private static void InitializeFishSpeciesListsAndTotalCommonality() { seaDayFishSpeciesTotalCommonality = 0; seaNightFishSpeciesTotalCommonality = 0; marshDayFishSpeciesTotalCommonality = 0; marshNightFishSpeciesTotalCommonality = 0; seaDayFishSpeciesList = new List <ThingDef>(); seaNightFishSpeciesList = new List <ThingDef>(); marshDayFishSpeciesList = new List <ThingDef>(); marshNightFishSpeciesList = new List <ThingDef>(); foreach (ThingDef thingDef in DefDatabase <ThingDef> .AllDefsListForReading) { if (thingDef.defName.Contains("Fish_")) { ThingDef_FishSpeciesProperties fishDef = thingDef as ThingDef_FishSpeciesProperties; if (fishDef != null) { // Sea. if ((fishDef.aquaticEnvironment == ThingDef_FishSpeciesProperties.AquaticEnvironment.Sea) || (fishDef.aquaticEnvironment == ThingDef_FishSpeciesProperties.AquaticEnvironment.SeaAndMarch)) { // Day. if ((fishDef.livingTime == ThingDef_FishSpeciesProperties.LivingTime.Day) || (fishDef.livingTime == ThingDef_FishSpeciesProperties.LivingTime.DayAndNight)) { // Sea day. seaDayFishSpeciesList.Add(thingDef); seaDayFishSpeciesTotalCommonality += fishDef.commonality; } // Night. if ((fishDef.livingTime == ThingDef_FishSpeciesProperties.LivingTime.Night) || (fishDef.livingTime == ThingDef_FishSpeciesProperties.LivingTime.DayAndNight)) { // Sea night. seaNightFishSpeciesList.Add(thingDef); seaNightFishSpeciesTotalCommonality += fishDef.commonality; } } // Marsh. if ((fishDef.aquaticEnvironment == ThingDef_FishSpeciesProperties.AquaticEnvironment.Marsh) || (fishDef.aquaticEnvironment == ThingDef_FishSpeciesProperties.AquaticEnvironment.SeaAndMarch)) { // Day. if ((fishDef.livingTime == ThingDef_FishSpeciesProperties.LivingTime.Day) || (fishDef.livingTime == ThingDef_FishSpeciesProperties.LivingTime.DayAndNight)) { // Marsh day. marshDayFishSpeciesList.Add(thingDef); marshDayFishSpeciesTotalCommonality += fishDef.commonality; } // Night. if ((fishDef.livingTime == ThingDef_FishSpeciesProperties.LivingTime.Night) || (fishDef.livingTime == ThingDef_FishSpeciesProperties.LivingTime.DayAndNight)) { // Marsh night. marshNightFishSpeciesList.Add(thingDef); marshNightFishSpeciesTotalCommonality += fishDef.commonality; } } } } } }
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; switch (fishingEquipment) { case 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; } break; } if (moteDef != null) { fishingEquipmentMote = (MoteThrown)ThingMaker.MakeThing(moteDef); fishingEquipmentMote.exactPosition = fishingPier.fishingSpotCell.ToVector3Shifted(); fishingEquipmentMote.exactPosition.y = Altitudes.AltitudeFor(AltitudeLayer.VisEffects); GenSpawn.Spawn(fishingEquipmentMote, 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 = () => { switch (fishingEquipment) { case FishingEquipment.FishingRod: fishingEquipmentMote.Maintain(); break; case 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); } break; } 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); }, 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) { MoteThrower.ThrowDrift(this.pawn.Position, ThingDefOf.Mote_IncapIcon); this.pawn.jobs.EndCurrentJob(JobCondition.Incompletable); return; } float catchSelectorValue = Rand.Value; if (catchSelectorValue > 0.04f) { // Catch a fish. TerrainDef fishSpotType = Find.TerrainGrid.TerrainAt(fishingPier.fishingSpotCell); List <ThingDef> fishSpeciesList = null; ThingDef_FishSpeciesProperties.AquaticEnvironment aquaticEnvironment; ThingDef_FishSpeciesProperties.LivingTime livingTime; float fishSpeciesTotalCommonality = 0f; float fishSpeciesCommonalitySum = 0f; // Aquatic environment. if (fishSpotType == TerrainDef.Named("Marsh")) { aquaticEnvironment = ThingDef_FishSpeciesProperties.AquaticEnvironment.Marsh; } else { aquaticEnvironment = ThingDef_FishSpeciesProperties.AquaticEnvironment.Sea; } // Day time. if (SkyManager.CurSkyGlow >= 0.4f) { livingTime = ThingDef_FishSpeciesProperties.LivingTime.Day; } else { livingTime = ThingDef_FishSpeciesProperties.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_FishSpeciesProperties currentFishSpecies = fishSpeciesList[fishSpeciesIndex] as ThingDef_FishSpeciesProperties; fishSpeciesCommonalitySum += currentFishSpecies.commonality; if (randomSelector <= fishSpeciesCommonalitySum) { selectedFishSpecies = currentFishSpecies; break; } } fishingCatch = GenSpawn.Spawn(selectedFishSpecies, this.pawn.Position); fishingCatch.stackCount = (selectedFishSpecies as ThingDef_FishSpeciesProperties).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 * 60000f; // 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)); }