public void createNewAnimal(ref Mercenary merc, PawnKindDef race) { Pawn newPawn = PawnGenerator.GeneratePawn(FCPawnGenerator.AnimalRequest(race)); //merc = (Mercenary)newPawn; merc.squad = this; merc.settlement = settlement; //Log.Message(newPawn.Name + " State: Dead - " + newPawn.health.Dead + " Apparel Count: " + newPawn.apparel.WornApparel.Count()); merc.pawn = newPawn; }
public void generateDefaultPawn() { List <Apparel> apparel = new List <Apparel>(); List <ThingWithComps> equipment = new List <ThingWithComps>(); if (defaultPawn != null) { apparel.AddRange(defaultPawn.apparel.WornApparel); equipment.AddRange(defaultPawn.equipment.AllEquipmentListForReading); Reset: foreach (Apparel cloth in defaultPawn.apparel.WornApparel) { defaultPawn.apparel.Remove(cloth); goto Reset; } foreach (ThingWithComps weapon in defaultPawn.equipment.AllEquipmentListForReading) { defaultPawn.equipment.Remove(weapon); goto Reset; } defaultPawn.Destroy(); } defaultPawn = PawnGenerator.GeneratePawn(FCPawnGenerator.WorkerOrMilitaryRequest(pawnKind)); defaultPawn.health.forceIncap = true; defaultPawn.mindState.canFleeIndividual = false; defaultPawn.apparel.DestroyAll(); foreach (Apparel clothes in apparel) { //Log.Message(clothes.Label); defaultPawn.apparel.Wear(clothes); } foreach (ThingWithComps weapon in equipment) { //Log.Message(weapon.Label); equipWeapon(weapon); } }
public void createNewPawn(ref Mercenary merc, PawnKindDef race) { PawnKindDef raceChoice = race; FactionFC factionFc = Find.World.GetComponent <FactionFC>(); if (race == null || !factionFc.raceFilter.Allows(raceChoice.race)) { raceChoice = FactionColonies.getPlayerColonyFaction().RandomPawnKind(); } Pawn newPawn = PawnGenerator.GeneratePawn(FCPawnGenerator.WorkerOrMilitaryRequest(raceChoice)); newPawn.apparel?.DestroyAll(); newPawn.equipment?.DestroyAllEquipment(); //merc = (Mercenary)newPawn; merc.squad = this; merc.settlement = settlement; //Log.Message(newPawn.Name + " State: Dead - " + newPawn.health.Dead + " Apparel Count: " + newPawn.apparel.WornApparel.Count()); merc.pawn = newPawn; }
private void DrawFactionButtons(int buttonSize) //Used to draw a list of buttons from the 'buttons' list { Text.Anchor = TextAnchor.MiddleCenter; Text.Font = GameFont.Small; for (int i = 0; i < buttons.Count; i++) { if (Widgets.ButtonText(new Rect(140, 110 + ((buttonSize + 5) * i), 170, buttonSize), buttons[i])) { if (buttons[i] == "FCOverview".Translate()) { Find.WindowStack.Add(new FCWindow_Overview()); } if (buttons[i] == "Military".Translate()) { if (FactionColonies.getPlayerColonyFaction() == null) { Messages.Message(new Message("NoFactionForMilitary".Translate(), MessageTypeDefOf.RejectInput)); } else { Find.WindowStack.Add(new MilitaryCustomizationWindowFc()); } } if (buttons[i] == "Actions".Translate()) { List <FloatMenuOption> list = new List <FloatMenuOption> { new FloatMenuOption("TaxDeliveryMap".Translate(), delegate { List <FloatMenuOption> list2 = new List <FloatMenuOption> { new FloatMenuOption("SetMap".Translate(), delegate { List <FloatMenuOption> settlementList = new List <FloatMenuOption>(); foreach (Map map in Find.Maps) { if (map.IsPlayerHome) { settlementList.Add(new FloatMenuOption(map.Parent.LabelCap, delegate { faction.taxMap = map; Find.LetterStack.ReceiveLetter("Map Set!", "The tax delivery map has been set to the player colony of " + map.Parent.LabelCap + ".\n All taxes and other goods will be delivered there", LetterDefOf.NeutralEvent); } )); } } if (settlementList.Count == 0) { settlementList.Add(new FloatMenuOption("No valid settlements to use.", null)); } FloatMenu floatMenu2 = new FloatMenu(settlementList); Find.WindowStack.Add(floatMenu2); }) }; FloatMenu floatMenu = new FloatMenu(list2); Find.WindowStack.Add(floatMenu); }), new FloatMenuOption("SetCapital".Translate(), delegate { faction.setCapital(); }), new FloatMenuOption("ActivateResearch".Translate(), delegate { faction.updateDailyResearch(); }), new FloatMenuOption("ResearchLevel".Translate(), delegate { Messages.Message("CurrentResearchLevel".Translate(faction.techLevel.ToString(), faction.returnNextTechToLevel()), MessageTypeDefOf.NeutralEvent); }), new FloatMenuOption("FCOpenPatchNotes".Translate(), () => DebugActionsMisc.PatchNotesDisplayWindow()) }; if (faction.hasPolicy(FCPolicyDefOf.technocratic)) { list.Add(new FloatMenuOption("FCSendResearchItems".Translate(), delegate { if (Find.ColonistBar.GetColonistsInOrder().Count > 0) { Pawn playerNegotiator = Find.ColonistBar.GetColonistsInOrder()[0]; //Log.Message(playerNegotiator.Name + " Negotiator"); FCTrader_Research trader = new FCTrader_Research(); Find.WindowStack.Add(new Dialog_Trade(playerNegotiator, trader)); } else { Log.Error("Couldn't find any colonists to trade with"); } })); } if (faction.hasPolicy(FCPolicyDefOf.feudal)) { list.Add(new FloatMenuOption("FCRequestMercenary".Translate(), delegate { if (faction.traitFeudalBoolCanUseMercenary) { faction.traitFeudalBoolCanUseMercenary = false; faction.traitFeudalTickLastUsedMercenary = Find.TickManager.TicksGame; PawnGenerationRequest request = FCPawnGenerator.WorkerOrMilitaryRequest(); request.ColonistRelationChanceFactor = 20f; Pawn pawn = PawnGenerator.GeneratePawn(request); IncidentParms parms = new IncidentParms { target = Find.CurrentMap, faction = FactionColonies.getPlayerColonyFaction(), points = 999, raidArrivalModeForQuickMilitaryAid = true, raidNeverFleeIndividual = true, raidForceOneIncap = true, raidArrivalMode = PawnsArrivalModeDefOf.CenterDrop, raidStrategy = RaidStrategyDefOf.ImmediateAttackFriendly }; parms.raidArrivalModeForQuickMilitaryAid = true; PawnsArrivalModeWorker_EdgeWalkIn worker = new PawnsArrivalModeWorker_EdgeWalkIn(); worker.TryResolveRaidSpawnCenter(parms); worker.Arrive(new List <Pawn> { pawn }, parms); Find.LetterStack.ReceiveLetter("FCMercenaryJoined".Translate(), "FCMercenaryJoinedText".Translate(pawn.NameFullColored), LetterDefOf.PositiveEvent, new LookTargets(pawn)); pawn.SetFaction(Faction.OfPlayer); } else { Messages.Message("FCActionMercenaryOnCooldown".Translate(((faction.traitFeudalTickLastUsedMercenary + GenDate.TicksPerSeason) - Find.TickManager.TicksGame).ToTimeString()), MessageTypeDefOf.RejectInput); } })); } FloatMenu menu = new FloatMenu(list); Find.WindowStack.Add(menu); } } } }