryGetValue(otherPawn, out cachedSocialThoughts)) { cachedSocialThoughts = new SituationalThoughtHandler.CachedSocialThoughts(); this.cachedSocialThoughts.Add(otherPawn, cachedSocialThoughts); } if (cachedSocialThoughts.ShouldRecalculateState) { cachedSocialThoughts.lastRecalculationTick = Find.TickManager.TicksGame; this.tmpCachedSocialThoughts.Clear(); for (int i = 0; i < cachedSocialThoughts.thoughts.Count; i++) { Thought_SituationalSocial thought_SituationalSocial = cachedSocialThoughts.thoughts[i]; thought_SituationalSocial.RecalculateState(); this.tmpCachedSocialThoughts.Add(thought_SituationalSocial.def); } List <ThoughtDef> situationalSocialThoughtDefs = ThoughtUtility.situationalSocialThoughtDefs; int j = 0; int count = situationalSocialThoughtDefs.Count; while (j < count) { if (!this.tmpCachedSocialThoughts.Contains(situationalSocialThoughtDefs[j])) { Thought_SituationalSocial thought_SituationalSocial2 = this.TryCreateSocialThought(situationalSocialThoughtDefs[j], otherPawn); if (thought_SituationalSocial2 != null) { cachedSocialThoughts.thoughts.Add(thought_SituationalSocial2); } } j++; } cachedSocialThoughts.activeThoughts.Clear(); for (int k = 0; k < cachedSocialThoughts.thoughts.Count; k++) { Thought_SituationalSocial thought_SituationalSocial3 = cachedSocialThoughts.thoughts[k]; if (thought_SituationalSocial3.Active) { cachedSocialThoughts.activeThoughts.Add(thought_SituationalSocial3); } } } } finally { } }
private void CheckRecalculateSocialThoughts(Pawn otherPawn) { try { if (!cachedSocialThoughts.TryGetValue(otherPawn, out var value)) { value = new CachedSocialThoughts(); cachedSocialThoughts.Add(otherPawn, value); } if (!value.ShouldRecalculateState) { return; } value.lastRecalculationTick = Find.TickManager.TicksGame; tmpCachedSocialThoughts.Clear(); for (int i = 0; i < value.thoughts.Count; i++) { Thought_SituationalSocial thought_SituationalSocial = value.thoughts[i]; thought_SituationalSocial.RecalculateState(); tmpCachedSocialThoughts.Add(thought_SituationalSocial.def); } List <ThoughtDef> situationalSocialThoughtDefs = ThoughtUtility.situationalSocialThoughtDefs; int j = 0; for (int count = situationalSocialThoughtDefs.Count; j < count; j++) { if (!tmpCachedSocialThoughts.Contains(situationalSocialThoughtDefs[j])) { Thought_SituationalSocial thought_SituationalSocial2 = TryCreateSocialThought(situationalSocialThoughtDefs[j], otherPawn); if (thought_SituationalSocial2 != null) { value.thoughts.Add(thought_SituationalSocial2); } } } value.activeThoughts.Clear(); for (int k = 0; k < value.thoughts.Count; k++) { Thought_SituationalSocial thought_SituationalSocial3 = value.thoughts[k]; if (thought_SituationalSocial3.Active) { value.activeThoughts.Add(thought_SituationalSocial3); } } } finally { } }
private void RecalculateSocialThoughtsAffectingMood() { try { this.tmpToAdd.Clear(); List <ThoughtDef> situationalSocialThoughtDefs = ThoughtUtility.situationalSocialThoughtDefs; int i = 0; int count = situationalSocialThoughtDefs.Count; for (; i < count; i++) { if (situationalSocialThoughtDefs[i].socialThoughtAffectingMood) { foreach (Pawn item in situationalSocialThoughtDefs[i].Worker.PotentialPawnCandidates(this.pawn)) { if (item != this.pawn) { this.tmpToAdd.Add(new Pair <ThoughtDef, Pawn>(situationalSocialThoughtDefs[i], item)); } } } } foreach (KeyValuePair <Pawn, CachedSocialThoughts> item2 in this.cachedSocialThoughtsAffectingMood) { List <Thought_SituationalSocial> thoughts = item2.Value.thoughts; for (int num = thoughts.Count - 1; num >= 0; num--) { if (!this.tmpToAdd.Contains(new Pair <ThoughtDef, Pawn>(thoughts[num].def, item2.Key))) { thoughts.RemoveAt(num); } } } foreach (Pair <ThoughtDef, Pawn> item3 in this.tmpToAdd) { ThoughtDef first = item3.First; Pawn second = item3.Second; CachedSocialThoughts cachedSocialThoughts = default(CachedSocialThoughts); bool flag = this.cachedSocialThoughtsAffectingMood.TryGetValue(second, out cachedSocialThoughts); if (flag) { bool