public virtual void Generate(Stencil s) { var spacingX = this.spacingX > 0 ? this.spacingX : spacing; var spacingZ = this.spacingZ > 0 ? this.spacingZ : spacing; s.ClearThingsInBounds(); if (!naturalFloor) { s.FillTerrain(GenCity.RandomFloor(s.map)); } if (roofed) { var wallStuff = GenCity.RandomWallStuff(s.map); s.Spawn(s.MinX, s.MinZ, ThingDefOf.Wall, wallStuff); s.Spawn(s.MaxX, s.MinZ, ThingDefOf.Wall, wallStuff); s.Spawn(s.MinX, s.MaxZ, ThingDefOf.Wall, wallStuff); s.Spawn(s.MaxX, s.MaxZ, ThingDefOf.Wall, wallStuff); s.FillRoof(RoofDefOf.RoofConstructed); } var stuff = thingStuff ?? GenCity.RandomStuff(thingDef, s.map); var paddingX = spacingX / 2 + 1; var paddingZ = spacingZ / 2 + 1; for (var x = s.MinX + paddingX; x <= s.MaxX - paddingX; x += spacingX) { for (var z = s.MinZ + paddingZ; z <= s.MaxZ - paddingZ; z += spacingZ) { s.Spawn(x, z, thingDef, stuff); } } }
public override void Decorate(Stencil s) { var floorStuff = GenCity.RandomFloor(s.map); var columnStuff = GenCity.RandomStuff(ThingDefOf.Column, s.map); var distance = distanceRange.RandomInRange; for (var dir = 0; dir < 4; dir++) { var sDir = s.Rotate(dir); sDir = sDir.Bound(sDir.MinX, sDir.MaxZ + 1, sDir.MaxX, sDir.MaxZ + distance); if (dir % 2 == 0) { sDir = sDir.Expand(distance, 0, distance, 0); } var spacing = columnSpacingRange.RandomInRange; for (var x = sDir.MinX + Rand.Range(0, spacing); x <= sDir.MaxX; x += spacing) { var sCol = sDir.Move(x, sDir.MaxZ); if (sCol.IsInMap() && IsValidTile(s.map, sCol.pos)) { sCol.Spawn(ThingDefOf.Column, columnStuff); } } sDir.FillRoof(RoofDefOf.RoofConstructed) .FillTerrain(floorStuff, IsValidTile); } }
public override void Decorate(Stencil s) { s.Bound(s.RandInclusive(s.MinX, s.MinX / 2) - 1, s.RandInclusive(s.MinZ, s.MinZ / 2) - 1, s.RandInclusive(s.MaxX / 2, s.MaxX) + 1, s.RandInclusive(s.MaxZ / 2, s.MaxZ) + 1) .FillTerrain(GenCity.RandomFloor(s.map, true)); var def = options.RandomElement(); var thing = s.Spawn(def, GenCity.RandomStuff(def, s.map)); if (chairDensity > 0) { var chairDef = chairOptions.RandomElement(); var chairStuff = GenCity.RandomStuff(chairDef, s.map); var sThing = s.BoundTo(thing.OccupiedRect()); for (var dir = 0; dir < 4; dir++) { var sDir = sThing.Rotate(dir); for (var x = sDir.MinX; x <= sDir.MaxX; x++) { if (s.Chance(chairDensity)) { SpawnChair(sDir.Move(x, sDir.MinZ - 1), chairDef, chairStuff); } } } } else if (thing.def.hasInteractionCell && chairOptions.Count > 0) { var chairDef = chairOptions.RandomElement(); var chairStuff = GenCity.RandomStuff(chairDef, s.map); SpawnChair(s.MoveTo(thing.InteractionCell), chairDef, chairStuff); } }
protected override void ScatterAt(IntVec3 pos, Map map, GenStepParams parms, int count) { var s = new Stencil(map).MoveTo(pos); s = s.Bound(s.MinX, 0, s.MaxX, 0) .ClearThingsInBounds(); s.Expand(1) .FillTerrain(GenCity.RandomFloor(map), IsValidTile); var sandbagStuff = GenCity.RandomStuff(ThingDefOf.Sandbags, map); s.MoveWithBounds(0, -2) .Border(ThingDefOf.Sandbags, sandbagStuff, mask: IsValidTile); s.MoveWithBounds(0, 2) .Border(ThingDefOf.Sandbags, sandbagStuff, mask: IsValidTile); var sentries = sentryRange.RandomInRange; for (var i = 0; i < sentries; i++) { var point = s.MoveRand().pos + IntVec3.North * 3; GenCity.SpawnInhabitant(point, map, new LordJob_DefendBase(map.ParentFaction, point)); } }
