Пример #1
0
        public static int CanFitInInventory(Pawn pawn, Thing thing)
        {
            CombatExtended.CompInventory ceCompInventory = pawn.GetComp <CombatExtended.CompInventory>();
            ceCompInventory.CanFitInInventory(thing, out int countToPickUp);

            return(countToPickUp);
        }
        //reserve, goto, take, check for more. Branches off to "all over the place"
        protected override IEnumerable <Toil> MakeNewToils()
        {
            CompHauledToInventory takenToInventory        = pawn.TryGetComp <CompHauledToInventory>();
            HashSet <Thing>       carriedThings           = takenToInventory.GetHashSet();
            DesignationDef        HaulUrgentlyDesignation = DefDatabase <DesignationDef> .GetNamed("HaulUrgentlyDesignation", false);

            //Thanks to AlexTD for the more dynamic search range
            float searchForOthersRangeFraction = 0.5f;
            float distanceToOthers             = 0f;

            Toil wait           = Toils_General.Wait(2);
            Toil reserveTargetA = Toils_Reserve.Reserve(TargetIndex.A, 1, -1, null);

            Toil calculateExtraDistanceToGo = new Toil
            {
                initAction = () =>
                {
                    if (StoreUtility.TryFindStoreCellNearColonyDesperate(this.job.targetA.Thing, this.pawn, out IntVec3 storeLoc))
                    {
                        distanceToOthers = (storeLoc - job.targetA.Thing.Position).LengthHorizontal * searchForOthersRangeFraction;
                    }
                }
            };

            yield return(calculateExtraDistanceToGo);

            Toil checkForOtherItemsToHaulToInventory         = CheckForOtherItemsToHaulToInventory(reserveTargetA, TargetIndex.A, distanceToOthers, null);
            Toil checkForOtherItemsToUrgentlyHaulToInventory = CheckForOtherItemsToHaulToInventory(reserveTargetA, TargetIndex.A, distanceToOthers, (Thing x) => pawn.Map.designationManager.DesignationOn(x)?.def == HaulUrgentlyDesignation);

            yield return(reserveTargetA);

            Toil gotoThing = new Toil
            {
                initAction = () =>
                {
                    this.pawn.pather.StartPath(this.TargetThingA, PathEndMode.ClosestTouch);
                },
                defaultCompleteMode = ToilCompleteMode.PatherArrival,
            };

            gotoThing.FailOnDespawnedNullOrForbidden(TargetIndex.A);
            yield return(gotoThing);

            Toil takeThing = new Toil
            {
                initAction = () =>
                {
                    Pawn  actor = this.pawn;
                    Thing thing = actor.CurJob.GetTarget(TargetIndex.A).Thing;
                    Toils_Haul.ErrorCheckForCarry(actor, thing);

                    //get max we can pick up
                    int num = Mathf.Min(thing.stackCount, MassUtility.CountToPickUpUntilOverEncumbered(actor, thing));

                    // yo dawg, I heard you like delegates so I put delegates in your delegate, so you can delegate your delegates.
                    // because compilers don't respect IF statements in delegates and toils are fully iterated over as soon as the job starts.
                    try
                    {
                        ((Action)(() =>
                        {
                            if (ModCompatibilityCheck.CombatExtendedIsActive)
                            {
                                CombatExtended.CompInventory ceCompInventory = actor.GetComp <CombatExtended.CompInventory>();
                                ceCompInventory.CanFitInInventory(thing, out num, false, false);
                            }
                        }))();
                    }
                    catch (TypeLoadException) { }

                    //can't store more, so queue up hauling if we can + end the current job (smooth/instant transition)
                    if (num <= 0)
                    {
                        Job haul = HaulAIUtility.HaulToStorageJob(actor, thing);
                        if (haul?.TryMakePreToilReservations(actor) ?? false)
                        {
                            actor.jobs.jobQueue.EnqueueFirst(haul, new JobTag?(JobTag.Misc));
                        }
                        actor.jobs.curDriver.JumpToToil(wait);
                    }
                    else
                    {
                        bool isUrgent = false;
                        if (ModCompatibilityCheck.AllowToolIsActive)
                        {
                            //check BEFORE absorbing the thing, designation disappears when it's in inventory :^)
                            if (pawn.Map.designationManager.DesignationOn(thing)?.def == HaulUrgentlyDesignation)
                            {
                                isUrgent = true;
                            }
                        }

                        actor.inventory.GetDirectlyHeldThings().TryAdd(thing.SplitOff(num), true);
                        takenToInventory.RegisterHauledItem(thing);

                        try
                        {
                            ((Action)(() =>
                            {
                                if (ModCompatibilityCheck.CombatExtendedIsActive)
                                {
                                    CombatExtended.CompInventory ceCompInventory = actor.GetComp <CombatExtended.CompInventory>();
                                    ceCompInventory.UpdateInventory();
                                }
                            }))();
                        }
                        catch (TypeLoadException) { }

                        if (isUrgent)
                        {
                            actor.jobs.curDriver.JumpToToil(checkForOtherItemsToUrgentlyHaulToInventory);
                        }
                    }
                }
            };

            yield return(takeThing);

            yield return(checkForOtherItemsToHaulToInventory); //we end the job in there, so only one of the checks for duplicates gets called.

            yield return(checkForOtherItemsToUrgentlyHaulToInventory);

            yield return(wait);
        }