Пример #1
0
        private void AffectCell(IntVec3 c)
        {
            if (!c.InBounds(base.Map))
            {
                return;
            }
            bool flag = this.ShouldCellBeAffectedOnlyByDamage(c);

            if (!flag && Rand.Chance(this.preExplosionSpawnChance) && c.Walkable(base.Map))
            {
                if (c.DistanceTo(this.center) < 1)
                {
                    this.TrySpawnExplosionThing(this.preExplosionSpawnThingDef, c, this.preExplosionSpawnThingCount);
                }
            }
            this.damType.Worker.ExplosionAffectCell(this, c, this.damagedThings, this.ignoredThings, !flag);
            if (!flag && Rand.Chance(this.postExplosionSpawnChance) && c.Walkable(base.Map))
            {
                if (c.DistanceTo(this.center) < 1)
                {
                    this.TrySpawnExplosionThing(this.postExplosionSpawnThingDef, c, this.postExplosionSpawnThingCount);
                }
            }
            float num = this.chanceToStartFire;

            if (this.damageFalloff)
            {
                num *= Mathf.Lerp(1f, 0.2f, c.DistanceTo(base.Position) / this.radius);
            }
            if (Rand.Chance(num))
            {
                FireUtility.TryStartFireIn(c, base.Map, Rand.Range(0.1f, 0.925f));
            }
        }
        protected virtual void Explode()
        {
            Map map = base.Map;

            Destroy(DestroyMode.Vanish);
            if (base.def.projectile.explosionEffect != null)
            {
                Effecter effecter = base.def.projectile.explosionEffect.Spawn();
                effecter.Trigger(new TargetInfo(base.Position, map, false), new TargetInfo(base.Position, map, false));
                effecter.Cleanup();
            }

            IntVec3   position         = base.Position;
            Map       map2             = map;
            float     explosionRadius  = base.def.projectile.explosionRadius;
            DamageDef damageDef        = base.def.projectile.damageDef;
            Thing     launcher         = base.launcher;
            int       damageAmount     = base.DamageAmount;
            float     armorPenetration = base.ArmorPenetration;
            SoundDef  soundExplode     = base.def.projectile.soundExplode;
            ThingDef  equipmentDef     = base.equipmentDef;
            ThingDef  def   = base.def;
            Thing     thing = intendedTarget.Thing;
            ThingDef  postExplosionSpawnThingDef   = base.def.projectile.postExplosionSpawnThingDef;
            float     postExplosionSpawnChance     = base.def.projectile.postExplosionSpawnChance;
            int       postExplosionSpawnThingCount = base.def.projectile.postExplosionSpawnThingCount;
            ThingDef  preExplosionSpawnThingDef    = base.def.projectile.preExplosionSpawnThingDef;

            GenExplosion.DoExplosion(position, map2, explosionRadius, damageDef, launcher, damageAmount, armorPenetration, soundExplode, equipmentDef, def, thing, postExplosionSpawnThingDef, postExplosionSpawnChance, postExplosionSpawnThingCount, base.def.projectile.applyDamageToExplosionCellsNeighbors, preExplosionSpawnThingDef, base.def.projectile.preExplosionSpawnChance, base.def.projectile.preExplosionSpawnThingCount, base.def.projectile.explosionChanceToStartFire, base.def.projectile.explosionDamageFalloff);

            foreach (Pawn pawn in map.mapPawns.AllPawns)
            {
                if (pawn.Dead)
                {
                    continue;
                }
                try {
                    if (position.DistanceTo(pawn.Position) < 5f)
                    {
                        pawn.health.AddHediff(HediffDef.Named("HeavyRadiationPoisoning"));
                    }
                    else if (position.DistanceTo(pawn.Position) < 20f && position.DistanceTo(pawn.Position) > 5f)
                    {
                        pawn.health.AddHediff(HediffDef.Named("MediumRadiationPoisoning"));
                    }
                }
                catch (Exception e)
                {
                    Log.Message(e.ToString());
                }
            }
        }
Пример #3
0
        private static void AffectCell(Explosion __instance, IntVec3 c)
        {
            if (!c.InBounds(__instance.Map))
            {
                return;
            }
            bool flag = ShouldCellBeAffectedOnlyByDamage(__instance, c);

            if (!flag && Rand.Chance(__instance.preExplosionSpawnChance) && c.Walkable(__instance.Map))
            {
                TrySpawnExplosionThing(__instance, __instance.preExplosionSpawnThingDef, c, __instance.preExplosionSpawnThingCount);
            }
            if (null != __instance.damType)
            {
                __instance.damType.Worker.ExplosionAffectCell(__instance, c, damagedThings(__instance), ignoredThingsFR(__instance), !flag);
            }
            if (!flag && Rand.Chance(__instance.postExplosionSpawnChance) && c.Walkable(__instance.Map))
            {
                TrySpawnExplosionThing(__instance, __instance.postExplosionSpawnThingDef, c, __instance.postExplosionSpawnThingCount);
            }
            float num = __instance.chanceToStartFire;

            if (__instance.damageFalloff)
            {
                num *= Mathf.Lerp(1f, 0.2f, c.DistanceTo(__instance.Position) / __instance.radius);
            }
            if (Rand.Chance(num))
            {
                FireUtility.TryStartFireIn(c, __instance.Map, Rand.Range(0.1f, 0.925f));
            }
        }
        // Token: 0x0600650C RID: 25868 RVA: 0x00233C80 File Offset: 0x00231E80
        public override void Resolve(ResolveParams rp)
        {
            Faction = rp.faction;
            HiveFactionExtension hiveFaction = Faction.def.GetModExtension <HiveFactionExtension>();

            cells.Clear();
            Map     map        = BaseGen.globalSettings.map;
            IntVec3 CenterCell = rp.rect.CenterCell;
            float   dist       = rp.rect.TopRight.DistanceTo(rp.rect.BottomLeft);

