// 5th step: Get the PawnKindDef of the position from the PawnData of the blueprint. private static ThingData TryGetPawnKindDefFromPawnData(BaseBlueprintDef blueprint, int itemPos) { if (blueprint.pawnData == null || blueprint.pawnData.Count() - 1 < itemPos || blueprint.pawnLegend == null) { return(null); } char keyChar = blueprint.pawnData.ElementAt(itemPos); string key = keyChar.ToString(); if (!blueprint.pawnLegend.ContainsKey(key)) { return(null); } return(blueprint.pawnLegend[key]); }
// 2nd step (b): Get the Rotation of the position from the BuildingData of the blueprint. private static Rot4 TryGetRotationFromBuildingData(BaseBlueprintDef blueprint, int itemPos) { // Using buildingData and rotationLegend here.. if (blueprint.buildingData == null || blueprint.buildingData.Count() - 1 < itemPos || blueprint.rotationLegend == null) { return(Rot4.Invalid); } char keyChar = blueprint.buildingData.ElementAt(itemPos); string key = keyChar.ToString(); if (!blueprint.rotationLegend.ContainsKey(key)) { return(Rot4.Invalid); } return(blueprint.rotationLegend[key]); }
public static void CreateBlueprintAt(IntVec3 c, Map map, BaseBlueprintDef blueprint, Faction faction, ThingDef wallStuff, out Dictionary <Pawn, LordType> pawns, out float totalThreat, bool useOneFaction = false, bool useAdditionThreat = false, float additionalPoints = 0f) { pawns = null; totalThreat = 0; if (working) { Log.Error("Called BlueprintHandler.CreateBlueprintAt(..) while it's still working. This is not allowed!"); return; } if (map == null) { Log.Error("Called BlueprintHandler.CreateBlueprintAt(..) with null map."); return; } working = true; allSpawnedPawns = new Dictionary <Pawn, LordType>(); rooms = new HashSet <Room>(); try { CellRect mapRect = new CellRect(c.x, c.z, blueprint.size.x, blueprint.size.z); mapRect.ClipInsideMap(map); // if mapRect was clipped -> the blueprint doesn't fit inside the map... if (mapRect.Width != blueprint.size.x || mapRect.Height != blueprint.size.z) { return; } //// Don't do anything, if there is an cryosleep casket at the building site //foreach (IntVec3 current in mapRect.Cells) //{ // List<Thing> list = map.thingGrid.ThingsListAt(current); // for (int i = 0; i < list.Count; i++) // { // if (list[i].def == ThingDefOf.AncientCryptosleepCasket) // return; // } // if (usedSpots != null) // usedSpots.Add(current); // prevent the base scatterer to use this spot again //} // If a building material is defined, use this if (blueprint.defaultBuildingMaterial != null) { wallStuff = blueprint.defaultBuildingMaterial; } // Make all buildings from the same random stuff if (wallStuff == null) { wallStuff = BaseGenUtility.RandomCheapWallStuff(faction, false); } MakeBlueprintObject(map, faction, mapRect, blueprint, wallStuff, out pawns, out totalThreat, useOneFaction, useAdditionThreat, additionalPoints); if (blueprint.createTrigger) { int nextSignalTagID = Find.UniqueIDsManager.GetNextSignalTagID(); string signalTag = "unfogBaseAreaTriggerSignal-" + nextSignalTagID; SignalAction_Letter signalAction_Letter = (SignalAction_Letter)ThingMaker.MakeThing(ThingDefOf.SignalAction_Letter, null); signalAction_Letter.signalTag = signalTag; if (blueprint.TriggerLetterMessageText != null) { if (blueprint.TriggerLetterDef == null) { blueprint.TriggerLetterDef = LetterDefOf.ThreatSmall; } if (blueprint.TriggerLetterLabel != null) { signalAction_Letter.letter = LetterMaker.MakeLetter(blueprint.TriggerLetterLabel.Translate(), blueprint.TriggerLetterMessageText.Translate(), blueprint.TriggerLetterDef, new GlobalTargetInfo(mapRect.CenterCell, map, false)); } else { signalAction_Letter.letter = LetterMaker.MakeLetter("", blueprint.TriggerLetterMessageText.Translate(), blueprint.TriggerLetterDef, new GlobalTargetInfo(mapRect.CenterCell, map)); } GenSpawn.Spawn(signalAction_Letter, mapRect.CenterCell, map); } RectTrigger_UnfogBaseArea rectTrigger = (RectTrigger_UnfogBaseArea)ThingMaker.MakeThing(ThingDef.Named("RectTrigger_UnfogBaseArea"), null); rectTrigger.signalTag = signalTag; rectTrigger.destroyIfUnfogged = true; rectTrigger.Rect = mapRect; GenSpawn.Spawn(rectTrigger, mapRect.CenterCell, map); } map.regionAndRoomUpdater.RebuildAllRegionsAndRooms(); HashSet <Room> rooms = new HashSet <Room>(); foreach (IntVec3 current in mapRect.Cells) { // Find all created rooms Room room = current.GetRoom(map); if (room != null && !room.TouchesMapEdge) { rooms.Add(room); } } // Add rooms to unfog area AddRoomCentersToRootsToUnfog(rooms.ToList()); // Create roof foreach (Room room in rooms) { BuildRoofToRoom(room, false); } map.roofGrid.RoofGridUpdate(); } catch (Exception ex) { Log.Error("Error in BlueprintHandler.CreateBlueprintAt(..): " + ex); } finally { // Whatever happends, when its done, reset the working state. working = false; // Clear all data holder //allSpawnedPawns = null; rooms = null; } }
private static void MakeBlueprintObject(Map map, Faction faction, CellRect mapRect, BaseBlueprintDef blueprint, ThingDef stuffDef, out Dictionary <Pawn, LordType> pawns, out float totalThreat, bool useOneFaction = false, bool useAddtionalThreat = false, float additionalPoints = 0f) { blueprint.buildingData = GetCleanedBlueprintData(blueprint.buildingData); blueprint.nonbuildingData = GetCleanedBlueprintData(blueprint.nonbuildingData); blueprint.floorData = GetCleanedBlueprintData(blueprint.floorData); blueprint.pawnData = GetCleanedBlueprintData(blueprint.pawnData); blueprint.itemData = GetCleanedBlueprintData(blueprint.itemData); pawns = null; totalThreat = 0; if (blueprint.buildingData == null && blueprint.nonbuildingData == null && blueprint.floorData == null) { Log.ErrorOnce(string.Format("After cleaning the BlueprintData and FloorData of blueprint {0} -> both are null, nothing will be done!", blueprint.defName), 313001); return; } IntVec3 spawnBaseCell = new IntVec3(mapRect.BottomLeft.x, mapRect.TopRight.y, mapRect.TopRight.z); IntVec3 spawnCell; //// Check all cells and abort if there is something indestructible found -> disabled //foreach (IntVec3 cell in mapRect) //{ // if (!CheckCell(cell, map)) // return; //} //allSpawnedPawns = null; // Disable automatic room updating map.regionAndRoomUpdater.Enabled = false; int step = 1; while (step <= 5) { //Log.Warning("Current step: " + step); // Work through blueprint - Note: top-left to bottom-right // Work step by step: 1st all floors, 2nd all things, 3rd all items, 4th all pawns for (int zn = 0; zn < blueprint.size.z; zn++) { for (int x = 0; x < blueprint.size.x; x++) { //// map can be clipped, don't work with the clipped parts //if (x > mapRect.Width - 1 || zn > mapRect.Height - 1) // continue; if (blueprint.canHaveHoles && Rand.Value < 0.08f) { continue; } spawnCell = spawnBaseCell + new IntVec3(x, 0, -zn); if (!TrySetCell_prepare_CheckCell(spawnCell, map)) { continue; } int itemPos = x + blueprint.size.x * zn; try { ThingData thingData = TryGetThingDefFromBuildingData(blueprint, itemPos); Rot4 