Пример #1
0
        // Token: 0x0600004A RID: 74 RVA: 0x00003EE8 File Offset: 0x000020E8
        private void CheckForAutoAttack()
        {
            bool downed = this.pawn.Downed;

            if (!downed)
            {
                bool fullBodyBusy = this.pawn.stances.FullBodyBusy;
                if (!fullBodyBusy)
                {
                    bool flag = this.pawn.jobs.jobQueue != null;
                    if (!flag)
                    {
                        bool flag2 = this.pawn.Faction != null && this.pawn.jobs.curJob.def == WPJobDefOf.ArtyWaitCombat;
                        if (flag2)
                        {
                            Verb currentEffectiveVerb = this.pawn.CurrentEffectiveVerb;
                            bool flag3 = currentEffectiveVerb != null && !currentEffectiveVerb.verbProps.IsMeleeAttack;
                            if (flag3)
                            {
                                TargetScanFlags targetScanFlags = TargetScanFlags.None;
                                bool            flag4           = currentEffectiveVerb.IsIncendiary();
                                if (flag4)
                                {
                                    targetScanFlags |= TargetScanFlags.NeedNonBurning;
                                }
                                Thing thing = (Thing)AttackTargetFinder.BestShootTargetFromCurrentPosition(this.pawn, targetScanFlags, null, 0f, 9999f);
                                bool  flag5 = thing != null;
                                if (flag5)
                                {
                                    this.pawn.TryStartAttack(thing);
                                    this.collideWithPawns = true;
                                }
                            }
                        }
                    }
                }
            }
        }
        private void CheckForAutoAttack()
        {
            if (this.pawn.Downed)
            {
                return;
            }
            if (this.pawn.stances.FullBodyBusy)
            {
                return;
            }
            this.collideWithPawns = false;
            bool flag  = this.pawn.story == null || !this.pawn.story.WorkTagIsDisabled(WorkTags.Violent);
            bool flag2 = this.pawn.RaceProps.ToolUser && this.pawn.Faction == Faction.OfPlayer && !this.pawn.story.WorkTagIsDisabled(WorkTags.Firefighting);

            if (flag || flag2)
            {
                Fire fire = null;
                for (int i = 0; i < 9; i++)
                {
                    IntVec3 c = this.pawn.Position + GenAdj.AdjacentCellsAndInside[i];
                    if (c.InBounds(this.pawn.Map))
                    {
                        List <Thing> thingList = c.GetThingList(base.Map);
                        for (int j = 0; j < thingList.Count; j++)
                        {
                            if (flag)
                            {
                                Pawn pawn = thingList[j] as Pawn;
                                if (pawn != null && !pawn.Downed && this.pawn.HostileTo(pawn))
                                {
                                    this.pawn.meleeVerbs.TryMeleeAttack(pawn, null, false);
                                    this.collideWithPawns = true;
                                    return;
                                }
                            }
                            if (flag2)
                            {
                                Fire fire2 = thingList[j] as Fire;
                                if (fire2 != null && (fire == null || fire2.fireSize < fire.fireSize || i == 8) && (fire2.parent == null || fire2.parent != this.pawn))
                                {
                                    fire = fire2;
                                }
                            }
                        }
                    }
                }
                if (fire != null && (!this.pawn.InMentalState || this.pawn.MentalState.def.allowBeatfire))
                {
                    this.pawn.natives.TryBeatFire(fire);
                    return;
                }
                if (flag && this.pawn.Faction != null && this.job.def == JobDefOf.Wait_Combat && (this.pawn.drafter == null || this.pawn.drafter.FireAtWill))
                {
                    Verb currentEffectiveVerb = this.pawn.CurrentEffectiveVerb;
                    if (currentEffectiveVerb != null && !currentEffectiveVerb.verbProps.IsMeleeAttack)
                    {
                        TargetScanFlags targetScanFlags = TargetScanFlags.NeedLOSToPawns | TargetScanFlags.NeedLOSToNonPawns | TargetScanFlags.NeedThreat;
                        if (currentEffectiveVerb.IsIncendiary())
                        {
                            targetScanFlags |= TargetScanFlags.NeedNonBurning;
                        }
                        Thing thing = (Thing)AttackTargetFinder.BestShootTargetFromCurrentPosition(this.pawn, targetScanFlags, null, 0f, 9999f);
                        if (thing != null)
                        {
                            this.pawn.TryStartAttack(thing);
                            this.collideWithPawns = true;
                            return;
                        }
                    }
                }
            }
        }
Пример #3
0
        private void CheckForAutoAttack()
        {
            if (pawn.Downed)
            {
                return;
            }

