Building_ShipCryptosleepBay class.
Inheritance: Building_CryptosleepCasket
Exemplo n.º 1
0
        public static bool IsSupplyShipCryptosleepBayAvailable(Pawn opener)
        {
            // We check if pawn can reach left or right supply ship cryptosleep bay because one of them can be blocked by a laser fence.
            List <Thing> leftBaysList = Find.ListerThings.ThingsOfDef(OG_Util.SupplyShipCryptosleepBayLeftDef);

            for (int bayIndex = 0; bayIndex < leftBaysList.Count; bayIndex++)
            {
                Building_SupplyShipCryptosleepBay bay = leftBaysList[bayIndex] as Building_SupplyShipCryptosleepBay;
                if ((bay.Faction != null) &&
                    (bay.Faction == opener.Faction))
                {
                    if (bay.ContainedThing == null)
                    {
                        if (opener.CanReserveAndReach(bay, PathEndMode.InteractionCell, Danger.Deadly))
                        {
                            return(true);
                        }
                    }
                }
            }
            List <Thing> rightBaysList = Find.ListerThings.ThingsOfDef(OG_Util.SupplyShipCryptosleepBayRightDef);

            for (int bayIndex = 0; bayIndex < rightBaysList.Count; bayIndex++)
            {
                Building_SupplyShipCryptosleepBay bay = rightBaysList[bayIndex] as Building_SupplyShipCryptosleepBay;
                if ((bay.Faction != null) &&
                    (bay.Faction == opener.Faction))
                {
                    if (bay.ContainedThing == null)
                    {
                        if (opener.CanReserveAndReach(bay, PathEndMode.InteractionCell, Danger.Deadly))
                        {
                            return(true);
                        }
                    }
                }
            }
            return(false);
        }
        public static Thing FindFreeSupplyShipCryptosleepBay(Pawn rescuer)
        {
            List <Thing> leftBaysList = Find.ListerThings.ThingsOfDef(OG_Util.SupplyShipCryptosleepBayLeftDef);

            for (int bayIndex = 0; bayIndex < leftBaysList.Count; bayIndex++)
            {
                Thing potentialBay = leftBaysList[bayIndex];
                if ((potentialBay.Faction != null) &&
                    (potentialBay.Faction == rescuer.Faction))
                {
                    Building_SupplyShipCryptosleepBay bay = potentialBay as Building_SupplyShipCryptosleepBay;
                    if ((bay.GetContainer().Count == 0) &&
                        (rescuer.CanReserveAndReach(bay, PathEndMode.InteractionCell, Danger.Deadly)))
                    {
                        return(bay);
                    }
                }
            }
            List <Thing> rightBaysList = Find.ListerThings.ThingsOfDef(OG_Util.SupplyShipCryptosleepBayRightDef);

            for (int bayIndex = 0; bayIndex < rightBaysList.Count; bayIndex++)
            {
                Thing potentialBay = rightBaysList[bayIndex];
                if ((potentialBay.Faction != null) &&
                    (potentialBay.Faction == rescuer.Faction))
                {
                    Building_SupplyShipCryptosleepBay bay = potentialBay as Building_SupplyShipCryptosleepBay;
                    if ((bay.GetContainer().Count == 0) &&
                        (rescuer.CanReserveAndReach(bay, PathEndMode.InteractionCell, Danger.Deadly)))
                    {
                        return(bay);
                    }
                }
            }
            return(null);
        }