protected override LordJob MakeLordJob(IncidentParms parms, Map map, List <Pawn> pawns, int raidSeed) { IntVec3 entrySpot = (!parms.spawnCenter.IsValid) ? pawns[0].PositionHeld : parms.spawnCenter; IntVec3 stageLoc = RCellFinder.FindSiegePositionFrom(entrySpot, map); return(new LordJob_StageThenAttack(parms.faction, stageLoc, raidSeed)); }
public override LordJob MakeLordJob(IncidentParms parms, Map map) { IntVec3 siegeSpot = RCellFinder.FindSiegePositionFrom(parms.spawnCenter, map); float num = parms.points * Rand.Range(0.2f, 0.3f); if (num < 60.0) { num = 60f; } return(new LordJob_Siege(parms.faction, siegeSpot, num)); }
protected override LordJob MakeLordJob(IncidentParms parms, Map map, List <Pawn> pawns, int raidSeed) { IntVec3 entrySpot = (!parms.spawnCenter.IsValid) ? pawns[0].PositionHeld : parms.spawnCenter; IntVec3 siegeSpot = RCellFinder.FindSiegePositionFrom(entrySpot, map); float num = parms.points * Rand.Range(0.2f, 0.3f); if (num < 60f) { num = 60f; } return(new LordJob_Siege(parms.faction, siegeSpot, num)); }
public override LordJob MakeLordJob(IncidentParms parms, Map map) { IntVec3 stageLoc = RCellFinder.FindSiegePositionFrom(parms.spawnCenter, map); return(new LordJob_StageThenAttack(parms.faction, stageLoc)); }