Exemplo n.º 1
0
        // 3rd step: Get the ThingDef of the position from the Non-BuildingData of the blueprint.
        private static ThingDef TryGetThingDefFromNonBuildingData(MapGeneratorBaseBlueprintDef blueprint, int itemPos)
        {
            if (blueprint.nonbuildingData == null || blueprint.nonbuildingData.Count() - 1 < itemPos ||
                blueprint.nonbuildingLegend == null)
            {
                return(null);
            }

            char   keyChar = blueprint.nonbuildingData.ElementAt(itemPos);
            string key     = keyChar.ToString();

            if (!blueprint.nonbuildingLegend.ContainsKey(key))
            {
                return(null);
            }

            return(DefDatabase <ThingDef> .GetNamedSilentFail(blueprint.nonbuildingLegend[key]));
        }
        // 5th step: Get the PawnKindDef of the position from the PawnData of the blueprint.
        private static PawnKindDef TryGetPawnKindDefFromPawnData(MapGeneratorBaseBlueprintDef blueprint, int itemPos)
        {
            if (blueprint.pawnData == null || blueprint.pawnData.Count() - 1 < itemPos ||
                blueprint.pawnLegend == null)
            {
                return(null);
            }

            char   keyChar = blueprint.pawnData.ElementAt(itemPos);
            string key     = keyChar.ToString();

            if (!blueprint.pawnLegend.ContainsKey(key))
            {
                return(null);
            }

            return(blueprint.pawnLegend[key]);
        }
Exemplo n.º 3
0
        // 2nd step (b): Get the Rotation of the position from the BuildingData of the blueprint.
        private static Rot4 TryGetRotationFromBuildingData(MapGeneratorBaseBlueprintDef blueprint, int itemPos)
        {
            // Using buildingData and rotationLegend here..
            if (blueprint.buildingData == null || blueprint.buildingData.Count() - 1 < itemPos ||
                blueprint.rotationLegend == null)
            {
                return(Rot4.Invalid);
            }

            char   keyChar = blueprint.buildingData.ElementAt(itemPos);
            string key     = keyChar.ToString();

            if (!blueprint.rotationLegend.ContainsKey(key))
            {
                return(Rot4.Invalid);
            }

            return(blueprint.rotationLegend[key]);
        }
Exemplo n.º 4
0
        // Fill the cell with Pawn
        private static void TrySetCell_5_SetPawn(IntVec3 c, Map map, Faction faction, PawnKindDef pawnKindDef = null, MapGeneratorBaseBlueprintDef blueprint = null)
        {
            //Note: Here is no functionality to clear the cell by design, because it is possible to place items that are larger than 1x1

            // The following needs blueprint data to work
            if (blueprint == null)
            {
                return;
            }

            // 5th step - work with the Pawn
            if (pawnKindDef != null && blueprint.pawnSpawnChance / 100 > Rand.Value)
            {
                if (blueprint.factionDef != null)
                {
                    faction = Find.FactionManager.FirstFactionOfDef(blueprint.factionDef);
                }

                // null - find a valid faction.
                if (faction == null)
                {
                    if ((from fac in Find.FactionManager.AllFactions
                         where fac.HostileTo(Faction.OfPlayer)
                         select fac).TryRandomElementByWeight((Faction fac) => 101 - fac.def.RaidCommonalityFromPoints(map.IncidentPointsRandomFactorRange.RandomInRange), out faction)
                        == false)
                    {
                        faction = Faction.OfMechanoids;
                    }
                }

                Pawn pawn = PawnGenerator.GeneratePawn(pawnKindDef, faction);
                //pawn.mindState.Active = true;
                pawn = GenSpawn.Spawn(pawn, c, map) as Pawn;

                if (pawn != null)
                {
                    if (allSpawnedPawns == null)
                    {
                        allSpawnedPawns = new List <Pawn>();
                    }

                    allSpawnedPawns.Add(pawn);
                }
            }
        }
Exemplo n.º 5
0
        // Fill the cell with Item
        private static void TrySetCell_4_SetItem(IntVec3 c, Map map, ThingDef itemDef = null, MapGeneratorBaseBlueprintDef blueprint = null)
        {
            //Note: Here is no functionality to clear the cell by design, because it is possible to place items that are larger than 1x1

            // The following needs blueprint data to work
            if (blueprint == null)
            {
                return;
            }


