Пример #1
0
        /// <summary>
        /// Attempts to equip a weapon from the inventory, puts currently equipped weapon into inventory if it exists
        /// </summary>
        /// <param name="useFists">Whether to put the currently equipped weapon away even if no replacement is found</param>
        public void SwitchToNextViableWeapon(bool useFists = true)
        {
            ThingWithComps newEq = null;

            // Stop current job
            if (parentPawn.jobs != null)
            {
                parentPawn.jobs.StopAll();
            }

            // Cycle through available ranged weapons
            foreach (ThingWithComps gun in rangedWeaponListCached)
            {
                if (parentPawn.equipment == null || parentPawn.equipment.Primary != gun)
                {
                    CompAmmoUser compAmmo = gun.TryGetComp <CompAmmoUser>();
                    if (compAmmo == null ||
                        !compAmmo.useAmmo ||
                        compAmmo.curMagCount > 0 ||
                        compAmmo.hasAmmo)
                    {
                        newEq = gun;
                        break;
                    }
                }
            }
            // If no ranged weapon was found, use first available melee weapons
            if (newEq == null)
            {
                newEq = meleeWeaponListCached.FirstOrDefault();
            }

            // Equip the weapon
            if (newEq != null)
            {
                this.TrySwitchToWeapon(newEq);
            }
            else if (useFists && parentPawn.equipment?.Primary != null)
            {
                ThingWithComps oldEq;
                if (!parentPawn.equipment.TryTransferEquipmentToContainer(parentPawn.equipment.Primary, container, out oldEq))
                {
                    if (parentPawn.Position.InBounds())
                    {
                        ThingWithComps unused;
                        parentPawn.equipment.TryDropEquipment(oldEq, out unused, parentPawn.Position);
                    }
                    else
                    {
#if DEBUG
                        Log.Message("CR :: CompInventory :: SwitchToNextViableWeapon :: destroying out of bounds equipment" + oldEq.ToString());
#endif
                        if (!oldEq.Destroyed)
                        {
                            oldEq.Destroy();
                        }
                    }
                }
            }
        }
Пример #2
0
        private bool HasNoGunOrAmmo()
        {
            if (TargetThingB.DestroyedOrNull() || pawn.equipment == null || pawn.equipment.Primary == null || pawn.equipment.Primary != TargetThingB)
            {
                return(true);
            }

            CompAmmoUser comp = pawn.equipment.Primary.TryGetComp <CompAmmoUser>();

            return(comp != null && comp.useAmmo && !comp.hasAmmo);
        }
Пример #3
0
        public static void GetEquipmentStats(ThingWithComps eq, out float weight, out float bulk)
        {
            weight = eq.GetStatValue(StatDef.Named("Weight"));
            bulk   = eq.GetStatValue(StatDef.Named("Bulk"));
            CompAmmoUser comp = eq.TryGetComp <CompAmmoUser>();

            if (comp != null && comp.currentAmmo != null)
            {
                weight += comp.currentAmmo.GetStatValueAbstract(StatDef.Named("Weight")) * comp.curMagCount;
                bulk   += comp.currentAmmo.GetStatValueAbstract(StatDef.Named("Bulk")) * comp.curMagCount;
            }
        }
Пример #4
0
        public static void GetEquipmentStats(ThingWithComps eq, out float weight, out float bulk)
        {
            weight = eq.GetStatValue(StatDefOf.Mass);
            //old     weight = eq.GetStatValue(CR_StatDefOf.Weight);
            bulk = eq.GetStatValue(CR_StatDefOf.Bulk);
            CompAmmoUser comp = eq.TryGetComp <CompAmmoUser>();

            if (comp != null && comp.currentAmmo != null)
            {
                weight += comp.currentAmmo.GetStatValueAbstract(StatDefOf.Mass) * comp.curMagCount;
                //old     weight += comp.currentAmmo.GetStatValueAbstract(CR_StatDefOf.Weight) * comp.curMagCount;
                bulk += comp.currentAmmo.GetStatValueAbstract(CR_StatDefOf.Bulk) * comp.curMagCount;
            }
        }
Пример #5
0
        protected void AddAvailableAmmoFor(ThingWithComps eq)
        {
            if (eq == null || availableDefs == null)
            {
                return;
            }
            CompAmmoUser compAmmo = eq.TryGetComp <CompAmmoUser>();