            //	Log.Message(Faction+" hive radius "+ dist);
            cells = map.AllCells.Where(x => x.DistanceTo(CenterCell) <= dist).ToList();
            RoofGrid       roofGrid = BaseGen.globalSettings.map.roofGrid;
            RoofDef        def      = rp.roofDef ?? RoofDefOf.RoofRockThick;
            List <IntVec3> cellst   = cells.Where(x => x.DistanceTo(CenterCell) < dist - 10).ToList();
            List <IntVec3> celle    = cells.Where(x => x.DistanceTo(CenterCell) > dist - 5 && x.DistanceTo(CenterCell) < dist).ToList();

            for (int i = 0; i < dist / 5; i++)
            {
                IntVec3 ce = celle.RandomElement();
                Rand.PushState();
                float size = Rand.Range(5, 10);
                Rand.PopState();
                cells.RemoveAll(x => ce.DistanceTo(x) < size);
            }
            foreach (IntVec3 c in cells)
            {
                roofGrid.SetRoof(c, def);
                map.terrainGrid.SetTerrain(c, TerrainDefOf.Gravel);
                this.TrySpawnWall(c, rp);
            }
        }
Пример #5
0
        private void AffectCell(IntVec3 c)
        {
            if (!c.InBounds(base.Map))
            {
                return;
            }
            var flag      = ShouldCellBeAffectedOnlyByDamage(c);
            var spawnMote = c.GetFirstThing(Map, damType.explosionCellMote) == null;

            if (!flag && Rand.Chance(preExplosionSpawnChance) && c.Walkable(Map))
            {
                TrySpawnExplosionThing(preExplosionSpawnThingDef, c, preExplosionSpawnThingCount);
            }
            damType.Worker.ExplosionAffectCell(this, c, damagedThings, null, spawnMote && !flag);
            if (!flag && Rand.Chance(postExplosionSpawnChance) && c.Walkable(Map))
            {
                TrySpawnExplosionThing(postExplosionSpawnThingDef, c, postExplosionSpawnThingCount);
            }
            var num = chanceToStartFire;

            if (damageFalloff)
            {
                num *= Mathf.Lerp(1f, (float)DamageAtEdge / damAmount, c.DistanceTo(Position) / radius);
            }
            if (Rand.Chance(num))
            {
                FireUtility.TryStartFireIn(c, Map, Rand.Range(0.1f, 0.925f));
            }
            //ExplosionCE (this) can be Destroyed after ExplosionAffectCell
        }
Пример #6
0
        public static void Postfix(ref Verb __instance, ref bool __result, IntVec3 root,
                                   LocalTargetInfo targ)
        {
            if (!Main.Instance.IsModEnabled())
            {
                return;
            }

            if (!__result || !__instance.CasterIsPawn || !targ.IsValid)
            {
                return;
            }

            if (targ.Thing != null && targ.Thing == __instance.caster)
            {
                return;
            }

            if (root.DistanceTo(targ.Cell) <= 2f)
            {
                return;
            }

            var pawn = __instance.CasterPawn;

            if (!Main.Instance.GetExtendedDataStorage().ShouldPawnAvoidFriendlyFire(pawn))
            {
                return;
            }

            __result = Main.Instance.GetFireManager().CanHitTargetSafely(
                new FireProperties(pawn, targ.Cell));
        }
Пример #7
0
        private void BlinkTargeted(IntVec3 target)
        {
            float distanceToTarget = target.DistanceTo(pawn.Position);

            if (distanceToTarget <= def.radius && !target.Impassable(pawn.Map))
            {
                Blink(target);
                return;
            }

            Vector3 pos  = pawn.Position.ToVector3();
            Vector3 dest = target.ToVector3();
            Vector3 dir  = (dest - pos).normalized;

            pos = pos + dir * Mathf.Min(distanceToTarget, def.radius);
            for (float distance = distanceToTarget; distance >= 0; distance -= 1)
            {
                IntVec3 newTarget = pos.ToIntVec3();
                if (!newTarget.Impassable(pawn.Map))
                {
                    Blink(newTarget);
                    return;
                }
                pos -= dir;
            }

            Blink(pawn.Position);
        }
        private float GetDistToCave(IntVec3 cell, List <IntVec3> group, Map map, float maxDist, bool treatOpenSpaceAsCave)
        {
            MapGenFloatGrid caves = MapGenerator.Caves;

            GenStep_Caves.tmpGroupSet.Clear();
            GenStep_Caves.tmpGroupSet.AddRange(group);
            int num = GenRadial.NumCellsInRadius(maxDist);

            IntVec3[] radialPattern = GenRadial.RadialPattern;
            for (int i = 0; i < num; i++)
            {
                IntVec3 intVec = cell + radialPattern[i];
                if (treatOpenSpaceAsCave && !GenStep_Caves.tmpGroupSet.Contains(intVec))
                {
                    goto IL_007b;
                }
                if (intVec.InBounds(map) && caves[intVec] > 0.0)
                {
                    goto IL_007b;
                }
                continue;
IL_007b:
                return(cell.DistanceTo(intVec));
            }
            return(maxDist);
        }
 public static bool IsAffectedByInstrument(ThingDef instrumentDef, IntVec3 instrumentPos, IntVec3 pawnPos, Map map)
 {
     if (instrumentPos.DistanceTo(pawnPos) < instrumentDef.building.instrumentRange)
     {
         return(instrumentPos.GetRoom(map) == pawnPos.GetRoom(map));
     }
     return(false);
 }
        public float GetArmorPenetrationAt(IntVec3 c)
        {
            if (!this.damageFalloff)
            {
                return(this.armorPenetration);
            }
            float t = c.DistanceTo(base.Position) / this.radius;

            return(Mathf.Lerp(this.armorPenetration, this.armorPenetration * 0.2f, t));
        }
        public int GetDamageAmountAt(IntVec3 c)
        {
            if (!this.damageFalloff)
            {
                return(this.damAmount);
            }
            float t = c.DistanceTo(base.Position) / this.radius;

