public static float MassUsageLeftAfterTradeableTransfer(List <Thing> allCurrentThings, List <Tradeable> tradeables, IgnorePawnsInventoryMode ignoreInventory, bool includePawnsMass = false, bool ignoreCorpsesGearAndInventory = false) { TransferableUtility.SimulateTradeableTransfer(allCurrentThings, tradeables, CollectionsMassCalculator.tmpThingStackParts); float result = CollectionsMassCalculator.MassUsage(CollectionsMassCalculator.tmpThingStackParts, ignoreInventory, includePawnsMass, ignoreCorpsesGearAndInventory); CollectionsMassCalculator.tmpThingStackParts.Clear(); return(result); }
public static float CapacityLeftAfterTradeableTransfer(List <Thing> allCurrentThings, List <Tradeable> tradeables) { TransferableUtility.SimulateTradeableTransfer(allCurrentThings, tradeables, CollectionsMassCalculator.tmpThingStackParts); float result = CollectionsMassCalculator.Capacity(CollectionsMassCalculator.tmpThingStackParts); CollectionsMassCalculator.tmpThingStackParts.Clear(); return(result); }
public static float MassUsageLeftAfterTradeableTransfer(List <Thing> allCurrentThings, List <Tradeable> tradeables, IgnorePawnsInventoryMode ignoreInventory, bool includePawnsMass = false, bool ignoreSpawnedCorpsesGearAndInventory = false) { tmpThingCounts.Clear(); TransferableUtility.SimulateTradeableTransfer(allCurrentThings, tradeables, tmpThingCounts); float result = MassUsage(tmpThingCounts, ignoreInventory, includePawnsMass, ignoreSpawnedCorpsesGearAndInventory); tmpThingCounts.Clear(); return(result); }
public static float CapacityLeftAfterTradeableTransfer(List <Thing> allCurrentThings, List <Tradeable> tradeables, StringBuilder explanation = null) { tmpThingCounts.Clear(); TransferableUtility.SimulateTradeableTransfer(allCurrentThings, tradeables, tmpThingCounts); float result = Capacity(tmpThingCounts, explanation); tmpThingCounts.Clear(); return(result); }