            if (compAmmo != null && !compAmmo.Props.ammoSet.ammoTypes.NullOrEmpty())
            {
                foreach (ThingDef ammo in compAmmo.Props.ammoSet.ammoTypes)
                {
                    if (ammo.canBeSpawningInventory)
                    {
                        availableDefs.Add(ammo);
                    }
                }
            }
        }
Пример #6
0
        protected void AddAvailableAmmoFor(ThingWithComps eq)
        {
            if (eq == null || availableDefs == null)
            {
                return;
            }
            CompAmmoUser compAmmo = eq.TryGetComp <CompAmmoUser>();

            if (compAmmo != null && !compAmmo.Props.ammoSet.ammoTypes.NullOrEmpty())
            {
                List <ThingDef> listammo = (from ThingDef g in compAmmo.Props.ammoSet.ammoTypes
                                            select g).ToList <ThingDef>();
                ThingDef randomammo = GenCollection.RandomElement <ThingDef>(listammo);
                if (randomammo.canBeSpawningInventory)
                {
                    availableDefs.Add(randomammo);
                }
                else
                {
                    return;
                }
            }
        }
        private Job TryGetAttackNearbyEnemyJob(Pawn pawn)
        {
            if (pawn.story != null && pawn.story.WorkTagIsDisabled(WorkTags.Violent))
            {
                return(null);
            }
            bool  flag = pawn.equipment.Primary == null || pawn.equipment.Primary.def.IsMeleeWeapon;
            float num  = 8f;

            if (!flag)
            {
                num = Mathf.Clamp(pawn.equipment.PrimaryEq.PrimaryVerb.verbProps.range * 0.66f, 2f, 20f);
            }
            float maxDist = num;
            Thing thing   = AttackTargetFinder.BestAttackTarget(pawn, TargetScanFlags.NeedLOSToPawns | TargetScanFlags.NeedLOSToNonPawns | TargetScanFlags.NeedReachable | TargetScanFlags.NeedThreat, null, 0f, maxDist, default(IntVec3), 3.40282347E+38f, false);
            // TODO evaluate if this is necessary?
            Pawn o = thing as Pawn;

            if (o != null)
            {
                if
                (o.Downed || o.health.InPainShock)
                {
                    return(null);
                }
            }

            if (thing == null)
            {
                return(null);
            }
            if (flag || thing.Position.AdjacentTo8Way(pawn.Position))
            {
                return(new Job(JobDefOf.AttackMelee, thing));
            }

            // Check for reload before attacking
            Verb verb = pawn.TryGetAttackVerb();

            if (pawn.equipment.PrimaryEq != null && verb != null && verb == pawn.equipment.PrimaryEq.PrimaryVerb)
            {
                if (pawn.equipment.Primary != null)
                {
                    CompAmmoUser compAmmo = pawn.equipment.Primary.TryGetComp <CompAmmoUser>();
                    if (compAmmo != null)
                    {
                        if (!compAmmo.hasMagazine)
                        {
                            if (compAmmo.useAmmo && !compAmmo.hasAmmo)
                            {
                                return(new Job(JobDefOf.AttackMelee, thing));
                            }
                        }
                        else if (compAmmo.curMagCount <= 0)
                        {
                            Job job = new Job(CR_JobDefOf.ReloadWeapon, pawn, pawn.equipment.Primary);
                            if (job != null)
                            {
                                return(job);
                            }
                        }
                    }
                }
            }

            return(new Job(JobDefOf.AttackStatic, thing));
        }
Пример #8
0
        private WorkPriority GetPriorityWork(Pawn pawn)
        {
            CompAmmoUser primaryammouser = pawn.equipment.Primary.TryGetComp <CompAmmoUser>();