            return(Mathf.Max(GenMath.RoundRandom(Mathf.Lerp((float)this.damAmount, (float)this.damAmount * 0.2f, t)), 1));
        }
Пример #12
0
        //New methods
        public int GetDamageAmountAtCE(IntVec3 c)   //t => t^(0.333f)
        {
            if (!damageFalloff)
            {
                return(damAmount);
            }
            var t = c.DistanceTo(Position) / radius;

            t = Mathf.Pow(t, 0.333f);
            return(Mathf.Max(GenMath.RoundRandom(Mathf.Lerp((float)damAmount, DamageAtEdge, t)), 1));
        }
Пример #13
0
        public float GetArmorPenetrationAtCE(IntVec3 c) //t => t^(0.55f), penetrationAmount => damAmount * PressurePerDamage
        {
            var basePen = Mathf.Max(damAmount * PressurePerDamage, armorPenetration);

            if (!damageFalloff)
            {
                return(basePen);
            }
            var t = c.DistanceTo(Position) / radius;

            t = Mathf.Pow(t, 0.55f);
            return(Mathf.Lerp(basePen, PenAtEdge, t));
        }
Пример #14
0
        private void DamageCloseThings()
        {
            int num = GenRadial.NumCellsInRadius(3f);

            for (int i = 0; i < num; i++)
            {
                IntVec3 intVec = base.Position + GenRadial.RadialPattern[i];
                if (intVec.InBounds(base.Map) && !this.CellImmuneToDamage(intVec))
                {
                    Pawn firstPawn = intVec.GetFirstPawn(base.Map);
                    if (firstPawn == null || !firstPawn.Downed || !Rand.Bool)
                    {
                        float damageFactor = GenMath.LerpDouble(0f, 3f, 1f, 0.2f, intVec.DistanceTo(base.Position));
                        this.DoDamage(intVec, damageFactor);
                    }
                }
            }
        }
Пример #15
0
        private float GetDistToCave(IntVec3 cell, List <IntVec3> group, Map map, float maxDist, bool treatOpenSpaceAsCave)
        {
            MapGenFloatGrid caves = MapGenerator.Caves;

            tmpGroupSet.Clear();
            tmpGroupSet.AddRange(group);
            int cellCount = GenRadial.NumCellsInRadius(maxDist);

            IntVec3[] radialPattern = GenRadial.RadialPattern;
            for (int i = 0; i < cellCount; i++)
            {
                IntVec3 loc = cell + radialPattern[i];
                if ((treatOpenSpaceAsCave && !tmpGroupSet.Contains(loc)) || (loc.InBounds(map) && caves[loc] > 0f))
                {
                    return(cell.DistanceTo(loc));
                }
            }
            return(maxDist);
        }
        private float GetDistToCave(IntVec3 cell, List <IntVec3> group, Map map, float maxDist, bool treatOpenSpaceAsCave)
        {
            MapGenFloatGrid caves = MapGenerator.Caves;

            GenStep_ElevateEvelationForUnderground.tmpGroupSet.Clear();
            GenStep_ElevateEvelationForUnderground.tmpGroupSet.AddRange(group);
            int num = GenRadial.NumCellsInRadius(maxDist);

            IntVec3[] radialPattern = GenRadial.RadialPattern;
            for (int i = 0; i < num; i++)
            {
                IntVec3 intVec = cell + radialPattern[i];
                if ((treatOpenSpaceAsCave && !GenStep_ElevateEvelationForUnderground.tmpGroupSet.Contains(intVec)) || (intVec.InBounds(map) && caves[intVec] > 0f))
                {
                    return(cell.DistanceTo(intVec));
                }
            }
            return(maxDist);
        }
Пример #17
0
        public void RenderPriorityMarks()
        {
            if (Find.CurrentMap == null)
            {
                return;
            }

            Map map = Find.CurrentMap;

            IntVec3 mouseAt = UI.MouseCell();

            CellRect cameraRect = Find.CameraDriver.CurrentViewRect;

            cameraRect.ClipInsideMap(map);
            cameraRect = cameraRect.ExpandedBy(1);

            List <Thing> newDrawLabels = new List <Thing>();

            foreach (Thing t in map.GetPriorityData().RenderCache.ThingCache)
            {
                if (t.DestroyedOrNull())
                {
                    continue;
                }

                IntVec3 pos = t.Position;

                if (cameraRect.Contains(pos))
                {
                    DrawPriorityMarkTo(t);

                    if (mouseAt.DistanceTo(pos) < 9f)
                    {
                        newDrawLabels.Add(t);
                    }
                }
            }

            toDrawLabels = newDrawLabels;
        }
        public LocalTargetInfo GetDestination(LocalTargetInfo target)
        {
            Map map = parent.pawn.Map;

            switch (Props.destination)
            {
            case AbilityEffectDestination.Caster:
                return(new LocalTargetInfo(parent.pawn.InteractionCell));

            case AbilityEffectDestination.RandomInRange:
            {
                cells.Clear();
                int num = GenRadial.NumCellsInRadius(Props.randomRange.max);
                for (int i = 0; i < num; i++)
                {
                    IntVec3 intVec = GenRadial.RadialPattern[i];
                    if (!(intVec.DistanceTo(IntVec3.Zero) < Props.randomRange.min))
                    {
                        IntVec3 intVec2 = target.Cell + intVec;
                        if (intVec2.Standable(map) && (!Props.requiresLineOfSight || GenSight.LineOfSight(target.Cell, intVec2, map)))
                        {
                            cells.Add(intVec2);
                        }
                    }
                }
                if (cells.Any())
                {
                    return(new LocalTargetInfo(cells.RandomElement()));
                }
                Messages.Message("NoValidDestinationFound".Translate(parent.def.LabelCap), MessageTypeDefOf.RejectInput);
                return(LocalTargetInfo.Invalid);
            }

            case AbilityEffectDestination.Selected:
                return(target);

            default:
                throw new ArgumentOutOfRangeException();
            }
        }
        private bool CanUseSpot(Pawn pawn, LocalTargetInfo spot)
        {
            IntVec3 cell = spot.Cell;

