/// <summary> /// Generates a loadout from a pawn's current equipment and inventory. Attempts to put items which fit in Generics that are default/DropExcess into said Generic. /// </summary> /// <param name="pawn">Pawn to check equipment/inventory on and generate a Loadout from.</param> /// <returns>Loadout which was generated based on Pawn's inventory.</returns> public static Loadout GenerateLoadoutFromPawn(this Pawn pawn) { // generate the name for this new pawn based loadout. string newName = string.Concat(pawn.Name.ToStringShort, " ", "CE_DefaultLoadoutName".Translate()); Regex reNum = new Regex(@"^(.*?)\d+$"); if (reNum.IsMatch(newName)) { newName = reNum.Replace(newName, @"$1"); } newName = LoadoutManager.GetUniqueLabel(newName); // set basic loadout properties. Loadout loadout = new Loadout(newName); loadout.defaultLoadout = false; loadout.canBeDeleted = true; LoadoutSlot slot = null; // grab the pawn's current equipment as a loadoutslot. if (pawn.equipment?.Primary != null) { slot = new LoadoutSlot(pawn.equipment.Primary.def); loadout.AddSlot(slot); } // get a list of generics which are drop only. Assumes that anything that doesn't fit here is a Specific slot later. IEnumerable <LoadoutGenericDef> generics = DefDatabase <LoadoutGenericDef> .AllDefs.Where(gd => gd.defaultCountType == LoadoutCountType.dropExcess); // enumerate each item in the pawn's inventory and add appropriate slots. foreach (Thing thing in pawn.inventory.innerContainer) { LoadoutGenericDef foundGeneric = null; // first check if it's a generic-able item... foreach (LoadoutGenericDef generic in generics) { if (generic.lambda(thing.def)) { foundGeneric = generic; break; } } // assign a loadout slot that fits the thing. if (foundGeneric != null) { slot = new LoadoutSlot(foundGeneric, thing.stackCount); } else { slot = new LoadoutSlot(thing.def, thing.stackCount); } // add the slot (this also takes care of adding to existing slots) loadout.AddSlot(slot); } // finally check the loadout and make sure that it has sufficient generics like what happens with a new loadout in the management UI. foreach (LoadoutGenericDef generic in generics.Where(gd => gd.isBasic)) { slot = loadout.Slots.FirstOrDefault(s => s.genericDef == generic); if (slot != null) { if (slot.count < slot.genericDef.defaultCount) { slot.count = slot.genericDef.defaultCount; } } else { slot = new LoadoutSlot(generic); loadout.AddSlot(slot); } } return(loadout); }
protected override void FillTab() { // get the inventory comp CompInventory comp = SelPawn.TryGetComp <CompInventory>(); // set up rects Rect listRect = new Rect( _margin, _topPadding, size.x - 2 * _margin, size.y - _topPadding - _margin); if (comp != null) { PlayerKnowledgeDatabase.KnowledgeDemonstrated(CE_ConceptDefOf.CE_InventoryWeightBulk, KnowledgeAmount.FrameDisplayed); // adjust rects if comp found listRect.height -= (_margin / 2 + _barHeight) * 2; Rect weightRect = new Rect(_margin, listRect.yMax + _margin / 2, listRect.width, _barHeight); Rect bulkRect = new Rect(_margin, weightRect.yMax + _margin / 2, listRect.width, _barHeight); // draw bars Utility_Loadouts.DrawBar(bulkRect, comp.currentBulk, comp.capacityBulk, "CE_Bulk".Translate(), SelPawn.GetBulkTip()); Utility_Loadouts.DrawBar(weightRect, comp.currentWeight, comp.capacityWeight, "CE_Weight".Translate(), SelPawn.GetWeightTip()); // draw text overlays on bars Text.Font = GameFont.Small; Text.Anchor = TextAnchor.MiddleCenter; string currentBulk = CE_StatDefOf.CarryBulk.ValueToString(comp.currentBulk, CE_StatDefOf.CarryBulk.toStringNumberSense); string capacityBulk = CE_StatDefOf.CarryBulk.ValueToString(comp.capacityBulk, CE_StatDefOf.CarryBulk.toStringNumberSense); Widgets.Label(bulkRect, currentBulk + "/" + capacityBulk); string currentWeight = comp.currentWeight.ToString("0.#"); string capacityWeight = CE_StatDefOf.CarryWeight.ValueToString(comp.capacityWeight, CE_StatDefOf.CarryWeight.toStringNumberSense); Widgets.Label(weightRect, currentWeight + "/" + capacityWeight); Text.Anchor = TextAnchor.UpperLeft; } // start drawing list (rip from ITab_Pawn_Gear) GUI.BeginGroup(listRect); Text.Font = GameFont.Small; GUI.color = Color.white; Rect outRect = new Rect(0f, 0f, listRect.width, listRect.height); Rect viewRect = new Rect(0f, 0f, listRect.width - 16f, _scrollViewHeight); Widgets.BeginScrollView(outRect, ref _scrollPosition, viewRect); float num = 0f; TryDrawComfyTemperatureRange(ref num, viewRect.width); if (ShouldShowOverallArmor(SelPawnForGear)) { Widgets.ListSeparator(ref