public void UpdateSettings() { TechPoolTitle = Settings.GetHandle("TechPoolTitle", "TechPoolModeTitle".Translate(), "TechPoolModeDesc".Translate(), false); TechPoolTitle.CustomDrawer = rect => false; TechPoolTitle.CanBeReset = false; TechPoolIncludesStarting = Settings.GetHandle <bool>("TechPoolIncludesStarting", "TechPoolIncludesStartingTitle".Translate(), "TechPoolIncludesStartingDesc".Translate(), true); TechPoolIncludesStarting.OnValueChanged = x => { ValidateTechPoolSettings(x); }; TechPoolIncludesTechLevel = Settings.GetHandle <bool>("TechPoolIncludesTechLevel", "TechPoolIncludesTechLevelTitle".Translate(), "TechPoolIncludesTechLevelDesc".Translate(), true); TechPoolIncludesTechLevel.OnValueChanged = x => { ValidateTechPoolSettings(x); }; TechPoolIncludesBackground = Settings.GetHandle <bool>("TechPoolIncludesBackground", "TechPoolIncludesBackgroundTitle".Translate(), "TechPoolIncludesBackgroundDesc".Translate(), false); TechPoolIncludesBackground.OnValueChanged = x => { ValidateTechPoolSettings(x); }; TechPoolIncludesScenario = Settings.GetHandle <bool>("TechPoolIncludesScenario", "TechPoolIncludesScenarioTitle".Translate(), "TechPoolIncludesScenarioDesc".Translate(), true); TechPoolIncludesScenario.OnValueChanged = x => { ValidateTechPoolSettings(x); }; //TechPoolMode = Settings.GetHandle("TechPoolMode", "TechPoolModeTitle".Translate(), "TechPoolModeDesc".Translate(), FactionTechPool.Both, null, "TechPoolMode_"); WeaponPoolMode = Settings.GetHandle("WeaponPoolMode", "WeaponPoolModeTitle".Translate(), "WeaponPoolModeDesc".Translate(), FactionWeaponPool.Scenario, null, "WeaponPoolMode_"); FreeScenarioWeapons = Settings.GetHandle("FreeScenarioWeapons", "FreeScenarioWeaponsTitle".Translate(), "FreeScenarioWeaponsDesc".Translate(), false); LearnMeleeWeaponsByGroup = Settings.GetHandle <bool>("LearnMeleeWeaponsByGroup", "LearnMeleeWeaponsByGroupTitle".Translate(), "LearnMeleeWeaponsByGroupDesc".Translate(), false); LearnRangedWeaponsByGroup = Settings.GetHandle <bool>("LearnRangedWeaponsByGroup", "LearnRangedWeaponsByGroupTitle".Translate(), "LearnRangedWeaponsByGroupDesc".Translate(), true); RequireTrainingForSingleUseWeapons = Settings.GetHandle <bool>("RequireTrainingForSingleUseWeapons", "RequireTrainingForSingleUseWeaponsTitle".Translate(), "RequireTrainingForSingleUseWeaponsDesc".Translate(), false); EnableJoyGiver = Settings.GetHandle <bool>("EnableJoyGiver", "EnableJoyGiverTitle".Translate(), "EnableJoyGiverDesc".Translate(), true); ResearchSpeedTiedToDifficulty = Settings.GetHandle <bool>("ResearchSpeedTiedToDifficulty", "ResearchSpeedTiedToDifficultyTitle".Translate(), "ResearchSpeedTiedToDifficultyDesc".Translate(), true); StudySpeedTiedToDifficulty = Settings.GetHandle <bool>("StudySpeedTiedToDifficulty", "StudySpeedTiedToDifficultyTitle".Translate(), "StudySpeedTiedToDifficultyDesc".Translate(), true); FullStartupReport = Settings.GetHandle <bool>("FullStartupReport", "DEV: Print full startup report", null, false); FullStartupReport.NeverVisible = !Prefs.DevMode; }
