Пример #1
0
 //public Diet(List<DietElement> elements)
 //{
 //	this.elements = elements.ToList();
 //}
 public Diet(ThingDef pawnDef, Policy policy)
 {
     MakeDietForRace(pawnDef, policy);
 }
Пример #2
0
        //TODO: optimize function
        internal static FoodSourceRating FoodScoreFor(Policy policy, Pawn eater, Pawn getter, Thing food, bool noDistanceFactor = false, bool quickScore = false)
        {
            var obj = new FoodSourceRating();

            obj.FoodSource = food;
            obj.DefRecord  = food.GetFoodDefRecord();

            // ------ Distance factor ------

            bool inInventory = (getter.inventory != null && getter.inventory.innerContainer.Contains(food));

            if (!noDistanceFactor)
            {
                float distanceFactor;
                if (inInventory)
                {
                    distanceFactor = 0f;
                }
                else
                {
                    distanceFactor = -((food.Position - eater.Position).LengthManhattan) * policy.distanceFactor;
                }

                obj.AddComp("Distance", distanceFactor);
            }

            if (inInventory && getter == eater && food.def.ingestible.preferability >= FoodPreferability.MealAwful &&
                (!eater.IsColonist || (eater.IsColonistPlayerControlled && (food.GetFoodCategory() != FoodCategory.MealSurvival)))    //added to prevent survival meals from being eaten out of inventory
                )
            {
                obj.AddComp("Inventory", 500f);
            }

            // ------------- Policy food category factor -------------

            //if (!policy.unrestricted)
            //	obj.AddComp(food.DetermineFoodCategory().ToString(), policy.GetFoodScoreOffset(eater, food));

            // ------------- Prey score factor -------------

            const float PREY_FACTOR_MULTIPLIER = 5f; //Because the vanilla prey factor is fairly weak.

            {
                if (food is Pawn)
                {
                    var preyScore = RimWorld.FoodUtility.GetPreyScoreFor(eater, food as Pawn) * PREY_FACTOR_MULTIPLIER;
                    //ducktape, negates the distance factor of the vanilla function as it is already calculated by the mod.
                    preyScore += (eater.Position - food.Position).LengthHorizontal * PREY_FACTOR_MULTIPLIER;
                    obj.AddComp("Prey (ratio=" + FoodUtils.GetPreyRatio(eater, food as Pawn).ToString("F2") + ")", preyScore);
                    return(obj);
                }
            }

            // ------------- Food def optimality offset -------------

            if (policy.optimalityOffsetMatters && food.def.ingestible != null)
            {
                float optimalityOffset;

                if (eater.NonHumanlikeOrWildMan())
                {
                    optimalityOffset = food.def.ingestible.optimalityOffsetFeedingAnimals;
                }
                else
                {
                    optimalityOffset = food.def.ingestible.optimalityOffsetHumanlikes;
                }
                obj.AddComp("Def", food.def.ingestible.optimalityOffsetHumanlikes);
            }

            if (!quickScore)
            {
                // ------------- Mood effect factor -------------

                //float num2 = 0f;
                if (eater.needs != null && eater.needs.mood != null && policy.moodEffectMatters)
                {
                    List <ThoughtDef> list;

                    if (!(food is RimWorld.Building_NutrientPasteDispenser))
                    {
                        list = RimWorld.FoodUtility.ThoughtsFromIngesting(eater, food, food.def);
                    }
                    else
                    {
                        list = ((RimWorld.Building_NutrientPasteDispenser)food).GetBestMealThoughtsFor(eater);
                    }

                    for (int i = 0; i < list.Count; i++)
                    {
                        obj.AddComp(list[i].defName,
                                    policy.moodEffectFactor * Detours.Access.FoodOptimalityEffectFromMoodCurve.Evaluate(list[i].stages[0].baseMoodEffect));
                    }
                }

                // ------------- Cost factor (waste factor aswell) -------------

                //TODO: concurrent based waste factor.

                float costRatio;
                float foodNutrition;
                var   curFoodLevel = eater.needs.food.CurLevel;
                var   maxFoodLevel = eater.needs.food.MaxLevel;

                if (food.def.IsFoodDispenser)
                {
                    foodNutrition = ThingDefOf.MealNutrientPaste.ingestible.CachedNutrition;
                }
                else if (food.def.IsCorpse)
                {
                    var corpse = food as Corpse;
                    foodNutrition = RimWorld.FoodUtility.GetBodyPartNutrition(corpse, corpse.GetBestBodyPartToEat(eater, curFoodLevel));
                }
                else
                {
                    foodNutrition = food.def.ingestible.CachedNutrition;
                }

                if (foodNutrition >= 0.1f)
                {
                    //TODO: ajust; add record for the NPD

                    if (food is RimWorld.Building_NutrientPasteDispenser)
                    {
                        costRatio = (food.def.building.nutritionCostPerDispense * 0.05f) / ThingDefOf.MealNutrientPaste.ingestible.CachedNutrition;
                    }
                    else
                    {
                        costRatio = (obj.DefRecord.costFactor);
                    }

                    if (food.def.IsCorpse)
                    {
                        costRatio *= 0.25f;
                    }

                    //TODO: combine waste & cost factors

                    float actualMealCost   = costRatio * foodNutrition;
                    float costFactorOffset = Math.Max(0, actualMealCost - (maxFoodLevel - curFoodLevel)) * -Config.CostFactor /* * policy.costFactorMultiplier*/;
                    //* Config.CostFactor * policy.costFactorMultiplier;

                    if (costFactorOffset != 0f)
                    {
                        obj.AddComp("Hunger (min=" + actualMealCost.ToString("F2") + ")", costFactorOffset);
                    }
                }


                // ------------- TODO: Rot factor -------------
            }

            return(obj);
        }