Пример #1
0
        public List <VerbEntry> GetUpdatedAvailableVerbsList(bool terrainTools)
        {
            meleeVerbs.Clear();
            verbsToAdd.Clear();
            if (!terrainTools)
            {
                List <Verb> allVerbs = pawn.verbTracker.AllVerbs;
                for (int i = 0; i < allVerbs.Count; i++)
                {
                    if (IsUsableMeleeVerb(allVerbs[i]))
                    {
                        verbsToAdd.Add(allVerbs[i]);
                    }
                }
                if (pawn.equipment != null)
                {
                    List <ThingWithComps> allEquipmentListForReading = pawn.equipment.AllEquipmentListForReading;
                    for (int j = 0; j < allEquipmentListForReading.Count; j++)
                    {
                        CompEquippable comp = allEquipmentListForReading[j].GetComp <CompEquippable>();
                        if (comp == null)
                        {
                            continue;
                        }
                        List <Verb> allVerbs2 = comp.AllVerbs;
                        if (allVerbs2 == null)
                        {
                            continue;
                        }
                        for (int k = 0; k < allVerbs2.Count; k++)
                        {
                            if (IsUsableMeleeVerb(allVerbs2[k]))
                            {
                                verbsToAdd.Add(allVerbs2[k]);
                            }
                        }
                    }
                }
                if (pawn.apparel != null)
                {
                    List <Apparel> wornApparel = pawn.apparel.WornApparel;
                    for (int l = 0; l < wornApparel.Count; l++)
                    {
                        CompEquippable comp2 = wornApparel[l].GetComp <CompEquippable>();
                        if (comp2 == null)
                        {
                            continue;
                        }
                        List <Verb> allVerbs3 = comp2.AllVerbs;
                        if (allVerbs3 == null)
                        {
                            continue;
                        }
                        for (int m = 0; m < allVerbs3.Count; m++)
                        {
                            if (IsUsableMeleeVerb(allVerbs3[m]))
                            {
                                verbsToAdd.Add(allVerbs3[m]);
                            }
                        }
                    }
                }
                foreach (Verb hediffsVerb in pawn.health.hediffSet.GetHediffsVerbs())
                {
                    if (IsUsableMeleeVerb(hediffsVerb))
                    {
                        verbsToAdd.Add(hediffsVerb);
                    }
                }
            }
            else if (pawn.Spawned)
            {
                TerrainDef terrain = pawn.Position.GetTerrain(pawn.Map);
                if (terrainVerbs == null || terrainVerbs.def != terrain)
                {
                    terrainVerbs = Pawn_MeleeVerbs_TerrainSource.Create(this, terrain);
                }
                List <Verb> allVerbs4 = terrainVerbs.tracker.AllVerbs;
                for (int n = 0; n < allVerbs4.Count; n++)
                {
                    Verb verb = allVerbs4[n];
                    if (IsUsableMeleeVerb(verb))
                    {
                        verbsToAdd.Add(verb);
                    }
                }
            }
            float num = 0f;

            foreach (Verb item in verbsToAdd)
            {
                float num2 = VerbUtility.InitialVerbWeight(item, pawn);
                if (num2 > num)
                {
                    num = num2;
                }
            }
            foreach (Verb item2 in verbsToAdd)
            {
                meleeVerbs.Add(new VerbEntry(item2, pawn, verbsToAdd, num));
            }
            return(meleeVerbs);

            bool IsUsableMeleeVerb(Verb v)
            {
                if (v.IsStillUsableBy(pawn))
                {
                    return(v.IsMeleeAttack);
                }
                return(false);
            }
        }
Пример #2
0
        public static bool GetUpdatedAvailableVerbsList(Pawn_MeleeVerbs __instance, ref List <VerbEntry> __result, bool terrainTools)
        {
            Pawn this_pawn = pawn(__instance);
            //meleeVerbs.Clear();
            //verbsToAdd.Clear();
            List <VerbEntry> meleeVerbs = new List <VerbEntry>();
            List <Verb>      verbsToAdd = new List <Verb>();

            if (!terrainTools)
            {
                List <Verb> allVerbs1 = this_pawn.verbTracker.AllVerbs;
                for (int index = 0; index < allVerbs1.Count; ++index)
                {
                    if (IsUsableMeleeVerb(allVerbs1[index]))
                    {
                        verbsToAdd.Add(allVerbs1[index]);
                    }
                }
                if (this_pawn.equipment != null)
                {
                    List <ThingWithComps> equipmentListForReading = this_pawn.equipment.AllEquipmentListForReading;
                    for (int index1 = 0; index1 < equipmentListForReading.Count; ++index1)
                    {
                        CompEquippable comp = equipmentListForReading[index1].GetComp <CompEquippable>();
                        if (comp != null)
                        {
                            List <Verb> allVerbs2 = comp.AllVerbs;
                            if (allVerbs2 != null)
                            {
                                for (int index2 = 0; index2 < allVerbs2.Count; ++index2)
                                {
                                    if (IsUsableMeleeVerb(allVerbs2[index2]))
                                    {
                                        verbsToAdd.Add(allVerbs2[index2]);
                                    }
                                }
                            }
                        }
                    }
                }
                if (this_pawn.apparel != null)
                {
                    List <Apparel> wornApparel = this_pawn.apparel.WornApparel;
                    for (int index1 = 0; index1 < wornApparel.Count; ++index1)
                    {
                        CompEquippable comp = wornApparel[index1].GetComp <CompEquippable>();
                        if (comp != null)
                        {
                            List <Verb> allVerbs2 = comp.AllVerbs;
                            if (allVerbs2 != null)
                            {
                                for (int index2 = 0; index2 < allVerbs2.Count; ++index2)
                                {
                                    if (IsUsableMeleeVerb(allVerbs2[index2]))
                                    {
                                        verbsToAdd.Add(allVerbs2[index2]);
                                    }
                                }
                            }
                        }
                    }
                }
                foreach (Verb hediffsVerb in this_pawn.health.hediffSet.GetHediffsVerbs())
                {
                    if (IsUsableMeleeVerb(hediffsVerb))
                    {
                        verbsToAdd.Add(hediffsVerb);
                    }
                }
            }
            else if (this_pawn.Spawned)
            {
                TerrainDef terrain = this_pawn.Position.GetTerrain(this_pawn.Map);
                if (terrainVerbs(__instance) == null || terrainVerbs(__instance).def != terrain)
                {
                    terrainVerbs(__instance) = Pawn_MeleeVerbs_TerrainSource.Create(__instance, terrain);
                }
                List <Verb> allVerbs = terrainVerbs(__instance).tracker.AllVerbs;
                for (int index = 0; index < allVerbs.Count; ++index)
                {
                    Verb v = allVerbs[index];
                    if (IsUsableMeleeVerb(v))
                    {
                        verbsToAdd.Add(v);
                    }
                }
            }
            float highestSelWeight = 0.0f;

            foreach (Verb v in verbsToAdd)
            {
                float num = VerbUtility.InitialVerbWeight(v, this_pawn);
                if ((double)num > (double)highestSelWeight)
                {
                    highestSelWeight = num;
                }
            }
            foreach (Verb verb in verbsToAdd)
            {
                meleeVerbs.Add(new VerbEntry(verb, this_pawn, verbsToAdd, highestSelWeight));
            }
            __result = meleeVerbs;
            return(false);

            bool IsUsableMeleeVerb(Verb v)
            {
                return(v.IsStillUsableBy(this_pawn) && v.IsMeleeAttack);
            }
        }