protected override ThoughtState CurrentStateInternal( Pawn p )
 {
     return(
         ( p.IsPrisonerOfColony )&&
         ( !p.IsSlaveOfColony() )
     );
 }
Exemplo n.º 2
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 public bool CanArrestFor( Pawn pawn )
 {
     if( pawn.IsSlaveOfColony() )
     {
         return arrestSlaves;
     }
     if( pawn.IsGuestOfColony() )
     {
         return arrestGuests;
     }
     if( pawn.IsColonist )
     {
         return arrestColonists;
     }
     return false;
 }
        private static void DrawWorkBoxFor( Vector2 topLeft, Pawn p, WorkTypeDef wType, bool incapableBecauseOfCapacities )
        {
            if(
                ( !p.IsSlaveOfColony() ) ||
                ( p.workSettings == null ) ||
                ( !p.workSettings.EverWork )
            )
            {
                return;
            }
            var rect = new Rect( topLeft.x, topLeft.y, 25f, 25f );
            if( incapableBecauseOfCapacities )
            {
                GUI.color = new Color( 1f, 0.3f, 0.3f );
                DrawWorkBoxBackground( rect, p, wType );
                GUI.color = Color.white;
            }
            else
            {
                DrawWorkBoxBackground( rect, p, wType );
            }
            if( Find.PlaySettings.useWorkPriorities )
            {
                var priority1 = p.workSettings.GetPriority( wType );
                var label = priority1 <= 0 ? string.Empty : priority1.ToString();

                Text.Anchor = TextAnchor.MiddleCenter;

                GUI.color = ColorOfPriority( priority1 );
                Widgets.Label( rect.ContractedBy( -3f ), label );
                GUI.color = Color.white;

                Text.Anchor = TextAnchor.UpperLeft;

                if(
                    ( Event.current.type != EventType.MouseDown ) ||
                    ( !Mouse.IsOver( rect ) )
                )
                {
                    return;
                }

