public static bool CanReach(this Reachability reachability, IntVec3 start, LocalTargetInfo dest, PathEndMode peMode, TraverseParms traverseParams) { // NOTE: not checking reachability.working if (traverseParams.thing != null) { if (!traverseParams.thing.Spawned) { return(false); } // ERROR: thing.map != this.map } if (ReachabilityImmediate.CanReachImmediate(start, dest, reachability.GetMap(), peMode, traverseParams.thing)) { return(true); } if (!dest.IsValid) { return(false); } if (dest.HasThing && dest.Thing.Map != reachability.GetMap()) { return(false); } if (!start.InBounds(reachability.GetMap()) || !dest.Cell.InBounds(reachability.GetMap())) { return(false); } if (peMode == PathEndMode.OnCell || peMode == PathEndMode.Touch || peMode == PathEndMode.ClosestTouch) { Room room = RegionAndRoomQuery.RoomAtFast(start, reachability.GetMap(), RegionType.Set_Passable); if (room != null && room == RegionAndRoomQuery.RoomAtFast(dest.Cell, reachability.GetMap(), RegionType.Set_Passable)) { return(true); } } return(true); // TEMP }
public static bool CanReach(Reachability __instance, ref bool __result, IntVec3 start, LocalTargetInfo dest, PathEndMode peMode, TraverseParms traverseParams) { Map map = __instance.map; //if (working) //{ //Log.ErrorOnce("Called CanReach() while working. This should never happen. Suppressing further errors.", 7312233); //return false; //} if (traverseParams.pawn != null) { if (!traverseParams.pawn.Spawned) { __result = false; return(false); } if (traverseParams.pawn.Map != map) { Log.Error(string.Concat("Called CanReach() with a pawn spawned not on this map. This means that we can't check his reachability here. Pawn's current map should have been used instead of this one. pawn=", traverseParams.pawn, " pawn.Map=", traverseParams.pawn.Map, " map=", map)); __result = false; return(false); } } if (ReachabilityImmediate.CanReachImmediate(start, dest, map, peMode, traverseParams.pawn)) { __result = true; return(false); } if (!dest.IsValid) { __result = false; return(false); } if (dest.HasThing && dest.Thing.Map != map) { __result = false; return(false); } if (!start.InBounds(map) || !dest.Cell.InBounds(map)) { __result = false; return(false); } if ((peMode == PathEndMode.OnCell || peMode == PathEndMode.Touch || peMode == PathEndMode.ClosestTouch) && traverseParams.mode != TraverseMode.NoPassClosedDoorsOrWater && traverseParams.mode != TraverseMode.PassAllDestroyableThingsNotWater) { #if RW12 Room room = RegionAndRoomQuery.RoomAtFast(start, map); if (room != null && room == RegionAndRoomQuery.RoomAtFast(dest.Cell, map)) #endif #if RW13 District district = RegionAndRoomQuery.DistirctAtFast(start, map); if (district != null && district == RegionAndRoomQuery.DistirctAtFast(dest.Cell, map)) #endif { __result = true; return(false); } } if (traverseParams.mode == TraverseMode.PassAllDestroyableThings) { TraverseParms traverseParams2 = traverseParams; traverseParams2.mode = TraverseMode.PassDoors; bool canReachResult = false; CanReach(__instance, ref canReachResult, start, dest, peMode, traverseParams2); if (canReachResult) { __result = true; return(false); } } dest = (LocalTargetInfo)GenPath.ResolvePathMode(traverseParams.pawn, dest.ToTargetInfo(map), ref peMode); //working = true; try { #if RW12 __instance.pathGrid = map.pathGrid; PathGrid pathGrid = map.pathGrid; #endif #if RW13 __instance.pathGrid = map.pathing.For(traverseParams).pathGrid; PathGrid pathGrid = __instance.pathGrid; #endif __instance.regionGrid = map.regionGrid; RegionGrid regionGrid = map.regionGrid; destRegions.Clear(); switch (peMode) { case PathEndMode.OnCell: { Region region = dest.Cell.GetRegion(map); if (region != null && region.Allows(traverseParams, isDestination: true)) { destRegions.Add(region); } break; } case PathEndMode.Touch: TouchPathEndModeUtility.AddAllowedAdjacentRegions(dest, traverseParams, map, destRegions); break; } if (destRegions.Count == 0 && traverseParams.mode != TraverseMode.PassAllDestroyableThings && traverseParams.mode != TraverseMode.PassAllDestroyableThingsNotWater) { __result = false; return(false); } destRegions.RemoveDuplicates(); regionsReached.Clear(); openQueue.Clear(); startingRegions.Clear(); DetermineStartRegions(map, start, startingRegions, pathGrid, regionGrid, openQueue, regionsReached); if (openQueue.Count == 0 && traverseParams.mode != TraverseMode.PassAllDestroyableThings && traverseParams.mode != TraverseMode.PassAllDestroyableThingsNotWater) { __result = false; return(false); } if (startingRegions.Any() && destRegions.Any() && __instance.CanUseCache(traverseParams.mode)) { switch (GetCachedResult(__instance, traverseParams, startingRegions, destRegions)) { case BoolUnknown.True: __result = true; return(false); case BoolUnknown.False: __result = false; return(false); } } if (traverseParams.mode == TraverseMode.PassAllDestroyableThings || traverseParams.mode == TraverseMode.PassAllDestroyableThingsNotWater || traverseParams.mode == TraverseMode.NoPassClosedDoorsOrWater) { bool result = __instance.CheckCellBasedReachability(start, dest, peMode, traverseParams); __result = result; return(false); } bool result2 = CheckRegionBasedReachability(__instance, traverseParams, openQueue, regionsReached, startingRegions, destRegions); __result = result2; return(false); } finally { //working = false; } }
protected override Job TryGiveJob(Pawn pawn) { if (!Controller.settings.EnableAmmoSystem || !Controller.settings.AutoTakeAmmo) { return(null); } if (!pawn.RaceProps.Humanlike || (pawn.story != null && pawn.story.WorkTagIsDisabled(WorkTags.Violent))) { return(null); } if (pawn.Faction.IsPlayer && pawn.Drafted) { return(null); } if (!Rand.MTBEventOccurs(60, 1, 30)) { return(null); } // Log.Message(pawn.ToString() + " - priority:" + (GetPriorityWork(pawn)).ToString() + " capacityWeight: " + pawn.TryGetComp<CompInventory>().capacityWeight.ToString() + " currentWeight: " + pawn.TryGetComp<CompInventory>().currentWeight.ToString() + " capacityBulk: " + pawn.TryGetComp<CompInventory>().capacityBulk.ToString() + " currentBulk: " + pawn.TryGetComp<CompInventory>().currentBulk.ToString()); var brawler = (pawn.story != null && pawn.story.traits != null && pawn.story.traits.HasTrait(TraitDefOf.Brawler)); CompInventory inventory = pawn.TryGetComp <CompInventory>(); bool hasPrimary = (pawn.equipment != null && pawn.equipment.Primary != null); CompAmmoUser primaryammouser = hasPrimary ? pawn.equipment.Primary.TryGetComp <CompAmmoUser>() : null; if (inventory != null) { // Prefer ranged weapon in inventory if (!pawn.Faction.IsPlayer && hasPrimary && pawn.equipment.Primary.def.IsMeleeWeapon && !brawler) { if ((pawn.skills.GetSkill(SkillDefOf.Shooting).Level >= pawn.skills.GetSkill(SkillDefOf.Melee).Level || pawn.skills.GetSkill(SkillDefOf.Shooting).Level >= 