Пример #1
0
        public void unequipWeapon()
        {
            changeTick();
            defaultPawn.equipment.DestroyAllEquipment();

            MilSquadFC.UpdateEquipmentTotalCostOfSquadsContaining(this);
        }
Пример #2
0
        public void wearEquipment(Apparel Equipment, bool wear)
        {
            changeTick();
Reset:
            foreach (ApparelLayerDef layer in Equipment.def.apparel.layers)
            {
                foreach (BodyPartGroupDef part in Equipment.def.apparel.bodyPartGroups)
                {
                    foreach (Apparel apparel in defaultPawn.apparel.WornApparel)
                    {
                        if ((apparel.def.apparel.layers.Contains(layer) &&
                             apparel.def.apparel.bodyPartGroups.Contains(part)) ||
                            (Equipment.def.apparel.layers.Contains(ApparelLayerDefOf.Overhead) &&
                             apparel.def.apparel.layers.Contains(ApparelLayerDefOf.Overhead)))
                        {
                            defaultPawn.apparel.Remove(apparel);
                            goto Reset;
                        }
                    }
                }
            }

            if (wear == false)
            {
                //NOTHING
            }
            else
            {
                defaultPawn.apparel.Wear(Equipment);
            }

            MilSquadFC.UpdateEquipmentTotalCostOfSquadsContaining(this);
        }
Пример #3
0
        public MilSquadFC CreateMilSquad()
        {
            MilSquadFC squad = new MilSquadFC(true);

            squad.name            = name;
            squad.isCivilian      = isCivilian;
            squad.isTraderCaravan = isTraderCaravan;

            FactionFC fc = Find.World.GetComponent <FactionFC>();

            var milUnits = unitTemplates.Select(unit => unit.CreateMilUnit()).ToList();

            foreach (int i in units)
            {
                if (i == -1)
                {
                    squad.units.Add(fc.militaryCustomizationUtil.blankUnit);
                }
                else
                {
                    squad.units.Add(milUnits[i]);
                }
            }

            return(squad);
        }
Пример #4
0
        public override void Select(IExposable selecting)
        {
            MilSquadFC squad = (MilSquadFC)selecting;

            selectedSquad = squad;
            selectedText  = squad.name;
        }
Пример #5
0
        public MilSquadFC Import()
        {
            FactionFC  fc    = Find.World.GetComponent <FactionFC>();
            MilSquadFC squad = this.CreateMilSquad();

            foreach (MilUnitFC unit in squad.units.Distinct().Where(unit => !unit.isBlank))
            {
                fc.militaryCustomizationUtil.units.Add(unit);
            }
            fc.militaryCustomizationUtil.squads.Add(squad);
            return(squad);
        }
Пример #6
0
        public SavedSquadFC(MilSquadFC squad)
        {
            name            = squad.name;
            isTraderCaravan = squad.isTraderCaravan;
            isCivilian      = squad.isCivilian;

            // Dont store blank units
            var squadTemplates = squad.units.Distinct().Where(u => !u.isBlank).ToList();

            unitTemplates = squadTemplates.Select(unit => new SavedUnitFC(unit)).ToList();
            units         = squad.units.Select(unit => squadTemplates.IndexOf(unit)).ToList();
        }
Пример #7
0
        protected override void OnImport(string name)
        {
            FactionFC  fc    = Find.World.GetComponent <FactionFC>();
            MilSquadFC squad = FactionColoniesMilitary.GetSquad(name).Import();

            militaryCustomizationWindowFC mil = (militaryCustomizationWindowFC)Find.WindowStack.Windows.FirstOrFallback(
                window => window.GetType() == typeof(militaryCustomizationWindowFC));

            mil.SetActive(squad);

            MessageTypeDefOf.PositiveEvent.sound.PlayOneShotOnCamera();
            Messages.Message("FCImported".Translate((NamedArgument)name), MessageTypeDefOf.PositiveEvent);
            this.Close();
        }
Пример #8
0
        public void equipWeapon(ThingWithComps weapon)
        {
            changeTick();
            if (isCivilian == false)
            {
                unequipWeapon();
                defaultPawn.equipment.AddEquipment(weapon);
            }
            else
            {
                Messages.Message("You cannot put a weapon on a civilian!", MessageTypeDefOf.RejectInput);
            }

