Exemplo n.º 1
0
        private static Pawn TryGenerateNewNakedPawn(ref PawnGenerationRequest request, out string error, bool ignoreScenarioRequirements)
        {
            error = null;
            Pawn pawn = (Pawn)ThingMaker.MakeThing(request.KindDef.race, null);

            PawnGenerator.pawnsBeingGenerated.Add(new PawnGenerator.PawnGenerationStatus(pawn, null));
            Pawn result;

            try
            {
                pawn.kindDef = request.KindDef;
                pawn.SetFactionDirect(request.Faction);
                PawnComponentsUtility.CreateInitialComponents(pawn);
                if (request.FixedGender.HasValue)
                {
                    pawn.gender = request.FixedGender.Value;
                }
                else if (pawn.RaceProps.hasGenders)
                {
                    if (Rand.Value < 0.5f)
                    {
                        pawn.gender = Gender.Male;
                    }
                    else
                    {
                        pawn.gender = Gender.Female;
                    }
                }
                else
                {
                    pawn.gender = Gender.None;
                }
                PawnGenerator.GenerateRandomAge(pawn, request);
                pawn.needs.SetInitialLevels();
                if (!request.Newborn && request.CanGeneratePawnRelations)
                {
                    PawnGenerator.GeneratePawnRelations(pawn, ref request);
                }
                if (pawn.RaceProps.Humanlike)
                {
                    pawn.story.melanin   = ((!request.FixedMelanin.HasValue) ? PawnSkinColors.RandomMelanin(request.Faction) : request.FixedMelanin.Value);
                    pawn.story.crownType = ((Rand.Value >= 0.5f) ? CrownType.Narrow : CrownType.Average);
                    pawn.story.hairColor = PawnHairColors.RandomHairColor(pawn.story.SkinColor, pawn.ageTracker.AgeBiologicalYears);
                    PawnBioAndNameGenerator.GiveAppropriateBioAndNameTo(pawn, request.FixedLastName);
                    pawn.story.hairDef = PawnHairChooser.RandomHairDefFor(pawn, request.Faction.def);
                    PawnGenerator.GenerateTraits(pawn, request);
                    PawnGenerator.GenerateBodyType(pawn);
                    PawnGenerator.GenerateSkills(pawn);
                }
                PawnGenerator.GenerateInitialHediffs(pawn, request);
                if (pawn.workSettings != null && request.Faction.IsPlayer)
                {
                    pawn.workSettings.EnableAndInitialize();
                }
                if (request.Faction != null && pawn.RaceProps.Animal)
                {
                    pawn.GenerateNecessaryName();
                }
                if (!request.AllowDead && (pawn.Dead || pawn.Destroyed))
                {
                    PawnGenerator.DiscardGeneratedPawn(pawn);
                    error  = "Generated dead pawn.";
                    result = null;
                }
                else if (!request.AllowDowned && pawn.Downed)
                {
                    PawnGenerator.DiscardGeneratedPawn(pawn);
                    error  = "Generated downed pawn.";
                    result = null;
                }
                else if (request.MustBeCapableOfViolence && ((pawn.story != null && pawn.story.WorkTagIsDisabled(WorkTags.Violent)) || !pawn.health.capacities.CapableOf(PawnCapacityDefOf.Manipulation)))
                {
                    PawnGenerator.DiscardGeneratedPawn(pawn);
                    error  = "Generated pawn incapable of violence.";
                    result = null;
                }
                else if (!ignoreScenarioRequirements && request.Context == PawnGenerationContext.PlayerStarter && !Find.Scenario.AllowPlayerStartingPawn(pawn))
                {
                    PawnGenerator.DiscardGeneratedPawn(pawn);
                    error  = "Generated pawn doesn't meet scenario requirements.";
                    result = null;
                }
                else if (request.Validator != null && !request.Validator(pawn))
                {
                    PawnGenerator.DiscardGeneratedPawn(pawn);
                    error  = "Generated pawn didn't pass validator check.";
                    result = null;
                }
                else
                {
                    for (int i = 0; i < PawnGenerator.pawnsBeingGenerated.Count - 1; i++)
                    {
                        if (PawnGenerator.pawnsBeingGenerated[i].PawnsGeneratedInTheMeantime == null)
                        {
                            PawnGenerator.pawnsBeingGenerated[i] = new PawnGenerator.PawnGenerationStatus(PawnGenerator.pawnsBeingGenerated[i].Pawn, new List <Pawn>());
                        }
                        PawnGenerator.pawnsBeingGenerated[i].PawnsGeneratedInTheMeantime.Add(pawn);
                    }
                    result = pawn;
                }
            }
            finally
            {
                PawnGenerator.pawnsBeingGenerated.RemoveLast <PawnGenerator.PawnGenerationStatus>();
            }
            return(result);
        }