public override bool HasJobOnThing(Pawn pawn, Thing t, bool forced = false) { if ((t is Building_FishingPier) == false) { return(false); } Building_FishingPier fishingPier = t as Building_FishingPier; if (fishingPier.IsBurning()) { return(false); } if (Util_FishIndustry.IsAquaticTerrain(fishingPier.Map, fishingPier.fishingSpotCell) == false) { return(false); } if (pawn.Dead || pawn.Downed || pawn.IsBurning()) { return(false); } if (pawn.CanReserveAndReach(fishingPier, this.PathEndMode, Danger.Some) == false) { return(false); } if (fishingPier.fishStock <= 0) { return(false); } return(true); }
public override Job JobOnThing(Pawn pawn, Thing t, bool forced = false) { Job job = new Job(); Building_FishingPier fishingPier = t as Building_FishingPier; if ((fishingPier.allowUsingCorn) && (HasFoodToAttractFishes(pawn) == false)) { Predicate <Thing> predicate = delegate(Thing cornStack) { return((cornStack.IsForbidden(pawn.Faction) == false) && (cornStack.stackCount >= 4 * JobDriver_FishAtFishingPier.cornCountToAttractFishes)); }; TraverseParms traverseParams = TraverseParms.For(pawn, Danger.Some, TraverseMode.ByPawn, false); Thing corn = GenClosest.ClosestThingReachable(pawn.Position, pawn.Map, ThingRequest.ForDef(Util_FishIndustry.RawCornDef), Verse.AI.PathEndMode.ClosestTouch, traverseParams, 9999f, predicate); if (corn != null) { return(new Job(JobDefOf.TakeInventory, corn) { count = 4 * JobDriver_FishAtFishingPier.cornCountToAttractFishes }); } } job = new Job(Util_FishIndustry.FishAtFishingPierJobDef, fishingPier, fishingPier.fishingSpotCell); return(job); }
public override Job JobOnThing(Pawn pawn, Thing t, bool forced = false) { Job job = new Job(); Building_FishingPier fishingPier = t as Building_FishingPier; job = new Job(DefDatabase <JobDef> .GetNamed(Util_FishIndustry.JobDefName_FishAtFishingPier), fishingPier, fishingPier.fishingSpotCell); return(job); }
public override Job JobOnThing(Pawn pawn, Thing t) { Job job = new Job(); Building_FishingPier fishingPier = t as Building_FishingPier; job = new Job(DefDatabase <JobDef> .GetNamed(Util_FishIndustry.JobDefName_FishAtFishingPier), fishingPier); return(job); }
/// <summary> /// Spawns the fishing pier. /// </summary> public override void SpawnSetup() { base.SpawnSetup(); this.Destroy(); Building_FishingPier fishingPier = ThingMaker.MakeThing(Util_FishIndustry.FishingPierDef) as Building_FishingPier; IntVec3 fishingPierPosition = this.Position + new IntVec3(0, 0, -1).RotatedBy(this.Rotation); GenSpawn.Spawn(fishingPier, fishingPierPosition, this.Rotation); fishingPier.SetFactionDirect(Faction.OfColony); }
/// <summary> /// Spawns the fishing pier. /// </summary> public override void SpawnSetup(Map map, bool respawningAfterLoad) { base.SpawnSetup(map, respawningAfterLoad); this.Destroy(); Building_FishingPier fishingPier = ThingMaker.MakeThing(Util_FishIndustry.FishingPierDef) as Building_FishingPier; IntVec3 fishingPierPosition = this.Position + new IntVec3(0, 0, 1).RotatedBy(this.Rotation); GenSpawn.Spawn(fishingPier, fishingPierPosition, map, this.Rotation); fishingPier.SetFactionDirect(this.Faction); }
public bool FishingForbiddenOrPierDestroyedOrNoFish() { Building_FishingPier fishingPier = this.TargetThingA as Building_FishingPier; if ((fishingPier.DestroyedOrNull()) || fishingPier.IsBurning() || fishingPier.IsForbidden(fishingPier.Faction) || (fishingPier.allowFishing == false) || (fishingPier.fishStock == 0)) { return(true); } return(false); }
public override bool HasJobOnThing(Pawn pawn, Thing t) { if ((t is Building_FishingPier) == false) { return(false); } Building_FishingPier fishingPier = t as Building_FishingPier; if (pawn.Dead || pawn.Downed || pawn.IsBurning()) { return(false); } if (pawn.CanReserveAndReach(fishingPier, this.PathEndMode, Danger.Some) == false) { return(false); } if (fishingPier.fishStock == 0) { return(false); } if ((pawn.equipment.Primary != null) && (pawn.equipment.Primary.def == Util_FishIndustry.HarpoonDef)) { return(true); } foreach (Apparel apparel in pawn.apparel.WornApparel) { if (apparel.def == Util_FishIndustry.FishingRodDef) { return(true); } } return(false); }