            MilSquadFC.UpdateEquipmentTotalCostOfSquadsContaining(this);
        }
        public void attemptToAssignSquad(SettlementFC settlement, MilSquadFC squad)
        {
            if (FactionColonies.calculateMilitaryLevelPoints(settlement.settlementMilitaryLevel) >=
                squad.equipmentTotalCost)
            {
                if (squadExists(settlement))
                {
                    settlement.militarySquad.OutfitSquad(squad);
                }
                else
                {
                    //create new squad
                    createMercenarySquad(settlement);
                    settlement.militarySquad.OutfitSquad(squad);
                }

                Messages.Message(squad.name + "'s loadout has been assigned to " + settlement.name,
                                 MessageTypeDefOf.TaskCompletion);
            }
            else
            {
                Messages.Message("That squad exceeds the settlement's max allotted cost", MessageTypeDefOf.RejectInput);
            }
        }
Пример #10
0
        public void OutfitSquad(MilSquadFC outfit)
        {
            FactionFC faction = Find.World.GetComponent <FactionFC>();
            int       count   = 0;

            this.outfit     = outfit;
            UsedWeaponList  = new List <ThingWithComps>();
            UsedApparelList = new List <Apparel>();
            animals         = new List <Mercenary>();
            foreach (MilUnitFC loadout in outfit.units)
            {
                try
                {
                    if (mercenaries[count]?.pawn?.kindDef != loadout.pawnKind || mercenaries[count].pawn.Dead)
                    {
                        Mercenary pawn = new Mercenary(true);
                        createNewPawn(ref pawn, loadout.pawnKind);
                        mercenaries.Replace(mercenaries[count], pawn);
                    }

                    StripPawn(mercenaries[count]);
                    HealPawn(mercenaries[count]);
                    if (loadout != null)
                    {
                        //mercenaries[count];
                        //StripPawn(mercenaries[count]);
                        EquipPawn(mercenaries[count], loadout);
                        if (loadout.animal != null)
                        {
                            Mercenary animal = new Mercenary(true);
                            createNewAnimal(ref animal, loadout.animal);
                            animal.handler            = mercenaries[count];
                            mercenaries[count].animal = animal;
                            animals.Add(animal);
                        }

                        mercenaries[count].loadout    = loadout;
                        mercenaries[count].deployable = mercenaries[count].loadout != faction.militaryCustomizationUtil.blankUnit;
                    }

                    if (mercenaries[count].pawn.equipment.AllEquipmentListForReading != null)
                    {
                        UsedWeaponList.AddRange(mercenaries[count].pawn.equipment.AllEquipmentListForReading);

                        //add single check at start of load and mark variable
                    }

                    if (mercenaries[count].pawn.apparel.WornApparel != null)
                    {
                        UsedApparelList.AddRange(mercenaries[count].pawn.apparel.WornApparel);
                    }
                }
                catch (Exception e)
                {
                    Log.Error("Something went wrong when outfitting a squad: " + e.Message);
                    bool isNullOrEmpty = mercenaries.NullOrEmpty();
                    Log.Error("Mercanaries NullOrEmpty: " + isNullOrEmpty);

                    if (isNullOrEmpty)
                    {
                        Log.Error("Number of Mercs: " + mercenaries.Count);
                        Log.Error("Any mercenary or pawn is null: " + mercenaries.Any(mercenary => mercenary?.pawn == null));
                    }
                }
                count++;
            }

            //debugMercenarySquad();
        }
Пример #11
0
        public override void DrawTab(Rect rect)
        {
            //set text anchor and font
            GameFont   fontBefore   = Text.Font;
            TextAnchor anchorBefore = Text.Anchor;

            Rect SelectionBar  = new Rect(5, 45, 200, 30);
            Rect importButton  = new Rect(5, SelectionBar.y + SelectionBar.height + 10, 200, 30);
            Rect nameTextField = new Rect(5, importButton.y + importButton.height + 10, 250, 30);
            Rect isTrader      = new Rect(5, nameTextField.y + nameTextField.height + 10, 130, 30);