            if (pawn.Faction.IsPlayer && pawn.equipment.Primary != null && pawn.equipment.Primary.TryGetComp <CompAmmoUser>() != null)
            {
                Loadout loadout = pawn.GetLoadout();
                // if (loadout != null && !loadout.Slots.NullOrEmpty())
                if (loadout != null && loadout.SlotCount > 0)
                {
                    return(WorkPriority.None);
                }
            }

            if (pawn.kindDef.trader)
            {
                return(WorkPriority.None);
            }
            if (pawn.jobs.curJob != null && pawn.jobs.curJob.def == JobDefOf.Tame)
            {
                return(WorkPriority.None);
            }

            if (pawn.equipment.Primary == null)
            {
                if (Unload(pawn))
                {
                    return(WorkPriority.Unloading);
                }
                else
                {
                    return(WorkPriority.Weapon);
                }
            }

            if (pawn.equipment.Primary != null && primaryammouser != null)
            {
                int ammocount = 0;
                foreach (ThingDef ammoDef in primaryammouser.Props.ammoSet.ammoTypes)
                {
                    Thing ammoThing;
                    ammoThing = pawn.TryGetComp <CompInventory>().ammoList.Find(thing => thing.def == ammoDef);
                    if (ammoThing != null)
                    {
                        ammocount += ammoThing.stackCount;
                    }
                }
                float atw = primaryammouser.currentAmmo.GetStatValueAbstract(CR_StatDefOf.Bulk);
                if ((ammocount < (1.5f / atw)) && ((1.5f / atw) > 3))
                {
                    if (Unload(pawn))
                    {
                        return(WorkPriority.Unloading);
                    }
                    else
                    {
                        return(WorkPriority.LowAmmo);
                    }
                }
                if (!PawnUtility.EnemiesAreNearby(pawn, 30, true))
                {
                    if ((ammocount < (3.5f / atw)) && ((3.5f / atw) > 4))
                    {
                        if (Unload(pawn))
                        {
                            return(WorkPriority.Unloading);
                        }
                        else
                        {
                            return(WorkPriority.Ammo);
                        }
                    }
                }
            }

            if (!pawn.Faction.IsPlayer && pawn.equipment.Primary != null &&
                !PawnUtility.EnemiesAreNearby(pawn, 30, true) ||
                (!pawn.apparel.BodyPartGroupIsCovered(BodyPartGroupDefOf.Torso) ||
                 !pawn.apparel.BodyPartGroupIsCovered(BodyPartGroupDefOf.Legs)))
            {
                return(WorkPriority.Apparel);
            }

            else
            {
                return(WorkPriority.None);
            }
        }
Пример #9
0
        protected override Job TryGiveJob(Pawn pawn)
        {
            if (!pawn.RaceProps.Humanlike || (pawn.story != null && pawn.story.WorkTagIsDisabled(WorkTags.Violent)))
            {
                return(null);
            }
            if (pawn.Faction.IsPlayer && pawn.Drafted)
            {
                return(null);
            }

            /*
             * Log.Message(pawn.ToString() +  " priority:" + (GetPriorityWork(pawn)).ToString());
             * Log.Message(pawn.ToString() + " capacityWeight: " + pawn.TryGetComp<CompInventory>().capacityWeight.ToString());
             * Log.Message(pawn.ToString() + " currentWeight: " + pawn.TryGetComp<CompInventory>().currentWeight.ToString());
             * Log.Message(pawn.ToString() + "capacityBulk: " + pawn.TryGetComp<CompInventory>().capacityBulk.ToString());
             * Log.Message(pawn.ToString() + "currentBulk: " + pawn.TryGetComp<CompInventory>().currentBulk.ToString());
             */

            var           brawler         = pawn.story.traits.HasTrait(TraitDefOf.Brawler);
            CompInventory inventory       = pawn.TryGetComp <CompInventory>();
            CompAmmoUser  ammouser        = pawn.TryGetComp <CompAmmoUser>();
            CompAmmoUser  primaryammouser = pawn.equipment.Primary.TryGetComp <CompAmmoUser>();