num, viewRect.width, "OverallArmor".Translate()); TryDrawOverallArmor(ref num, viewRect.width, StatDefOf.ArmorRating_Blunt, "ArmorBlunt".Translate(), " " + "CE_MPa".Translate()); TryDrawOverallArmor(ref num, viewRect.width, StatDefOf.ArmorRating_Sharp, "ArmorSharp".Translate(), "CE_mmRHA".Translate()); TryDrawOverallArmor(ref num, viewRect.width, StatDefOf.ArmorRating_Heat, "ArmorHeat".Translate(), "%"); } if (ShouldShowEquipment(SelPawnForGear)) { Widgets.ListSeparator(ref num, viewRect.width, "Equipment".Translate()); foreach (ThingWithComps current in SelPawnForGear.equipment.AllEquipmentListForReading) { DrawThingRow(ref num, viewRect.width, current); } } if (ShouldShowApparel(SelPawnForGear)) { Widgets.ListSeparator(ref num, viewRect.width, "Apparel".Translate()); foreach (Apparel current2 in from ap in SelPawnForGear.apparel.WornApparel orderby ap.def.apparel.bodyPartGroups[0].listOrder descending select ap) { DrawThingRow(ref num, viewRect.width, current2); } } if (ShouldShowInventory(SelPawnForGear)) { // get the loadout so we can make a decision to show a button. bool showMakeLoadout = false; Loadout curLoadout = SelPawnForGear.GetLoadout(); if (SelPawnForGear.IsColonist && (curLoadout == null || curLoadout.Slots.NullOrEmpty()) && (SelPawnForGear.inventory.innerContainer.Any() || SelPawnForGear.equipment?.Primary != null)) { showMakeLoadout = true; } if (showMakeLoadout) { num += 3; // Make a little room for the button. } float buttonY = num; // Could be accomplished with seperator being after the button... Widgets.ListSeparator(ref num, viewRect.width, "Inventory".Translate()); // only offer this button if the pawn has no loadout or has the default loadout and there are things/equipment... if (showMakeLoadout) { Rect loadoutButtonRect = new Rect(viewRect.width / 2, buttonY, viewRect.width / 2, 26f); // button is half the available width... if (Widgets.ButtonText(loadoutButtonRect, "CE_MakeLoadout".Translate())) { Loadout loadout = SelPawnForGear.GenerateLoadoutFromPawn(); LoadoutManager.AddLoadout(loadout); SelPawnForGear.SetLoadout(loadout); // Opening this window is the same way as if from the assign tab so should be correct. Find.WindowStack.Add(new Dialog_ManageLoadouts(SelPawnForGear.GetLoadout())); } } workingInvList.Clear(); workingInvList.AddRange(SelPawnForGear.inventory.innerContainer); for (int i = 0; i < workingInvList.Count; i++) { DrawThingRow(ref num, viewRect.width, workingInvList[i].GetInnerIfMinified(), true); } } if (Event.current.type == EventType.Layout) { _scrollViewHeight = num + 30f; } Widgets.EndScrollView(); GUI.EndGroup(); GUI.color = Color.white; Text.Anchor = TextAnchor.UpperLeft; }
public override void DoWindowContents(Rect canvas) { // fix weird zooming bug Text.Font = GameFont.Small; // SET UP RECTS // top buttons Rect selectRect = new Rect(0f, 0f, canvas.width * .2f, _topAreaHeight); Rect newRect = new Rect(selectRect.xMax + _margin, 0f, canvas.width * .2f, _topAreaHeight); Rect copyRect = new Rect(newRect.xMax + _margin, 0f, canvas.width * .2f, _topAreaHeight); Rect deleteRect = new Rect(copyRect.xMax + _margin, 0f, canvas.width * .2f, _topAreaHeight); // main areas Rect nameRect = new Rect( 0f, _topAreaHeight + _margin * 2, (canvas.width - _margin) / 2f, 24f); Rect slotListRect = new Rect( 0f, nameRect.yMax + _margin, (canvas.width - _margin) / 2f, canvas.height - _topAreaHeight - nameRect.height - _barHeight * 2 - _margin * 5); Rect weightBarRect = new Rect(slotListRect.xMin, slotListRect.yMax + _margin, slotListRect.width, _barHeight); Rect bulkBarRect = new Rect(weightBarRect.xMin, weightBarRect.yMax + _margin, weightBarRect.width, _barHeight); Rect sourceButtonRect = new Rect( slotListRect.xMax + _margin, _topAreaHeight + _margin * 2, (canvas.width - _margin) / 2f, 24f); Rect selectionRect = new Rect( slotListRect.xMax + _margin, sourceButtonRect.yMax + _margin, (canvas.width - _margin) / 2f, canvas.height - 24f - _topAreaHeight - _margin * 3); LoadoutManager.SortLoadouts(); List <Loadout> loadouts = LoadoutManager.Loadouts.Where(l => !l.defaultLoadout).ToList(); // DRAW CONTENTS // buttons // select loadout if (Widgets.ButtonText(selectRect, "CE_SelectLoadout".Translate())) { List <FloatMenuOption> options = new List <FloatMenuOption>(); if (loadouts.Count == 0) { options.Add(new FloatMenuOption("CE_NoLoadouts".Translate(), null)); } else { for (int i = 0; i < loadouts.Count; i++) { int local_i = i; options.Add(new