            if (cell.DistanceTo(parent.Position) > 3.9f)
            {
                return(false);
            }
            if (!cell.Standable(parent.Map))
            {
                return(false);
            }
            if (!GenSight.LineOfSight(cell, parent.Position, parent.Map))
            {
                return(false);
            }
            if (!pawn.CanReach(spot, PathEndMode.OnCell, Danger.Deadly))
            {
                return(false);
            }
            return(true);
        }
        private void AffectCell(IntVec3 c)
        {
            var flag = ShouldCellBeAffectedOnlyByDamage(c);

            if (!flag && Rand.Chance(preExplosionSpawnChance) && c.Walkable(Map))
            {
                TrySpawnExplosionThing(preExplosionSpawnThingDef, c, preExplosionSpawnThingCount);
            }
            damType.Worker.ExplosionAffectCell(this, c, damagedThings, !flag);
            if (!flag && Rand.Chance(postExplosionSpawnChance) && c.Walkable(Map))
            {
                TrySpawnExplosionThing(postExplosionSpawnThingDef, c, postExplosionSpawnThingCount);
            }
            var num = chanceToStartFire;

            if (damageFalloff)
            {
                num *= Mathf.Lerp(1f, (float)DamageAtEdge / damAmount, c.DistanceTo(Position) / radius);
            }
            if (Rand.Chance(num))
            {
                FireUtility.TryStartFireIn(c, Map, Rand.Range(0.1f, 0.925f));
            }
        }
        public void GenerateQuad(IntVec3 CenterCell, Rot4 rot, List <IntVec3> QuadCells, float entranceChance, float radius, int minCaves)
        {
            Map            map   = BaseGen.globalSettings.map;
            List <IntVec3> nodes = new List <IntVec3>();

            nodes.Add(CenterCell);

            //	Log.Message("Generatirng " + rot.ToStringHuman().CapitalizeFirst() + " Quad Small Chambers");
            Rand.PushState();
            float dist2 = Rand.RangeInclusive(7, 10);

            Rand.PopState();
            IntVec3 BigCaveCenter = cellforbigcave.Where(x => !bigCaveCenters.Any(y => x.DistanceTo(y) < 20)).RandomElement();

            nodes.Add(BigCaveCenter);

            bigCaveCenters.Add(BigCaveCenter);
            List <IntVec3> BigCavecells = GenRadial.RadialCellsAround(BigCaveCenter, dist2, true).ToList();

            cavecells.AddRange(BigCavecells);

            //	Log.Message("Generatirng "+rot.ToStringHuman().CapitalizeFirst()+ " Quad Small Chambers");
            Rand.PushState();
            int cavecountSmall = Rand.RangeInclusive(minCaves, (int)radius / 10);

            Rand.PopState();
            for (int i2 = 0; i2 < cavecountSmall; i2++)
            {
                Rand.PushState();
                float dist = Rand.RangeInclusive(3, 6);
                Rand.PopState();
                IntVec3 cell = cellforlittlecave.Where(x => !smallCaveCenters.Any(y => y.DistanceTo(x) < dist)).RandomElement();
                nodes.Add(cell);
                smallCaveCenters.Add(cell);
                List <IntVec3> ccells = GenRadial.RadialCellsAround(cell, dist, true).ToList();
                cavecells.AddRange(ccells);
            }

            Rand.PushState();
            if (Rand.Chance(entranceChance))
            {
                //	Log.Message("Generatirng " + rot.ToStringHuman().CapitalizeFirst() + " Quad Entrance");
                entranceChance -= 0.0f;
                float          dist   = Rand.RangeInclusive(3, 10);
                List <IntVec3> ecells = new List <IntVec3>();
                ecells.AddRange(cells.Where(x => InQuad(x, CenterCell, rot) && GenRadial.RadialCellsAround(x, dist, true).Any(z => map.reachability.CanReachMapEdge(z, TraverseParms.For(TraverseMode.ByPawn))) && GenRadial.RadialCellsAround(x, dist, true).Any(z => QuadCells.Contains(z))));
                IntVec3 cell = ecells.NullOrEmpty() ? IntVec3.Invalid : ecells.RandomElement();

                if (cell != IntVec3.Invalid)
                {
                    //	nodes.Add(cell);
                    List <IntVec3> ccells = GenRadial.RadialCellsAround(cell, dist, true).ToList();
                    cavecells.AddRange(ccells);
                    entranceCaveCenters.Add(cell);
                    List <IntVec3> tcells = nodes;

                    /*
                     * List<IntVec3> tcells = new List<IntVec3>();
                     * tcells.AddRange(smallCaveCenters);
                     * tcells.AddRange(bigCaveCenters);
                     */
                    List <IntVec3> ncells = new List <IntVec3>();
                    //	ncells = tcells.Where(x => x.DistanceTo(CenterCell) < radius - 5 && !cell.WithinRegions(x, map, 10, TraverseParms.For(TraverseMode.ByPawn), RegionType.Set_Passable)).OrderBy(x => x.DistanceTo(cell)).ToList();
                    //	Log.Message("Generatirng " + rot.ToStringHuman().CapitalizeFirst() + " Quad path " + ncells.Count + " Nodes located");
                    IntVec3 prevnode = cell;
                    nodes.OrderByDescending(x => x.DistanceTo(prevnode));
                    for (int i = 0; i < nodes.Count; i++)
                    {
                        IntVec3 node   = nodes[i];
                        IntVec3 offset = prevnode - node;
                        float   num    = 0f;
                        if ((prevnode.ToVector3() - node.ToVector3()).MagnitudeHorizontalSquared() > 0.001f)
                        {
                            num = (prevnode.ToVector3() - node.ToVector3()).AngleFlat();
                        }
                        num += 90f;
                        int      trX  = prevnode.x < node.x ? prevnode.x : node.x;
                        int      trY  = prevnode.z < node.z ? prevnode.z : node.z;
                        CellRect rect = new CellRect(trX, trY, (int)node.DistanceTo(prevnode), (int)node.DistanceTo(prevnode));

