public static void OnPlayerRespawn(Players.Player p) { if (p.GetTempValues(true).GetOrDefault(PandaResearch.GetResearchKey(PandaResearch.Knights), 0f) == 1f) { GivePlayerPatrolTool(p); } }
public static void UpdateFoodUse(ColonyState state) { if (ServerManager.TerrainGenerator != null && AIManager.NPCPathFinder != null) { var food = _baseFoodPerHour; if (state.Difficulty != GameDifficulty.Normal && state.ColonyRef.FollowerCount > 10) { var multiplier = .7 / state.ColonyRef.FollowerCount - state.ColonyRef.TemporaryData.GetAsOrDefault(PandaResearch.GetResearchKey(PandaResearch.ReducedWaste), 0f); food += (float)(_baseFoodPerHour * multiplier); food *= state.Difficulty.FoodMultiplier; } if (state.ColonyRef.InSiegeMode) { food = food * ServerManager.ServerSettings.NPCs.FoodUseMultiplierSiegeMode; } if (food < _baseFoodPerHour) { food = _baseFoodPerHour; } state.ColonyRef.FoodUsePerHour = food; state.ColonyRef.SendCommonData(); } }
public static void ApplyJobResearch(this IJob job) { if (job == null || !job.IsValid) { return; } job.Owner.TemporaryData.TryGetAs(PandaResearch.GetResearchKey(JobResearch.MasterOfAll), out float masterOfAll); if (job.TryGetNPCGuardSettings(out var guardSettings) && job.TryGetNPCGuardDefaultSettings(out var defaultGuardSettings)) { var key = guardSettings.NPCTypeKey.Replace("day", "").Replace("night", ""); job.Owner.TemporaryData.TryGetAs(PandaResearch.GetResearchKey(key), out float cooldownReduction); var total = masterOfAll + cooldownReduction; if (total != 0) { guardSettings.CooldownShot = defaultGuardSettings.CooldownShot - defaultGuardSettings.CooldownShot * total; } }
public static bool EvaluateSettlers(Players.Player p) { var update = false; if (p.IsConnected) { var colony = Colony.Get(p); var state = PlayerState.GetPlayerState(p); if (state.NextGenTime == 0) { state.NextGenTime = Time.SecondsSinceStartDouble + Random.Next(8, 16 - Pipliz.Math.RoundToInt(p.GetTempValues(true) .GetOrDefault(PandaResearch.GetResearchKey(PandaResearch.TimeBetween), 0f))) * TimeCycle .SecondsPerHour; } if (Time.SecondsSinceStartDouble > state.NextGenTime && colony.FollowerCount >= MAX_BUYABLE) { var chance = p.GetTempValues(true) .GetOrDefault(PandaResearch.GetResearchKey(PandaResearch.SettlerChance), 0f) + state.Difficulty.AdditionalChance; chance += SettlerEvaluation.SpawnChance(p, colony, state); var rand = Random.NextFloat(); if (chance > rand) { var addCount = Math.Floor(state.MaxPerSpawn * chance); // if we lost alot of colonists add extra to help build back up. if (colony.FollowerCount < state.HighestColonistCount) { var diff = state.HighestColonistCount - colony.FollowerCount; addCount += Math.Floor(diff * .25); } try { var skillChance = p.GetTempValues(true) .GetOrDefault(PandaResearch.GetResearchKey(PandaResearch.SkilledLaborer), 0f); var numbSkilled = 0; rand = Random.NextFloat(); try { if (skillChance > rand) { numbSkilled = state.Rand.Next(1, 2 + Pipliz.Math.RoundToInt(p.GetTempValues(true) .GetOrDefault(PandaResearch.GetResearchKey(PandaResearch.NumberSkilledLaborer), 0f))); } } catch (Exception ex) { PandaLogger.Log("NumberSkilledLaborer"); PandaLogger.LogError(ex); } if (addCount > 0) { if (addCount > 30) { addCount = 30; } var reason = string.Format(SettlerReasoning.GetSettleReason(), addCount); if (numbSkilled > 0) { if (numbSkilled == 1) { reason += string.Format(" {0} of them is skilled!", numbSkilled); } else { reason += string.Format(" {0} of them are skilled!", numbSkilled); } } PandaChat.Send(p, reason, ChatColor.magenta); var playerPos = new Vector3Int(p.Position); for (var i = 0; i < addCount; i++) { var newGuy = new NPCBase(NPCType.GetByKeyNameOrDefault("pipliz.laborer"), BannerTracker.GetClosest(p, playerPos).KeyLocation.Vector, colony); SettlerInventory.GetSettlerInventory(newGuy); newGuy.GetTempValues().Set(ISSETTLER, true); if (i <= numbSkilled) { var npcTemp = newGuy.GetTempValues(true); npcTemp.Set(GameLoader.ALL_SKILLS, state.Rand.Next(1, 10) * 0.002f); } update = true; ModLoader.TriggerCallbacks(ModLoader.EModCallbackType.OnNPCRecruited, newGuy); } } } catch (Exception ex) { PandaLogger.Log("SkilledLaborer"); PandaLogger.LogError(ex); } if (colony.FollowerCount > state.HighestColonistCount) { state.HighestColonistCount = colony.FollowerCount; } } state.NextGenTime = Time.SecondsSinceStartDouble + Random.Next(8, 16 - Pipliz.Math.RoundToInt(p.GetTempValues(true) .GetOrDefault(PandaResearch.GetResearchKey(PandaResearch.TimeBetween), 0f))) * TimeCycle .SecondsPerHour; colony.SendUpdate(); } } return(update); }
public static void EvaluateBanners() { if (!GameLoader.WorldLoaded) { return; } _bannerCounts.Clear(); var banners = BannerTracker.GetCount(); if (banners > 0) { for (var i = 0; i < banners; i++) { if (BannerTracker.TryGetAtIndex(i, out var banner)) { if (!_bannerCounts.ContainsKey(banner.Owner)) { _bannerCounts.Add(banner.Owner, 1); } else { _bannerCounts[banner.Owner]++; } } } } foreach (var p in _bannerCounts) { var ps = PlayerState.GetPlayerState(p.Key); if (ps == null) { continue; } var numberOfBanners = p.Key.GetTempValues(true) .GetOrDefault(PandaResearch.GetLevelKey(PandaResearch.Settlement), 0) + 1; var inv = Inventory.GetInventory(p.Key); var sockBanner = Stockpile.GetStockPile(p.Key).AmountContained(BuiltinBlocks.Banner); var inventoryBanners = 0; if (inv != null) { foreach (var item in inv.Items) { if (item.Type == BuiltinBlocks.Banner) { inventoryBanners = item.Amount; } } } var totalBanners = p.Value + sockBanner + inventoryBanners; #if Debug PandaLogger.Log($"Number of research banners: {numberOfBanners}"); PandaLogger.Log($"Number of banners: {p.Value}"); PandaLogger.Log($"Number of stockpile banners: {sockBanner}"); PandaLogger.Log($"Number of Inventory banners: {inventoryBanners}"); PandaLogger.Log($"Total banners: {totalBanners}"); PandaLogger.Log($"Add Banner: {totalBanners < numberOfBanners}"); #endif if (totalBanners < numberOfBanners) { if (!Inventory.GetInventory(p.Key).TryAdd(BuiltinBlocks.Banner)) { Stockpile.GetStockPile(p.Key).Add(BuiltinBlocks.Banner); } } } }