            // 4th step - work with the Item
            //if (itemDef != null) // && blueprint.itemSpawnChance / 100 > Rand.Value)
            if (itemDef != null && blueprint.itemSpawnChance / 100 > Rand.Value)
            {
                ThingDef stuffDef2;
                if (itemDef.IsApparel)
                {
                    if (!DefDatabase <ThingDef> .AllDefs.Where <ThingDef>(t => t.IsStuff &&
                                                                          t.stuffProps != null && t.stuffProps.categories != null && t.stuffProps.categories.Contains(StuffCategoryDefOf.Fabric))
                        .TryRandomElement(out stuffDef2))
                    {
                        stuffDef2 = DefDatabase <ThingDef> .GetNamedSilentFail("Synthread");
                    }
                }
                else
                {
                    List <string> stuffPossibles = new List <string>()
                    {
                        "Steel", "Steel", "Steel", "Steel", "Silver", "Gold", "Jade", "Plasteel"
                    };
                    stuffDef2 = DefDatabase <ThingDef> .GetNamedSilentFail(stuffPossibles.RandomElement());
                }

                if (!itemDef.MadeFromStuff)
                {
                    stuffDef2 = null;
                }

                Thing newItem = TryGetTreasure(itemDef, stuffDef2);

                newItem = GenSpawn.Spawn(newItem, c, map);

                // Don't forget to set the items to forbidden!
                if (newItem.TryGetComp <CompForbiddable>() != null)
                {
                    newItem.SetForbidden(true, false);
                }

                // If it is a hive, it needs to be deactivated
                Hive newHive = newItem as Hive;
                //if (newHive != null)
                //{
                //    newHive.active = false;
                //}
            }
        }
Exemplo n.º 6
0
        public static void CreateBlueprintAt(IntVec3 c, Map map, MapGeneratorBaseBlueprintDef blueprint, Faction faction, ref ThingDef wallStuff, ref List <IntVec3> usedSpots)
        {
            if (working)
            {
                Log.Error("Called BlueprintHandler.CreateBlueprintAt(..) while it's still working. This is not allowed!");
                return;
            }

            if (map == null)
            {
                Log.Error("Called BlueprintHandler.CreateBlueprintAt(..) with null map.");
                return;
            }

            working         = true;
            allSpawnedPawns = new List <Pawn>();
            pawnLord        = null;
            rooms           = new HashSet <Room>();


            try
            {
                CellRect mapRect = new CellRect(c.x, c.z, blueprint.size.x, blueprint.size.z);

                mapRect.ClipInsideMap(map);

                // if mapRect was clipped -> the blueprint doesn't fit inside the map...
                if (mapRect.Width != blueprint.size.x || mapRect.Height != blueprint.size.z)
                {
                    return;
                }



                //// Don't do anything, if there is an cryosleep casket at the building site
                //foreach (IntVec3 current in mapRect.Cells)
                //{
                //    List<Thing> list = map.thingGrid.ThingsListAt(current);
                //    for (int i = 0; i < list.Count; i++)
                //    {
                //        if (list[i].def == ThingDefOf.AncientCryptosleepCasket)
                //            return;
                //    }

                //    if (usedSpots != null)
                //        usedSpots.Add(current); // prevent the base scatterer to use this spot again
                //}

                // If a building material is defined, use this
                if (blueprint.buildingMaterial != null && blueprint.buildingMaterial != "")
                {
                    wallStuff = DefDatabase <ThingDef> .GetNamedSilentFail(blueprint.buildingMaterial);
                }

                // Make all buildings from the same random stuff
                if (wallStuff == null)
                {
                    wallStuff = BaseGenUtility.RandomCheapWallStuff(faction, false);
                }

                MakeBlueprintObject(map, faction, mapRect, blueprint, wallStuff);

                if (blueprint.createTrigger)
                {
                    int    nextSignalTagID = Find.UniqueIDsManager.GetNextSignalTagID();
                    string signalTag       = "unfogBaseAreaTriggerSignal-" + nextSignalTagID;
                    SignalAction_Letter signalAction_Letter = ThingMaker.MakeThing(ThingDefOf.SignalAction_Letter, null) as SignalAction_Letter;
                    if (signalAction_Letter != null)
                    {
                        signalAction_Letter.signalTag = signalTag;

                        if (blueprint.TriggerLetterMessageText != null)
                        {
                            if (blueprint.TriggerLetterDef == null)
                            {
                                blueprint.TriggerLetterDef = LetterDefOf.ThreatSmall;
                            }