thingRot = TryGetRotationFromBuildingData(blueprint, itemPos); ThingData nonthingData = TryGetThingDefFromNonBuildingData(blueprint, itemPos); ThingData terrainData = TryGetTerrainDefFromFloorData(blueprint, itemPos); ThingData pawnKindData = TryGetPawnKindDefFromPawnData(blueprint, itemPos); ThingData itemData = TryGetItemDefFromItemData(blueprint, itemPos); //List<Thing> list = map.thingGrid.ThingsListAt(spawnCell); //for (int i = 0; i < list.Count; i++) //{ // if (list[i].def == thingDef) // continue; //} //Only clear the space, if something will be made here // Do only in step 1: if (step == 1) { if (thingData?.Thing != null || terrainData?.Terrain != null || pawnKindData?.Kind != null || itemData?.Thing != null) { ClearCell(spawnCell, map); } } switch (step) { case 1: // Terrain TrySetCell_1_SetFloor(spawnCell, map, terrainData, thingData?.Thing, stuffDef); break; case 2: // non-Building TrySetCell_3_SetNonThing(spawnCell, map, nonthingData, stuffDef); break; case 3: // Building TrySetCell_2_SetThing(spawnCell, map, faction, thingData, thingRot, stuffDef); break; case 4: // Item TrySetCell_4_SetItem(spawnCell, map, itemData); break; case 5: // Pawn TrySetCell_5_SetPawn(spawnCell, map, faction, pawnKindData, useOneFaction); break; default: return; } } catch (Exception ex) { Log.Warning("MapGeneratorFactionBase - Error while creating the blueprint (" + blueprint.defName + ")\n" + ex.Message + "\n" + ex.StackTrace); } } } step++; } // Update the powernets map.powerNetManager.UpdatePowerNetsAndConnections_First(); // Enable automatic room updating and rebuild all rooms map.regionAndRoomUpdater.Enabled = true; map.regionAndRoomUpdater.RebuildAllRegionsAndRooms(); HashSet <Room> rooms = new HashSet <Room>(); foreach (IntVec3 current in mapRect.Cells) { // Find all created rooms Room room = current.GetRoom(map); if (room != null && !room.TouchesMapEdge) { rooms.Add(room); } else { map.fogGrid.Unfog(current); } } if (!blueprint.FogRooms) { AddRoomCentersToRootsToUnfog(rooms.ToList()); } else { AddRoomsToFog(rooms.ToList(), map); } Lord lordDefend = null; Lord lordAttack = null; foreach (var pair in allSpawnedPawns) { switch (pair.Value) { case LordType.Defend: { if (lordDefend == null) { lordDefend = LordMaker.MakeNewLord(faction, new LordJob_DefendBase(faction, mapRect.CenterCell), map, null); lordDefend.numPawnsLostViolently = int.MaxValue; } lordDefend.AddPawn(pair.Key); break; } case LordType.Attack: { if (lordAttack == null) { lordAttack = LordMaker.MakeNewLord(faction, new LordJob_AssaultColony(faction, canTimeoutOrFlee: false), map, null); lordAttack.numPawnsLostViolently = int.MaxValue; } lordAttack.AddPawn(pair.Key); break; } } totalThreat += (int)pair.Key.kindDef.combatPower; } // Make additional pawns if these are not enough! if (useAddtionalThreat || blueprint.UseAdditionalThreat) { if (lordDefend == null) { lordDefend = LordMaker.MakeNewLord(faction, new LordJob_DefendBase(faction, mapRect.CenterCell), map, null); lordDefend.numPawnsLostViolently = int.MaxValue; } float total = blueprint.ThreatsPoints + additionalPoints; //Log.Warning("Info: Creating base pawns.."); PrepareBaseGen_PawnGroup(map, mapRect, faction, rooms.ToList(), lordDefend, total); } PrepareBaseGen_CampFires(map, mapRect, faction); BaseGen.Generate(); /* * if (allSpawnedPawns != null) * { * foreach (Pawn pawn in allSpawnedPawns) * pawnLord.AddPawn(pawn); * } */ pawns = allSpawnedPawns; //allSpawnedPawns = null; }