protected override IEnumerable <Toil> MakeNewToils() { const float baseFishingDuration = 1600f; const float catchSuccessRateOnPier = 0.90f; const float skillGainPerTick = 0.15f; int fishingDuration = (int)baseFishingDuration; Building_FishingPier fishingPier = this.TargetThingA as Building_FishingPier; int thrownCornCount = 0; int nextCornThrowTick = 0; this.FailOnBurningImmobile(fishingPierIndex); // Drawing. this.rotateToFace = TargetIndex.B; this.pawn.CurJob.SetTarget(TargetIndex.C, fishingPier.riverCell); TargetIndex riverCellIndex = TargetIndex.C; // Compute fishing duration. float fishingSkillLevel = 0f; fishingSkillLevel = this.pawn.skills.AverageOfRelevantSkillsFor(WorkTypeDefOf.Hunting); float fishingSkillDurationFactor = fishingSkillLevel / 20f; fishingDuration = (int)(baseFishingDuration * (1.5f - fishingSkillDurationFactor)); yield return(Toils_Goto.GotoThing(fishingPierIndex, fishingPier.riverCell).FailOn(FishingForbiddenOrPierDestroyedOrNoFish)); Toil attractfishesToil = new Toil() { tickAction = () => { if (fishingPier.allowUsingGrain == false) { this.ReadyForNextToil(); return; } if (Find.TickManager.TicksGame >= nextCornThrowTick) { nextCornThrowTick = Find.TickManager.TicksGame + 3 * GenTicks.TicksPerRealSecond; // Look for corn in inventory. Thing corn = null; foreach (Thing thing in this.pawn.inventory.innerContainer) { if (thing.def == Util_FishIndustry.RawCornDef) { corn = thing; break; } } if ((corn == null) || (thrownCornCount >= grainCountToAttractFishes)) { fishingDuration -= Mathf.CeilToInt((float)fishingDuration * 0.75f * ((float)thrownCornCount / (float)grainCountToAttractFishes)); this.ReadyForNextToil(); return; } // Throw corn grains. thrownCornCount++; this.pawn.inventory.innerContainer.Take(corn, 1); for (int cornGrainIndex = 0; cornGrainIndex < 5; cornGrainIndex++) { if (!this.pawn.Position.ShouldSpawnMotesAt(this.pawn.Map) || this.pawn.Map.moteCounter.Saturated) { break; } float speed = Rand.Range(1.5f, 3f); Vector3 targetPosition = this.pawn.Position.ToVector3Shifted() + new Vector3(0f, 0f, 2f).RotatedBy(fishingPier.Rotation.AsAngle) + Vector3Utility.RandomHorizontalOffset(1.5f); targetPosition.y = this.pawn.DrawPos.y; MoteThrown moteThrown = (MoteThrown)ThingMaker.MakeThing(ThingDefOf.Mote_Stone, null); moteThrown.Scale = 0.2f; moteThrown.rotationRate = (float)Rand.Range(-300, 300); moteThrown.exactPosition = this.pawn.DrawPos; moteThrown.SetVelocity((targetPosition - moteThrown.exactPosition).AngleFlat(), speed); moteThrown.airTimeLeft = (float)Mathf.RoundToInt((moteThrown.exactPosition - targetPosition).MagnitudeHorizontal() / speed); GenSpawn.Spawn(moteThrown, this.pawn.Position, this.pawn.Map); MoteMaker.MakeWaterSplash(targetPosition, this.pawn.Map, 1.8f, 0.5f); } } }, defaultDuration = fishingDuration, defaultCompleteMode = ToilCompleteMode.Delay }; yield return(attractfishesToil.FailOn(FishingForbiddenOrPierDestroyedOrNoFish)); Toil fishToil = new Toil() { initAction = () => { ThingDef moteDef = null; if (fishingPier.Rotation == Rot4.North) { moteDef = Util_FishIndustry.MoteFishingRodNorthDef; } else if (fishingPier.Rotation == Rot4.East) { moteDef = Util_FishIndustry.MoteFishingRodEastDef; } else if (fishingPier.Rotation == Rot4.South) { moteDef = Util_FishIndustry.MoteFishingRodSouthDef; } else { moteDef = Util_FishIndustry.MoteFishingRodWestDef; } this.fishingRodMote = (Mote)ThingMaker.MakeThing(moteDef, null); this.fishingRodMote.exactPosition = fishingPier.fishingSpotCell.ToVector3Shifted(); this.fishingRodMote.Scale = 1f; GenSpawn.Spawn(this.fishingRodMote, fishingPier.fishingSpotCell, this.Map); }, tickAction = () => { this.pawn.skills.Learn(SkillDefOf.Shooting, skillGainPerTick); if (this.fishingRodMote != null) { this.fishingRodMote.Maintain(); } }, defaultDuration = fishingDuration, defaultCompleteMode = ToilCompleteMode.Delay }; yield return(fishToil.WithProgressBarToilDelay(riverCellIndex).FailOn(FishingForbiddenOrPierDestroyedOrNoFish)); Toil catchFishToil = new Toil() { initAction = () => { Thing fishingCatch = null; bool catchIsSuccessful = (Rand.Value <= catchSuccessRateOnPier); if (catchIsSuccessful == false) { MoteMaker.ThrowMetaIcon(this.pawn.Position, this.Map, ThingDefOf.Mote_IncapIcon); this.pawn.jobs.EndCurrentJob(JobCondition.Incompletable); return; } float catchSelectorValue = Rand.Value; if (catchSelectorValue < 0.02) { float bonusCatchValue = Rand.Value; if (bonusCatchValue < 0.01f) { // Really small chance to find a sunken treasure!!! fishingCatch = GenSpawn.Spawn(ThingDefOf.Gold, this.pawn.Position, this.Map); fishingCatch.stackCount = Rand.RangeInclusive(58, 289); Thing treasureSilver = GenSpawn.Spawn(ThingDefOf.Silver, fishingPier.middleCell, this.Map); treasureSilver.stackCount = Rand.RangeInclusive(237, 2154); Find.LetterStack.ReceiveLetter("FishIndustry.LetterLabelSunkenTreasure".Translate(), "FishIndustry.SunkenTreasure".Translate(this.pawn.Name.ToStringShort.CapitalizeFirst()), LetterDefOf.PositiveEvent, this.pawn); } else if (bonusCatchValue < 0.02f) { // Really small chance to find a complete power armor set + sniper or charge rifle. Thing powerArmor = GenSpawn.Spawn(ThingDef.Named("Apparel_PowerArmor"), this.pawn.Position, this.Map); fishingCatch = powerArmor; // Used to carry the power armor. Thing powerArmorHelmet = GenSpawn.Spawn(ThingDef.Named("Apparel_PowerArmorHelmet"), this.pawn.Position, this.Map); Thing rifle = null; if (Rand.Value < 0.5f) { rifle = GenSpawn.Spawn(ThingDef.Named("Gun_ChargeRifle"), this.pawn.Position, this.Map); } else { rifle = GenSpawn.Spawn(ThingDef.Named("Gun_SniperRifle"), this.pawn.Position, this.Map); } CompQuality qualityComp = powerArmor.TryGetComp <CompQuality>(); if (qualityComp != null) { qualityComp.SetQuality(QualityCategory.Masterwork, ArtGenerationContext.Outsider); } qualityComp = powerArmorHelmet.TryGetComp <CompQuality>(); if (qualityComp != null) { qualityComp.SetQuality(QualityCategory.Masterwork, ArtGenerationContext.Outsider); } qualityComp = rifle.TryGetComp <CompQuality>(); if (qualityComp != null) { qualityComp.SetQuality(QualityCategory.Masterwork, ArtGenerationContext.Outsider); } Faction faction = Find.FactionManager.FirstFactionOfDef(FactionDefOf.AncientsHostile); Pawn deadMarine = PawnGenerator.GeneratePawn(PawnKindDefOf.AncientSoldier, faction); HealthUtility.DamageUntilDead(deadMarine); Corpse corpse = deadMarine.ParentHolder as Corpse; CompRottable rotComp = corpse.TryGetComp <CompRottable>(); if (rotComp != null) { rotComp.RotProgress = 20f * GenDate.TicksPerDay; // 20 days so the corpse is dessicated. } GenSpawn.Spawn(corpse, fishingPier.bankCell, this.Map); string eventText = "FishIndustry.LetterDescDeadMarine".Translate(this.pawn.Name.ToStringShort.CapitalizeFirst()); Find.LetterStack.ReceiveLetter("FishIndustry.LetterLabelDeadMarine".Translate(), eventText, LetterDefOf.PositiveEvent, this.pawn); } else { // Find a small amount of gold. fishingCatch = GenSpawn.Spawn(ThingDefOf.Gold, this.pawn.Position, this.Map); fishingCatch.stackCount = Rand.RangeInclusive(1, 7); } } else if (catchSelectorValue < 0.04) { // Find oysters. fishingCatch = GenSpawn.Spawn(Util_FishIndustry.OysterDef, this.pawn.Position, this.Map); fishingCatch.stackCount = Rand.RangeInclusive(2, 9); } else { // Catch a fish. IntVec3 fishSpot = fishingPier.aquaticCells.RandomElement(); bool fishSpotIsOcean = (this.Map.terrainGrid.TerrainAt(fishSpot) == TerrainDefOf.WaterOceanShallow) || (this.Map.terrainGrid.TerrainAt(fishSpot) == TerrainDefOf.WaterOceanDeep); bool fishSpotIsMarshy = (this.Map.terrainGrid.TerrainAt(fishSpot) == TerrainDef.Named("Marsh")); PawnKindDef caugthFishDef = null; if (fishSpotIsOcean) { caugthFishDef = (from fishSpecies in Util_FishIndustry.GetFishSpeciesList(this.Map.Biome) where fishSpecies.livesInOcean select fishSpecies).RandomElementByWeight((PawnKindDef_FishSpecies def) => def.commonality); } else if (fishSpotIsMarshy) { caugthFishDef = (from fishSpecies in Util_FishIndustry.GetFishSpeciesList(this.Map.Biome) where fishSpecies.livesInMarsh select fishSpecies).RandomElementByWeight((PawnKindDef_FishSpecies def) => def.commonality); } else { caugthFishDef = (from fishSpecies in Util_FishIndustry.GetFishSpeciesList(this.Map.Biome) where fishSpecies.livesInRiver select fishSpecies).RandomElementByWeight((PawnKindDef_FishSpecies def) => def.commonality); } Pawn caughtFish = PawnGenerator.GeneratePawn(caugthFishDef); ExecutionUtility.DoExecutionByCut(this.pawn, caughtFish); Corpse corpse = caughtFish.ParentHolder as Corpse; GenSpawn.Spawn(corpse, this.pawn.Position, this.Map); fishingCatch = corpse; fishingCatch.SetForbidden(false); if (caughtFish.BodySize >= 0.1f) { fishingPier.fishStock--; } } IntVec3 storageCell; if (StoreUtility.TryFindBestBetterStoreCellFor(fishingCatch, this.pawn, this.Map, StoragePriority.Unstored, this.pawn.Faction, out storageCell, true)) { this.pawn.Reserve(fishingCatch, this.job); this.pawn.Reserve(storageCell, this.job); this.pawn.CurJob.SetTarget(TargetIndex.B, storageCell); this.pawn.CurJob.SetTarget(TargetIndex.A, fishingCatch); this.pawn.CurJob.count = 9999; this.pawn.CurJob.haulMode = HaulMode.ToCellStorage; } else { this.pawn.jobs.EndCurrentJob(JobCondition.Succeeded); } } }; yield return(catchFishToil); yield return(Toils_Haul.StartCarryThing(TargetIndex.A)); Toil carryToCell = Toils_Haul.CarryHauledThingToCell(TargetIndex.B); yield return(carryToCell); yield return(Toils_Haul.PlaceHauledThingInCell(TargetIndex.B, carryToCell, true)); }
