예제 #1
0
        public FireSupportWindow(MilitaryCustomizationUtil util)
        {
            this.util    = util;
            selectedText = "Select a fire support";

            util.checkMilitaryUtilForErrors();
        }
예제 #2
0
        public DesignUnitsWindow(MilitaryCustomizationUtil util, FactionFC faction)
        {
            this.util    = util;
            this.faction = faction;

            selectedText = "Select A Unit";

            util.checkMilitaryUtilForErrors();
        }
예제 #3
0
 public AssignSquadsWindow(MilitaryCustomizationUtil util, FactionFC faction)
 {
     this.util           = util;
     this.faction        = faction;
     settlementHeight    = 120;
     settlementYSpacing  = 5;
     settlementMaxScroll =
         (Find.World.GetComponent <FactionFC>().settlements.Count *(settlementYSpacing + settlementHeight) -
          settlementWindowHeight);
 }
        public MilitaryCustomizationWindowFc()
        {
            forcePause          = false;
            draggable           = true;
            doCloseX            = true;
            preventCameraMotion = false;

            util    = Find.World.GetComponent <FactionFC>().militaryCustomizationUtil;
            faction = Find.World.GetComponent <FactionFC>();
        }
예제 #5
0
        public DesignUnitsWindow(MilitaryCustomizationUtil util, FactionFC faction)
        {
            this.util    = util;
            this.faction = faction;

            selectedText  = "Select A Unit";
            coveragePanel = new Panel_ShowCoverage(this);

            util.checkMilitaryUtilForErrors();
        }
예제 #6
0
        public DesignSquadsWindow(MilitaryCustomizationUtil util)
        {
            this.util    = util;
            selectedText = "Select A Squad";

            if (util.blankUnit == null)
            {
                util.blankUnit = new MilUnitFC(true);
            }

            util.checkMilitaryUtilForErrors();
        }
예제 #7
0
        public static void SquadAI(ref MercenarySquadFC squad)
        {
            Faction playerFaction     = Find.FactionManager.OfPlayer;
            Faction settlementFaction = FactionColonies.getPlayerColonyFaction();

            FactionFC factionfc = Find.World.GetComponent <FactionFC>();
            MilitaryCustomizationUtil militaryCustomizationUtil = factionfc.militaryCustomizationUtil;
            bool deployed = false;


            //Log.Message("1");

            foreach (Mercenary merc in squad.DeployedMercenaries)
            {
                //If pawn is deployed
                deployed = true;
                if (!(squad.hitMap))
                {
                    squad.hitMap = true;
                }

                if (merc.pawn.health.State == PawnHealthState.Mobile)
                {
                    //if pawn is up and moving
                    if (squad.order != null && squad.order != MilitaryOrders.Leave)
                    {
                        if (squad.timeDeployed + 30000 >= Find.TickManager.TicksGame && merc.pawn.Faction != playerFaction)
                        {
                            merc.pawn.SetFaction(playerFaction);
                        }
                    }
                    else
                    {
                        if (merc.pawn.drafter != null)
                        {
                            merc.pawn.drafter.Drafted = false;
                        }
                        if (merc.pawn.Faction != settlementFaction)
                        {
                            merc.pawn.SetFaction(settlementFaction);
                        }
                    }


                    JobGiver_AIFightEnemies jobGiver = new JobGiver_AIFightEnemies();
                    ThinkResult             result   = jobGiver.TryIssueJobPackage(merc.pawn, new JobIssueParams());
                    bool isValid = result.IsValid;


                    if (isValid)
                    {
                        //Log.Message("Success");
                        if (merc.pawn.jobs.curJob == null || ((merc.pawn.jobs.curJob.def == JobDefOf.Goto || merc.pawn.jobs.curJob.def != result.Job.def) && merc.pawn.jobs.curJob.def.defName != "ReloadWeapon" && merc.pawn.jobs.curJob.def.defName != "ReloadTurret" && !merc.pawn.Drafted))
                        {
                            merc.pawn.jobs.StartJob(result.Job, JobCondition.Ongoing);
                            //Log.Message(result.Job.ToString());
                        }
                    }
                    else
                    {
                        //Log.Message("Fail");
                        if (squad.timeDeployed + 30000 >= Find.TickManager.TicksGame)
                        {
                            if (merc.pawn.drafter == null || merc.pawn.Drafted == false)
                            {
                                if (squad.order == MilitaryOrders.Standby)
                                {
                                    //Log.Message("Standby");
                                    merc.pawn.mindState.forcedGotoPosition = squad.orderLocation;
                                    JobGiver_ForcedGoto jobGiver_Standby = new JobGiver_ForcedGoto();
                                    ThinkResult         resultStandby    = jobGiver_Standby.TryIssueJobPackage(merc.pawn, new JobIssueParams());
                                    bool isValidStandby = resultStandby.IsValid;
                                    if (isValidStandby)
                                    {
                                        //Log.Message("valid");
                                        merc.pawn.jobs.StartJob(resultStandby.Job, JobCondition.InterruptForced);
                                    }
                                }
                                else
                                if (squad.order == MilitaryOrders.Attack)
                                {
                                    //Log.Message("Attack");
                                    //If time is up, leave, else go home
                                    JobGiver_AIGotoNearestHostile jobGiver_Move = new JobGiver_AIGotoNearestHostile();
                                    ThinkResult resultMove  = jobGiver_Move.TryIssueJobPackage(merc.pawn, new JobIssueParams());
                                    bool        isValidMove = resultMove.IsValid;
                                    //Log.Message(resultMove.ToString());
                                    if (isValidMove)
                                    {
                                        merc.pawn.jobs.StartJob(resultMove.Job, JobCondition.InterruptForced);
                                    }
                                }
                                else
                                if (squad.order == MilitaryOrders.Leave)
                                {
                                    JobGiver_ExitMapBest jobGiver_Rescue = new JobGiver_ExitMapBest();
                                    ThinkResult          resultLeave     = jobGiver_Rescue.TryIssueJobPackage(merc.pawn, new JobIssueParams());
                                    bool isValidLeave = resultLeave.IsValid;

