public void ConstructComponents() { this.spawnedThings = new ThingOwner <Thing>(this); this.cellIndices = new CellIndices(this); this.listerThings = new ListerThings(ListerThingsUse.Global); this.listerBuildings = new ListerBuildings(); this.mapPawns = new MapPawns(this); this.dynamicDrawManager = new DynamicDrawManager(this); this.mapDrawer = new MapDrawer(this); this.tooltipGiverList = new TooltipGiverList(); this.pawnDestinationReservationManager = new PawnDestinationReservationManager(); this.reservationManager = new ReservationManager(this); this.physicalInteractionReservationManager = new PhysicalInteractionReservationManager(); this.designationManager = new DesignationManager(this); this.lordManager = new LordManager(this); this.debugDrawer = new DebugCellDrawer(); this.passingShipManager = new PassingShipManager(this); this.haulDestinationManager = new HaulDestinationManager(this); this.gameConditionManager = new GameConditionManager(this); this.weatherManager = new WeatherManager(this); this.zoneManager = new ZoneManager(this); this.resourceCounter = new ResourceCounter(this); this.mapTemperature = new MapTemperature(this); this.temperatureCache = new TemperatureCache(this); this.areaManager = new AreaManager(this); this.attackTargetsCache = new AttackTargetsCache(this); this.attackTargetReservationManager = new AttackTargetReservationManager(this); this.lordsStarter = new VoluntarilyJoinableLordsStarter(this); this.thingGrid = new ThingGrid(this); this.coverGrid = new CoverGrid(this); this.edificeGrid = new EdificeGrid(this); this.blueprintGrid = new BlueprintGrid(this); this.fogGrid = new FogGrid(this); this.glowGrid = new GlowGrid(this); this.regionGrid = new RegionGrid(this); this.terrainGrid = new TerrainGrid(this); this.pathGrid = new PathGrid(this); this.roofGrid = new RoofGrid(this); this.fertilityGrid = new FertilityGrid(this); this.snowGrid = new SnowGrid(this); this.deepResourceGrid = new DeepResourceGrid(this); this.exitMapGrid = new ExitMapGrid(this); this.linkGrid = new LinkGrid(this); this.glowFlooder = new GlowFlooder(this); this.powerNetManager = new PowerNetManager(this); this.powerNetGrid = new PowerNetGrid(this); this.regionMaker = new RegionMaker(this); this.pathFinder = new PathFinder(this); this.pawnPathPool = new PawnPathPool(this); this.regionAndRoomUpdater = new RegionAndRoomUpdater(this); this.regionLinkDatabase = new RegionLinkDatabase(); this.moteCounter = new MoteCounter(); this.gatherSpotLister = new GatherSpotLister(); this.windManager = new WindManager(this); this.listerBuildingsRepairable = new ListerBuildingsRepairable(); this.listerHaulables = new ListerHaulables(this); this.listerMergeables = new ListerMergeables(this); this.listerFilthInHomeArea = new ListerFilthInHomeArea(this); this.reachability = new Reachability(this); this.itemAvailability = new ItemAvailability(this); this.autoBuildRoofAreaSetter = new AutoBuildRoofAreaSetter(this); this.roofCollapseBufferResolver = new RoofCollapseBufferResolver(this); this.roofCollapseBuffer = new RoofCollapseBuffer(); this.wildAnimalSpawner = new WildAnimalSpawner(this); this.wildPlantSpawner = new WildPlantSpawner(this); this.steadyEnvironmentEffects = new SteadyEnvironmentEffects(this); this.skyManager = new SkyManager(this); this.overlayDrawer = new OverlayDrawer(); this.floodFiller = new FloodFiller(this); this.weatherDecider = new WeatherDecider(this); this.fireWatcher = new FireWatcher(this); this.dangerWatcher = new DangerWatcher(this); this.damageWatcher = new DamageWatcher(); this.strengthWatcher = new StrengthWatcher(this); this.wealthWatcher = new WealthWatcher(this); this.regionDirtyer = new RegionDirtyer(this); this.cellsInRandomOrder = new MapCellsInRandomOrder(this); this.rememberedCameraPos = new RememberedCameraPos(this); this.mineStrikeManager = new MineStrikeManager(); this.storyState = new StoryState(this); this.retainedCaravanData = new RetainedCaravanData(this); this.components.Clear(); this.FillComponents(); }
public static FloodUnfogResult FloodUnfog(IntVec3 root, Map map) { FloodFillerFog.cellsToUnfog.Clear(); FloodUnfogResult result = default(FloodUnfogResult); bool[] fogGridDirect = map.fogGrid.fogGrid; FogGrid fogGrid = map.fogGrid; List <IntVec3> newlyUnfoggedCells = new List <IntVec3>(); int numUnfogged = 0; bool expanding = false; CellRect viewRect = CellRect.ViewRect(map); result.allOnScreen = true; Predicate <IntVec3> predicate = delegate(IntVec3 c) { bool result; if (!fogGridDirect[map.cellIndices.CellToIndex(c)]) { result = false; } else { Thing edifice = c.GetEdifice(map); result = ((edifice == null || !edifice.def.MakeFog) && (!FloodFillerFog.testMode || expanding || numUnfogged <= 500)); } return(result); }; Action <IntVec3> processor = delegate(IntVec3 c) { fogGrid.Unfog(c); newlyUnfoggedCells.Add(c); List <Thing> thingList = c.GetThingList(map); for (int l = 0; l < thingList.Count; l++) { Pawn pawn = thingList[l] as Pawn; if (pawn != null) { pawn.mindState.Active = true; if (pawn.def.race.IsMechanoid) { result.mechanoidFound = true; } } } if (!viewRect.Contains(c)) { result.allOnScreen = false; } result.cellsUnfogged++; if (FloodFillerFog.testMode) { numUnfogged++; map.debugDrawer.FlashCell(c, (float)numUnfogged / 200f, numUnfogged.ToStringCached(), 50); } }; map.floodFiller.FloodFill(root, predicate, processor, int.MaxValue, false, null); expanding = true; for (int i = 0; i < newlyUnfoggedCells.Count; i++) { IntVec3 a = newlyUnfoggedCells[i]; for (int j = 0; j < 8; j++) { IntVec3 intVec = a + GenAdj.AdjacentCells[j]; if (intVec.InBounds(map) && fogGrid.IsFogged(intVec)) { if (!predicate(intVec)) { FloodFillerFog.cellsToUnfog.Add(intVec); } } } } for (int k = 0; k < FloodFillerFog.cellsToUnfog.Count; k++) { fogGrid.Unfog(FloodFillerFog.cellsToUnfog[k]); if (FloodFillerFog.testMode) { map.debugDrawer.FlashCell(FloodFillerFog.cellsToUnfog[k], 0.3f, "x", 50); } } FloodFillerFog.cellsToUnfog.Clear(); return(result); }