            if (inventory != null)
            {
                Room room = RoomQuery.RoomAtFast(pawn.Position, pawn.Map);
                // Prefer ranged weapon in inventory
                if (!pawn.Faction.IsPlayer && pawn.equipment != null)
                {
                    if (pawn.equipment.Primary != null && pawn.equipment.Primary.def.IsMeleeWeapon && !brawler &&
                        (pawn.skills.GetSkill(SkillDefOf.Shooting).Level >= pawn.skills.GetSkill(SkillDefOf.Melee).Level || pawn.skills.GetSkill(SkillDefOf.Shooting).Level >= 6))
                    {
                        ThingWithComps InvListGun3 = inventory.rangedWeaponList.Find(thing => thing.TryGetComp <CompAmmoUser>() != null);
                        if (InvListGun3 != null)
                        {
                            Thing ammoInvListGun3 = null;
                            foreach (ThingDef InvListGunDef3 in InvListGun3.TryGetComp <CompAmmoUser>().Props.ammoSet.ammoTypes)
                            {
                                ammoInvListGun3 = inventory.ammoList.Find(thing => thing.def == InvListGunDef3);
                                break;
                            }
                            if (ammoInvListGun3 != null)
                            {
                                inventory.TrySwitchToWeapon(InvListGun3);
                            }
                        }
                    }
                }
                // Drop excess ranged weapon
                if (!pawn.Faction.IsPlayer && pawn.equipment.Primary != null && primaryammouser != null && GetPriorityWork(pawn) == WorkPriority.Unloading && inventory.rangedWeaponList.Count >= 1)
                {
                    Thing ListGun = inventory.rangedWeaponList.Find(thing => pawn.equipment != null && pawn.equipment.Primary != null && thing.TryGetComp <CompAmmoUser>() != null && thing.def != pawn.equipment.Primary.def);
                    if (ListGun != null)
                    {
                        Thing ammoListGun = null;
                        foreach (ThingDef ListGunDef in ListGun.TryGetComp <CompAmmoUser>().Props.ammoSet.ammoTypes)
                        {
                            if (inventory.ammoList.Find(thing => thing.def == ListGunDef) == null)
                            {
                                ammoListGun = ListGun;
                                break;
                            }
                        }
                        if (ammoListGun != null)
                        {
                            Thing droppedWeapon;
                            if (inventory.container.TryDrop(ListGun, pawn.Position, pawn.Map, ThingPlaceMode.Near, ListGun.stackCount, out droppedWeapon))
                            {
                                pawn.jobs.EndCurrentJob(JobCondition.None, true);
                                pawn.jobs.TryTakeOrderedJob(new Job(JobDefOf.DropEquipment, droppedWeapon, 30, true));
                            }
                        }
                    }
                }
                // Find and drop not need ammo from inventory
                if (!pawn.Faction.IsPlayer && inventory.ammoList.Count > 1 && GetPriorityWork(pawn) == WorkPriority.Unloading)
                {
                    Thing WrongammoThing = null;
                    foreach (ThingDef WrongammoDef in primaryammouser.Props.ammoSet.ammoTypes)
                    {
                        WrongammoThing = inventory.ammoList.Find(thing => thing.def != WrongammoDef);
                        break;
                    }
                    if (WrongammoThing != null)
                    {
                        Thing InvListGun = inventory.rangedWeaponList.Find(thing => pawn.equipment != null && pawn.equipment.Primary != null && thing.TryGetComp <CompAmmoUser>() != null && thing.def != pawn.equipment.Primary.def);
                        if (InvListGun != null)
                        {
                            Thing ammoInvListGun = null;
                            foreach (ThingDef InvListGunDef in InvListGun.TryGetComp <CompAmmoUser>().Props.ammoSet.ammoTypes)
                            {
                                ammoInvListGun = inventory.ammoList.Find(thing => thing.def == InvListGunDef);
                                break;
                            }
                            if (ammoInvListGun != null && ammoInvListGun != WrongammoThing)
                            {
                                Thing droppedThingAmmo;
                                if (inventory.container.TryDrop(ammoInvListGun, pawn.Position, pawn.Map, ThingPlaceMode.Near, ammoInvListGun.stackCount, out droppedThingAmmo))
                                {
                                    pawn.jobs.EndCurrentJob(JobCondition.None, true);
                                    pawn.jobs.TryTakeOrderedJob(new Job(JobDefOf.DropEquipment, 30, true));
                                }
                            }
                        }
                        else
                        {
                            Thing droppedThing;
                            if (inventory.container.TryDrop(WrongammoThing, pawn.Position, pawn.Map, ThingPlaceMode.Near, WrongammoThing.stackCount, out droppedThing))
                            {