FloatMenuOption(loadouts[i].LabelCap, delegate { CurrentLoadout = loadouts[local_i]; })); } } Find.WindowStack.Add(new FloatMenu(options)); } // create loadout if (Widgets.ButtonText(newRect, "CE_NewLoadout".Translate())) { Loadout loadout = new Loadout(); loadout.AddBasicSlots(); LoadoutManager.AddLoadout(loadout); CurrentLoadout = loadout; } // copy loadout if (CurrentLoadout != null && Widgets.ButtonText(copyRect, "CE_CopyLoadout".Translate())) { CurrentLoadout = CurrentLoadout.Copy(); LoadoutManager.AddLoadout(CurrentLoadout); } // delete loadout if (loadouts.Any(l => l.canBeDeleted) && Widgets.ButtonText(deleteRect, "CE_DeleteLoadout".Translate())) { List <FloatMenuOption> options = new List <FloatMenuOption>(); for (int i = 0; i < loadouts.Count; i++) { int local_i = i; // don't allow deleting the default loadout if (!loadouts[i].canBeDeleted) { continue; } options.Add(new FloatMenuOption(loadouts[i].LabelCap, delegate { if (CurrentLoadout == loadouts[local_i]) { CurrentLoadout = LoadoutManager.DefaultLoadout; } LoadoutManager.RemoveLoadout(loadouts[local_i]); })); } Find.WindowStack.Add(new FloatMenu(options)); } // draw notification if no loadout selected if (CurrentLoadout == null) { Text.Anchor = TextAnchor.MiddleCenter; GUI.color = Color.grey; Widgets.Label(canvas, "CE_NoLoadoutSelected".Translate()); GUI.color = Color.white; Text.Anchor = TextAnchor.UpperLeft; // and stop further drawing return; } // name DrawNameField(nameRect); // source selection DrawSourceSelection(sourceButtonRect); // selection area DrawSlotSelection(selectionRect); // current slots DrawSlotList(slotListRect); // bars if (CurrentLoadout != null) { Utility_Loadouts.DrawBar(weightBarRect, CurrentLoadout.Weight, Utility_Loadouts.medianWeightCapacity, "CE_Weight".Translate(), CurrentLoadout.GetWeightTip()); Utility_Loadouts.DrawBar(bulkBarRect, CurrentLoadout.Bulk, Utility_Loadouts.medianBulkCapacity, "CE_Bulk".Translate(), CurrentLoadout.GetBulkTip()); // draw text overlays on bars Text.Font = GameFont.Small; Text.Anchor = TextAnchor.MiddleCenter; var currentBulk = CE_StatDefOf.CarryBulk.ValueToString(CurrentLoadout.Bulk, CE_StatDefOf.CarryBulk.toStringNumberSense); var capacityBulk = CE_StatDefOf.CarryBulk.ValueToString(Utility_Loadouts.medianBulkCapacity, CE_StatDefOf.CarryBulk.toStringNumberSense); Widgets.Label(bulkBarRect, currentBulk + "/" + capacityBulk); Widgets.Label(weightBarRect, CurrentLoadout.Weight.ToString("0.#") + "/" + Utility_Loadouts.medianWeightCapacity.ToStringMass()); GUI.color = Color.white; Text.Anchor = TextAnchor.UpperLeft; } // done! }
protected override void FillTab() { // get the inventory comp CompInventory comp = SelPawn.TryGetComp <CompInventory>(); // set up rects Rect listRect = new Rect( _margin, _topPadding, size.x - 2 * _margin, size.y - _topPadding - _margin); if (comp != null) { PlayerKnowledgeDatabase.KnowledgeDemonstrated(CE_ConceptDefOf.CE_InventoryWeightBulk, KnowledgeAmount.FrameDisplayed); // adjust rects if comp found listRect.height -= (_margin / 2 + _barHeight) * 2; Rect weightRect = new Rect(_margin, listRect.yMax + _margin / 2, listRect.width, _barHeight); Rect bulkRect = new Rect(_margin, weightRect.yMax + _margin / 2, listRect.width, _barHeight); Utility_Loadouts.DrawBar(bulkRect, comp.currentBulk, comp.capacityBulk, "CE_Bulk".Translate(), SelPawn.GetBulkTip()); Utility_Loadouts.DrawBar(weightRect, comp.currentWeight, comp.capacityWeight, "CE_Weight".Translate(), SelPawn.GetWeightTip()); } // start drawing list (rip from ITab_Pawn_Gear) GUI.BeginGroup(listRect); Text.Font = GameFont.Small; GUI.color = Color.white; Rect outRect = new Rect(0f, 0f, listRect.width, listRect.height); Rect viewRect = new Rect(0f, 0f, listRect.width - 16f, _scrollViewHeight); Widgets.BeginScrollView(outRect, ref _scrollPosition, viewRect); float num = 0f; TryDrawComfyTemperatureRange(ref num, viewRect.width); if (SelPawnForGear.apparel != null) { bool flag = false; TryDrawAverageArmor(ref num, viewRect.width, StatDefOf.ArmorRating_Blunt, "ArmorBlunt".Translate(), ref flag); TryDrawAverageArmor(ref num, viewRect.width, StatDefOf.ArmorRating_Sharp, "ArmorSharp".Translate(), ref flag); TryDrawAverageArmor(ref num, viewRect.width, StatDefOf.ArmorRating_Heat, "ArmorHeat".Translate(), ref flag); } if (SelPawnForGear.equipment != null) { Widgets.ListSeparator(ref num, viewRect.width, "Equipment".Translate()); foreach (ThingWithComps current in SelPawnForGear.equipment.AllEquipmentListForReading) { DrawThingRow(ref