protected override IEnumerable <Toil> MakeNewToils() { QualityCategory fishingEquipmentQuality = QualityCategory.Normal; float catchSomethingThreshold = 0f; Building_FishingPier fishingPier = this.TargetThingA as Building_FishingPier; Passion passion = Passion.None; int fishingDuration = 1000; const float skillGainPerTick = 0.15f; float skillGainFactor = 0f; this.AddEndCondition(() => { var targ = this.pawn.jobs.curJob.GetTarget(fishingPierIndex).Thing; if (targ is Building && !targ.Spawned) { return(JobCondition.Incompletable); } return(JobCondition.Ongoing); }); this.FailOnBurningImmobile(fishingPierIndex); // Bill giver or product burning in carry phase. yield return(Toils_Reserve.Reserve(fishingPierIndex)); float statValue = this.pawn.GetStatValue(Util_FishIndustry.FishingSpeedDef, true); fishingDuration = (int)Math.Round((double)(800f / statValue)); yield return(Toils_Goto.GotoThing(fishingPierIndex, fishingPier.riverCell).FailOnDespawnedOrNull(fishingPierIndex)); Toil verifyFisherHasFishingEquipmentToil = new Toil() { initAction = () => { if ((this.pawn.equipment.Primary != null) && (this.pawn.equipment.Primary.def == Util_FishIndustry.HarpoonDef)) { this.fishingEquipment = FishingEquipment.Harpoon; this.pawn.equipment.Primary.TryGetQuality(out fishingEquipmentQuality); } foreach (Apparel apparel in this.pawn.apparel.WornApparel) { if (apparel.def == Util_FishIndustry.FishingRodDef) { this.fishingEquipment = FishingEquipment.FishingRod; apparel.TryGetQuality(out fishingEquipmentQuality); break; } } if (this.fishingEquipment == FishingEquipment.NoEquipment) { this.pawn.jobs.EndCurrentJob(JobCondition.Incompletable); } } }; yield return(verifyFisherHasFishingEquipmentToil); Toil fishToil = new Toil() { initAction = () => { ThingDef moteDef = null; if (fishingEquipment == FishingEquipment.FishingRod) { if (fishingPier.Rotation == Rot4.North) { moteDef = Util_FishIndustry.MoteFishingRodNorthDef; } else if (fishingPier.Rotation == Rot4.East) { moteDef = Util_FishIndustry.MoteFishingRodEastDef; } else if (fishingPier.Rotation == Rot4.South) { moteDef = Util_FishIndustry.MoteFishingRodSouthDef; } else { moteDef = Util_FishIndustry.MoteFishingRodWestDef; } } if (moteDef != null) { this.fishingRodMote = (Mote)ThingMaker.MakeThing(moteDef, null); this.fishingRodMote.exactPosition = fishingPier.fishingSpotCell.ToVector3Shifted(); this.fishingRodMote.Scale = 1f; GenSpawn.Spawn(this.fishingRodMote, fishingPier.fishingSpotCell); } WorkTypeDef fishingWorkDef = DefDatabase <WorkTypeDef> .GetNamed("Fishing"); passion = this.pawn.skills.MaxPassionOfRelevantSkillsFor(fishingWorkDef); if (passion == Passion.None) { skillGainFactor = 0.3f; } else if (passion == Passion.Minor) { skillGainFactor = 1f; } else { skillGainFactor = 1.5f; } }, tickAction = () => { if (fishingEquipment == FishingEquipment.Harpoon) { if (Find.TickManager.TicksGame % GenTicks.TickRareInterval == 0) { Bullet thrownHarpoon = GenSpawn.Spawn(Util_FishIndustry.HarpoonDef.Verbs.First().projectileDef, this.pawn.Position) as Bullet; TargetInfo targetCell = new TargetInfo(fishingPier.fishingSpotCell + new IntVec3(Rand.RangeInclusive(-1, 1), 0, Rand.RangeInclusive(0, 2)).RotatedBy(fishingPier.Rotation)); thrownHarpoon.Launch(this.pawn, targetCell); } } this.pawn.Drawer.rotator.FaceCell(fishingPier.fishingSpotCell); if (passion == Passion.Minor) { this.pawn.needs.joy.GainJoy(NeedTunings.JoyPerXpForPassionMinor, JoyKindDefOf.Work); } else if (passion == Passion.Major) { this.pawn.needs.joy.GainJoy(NeedTunings.JoyPerXpForPassionMajor, JoyKindDefOf.Work); } SkillDef fishingSkillDef = DefDatabase <SkillDef> .GetNamed("Fishing"); this.pawn.skills.Learn(fishingSkillDef, skillGainPerTick * skillGainFactor); if (this.ticksLeftThisToil == 1) { if (this.fishingRodMote != null) { Log.Message("destroy mote"); this.fishingRodMote.Destroy(); } } }, defaultDuration = fishingDuration, defaultCompleteMode = ToilCompleteMode.Delay }; yield return(fishToil.WithProgressBarToilDelay(fishingPierIndex)); yield