Пример #1
0
        public static void Postfix(ref Rect rect)
        {
            ITab_Storage tab = ITab_StorageFillTabsPatcher.currentTab;

            if (tab == null)
            {
                return;
            }

            IStoreSettingsParent storeSettingsParent = (IStoreSettingsParent)typeof(ITab_Storage).GetProperty("SelStoreSettingsParent", BindingFlags.NonPublic | BindingFlags.Instance).GetGetMethod(true).Invoke(tab, new object[0]);
            StorageSettings      settings            = storeSettingsParent.GetStoreSettings();

            int  limit    = Limits.GetLimit(settings);
            bool hasLimit = limit != -1;

            Widgets.CheckboxLabeled(new Rect(rect.xMin, rect.yMin - 24f - 3f - 32f, rect.width / 2, 24f), "Total stack limit", ref hasLimit);

            if (hasLimit)
            {
                if (oldSettings != settings)
                {
                    buffer = limit.ToString();
                }

                Widgets.TextFieldNumeric <int>(new Rect(rect.xMin + (rect.width / 2) + 60f, rect.yMin - 24f - 3f - 32f, rect.width / 2 - 60f, 24f), ref limit, ref buffer, 0, max);
            }

            Limits.SetLimit(settings, hasLimit ? limit : -1);

            oldSettings = settings;
        }
Пример #2
0
 public static void Postfix(StorageSettings __instance)
 {
     if (Scribe.mode == LoadSaveMode.Saving)
     {
         Scribe.saver.WriteElement("stacklimit", Limits.GetLimit(__instance).ToString());
     }
     else if (Scribe.mode == LoadSaveMode.LoadingVars)
     {
         Limits.SetLimit(__instance,
                         ScribeExtractor.ValueFromNode(Scribe.loader.curXmlParent["stacklimit"], -1));
     }
 }
        public static void Prefix(Thing t, Pawn carrier, Map map, ref StoragePriority currentPriority, Faction faction)
        {
            var slotGroup0 = t.GetSlotGroup();

            if (slotGroup0 != null && Limits.HasLimit(slotGroup0.Settings))
            {
                int stockpileMax = Limits.GetLimit(slotGroup0.Settings);

                if (slotGroup0.TotalPrecalculatedItemsStack(false) > stockpileMax)
                {
                    currentPriority = StoragePriority.Unstored;
                }
            }
        }
Пример #4
0
        public static void Postfix(ref List <IHaulDestination> __result)
        {
            int HeldItems(IHaulDestination x) => StoreUtility.GetSlotGroup(x.Position, x.Map).TotalPrecalculatedItemsStack();

            __result = __result.Where(x =>
            {
                if (!Limits.HasLimit(x.GetStoreSettings()))
                {
                    return(true);
                }

                int limit = Limits.GetLimit(x.GetStoreSettings());
                if (limit < 0)
                {
                    limit = int.MaxValue;
                }

                return(HeldItems(x) < limit);
            })
                       .OrderByDescending(x => x.GetStoreSettings().Priority)
                       .ThenByDescending(x =>
            {
                if (!Limits.HasLimit(x.GetStoreSettings()))
                {
                    return(0);
                }

                int limit = Limits.GetLimit(x.GetStoreSettings());
                if (limit < 0)
                {
                    limit = int.MaxValue;
                }

                return(limit - HeldItems(x));
            })

                       /*.ThenByDescending(x =>
                        * {
                        *      int limit = Limits.GetLimit(x.GetStoreSettings());
                        *      if (limit < 0)
                        *              return int.MaxValue;
                        *      else
                        *      {
                        *              int heldItems = HeldItems(x);
                        *              int spaceLeft = limit - heldItems;
                        *              return spaceLeft;
                        *      }
                        * })*/
                       .ToList();
        }
Пример #5
0
        public static void Postfix(ref List <SlotGroup> __result)
        {
            __result = __result.Where(x =>
            {
                if (!Limits.HasLimit(x.Settings))
                {
                    return(true);
                }

                int limit = Limits.GetLimit(x.Settings);
                if (limit < 0)
                {
                    limit = int.MaxValue;
                }

                return(x.TotalPrecalculatedItemsStack() < limit);
            })
                       .OrderByDescending(x => x.Settings.Priority)
                       .ThenByDescending(x =>
            {
                if (!Limits.HasLimit(x.Settings))
                {
                    return(0);
                }

                int limit = Limits.GetLimit(x.Settings);
                if (limit < 0)
                {
                    limit = int.MaxValue;
                }

                return(limit - x.TotalPrecalculatedItemsStack());
            })