num, viewRect.width, current); } } if (SelPawnForGear.apparel != null) { Widgets.ListSeparator(ref num, viewRect.width, "Apparel".Translate()); foreach (Apparel current2 in from ap in SelPawnForGear.apparel.WornApparel orderby ap.def.apparel.bodyPartGroups[0].listOrder descending select ap) { DrawThingRow(ref num, viewRect.width, current2); } } if (SelPawnForGear.inventory != null) { // get the loadout so we can make a decision to show a button. bool showMakeLoadout = false; Loadout curLoadout = SelPawnForGear.GetLoadout(); if (SelPawnForGear.IsColonist && (curLoadout == null || curLoadout.Slots.NullOrEmpty()) && (SelPawnForGear.inventory.innerContainer.Any() || SelPawnForGear.equipment?.Primary != null)) { showMakeLoadout = true; } if (showMakeLoadout) { num += 3; // Make a little room for the button. } float buttonY = num; // Could be accomplished with seperator being after the button... Widgets.ListSeparator(ref num, viewRect.width, "Inventory".Translate()); // only offer this button if the pawn has no loadout or has the default loadout and there are things/equipment... if (showMakeLoadout) { Rect loadoutButtonRect = new Rect(viewRect.width / 2, buttonY, viewRect.width / 2, 26f); // button is half the available width... if (Widgets.ButtonText(loadoutButtonRect, "Make Loadout")) { Loadout loadout = SelPawnForGear.GenerateLoadoutFromPawn(); LoadoutManager.AddLoadout(loadout); SelPawnForGear.SetLoadout(loadout); // UNDONE ideally we'd open the assign (MainTabWindow_OutfitsAndLoadouts) tab as if the user clicked on it here. // (ProfoundDarkness) But I have no idea how to do that just yet. The attempts I made seem to put the RimWorld UI into a bit of a bad state. // ie opening the tab like the dialog below. // Need to understand how RimWorld switches tabs and see if something similar can be done here // (or just remove the unfinished marker). // Opening this window is the same way as if from the assign tab so should be correct. Find.WindowStack.Add(new Dialog_ManageLoadouts(SelPawnForGear.GetLoadout())); } } workingInvList.Clear(); workingInvList.AddRange(SelPawnForGear.inventory.innerContainer); for (int i = 0; i < workingInvList.Count; i++) { DrawThingRow(ref num, viewRect.width, workingInvList[i].GetInnerIfMinified(), true); } } if (Event.current.type == EventType.Layout) { _scrollViewHeight = num + 30f; } Widgets.EndScrollView(); GUI.EndGroup(); GUI.color = Color.white; Text.Anchor = TextAnchor.UpperLeft; }
/// <summary> /// Makes it convenient to fetch a pawn's holdTracker (List of HoldRecords). /// </summary> /// <param name="pawn">Pawn to fetch the records for.</param> /// <returns>List of HoldRecords otherwise known as the Pawn's holdTracker.</returns> public static List <HoldRecord> GetHoldRecords(this Pawn pawn) { return(LoadoutManager.GetHoldRecords(pawn)); }
/// <summary> /// Find an item that should be dropped from the pawn's inventory and how much to drop. /// </summary> /// <param name="pawn"></param> /// <param name="dropThing">The thing which should be dropped.</param> /// <param name="dropCount">The amount to drop.</param> /// <returns>bool, true indicates that the out variables are filled with something to do work on (drop).</returns> // NOTE (ProfoundDarkness): Ended up doing this by nibbling away at the pawn's inventory (or dictionary representation of ThingDefs/Count). // Probably not efficient but was easier to handle atm. static public bool GetExcessThing(this Pawn pawn, out Thing dropThing, out int dropCount) { //(ProfoundDarkness) Thanks to erdelf on the RimWorldMod discord for helping me figure out some dictionary stuff and C# concepts related to 'Primitives' (pass by Value). CompInventory inventory = pawn.TryGetComp <CompInventory>(); Loadout loadout = pawn.GetLoadout(); List <HoldRecord> records = LoadoutManager.GetHoldRecords(pawn); dropThing = null; dropCount = 0; if (inventory == null || inventory.container == null || loadout == null || loadout.Slots.NullOrEmpty()) { return(false); } Dictionary <ThingDef, Integer> listing = GetStorageByThingDef(pawn); // iterate over specifics and generics and Chip away at the dictionary. foreach (LoadoutSlot slot in loadout.Slots) { if (slot.thingDef != null && listing.ContainsKey(slot.thingDef)) { listing[slot.thingDef].value -= slot.count; if (listing[slot.thingDef].value <= 0) { listing.Remove(slot.thingDef); } } if (slot.genericDef != null) { List <ThingDef> killKeys = new List <ThingDef>(); int desiredCount = slot.count; // find dictionary entries which corespond to covered slot. foreach (ThingDef def in listing.Keys.Where(td => slot.genericDef.lambda(td))) { listing[def].value -= desiredCount; if (listing[def].value <= 0) { desiredCount = 0 - listing[def].value; killKeys.Add(def); // the thing in inventory is exausted, forget about it. } else { break; // we have satisifed this loadout so no need to keep enumerating. } } // cleanup dictionary. foreach (ThingDef def in killKeys) { listing.Remove(def); } } } // if there is something left in the dictionary, that is what is to be dropped. // Complicated by the fact that we now consider ammo in guns as part of the inventory... if (listing.Any()) { if (records != null && !records.NullOrEmpty()) { // look at each remaining 'uneaten' thingdef in pawn's inventory. foreach (ThingDef def in listing.Keys) { HoldRecord rec = records.FirstOrDefault(r => r.thingDef == def); if (rec == null) { // the item we have extra of has no HoldRecord, drop it. dropThing = inventory.container.FirstOrDefault(t => t.def == def); if (dropThing != null) { dropCount = listing[def].value > dropThing.stackCount ? dropThing.stackCount : listing[def].value; return(true); } } else if (rec.count < listing[def].value) { // the item we have extra of HAS a HoldRecord but the amount carried is above the limit of the HoldRecord, drop extra. dropThing = pawn.inventory.innerContainer.FirstOrDefault(t => t.def == def); if (dropThing != null) { dropCount = listing[def].value - rec.count; dropCount = dropCount > dropThing.stackCount ? dropThing.stackCount : dropCount; return(true); } } } } else { foreach (ThingDef def in listing.Keys) { dropThing = inventory.container.FirstOrDefault(t => t.GetInnerIfMinified().def == def); if (dropThing != null) { dropCount = listing[def].value > dropThing.stackCount ? dropThing.stackCount : listing[def].value; return(true); } } } } // else return(false); }
/* (ProfoundDarkness) I've intentionally left some code remarked in the following code because it's a useful guide on how to create * and maintain the transpilers that will do nearly identical changes to RimWorld's code for the other 2 PawnColumnWorkers. */ public override void DoCell(Rect rect, Pawn pawn, PawnTable table) { if (pawn.outfits == null) { return; } //changed: int num = Mathf.FloorToInt((rect.width - 4f) * 0.714285731f); int num = Mathf.FloorToInt((rect.width - 4f) - IconSize); //changed: int num2 = Mathf.FloorToInt((rect.width - 4f) * 0.2857143f); int num2 = Mathf.FloorToInt(IconSize); float num3 = rect.x; //added: float num4 = rect.y + ((rect.height - IconSize) / 2); // Reduce width if we're adding a clear forced button bool somethingIsForced = pawn.HoldTrackerAnythingHeld(); Rect loadoutButtonRect = new Rect(num3, rect.y + 2f, (float)num, rect.height - 4f); if (somethingIsForced) { loadoutButtonRect.width -= 4f + (float)num2; } // Main loadout button string label = pawn.GetLoadout().label.Truncate(loadoutButtonRect.width, null); if (Widgets.ButtonText(loadoutButtonRect, label, true, false, true)) { LoadoutManager.SortLoadouts(); List <FloatMenuOption> options = new List <FloatMenuOption>(); foreach (Loadout loadout in LoadoutManager.Loadouts) { // need to create a local copy for delegate Loadout localLoadout = loadout; options.Add(new FloatMenuOption(localLoadout.LabelCap, delegate { pawn.SetLoadout(localLoadout); }, MenuOptionPriority.Default, null, null)); } Find.WindowStack.Add(new FloatMenu(options)); } // Clear forced button num3 += loadoutButtonRect.width; num3 += 4f; //changed: Rect forcedHoldRect = new Rect(num3, rect.y + 2f, (float)num2, rect.height - 4f); Rect forcedHoldRect = new Rect(num3, num4, (float)num2, (float)num2); if (somethingIsForced) { //changed: if (Widgets.ButtonText(forcedHoldRect, "ClearForcedApparel".Translate(), true, false, true)) // "Clear forced" is sufficient and that's what this is at the moment. if (Widgets.ButtonImage(forcedHoldRect, ClearImage)) { pawn.HoldTrackerClear(); // yes this will also delete records that haven't been picked up and thus not shown to the player... } TooltipHandler.TipRegion(forcedHoldRect, new TipSignal(delegate { string text = "CE_ForcedHold".Translate() + ":\n"; foreach (HoldRecord rec in LoadoutManager.GetHoldRecords(pawn)) { if (!rec.pickedUp) { continue; } text = text + "\n " + rec.thingDef.LabelCap + " x" + rec.count; } return(text); }, pawn.GetHashCode() * 613)); num3 += (float)num2; num3 += 4f; } //changed: Rect assignTabRect = new Rect(num3, rect.y + 2f, (float)num2, rect.height - 4f); Rect assignTabRect = new Rect(num3, num4, (float)num2, (float)num2); //changed: if (Widgets.ButtonText(assignTabRect, "AssignTabEdit".Translate(), true, false, true)) if (Widgets.ButtonImage(assignTabRect, EditImage)) { Find.WindowStack.Add(new Dialog_ManageLoadouts(pawn.GetLoadout())); } // Added this next line. TooltipHandler.TipRegion(assignTabRect, new TipSignal(textGetter("CE_Loadouts"), pawn.GetHashCode() * 613)); num3 += (float)num2; }