6)) { ThingWithComps InvListGun3 = inventory.rangedWeaponList.Find(thing => thing.TryGetComp <CompAmmoUser>() != null && thing.TryGetComp <CompAmmoUser>().HasAmmoOrMagazine); if (InvListGun3 != null) { inventory.TrySwitchToWeapon(InvListGun3); } } } // Drop excess ranged weapon if (!pawn.Faction.IsPlayer && primaryammouser != null && GetPriorityWork(pawn) == WorkPriority.Unloading && inventory.rangedWeaponList.Count >= 1) { Thing ListGun = inventory.rangedWeaponList.Find(thing => thing.TryGetComp <CompAmmoUser>() != null && thing.def != pawn.equipment.Primary.def); if (ListGun != null) { Thing ammoListGun = null; if (!ListGun.TryGetComp <CompAmmoUser>().HasAmmoOrMagazine) { foreach (AmmoLink link in ListGun.TryGetComp <CompAmmoUser>().Props.ammoSet.ammoTypes) { if (inventory.ammoList.Find(thing => thing.def == link.ammo) == null) { ammoListGun = ListGun; break; } } } if (ammoListGun != null) { Thing droppedWeapon; if (inventory.container.TryDrop(ListGun, pawn.Position, pawn.Map, ThingPlaceMode.Near, ListGun.stackCount, out droppedWeapon)) { pawn.jobs.EndCurrentJob(JobCondition.None, true); pawn.jobs.TryTakeOrderedJob(new Job(JobDefOf.DropEquipment, droppedWeapon, 30, true)); } } } } // Find and drop not need ammo from inventory if (!pawn.Faction.IsPlayer && hasPrimary && inventory.ammoList.Count > 1 && GetPriorityWork(pawn) == WorkPriority.Unloading) { Thing WrongammoThing = null; WrongammoThing = primaryammouser != null ? inventory.ammoList.Find(thing => !primaryammouser.Props.ammoSet.ammoTypes.Any(a => a.ammo == thing.def)) : inventory.ammoList.RandomElement <Thing>(); if (WrongammoThing != null) { Thing InvListGun = inventory.rangedWeaponList.Find(thing => hasPrimary && thing.TryGetComp <CompAmmoUser>() != null && thing.def != pawn.equipment.Primary.def); if (InvListGun != null) { Thing ammoInvListGun = null; foreach (AmmoLink link in InvListGun.TryGetComp <CompAmmoUser>().Props.ammoSet.ammoTypes) { ammoInvListGun = inventory.ammoList.Find(thing => thing.def == link.ammo); break; } if (ammoInvListGun != null && ammoInvListGun != WrongammoThing) { Thing droppedThingAmmo; if (inventory.container.TryDrop(ammoInvListGun, pawn.Position, pawn.Map, ThingPlaceMode.Near, ammoInvListGun.stackCount, out droppedThingAmmo)) { pawn.jobs.EndCurrentJob(JobCondition.None, true); pawn.jobs.TryTakeOrderedJob(new Job(JobDefOf.DropEquipment, 30, true)); } } } else { Thing droppedThing; if (inventory.container.TryDrop(WrongammoThing, pawn.Position, pawn.Map, ThingPlaceMode.Near, WrongammoThing.stackCount, out droppedThing)) { pawn.jobs.EndCurrentJob(JobCondition.None, true); pawn.jobs.TryTakeOrderedJob(new Job(JobDefOf.DropEquipment, 30, true)); } } } } Room room = RegionAndRoomQuery.RoomAtFast(pawn.Position, pawn.Map); // Find weapon in inventory and try to switch if any ammo in inventory. if (GetPriorityWork(pawn) == WorkPriority.Weapon && !hasPrimary) { ThingWithComps InvListGun2 = inventory.rangedWeaponList.Find(thing => thing.TryGetComp <CompAmmoUser>() != null); if (InvListGun2 != null) { Thing ammoInvListGun2 = null; foreach (AmmoLink link in InvListGun2.TryGetComp <CompAmmoUser>().Props.ammoSet.ammoTypes) { ammoInvListGun2 = inventory.ammoList.Find(thing => thing.def == link.ammo); break; } if (ammoInvListGun2 != null) { inventory.TrySwitchToWeapon(InvListGun2); } } // Find weapon with near ammo for ai. if (!pawn.Faction.IsPlayer) { Predicate <Thing> validatorWS = (Thing w) => w.def.IsWeapon && w.MarketValue > 500 && pawn.CanReserve(w, 1) && (DangerInPosRadius(pawn, w.Position, pawn.Map, 30f).Count() <= 0 ? pawn.Position.InHorDistOf(w.Position, 25f) : pawn.Position.InHorDistOf(w.Position, 6f)) && pawn.CanReach(w, PathEndMode.Touch, Danger.Deadly, true) && (pawn.Faction.HostileTo(Faction.OfPlayer) || pawn.Faction == Faction.OfPlayer || !pawn.Map.areaManager.Home[w.Position]); // generate a list of all weapons (this includes melee weapons) List <Thing> allWeapons = ( from w in pawn.Map.listerThings.ThingsInGroup(ThingRequestGroup.HaulableAlways) where validatorWS(w) orderby w.MarketValue - w.Position.DistanceToSquared(pawn.Position) * 2f descending select w ).ToList(); // now just get the ranged weapons out... List <Thing> rangedWeapons = allWeapons.Where(w => w.def.IsRangedWeapon).ToList(); if (!rangedWeapons.NullOrEmpty()) { foreach (Thing thing in rangedWeapons) { if (thing.TryGetComp <CompAmmoUser>() == null) { // pickup a non-CE ranged weapon... int numToThing = 0; if (inventory.CanFitInInventory(thing, out numToThing)) { return(new Job(JobDefOf.Equip, thing) { checkOverrideOnExpire = true, expiryInterval = 100 }); } } else { // pickup a CE ranged weapon... List <ThingDef> thingDefAmmoList = thing.TryGetComp <CompAmmoUser>().Props.ammoSet.ammoTypes.Select(g => g.ammo as ThingDef).ToList(); Predicate <Thing> validatorA = (Thing t) => t.def.category == ThingCategory.Item && t is AmmoThing && pawn.CanReserve(t, 1) && (DangerInPosRadius(pawn, t.Position, pawn.Map, 30f).Count() <= 0 ? pawn.Position.InHorDistOf(t.Position, 25f) : pawn.Position.InHorDistOf(t.Position, 6f)) && pawn.CanReach(t, PathEndMode.Touch, Danger.Deadly, true) && (pawn.Faction.HostileTo(Faction.OfPlayer) || pawn.Faction == Faction.OfPlayer || !pawn.Map.areaManager.Home[t.Position]); List <Thing> thingAmmoList = ( from t in pawn.Map.listerThings.ThingsInGroup(ThingRequestGroup.HaulableAlways) where validatorA(t) select t ).ToList(); if (thingAmmoList.Count > 0 && thingDefAmmoList.Count > 0) { int desiredStackSize = thing.TryGetComp <CompAmmoUser>().Props.magazineSize * 2; Thing th = thingAmmoList.FirstOrDefault(x => thingDefAmmoList.Contains(x.def) && x.stackCount > desiredStackSize); if (th != null) { int numToThing = 0; if (inventory.CanFitInInventory(thing, out numToThing)) { return(new Job(JobDefOf.Equip, thing) { checkOverrideOnExpire = true, expiryInterval = 100 }); } } } } } } // else if no ranged weapons with nearby ammo was found, lets consider a melee weapon. if (allWeapons != null && allWeapons.Count > 0) { // since we don't need to worry about ammo, just pick one. Thing meleeWeapon = allWeapons.FirstOrDefault(w => !w.def.IsRangedWeapon && w.def.IsMeleeWeapon); if (meleeWeapon != null) { return(new Job(JobDefOf.Equip, meleeWeapon) { checkOverrideOnExpire = true, expiryInterval = 100 }); } } } } // Find ammo if ((GetPriorityWork(pawn) == WorkPriority.Ammo || GetPriorityWork(pawn) == WorkPriority.LowAmmo) && primaryammouser != null) { List <ThingDef> curAmmoList = (from AmmoLink g in primaryammouser.Props.ammoSet.ammoTypes select g.ammo as ThingDef).ToList(); if (curAmmoList.Count > 0) { Predicate <Thing> validator = (Thing t) => t is AmmoThing && pawn.CanReserve(t, 1) && pawn.CanReach(t, PathEndMode.Touch, Danger.Deadly, true) && ((pawn.Faction.IsPlayer && !ForbidUtility.IsForbidden(t, pawn)) || (!pawn.Faction.IsPlayer && DangerInPosRadius(pawn, t.Position, Find.VisibleMap, 30f).Count() <= 0 ? pawn.Position.InHorDistOf(t.Position, 25f) : pawn.Position.InHorDistOf(t.Position, 6f))) && (pawn.Faction.HostileTo(Faction.OfPlayer) || pawn.Faction == Faction.OfPlayer || !pawn.Map.areaManager.Home[t.Position]); List <Thing> curThingList = ( from t in pawn.Map.listerThings.ThingsInGroup(ThingRequestGroup.HaulableAlways) where validator(t) select t ).ToList(); foreach (Thing th in curThingList) { foreach (ThingDef thd in curAmmoList) { if (thd == th.def) { //Defence from low count loot spam float thw = (th.GetStatValue(CE_StatDefOf.Bulk)) * th.stackCount; if (thw > 0.5f) { if (pawn.Faction.IsPlayer) { int SearchRadius = 0; if (GetPriorityWork(pawn) == WorkPriority.LowAmmo) { SearchRadius = 70; } else { SearchRadius = 30; } Thing closestThing = GenClosest.ClosestThingReachable( pawn.Position, pawn.Map, ThingRequest.ForDef(th.def), PathEndMode.ClosestTouch, TraverseParms.For(pawn, Danger.None, TraverseMode.ByPawn), SearchRadius, x => !x.IsForbidden(pawn) && pawn.CanReserve(x)); if (closestThing != null) { int numToCarry = 0; if (inventory.CanFitInInventory(th, out numToCarry)) { return(new Job(JobDefOf.TakeInventory, th) { count = numToCarry }); } } } else { int numToCarry = 0; if (inventory.CanFitInInventory(th, out numToCarry)) { return(new Job(JobDefOf.TakeInventory, th) { count = Mathf.RoundToInt(numToCarry * 0.8f), expiryInterval = 150, checkOverrideOnExpire = true }); } } } } } } } } /* * if (!pawn.Faction.IsPlayer && pawn.apparel != null && GetPriorityWork(pawn) == WorkPriority.Apparel) * { * if (!pawn.apparel.BodyPartGroupIsCovered(BodyPartGroupDefOf.Torso)) * { * Apparel apparel = this.FindGarmentCoveringPart(pawn, BodyPartGroupDefOf.Torso); * if (apparel != null) * { * int numToapparel = 0; * if (inventory.CanFitInInventory(apparel, out numToapparel)) * { * return new Job(JobDefOf.Wear, apparel) * { * ignoreForbidden = true * }; * } * } * } * if (!pawn.apparel.BodyPartGroupIsCovered(BodyPartGroupDefOf.Legs)) * { * Apparel apparel2 = this.FindGarmentCoveringPart(pawn, BodyPartGroupDefOf.Legs); * if (apparel2 != null) * { * int numToapparel2 = 0; * if (inventory.CanFitInInventory(apparel2, out numToapparel2)) * { * return new Job(JobDefOf.Wear, apparel2) * { * ignoreForbidden = true * }; * } * } * } * if (!pawn.apparel.BodyPartGroupIsCovered(BodyPartGroupDefOf.FullHead)) * { * Apparel apparel3 = this.FindGarmentCoveringPart(pawn, BodyPartGroupDefOf.FullHead); * if (apparel3 != null) * { * int numToapparel3 = 0; * if (inventory.CanFitInInventory(apparel3, out numToapparel3)) * { * return new Job(JobDefOf.Wear, apparel3) * { * ignoreForbidden = true, * locomotionUrgency = LocomotionUrgency.Sprint * }; * } * } * } * } */ return(null); } return(null); }
public bool CanReach(IntVec3 start, LocalTargetInfo dest, PathEndMode peMode, TraverseParms traverseParams) { if (this.working) { Log.ErrorOnce("Called ReachableBetween while working. This should never happen. Suppressing further errors.", 7312233); return(false); } if (traverseParams.pawn != null) { if (!traverseParams.pawn.Spawned) { return(false); } if (traverseParams.pawn.Map != this.map) { Log.Error(string.Concat(new object[] { "Called CanReach() with a pawn spawned not on this map. This means that we can't check his reachability here. Pawn's current map should