public override void OnSucessfullCast(Saveable_Caster caster, IEnumerable <Thing> targets, IExposable effectState) { MapComponent_Ability component = MapComponent_Ability.GetOrCreate(); foreach (Pawn target in targets) { AbilityEffect_UtilityChangeKind evolveItem = this.items.First(i => i.from.Contains(target.def)); Brain brain = target.GetSquadBrain(); foreach (PawnKindDef kind in evolveItem.to) { Pawn newPawn = AbilityEffect_Revive.Copy(caster.pawn, kind, target.Faction); GenSpawn.Spawn(newPawn, target.Position); if (brain != null) { brain.AddPawn(newPawn); } } Building building = StoreUtility.StoringBuilding(target); if (building != null) { ((Building_Storage)building).Notify_LostThing(target); } target.Destroy(DestroyMode.Vanish); } }
public override bool TryStart(AbilityDef ability, Saveable_Caster caster, ref List <Thing> targets, ref IExposable effectState) { if (!base.TryStart(ability, caster, ref targets, ref effectState)) { return(false); } if (targets == null) { return(false); } List <Thing> corpses = AbilityEffect_Revive.SelectCorpses(targets); if (corpses.Any()) { targets = corpses; return(true); } else { return(false); } }
public override void OnSucessfullCast(Saveable_Caster caster, IEnumerable <Thing> targets, IExposable effectState) { MapComponent_Ability component = MapComponent_Ability.GetOrCreate(); Brain brain = caster.pawn.GetSquadBrain(); foreach (Corpse corpse in targets) { List <PawnKindDef> newKinds = new List <PawnKindDef>(); if (this.changes != null) { AbilityEffect_UtilityChangeKind kind = this.changes.FirstOrDefault(i => i.from.Contains(corpse.innerPawn.def)); if (kind != null) { newKinds.AddRange(kind.to); } else { newKinds.Add(corpse.innerPawn.kindDef); } } else { newKinds.Add(corpse.innerPawn.kindDef); } foreach (PawnKindDef kindDef in newKinds) { Pawn newPawn = AbilityEffect_Revive.Copy(caster.pawn, kindDef, this.changeFaction ? caster.pawn.Faction : corpse.innerPawn.Faction); if (corpse.innerPawn == caster.pawn) { component.ReplacePawnAbility(caster, newPawn); } IntVec3 position = corpse.Position; GenSpawn.Spawn(newPawn, position); if ((newPawn.Faction == caster.pawn.Faction) && (brain != null)) { brain.AddPawn(newPawn); } } Building building = StoreUtility.StoringBuilding(corpse); if (building != null) { ((Building_Storage)building).Notify_LostThing(corpse); } corpse.Destroy(DestroyMode.Vanish); //if (this.healUntil > 0) //{ // HediffSet hediffSet = newPawn.healthTracker.hediffSet; // while ((newPawn.healthTracker.summaryHealth.SummaryHealthPercent >= this.healUntil) && // (AbilityEffect_Revive.HittablePartsViolence(hediffSet).Any<BodyPartRecord>())) // { // BodyPartRecord bodyPartRecord = AbilityEffect_Revive.HittablePartsViolence(hediffSet).RandomElementByWeight((BodyPartRecord x) => x.absoluteFleshCoverage); // int amount = Rand.RangeInclusive(8, 25); // DamageDef def; // if (bodyPartRecord.depth == BodyPartDepth.Outside) // def = HealthUtility.RandomViolenceDamageType(); // else // def = DamageDefOf.Blunt; // DamageInfo dinfo = new DamageInfo(def, amount, null, new BodyPartDamageInfo?(new BodyPartDamageInfo(bodyPartRecord, false, (List<HediffDef>)null)), null); // newPawn.TakeDamage(dinfo); // } //} } }