                            if (blueprint.TriggerLetterLabel != null)
                            {
                                signalAction_Letter.letter = LetterMaker.MakeLetter(blueprint.TriggerLetterLabel.Translate(), blueprint.TriggerLetterMessageText.Translate(), blueprint.TriggerLetterDef, new GlobalTargetInfo(mapRect.CenterCell, map, false));
                            }
                            else
                            {
                                signalAction_Letter.letter = LetterMaker.MakeLetter("", blueprint.TriggerLetterMessageText.Translate(), blueprint.TriggerLetterDef, new GlobalTargetInfo(mapRect.CenterCell, map));
                            }

                            GenSpawn.Spawn(signalAction_Letter, mapRect.CenterCell, map);
                        }
                    }

                    RectTrigger_UnfogBaseArea rectTrigger = ThingMaker.MakeThing(ThingDef.Named("RectTrigger_UnfogBaseArea"), null) as RectTrigger_UnfogBaseArea;
                    if (rectTrigger != null)
                    {
                        rectTrigger.signalTag         = signalTag;
                        rectTrigger.destroyIfUnfogged = true;
                        rectTrigger.Rect = mapRect;

                        GenSpawn.Spawn(rectTrigger, mapRect.CenterCell, map);
                    }
                }


                map.regionAndRoomUpdater.RebuildAllRegionsAndRooms();

                HashSet <Room> rooms = new HashSet <Room>();
                foreach (IntVec3 current in mapRect.Cells)
                {
                    // Find all created rooms
                    Room room = current.GetRoom(map, RegionType.Set_All);
                    if (room != null && !room.TouchesMapEdge)
                    {
                        rooms.Add(room);
                    }
                }

                // Add rooms to unfog area
                AddRoomCentersToRootsToUnfog(rooms.ToList());


                // Create roof
                foreach (Room room in rooms)
                {
                    BuildRoofToRoom(room, false);
                }

                map.roofGrid.RoofGridUpdate();
            }
            catch (Exception ex)
            {
                string errBP = "";
                if (blueprint != null)
                {
                    errBP = blueprint.defName;
                }

                Log.Error("Error in BlueprintHandler.CreateBlueprintAt(..) '" + errBP + "': " + ex);
            }
            finally
            {
                // Whatever happends, when its done, reset the working state.
                working = false;

                // Clear all data holder
                allSpawnedPawns = null;
                pawnLord        = null;
                rooms           = null;
            }
        }
Exemplo n.º 7
0
        private static void MakeBlueprintObject(Map map, Faction faction, CellRect mapRect, MapGeneratorBaseBlueprintDef blueprint, ThingDef stuffDef)
        {
            blueprint.buildingData    = GetCleanedBlueprintData(blueprint.buildingData);
            blueprint.nonbuildingData = GetCleanedBlueprintData(blueprint.nonbuildingData);
            blueprint.floorData       = GetCleanedBlueprintData(blueprint.floorData);
            blueprint.pawnData        = GetCleanedBlueprintData(blueprint.pawnData);
            blueprint.itemData        = GetCleanedBlueprintData(blueprint.itemData);

            if (blueprint.buildingData == null && blueprint.nonbuildingData == null && blueprint.floorData == null)
            {
                Log.ErrorOnce(string.Format("After cleaning the BlueprintData and FloorData of blueprint {0} -> both are null, nothing will be done!", blueprint.defName), 313001);
                return;
            }

            IntVec3 spawnBaseCell = new IntVec3(mapRect.BottomLeft.x, mapRect.TopRight.y, mapRect.TopRight.z);
            IntVec3 spawnCell;

            //// Check all cells and abort if there is something indestructible found -> disabled
            //foreach (IntVec3 cell in mapRect)
            //{
            //    if (!CheckCell(cell, map))
            //        return;
            //}

            allSpawnedPawns = null;


            // Disable automatic room updating
            map.regionAndRoomUpdater.Enabled = false;

            int step = 1;

            while (step <= 5)
            {
                //Log.Warning("Current step: " + step);

                // Work through blueprint - Note: top-left to bottom-right
                // Work step by step: 1st all floors, 2nd all things, 3rd all items, 4th all pawns
                for (int zn = 0; zn < blueprint.size.z; zn++)
                {
                    for (int x = 0; x < blueprint.size.x; x++)
                    {
                        //// map can be clipped, don't work with the clipped parts
                        //if (x > mapRect.Width - 1 || zn > mapRect.Height - 1)
                        //    continue;