have been used instead of this one. pawn=", traverseParams.pawn, " pawn.Map=", traverseParams.pawn.Map, " map=", this.map })); return(false); } } if (ReachabilityImmediate.CanReachImmediate(start, dest, this.map, peMode, traverseParams.pawn)) { return(true); } if (!dest.IsValid) { return(false); } if (dest.HasThing && dest.Thing.Map != this.map) { return(false); } if (!start.InBounds(this.map) || !dest.Cell.InBounds(this.map)) { return(false); } if (peMode == PathEndMode.OnCell || peMode == PathEndMode.Touch || peMode == PathEndMode.ClosestTouch) { Room room = RegionAndRoomQuery.RoomAtFast(start, this.map, RegionType.Set_Passable); if (room != null && room == RegionAndRoomQuery.RoomAtFast(dest.Cell, this.map, RegionType.Set_Passable)) { return(true); } } if (traverseParams.mode == TraverseMode.PassAllDestroyableThings) { TraverseParms traverseParams2 = traverseParams; traverseParams2.mode = TraverseMode.PassDoors; if (this.CanReach(start, dest, peMode, traverseParams2)) { return(true); } } dest = (LocalTargetInfo)GenPath.ResolvePathMode(traverseParams.pawn, dest.ToTargetInfo(this.map), ref peMode); this.working = true; bool result; try { this.pathGrid = this.map.pathGrid; this.regionGrid = this.map.regionGrid; this.reachedIndex += 1u; this.destRegions.Clear(); if (peMode == PathEndMode.OnCell) { Region region = dest.Cell.GetRegion(this.map, RegionType.Set_Passable); if (region != null && region.Allows(traverseParams, true)) { this.destRegions.Add(region); } } else if (peMode == PathEndMode.Touch) { TouchPathEndModeUtility.AddAllowedAdjacentRegions(dest, traverseParams, this.map, this.destRegions); } if (this.destRegions.Count == 0 && traverseParams.mode != TraverseMode.PassAllDestroyableThings) { this.FinalizeCheck(); result = false; } else { this.destRegions.RemoveDuplicates <Region>(); this.openQueue.Clear(); this.numRegionsOpened = 0; this.DetermineStartRegions(start); if (this.openQueue.Count == 0 && traverseParams.mode != TraverseMode.PassAllDestroyableThings) { this.FinalizeCheck(); result = false; } else { if (this.startingRegions.Any <Region>() && this.destRegions.Any <Region>()) { BoolUnknown cachedResult = this.GetCachedResult(traverseParams); if (cachedResult == BoolUnknown.True) { this.FinalizeCheck(); result = true; return(result); } if (cachedResult == BoolUnknown.False) { this.FinalizeCheck(); result = false; return(result); } if (cachedResult != BoolUnknown.Unknown) { } } if (traverseParams.mode == TraverseMode.PassAllDestroyableThings) { bool flag = this.CheckCellBasedReachability(start, dest, peMode, traverseParams); this.FinalizeCheck(); result = flag; } else { bool flag2 = this.CheckRegionBasedReachability(traverseParams); this.FinalizeCheck(); result = flag2; } } } } finally { this.working = false; } return(result); }
static Job FindBedrollJob(Job fallbackJob, Pawn pawn) { if (!pawn.IsColonistPlayerControlled) { return(fallbackJob); } Log.Message(pawn + " looking for inventory beds"); MinifiedThing invBed = (MinifiedThing)FindMinifiedBed(pawn); if (invBed == null) { return(fallbackJob); } Log.Message(pawn + " found " + invBed); Map map = pawn.Map; Building_Bed bed = (Building_Bed)invBed.GetInnerIfMinified(); Func <IntVec3, Rot4, bool> cellValidatorDir = delegate(IntVec3 c, Rot4 direction) { if (RegionAndRoomQuery.RoomAtFast(c, map).isPrisonCell != pawn.IsPrisoner) { return(false); } if (!GenConstruct.CanPlaceBlueprintAt(invBed.GetInnerIfMinified().def, c, direction, map).Accepted) { return(false); } if (c.IsForbidden(pawn)) { return(false); } for (CellRect.CellRectIterator iterator = GenAdj.OccupiedRect(c, direction, bed.def.size).GetIterator(); !iterator.Done(); iterator.MoveNext()) { foreach (Thing t in iterator.Current.GetThingList(map)) { if (!