return(verifyFisherHasFishingEquipmentToil); // Could be dropped during fishToil. Toil computeChanceToCatchToil = new Toil() { initAction = () => { float fishingSkillLevel = 0f; WorkTypeDef fishingWorkDef = DefDatabase <WorkTypeDef> .GetNamed("Fishing"); fishingSkillLevel = this.pawn.skills.AverageOfRelevantSkillsFor(fishingWorkDef); float fishingEquipmentQualityFactor = (float)fishingEquipmentQuality / (float)QualityCategory.Legendary; float fishingSkillFactor = fishingSkillLevel / 20f; float snowFactor = 1 - Find.SnowGrid.GetDepth(fishingPier.fishingSpotCell); float fishingEquipmentOffset = 0f; switch (this.fishingEquipment) { case FishingEquipment.Harpoon: fishingEquipmentOffset = 0.2f; break; case FishingEquipment.FishingRod: fishingEquipmentOffset = 0.5f; break; } catchSomethingThreshold = ((fishingEquipmentOffset * fishingEquipmentQualityFactor) + 0.4f * fishingSkillFactor) * (0.25f + 0.75f * snowFactor); // Reframe min and max chance (min 5%, max 75 % chance of success). catchSomethingThreshold = catchSomethingThreshold * 0.75f; catchSomethingThreshold = Math.Max(catchSomethingThreshold, 0.05f); }, defaultCompleteMode = ToilCompleteMode.Instant }; yield return(computeChanceToCatchToil); Toil catchFishToil = new Toil() { initAction = () => { Job curJob = this.pawn.jobs.curJob; Thing fishingCatch = null; bool catchIsSuccessful = Rand.Value <= catchSomethingThreshold; if (catchIsSuccessful == false) { MoteMaker.ThrowMetaIcon(this.pawn.Position, ThingDefOf.Mote_IncapIcon); this.pawn.jobs.EndCurrentJob(JobCondition.Incompletable); return; } float catchSelectorValue = Rand.Value; if (catchSelectorValue > 0.04f) { // Catch a fish. bool fishSpotIsMarshy = (Find.TerrainGrid.TerrainAt(fishingPier.fishingSpotCell) == TerrainDef.Named("Marsh")); bool isDaytime = (SkyManager.CurSkyGlow >= 0.4f); ThingDef caugthFishDef = Util_FishIndustry.TailteethDef; if (fishSpotIsMarshy && isDaytime) { caugthFishDef = (from fishSpecies in Util_FishIndustry.GetFishSpeciesList() where fishSpecies.livesInMarsh where fishSpecies.catchableDuringDay select fishSpecies).RandomElementByWeight((ThingDef_FishSpecies def) => def.commonality); } else if (fishSpotIsMarshy && !isDaytime) { caugthFishDef = (from fishSpecies in Util_FishIndustry.GetFishSpeciesList() where fishSpecies.livesInMarsh where fishSpecies.catchableDuringNight select fishSpecies).RandomElementByWeight((ThingDef_FishSpecies def) => def.commonality); } else if (!fishSpotIsMarshy && isDaytime) { caugthFishDef = (from fishSpecies in Util_FishIndustry.GetFishSpeciesList() where fishSpecies.livesInSea where fishSpecies.catchableDuringDay select fishSpecies).RandomElementByWeight((ThingDef_FishSpecies def) => def.commonality); } else { caugthFishDef = (from fishSpecies in Util_FishIndustry.GetFishSpeciesList() where fishSpecies.livesInSea where fishSpecies.catchableDuringNight select fishSpecies).RandomElementByWeight((ThingDef_FishSpecies def) => def.commonality); } /*TerrainDef fishSpotType = Find.TerrainGrid.TerrainAt(fishingPier.fishingSpotCell); * List<ThingDef> fishSpeciesList = null; * ThingDef_FishSpecies.AquaticEnvironment aquaticEnvironment; * ThingDef_FishSpecies.LivingTime livingTime; * float fishSpeciesTotalCommonality = 0f; * float fishSpeciesCommonalitySum = 0f; * * // Aquatic environment. * if (fishSpotType == TerrainDef.Named("Marsh")) * { * aquaticEnvironment = ThingDef_FishSpecies.AquaticEnvironment.Marsh; * } * else * { * aquaticEnvironment = ThingDef_FishSpecies.AquaticEnvironment.Sea; * } * // Day time. * if (SkyManager.CurSkyGlow >= 0.4f) * { * livingTime = ThingDef_FishSpecies.LivingTime.Day; * } * else * { * livingTime = ThingDef_FishSpecies.LivingTime.Night; * } * * fishSpeciesList = Util_FishIndustry.GetFishSpeciesList(aquaticEnvironment, livingTime); * fishSpeciesTotalCommonality = Util_FishIndustry.GetFishSpeciesTotalCommonality(aquaticEnvironment, livingTime); * * float randomSelector = Rand.Range(0f, fishSpeciesTotalCommonality); * ThingDef selectedFishSpecies = null; * for (int fishSpeciesIndex = 0; fishSpeciesIndex < fishSpeciesList.Count; fishSpeciesIndex++) * { * ThingDef_FishSpecies currentFishSpecies = fishSpeciesList[fishSpeciesIndex] as ThingDef_FishSpecies; * fishSpeciesCommonalitySum += currentFishSpecies.commonality; * * if (randomSelector <= fishSpeciesCommonalitySum) * { * selectedFishSpecies = currentFishSpecies; * break; * } * }*/ fishingCatch = GenSpawn.Spawn(caugthFishDef, this.pawn.Position); fishingCatch.stackCount = (caugthFishDef as ThingDef_FishSpecies).catchQuantity; fishingPier.fishStock--; } else if (catchSelectorValue > 0.02) { fishingCatch = GenSpawn.Spawn(Util_FishIndustry.OysterDef, this.pawn.Position); fishingCatch.stackCount = Rand.RangeInclusive(5, 27); } else { float bonusCatchValue = Rand.Value; if (bonusCatchValue < 0.01f) { // Really small chance to find a sunken treasure!!! fishingCatch = GenSpawn.Spawn(ThingDefOf.Gold, this.pawn.Position); fishingCatch.stackCount = Rand.RangeInclusive(58, 289); Thing treasureSilver = GenSpawn.Spawn(ThingDefOf.Silver, fishingPier.middleCell); treasureSilver.stackCount = Rand.RangeInclusive(237, 2154); string eventText = this.pawn.Name.ToStringShort.CapitalizeFirst() + " has found a sunken treasure while fishing! What a good catch!\n"; Find.LetterStack.ReceiveLetter("Sunken treasure!", eventText, LetterType.Good, this.pawn.Position); } else if (bonusCatchValue < 0.02f) { // Really small chance to find a complete power armor set + sniper or charge rifle. Thing powerArmor = GenSpawn.Spawn(ThingDef.Named("Apparel_PowerArmor"), this.pawn.Position); fishingCatch = powerArmor; // Used to carry the power armor. Thing powerArmorHelmet = GenSpawn.Spawn(ThingDef.Named("Apparel_PowerArmorHelmet"), this.pawn.Position); Thing rifle = null; if (Rand.Value < 0.5f) { rifle = GenSpawn.Spawn(ThingDef.Named("Gun_ChargeRifle"), this.pawn.Position); } else { rifle = GenSpawn.Spawn(ThingDef.Named("Gun_SniperRifle"), this.pawn.Position); } CompQuality qualityComp = powerArmor.TryGetComp <CompQuality>(); if (qualityComp != null) { qualityComp.SetQuality(QualityCategory.Masterwork, ArtGenerationContext.Outsider); } qualityComp = powerArmorHelmet.TryGetComp <CompQuality>(); if (qualityComp != null) { qualityComp.SetQuality(QualityCategory.Masterwork, ArtGenerationContext.Outsider); } qualityComp = rifle.TryGetComp <CompQuality>(); if (qualityComp != null) { qualityComp.SetQuality(QualityCategory.Masterwork, ArtGenerationContext.Outsider); } Faction faction = Find.FactionManager.FirstFactionOfDef(FactionDefOf.SpacerHostile); Pawn deadMarine = PawnGenerator.GeneratePawn(PawnKindDefOf.SpaceSoldier, faction); GenSpawn.Spawn(deadMarine, fishingPier.bankCell); HealthUtility.GiveInjuriesToKill(deadMarine); List <Thing> thingsList = deadMarine.Position.GetThingList(); foreach (Thing thing in thingsList) { if (thing.def.defName.Contains("Corpse")) { CompRottable rotComp = thing.TryGetComp <CompRottable>(); if (rotComp != null) { rotComp.RotProgress = 20f * GenDate.TicksPerDay; // 20 days so the corpse is dessicated. } } } string eventText = this.pawn.Name.ToStringShort.CapitalizeFirst() + " has cought a dead body while fishing!\n\n'This is really disgusting but look at his gear! This guy was probably a Mining & Co. security member. I wonder what happend to him...'\n"; Find.LetterStack.ReceiveLetter("Dead marine", eventText, LetterType.Good, this.pawn.Position); } else { // Find a small amount of gold. fishingCatch = GenSpawn.Spawn(ThingDefOf.Gold, this.pawn.Position); fishingCatch.stackCount = Rand.RangeInclusive(1, 7); } // TODO: add chance to get hurt by a tailteeth (missing finger or even hand!). } IntVec3 storageCell; if (StoreUtility.TryFindBestBetterStoreCellFor(fishingCatch, this.pawn, StoragePriority.Unstored, this.pawn.Faction, out storageCell, true)) { this.pawn.carrier.TryStartCarry(fishingCatch); curJob.targetB = storageCell; curJob.targetC = fishingCatch; curJob.maxNumToCarry = 99999; } else { this.pawn.jobs.EndCurrentJob(JobCondition.Succeeded); } } }; yield return(catchFishToil); // Reserve the product and storage cell. yield return(Toils_Reserve.Reserve(TargetIndex.B)); yield return(Toils_Reserve.Reserve(TargetIndex.C)); Toil carryToCell = Toils_Haul.CarryHauledThingToCell(TargetIndex.B); yield return(carryToCell); yield return(Toils_Haul.PlaceHauledThingInCell(TargetIndex.B, carryToCell, true)); yield return(Toils_Reserve.Release(fishingPierIndex)); }