                        //	Log.Message((i == 0 ? "Entrance at " : "Prevous node at ") + prevnode + " next node at " + node + " distance: " + node.DistanceTo(prevnode) + " Angele: " + num + " Bottom Left: " + rect.BottomLeft + " Top Right: " + rect.TopRight);
                        Dig(prevnode, num, 3, rect.ToList(), map, closed: false);
                        prevnode = node;
                    }
                }
                else
                {
                    Log.Warning("Generatirng " + rot.ToStringHuman().CapitalizeFirst() + " Quad Entrance, no suitable cell found out of " + ecells.Count + " potential targets");
                }
            }
            Rand.PopState();
            cellforlittlecave.RemoveAll(x => QuadCells.Contains(x));
            cellforbigcave.RemoveAll(x => QuadCells.Contains(x));
        }
        private void Dig(IntVec3 start, float dir, float width, List <IntVec3> group, Map map, bool closed, HashSet <IntVec3> visited = null)
        {
            Vector3         vect        = start.ToVector3Shifted();
            float           distcovered = 0f;
            IntVec3         intVec      = start;
            float           num         = 0f;
            MapGenFloatGrid elevation   = MapGenerator.Elevation;
            MapGenFloatGrid caves       = MapGenerator.Caves;
            bool            flag        = false;
            bool            flag2       = false;

            if (visited == null)
            {
                visited = new HashSet <IntVec3>();
            }
            tmpGroupSet.Clear();
            tmpGroupSet.AddRange(group);
            int num2 = 0;

            while (true)
            {
                if (closed)
                {
                    int num3 = GenRadial.NumCellsInRadius(width / 2f + 1.5f);
                    for (int i = 0; i < num3; i++)
                    {
                        IntVec3 intVec2 = intVec + GenRadial.RadialPattern[i];
                        if (!visited.Contains(intVec2) && (!tmpGroupSet.Contains(intVec2)))
                        {
                            return;
                        }
                    }
                }
                if (num2 >= 15 && width > 1.8f + BranchedTunnelWidthOffset.max)
                {
                    Rand.PushState();
                    if (!flag && Rand.Chance(0.05f))
                    {
                        DigInBestDirection(intVec, dir, new FloatRange(40f, 90f), width - BranchedTunnelWidthOffset.RandomInRange, group, map, closed, visited);
                        flag = true;
                    }
                    if (!flag2 && Rand.Chance(0.05f))
                    {
                        DigInBestDirection(intVec, dir, new FloatRange(-90f, -40f), width - BranchedTunnelWidthOffset.RandomInRange, group, map, closed, visited);
                        flag2 = true;
                    }
                    Rand.PopState();
                }
                SetCaveAround(intVec, width, map, visited, out bool hitAnotherTunnel);
                if (hitAnotherTunnel)
                {
                    //	Log.Message(intVec + " hitAnotherTunnel");
                    break;
                }
                while (vect.ToIntVec3() == intVec)
                {
                    vect += Vector3Utility.FromAngleFlat(dir) * 0.5f;
                    num  += 0.5f;
                }

                if (!tmpGroupSet.Contains(vect.ToIntVec3()))
                {
                    //	Log.Message(vect.ToIntVec3() + " not in group");
                    break;
                }
                IntVec3 intVec3 = new IntVec3(intVec.x, 0, vect.ToIntVec3().z);
                if (IsRock(intVec3, elevation, map))
                {
                    caves[intVec3] = Mathf.Max(caves[intVec3], width);
                    visited.Add(intVec3);
                }
                cavecells.Add(intVec);
                //	Log.Message(intVec + " added to cavecells, currently: "+ cavecells.Count);
                intVec = vect.ToIntVec3();

                /*
                 * //	Log.Message(intVec + " added to cavecells, currently: " + cavecells.Count);
                 * //	Log.Message("Randomize angel Original: "+ dir);
                 * //	Log.Message("Randomize angel num: " + num);
                 * //	Log.Message("Randomize angel start.x: " + start.x);
                 * //	Log.Message("Randomize angel start.z: " + start.z);
                 */
                if (directionNoise == null)
                {
                    Rand.PushState();
                    directionNoise = new Perlin(0.0020500000100582838, 2.0, 0.5, 4, Rand.Int, QualityMode.Medium);
                    Rand.PopState();
                }
                dir += (float)directionNoise.GetValue(num * 60f, (float)start.x * 200f, (float)start.z * 200f) * 8f;
                //	Log.Message("angel = "+ dir);
                width -= 0.005f;
                //	Log.Message("Tunneling heading: " + dir + ",  current width: " + width);
                if (!(width < 1.4f))
                {
                    num2++;
                    continue;
                }
                distcovered = start.DistanceTo(intVec);
                break;
            }
            //	Log.Message("Tunneling from "+ start + " heading: " + dir +" Distance: " + distcovered + " complete");
        }
        public static Thing FindEquipment(Pawn pawn)
        {
            debugSb = null;
            AddDebugLine(string.Concat("JobDriver_AcquireEquipment.FindEquipment - Scanning for ", pawn, " at ", pawn.Position));

            CompMeeseeksMemory compMeeseeksMemory = pawn.GetComp <CompMeeseeksMemory>();

            if (compMeeseeksMemory == null || compMeeseeksMemory.savedJob == null || compMeeseeksMemory.savedJob.targetA == null || !compMeeseeksMemory.savedJob.targetA.IsValid)
            {
                if (DebugViewSettings.debugApparelOptimize)
                {
                    AddDebugLine(string.Concat("Meeseeks, job or target invalid."));
                    Log.Message(debugSb.ToString());
                    debugSb = null;
                }
                return(null);
            }

            AddDebugLine(string.Concat(compMeeseeksMemory.savedJob.def.ToString()));

            if (Find.TickManager.TicksGame < compMeeseeksMemory.acquiredEquipmentTick + rescanEquipmentDelay)
            {
                if (DebugViewSettings.debugApparelOptimize)
                {
                    AddDebugLine(string.Concat("Cannot find equipment for " + ((compMeeseeksMemory.acquiredEquipmentTick + rescanEquipmentDelay) - Find.TickManager.TicksGame).ToString() + " ticks."));
                    Log.Message(debugSb.ToString());
                    debugSb = null;
                }
                return(null);
            }