public static Pawn Copy(Pawn sourcePawn, PawnKindDef kindDef, Faction faction, bool forceBodyVisual = false, bool forceApparel = false, bool forceWeapon = false) { Pawn pawn = (Pawn)ThingMaker.MakeThing(kindDef.race, null); pawn.kindDef = kindDef; pawn.SetFactionDirect(faction); pawn.pather = new Pawn_PathFollower(pawn); pawn.ageTracker = new Pawn_AgeTracker(pawn); pawn.health = new Pawn_HealthTracker(pawn); pawn.jobs = new Pawn_JobTracker(pawn); pawn.mindState = new Pawn_MindState(pawn); pawn.filth = new Pawn_FilthTracker(pawn); pawn.needs = new Pawn_NeedsTracker(pawn); pawn.stances = new Pawn_StanceTracker(pawn); pawn.InitUnsavedUniversalComponents(); if (pawn.RaceProps.ToolUser) { pawn.equipment = new Pawn_EquipmentTracker(pawn); pawn.carrier = new Pawn_CarryTracker(pawn); pawn.apparel = new Pawn_ApparelTracker(pawn); pawn.inventory = new Pawn_InventoryTracker(pawn); } if (pawn.RaceProps.Humanlike) { pawn.ownership = new Pawn_Ownership(pawn); pawn.skills = new Pawn_SkillTracker(pawn); pawn.talker = new Pawn_TalkTracker(pawn); pawn.story = new Pawn_StoryTracker(pawn); pawn.workSettings = new Pawn_WorkSettings(pawn); } if (pawn.RaceProps.intelligence <= Intelligence.ToolUser) { pawn.caller = new Pawn_CallTracker(pawn); } PawnUtility.AddAndRemoveComponentsAsAppropriate(pawn); if (pawn.RaceProps.hasGenders) { if ((sourcePawn != null) && (sourcePawn.RaceProps.hasGenders) && (sourcePawn.gender != Gender.None)) { pawn.gender = sourcePawn.gender; } else { if (Rand.Value < 0.5f) { pawn.gender = Gender.Male; } else { pawn.gender = Gender.Female; } } } else { pawn.gender = Gender.None; } AbilityEffect_Revive.GenerateRandomAge_Coping(pawn, sourcePawn); AbilityEffect_Revive.GenerateInitialHediffs_Coping(pawn, sourcePawn); if (pawn.RaceProps.Humanlike) { if ((sourcePawn != null) && (forceBodyVisual)) { pawn.story.skinColor = sourcePawn.story.skinColor; pawn.story.crownType = sourcePawn.story.crownType; pawn.story.headGraphicPath = sourcePawn.story.headGraphicPath; pawn.story.hairColor = sourcePawn.story.hairColor; AbilityEffect_Revive.GiveAppropriateBioTo_Coping(pawn, sourcePawn); pawn.story.hairDef = sourcePawn.story.hairDef; AbilityEffect_Revive.GiveRandomTraitsTo_Coping(pawn, sourcePawn); pawn.story.GenerateSkillsFromBackstory(); } else { pawn.story.skinColor = PawnSkinColors.RandomSkinColor(); pawn.story.crownType = ((Rand.Value >= 0.5f) ? CrownType.Narrow : CrownType.Average); pawn.story.headGraphicPath = GraphicDatabaseHeadRecords.GetHeadRandom(pawn.gender, pawn.story.skinColor, pawn.story.crownType).GraphicPath; pawn.story.hairColor = PawnHairColors.RandomHairColor(pawn.story.skinColor, pawn.ageTracker.AgeBiologicalYears); PawnBioGenerator.GiveAppropriateBioTo(pawn, faction.def); pawn.story.hairDef = PawnHairChooser.RandomHairDefFor(pawn, faction.def); AbilityEffect_Revive.GiveRandomTraitsTo(pawn); pawn.story.GenerateSkillsFromBackstory(); } } AbilityEffect_Revive.GenerateStartingApparelFor_Coping(pawn, sourcePawn, forceApparel); AbilityEffect_Revive.TryGenerateWeaponFor_Coping(pawn, sourcePawn, forceWeapon); AbilityEffect_Revive.GenerateInventoryFor_Coping(pawn, sourcePawn); PawnUtility.AddAndRemoveComponentsAsAppropriate(pawn); return(pawn); }