                                pawn.jobs.EndCurrentJob(JobCondition.None, true);
                                pawn.jobs.TryTakeOrderedJob(new Job(JobDefOf.DropEquipment, 30, true));
                            }
                        }
                    }
                }
                // Find weapon in inventory and try to switch if any ammo in inventory.
                if (GetPriorityWork(pawn) == WorkPriority.Weapon && pawn.equipment.Primary == null)
                {
                    ThingWithComps InvListGun2 = inventory.rangedWeaponList.Find(thing => thing.TryGetComp <CompAmmoUser>() != null);
                    if (InvListGun2 != null)
                    {
                        Thing ammoInvListGun2 = null;
                        foreach (ThingDef InvListGunDef2 in InvListGun2.TryGetComp <CompAmmoUser>().Props.ammoSet.ammoTypes)
                        {
                            ammoInvListGun2 = inventory.ammoList.Find(thing => thing.def == InvListGunDef2);
                            break;
                        }
                        if (ammoInvListGun2 != null)
                        {
                            inventory.TrySwitchToWeapon(InvListGun2);
                        }
                    }
                    // Find weapon with near ammo for ai.
                    if (!pawn.Faction.IsPlayer && pawn.equipment.Primary == null)
                    {
                        Predicate <Thing> validatorWS = (Thing w) => w.def.IsWeapon &&
                                                        w.MarketValue > 500 && pawn.CanReserve(w, 1) &&
                                                        pawn.CanReach(w, PathEndMode.Touch, Danger.Deadly, true) &&
                                                        ((!pawn.Faction.HostileTo(Faction.OfPlayer) && pawn.Map.areaManager.Home[w.Position]) || (pawn.Faction.HostileTo(Faction.OfPlayer))) &&
                                                        (w.Position.DistanceToSquared(pawn.Position) < 15f || room == RoomQuery.RoomAtFast(w.Position, pawn.Map));
                        List <Thing> weapon = (
                            from w in pawn.Map.listerThings.ThingsInGroup(ThingRequestGroup.HaulableAlways)
                            where validatorWS(w)
                            where w.def.IsRangedWeapon                             // added this since what we are doing with the weapon list is looking for ammo.
                            orderby w.MarketValue - w.Position.DistanceToSquared(pawn.Position) * 2f descending
                            select w
                            ).ToList();
                        if (weapon != null && weapon.Count > 0)
                        {
                            foreach (Thing thing in weapon)
                            {
                                List <ThingDef> thingDefAmmoList = (from ThingDef g in thing.TryGetComp <CompAmmoUser>().Props.ammoSet.ammoTypes
                                                                    select g).ToList <ThingDef>();
                                Predicate <Thing> validatorA = (Thing t) => t.def.category == ThingCategory.Item &&
                                                               t is AmmoThing && pawn.CanReserve(t, 1) &&
                                                               pawn.CanReach(t, PathEndMode.Touch, Danger.Deadly, true) &&
                                                               (t.Position.DistanceToSquared(pawn.Position) < 20f || room == RoomQuery.RoomAtFast(t.Position, pawn.Map));
                                List <Thing> thingAmmoList = (
                                    from t in pawn.Map.listerThings.ThingsInGroup(ThingRequestGroup.HaulableAlways)
                                    where validatorA(t)
                                    select t
                                    ).ToList();
                                if (thingAmmoList.Count > 0 && thingDefAmmoList.Count > 0)
                                {
                                    foreach (Thing th in thingAmmoList)
                                    {
                                        foreach (ThingDef thd in thingDefAmmoList)
                                        {
                                            if (thd == th.def)
                                            {
                                                int ammothingcount = 0;
                                                foreach (ThingDef ammoDef in thing.TryGetComp <CompAmmoUser>().Props.ammoSet.ammoTypes)
                                                {
                                                    ammothingcount += th.stackCount;
                                                }
                                                if (ammothingcount > thing.TryGetComp <CompAmmoUser>().Props.magazineSize * 2)
                                                {
                                                    int numToThing = 0;
                                                    if (inventory.CanFitInInventory(thing, out numToThing))
                                                    {
                                                        if (thing.Position == pawn.Position || thing.Position.AdjacentToCardinal(pawn.Position))
                                                        {
