protected override void ScatterAt(IntVec3 pos, Map map, GenStepParams parms, int count) { var s = new Stencil(map).MoveTo(pos); s = s.Bound(s.MinX, 0, s.MaxX, 0) .ClearThingsInBounds(); s.Expand(1) .FillTerrain(GenCity.RandomFloor(map), IsValidTile); var sandbagStuff = GenCity.RandomStuff(ThingDefOf.Sandbags, map); s.MoveWithBounds(0, -2) .Border(ThingDefOf.Sandbags, sandbagStuff, mask: IsValidTile); s.MoveWithBounds(0, 2) .Border(ThingDefOf.Sandbags, sandbagStuff, mask: IsValidTile); var sentries = sentryRange.RandomInRange; for (var i = 0; i < sentries; i++) { var point = s.MoveRand().pos + IntVec3.North * 3; GenCity.SpawnInhabitant(point, map, new LordJob_DefendBase(map.ParentFaction, point)); } }
protected override void ScatterAt(IntVec3 pos, Map map, GenStepParams parms, int count) { var tier = tierRange.RandomInRange; pos.z = (int)(map.Size.z * (1 - Rand.Value * mapDensity)); ///////// var s = new Stencil(map).MoveTo(pos); // if (IsValidWallTile(map, s.pos)) { // s.Spawn(ThingDefOf.Door, wallStuff); // } s = s.Bound(s.MinX, 0, s.MaxX, 0); // s.Fill(ThingDefOf.Wall, wallStuff, IsValidWallTile); s.Expand(0, -1, 0, -3) .ClearThingsInBounds(); s.MoveWithBounds(0, -3) .Fill(ThingDefOf.Barricade, GenCity.RandomStuff(ThingDefOf.Barricade, map), IsValidTile); var sentries = sentryRange.RandomInRange; for (var i = 0; i < sentries; i++) { var point = s.MoveRand().pos + IntVec3.South; GenCity.SpawnInhabitant(point, map, new LordJob_DefendBase(map.ParentFaction, point)); } if (Config_Cities.Instance.enableMortars) { var mortars = tierRange.RandomInRange * 1; /**/ for (var i = 0; i < mortars; i++) { var attempts = 10; do { var point = s.Expand(-2, 0, -2, 0).MoveRand().pos + IntVec3.North * (tier + 2); var sMortar = s.MoveTo(point).ExpandRegion(IsValidEmplacementTile, 25).Center(); if (s.Area >= 9) { var mortar = sMortar.ClearThingsInBounds() .FillTerrain(TerrainDefOf.Concrete) .Back() .Spawn(ThingDefOf.Turret_Mortar, GenCity.RandomStuff(ThingDefOf.Turret_Mortar, map)); mortar.SetFactionDirect(map.ParentFaction); var ammoPoint = point + IntVec3.North * 2; var ammo = s.MoveTo(ammoPoint).Spawn(0, 0, ThingDefOf.Shell_HighExplosive); ammo.stackCount = ammoRange.RandomInRange; ammo.SetOwnedByCity(true, s.map); GenCity.SpawnInhabitant(ammoPoint, map, new LordJob_ManTurrets()); break; } } while (attempts-- > 0); } } s.Bound(s.MinX, 0, s.MaxX, 0) .Expand(3).FillTerrain(TerrainDefOf.Concrete, IsValidTile); // s.Bound(s.MinX, 0, s.MaxX, -3) // .FillRoof(RoofDefOf.RoofConstructed, IsValidTile); }