                                    if (isValidLeave)
                                    {
                                        merc.pawn.jobs.StartJob(resultLeave.Job, JobCondition.InterruptForced);
                                    }
                                }
                                else
                                if (squad.order == MilitaryOrders.RecoverWounded)
                                {
                                    JobGiver_RescueNearby jobGiver_Rescue = new JobGiver_RescueNearby();
                                    ThinkResult           resultRescue    = jobGiver_Rescue.TryIssueJobPackage(merc.pawn, new JobIssueParams());
                                    bool isValidRescue = resultRescue.IsValid;

                                    if (isValidRescue)
                                    {
                                        merc.pawn.jobs.StartJob(resultRescue.Job, JobCondition.InterruptForced);
                                    }
                                }
                            }
                        }
                        else
                        {
                            if (merc.pawn.drafter != null)
                            {
                                merc.pawn.drafter.Drafted = false;
                            }
                            if (merc.pawn.Faction != settlementFaction)
                            {
                                merc.pawn.SetFaction(settlementFaction);
                            }
                        }
                    }



                    //end of if pawn is mobile
                }
                else
                {
                    //if pawn is down or dead
                    if (merc.pawn.health.Dead)     //if pawn is on map and is dead
                    {
                        //squad.removeDroppedEquipment();
                        //squad.PassPawnToDeadMercenaries(merc);
                        //squad.hasDead = true;
                    }
                    else
                    {     //If alive but downed
                        if (merc.pawn.drafter != null)
                        {
                            merc.pawn.drafter.Drafted = false;
                        }
                        if (merc.pawn.Faction != settlementFaction)
                        {
                            merc.pawn.SetFaction(settlementFaction);
                        }
                    }
                }
            }


            //Log.Message("2");
            foreach (Mercenary animal in squad.DeployedMercenaryAnimals)
            {
                //if on map
                deployed = true;
                if (animal.pawn.health.State == PawnHealthState.Mobile)
                {
                    animal.pawn.mindState.duty     = new PawnDuty();
                    animal.pawn.mindState.duty.def = DutyDefOf.Defend;
                    animal.pawn.mindState.duty.attackDownedIfStarving = false;
                    //animal.pawn.mindState.duty.radius = 2;
                    animal.pawn.mindState.duty.focus = animal.handler.pawn;
                    //If master is not dead
                    JobGiver_AIFightEnemies jobGiver = new JobGiver_AIFightEnemies();
                    ThinkResult             result   = jobGiver.TryIssueJobPackage(animal.pawn, new JobIssueParams());
                    bool isValid = result.IsValid;
                    if (isValid)
                    {
                        //Log.Message("att");
                        if (animal.pawn.jobs.curJob.def != result.Job.def)
                        {
                            animal.pawn.jobs.StartJob(result.Job, JobCondition.InterruptForced);
                        }
                    }
                    else
                    {
                        animal.pawn.mindState.duty.def    = DutyDefOf.Defend;
                        animal.pawn.mindState.duty.radius = 2;
                        animal.pawn.mindState.duty.focus  = animal.handler.pawn;
                        //if defend master not valid, follow master
                        JobGiver_AIFollowEscortee jobGiverFollow = new JobGiver_AIFollowEscortee();
                        ThinkResult resultFollow  = jobGiverFollow.TryIssueJobPackage(animal.pawn, new JobIssueParams());
                        bool        isValidFollow = resultFollow.IsValid;
                        if (isValidFollow)
                        {
                            //Log.Message("foloor");
                            if (animal.pawn.jobs.curJob.def != resultFollow.Job.def)
                            {
                                animal.pawn.jobs.StartJob(resultFollow.Job, JobCondition.Ongoing);
                            }
                        }
                        else
                        {
                            JobGiver_ExitMapBest jobGiver_Rescue = new JobGiver_ExitMapBest();
                            ThinkResult          resultLeave     = jobGiver_Rescue.TryIssueJobPackage(animal.pawn, new JobIssueParams());
                            bool isValidLeave = resultLeave.IsValid;

                            if (isValidLeave)
                            {
                                animal.pawn.jobs.StartJob(resultLeave.Job, JobCondition.InterruptForced);
                            }
                        }
                    }
                }
            }

            if (deployed == false && squad.hitMap)
            {
                foreach (Mercenary merc in squad.mercenaries)
                {
                    merc.pawn.SetFaction(settlementFaction);
                }
                squad.hasLord    = false;
                squad.isDeployed = false;
                squad.removeDroppedEquipment();

                if (squad.map != null)
                {
                    squad.map.lordManager.RemoveLord(squad.lord);
                    squad.lord = null;
                    squad.map  = null;
                }
                squad.hitMap = false;

                if (squad.isExtraSquad)
                {
                    militaryCustomizationUtil.mercenarySquads.Remove(squad);
                    //Log.Message("Squad deleted");
                    return;
                }

                squad.getSettlement.cooldownMilitary();

                //Log.Message("Reseting Squad");
                militaryCustomizationUtil.checkMilitaryUtilForErrors();
                squad.OutfitSquad(squad.outfit);
            }
        }