                                                            return(new Job(JobDefOf.Equip, thing)
                                                            {
                                                                checkOverrideOnExpire = true,
                                                                expiryInterval = 100,
                                                                canBash = true,
                                                                locomotionUrgency = LocomotionUrgency.Sprint
                                                            });
                                                        }
                                                        return(GotoForce(pawn, thing, PathEndMode.Touch));
                                                    }
                                                }
                                            }
                                        }
                                    }
                                }
                            }
                        }
                        // else if we didn't find a ranged weapon with available ammo above, lets try a melee weapon.
                        Thing meleeWeapon = (
                            from w in pawn.Map.listerThings.ThingsInGroup(ThingRequestGroup.HaulableAlways)
                            where validatorWS(w)
                            where !w.def.IsRangedWeapon                           // Looking for non-ranged weapons.
                            where w.def.IsMeleeWeapon                             // Make sure it's melee capable.
                            orderby w.MarketValue - w.Position.DistanceToSquared(pawn.Position) * 2f descending
                            select w
                            ).FirstOrDefault();
                        if (meleeWeapon != null)
                        {
                            if (meleeWeapon.Position == pawn.Position || meleeWeapon.Position.AdjacentToCardinal(pawn.Position))
                            {
                                return(new Job(JobDefOf.Equip, meleeWeapon)
                                {
                                    checkOverrideOnExpire = true,
                                    expiryInterval = 100,
                                    canBash = true,
                                    locomotionUrgency = LocomotionUrgency.Sprint
                                });
                            }
                            return(GotoForce(pawn, meleeWeapon, PathEndMode.Touch));
                        }
                    }
                }
                // Find ammo
                if ((GetPriorityWork(pawn) == WorkPriority.Ammo || GetPriorityWork(pawn) == WorkPriority.LowAmmo) &&
                    pawn.equipment != null && pawn.equipment.Primary != null && primaryammouser != null)
                {
                    List <ThingDef> curAmmoList = (from ThingDef g in primaryammouser.Props.ammoSet.ammoTypes
                                                   select g).ToList <ThingDef>();
                    if (curAmmoList.Count > 0)
                    {
                        Predicate <Thing> validator = (Thing t) => t is AmmoThing && pawn.CanReserve(t, 1) &&
                                                      pawn.CanReach(t, PathEndMode.Touch, Danger.Deadly, true) &&
                                                      ((pawn.Faction.IsPlayer && !ForbidUtility.IsForbidden(t, pawn)) ||
                                                       (!pawn.Faction.IsPlayer && (!pawn.Faction.HostileTo(Faction.OfPlayer) && pawn.Map.areaManager.Home[t.Position]) || (pawn.Faction.HostileTo(Faction.OfPlayer)))) &&
                                                      (t.Position.DistanceToSquared(pawn.Position) < 20f || room == RoomQuery.RoomAtFast(t.Position, pawn.Map));
                        List <Thing> curThingList = (
                            from t in pawn.Map.listerThings.ThingsInGroup(ThingRequestGroup.HaulableAlways)
                            where validator(t)
                            select t
                            ).ToList();
                        foreach (Thing th in curThingList)
                        {
                            foreach (ThingDef thd in curAmmoList)
                            {
                                if (thd == th.def)
                                {
                                    //Defence from low count loot spam
                                    float thw = (th.GetStatValue(CR_StatDefOf.Bulk)) * th.stackCount;
                                    if (thw > 0.5f)
                                    {
                                        if (pawn.Faction.IsPlayer)
                                        {
                                            int SearchRadius = 0;
                                            if (GetPriorityWork(pawn) == WorkPriority.LowAmmo)
                                            {
                                                SearchRadius = 70;
                                            }
                                            else
                                            {
                                                SearchRadius = 30;
                                            }