protected override IEnumerable <Toil> MakeNewToils() { const float baseFishingDuration = 2000f; int fishingDuration = (int)baseFishingDuration; float catchSomethingThreshold = 0f; Building_FishingPier fishingPier = this.TargetThingA as Building_FishingPier; Passion passion = Passion.None; const float skillGainPerTick = 0.15f; float skillGainFactor = 0f; this.AddEndCondition(() => { var targ = this.pawn.jobs.curJob.GetTarget(fishingPierIndex).Thing; if (targ is Building && !targ.Spawned) { return(JobCondition.Incompletable); } return(JobCondition.Ongoing); }); this.FailOnBurningImmobile(fishingPierIndex); // Bill giver or product burning in carry phase. this.rotateToFace = TargetIndex.B; yield return(Toils_Reserve.Reserve(fishingPierIndex)); float fishingSkillLevel = 0f; fishingSkillLevel = this.pawn.skills.AverageOfRelevantSkillsFor(WorkTypeDefOf.Hunting); float fishingSkillDurationFactor = fishingSkillLevel / 20f; fishingDuration = (int)(baseFishingDuration * (1.5f - fishingSkillDurationFactor)); yield return(Toils_Goto.GotoThing(fishingPierIndex, fishingPier.riverCell).FailOnDespawnedOrNull(fishingPierIndex)); Toil fishToil = new Toil() { initAction = () => { ThingDef moteDef = null; if (fishingPier.Rotation == Rot4.North) { moteDef = Util_FishIndustry.MoteFishingRodNorthDef; } else if (fishingPier.Rotation == Rot4.East) { moteDef = Util_FishIndustry.MoteFishingRodEastDef; } else if (fishingPier.Rotation == Rot4.South) { moteDef = Util_FishIndustry.MoteFishingRodSouthDef; } else { moteDef = Util_FishIndustry.MoteFishingRodWestDef; } this.fishingRodMote = (Mote)ThingMaker.MakeThing(moteDef, null); this.fishingRodMote.exactPosition = fishingPier.fishingSpotCell.ToVector3Shifted(); this.fishingRodMote.Scale = 1f; GenSpawn.Spawn(this.fishingRodMote, fishingPier.fishingSpotCell, this.Map); WorkTypeDef fishingWorkDef = WorkTypeDefOf.Hunting; passion = this.pawn.skills.MaxPassionOfRelevantSkillsFor(fishingWorkDef); if (passion == Passion.None) { skillGainFactor = 0.3f; } else if (passion == Passion.Minor) { skillGainFactor = 1f; } else { skillGainFactor = 1.5f; } }, tickAction = () => { if (passion == Passion.Minor) { this.pawn.needs.joy.GainJoy(NeedTunings.JoyPerXpForPassionMinor, JoyKindDefOf.Work); } else if (passion == Passion.Major) { this.pawn.needs.joy.GainJoy(NeedTunings.JoyPerXpForPassionMajor, JoyKindDefOf.Work); } this.pawn.skills.Learn(SkillDefOf.Shooting, skillGainPerTick * skillGainFactor); if (this.ticksLeftThisToil == 1) { if (this.fishingRodMote != null) { this.fishingRodMote.Destroy(); } } }, defaultDuration = fishingDuration, defaultCompleteMode = ToilCompleteMode.Delay }; yield return(fishToil.WithProgressBarToilDelay(fishingPierIndex)); Toil computeChanceToCatchToil = new Toil() { initAction = () => { catchSomethingThreshold = fishingSkillLevel / 20f; // Reframe min and max chance (min 5%, max 75 % chance of success). Mathf.Clamp(catchSomethingThreshold, 0.05f, 0.75f); }, defaultCompleteMode = ToilCompleteMode.Instant }; yield return(computeChanceToCatchToil); Toil catchFishToil = new Toil() { initAction = () => { Job curJob = this.pawn.jobs.curJob; Thing fishingCatch = null; // 90% chance to successfully catch something. bool catchIsSuccessful = (Rand.Value >= 0.1f); if (catchIsSuccessful == false) { MoteMaker.ThrowMetaIcon(this.pawn.Position, this.Map, ThingDefOf.Mote_IncapIcon); this.pawn.jobs.EndCurrentJob(JobCondition.Incompletable); return; } float catchSelectorValue = Rand.Value; if (catchSelectorValue > 0.04f) { // Catch a fish. bool fishSpotIsMarshy = (this.Map.terrainGrid.TerrainAt(fishingPier.fishingSpotCell) == TerrainDef.Named("Marsh")); bool isDaytime = (this.Map.skyManager.CurSkyGlow >= 0.4f); PawnKindDef caugthFishDef = null; if (fishSpotIsMarshy && isDaytime) { caugthFishDef = (from fishSpecies in Util_FishIndustry.GetFishSpeciesList() where fishSpecies.livesInMarsh where fishSpecies.catchableDuringDay select fishSpecies).RandomElementByWeight((PawnKindDef_FishSpecies def) => def.commonality); } else if (fishSpotIsMarshy && !isDaytime) { caugthFishDef = (from fishSpecies in Util_FishIndustry.GetFishSpeciesList() where fishSpecies.livesInMarsh where fishSpecies.catchableDuringNight select fishSpecies).RandomElementByWeight((PawnKindDef_FishSpecies def) => def.commonality); } else if (!fishSpotIsMarshy && isDaytime) { caugthFishDef = (from fishSpecies in Util_FishIndustry.GetFishSpeciesList() where fishSpecies.livesInSea where fishSpecies.catchableDuringDay select fishSpecies).RandomElementByWeight((PawnKindDef_FishSpecies def) => def.commonality); } else { caugthFishDef = (from fishSpecies in Util_FishIndustry.GetFishSpeciesList() where fishSpecies.livesInSea where fishSpecies.catchableDuringNight select fishSpecies).RandomElementByWeight((PawnKindDef_FishSpecies