                if( Event.current.button == 0 )
                {
                    int priority2 = p.workSettings.GetPriority( wType ) - 1;
                    if( priority2 < 0 )
                    {
                        priority2 = 4;
                    }
                    p.workSettings.ForcePriority( wType, priority2 );
                    SoundStarter.PlayOneShotOnCamera( SoundDefOf.AmountIncrement );
                }
                if( Event.current.button == 1 )
                {
                    int priority2 = p.workSettings.GetPriority( wType ) + 1;
                    if( priority2 > 4 )
                    {
                        priority2 = 0;
                    }
                    p.workSettings.ForcePriority( wType, priority2 );
                    SoundStarter.PlayOneShotOnCamera( SoundDefOf.AmountDecrement );
                }
                Event.current.Use();
            }
            else
            {
                if( p.workSettings.GetPriority( wType ) > 0 )
                {
                    GUI.DrawTexture( rect, (Texture) WidgetsWork.WorkBoxCheckTex );
                }
                if( !Widgets.ButtonInvisible( rect ) )
                {
                    return;
                }
                if( p.workSettings.GetPriority( wType ) > 0 )
                {
                    p.workSettings.ForcePriority( wType, 0 );
                    SoundStarter.PlayOneShotOnCamera( SoundDefOf.CheckboxTurnedOff );
                }
                else
                {
                    p.workSettings.ForcePriority( wType, 3 );
                    SoundStarter.PlayOneShotOnCamera( SoundDefOf.CheckboxTurnedOn );
                }
            }
        }
 public override bool PawnCanOpen( Pawn p, bool isEscaping )
 {
     if( cachedRooms.Count == 0 )
     {
         UpdateCompStatus();
     }
     if( isEscaping )
     {   // Escaping pawns don't care about restrictions
         return true;
     }
     if( this.parent.IsForbiddenToPass( p ) )
     {   // Other factions don't care about forbidden doors
         //Log.Message( string.Format( "\tCompRestrictedDoor: door {0}, pawn {1} IsForbiddenToPass", this.parent.ThingID, p.NameStringShort ) );
         return false;
     }
     // Check animals
     if(
         ( p.RaceProps.Animal )&&
         ( !AllowAnimals )
     )
     {
         return false;
     }
     // Check colonists
     if(
         ( p.IsColonist )&&
         ( !AllowColonists )&&
         ( !p.IsPrisonerOfColony )&&
         ( !p.Drafted )&&
         ( !p.workSettings.WorkIsActive( WorkTypeDefOf.Warden ) )&&
         ( !p.workSettings.WorkIsActive( WorkTypeDefOf.Doctor ) )
     )
     {   // Colonists have been told not to use this door
         return false;
     }
     if(
         (
             ( p.IsColonist )||
             ( p.Faction == Faction.OfPlayer )
         )&&
         ( !p.IsPrisoner )
     )
     {   // Colonists & colony animals
         //Log.Message( string.Format( "\tCompRestrictedDoor: door {0}, pawn {1} IsColonist or Faction.OfPlayer", this.parent.ThingID, p.NameStringShort ) );
         return true;
     }
     // Check non-prisoner guests
     if( p.IsGuestOfColony() )
     {
         if( AllowGuests )
         {   // Guests can use this door
             //Log.Message( string.Format( "\tCompRestrictedDoor: door {0}, pawn {1} IsAllowedGuest", this.parent.ThingID, p.NameStringShort ) );
             return true;
         }
         // Guests can't use this door
         //Log.Message( string.Format( "\tCompRestrictedDoor: door {0}, pawn {1} IsNotAllowedGuest", this.parent.ThingID, p.NameStringShort ) );
         return false;
     }
     if( cachedRooms.NullOrEmpty() )
     {
         // No room cache, can't check
         //Log.Message( string.Format( "\tCompRestrictedDoor: door {0}, pawn {1} cachedRooms is null", this.parent.ThingID, p.NameStringShort ) );
         return false;
     }
     var pawnRoom = p.GetRoom();
     bool checkPrisoners = p.IsPrisonerOfColony;
     bool checkSlaves = p.IsSlaveOfColony();
     // Slaves supercede prisoners
     checkPrisoners &= !checkSlaves;
     // Check on prisoners
     if(
         ( AllowPrisoners )&&
         ( checkPrisoners )
     )
     {
         foreach( var room in cachedRooms )
         {
             // Don't worry about room pawn is leaving
             if( room == pawnRoom )
             {
                 continue;
             }
             if( !room.isPrisonCell )
             {   // Prisoners are only valid for prison cells
                 //Log.Message( string.Format( "\tCompRestrictedDoor: door {0}, pawn {1} isPrisoner, room {2} !isPrisoncell", this.parent.ThingID, p.NameStringShort, room.ID ) );
                 return false;
             }
         }
         // Room is valid for prisoners
         //Log.Message( string.Format( "\tCompRestrictedDoor: door {0}, pawn {1} isPrisoner, all rooms are prison cells", this.parent.ThingID, p.NameStringShort ) );
         return true;
     }
     // Check on slaves
     if(
         ( AllowSlaves )&&
         ( checkSlaves )
     )
     {
         foreach( var room in cachedRooms )
         {
             // Don't worry about room pawn is leaving
             if( room == pawnRoom )
             {
                 continue;
             }
             if( !room.IsSlaveWorkArea() )
             {   // Room isn't a valid slave work area
                 //Log.Message( string.Format( "\tCompRestrictedDoor: door {0}, pawn {1} isSlave, room {2} !IsSlaveWorkArea()", this.parent.ThingID, p.NameStringShort, room.ID ) );
                 return false;
             }
         }
         // Room is valid for slaves
         //Log.Message( string.Format( "\tCompRestrictedDoor: door {0}, pawn {1} isSlave, all rooms are slave work areas", this.parent.ThingID, p.NameStringShort ) );
         return true;
     }
     // Room is not valid for pawn
     //Log.Message( string.Format( "\tCompRestrictedDoor: door {0} is not valid for pawn {1}", this.parent.ThingID, p.NameStringShort ) );
     return false;
 }
 /*
 public ThinkNode_ConditionalSlave() : base()
 {
 }
 */
 protected override bool Satisfied( Pawn pawn )
 {
     return pawn.IsSlaveOfColony();
 }
 protected override ThoughtState CurrentStateInternal( Pawn p )
 {
     return p.IsSlaveOfColony();
 }