示例#1
0
        public void UpdatePawns(Map map)
        {
            IEnumerable <Pawn> pawns = RimValiUtility.CheckAllPawnsInMapAndFaction(map, Faction.OfPlayer).Where(x => x.def == AvaliDefs.RimVali);

            foreach (Pawn pawn in pawns)
            {
                AvaliThoughtDriver avaliThoughtDriver = pawn.TryGetComp <AvaliThoughtDriver>();
                PackComp           packComp           = pawn.TryGetComp <PackComp>();
                if (!(avaliThoughtDriver == null))
                {
                    if (pawn.def == AvaliDefs.RimVali)
                    {
                        if (RimValiUtility.GetPackSize(pawn, avaliThoughtDriver.Props.relationDef) > 1)
                        {
                            PawnRelationDef relationDef = avaliThoughtDriver.Props.relationDef;
                            UpdateSharedRoomThought(pawn, relationDef, avaliThoughtDriver.Props.inSameRoomThought);
                            UpdateBedRoomThought(pawn, relationDef, avaliThoughtDriver.Props.sharedBedroomThought, avaliThoughtDriver.Props.sleptApartThought);
                        }
                    }
                }
                if (!(packComp == null))
                {
                    if (packComp.Props.canHaveAloneThought)
                    {
                        UpdateThought(pawn, packComp.Props.relation, packComp.Props.aloneThought);
                    }
                }
            }
        }
示例#2
0
        public Pawn PawnToUpload()
        {
            ThingWithComps parent = this.parent;
            List <Pawn>    pawns  = RimValiUtility.CheckAllPawnsInMapAndFaction(parent.Map, parent.Faction).ToList <Pawn>();

            foreach (Pawn pawn in pawns)
            {
                PhysicalInteractionReservationManager physicalInteractionReservationManager = new PhysicalInteractionReservationManager();
                if (physicalInteractionReservationManager.IsReservedBy(pawn, this.parent) == true)
                {
                    return(pawn);
                }
            }
            return(null);
        }
示例#3
0
        public void UpdatePawns(Map map)
        {
            AvaliPackDriver         AvaliPackDriver = Current.Game.GetComponent <AvaliPackDriver>();
            IEnumerable <Pawn>      pawns           = RimValiUtility.CheckAllPawnsInMapAndFaction(map, Faction.OfPlayer).Where(x => AvaliPackDriver.racesInPacks.Contains(x.def));
            IEnumerable <AvaliPack> packs           = AvaliPackDriver.packs;

            foreach (Pawn pawn in pawns)
            {
                AvaliThoughtDriver avaliThoughtDriver = pawn.TryGetComp <AvaliThoughtDriver>();
                PackComp           packComp           = pawn.TryGetComp <PackComp>();
                if (!(avaliThoughtDriver == null))
                {
                    //Log.Message("Pawn has pack comp, moving to next step...");
                    if (AvaliPackDriver.packs == null || AvaliPackDriver.packs.Count == 0)
                    {
                        //Log.Message("How did we get here? [Pack list was 0 or null]");
                        return;
                    }
                    AvaliPack pawnPack = null;
                    //This errors out when pawns dont have a pack, in rare cases. That is bad. This stops it from doing that.
                    try { pawnPack = pawn.GetPack(); }
                    catch
                    {
                        return;
                    }
                    //Log.Message("Tried to get packs pack, worked.");
                    if (pawnPack == null)
                    {
                        //Log.Message("How did we get here? [Pack was null.]");
                        break;
                    }
                    foreach (Pawn packmate in pawnPack.pawns)
                    {
                        Thought_Memory thought_Memory2 = (Thought_Memory)ThoughtMaker.MakeThought(packComp.Props.togetherThought);
                        if (!(packmate == pawn) && packmate != null && pawn != null)
                        {
                            bool bubble;
                            if (!thought_Memory2.TryMergeWithExistingMemory(out bubble))
                            {
                                //Log.Message("Adding thought to pawn.");
                                pawn.needs.mood.thoughts.memories.TryGainMemory(thought_Memory2, packmate);
                            }
                        }
                    }
                }
            }
        }
示例#4
0
        public void UpdatePawns(Map map)
        {
            List <ThingDef>    races = RimvaliPotentialPackRaces.potentialPackRaces.ToList <ThingDef>();
            IEnumerable <Pawn> pawns = RimValiUtility.CheckAllPawnsInMapAndFaction(map, Faction.OfPlayer);

            foreach (Pawn pawn in pawns)
            {
                if (pawn.IsHashIntervalTick(120))
                {
                    AvaliThoughtDriver avaliThoughtDriver = pawn.TryGetComp <AvaliThoughtDriver>();
                    if (pawn.def == AvaliDefs.RimVali)
                    {
                        if (RimValiUtility.GetPackSize(pawn, avaliThoughtDriver.Props.relationDef) > 0)
                        {
                            PawnRelationDef relationDef = avaliThoughtDriver.Props.relationDef;
                            UpdateSharedRoomThought(pawn, relationDef, avaliThoughtDriver.Props.inSameRoomThought);
                            UpdateBedRoomThought(pawn, relationDef, avaliThoughtDriver.Props.sharedBedroomThought, avaliThoughtDriver.Props.sleptApartThought);
                        }
                    }
                }
            }
        }