private bool TryConvertOnePawnToSmallTrader(List <Pawn> pawns, Faction faction, Map map)
        {
            bool result;

            if (faction.def.visitorTraderKinds.NullOrEmpty <TraderKindDef>())
            {
                result = false;
            }
            else
            {
                Pawn pawn = pawns.RandomElement <Pawn>();
                Lord lord = pawn.GetLord();
                pawn.mindState.wantsToTradeWithColony = true;
                PawnComponentsUtility.AddAndRemoveDynamicComponents(pawn, true);
                TraderKindDef traderKindDef = faction.def.visitorTraderKinds.RandomElementByWeight((TraderKindDef traderDef) => traderDef.CalculatedCommonality);
                pawn.trader.traderKind = traderKindDef;
                pawn.inventory.DestroyAll(DestroyMode.Vanish);
                ThingSetMakerParams parms = default(ThingSetMakerParams);
                parms.traderDef     = traderKindDef;
                parms.tile          = new int?(map.Tile);
                parms.traderFaction = faction;
                foreach (Thing thing in ThingSetMakerDefOf.TraderStock.root.Generate(parms))
                {
                    Pawn pawn2 = thing as Pawn;
                    if (pawn2 != null)
                    {
                        if (pawn2.Faction != pawn.Faction)
                        {
                            pawn2.SetFaction(pawn.Faction, null);
                        }
                        IntVec3 loc = CellFinder.RandomClosewalkCellNear(pawn.Position, map, 5, null);
                        GenSpawn.Spawn(pawn2, loc, map, WipeMode.Vanish);
                        lord.AddPawn(pawn2);
                    }
                    else if (!pawn.inventory.innerContainer.TryAdd(thing, true))
                    {
                        thing.Destroy(DestroyMode.Vanish);
                    }
                }
                PawnInventoryGenerator.GiveRandomFood(pawn);
                result = true;
            }
            return(result);
        }
Пример #2
0
        private bool TryConvertOnePawnToSmallTrader(List <Pawn> pawns, Faction faction, Map map)
        {
            if (faction.def.visitorTraderKinds.NullOrEmpty())
            {
                return(false);
            }
            Pawn pawn = pawns.RandomElement();
            Lord lord = pawn.GetLord();

            pawn.mindState.wantsToTradeWithColony = true;
            PawnComponentsUtility.AddAndRemoveDynamicComponents(pawn, true);
            TraderKindDef traderKindDef = faction.def.visitorTraderKinds.RandomElementByWeight((TraderKindDef traderDef) => traderDef.commonality);

            pawn.trader.traderKind = traderKindDef;
            pawn.inventory.DestroyAll(DestroyMode.Vanish);
            ItemCollectionGeneratorParams parms = default(ItemCollectionGeneratorParams);

            parms.traderDef     = traderKindDef;
            parms.tile          = map.Tile;
            parms.traderFaction = faction;
            foreach (Thing item in ItemCollectionGeneratorDefOf.TraderStock.Worker.Generate(parms))
            {
                Pawn pawn2 = item as Pawn;
                if (pawn2 != null)
                {
                    if (pawn2.Faction != pawn.Faction)
                    {
                        pawn2.SetFaction(pawn.Faction, null);
                    }
                    IntVec3 loc = CellFinder.RandomClosewalkCellNear(pawn.Position, map, 5, null);
                    GenSpawn.Spawn(pawn2, loc, map);
                    lord.AddPawn(pawn2);
                }
                else if (!pawn.inventory.innerContainer.TryAdd(item, true))
                {
                    item.Destroy(DestroyMode.Vanish);
                }
            }
            PawnInventoryGenerator.GiveRandomFood(pawn);
            return(true);
        }
 public static void GenerateInventoryFor(Pawn p, PawnGenerationRequest request)
 {
     p.inventory.DestroyAll(DestroyMode.Vanish);
     for (int i = 0; i < p.kindDef.fixedInventory.Count; i++)
     {
         ThingCountClass thingCountClass = p.kindDef.fixedInventory[i];
         Thing           thing           = ThingMaker.MakeThing(thingCountClass.thingDef, null);
         thing.stackCount = thingCountClass.count;
         p.inventory.innerContainer.TryAdd(thing, true);
     }
     if (p.kindDef.inventoryOptions != null)
     {
         foreach (Thing current in p.kindDef.inventoryOptions.GenerateThings())
         {
             p.inventory.innerContainer.TryAdd(current, true);
         }
     }
     if (request.AllowFood)
     {
         PawnInventoryGenerator.GiveRandomFood(p);
     }
     PawnInventoryGenerator.GiveDrugsIfAddicted(p);
     PawnInventoryGenerator.GiveCombatEnhancingDrugs(p);
 }