public void UpdateSettings() { TechPoolMode = Settings.GetHandle("TechPoolMode", "TechPoolModeTitle".Translate(), "TechPoolModeDesc".Translate(), FactionTechPool.Both, null, "TechPoolMode_"); TechPoolIncludesScenario = Settings.GetHandle <bool>("TechPoolIncludesScenario", "TechPoolIncludesScenarioTitle".Translate(), "TechPoolIncludesScenarioDesc".Translate(), true); WeaponPoolMode = Settings.GetHandle("WeaponPoolMode", "WeaponPoolModeTitle".Translate(), "WeaponPoolModeDesc".Translate(), FactionWeaponPool.Scenario, null, "WeaponPoolMode_"); FreeScenarioWeapons = Settings.GetHandle("FreeScenarioWeapons", "FreeScenarioWeaponsTitle".Translate(), "FreeScenarioWeaponsDesc".Translate(), false); ResearchSpeedTiedToDifficulty = Settings.GetHandle <bool>("ResearchSpeedTiedToDifficulty", "ResearchSpeedTiedToDifficultyTitle".Translate(), "ResearchSpeedTiedToDifficultyDesc".Translate(), true); StudySpeedTiedToDifficulty = Settings.GetHandle <bool>("StudySpeedTiedToDifficulty", "StudySpeedTiedToDifficultyTitle".Translate(), "StudySpeedTiedToDifficultyDesc".Translate(), true); }
public override void DefsLoaded() { //1. Adding Tech Tab to Pawns //ThingDef injection stolen from the work of notfood for Psychology var zombieThinkTree = DefDatabase <ThinkTreeDef> .GetNamedSilentFail("Zombie"); IEnumerable <ThingDef> things = (from def in DefDatabase <ThingDef> .AllDefs where def.race?.intelligence == Intelligence.Humanlike && !def.defName.Contains("Android") && !def.defName.Contains("Robot") && (zombieThinkTree == null || def.race.thinkTreeMain != zombieThinkTree) select def); List <string> registered = new List <string>(); foreach (ThingDef t in things) { if (t.inspectorTabsResolved == null) { t.inspectorTabsResolved = new List <InspectTabBase>(1); } t.inspectorTabsResolved.Add(InspectTabManager.GetSharedInstance(typeof(ITab_PawnKnowledge))); if (t.comps == null) { t.comps = new List <CompProperties>(1); } t.comps.Add(new CompProperties_Knowledge()); registered.Add(t.defName); } //2. Preparing knowledge support infrastructure //a. Things everyone knows UniversalWeapons.AddRange(DefDatabase <ThingDef> .AllDefs.Where(x => x.IsWeapon)); UniversalCrops.AddRange(DefDatabase <ThingDef> .AllDefs.Where(x => x.plant != null && x.plant.Sowable)); //b. Minus things unlocked on research ThingFilter lateFilter = new ThingFilter(); foreach (ResearchProjectDef tech in DefDatabase <ResearchProjectDef> .AllDefs) { tech.InferSkillBias(); tech.CreateStuff(lateFilter, unlocked); foreach (ThingDef weapon in tech.UnlockedWeapons()) { UniversalWeapons.Remove(weapon); } foreach (ThingDef plant in tech.UnlockedPlants()) { UniversalCrops.Remove(plant); } } ; //b. Also removing atipical weapons ThingDef WeaponsNotBasicDef = DefDatabase <ThingDef> .GetNamed("NotBasic"); List <string> ForbiddenWeaponTags = WeaponsNotBasicDef.weaponTags; UniversalWeapons.RemoveAll(x => SplitSimpleWeapons(x, ForbiddenWeaponTags)); AccessTools.Method(typeof(DefDatabase <ThingDef>), "Remove").Invoke(this, new object[] { WeaponsNotBasicDef }); //c. Telling humans what's going on ThingCategoryDef knowledgeCat = DefDatabase <ThingCategoryDef> .GetNamed("Knowledge"); IEnumerable <ThingDef> codifiedTech = DefDatabase <ThingDef> .AllDefs.Where(x => x.IsWithinCategory(knowledgeCat)); if (Prefs.LogVerbose) { Log.Message("[HumanResources] Codified technologies:" + codifiedTech.Select(x => x.label).ToStringSafeEnumerable()); Log.Message("[HumanResources] Basic crops: " + UniversalCrops.ToStringSafeEnumerable()); Log.Message("[HumanResources] Basic weapons: " + UniversalWeapons.ToStringSafeEnumerable()); Log.Message("[HumanResources] Basic weapons that require training: " + SimpleWeapons.ToStringSafeEnumerable()); Log.Warning("[HumanResources] Basic weapons tags: " + SimpleWeapons.SelectMany(x => x.weaponTags).Distinct().ToStringSafeEnumerable()); } else { Log.Message("[HumanResources] This is what we know: " + codifiedTech.EnumerableCount() + " technologies processed, " + UniversalCrops.Count() + " basic crops, " + UniversalWeapons.Count() + " basic weapons + " + SimpleWeapons.Count() + " that require training."); } //3. Filling gaps on the database //a. TechBook dirty trick, but only now this is possible! foreach (ThingDef t in DefDatabase <ThingDef> .AllDefsListForReading.Where(x => x.defName.EndsWith("TechBook") && x.modContentPack.Name.Contains("JPT"))) { t.stuffCategories.Add(DefDatabase <StuffCategoryDef> .GetNamed("Technic")); } //b. Filling main tech category with subcategories foreach (ThingDef t in lateFilter.AllowedThingDefs.Where(t => !t.thingCategories.NullOrEmpty())) { foreach (ThingCategoryDef c in t.thingCategories) { c.childThingDefs.Add(t); if (!knowledgeCat.childCategories.NullOrEmpty() && !knowledgeCat.childCategories.Contains(c)) { knowledgeCat.childCategories.Add(c); } } } //c. Populating knowledge recipes and book shelves foreach (RecipeDef r in DefDatabase <RecipeDef> .AllDefs.Where(x => x.fixedIngredientFilter.AnyAllowedDef == null)) { r.fixedIngredientFilter.ResolveReferences(); } foreach (ThingDef t in DefDatabase <ThingDef> .AllDefs.Where(x => x.thingClass == typeof(Building_BookStore))) { t.building.fixedStorageSettings.filter.ResolveReferences(); t.building.defaultStorageSettings.filter.ResolveReferences(); } //4. Finally, preparing settings TechPoolMode = Settings.GetHandle("TechPoolMode", "TechPoolModeTitle".Translate(), "TechPoolModeDesc".Translate(), FactionTechPool.Both, null, "TechPoolMode_"); TechPoolIncludesScenario = Settings.GetHandle <bool>("TechPoolIncludesScenario", "TechPoolIncludesScenarioTitle".Translate(), "TechPoolIncludesScenarioDesc".Translate(), true); WeaponPoolMode = Settings.GetHandle("WeaponPoolMode", "WeaponPoolModeTitle".Translate(), "WeaponPoolModeDesc".Translate(), FactionWeaponPool.Scenario, null, "WeaponPoolMode_"); ResearchSpeedTiedToDifficulty = Settings.GetHandle <bool>("ResearchSpeedTiedToDifficulty", "ResearchSpeedTiedToDifficultyTitle".Translate(), "ResearchSpeedTiedToDifficultyDesc".Translate(), true); StudySpeedTiedToDifficulty = Settings.GetHandle <bool>("StudySpeedTiedToDifficulty", "StudySpeedTiedToDifficultyTitle".Translate(), "StudySpeedTiedToDifficultyDesc".Translate(), true); }