public static void HoldTrackerClear(this Pawn pawn) { List <HoldRecord> recs = LoadoutManager.GetHoldRecords(pawn); recs.Clear(); }
protected override void DrawPawnRow(Rect rect, Pawn p) { // available space for row Rect rowRect = new Rect(rect.x + 165f, rect.y, rect.width - 165f, rect.height); // response button rect Vector2 responsePos = new Vector2(rowRect.xMin, rowRect.yMin + (rowRect.height - 24f) / 2f); // offset rest of row for that button, so we don't have to mess with all the other rect calculations rowRect.xMin += 24f + _margin; // label + buttons for outfit Rect outfitRect = new Rect(rowRect.xMin, rowRect.yMin, rowRect.width * (1f / 4f) + (_margin + _buttonSize) / 2f, rowRect.height); Rect labelOutfitRect = new Rect(outfitRect.xMin, outfitRect.yMin, outfitRect.width - _margin * 3 - _buttonSize * 2, outfitRect.height) .ContractedBy(_margin / 2f); Rect editOutfitRect = new Rect(labelOutfitRect.xMax + _margin, outfitRect.yMin + ((outfitRect.height - _buttonSize) / 2), _buttonSize, _buttonSize); Rect forcedOutfitRect = new Rect(labelOutfitRect.xMax + _buttonSize + _margin * 2, outfitRect.yMin + ((outfitRect.height - _buttonSize) / 2), _buttonSize, _buttonSize); // drucg policy Rect drugRect = new Rect(outfitRect.xMax, rowRect.yMin, rowRect.width * (1f / 4f) - (_margin + _buttonSize) / 2f, rowRect.height); Rect labelDrugRect = new Rect(drugRect.xMin, drugRect.yMin, drugRect.width - _margin * 2 - _buttonSize, drugRect.height) .ContractedBy(_margin / 2f); Rect editDrugRect = new Rect(labelDrugRect.xMax + _margin, drugRect.yMin + ((drugRect.height - _buttonSize) / 2), _buttonSize, _buttonSize); // label + button for loadout Rect loadoutRect = new Rect(drugRect.xMax, rowRect.yMin, rowRect.width * (1f / 4f) - (_margin + _buttonSize) / 2f, rowRect.height); Rect labelLoadoutRect = new Rect(loadoutRect.xMin, loadoutRect.yMin, loadoutRect.width - _margin * 3 - _buttonSize * 2, loadoutRect.height) .ContractedBy(_margin / 2f); Rect editLoadoutRect = new Rect(labelLoadoutRect.xMax + _margin, loadoutRect.yMin + ((loadoutRect.height - _buttonSize) / 2), _buttonSize, _buttonSize); Rect forcedHoldRect = new Rect(labelLoadoutRect.xMax + _buttonSize + _margin * 2, loadoutRect.yMin + ((loadoutRect.height - _buttonSize) / 2), _buttonSize, _buttonSize); // fight or flight button HostilityResponseModeUtility.DrawResponseButton(responsePos, p); // weight + bulk indicators Rect weightRect = new Rect(loadoutRect.xMax, rowRect.yMin, rowRect.width * (1f / 8f) - _margin, rowRect.height).ContractedBy(_margin / 2f); Rect bulkRect = new Rect(weightRect.xMax + _margin, rowRect.yMin, rowRect.width * (1f / 8f) - _margin, rowRect.height).ContractedBy(_margin / 2f); // OUTFITS // main button if (Widgets.ButtonText(labelOutfitRect, p.outfits.CurrentOutfit.label, true, false)) { List <FloatMenuOption> options = new List <FloatMenuOption>(); foreach (Outfit current in Current.Game.outfitDatabase.AllOutfits) { // need to create a local copy for delegate Outfit localOut = current; options.Add(new FloatMenuOption(localOut.label, delegate { p.outfits.CurrentOutfit = localOut; }, MenuOptionPriority.Default, null, null)); } Find.WindowStack.Add(new FloatMenu(options, optionalTitle, false)); } // edit button TooltipHandler.TipRegion(editOutfitRect, "CE_EditX".Translate("CE_outfit".Translate() + " " + p.outfits.CurrentOutfit.label)); if (Widgets.ButtonImage(editOutfitRect, _iconEdit)) { Text.Font = GameFont.Small; Find.WindowStack.Add(new Dialog_ManageOutfits(p.outfits.CurrentOutfit)); } // clear forced button if (p.outfits.forcedHandler.SomethingIsForced) { TooltipHandler.TipRegion(forcedOutfitRect, "ClearForcedApparel".Translate()); if (Widgets.ButtonImage(forcedOutfitRect, _iconClearForced)) { p.outfits.forcedHandler.Reset(); } TooltipHandler.TipRegion(forcedOutfitRect, new TipSignal(delegate { string text = "ForcedApparel".Translate() + ":\n"; foreach (Apparel current2 in p.outfits.forcedHandler.ForcedApparel) { text = text + "\n " + current2.LabelCap; } return(text); }, p.GetHashCode() * 612)); } // DRUG POLICY // main button string textDrug = p.drugs.CurrentPolicy.label; if (p.story != null && p.story.traits != null) { Trait trait = p.story.traits.GetTrait(TraitDefOf.DrugDesire); if (trait != null) { textDrug = textDrug + " (" + trait.Label + ")"; } } if (Widgets.ButtonText(labelDrugRect, textDrug, true, false, true)) { List <FloatMenuOption> list = new List <FloatMenuOption>(); foreach (DrugPolicy current in Current.Game.drugPolicyDatabase.AllPolicies) { DrugPolicy localAssignedDrugs = current; list.Add(new FloatMenuOption(current.label, delegate { p.drugs.CurrentPolicy = localAssignedDrugs; }, MenuOptionPriority.Default, null, null, 0f, null)); } Find.WindowStack.Add(new FloatMenu(list)); PlayerKnowledgeDatabase.KnowledgeDemonstrated(ConceptDefOf.DrugPolicies, KnowledgeAmount.Total); } // edit button TooltipHandler.TipRegion(editDrugRect, "CE_EditX".Translate("CE_drugs".Translate() + " " + p.drugs.CurrentPolicy.label)); if (Widgets.ButtonImage(editDrugRect, _iconEdit)) { Text.Font = GameFont.Small; Find.WindowStack.Add(new Dialog_ManageDrugPolicies(p.drugs.CurrentPolicy)); PlayerKnowledgeDatabase.KnowledgeDemonstrated(ConceptDefOf.DrugPolicies, KnowledgeAmount.Total); } // LOADOUTS // main button if (Widgets.ButtonText(labelLoadoutRect, p.GetLoadout().LabelCap, true, false)) { LoadoutManager.SortLoadouts(); List <FloatMenuOption> options = new List <FloatMenuOption>(); foreach (Loadout loadout in LoadoutManager.Loadouts) { // need to create a local copy for delegate Loadout localLoadout = loadout; options.Add(new FloatMenuOption(localLoadout.LabelCap, delegate { p.SetLoadout(localLoadout); }, MenuOptionPriority.Default, null, null)); } Find.WindowStack.Add(new FloatMenu(options, optionalTitle, false)); } // edit button TooltipHandler.TipRegion(editLoadoutRect, "CE_EditX".Translate("CE_loadout".Translate() + " " + p.GetLoadout().LabelCap)); if (Widgets.ButtonImage(editLoadoutRect, _iconEdit)) { Find.WindowStack.Add(new Dialog_ManageLoadouts(p.GetLoadout())); } // clear forced held button if (p.HoldTrackerAnythingHeld()) { TooltipHandler.TipRegion(forcedHoldRect, "ClearForcedApparel".Translate()); // "Clear forced" is sufficient and that's what this is at the moment. if (Widgets.ButtonImage(forcedHoldRect, _iconClearForced)) // also can re-use the icon for clearing forced at the moment. { p.HoldTrackerClear(); // yes this will also delete records that haven't been picked up and thus not shown to the player... } TooltipHandler.TipRegion(forcedHoldRect, new TipSignal(delegate { string text = "CE_ForcedHold".Translate() + ":\n"; foreach (HoldRecord rec in LoadoutManager.GetHoldRecords(p)) { if (!rec.pickedUp) { continue; } text = text + "\n " + rec.thingDef.LabelCap + " x" + rec.count; } return(text); }, p.GetHashCode() * 613)); } // STATUS BARS // fetch the comp CompInventory comp = p.TryGetComp <CompInventory>(); if (comp != null) { Utility_Loadouts.DrawBar(bulkRect, comp.currentBulk, comp.capacityBulk, "", p.GetBulkTip()); Utility_Loadouts.DrawBar(weightRect, comp.currentWeight, comp.capacityWeight, "", p.GetWeightTip()); } }
/// <summary> /// Refreshes the cached bulk and weight. Call this whenever items are added/removed from inventory /// </summary> public void UpdateInventory() { if (parentPawn == null) { Log.Error("CompInventory on non-pawn " + parent.ToString()); return; } float newBulk = 0f; float newWeight = 0f; // Add equipped weapon if (parentPawn.equipment != null && parentPawn.equipment.Primary != null) { GetEquipmentStats(parentPawn.equipment.Primary, out newWeight, out newBulk); } // Add apparel if (parentPawn.apparel != null && parentPawn.apparel.WornApparelCount > 0) { foreach (Thing apparel in parentPawn.apparel.WornApparel) { float apparelBulk = apparel.GetStatValue(CE_StatDefOf.WornBulk); float apparelWeight = apparel.GetStatValue(StatDefOf.Mass); newBulk += apparelBulk; newWeight += apparelWeight; if (apparelBulk > 0 && parentPawn != null && parentPawn.IsColonist && parentPawn.Spawned) { LessonAutoActivator.TeachOpportunity(CE_ConceptDefOf.CE_WornBulk, OpportunityType.GoodToKnow); } } } // Add inventory items if (parentPawn.inventory != null && parentPawn.inventory.innerContainer != null) { ammoListCached.Clear(); meleeWeaponListCached.Clear(); rangedWeaponListCached.Clear(); List <HoldRecord> recs = LoadoutManager.GetHoldRecords(parentPawn); foreach (Thing thing in parentPawn.inventory.innerContainer) { // Check for weapons