(t is Pawn) && GenConstruct.BlocksConstruction(bed, t)) { return(false); } } if (!(map.zoneManager.ZoneAt(c) is null)) { return(false); } } return(true); }; // North/East would be redundant, except for cells on edge ; oh well, too much code to handle that Predicate <IntVec3> cellValidator = c => cellValidatorDir(c, Rot4.South) || cellValidatorDir(c, Rot4.West); Predicate <IntVec3> goodCellValidator = c => !RegionAndRoomQuery.RoomAt(c, map).PsychologicallyOutdoors&& cellValidator(c); IntVec3 placePosition = IntVec3.Invalid; IntVec3 root = pawn.Position; TraverseParms trav = TraverseParms.For(pawn); if (!CellFinder.TryFindRandomReachableCellNear(root, map, 4, trav, goodCellValidator, null, out placePosition)) { if (!CellFinder.TryFindRandomReachableCellNear(root, map, 12, trav, goodCellValidator, null, out placePosition)) { if (!CellFinder.TryFindRandomReachableCellNear(root, map, 4, trav, cellValidator, null, out placePosition)) { CellFinder.TryFindRandomReachableCellNear(root, map, 12, trav, cellValidator, null, out placePosition); } } } if (placePosition.IsValid) { Rot4 dir = cellValidatorDir(placePosition, Rot4.South) ? Rot4.South : Rot4.West; Blueprint_Install blueprint = GenConstruct.PlaceBlueprintForInstall(invBed, placePosition, map, dir, pawn.Faction); Log.Message(pawn + " placing " + blueprint + " at " + placePosition); return(new Job(JobDefOf.PlaceBedroll, invBed, blueprint) { haulMode = HaulMode.ToContainer }); } Log.Message(pawn + " couldn't find place for " + invBed); return(fallbackJob); }
public static bool CanReach(Reachability __instance, ref bool __result, IntVec3 start, LocalTargetInfo dest, PathEndMode peMode, TraverseParms traverseParams) { /* * if (working) * { * Log.ErrorOnce("Called CanReach() while working. This should never happen. Suppressing further errors.", 7312233); * return false; * } */ Map this_map = map(__instance); if (traverseParams.pawn != null) { if (!traverseParams.pawn.Spawned) { __result = false; return(false); } if (traverseParams.pawn.Map != this_map) { Log.Error("Called CanReach() with a pawn spawned not on this map. This means that we can't check his reachability here. Pawn's current map should have been used instead of this one. pawn=" + (object)traverseParams.pawn + " pawn.Map=" + (object)traverseParams.pawn.Map + " map=" + (object)map(__instance), false); __result = false; return(false); } } if (ReachabilityImmediate.CanReachImmediate(start, dest, this_map, peMode, traverseParams.pawn)) { __result = true; return(false); } if (!dest.IsValid || dest.HasThing && dest.Thing.Map != this_map || (!start.InBounds(this_map) || !dest.Cell.InBounds(this_map))) { __result = false; return(false); } if ((peMode == PathEndMode.OnCell || peMode == PathEndMode.Touch || peMode == PathEndMode.ClosestTouch) && (traverseParams.mode != TraverseMode.NoPassClosedDoorsOrWater && traverseParams.mode != TraverseMode.PassAllDestroyableThingsNotWater)) { Room room = RegionAndRoomQuery.RoomAtFast(start, this_map, RegionType.Set_Passable); if (room != null && room == RegionAndRoomQuery.RoomAtFast(dest.Cell, this_map, RegionType.Set_Passable)) { __result = true; return(false); } } if (traverseParams.mode == TraverseMode.PassAllDestroyableThings) { TraverseParms traverseParams1 = traverseParams; traverseParams1.mode = TraverseMode.PassDoors; if (__instance.CanReach(start, dest, peMode, traverseParams1)) { __result = true; return(false); } } dest = (LocalTargetInfo)GenPath.ResolvePathMode(traverseParams.pawn, dest.ToTargetInfo(this_map), ref peMode); //working = true; try { uint this_reachedIndex; //Replaced reachedIndex lock (reachedIndexLock) //Added { this_reachedIndex = offsetReachedIndex; //Added offsetReachedIndex += 100000; //Added } HashSet <Region> regionsReached = new HashSet <Region>(); //Added PathGrid pathGrid = this_map.pathGrid; //Replaced pathGrid RegionGrid regionGrid = this_map.regionGrid; //Replaced regionGrid ++this_reachedIndex; //Replaced reachedIndex //this_destRegions.Clear(); List <Region> this_destRegions = new List <Region>(); //Replaced destRegions switch (peMode) { case PathEndMode.OnCell: Region region = dest.Cell.GetRegion(this_map, RegionType.Set_Passable); if (region != null && region.Allows(traverseParams, true)) { this_destRegions.Add(region); break; } break; case PathEndMode.Touch: TouchPathEndModeUtility.AddAllowedAdjacentRegions(dest, traverseParams, this_map, this_destRegions); break; } if (this_destRegions.Count == 0 && traverseParams.mode != TraverseMode.PassAllDestroyableThings && traverseParams.mode != TraverseMode.PassAllDestroyableThingsNotWater) { //this.FinalizeCheck(); __result = false; return(false); } this_destRegions.RemoveDuplicates <Region>(); //this_openQueue.Clear(); Queue <Region> this_openQueue = new Queue <Region>(); //Replaced openQueue int this_numRegionsOpened = 0; //Replaced numRegionsOpened List <Region> this_startingRegions = new List <Region>(); DetermineStartRegions2(__instance, start, this_startingRegions, pathGrid, regionGrid, this_reachedIndex, this_openQueue, ref this_numRegionsOpened, regionsReached); if (this_openQueue.Count == 0 && traverseParams.mode != TraverseMode.PassAllDestroyableThings && traverseParams.mode != TraverseMode.PassAllDestroyableThingsNotWater) { //this.FinalizeCheck(); __result = false; return(false); } ReachabilityCache this_cache = cache(__instance); if (this_startingRegions.Any <Region>() && this_destRegions.Any <Region>() && CanUseCache(traverseParams.mode)) { switch (GetCachedResult2(traverseParams, this_startingRegions, this_destRegions, this_cache)) { case BoolUnknown.True: //this.FinalizeCheck(); __result = true; return(false); case BoolUnknown.False: //this.FinalizeCheck(); __result = false; return(false); } } if (traverseParams.mode == TraverseMode.PassAllDestroyableThings || traverseParams.mode == TraverseMode.PassAllDestroyableThingsNotWater || traverseParams.mode == TraverseMode.NoPassClosedDoorsOrWater) { int num = CheckCellBasedReachability(start, dest, peMode, traverseParams, regionGrid, __instance, this_startingRegions, this_cache, this_destRegions ) ? 1 : 0; //this.FinalizeCheck(); __result = num != 0; return(false); } int num1 = CheckRegionBasedReachability(traverseParams, this_openQueue, this_reachedIndex, this_destRegions, this_startingRegions, this_cache, ref this_numRegionsOpened, regionsReached ) ? 1 : 0; //this.FinalizeCheck(); __result = num1 != 0; return(false); } finally { } }