            List <SkillDef> relevantSkills = null;

            if (compMeeseeksMemory.savedJob.workGiverDef == null)
            {
                AddDebugLine(string.Concat("No workGiverDef"));
                relevantSkills = new List <SkillDef>();
            }
            else
            {
                relevantSkills = new List <SkillDef>(compMeeseeksMemory.savedJob.workGiverDef.workType.relevantSkills);
            }

            // For some reason the entry for melee doesn't seem to get read for the kill job, so we'll do it manually...
            bool killJob   = (compMeeseeksMemory.savedJob.def == MeeseeksDefOf.CM_Meeseeks_Box_Job_Kill);
            bool combatJob = (killJob || pawn.Drafted || compMeeseeksMemory.guardPosition.IsValid);

            if (compMeeseeksMemory.savedJob.def == JobDefOf.AttackMelee || combatJob)
            {
                relevantSkills.Add(SkillDefOf.Melee);
            }
            if (compMeeseeksMemory.savedJob.def == JobDefOf.AttackStatic || combatJob)
            {
                relevantSkills.Add(SkillDefOf.Shooting);
            }

            combatJob = (combatJob || (relevantSkills.Contains(SkillDefOf.Melee) || relevantSkills.Contains(SkillDefOf.Shooting)));

            AddDebugLine("combatJob == " + combatJob.ToString());

            foreach (SkillDef skill in relevantSkills)
            {
                AddDebugLine(skill.defName);
            }

            // I mean this shouldn't be possible but...
            if (combatJob && pawn.RaceProps.Humanlike && pawn.WorkTagIsDisabled(WorkTags.Violent))
            {
                return(null);
            }

            IntVec3 savedJobTarget         = compMeeseeksMemory.savedJob.targetA.Cell;
            float   distanceToTarget       = savedJobTarget.DistanceTo(pawn.PositionHeld);
            float   maxTotalDistance       = distanceToTarget * 2.5f;
            float   maxDistanceToEquipment = distanceToTarget * 0.75f;

            if (!killJob)
            {
                maxTotalDistance       *= 2.0f;
                maxDistanceToEquipment *= 2.0f;
            }

            AddDebugLine("distanceToTarget: " + distanceToTarget.ToString());
            AddDebugLine("maxTotalDistance: " + maxTotalDistance.ToString());
            AddDebugLine("maxDistanceToEquipment: " + maxDistanceToEquipment.ToString());

            bool  isWeapon               = (pawn.equipment.Primary == null);
            Thing selectedEquipment      = null;
            float selectedEquipmentScore = 0.0f;

            List <Thing> availableEquipment = new List <Thing>();

            if (isWeapon)
            {
                AddDebugLine("scanning for weapons...");
                availableEquipment = pawn.Map.listerThings.ThingsInGroup(ThingRequestGroup.Weapon).Where(t => CanEquipThis(combatJob, pawn, compMeeseeksMemory, t, relevantSkills)).ToList();
            }

            if (availableEquipment.Count == 0)
            {
                // If the weapon search fails, default to an apparel search
                isWeapon = false;
                AddDebugLine("scanning for apparel...");
                availableEquipment = pawn.Map.listerThings.ThingsInGroup(ThingRequestGroup.Apparel).Where(t => CanWearThis(pawn, compMeeseeksMemory, t, relevantSkills)).ToList();
            }

            AddDebugLine("availableEquipment: " + availableEquipment.Count.ToString());

            if (availableEquipment.Count == 0)
            {
                if (DebugViewSettings.debugApparelOptimize)
                {
                    Log.Message(debugSb.ToString());
                    debugSb = null;
                }
                return(null);
            }

            foreach (Thing equippable in availableEquipment)
            {
                float distanceToEquippable       = equippable.PositionHeld.DistanceTo(pawn.PositionHeld);
                float distanceEquippableToTarget = equippable.PositionHeld.DistanceTo(savedJobTarget);
                float totalDistance = distanceToTarget + distanceToEquippable + distanceEquippableToTarget;

                //AddDebugLine("distanceToEquippable: " + equippable.def.defName + " - " + distanceToEquippable);
                //AddDebugLine("distanceEquippableToTarget: " + equippable.def.defName + " - " + distanceEquippableToTarget);
                //AddDebugLine("totalDistance: " + equippable.def.defName + " - " + totalDistance);

                if (distanceToEquippable < maxDistanceToEquipment && totalDistance <= maxTotalDistance)
                {
                    float equipmentScore = GetEquipmentScore(pawn, equippable, relevantSkills);
                    float distanceFactor = totalDistance + 1.0f;
                    equipmentScore = (equipmentScore * equipmentScore) / (distanceFactor * distanceFactor);

                    //AddDebugLine("equipmentScore: " + equippable.def.defName + " - " + equipmentScore);
                    if (DebugViewSettings.debugApparelOptimize && equipmentScore > 0.0f)
                    {
                        debugSb.AppendLine(equippable.LabelCap + ": " + equipmentScore.ToString("F2"));
                    }

                    if (equipmentScore > selectedEquipmentScore)
                    {
                        selectedEquipment      = equippable;
                        selectedEquipmentScore = equipmentScore;
                    }
                }
                else
                {
                    AddDebugLine("Too far away: " + equippable.GetUniqueLoadID());
                }
            }