public static void UpdateFoodUse(Players.Player p) { if (Server.TerrainGeneration.TerrainGenerator.UsedGenerator != null && Server.AI.AIManager.NPCPathFinder != null && p.ID.type != NetworkID.IDType.Server) { Colony colony = Colony.Get(p); PlayerState ps = PlayerState.GetPlayerState(p); var food = _baseFoodPerHour; if (ps.Difficulty != GameDifficulty.Normal && colony.FollowerCount > 10) { var multiplier = (.7 / colony.FollowerCount) - p.GetTempValues(true).GetOrDefault(PandaResearch.GetResearchKey(PandaResearch.ReducedWaste), 0f); food += (float)(_baseFoodPerHour * multiplier); food *= ps.Difficulty.FoodMultiplier; } if (colony.InSiegeMode) { food = food * ServerManager.ServerVariables.NPCfoodUseMultiplierSiegeMode; } if (food < _baseFoodPerHour) { food = _baseFoodPerHour; } colony.FoodUsePerHour = food; colony.SendUpdate(); } }
public static bool EvaluateSettlers(ColonyState state) { var update = false; if (state.ColonyRef.OwnerIsOnline()) { if (state.NextGenTime == 0) { state.NextGenTime = Time.SecondsSinceStartDouble + Random.Next(8, 16) * IN_GAME_HOUR_IN_SECONDS; } if (Time.SecondsSinceStartDouble > state.NextGenTime && state.ColonyRef.FollowerCount >= MAX_BUYABLE) { var chance = state.ColonyRef.TemporaryData.GetAsOrDefault(PandaResearch.GetResearchKey(PandaResearch.SettlerChance), 0f) + state.Difficulty.AdditionalChance; chance += SettlerEvaluation.SpawnChance(state); var rand = Random.NextFloat(); if (chance > rand) { var addCount = Math.Floor(state.MaxPerSpawn * chance); // if we lost alot of colonists add extra to help build back up. if (state.ColonyRef.FollowerCount < state.HighestColonistCount) { var diff = state.HighestColonistCount - state.ColonyRef.FollowerCount; addCount += Math.Floor(diff * .25); } try { var skillChance = state.ColonyRef.TemporaryData.GetAsOrDefault(PandaResearch.GetResearchKey(PandaResearch.SkilledLaborer), 0f); var numbSkilled = 0; rand = Random.NextFloat(); try { if (skillChance > rand) { numbSkilled = Pipliz.Random.Next(1, 2 + Pipliz.Math.RoundToInt(state.ColonyRef.TemporaryData.GetAsOrDefault(PandaResearch.GetResearchKey(PandaResearch.NumberSkilledLaborer), 0f))); } } catch (Exception ex) { PandaLogger.Log("NumberSkilledLaborer"); PandaLogger.LogError(ex); } if (addCount > 0) { if (addCount > 30) { addCount = 30; } var reason = string.Format(SettlerReasoning.GetSettleReason(), addCount); if (numbSkilled > 0) { if (numbSkilled == 1) { reason += string.Format(" {0} of them is skilled!", numbSkilled); } else { reason += string.Format(" {0} of them are skilled!", numbSkilled); } } PandaChat.Send(state.ColonyRef, reason, ChatColor.magenta); for (var i = 0; i < addCount; i++) { var newGuy = new NPCBase(state.ColonyRef, state.ColonyRef.GetRandomBanner().Position); NPCTracker.Add(newGuy); state.ColonyRef.RegisterNPC(newGuy); SettlerInventory.GetSettlerInventory(newGuy); newGuy.CustomData.SetAs(ISSETTLER, true); if (i <= numbSkilled) { newGuy.CustomData.SetAs(GameLoader.ALL_SKILLS, Random.Next(1, 10) * 0.002f); } update = true; ModLoader.TriggerCallbacks(ModLoader.EModCallbackType.OnNPCRecruited, newGuy); } } } catch (Exception ex) { PandaLogger.Log("SkilledLaborer"); PandaLogger.LogError(ex); } if (state.ColonyRef.FollowerCount > state.HighestColonistCount) { state.HighestColonistCount = state.ColonyRef.FollowerCount; } } state.NextGenTime = Time.SecondsSinceStartDouble + Random.Next(8, 16) * IN_GAME_HOUR_IN_SECONDS; state.ColonyRef.SendCommonData(); } } return(update); }