ThingWithComps eq = thing as ThingWithComps; CompEquippable compEq = thing.TryGetComp <CompEquippable>(); if (eq != null && compEq != null) { if (eq.def.IsRangedWeapon) { rangedWeaponListCached.Add(eq); } else { meleeWeaponListCached.Add(eq); } // Calculate equipment weight float eqWeight; float eqBulk; GetEquipmentStats(eq, out eqWeight, out eqBulk); newWeight += eqWeight * thing.stackCount; newBulk += eqBulk * thing.stackCount; } else { // Add item weight newBulk += thing.GetStatValue(CE_StatDefOf.Bulk) * thing.stackCount; newWeight += thing.GetStatValue(StatDefOf.Mass) * thing.stackCount; } // Update ammo list if (thing.def is AmmoDef) { ammoListCached.Add(thing); } if (recs != null) { HoldRecord rec = recs.FirstOrDefault(hr => hr.thingDef == thing.def); if (rec != null && !rec.pickedUp) { rec.pickedUp = true; } } } } currentBulkCached = newBulk; currentWeightCached = newWeight; }
public Tracker(List <HoldRecord> newRecs) { uniqueID = LoadoutManager.GetUniqueTrackerID(); _recs = newRecs; }
public Tracker() { // this constructor is also used by the scribe. uniqueID = LoadoutManager.GetUniqueTrackerID(); _recs = new List <HoldRecord>(); }
/* (ProfoundDarkness) I've intentionally left some code remarked in the following code because it's a useful guide on how to create * and maintain the transpilers that will do nearly identical changes to RimWorld's code for the other 2 PawnColumnWorkers. */ public override void DoCell(Rect rect, Pawn pawn, PawnTable table) { if (pawn.outfits == null) { return; } //changed: int num = Mathf.FloorToInt((rect.width - 4f) * 0.714285731f); int num = Mathf.FloorToInt((rect.width - 4f) - IconSize); //changed: int num2 = Mathf.FloorToInt((rect.width - 4f) * 0.2857143f); int num2 = Mathf.FloorToInt(IconSize); float num3 = rect.x; //added: float num4 = rect.y + ((rect.height - IconSize) / 2); float equipNowWidth = "CE_UpdateLoadoutNow".Translate().GetWidthCached(); // Reduce width if we're adding a clear forced button bool somethingIsForced = pawn.HoldTrackerAnythingHeld(); Rect loadoutRect = new Rect(num3, rect.y + 2f, (float)num, rect.height - 4f); if (somethingIsForced) { loadoutRect.width -= 4f + (float)num2; } // Main loadout button Rect mainLoadoutButton = pawn.Spawned ? loadoutRect.LeftPartPixels(loadoutRect.width - equipNowWidth - 16) : loadoutRect; mainLoadoutButton.xMax -= 2; string label = pawn.GetLoadout().label.Truncate(mainLoadoutButton.width, null); Widgets.Dropdown <Pawn, Loadout>(mainLoadoutButton, pawn, (Pawn p) => p.GetLoadout(), new Func <Pawn, IEnumerable <Widgets.DropdownMenuElement <Loadout> > >(Button_GenerateMenu), label, null, null, null, null, true); if (pawn.Spawned) { Rect forceEquipNow = loadoutRect.RightPartPixels(equipNowWidth + 12); if (Widgets.ButtonText(forceEquipNow, "CE_UpdateLoadoutNow".Translate())) { Job job = JobGiver_UpdateLoadout.GetUpdateLoadoutJob(pawn); CompInventory inventory = pawn.TryGetComp <CompInventory>(); if (inventory != null) { inventory.ForcedLoadoutUpdate = job != null; } if (job != null) { pawn.jobs.StopAll(false, true); pawn.jobs.StartJob(job, JobCondition.InterruptForced, tag: JobTag.ChangingApparel); } } } // Clear forced button num3 += loadoutRect.width; num3 += 4f; //changed: Rect forcedHoldRect = new Rect(num3, rect.y + 2f, (float)num2, rect.height - 4f); Rect forcedHoldRect = new Rect(num3, num4, (float)num2, (float)num2); if (somethingIsForced) { if (Widgets.ButtonImage(forcedHoldRect, ClearImage)) { pawn.HoldTrackerClear(); // yes this will also delete records that haven't been picked up and thus not shown to the player... } TooltipHandler.TipRegion(forcedHoldRect, new TipSignal(delegate { string text = "CE_ForcedHold".Translate() + ":\n"; foreach (HoldRecord rec in LoadoutManager.GetHoldRecords(pawn)) { if (!rec.pickedUp) { continue; } text = text + "\n " + rec.thingDef.LabelCap + " x" + rec.count; } return(text); }, pawn.GetHashCode() * 613)); num3 += (float)num2; num3 += 4f; } //changed: Rect assignTabRect = new Rect(num3, rect.y + 2f, (float)num2, rect.height - 4f); Rect assignTabRect = new Rect(num3, num4, (float)num2, (float)num2); //changed: if (Widgets.ButtonText(assignTabRect, "AssignTabEdit".Translate(), true, false, true)) if (Widgets.ButtonImage(assignTabRect, EditImage)) { Find.WindowStack.Add(new Dialog_ManageLoadouts(pawn.GetLoadout())); } // Added this next line. TooltipHandler.TipRegion(assignTabRect, new TipSignal(textGetter("CE_Loadouts"), pawn.GetHashCode() * 613)); num3 += (float)num2; }