            AddDebugLine("BEST: " + selectedEquipment);

            if (DebugViewSettings.debugApparelOptimize)
            {
                Log.Message(debugSb.ToString());
                debugSb = null;
            }

            if (selectedEquipment != null)
            {
                return(selectedEquipment);
            }

            return(null);
        }
Пример #24
0
 private static int GetCellAffectTickReversed(Explosion explosion, int startTick, IntVec3 cell)
 {
     return(startTick + (int)((explosion.radius - cell.DistanceTo(explosion.Position)) * 1.5));
 }
        public Job TryOpportunisticJob(Job job)
        {
            Job result;

            if (this.pawn.def.race.intelligence < Intelligence.Humanlike)
            {
                result = null;
            }
            else if (this.pawn.Faction != Faction.OfPlayer)
            {
                result = null;
            }
            else if (this.pawn.Drafted)
            {
                result = null;
            }
            else if (job.playerForced)
            {
                result = null;
            }
            else if (this.pawn.RaceProps.intelligence < Intelligence.Humanlike)
            {
                result = null;
            }
            else if (!job.def.allowOpportunisticPrefix)
            {
                result = null;
            }
            else if (this.pawn.story.WorkTagIsDisabled(WorkTags.ManualDumb | WorkTags.Hauling))
            {
                result = null;
            }
            else if (this.pawn.InMentalState)
            {
                result = null;
            }
            else
            {
                IntVec3 cell = job.targetA.Cell;
                if (!cell.IsValid)
                {
                    result = null;
                }
                else
                {
                    float num = this.pawn.Position.DistanceTo(cell);
                    if (num < AITuning.OpportunisticJobMinDistPawnToDest)
                    {
                        result = null;
                    }
                    else
                    {
                        List <Thing> list = this.pawn.Map.listerHaulables.ThingsPotentiallyNeedingHauling();
                        for (int i = 0; i < list.Count; i++)
                        {
                            Thing thing = list[i];
                            if (this.pawn.Map.reservationManager.FirstRespectedReserver(thing, this.pawn) == null)
                            {
                                float num2 = this.pawn.Position.DistanceTo(thing.Position);
                                if (num2 <= AITuning.OpportunisticJobMaxDistPawnToItem)
                                {
                                    if (num2 <= num * AITuning.OpportunisticJobMaxPickupDistanceFactor)
                                    {
                                        if (num2 + thing.Position.DistanceTo(cell) <= num * AITuning.OpportunisticJobMaxRatioOppHaulDistanceToDestDistance)
                                        {
                                            if (HaulAIUtility.PawnCanAutomaticallyHaulFast(this.pawn, thing, false))
                                            {
                                                StoragePriority currentPriority = StoreUtility.CurrentStoragePriorityOf(thing);
                                                IntVec3         invalid         = IntVec3.Invalid;
                                                if (StoreUtility.TryFindBestBetterStoreCellFor(thing, this.pawn, this.pawn.Map, currentPriority, this.pawn.Faction, out invalid, true))
                                                {
                                                    float num3 = invalid.DistanceTo(cell);
                                                    if (num3 <= AITuning.OpportunisticJobMaxDistDestToDropoff)
                                                    {
                                                        if (num3 <= num * AITuning.OpportunisticJobMaxDistDestToDropoffFactor)
                                                        {
                                                            if (num2 + thing.Position.DistanceTo(invalid) + num3 <= num * AITuning.OpportunisticJobMaxRatioOppHaulDistanceToDestDistance)
                                                            {
                                                                if (num2 + num3 <= num)
                                                                {
                                                                    if (this.pawn.Position.WithinRegions(thing.Position, this.pawn.Map, AITuning.OpportunisticJobMaxPickupRegions, TraverseParms.For(this.pawn, Danger.Deadly, TraverseMode.ByPawn, false), RegionType.Set_Passable))
                                                                    {
                                                                        if (invalid.WithinRegions(cell, this.pawn.Map, AITuning.OpportunisticJobMaxDropoffRegions, TraverseParms.For(this.pawn, Danger.Deadly, TraverseMode.ByPawn, false), RegionType.Set_Passable))
                                                                        {
                                                                            if (DebugViewSettings.drawOpportunisticJobs)
                                                                            {
                                                                                Log.Message("Opportunistic job spawned", false);
                                                                                this.pawn.Map.debugDrawer.FlashLine(this.pawn.Position, thing.Position, 600, SimpleColor.Red);
                                                                                this.pawn.Map.debugDrawer.FlashLine(thing.Position, invalid, 600, SimpleColor.Green);
                                                                                this.pawn.Map.debugDrawer.FlashLine(invalid, cell, 600, SimpleColor.Blue);
                                                                            }
                                                                            return(HaulAIUtility.HaulToCellStorageJob(this.pawn, thing, invalid, false));
                                                                        }
                                                                    }
                                                                }
                                                            }
                                                        }
                                                    }
                                                }
                                            }
                                        }
                                    }
                                }
                            }
                        }
                        result = null;
                    }
                }
            }
            return(result);
        }
Пример #26
0
        private void DamageCloseThings()
        {
            int num = GenRadial.NumCellsInRadius(2f);

            for (int i = 0; i < num; i++)
            {
                IntVec3 intVec = this.Position + GenRadial.RadialPattern[i];
                if (this.Map != null)
                {
                    if (intVec.InBounds(this.Map))
                    {
                        Pawn firstPawn = intVec.GetFirstPawn(this.Map);
                        if (firstPawn == null || !firstPawn.Downed || !Rand.Bool)
                        {
                            float damageFactor;
                            //= GenMath.LerpDouble(0f, 4.2f, 1f, 0.2f, intVec.DistanceTo(this.Position));
                            //damageFactor = (UnityEngine.Random.Range(0f, 1f) * this.DamageAmount) * (2 - intVec.DistanceTo(this.Position));
                            damageFactor = Mathf.Max((float)(UnityEngine.Random.Range(0.5f, 1f) * this.DamageAmount * (2 - intVec.DistanceTo(this.Position))), 3f);
                            //Verse.Log.Message(damageFactor.ToString() + "df", false);

                            this.DoDamage(intVec, damageFactor);
                        }
                    }
                }
            }
        }
Пример #27
0
        protected virtual void Explode()
        {
            Map map = base.Map;

            Destroy(DestroyMode.Vanish);
            if (base.def.projectile.explosionEffect != null)
            {
                Effecter effecter = base.def.projectile.explosionEffect.Spawn();
                effecter.Trigger(new TargetInfo(base.Position, map, false), new TargetInfo(base.Position, map, false));
                effecter.Cleanup();
            }

