Exemplo n.º 1
0
        /*static PawnShieldGenerator()
         * {
         *  //Initialise all shields.
         *  Reset();
         * }*/

        /// <summary>
        /// Tries to generate a shield for the pawn.
        /// </summary>
        /// <param name="pawn"></param>
        /// <param name="request"></param>
        public static void TryGenerateShieldFor(Pawn pawn, PawnGenerationRequest request)
        {
            //Shield stuff.
            ShieldPawnGeneratorProperties generatorProps =
                request.KindDef?.GetModExtension <ShieldPawnGeneratorProperties>();

            //Abort early if there is no mention at all of shield properties.
            if (generatorProps == null)
            {
                return;
            }

            workingShields = new List <ThingStuffPair>();

            //Initial filtering
            if (generatorProps.shieldTags == null || generatorProps.shieldTags?.Count == 0)
            {
                Log.Warning("PawnShields :: XML element shieldTags is null or empty for " + request.KindDef.defName);
                return;
            }

            if (!(pawn?.RaceProps?.ToolUser ?? false))
            {
                Log.Warning("PawnShields :: " + request.KindDef.defName +
                            " is not a ToolUser or Humanlike in RaceProps.");
                return;
            }
            if (!(pawn.health?.capacities?.CapableOf(PawnCapacityDefOf.Manipulation) ?? false))
            {
                Log.Warning("PawnShields :: " + request.KindDef.defName + " is not capable of manipulation.");
                return;
            }
            if (pawn.story != null && ((bool)pawn.story?.WorkTagIsDisabled(WorkTags.Violent)))
            {
                return;
            }

            var   generatorPropsShieldMoney = generatorProps.shieldMoney;
            float randomInRange             = generatorPropsShieldMoney.RandomInRange;

            if (allShieldPairs != null && allShieldPairs?.Count > 0)
            {
                foreach (var w in allShieldPairs)
                {
                    if (w.Price <= randomInRange)
                    {
                        if (!w.thing.weaponTags.NullOrEmpty())
                        {
                            if (generatorProps.shieldTags.Any(tag =>
                                                              (w.thing.weaponTags.Contains(tag))))
                            {
                                if (w.thing.generateAllowChance >= 1f ||
                                    Rand.ValueSeeded(pawn.thingIDNumber ^ 28554824) <= w.thing.generateAllowChance)
                                {
                                    workingShields.Add(w);
                                }
                            }
                        }
                    }
                }
            }
            if (workingShields == null || workingShields?.Count == 0)
            {
                Log.Warning("No working shields found for " + pawn.Label + "::" + pawn.KindLabel);
                return;
            }

            if (workingShields.TryRandomElementByWeight(w => w.Commonality * w.Price, out var thingStuffPair))
            {
                ThingWithComps thingWithComps =
                    (ThingWithComps)ThingMaker.MakeThing(thingStuffPair.thing, thingStuffPair.stuff);
                PawnGenerator.PostProcessGeneratedGear(thingWithComps, pawn);
                pawn.equipment?.AddEquipment(thingWithComps);
                //Log.Message(pawn.Label + " added shield " + thingWithComps.Label);
            }
        }
Exemplo n.º 2
0
        /*static PawnShieldGenerator()
         * {
         *  //Initialise all shields.
         *  Reset();
         * }*/

        /// <summary>
        /// Tries to generate a shield for the pawn.
        /// </summary>
        /// <param name="pawn"></param>
        /// <param name="request"></param>
        public static void TryGenerateShieldFor(Pawn pawn, PawnGenerationRequest request)
        {
            //Shield stuff.
            ShieldPawnGeneratorProperties generatorProps = request.KindDef.GetModExtension <ShieldPawnGeneratorProperties>();

            //Abort early if there is no mention at all of shield properties.
            if (generatorProps == null)
            {
                return;
            }

            workingShields.Clear();

            //Initial filtering
            if (generatorProps.shieldTags == null || generatorProps.shieldTags.Count == 0)
            {
                return;
            }
            if (!pawn.RaceProps.ToolUser)
            {
                return;
            }
            if (!pawn.health.capacities.CapableOf(PawnCapacityDefOf.Manipulation))
            {
                return;
            }
            if (pawn.story != null && pawn.story.WorkTagIsDisabled(WorkTags.Violent))
            {
                return;
            }

            float randomInRange = generatorProps.shieldMoney.RandomInRange;

            for (int i = 0; i < allShieldPairs.Count; i++)
            {
                ThingStuffPair w = allShieldPairs[i];
                if (w.Price <= randomInRange)
                {
                    if (generatorProps.shieldTags.Any(tag => w.thing.weaponTags.Contains(tag)))
                    {
                        if (w.thing.generateAllowChance >= 1f || Rand.ValueSeeded(pawn.thingIDNumber ^ 28554824) <= w.thing.generateAllowChance)
                        {
                            workingShields.Add(w);
                        }
                    }
                }
            }
            if (workingShields.Count == 0)
            {
                return;
            }

            ThingStuffPair thingStuffPair;

            if (workingShields.TryRandomElementByWeight((ThingStuffPair w) => w.Commonality * w.Price, out thingStuffPair))
            {
                ThingWithComps thingWithComps = (ThingWithComps)ThingMaker.MakeThing(thingStuffPair.thing, thingStuffPair.stuff);
                PawnGenerator.PostProcessGeneratedGear(thingWithComps, pawn);
                pawn.equipment.AddEquipment(thingWithComps);
            }
            workingShields.Clear();
        }