                        if (blueprint.canHaveHoles && Rand.Value < 0.08f)
                        {
                            continue;
                        }

                        spawnCell = spawnBaseCell + new IntVec3(x, 0, -zn);

                        if (!TrySetCell_prepare_CheckCell(spawnCell, map))
                        {
                            continue;
                        }


                        int itemPos = x + blueprint.size.x * zn;

                        try
                        {
                            ThingDef    thingDef    = TryGetThingDefFromBuildingData(blueprint, itemPos);
                            Rot4        thingRot    = TryGetRotationFromBuildingData(blueprint, itemPos);
                            ThingDef    nonthingDef = TryGetThingDefFromNonBuildingData(blueprint, itemPos);
                            TerrainDef  terrainDef  = TryGetTerrainDefFromFloorData(blueprint, itemPos);
                            PawnKindDef pawnKindDef = TryGetPawnKindDefFromPawnData(blueprint, itemPos);
                            ThingDef    itemDef     = TryGetItemDefFromItemData(blueprint, itemPos);

                            //List<Thing> list = map.thingGrid.ThingsListAt(spawnCell);
                            //for (int i = 0; i < list.Count; i++)
                            //{
                            //    if (list[i].def == thingDef)
                            //        continue;
                            //}


                            //Only clear the space, if something will be made here
                            // Do only in step 1:
                            if (step == 1)
                            {
                                if (thingDef != null || terrainDef != null || pawnKindDef != null || itemDef != null)
                                {
                                    ClearCell(spawnCell, map);
                                }
                            }

                            switch (step)
                            {
                            case 1:     // Terrain
                                TrySetCell_1_SetFloor(spawnCell, map, terrainDef, thingDef, stuffDef);
                                break;

                            case 2:     // non-Building
                                TrySetCell_3_SetNonThing(spawnCell, map, nonthingDef);
                                break;

                            case 3:     // Building
                                TrySetCell_2_SetThing(spawnCell, map, faction, thingDef, thingRot, stuffDef);
                                break;

                            case 4:     // Item
                                TrySetCell_4_SetItem(spawnCell, map, itemDef, blueprint);
                                break;

                            case 5:     // Pawn
                                TrySetCell_5_SetPawn(spawnCell, map, faction, pawnKindDef, blueprint);
                                break;

                            default:
                                return;
                            }
                        }
                        catch (Exception ex)
                        {
                            Log.Warning("MapGeneratorFactionBase - Error while creating the blueprint (" + blueprint.defName + ")\n" + ex.Message + "\n" + ex.StackTrace);
                        }
                    }
                }
                step++;
            }

            // Update the powernets
            map.powerNetManager.UpdatePowerNetsAndConnections_First();

            // Enable automatic room updating and rebuild all rooms
            map.regionAndRoomUpdater.Enabled = true;
            map.regionAndRoomUpdater.RebuildAllRegionsAndRooms();

            HashSet <Room> rooms = new HashSet <Room>();

            foreach (IntVec3 current in mapRect.Cells)
            {
                // Find all created rooms
                Room room = current.GetRoom(map);
                if (room != null && !room.TouchesMapEdge)
                {
                    rooms.Add(room);
                }
            }
            // Add rooms to unfog area
            AddRoomCentersToRootsToUnfog(rooms.ToList());


            // make the appropriate Lord
            pawnLord = LordMaker.MakeNewLord(faction, new LordJob_DefendBase(faction, mapRect.CenterCell), map, null);

            // Get points used by current pawns
            float pointsUsed = 0f;

            if (allSpawnedPawns != null && allSpawnedPawns.Count > 0)
            {
                foreach (Pawn pawnSpawned in allSpawnedPawns)
                {
                    pointsUsed += pawnSpawned.kindDef.combatPower;
                }
            }

            // Make additional pawns if these are not enough!
            if (allSpawnedPawns == null || allSpawnedPawns.Count == 0 ||
                pointsUsed < (faction.def.techLevel == TechLevel.Neolithic ? NeolithicPawnsPoints.min : NonNeolithicPawnsPoints.min))
            {
                //Log.Warning("Info: Creating base pawns..");
                PrepareBaseGen_PawnGroup(map, mapRect, faction, rooms.ToList(), pawnLord, pointsUsed);
            }

            PrepareBaseGen_CampFires(map, mapRect, faction);