            IntVec3   position         = base.Position;
            Map       map2             = map;
            float     explosionRadius  = base.def.projectile.explosionRadius;
            DamageDef damageDef        = base.def.projectile.damageDef;
            Thing     launcher         = base.launcher;
            int       damageAmount     = base.DamageAmount;
            float     armorPenetration = base.ArmorPenetration;
            SoundDef  soundExplode     = base.def.projectile.soundExplode;
            ThingDef  equipmentDef     = base.equipmentDef;
            ThingDef  def   = base.def;
            Thing     thing = intendedTarget.Thing;
            ThingDef  postExplosionSpawnThingDef   = base.def.projectile.postExplosionSpawnThingDef;
            float     postExplosionSpawnChance     = base.def.projectile.postExplosionSpawnChance;
            int       postExplosionSpawnThingCount = base.def.projectile.postExplosionSpawnThingCount;
            ThingDef  preExplosionSpawnThingDef    = base.def.projectile.preExplosionSpawnThingDef;

            foreach (Pawn pawn in map.mapPawns.AllPawns)
            {
                if (pawn.Dead)
                {
                    continue;
                }

                try
                {
                    if (position.DistanceTo(pawn.Position) <= explosionRadius)
                    {
                        pawn.health.AddHediff(HediffDef.Named("LethalRadiationPoisoning"));
                    }
                }
                catch (Exception e)
                {
                    Log.Message(e.ToString());
                    continue;
                }
            }

            IEnumerable <IntVec3> radius = GenRadial.RadialCellsAround(position, explosionRadius, true);

            for (int i = 0; i < 3; i++)
            {
                foreach (IntVec3 pos in radius)
                {
                    IEnumerable <Thing> thingsToDestroy = map.thingGrid.ThingsAt(pos);
                    foreach (Thing thingToDestroy in thingsToDestroy)
                    {
                        thingToDestroy.Destroy();
                    }
                }
            }

            GenExplosion.DoExplosion(position, map2, explosionRadius, damageDef, launcher, damageAmount, armorPenetration, soundExplode, equipmentDef, def, thing, postExplosionSpawnThingDef, postExplosionSpawnChance, postExplosionSpawnThingCount, base.def.projectile.applyDamageToExplosionCellsNeighbors, preExplosionSpawnThingDef, base.def.projectile.preExplosionSpawnChance, base.def.projectile.preExplosionSpawnThingCount, base.def.projectile.explosionChanceToStartFire, base.def.projectile.explosionDamageFalloff);
        }
Пример #28
0
 private float <StartRandomFireAndDoFlameDamage> m__1(IntVec3 x)
 {
     return(1f - Mathf.Min(x.DistanceTo(base.Position) / 15f, 1f) + 0.05f);
 }
 private float BlightChanceFactor(IntVec3 c, IntVec3 root)
 {
     return(Mathf.InverseLerp(15f, 7.5f, c.DistanceTo(root)));
 }
Пример #30
0
        public Job TryOpportunisticJob(Job job)
        {
            if ((int)pawn.def.race.intelligence < 2)
            {
                return(null);
            }
            if (pawn.Faction != Faction.OfPlayer)
            {
                return(null);
            }
            if (pawn.Drafted)
            {
                return(null);
            }
            if (job.playerForced)
            {
                return(null);
            }
            if ((int)pawn.RaceProps.intelligence < 2)
            {
                return(null);
            }
            if (!job.def.allowOpportunisticPrefix)
            {
                return(null);
            }
            if (pawn.WorkTagIsDisabled(WorkTags.ManualDumb | WorkTags.Hauling))
            {
                return(null);
            }
            if (pawn.InMentalState || pawn.IsBurning())
            {
                return(null);
            }
            IntVec3 cell = job.targetA.Cell;

            if (!cell.IsValid || cell.IsForbidden(pawn))
            {
                return(null);
            }
            float num = pawn.Position.DistanceTo(cell);

            if (num < 3f)
            {
                return(null);
            }
            List <Thing> list = pawn.Map.listerHaulables.ThingsPotentiallyNeedingHauling();

            for (int i = 0; i < list.Count; i++)
            {
                Thing thing = list[i];
                float num2  = pawn.Position.DistanceTo(thing.Position);
                if (num2 > 30f || num2 > num * 0.5f || num2 + thing.Position.DistanceTo(cell) > num * 1.7f || pawn.Map.reservationManager.FirstRespectedReserver(thing, pawn) != null || thing.IsForbidden(pawn) || !HaulAIUtility.PawnCanAutomaticallyHaulFast(pawn, thing, forced: false))
                {
                    continue;
                }
                StoragePriority currentPriority = StoreUtility.CurrentStoragePriorityOf(thing);
                IntVec3         foundCell       = IntVec3.Invalid;
                if (!StoreUtility.TryFindBestBetterStoreCellFor(thing, pawn, pawn.Map, currentPriority, pawn.Faction, out foundCell))
                {
                    continue;
                }
                float num3 = foundCell.DistanceTo(cell);
                if (!(num3 > 50f) && !(num3 > num * 0.6f) && !(num2 + thing.Position.DistanceTo(foundCell) + num3 > num * 1.7f) && !(num2 + num3 > num) && pawn.Position.WithinRegions(thing.Position, pawn.Map, 25, TraverseParms.For(pawn)) && foundCell.WithinRegions(cell, pawn.Map, 25, TraverseParms.For(pawn)))
                {
                    if (DebugViewSettings.drawOpportunisticJobs)
                    {
                        Log.Message("Opportunistic job spawned");
                        pawn.Map.debugDrawer.FlashLine(pawn.Position, thing.Position, 600, SimpleColor.Red);
                        pawn.Map.debugDrawer.FlashLine(thing.Position, foundCell, 600, SimpleColor.Green);
                        pawn.Map.debugDrawer.FlashLine(foundCell, cell, 600, SimpleColor.Blue);
                    }
                    return(HaulAIUtility.HaulToCellStorageJob(pawn, thing, foundCell, fitInStoreCell: false));
                }
            }
            return(null);
        }