public override void Generate(Map map, GenStepParams parms) { var s = new Stencil(map); s = s.Bound(s.MinX, s.MaxZ - Mathf.RoundToInt(map.Size.x * HeightRatio), s.MaxX, s.MaxZ) .Center(); // Clear area s.Expand(0, 3, 0, 0).ClearThingsInBounds(); // Courtyard floor s.FillTerrain(BaseGenUtility.RandomHightechFloorDef()); // Outer floor s.Bound(0, s.MinZ - 1, 0, s.MinZ - 8).SetTerrain(GenCity.RandomFloor(map)); // Outer barricade s.Fill(s.MinX, s.MinZ - 7, s.MaxX, s.MinZ - 7, ThingDefOf.Barricade, GenCity.RandomStuff(ThingDefOf.Barricade, map), IsValidBarricadeTile); // Outer wall var wallStuff = BaseGenUtility.RandomHightechWallStuff(); var doorX = s.MinX + map.Size.x / 2; s.Fill(s.MinX, s.MinZ - 3, doorX - 1, s.MinZ, ThingDefOf.Wall, wallStuff); s.Fill(doorX + 1, s.MinZ - 3, s.MaxX, s.MinZ, ThingDefOf.Wall, wallStuff); s.Bound(doorX, s.MinZ - 3, doorX, s.MinZ) .Fill(ThingDefOf.Door, wallStuff); // Inner keep s = s.Expand(-marginRange.RandomInRange, -marginRange.RandomInRange, -marginRange.RandomInRange, -marginRange.RandomInRange); var genStep = (GenStep_Buildings)buildingGenStepDef.genStep; genStep.GenerateRect(s); // Mechanoids var mechs = PawnGroupMakerUtility.GeneratePawns(new PawnGroupMakerParms { groupKind = PawnGroupKindDefOf.Combat, tile = map.Tile, faction = Faction.OfMechanoids, points = 5000, }).ToList(); foreach (var mech in mechs) { var pos = s.Expand(-10).MoveRand().pos; GenSpawn.Spawn(mech, GenCity.FindPawnSpot(pos, map), map); mech.SetFactionDirect(map.ParentFaction); mech.Name = new NameSingle(mechanoidNames[Rand.Range(0, mechanoidNames.Count)] + " #" + Rand.RangeInclusive(10, 40)); var lord = LordMaker.MakeNewLord(map.ParentFaction, new LordJob_LiveInCitadel(pos), map); lord.AddPawn(mech); } //TODO throne room }
public override void GenerateRect(Stencil s) { s.FillTerrain(GenCity.RandomFloor(s.map)); var pawn = (Pawn)null; if (!s.map.ParentFaction.HostileTo(Faction.OfPlayer)) { pawn = GenCity.SpawnInhabitant(s.Coords(s.RandX / 2, s.RandZ / 2), s.map); var traderKind = DefDatabase <TraderKindDef> .AllDefs.RandomElement(); pawn.mindState.wantsToTradeWithColony = true; PawnComponentsUtility.AddAndRemoveDynamicComponents(pawn, true); pawn.trader.traderKind = traderKind; pawn.inventory.DestroyAll(); var parms = new ThingSetMakerParams { traderDef = traderKind, tile = s.map.Tile, makingFaction = s.map.ParentFaction, }; foreach (var item in ThingSetMakerDefOf.TraderStock.root.Generate(parms)) { if (!(item is Pawn) && !pawn.inventory.innerContainer.TryAdd(item)) { item.Destroy(); } } PawnInventoryGenerator.GiveRandomFood(pawn); } for (var dir = 0; dir < 4; dir++) { if (s.Chance(standChance)) { var sStand = s.Rotate(dir).Move(Mathf.RoundToInt(s.RandX / 2F), s.MaxZ - s.RandInclusive(0, 2)).Bound(-1, 0, 1, 0); sStand.FillTerrain(GenCity.RandomFloor(s.map, true)); var wallStuff = GenCity.RandomWallStuff(s.map); sStand.Spawn(sStand.MinX - 1, 0, ThingDefOf.Wall, wallStuff); sStand.Spawn(sStand.MaxX + 1, 0, ThingDefOf.Wall, wallStuff); sStand.Expand(1).FillRoof(RoofDefOf.RoofConstructed); // if (pawn != null) { // var itemPos = sStand.Coords(sStand.RandX, sStand.RandZ); // var item = pawn.inventory.innerContainer.FirstOrDefault(); // if (item != null) { // pawn.inventory.innerContainer.TryDrop(item, itemPos, s.map, ThingPlaceMode.Direct, out var result); // item.SetOwnedByCity(true, s.map); // } // } } } }
public override void GenerateRect(Stencil s) { GenRooms(s, true); var wallStuff = RandomWallStuff(s.map); var doorStuff = RandomWallStuff(s.map); var hasDoor = false; for (var dir = 0; dir < 4; dir++) { var sDir = s.Rotate(dir); var doorHere = !hasDoor || s.Chance(doorChance); if (doorHere) { hasDoor = true; var offset = sDir.RandInclusive(0, 2) + 2; var doorZ = sDir.Chance(.5F) ? sDir.MinZ + offset : sDir.MaxZ - offset; for (var z = sDir.MinZ; z < sDir.MaxZ; z++) { if (z != doorZ) { sDir.Spawn(sDir.MaxX, z, ThingDefOf.Wall, doorStuff); } else { sDir.Move(sDir.MaxX + 1, z).ClearBuildingsAtPos(); sDir.Spawn(sDir.MaxX, z, ThingDefOf.Door, wallStuff); } } } else { sDir.Fill(sDir.MaxX, sDir.MinZ, sDir.MaxX, sDir.MaxZ - 1, ThingDefOf.Wall, wallStuff); } } if (buildingDecorators.Count > 0) { buildingDecorators.RandomElement().Decorate(s); } // s.FillFog(); s.Expand(1).BorderTerrain(GenCity.RandomFloor(s.map), IsValidTile); }
TerrainDef RandomFloor(Map map) { return(floorOptions.RandomElementWithFallback() ?? (expensive ? BaseGenUtility.RandomHightechFloorDef() : GenCity.RandomFloor(map))); }