            //Don't auto-attack while warming up etc
            if (pawn.stances.FullBodyBusy)
            {
                return;
            }

            collideWithPawns = false;

            //Note: While bursting, there seems to be a gap where the pawn becomes mobile?
            bool canDoViolence = pawn.story == null || !pawn.story.WorkTagIsDisabled(WorkTags.Violent);

            bool shouldFightFires = pawn.RaceProps.ToolUser &&
                                    pawn.Faction == Faction.OfPlayer &&
                                    !pawn.story.WorkTagIsDisabled(WorkTags.Firefighting);

            if (canDoViolence || shouldFightFires)
            {
                //Melee attack adjacent enemy pawns
                //Barring that, put out fires
                Fire targetFire = null;
                for (int i = 0; i < 9; i++)
                {
                    IntVec3 neigh = pawn.Position + GenAdj.AdjacentCellsAndInside[i];

                    if (!neigh.InBounds(pawn.Map))
                    {
                        continue;
                    }

                    var things = neigh.GetThingList(Map);
                    for (int j = 0; j < things.Count; j++)
                    {
                        if (canDoViolence)
                        {
                            //We just hit the first pawn we see (north first)
                            Pawn otherPawn = things[j] as Pawn;
                            if (otherPawn != null &&
                                !otherPawn.Downed &&
                                pawn.HostileTo(otherPawn))
                            {
                                pawn.meleeVerbs.TryMeleeAttack(otherPawn);
                                collideWithPawns = true;
                                return;
                            }
                        }

                        //Prioritize the fire we're standing on.
                        //If there isn't one, prioritize the smallest fire
                        //This algorithm assumes that the inside cell is last
                        if (shouldFightFires)
                        {
                            Fire fire = things[j] as Fire;
                            if (fire != null &&
                                (targetFire == null || fire.fireSize < targetFire.fireSize || i == 8) &&
                                (fire.parent == null || fire.parent != pawn))
                            {
                                targetFire = fire;
                            }
                        }
                    }
                }

                //We didn't do a melee attack, so see if we found a fire to beat
                if (targetFire != null && (!pawn.InMentalState || pawn.MentalState.def.allowBeatfire))
                {
                    pawn.natives.TryBeatFire(targetFire);
                    return;
                }

                //Shoot at the closest enemy in range
                if (canDoViolence &&
                    pawn.Faction != null &&
                    job.def == JobDefOf.Wait_Combat &&
                    (pawn.drafter == null || pawn.drafter.FireAtWill))
                {
                    var attackVerb = pawn.CurrentEffectiveVerb;

                    if (attackVerb != null && !attackVerb.verbProps.IsMeleeAttack)
                    {
                        //We increase the range because we can hit targets slightly outside range by shooting at their ShootableSquares
                        //We could just put the range at int.MaxValue but this is slightly more optimized so whatever
                        var flags = TargetScanFlags.NeedLOSToAll | TargetScanFlags.NeedThreat;
                        if (attackVerb.IsIncendiary())
                        {
                            flags |= TargetScanFlags.NeedNonBurning;
                        }

                        var curTarg = (Thing)AttackTargetFinder.BestShootTargetFromCurrentPosition(pawn, flags);