flag2 = false; int num2 = 0; while (num2 < cachedSocialThoughts.thoughts.Count) { if (cachedSocialThoughts.thoughts[num2].def != first) { num2++; continue; } flag2 = true; break; } if (!flag2) { goto IL_01e5; } continue; } goto IL_01e5; IL_01e5: Thought_SituationalSocial thought_SituationalSocial = this.TryCreateSocialThought(first, second); if (thought_SituationalSocial != null) { if (!flag) { cachedSocialThoughts = new CachedSocialThoughts(); this.cachedSocialThoughtsAffectingMood.Add(second, cachedSocialThoughts); } cachedSocialThoughts.thoughts.Add(thought_SituationalSocial); } } this.cachedSocialThoughtsAffectingMood.RemoveAll((KeyValuePair <Pawn, CachedSocialThoughts> x) => x.Value.thoughts.Count == 0); int ticksGame = Find.TickManager.TicksGame; foreach (KeyValuePair <Pawn, CachedSocialThoughts> item4 in this.cachedSocialThoughtsAffectingMood) { CachedSocialThoughts value = item4.Value; List <Thought_SituationalSocial> thoughts2 = value.thoughts; value.activeThoughts.Clear(); for (int j = 0; j < thoughts2.Count; j++) { thoughts2[j].RecalculateState(); value.lastRecalculationTick = ticksGame; if (thoughts2[j].Active) { value.activeThoughts.Add(thoughts2[j]); } } } } finally { } }
private void RecalculateSocialThoughtsAffectingMood() { try { this.tmpToAdd.Clear(); List <ThoughtDef> situationalSocialThoughtDefs = ThoughtUtility.situationalSocialThoughtDefs; int i = 0; int count = situationalSocialThoughtDefs.Count; while (i < count) { if (situationalSocialThoughtDefs[i].socialThoughtAffectingMood) { foreach (Pawn current in situationalSocialThoughtDefs[i].Worker.PotentialPawnCandidates(this.pawn)) { if (current != this.pawn) { this.tmpToAdd.Add(new Pair <ThoughtDef, Pawn>(situationalSocialThoughtDefs[i], current)); } } } i++; } foreach (KeyValuePair <Pawn, SituationalThoughtHandler.CachedSocialThoughts> current2 in this.cachedSocialThoughtsAffectingMood) { List <Thought_SituationalSocial> thoughts = current2.Value.thoughts; for (int j = thoughts.Count - 1; j >= 0; j--) { if (!this.tmpToAdd.Contains(new Pair <ThoughtDef, Pawn>(thoughts[j].def, current2.Key))) { thoughts.RemoveAt(j); } } } foreach (Pair <ThoughtDef, Pawn> current3 in this.tmpToAdd) { ThoughtDef first = current3.First; Pawn second = current3.Second; SituationalThoughtHandler.CachedSocialThoughts cachedSocialThoughts; bool flag = this.cachedSocialThoughtsAffectingMood.TryGetValue(second, out cachedSocialThoughts); if (flag) { bool flag2 = false; for (int k = 0; k < cachedSocialThoughts.thoughts.Count; k++) { if (cachedSocialThoughts.thoughts[k].def == first) { flag2 = true; break; } } if (flag2) { continue; } } Thought_SituationalSocial thought_SituationalSocial = this.TryCreateSocialThought(first, second); if (thought_SituationalSocial != null) { if (!flag) { cachedSocialThoughts = new SituationalThoughtHandler.CachedSocialThoughts(); this.cachedSocialThoughtsAffectingMood.Add(second, cachedSocialThoughts); } cachedSocialThoughts.thoughts.Add(thought_SituationalSocial); } } this.cachedSocialThoughtsAffectingMood.RemoveAll((KeyValuePair <Pawn, SituationalThoughtHandler.CachedSocialThoughts> x) => x.Value.thoughts.Count == 0); int ticksGame = Find.TickManager.TicksGame; foreach (KeyValuePair <Pawn, SituationalThoughtHandler.CachedSocialThoughts> current4 in this.cachedSocialThoughtsAffectingMood) { SituationalThoughtHandler.CachedSocialThoughts value = current4.Value; List <Thought_SituationalSocial> thoughts2 = value.thoughts; value.activeThoughts.Clear(); for (int l = 0; l < thoughts2.Count; l++) { thoughts2[l].RecalculateState(); value.lastRecalculationTick = ticksGame; if (thoughts2[l].Active) { value.activeThoughts.Add(thoughts2[l]); } } } } finally { } }
public override bool GroupsWith(Thought other) { Thought_SituationalSocial thought_SituationalSocial = other as Thought_SituationalSocial; return(thought_SituationalSocial != null && base.GroupsWith(other) && this.otherPawn == thought_SituationalSocial.otherPawn); }