            BaseGen.Generate();

            if (allSpawnedPawns != null)
            {
                foreach (Pawn pawn in allSpawnedPawns)
                {
                    pawnLord.AddPawn(pawn);
                }
            }

            allSpawnedPawns = null;
        }
        protected override void ScatterAt(IntVec3 c, Map map, int stackCount = 1)
        {
            if (testActive)
            {
                Log.Warning("Genstep_CreateBlueprintBase - Test-Mode is active!");
            }

            Faction faction;

            if (map.info.parent == null || map.info.parent.Faction == null || map.info.parent.Faction == Faction.OfPlayer)
            {
                faction = Find.FactionManager.RandomEnemyFaction(false, false, false);
            }
            else
            {
                faction = map.info.parent.Faction;
            }

            int worldTile = -1;

            if (map != null)
            {
                worldTile = map.Tile;
            }

            TechLevel techlevel = faction.def.techLevel;
            // Select only blueprints with a techlevel corresponding to the faction techlevel
            IEnumerable <MapGeneratorBaseBlueprintDef> blueprint1stSelection = DefDatabase <MapGeneratorBaseBlueprintDef> .AllDefsListForReading
                                                                               .Where((MapGeneratorBaseBlueprintDef b) => b.techLevelRequired <= techlevel && (b.techLevelMax == TechLevel.Undefined || b.techLevelMax >= techlevel));

            float createVanillaLimit = 0.95f;

            if (blueprint1stSelection != null && blueprint1stSelection.Count() > 0)
            {
                if (blueprint1stSelection.Count() <= 3)
                {
                    createVanillaLimit = 0.85f;
                }
                else if (blueprint1stSelection.Count() <= 5)
                {
                    createVanillaLimit = 0.80f;
                }
                else if (blueprint1stSelection.Count() <= 7)
                {
                    createVanillaLimit = 0.70f;
                }
                else if (blueprint1stSelection.Count() <= 10)
                {
                    createVanillaLimit = 0.65f;
                }
                else if (blueprint1stSelection.Count() <= 15)
                {
                    createVanillaLimit = 0.50f;
                }
                else if (blueprint1stSelection.Count() <= 20)
                {
                    createVanillaLimit = 0.45f;
                }
                else
                {
                    createVanillaLimit = 0.35f;
                }
            }

            if (blueprint1stSelection == null || blueprint1stSelection.Count() == 0)
            {
                Log.Warning("Genstep_CreateBlueprintBase - no usable blueprint found. Using vanilla base generation..");
            }


            if (blueprint1stSelection == null || blueprint1stSelection.Count() == 0 ||
                (!testActive && randomlyUseVanilla && Rand.Value < createVanillaLimit &&
                 (mapWorldCoord2Blueprint == null || !mapWorldCoord2Blueprint.ContainsKey(worldTile))
                ))
            {
                // No blueprint for this faction techlevel found?
                // Use basic base builder code instead!
                Core_ScatterAt(c, map, stackCount);
                return;
            }

            MapGeneratorBaseBlueprintDef blueprint = blueprint1stSelection.RandomElementByWeight((MapGeneratorBaseBlueprintDef b) => b.chance);

            // Check if this position was already used -> re-use old blueprint
            if (mapWorldCoord2Blueprint == null)
            {
                mapWorldCoord2Blueprint = new Dictionary <int, string>();
            }
            if (mapWorldCoord2Blueprint.ContainsKey(worldTile))
            {
                MapGeneratorBaseBlueprintDef newBlueprint = DefDatabase <MapGeneratorBaseBlueprintDef> .GetNamedSilentFail(mapWorldCoord2Blueprint[worldTile]);

                if (newBlueprint != null && newBlueprint.techLevelRequired <= faction.def.techLevel && newBlueprint.techLevelMax >= faction.def.techLevel)
                {
                    blueprint = newBlueprint;
                }
            }
            else if (worldTile != -1)
            {
                mapWorldCoord2Blueprint.Add(worldTile, blueprint.defName);
            }

            // place the blueprint
            BlueprintHandler.CreateBlueprintAt(c, map, blueprint, faction, ref selectedWallStuff, ref usedSpots);

            // reset
            selectedWallStuff = null;

            // Add a message to honor the creator
            if (!blueprint.createdBy.NullOrEmpty())
            {
                string label = "MapGenerator_FactionBase_Header_ProvidedBy".Translate();
                string text  = "MapGenerator_FactionBase_Body_ProvidedBy".Translate(new object[] { blueprint.createdBy });
                Find.LetterStack.ReceiveLetter(label, text, LetterDefOf.PositiveEvent, new GlobalTargetInfo(c, map));
            }
        }