            Rect UnitStandBase      = new Rect(170, 220, 50, 30);
            Rect EquipmentTotalCost = new Rect(350, 50, 450, 40);
            Rect ResetButton        = new Rect(700, 100, 100, 30);
            Rect DeleteButton       = new Rect(ResetButton.x, ResetButton.y + ResetButton.height + 5, ResetButton.width,
                                               ResetButton.height);
            Rect PointRefButton = new Rect(DeleteButton.x, DeleteButton.y + DeleteButton.height + 5, DeleteButton.width,
                                           DeleteButton.height);
            Rect SaveSquadButton = new Rect(DeleteButton.x, PointRefButton.y + DeleteButton.height + 5,
                                            DeleteButton.width, DeleteButton.height);

            //If squad is not selected
            if (Widgets.CustomButtonText(ref SelectionBar, selectedText, Color.gray, Color.white, Color.black))
            {
                //check null
                if (util.squads == null)
                {
                    util.resetSquads();
                }

                List <FloatMenuOption> squads = new List <FloatMenuOption>
                {
                    new FloatMenuOption("Create New Squad", delegate
                    {
                        MilSquadFC newSquad = new MilSquadFC(true)
                        {
                            name = $"New Squad {(util.squads.Count + 1).ToString()}"
                        };
                        selectedText  = newSquad.name;
                        selectedSquad = newSquad;
                        selectedSquad.newSquad();
                        util.squads.Add(newSquad);
                    })
                };

                //Create list of selectable units
                squads.AddRange(util.squads.Select(squad => new FloatMenuOption(squad.name, delegate
                {
                    //Unit is selected
                    selectedText  = squad.name;
                    selectedSquad = squad;
                    selectedSquad.updateEquipmentTotalCost();
                })));
                FloatMenu selection = new Searchable_FloatMenu(squads);
                Find.WindowStack.Add(selection);
            }

            if (Widgets.ButtonText(importButton, "Import Squad"))
            {
                Find.WindowStack.Add(new Dialog_ManageSquadExportsFC(
                                         FactionColoniesMilitary.SavedSquads.ToList()));
            }


            //if squad is selected
            if (selectedSquad != null)
            {
                Text.Anchor = TextAnchor.MiddleLeft;
                Text.Font   = GameFont.Small;

                if (settlementPointReference != null)
                {
                    Widgets.Label(EquipmentTotalCost, "Total Squad Equipment Cost: " +
                                  selectedSquad.equipmentTotalCost +
                                  " / " + FactionColonies
                                  .calculateMilitaryLevelPoints(settlementPointReference
                                                                .settlementMilitaryLevel) +
                                  " (Max Cost)");
                }
                else
                {
                    Widgets.Label(EquipmentTotalCost, "Total Squad Equipment Cost: " +
                                  selectedSquad.equipmentTotalCost +
                                  " / " + "No Reference");
                }

                Text.Font   = GameFont.Tiny;
                Text.Anchor = TextAnchor.UpperCenter;


                Widgets.CheckboxLabeled(isTrader, "is Trader Caravan", ref selectedSquad.isTraderCaravan);
                selectedSquad.setTraderCaravan(selectedSquad.isTraderCaravan);

                //Unit Name
                selectedSquad.name = Widgets.TextField(nameTextField, selectedSquad.name);

                if (Widgets.ButtonText(ResetButton, "Reset to Default"))
                {
                    selectedSquad.newSquad();
                }

                if (Widgets.ButtonText(DeleteButton, "Delete Squad"))
                {
                    selectedSquad.deleteSquad();
                    util.checkMilitaryUtilForErrors();
                    selectedSquad = null;
                    selectedText  = "Select A Squad";

                    //Reset Text anchor and font
                    Text.Font   = fontBefore;
                    Text.Anchor = anchorBefore;
                    return;
                }

                if (Widgets.ButtonText(PointRefButton, "Set Point Ref"))
                {
                    List <FloatMenuOption> settlementList = Find.World.GetComponent <FactionFC>()
                                                            .settlements.Select(settlement => new FloatMenuOption(settlement.name + " - Military Level : " +
                                                                                                                  settlement.settlementMilitaryLevel,
                                                                                                                  delegate
                    {
                        //set points
                        settlementPointReference = settlement;
                    }))
                                                            .ToList();

                    if (!settlementList.Any())
                    {
                        settlementList.Add(new FloatMenuOption("No Valid Settlements", null));
                    }