                        if (curTarg != null)
                        {
                            pawn.TryStartAttack(curTarg);
                            collideWithPawns = true;
                            return;
                        }
                    }
                }
            }
        }
 private void CheckForAutoAttack()
 {
     if (!base.pawn.Downed && !base.pawn.stances.FullBodyBusy)
     {
         bool flag  = base.pawn.story == null || !base.pawn.story.WorkTagIsDisabled(WorkTags.Violent);
         bool flag2 = base.pawn.RaceProps.ToolUser && base.pawn.Faction == Faction.OfPlayer && !base.pawn.story.WorkTagIsDisabled(WorkTags.Firefighting);
         if (!flag && !flag2)
         {
             return;
         }
         Fire fire = null;
         for (int i = 0; i < 9; i++)
         {
             IntVec3 c = base.pawn.Position + GenAdj.AdjacentCellsAndInside[i];
             if (c.InBounds(base.pawn.Map))
             {
                 List <Thing> thingList = c.GetThingList(base.Map);
                 for (int j = 0; j < thingList.Count; j++)
                 {
                     if (flag)
                     {
                         Pawn pawn = thingList[j] as Pawn;
                         if (pawn != null && !pawn.Downed && base.pawn.HostileTo(pawn))
                         {
                             base.pawn.meleeVerbs.TryMeleeAttack(pawn, null, false);
                             return;
                         }
                     }
                     if (flag2)
                     {
                         Fire fire2 = thingList[j] as Fire;
                         if (fire2 != null && (fire == null || fire2.fireSize < fire.fireSize || i == 8) && (fire2.parent == null || fire2.parent != base.pawn))
                         {
                             fire = fire2;
                         }
                     }
                 }
             }
         }
         if (fire != null && (!base.pawn.InMentalState || base.pawn.MentalState.def.allowBeatfire))
         {
             base.pawn.natives.TryBeatFire(fire);
         }
         else if (flag && base.pawn.Faction != null && base.job.def == JobDefOf.WaitCombat)
         {
             if (base.pawn.drafter != null && !base.pawn.drafter.FireAtWill)
             {
                 return;
             }
             bool allowManualCastWeapons = !base.pawn.IsColonist;
             Verb verb = base.pawn.TryGetAttackVerb(allowManualCastWeapons);
             if (verb != null && !verb.verbProps.MeleeRange)
             {
                 TargetScanFlags targetScanFlags = TargetScanFlags.NeedLOSToPawns | TargetScanFlags.NeedLOSToNonPawns | TargetScanFlags.NeedThreat;
                 if (verb.IsIncendiary())
                 {
                     targetScanFlags |= TargetScanFlags.NeedNonBurning;
                 }
                 Thing thing = (Thing)AttackTargetFinder.BestShootTargetFromCurrentPosition(base.pawn, null, verb.verbProps.range, verb.verbProps.minRange, targetScanFlags);
                 if (thing != null)
                 {
                     base.pawn.TryStartAttack(thing);
                 }
             }
         }
     }
 }
        private void CheckForAutoAttack()
        {
            if (base.pawn.Downed || base.pawn.stances.FullBodyBusy)
            {
                return;
            }
            collideWithPawns = false;
            bool flag  = !base.pawn.WorkTagIsDisabled(WorkTags.Violent);
            bool flag2 = base.pawn.RaceProps.ToolUser && base.pawn.Faction == Faction.OfPlayer && !base.pawn.WorkTagIsDisabled(WorkTags.Firefighting);

            if (!(flag || flag2))
            {
                return;
            }
            Fire fire = null;

            for (int i = 0; i < 9; i++)
            {
                IntVec3 c = base.pawn.Position + GenAdj.AdjacentCellsAndInside[i];
                if (!c.InBounds(base.pawn.Map))
                {
                    continue;
                }
                List <Thing> thingList = c.GetThingList(base.Map);
                for (int j = 0; j < thingList.Count; j++)
                {
                    if (flag)
                    {
                        Pawn pawn = thingList[j] as Pawn;
                        if (pawn != null && !pawn.Downed && base.pawn.HostileTo(pawn) && GenHostility.IsActiveThreatTo(pawn, base.pawn.Faction))
                        {
                            base.pawn.meleeVerbs.TryMeleeAttack(pawn);
                            collideWithPawns = true;
                            return;
                        }
                    }
                    if (flag2)
                    {
                        Fire fire2 = thingList[j] as Fire;
                        if (fire2 != null && (fire == null || fire2.fireSize < fire.fireSize || i == 8) && (fire2.parent == null || fire2.parent != base.pawn))
                        {
                            fire = fire2;
                        }
                    }
                }
            }
            if (fire != null && (!base.pawn.InMentalState || base.pawn.MentalState.def.allowBeatfire))
            {
                base.pawn.natives.TryBeatFire(fire);
            }
            else
            {
                if (!flag || !job.canUseRangedWeapon || base.pawn.Faction == null || job.def != JobDefOf.Wait_Combat || (base.pawn.drafter != null && !base.pawn.drafter.FireAtWill))
                {
                    return;
                }
                Verb currentEffectiveVerb = base.pawn.CurrentEffectiveVerb;
                if (currentEffectiveVerb != null && !currentEffectiveVerb.verbProps.IsMeleeAttack)
                {
                    TargetScanFlags targetScanFlags = TargetScanFlags.NeedLOSToAll | TargetScanFlags.NeedThreat | TargetScanFlags.NeedAutoTargetable;
                    if (currentEffectiveVerb.IsIncendiary())
                    {
                        targetScanFlags |= TargetScanFlags.NeedNonBurning;
                    }
                    Thing thing = (Thing)AttackTargetFinder.BestShootTargetFromCurrentPosition(base.pawn, targetScanFlags);
                    if (thing != null)
                    {
                        base.pawn.TryStartAttack(thing);
                        collideWithPawns = true;
                    }
                }
            }
        }