                       /*.ThenByDescending(x =>
                        * {
                        *      int limit = Limits.GetLimit(x.Settings);
                        *      if (limit < 0)
                        *              return int.MaxValue;
                        *      else
                        *      {
                        *              int heldItems = x.TotalItemsStack();
                        *              int spaceLeft = limit - heldItems;
                        *              return spaceLeft;
                        *      }
                        * })*/
                       .ToList();
        }
        public static bool Prefix(Pawn pawn, Thing thing, WorkGiver_HaulToInventory __instance, bool forced, ref bool __result)
        {
            #region PickUpAndHaul code
            //bulky gear (power armor + minigun) so don't bother.
            if (MassUtility.GearMass(pawn) / MassUtility.Capacity(pawn) >= 0.8f)
            {
                return(false);
            }

            if (!WorkGiver_HaulToInventory.GoodThingToHaul(thing, pawn) || !HaulAIUtility.PawnCanAutomaticallyHaulFast(pawn, thing, forced))
            {
                return(false);
            }

            StoragePriority currentPriority = StoreUtility.CurrentStoragePriorityOf(thing);
            bool            foundCell       = StoreUtility.TryFindBestBetterStoreCellFor(thing, pawn, pawn.Map, currentPriority, pawn.Faction, out IntVec3 storeCell, true);
            #endregion

            if (!foundCell)
            {
                __result = false;
            }
            else
            {
                SlotGroup slotGroup = pawn.Map.haulDestinationManager.SlotGroupAt(storeCell);
                __result = !(slotGroup != null && Limits.HasLimit(slotGroup.Settings) && Limits.GetLimit(slotGroup.Settings) >= slotGroup.TotalPrecalculatedItemsStack());
            }

            return(false);
        }
Пример #7
0
 public static void Postfix(StorageSettings s)
 {
     clipboardLimit = Limits.GetLimit(s);
 }
Пример #8
0
 public static void Postfix(StorageSettings __instance)
 {
     Scribe_Values.Look <int>(ref Limits.GetLimit(__instance), "stacklimit", -1, false);
 }
Пример #9
0
        public static void SetCountLimit(Pawn p, Thing t, ref Job __result, IntVec3 storeCell)
        {
            SlotGroup toSlotGroup = p.Map.haulDestinationManager.SlotGroupAt(storeCell);            // ?? __result.targetB.Thing?.GetSlotGroup();

            if (toSlotGroup == null)
            {
                //It is a haul destination without a SlotGroup, e.g. a grave
                return;
            }

            int toLimit = Limits.GetLimit(toSlotGroup.Settings);

            //int currentStack = __result.count < 0 ? t.stackCount : __result.count;
            int stackCount = __result.targetA.Thing.stackCount;

            if (stackCount < 1)
            {
                stackCount = int.MaxValue;
            }
            int currentStack = Math.Min(__result.count, stackCount);

            currentStack = Math.Min(currentStack, p.carryTracker.AvailableStackSpace(__result.targetA.Thing.def));


            bool hasSetFirstLimit = false;

            SlotGroup fromSlotGroup = StoreUtility.GetSlotGroup(t.Position, t.Map);

            if (fromSlotGroup != null)
            {
                int fromLimit = Limits.GetLimit(fromSlotGroup.Settings);

                if (fromLimit > 0 && StoreUtility.CurrentStoragePriorityOf(t) > StoreUtility.StoragePriorityAtFor(storeCell, t))
                {
                    //Hauling from limited high priority to low priority. Only haul the minimum necessary to go to exact limit.
                    int stockpileStack1 = fromSlotGroup.TotalPrecalculatedItemsStack();
                    __result.count   = stockpileStack1 - fromLimit;
                    hasSetFirstLimit = true;
                }
            }

            if (toLimit < 0)
            {
                return;
            }

            int stockpileStack = toSlotGroup.TotalPrecalculatedItemsStack();

            if (stockpileStack >= toLimit)
            {
                //Say no spot availible
                JobFailReason.Is(GetNoEmptyPlaceLowerTransString(), null);
                __result = null;
            }
            else if (stockpileStack + currentStack > toLimit)            //It will go over the limit
            {
                int newLimit = toLimit - stockpileStack;

                __result.count = hasSetFirstLimit ? Math.Min(newLimit, __result.count < 0 ? int.MaxValue : __result.count) : newLimit;
            }

            if (__result != null && __result.count <= 0)
            {
                JobFailReason.Is(GetNoEmptyPlaceLowerTransString(), null);
                __result = null;
            }
        }