private static void AddNewlyMarriedThoughts(Pawn pawn, Pawn otherPawn)
        {
            pawn.needs.mood.thoughts.TryGainThought(ThoughtDefOf.GotMarried);
            Thought_SocialMemory thought_SocialMemory = (Thought_SocialMemory)ThoughtMaker.MakeThought(ThoughtDefOf.HoneymoonPhase);

            thought_SocialMemory.SetOtherPawn(otherPawn);
            pawn.needs.mood.thoughts.TryGainThought(thought_SocialMemory);
        }
示例#2
0
        public override void Generate()
        {
            foreach (Pawn current in MapInitData.colonists)
            {
                current.SetFactionDirect(Faction.OfColony);
                PawnComponentsUtility.AddAndRemoveDynamicComponents(current, false);
                current.needs.mood.thoughts.TryGainThought(ThoughtDefOf.NewColonyOptimism);
                foreach (Pawn current2 in MapInitData.colonists)
                {
                    if (current2 != current)
                    {
                        DamageDef def;
                        def = DamageDefOf.Blunt;
                        Thought_SocialMemory thought_SocialMemory = (Thought_SocialMemory)ThoughtMaker.MakeThought(ThoughtDefOf.CrashedTogether);
                        thought_SocialMemory.SetOtherPawn(current2);
                        current.needs.mood.thoughts.TryGainThought(thought_SocialMemory);
                        current2.TakeDamage(new DamageInfo(def, 1));
                    }
                }
            }
            Genstep_Colonists.CreateInitialWorkSettings();
            bool startedDirectInEditor = MapInitData.StartedDirectInEditor;
            List <List <Thing> > list  = new List <List <Thing> >();

            foreach (Pawn current3 in MapInitData.colonists)
            {
                if (MapInitData.startedFromEntry && Rand.Value < 0.5f)
                {
                    current3.health.AddHediff(HediffDefOf.CryptosleepSickness, null, null);
                }
                List <Thing> list2 = new List <Thing>();
                list2.Add(current3);
                Thing thing = ThingMaker.MakeThing(ThingDefOf.MealSurvivalPack, null);
                thing.stackCount = 10;
                list2.Add(thing);
                Thing thing2 = ThingMaker.MakeThing(ThingDefOf.Medicine, null);
                thing2.stackCount = 8;
                list2.Add(thing2);
                list.Add(list2);
            }
            List <Thing> list3 = new List <Thing>
            {
                ThingMaker.MakeThing(ThingDefOf.Gun_SurvivalRifle, null),
                ThingMaker.MakeThing(ThingDefOf.Gun_Pistol, null),
                ThingMaker.MakeThing(ThingDefOf.MeleeWeapon_Knife, ThingDefOf.Plasteel),
                Genstep_Colonists.GenerateRandomPet()
            };
            int num = 0;

            foreach (Thing current4 in list3)
            {
                current4.SetFactionDirect(Faction.OfColony);
                list[num].Add(current4);
                num++;
                if (num >= list.Count)
                {
                    num = 0;
                }
            }
            bool canInstaDropDuringInit = startedDirectInEditor;

            DropPodUtility.DropThingGroupsNear(MapGenerator.PlayerStartSpot, list, 110, canInstaDropDuringInit, true, true);
        }