                                            Thing closestThing = GenClosest.ClosestThingReachable(
                                                pawn.Position,
                                                pawn.Map,
                                                ThingRequest.ForDef(th.def),
                                                PathEndMode.ClosestTouch,
                                                TraverseParms.For(pawn, Danger.None, TraverseMode.ByPawn),
                                                SearchRadius,
                                                x => !x.IsForbidden(pawn) && pawn.CanReserve(x));

                                            if (closestThing != null)
                                            {
                                                int numToCarry = 0;
                                                if (inventory.CanFitInInventory(th, out numToCarry))
                                                {
                                                    return(new Job(JobDefOf.TakeInventory, th)
                                                    {
                                                        count = numToCarry
                                                    });
                                                }
                                            }
                                        }
                                        else
                                        {
                                            if (th.Position == pawn.Position || th.Position.AdjacentToCardinal(pawn.Position))
                                            {
                                                int numToCarry = 0;
                                                if (inventory.CanFitInInventory(th, out numToCarry))
                                                {
                                                    return(new Job(JobDefOf.TakeInventory, th)
                                                    {
                                                        count = Mathf.RoundToInt(numToCarry * 0.8f),
                                                        expiryInterval = 150,
                                                        checkOverrideOnExpire = true,
                                                        canBash = true,
                                                        locomotionUrgency = LocomotionUrgency.Sprint
                                                    });
                                                }
                                            }
                                            return(GotoForce(pawn, th, PathEndMode.Touch));
                                        }
                                    }
                                }
                            }
                        }
                    }
                }
                if (!pawn.Faction.IsPlayer && pawn.apparel != null && GetPriorityWork(pawn) == WorkPriority.Apparel)
                {
                    if (!pawn.apparel.BodyPartGroupIsCovered(BodyPartGroupDefOf.Torso))
                    {
                        Apparel apparel = this.FindGarmentCoveringPart(pawn, BodyPartGroupDefOf.Torso);
                        if (apparel != null)
                        {
                            int numToapparel = 0;
                            if (inventory.CanFitInInventory(apparel, out numToapparel))
                            {
                                return(new Job(JobDefOf.Wear, apparel)
                                {
                                    ignoreForbidden = true,
                                    locomotionUrgency = LocomotionUrgency.Sprint
                                });
                            }
                        }
                    }
                    if (!pawn.apparel.BodyPartGroupIsCovered(BodyPartGroupDefOf.Legs))
                    {
                        Apparel apparel2 = this.FindGarmentCoveringPart(pawn, BodyPartGroupDefOf.Legs);
                        if (apparel2 != null)
                        {
                            int numToapparel2 = 0;
                            if (inventory.CanFitInInventory(apparel2, out numToapparel2))
                            {
                                return(new Job(JobDefOf.Wear, apparel2)
                                {
                                    ignoreForbidden = true,
                                    locomotionUrgency = LocomotionUrgency.Sprint
                                });
                            }
                        }
                    }

                    /*
                     * if (!pawn.apparel.BodyPartGroupIsCovered(BodyPartGroupDefOf.FullHead))
                     * {
                     *  Apparel apparel3 = this.FindGarmentCoveringPart(pawn, BodyPartGroupDefOf.FullHead);
                     *  if (apparel3 != null)
                     *  {
                     *      int numToapparel3 = 0;
                     *      if (inventory.CanFitInInventory(apparel3, out numToapparel3))
                     *      {
                     *          return new Job(JobDefOf.Wear, apparel3)
                     *          {
                     *              ignoreForbidden = true,
                     *              locomotionUrgency = LocomotionUrgency.Sprint
                     *          };
                     *      }
                     *  }
                     * }
                     */
                }
                return(null);
            }
            return(null);
        }