private static void RecheckTaming(ref bool __result, Pawn pawn, Pawn animal)
        {
            bool newResult = false;

            // We're only interested in reversing a failure to interact
            if (!__result)
            {
                // If the reason for failure is AnimalsSkillTooLow
                int animalSkillReq = TrainableUtility.MinimumHandlingSkill(animal);
                if (JobFailReason.Reason == "AnimalsSkillTooLow".Translate(animalSkillReq))
                {
                    // If the colonist has Inspired Taming
                    if (pawn.InspirationDef == InspirationDefOf.Inspired_Taming)
                    {
                        // Get colonist's current Animal skill level
                        int curSkill = pawn.skills.GetSkill(SkillDefOf.Animals).Level;

                        // How much skill boost should be added by Inspired Taming
                        int skillBoost = 0;
                        switch (BoostSettings.Boost)
                        {
                        case BoostSettings.BoostType.Unlimited:
                            // Boost skill to max
                            skillBoost = 20 - curSkill;
                            break;

                        case BoostSettings.BoostType.Percentage:
                            // Boost skill by percentage
                            skillBoost = (int)Math.Floor(curSkill * BoostSettings.BoostPercentage);
                            break;

                        case BoostSettings.BoostType.Levels:
                            // Boost skill by number of levels
                            skillBoost = (int)BoostSettings.BoostLevels;
                            break;
                        }
                        if ((curSkill + skillBoost) >= animalSkillReq)
                        {
                            // Allow the colonist to tame the animal
                            newResult = true;
                        }
                        else
                        {
                            // The colonist's skill is still too low to tame the animal
                            JobFailReason.Is("TIT_AnimalSkillStillTooLow".Translate(animalSkillReq, curSkill, skillBoost), null);
                            newResult = false;
                        }
                    }
                }
            }
            // Pass the original result, but allow Inspired Taming to override it if applicable
            __result = __result || newResult;
        }
        private void DoHandlerFloatMenu(Pawn target)
        {
            var settings = target.handlerSettings();
            var minSkill = TrainableUtility.MinimumHandlingSkill(target);
            var options  = new List <FloatMenuOption>();

            options.Add(new FloatMenuOption(HandlerMode.Any.Label(), () => settings.Mode   = HandlerMode.Any));
            options.Add(new FloatMenuOption(HandlerMode.Level.Label(), () => settings.Mode = HandlerMode.Level));

            foreach (var handler in HandlerUtility.HandlersOrdered(target.Map))
            {
                options.Add(new FloatMenuOption(HandlerUtility.HandlerLabel(handler, minSkill),
                                                () => settings.Handler = handler));
            }

            Find.WindowStack.Add(new FloatMenu(options));
        }
示例#3
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        public static IntRange Clamp(this IntRange level, Pawn target)
        {
            var minSkill = TrainableUtility.MinimumHandlingSkill(target);

            return(new IntRange(Math.Max(level.min, minSkill), Math.Max(level.max, minSkill)));
        }