private static bool AllowToolHaulUrgentlyJobOnThing_PreFix(ref Job __result, Pawn pawn, Thing t, bool forced = false) { if (ModCompatibilityCheck.AllowToolIsActive) { //allowTool HaulUrgently CompHauledToInventory takenToInventory = pawn.TryGetComp <CompHauledToInventory>(); if (pawn.RaceProps.Humanlike && pawn.Faction == Faction.OfPlayer && t is Corpse == false && takenToInventory != null && !(t.def.defName.Contains("Chunk")) //most of the time we don't have space for it ) { StoragePriority currentPriority = StoreUtility.CurrentStoragePriorityOf(t); if (!StoreUtility.TryFindBestBetterStoreCellFor(t, pawn, pawn.Map, currentPriority, pawn.Faction, out IntVec3 storeCell, true)) { JobFailReason.Is("NoEmptyPlaceLower".Translate()); return(false); } WorkGiver_HaulToInventory haulWG = (WorkGiver_HaulToInventory)pawn.workSettings.WorkGiversInOrderNormal.Find(wg => wg is WorkGiver_HaulToInventory); Job haul = haulWG.JobOnThing(pawn, t, forced); __result = haul; return(false); } } return(true); }
//Thanks to AlexTD //Job WhileYoureUp.Utils.MaybeHaulOtherStuffFirst(Pawn pawn, LocalTargetInfo end) public static void WhileYoureUpMaybeHaulOtherStuffFirst_PostFix(Pawn pawn, LocalTargetInfo end, ref Job __result) { if (__result == null || __result.def != JobDefOf.HaulToCell) { return; } WorkGiver_HaulToInventory worker = pawn.workSettings.WorkGiversInOrderNormal.FirstOrDefault(wg => wg is WorkGiver_HaulToInventory) as WorkGiver_HaulToInventory; if (worker == null) { return; } Job myJob = worker.JobOnThing(pawn, __result.targetA.Thing, false); if (myJob == null) { return; } __result = myJob; }
//get next, goto, take, check for more. Branches off to "all over the place" protected override IEnumerable <Toil> MakeNewToils() { CompHauledToInventory takenToInventory = pawn.TryGetComp <CompHauledToInventory>(); Toil wait = Toils_General.Wait(2); Toil nextTarget = Toils_JobTransforms.ExtractNextTargetFromQueue(TargetIndex.A); //also does count yield return(nextTarget); //honestly the workgiver checks for encumbered, so until CE checks are in this is unnecessary //yield return CheckForOverencumbered();//Probably redundant without CE checks Toil gotoThing = new Toil { initAction = () => { pawn.pather.StartPath(TargetThingA, PathEndMode.ClosestTouch); }, defaultCompleteMode = ToilCompleteMode.PatherArrival }; gotoThing.FailOnDespawnedNullOrForbidden(TargetIndex.A); yield return(gotoThing); Toil takeThing = new Toil { initAction = () => { Pawn actor = pawn; Thing thing = actor.CurJob.GetTarget(TargetIndex.A).Thing; Toils_Haul.ErrorCheckForCarry(actor, thing); //get max we can pick up int countToPickUp = Mathf.Min(job.count, MassUtility.CountToPickUpUntilOverEncumbered(actor, thing)); Log.Message($"{actor} is hauling to inventory {thing}:{countToPickUp}"); // yo dawg, I heard you like delegates so I put delegates in your delegate, so you can delegate your delegates. // because compilers don't respect IF statements in delegates and toils are fully iterated over as soon as the job starts. try { ((Action)(() => { if (ModCompatibilityCheck.CombatExtendedIsActive) { //CombatExtended.CompInventory ceCompInventory = actor.GetComp<CombatExtended.CompInventory>(); //ceCompInventory.CanFitInInventory(thing, out countToPickUp); } }))(); } catch (TypeLoadException) { } if (countToPickUp > 0) { Thing splitThing = thing.SplitOff(countToPickUp); bool shouldMerge = takenToInventory.GetHashSet().Any(x => x.def == thing.def); actor.inventory.GetDirectlyHeldThings().TryAdd(splitThing, shouldMerge); takenToInventory.RegisterHauledItem(splitThing); try { ((Action)(() => { if (ModCompatibilityCheck.CombatExtendedIsActive) { //CombatExtended.CompInventory ceCompInventory = actor.GetComp<CombatExtended.CompInventory>(); //ceCompInventory.UpdateInventory(); } }))(); } catch (TypeLoadException) { } } //thing still remains, so queue up hauling if we can + end the current job (smooth/instant transition) //This will technically release the reservations in the queue, but what can you do if (thing.Spawned) { Job haul = HaulAIUtility.HaulToStorageJob(actor, thing); if (haul?.TryMakePreToilReservations(actor, false) ?? false) { actor.jobs.jobQueue.EnqueueFirst(haul, JobTag.Misc); } actor.jobs.curDriver.JumpToToil(wait); } } }; yield return(takeThing); yield return(Toils_Jump.JumpIf(nextTarget, () => !job.targetQueueA.NullOrEmpty())); //Find more to haul, in case things spawned while this was in progess yield return(new Toil { initAction = () => { List <Thing> haulables = pawn.Map.listerHaulables.ThingsPotentiallyNeedingHauling(); WorkGiver_HaulToInventory haulMoreWork = DefDatabase <WorkGiverDef> .AllDefsListForReading.First(wg => wg.Worker is WorkGiver_HaulToInventory).Worker as WorkGiver_HaulToInventory; Thing haulMoreThing = GenClosest.ClosestThing_Global(pawn.Position, haulables, 12, t => haulMoreWork.HasJobOnThing(pawn, t)); //WorkGiver_HaulToInventory found more work nearby if (haulMoreThing != null) { Log.Message($"{pawn} hauling again : {haulMoreThing}"); Job haulMoreJob = haulMoreWork.JobOnThing(pawn, haulMoreThing); if (haulMoreJob.TryMakePreToilReservations(pawn, false)) { pawn.jobs.jobQueue.EnqueueFirst(haulMoreJob, JobTag.Misc); EndJobWith(JobCondition.Succeeded); } } } }); //maintain cell reservations on the trip back //TODO: do that when we carry things //I guess that means TODO: implement carrying the rest of the items in this job instead of falling back on HaulToStorageJob yield return(Toils_Goto.GotoCell(TargetIndex.B, PathEndMode.ClosestTouch)); yield return(new Toil //Queue next job { initAction = () => { Pawn actor = pawn; Job curJob = actor.jobs.curJob; LocalTargetInfo storeCell = curJob.targetB; Job unloadJob = new Job(PickUpAndHaulJobDefOf.UnloadYourHauledInventory, storeCell); if (unloadJob.TryMakePreToilReservations(actor, false)) { actor.jobs.jobQueue.EnqueueFirst(unloadJob, JobTag.Misc); EndJobWith(JobCondition.Succeeded); //This will technically release the cell reservations in the queue, but what can you do } } }); yield return(wait); }