def) => def.commonality); } Pawn caughtFish = PawnGenerator.GeneratePawn(caugthFishDef); GenSpawn.Spawn(caughtFish, this.pawn.Position, this.Map); HealthUtility.GiveInjuriesToKill(caughtFish); foreach (Thing thing in this.pawn.Position.GetThingList(this.Map)) { Corpse fishCorpse = thing as Corpse; if (fishCorpse != null) { fishingCatch = fishCorpse; } } if (caughtFish.BodySize >= 0.1f) { fishingPier.fishStock--; fishingPier.UpdateMaxFishStock(); } } else if (catchSelectorValue > 0.02) { fishingCatch = GenSpawn.Spawn(Util_FishIndustry.OysterDef, this.pawn.Position, this.Map); fishingCatch.stackCount = Rand.RangeInclusive(5, 27); } else { float bonusCatchValue = Rand.Value; if (bonusCatchValue < 0.01f) { // Really small chance to find a sunken treasure!!! fishingCatch = GenSpawn.Spawn(ThingDefOf.Gold, this.pawn.Position, this.Map); fishingCatch.stackCount = Rand.RangeInclusive(58, 289); Thing treasureSilver = GenSpawn.Spawn(ThingDefOf.Silver, fishingPier.middleCell, this.Map); treasureSilver.stackCount = Rand.RangeInclusive(237, 2154); string eventText = this.pawn.Name.ToStringShort.CapitalizeFirst() + " has found a sunken treasure while fishing! What a good catch!\n"; Find.LetterStack.ReceiveLetter("Sunken treasure!", eventText, LetterType.Good, this.pawn); } else if (bonusCatchValue < 0.02f) { // Really small chance to find a complete power armor set + sniper or charge rifle. Thing powerArmor = GenSpawn.Spawn(ThingDef.Named("Apparel_PowerArmor"), this.pawn.Position, this.Map); fishingCatch = powerArmor; // Used to carry the power armor. Thing powerArmorHelmet = GenSpawn.Spawn(ThingDef.Named("Apparel_PowerArmorHelmet"), this.pawn.Position, this.Map); Thing rifle = null; if (Rand.Value < 0.5f) { rifle = GenSpawn.Spawn(ThingDef.Named("Gun_ChargeRifle"), this.pawn.Position, this.Map); } else { rifle = GenSpawn.Spawn(ThingDef.Named("Gun_SniperRifle"), this.pawn.Position, this.Map); } CompQuality qualityComp = powerArmor.TryGetComp <CompQuality>(); if (qualityComp != null) { qualityComp.SetQuality(QualityCategory.Masterwork, ArtGenerationContext.Outsider); } qualityComp = powerArmorHelmet.TryGetComp <CompQuality>(); if (qualityComp != null) { qualityComp.SetQuality(QualityCategory.Masterwork, ArtGenerationContext.Outsider); } qualityComp = rifle.TryGetComp <CompQuality>(); if (qualityComp != null) { qualityComp.SetQuality(QualityCategory.Masterwork, ArtGenerationContext.Outsider); } Faction faction = Find.FactionManager.FirstFactionOfDef(FactionDefOf.SpacerHostile); Pawn deadMarine = PawnGenerator.GeneratePawn(PawnKindDefOf.SpaceSoldier, faction); GenSpawn.Spawn(deadMarine, fishingPier.bankCell, this.Map); HealthUtility.GiveInjuriesToKill(deadMarine); List <Thing> thingsList = deadMarine.Position.GetThingList(this.Map); foreach (Thing thing in thingsList) { if (thing.def.defName.Contains("Corpse")) { CompRottable rotComp = thing.TryGetComp <CompRottable>(); if (rotComp != null) { rotComp.RotProgress = 20f * GenDate.TicksPerDay; // 20 days so the corpse is dessicated. } } } string eventText = this.pawn.Name.ToStringShort.CapitalizeFirst() + " has cought a dead body while fishing!\n\n'This is really disgusting but look at his gear! This guy was probably a MiningCo. security member. I wonder what happend to him...'\n"; Find.LetterStack.ReceiveLetter("Dead marine", eventText, LetterType.Good, this.pawn); } else { // Find a small amount of gold. fishingCatch = GenSpawn.Spawn(ThingDefOf.Gold, this.pawn.Position, this.Map); fishingCatch.stackCount = Rand.RangeInclusive(1, 7); } // TODO: add chance to get hurt by a tailteeth (missing finger or even hand!). } IntVec3 storageCell; if (StoreUtility.TryFindBestBetterStoreCellFor(fishingCatch, this.pawn, this.Map, StoragePriority.Unstored, this.pawn.Faction, out storageCell, true)) { this.pawn.carryTracker.TryStartCarry(fishingCatch); curJob.targetB = storageCell; curJob.targetC = fishingCatch; curJob.count = 99999; } else { this.pawn.jobs.EndCurrentJob(JobCondition.Succeeded); } } }; yield return(catchFishToil); // Reserve the product and storage cell. yield return(Toils_Reserve.Reserve(TargetIndex.B)); yield return(Toils_Reserve.Reserve(TargetIndex.C)); Toil carryToCell = Toils_Haul.CarryHauledThingToCell(TargetIndex.B); yield return(carryToCell); yield return(Toils_Haul.PlaceHauledThingInCell(TargetIndex.B, carryToCell, true)); yield return(Toils_Reserve.Release(fishingPierIndex)); }