                    FloatMenu floatMenu = new FloatMenu(settlementList)
                    {
                        vanishIfMouseDistant = true
                    };
                    Find.WindowStack.Add(floatMenu);
                }

                if (Widgets.ButtonText(SaveSquadButton, "Export Squad"))
                {
                    // TODO: Confirm if squad with name already exists
                    FactionColoniesMilitary.SaveSquad(new SavedSquadFC(selectedSquad));
                    Messages.Message("ExportSquad".Translate(), MessageTypeDefOf.TaskCompletion);
                }

                //for (int k = 0; k < 30; k++)
                //{
                //	Widgets.ButtonImage(new Rect(UnitStandBase.x + (k * 15), UnitStandBase.y + ((k % 5) * 70), 50, 20), texLoad.unitCircle);
                //}


                for (int k = 0; k < 30; k++)
                {
                    if (Widgets.ButtonImage(new Rect(UnitStandBase.x + k % 6 * 80,
                                                     UnitStandBase.y + (k - k % 6) / 5 * 70,
                                                     50, 20), TexLoad.unitCircle))
                    {
                        int click = k;
                        //Option to clear unit slot
                        List <FloatMenuOption> units = new List <FloatMenuOption>
                        {
                            new FloatMenuOption("clearUnitSlot".Translate(), delegate
                            {
                                //Log.Message(selectedSquad.units.Count().ToString());
                                //Log.Message(click.ToString());
                                selectedSquad.units[click] = new MilUnitFC(true);
                                selectedSquad.updateEquipmentTotalCost();
                                selectedSquad.ChangeTick();
                            })
                        };

                        //Create list of selectable units
                        units.AddRange(util.units.Select(unit => new FloatMenuOption(unit.name +
                                                                                     " - Cost: " + unit.equipmentTotalCost, delegate
                        {
                            //Unit is selected
                            selectedSquad.units[click] = unit;
                            selectedSquad.updateEquipmentTotalCost();
                            selectedSquad.ChangeTick();
                        })));

                        FloatMenu selection = new Searchable_FloatMenu(units);
                        Find.WindowStack.Add(selection);
                    }

                    if (selectedSquad.units[k].isBlank)
                    {
                        continue;
                    }
                    if (selectedSquad.units.ElementAt(k).animal != null)
                    {
                        Widgets.ButtonImage(
                            new Rect(UnitStandBase.x + 15 + ((k % 6) * 80), UnitStandBase.y - 45 + (k - k % 6) / 5 * 70,
                                     60, 60), selectedSquad.units.ElementAt(k).animal.race.uiIcon);
                    }

                    Widgets.ThingIcon(
                        new Rect(UnitStandBase.x - 5 + ((k % 6) * 80), UnitStandBase.y - 45 + (k - k % 6) / 5 * 70, 60,
                                 60), selectedSquad.units.ElementAt(k).defaultPawn);
                    if (selectedSquad.units.ElementAt(k).defaultPawn.equipment.AllEquipmentListForReading.Count > 0)
                    {
                        Widgets.ThingIcon(
                            new Rect(UnitStandBase.x - 5 + ((k % 6) * 80), UnitStandBase.y - 15 + (k - k % 6) / 5 * 70,
                                     40, 40),
                            selectedSquad.units.ElementAt(k).defaultPawn.equipment.AllEquipmentListForReading[0]);
                    }

                    Widgets.Label(
                        new Rect(UnitStandBase.x - 15 + ((k % 6) * 80), UnitStandBase.y - 65 + (k - k % 6) / 5 * 70, 80,
                                 60), selectedSquad.units.ElementAt(k).name);
                }

                //Reset Text anchor and font
                Text.Font   = fontBefore;
                Text.Anchor = anchorBefore;
            }

            //Reset Text anchor and font
            Text.Font   = fontBefore;
            Text.Anchor = anchorBefore;
        }