示例#1
0
        private void ScatterBlueprintAt(IntVec3 loc, Map map, MapGeneratorBlueprintDef blueprint, ref ThingDef wallStuff, HashSet <IntVec3> listOfUsedCells)
        {
            CellRect mapRect = new CellRect(loc.x, loc.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;
            }

            // Check if we will build on a usedCell
            bool usedCellFound = false;

            foreach (IntVec3 cell in mapRect.Cells)
            {
                if (listOfUsedCells != null && listOfUsedCells.Contains(cell))
                {
                    usedCellFound = true;
                    break;
                }
            }
            if (usedCellFound)
            {
                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;
                    }
                }
                // Don't do anything if there is a pawn (mechanoid? insect?) here
                foreach (Pawn pawn in map.mapPawns.AllPawnsSpawned)
                {
                    if (pawn != null && pawn.Spawned && pawn.Position == current)
                    {
                        return;
                    }
                }
                usedSpots.Add(current); // prevent the base scatterer to use this spot
                usedCells.Add(current);
                usedCells_lastChange = DateTime.UtcNow;
            }

            // Remove this blueprints map cells from the unfogging list
            List <IntVec3> rootsToUnfog = Verse.MapGenerator.rootsToUnfog;

            foreach (IntVec3 cell in mapRect.Cells)
            {
                if (rootsToUnfog != null && rootsToUnfog.Contains(cell))
                {
                    rootsToUnfog.Remove(cell);
                }
            }

            // If a building material is defined, use this
            if (blueprint.buildingMaterial != null)
            {
                wallStuff = blueprint.buildingMaterial;
            }

            int w = 0;

            while (true)
            {
                w++;
                if (w > 100)
                {
                    break;
                }

                // Make all buildings from the same random stuff -- In BaseGen use faction, in MapGen use null!
                if (wallStuff == null)
                {
                    wallStuff = BaseGenUtility.RandomCheapWallStuff(null, true); // BaseGenUtility.RandomCheapWallStuff(faction, true);
                }
                //If not specified, don't use wood or leather
                if (blueprint.buildingMaterial != null || (!wallStuff.defName.ToLower().Contains("wood") && !wallStuff.defName.ToLower().Contains("leather")))
                {
                    break;
                }
            }

            MakeBlueprintRoom(mapRect, map, blueprint, wallStuff);

            if (blueprint.createTrigger)
            {
                int    nextSignalTagID = Find.UniqueIDsManager.GetNextSignalTagID();
                string signalTag       = "unfogTriggerSignal-" + nextSignalTagID;
                SignalAction_Letter signalAction_Letter = (SignalAction_Letter)ThingMaker.MakeThing(ThingDefOf.SignalAction_Letter, null);
                signalAction_Letter.signalTag = signalTag;

                if (blueprint.TriggerLetterMessageText != null)
                {
                    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_UnfogArea rectTrigger = (RectTrigger_UnfogArea)ThingMaker.MakeThing(ThingDef.Named("RectTrigger_UnfogArea"), null);
                rectTrigger.signalTag         = signalTag;
                rectTrigger.destroyIfUnfogged = true;
                rectTrigger.Rect = mapRect;

                GenSpawn.Spawn(rectTrigger, mapRect.CenterCell, map);
            }
        }
        public static void CreateBlueprintAt(IntVec3 c, Map map, MapGeneratorBlueprintDef blueprint, Faction faction, ref ThingDef wallStuff, ref List <IntVec3> usedSpots)
        {
            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 List <Pawn>();
            pawnLord        = null;
            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;
                        }

                        // Don't do anything if there is a pawn (mechanoid? insect?) here
                        foreach (Pawn pawn in map.mapPawns.AllPawnsSpawned)
                        {
                            if (pawn != null && pawn.Spawned && pawn.Position == current)
                            {
                                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.buildingMaterial != null)
                {
                    wallStuff = blueprint.buildingMaterial;
                }

                int w = 0;
                while (true)
                {
                    w++;
                    if (w > 100)
                    {
                        break;
                    }

                    // Make all buildings from the same random stuff -- In BaseGen use faction, in MapGen use null!
                    if (wallStuff == null)
                    {
                        wallStuff = BaseGenUtility.RandomCheapWallStuff(null, true); //BaseGenUtility.RandomCheapWallStuff(faction, true);
                    }
                    //If not specified, don't use wood or leather -- Faction Base: Disabled
                    if (blueprint.buildingMaterial != null || (!wallStuff.defName.ToLower().Contains("wood") && !wallStuff.defName.ToLower().Contains("leather")))
                    {
                        break;
                    }
                }

                MakeBlueprintObject(mapRect, map, faction, blueprint, wallStuff);

                if (blueprint.createTrigger)
                {
                    int    nextSignalTagID = Find.UniqueIDsManager.GetNextSignalTagID();
                    string signalTag       = "unfogTriggerSignal-" + nextSignalTagID;
                    SignalAction_Letter signalAction_Letter = (SignalAction_Letter)ThingMaker.MakeThing(ThingDefOf.SignalAction_Letter, null);
                    signalAction_Letter.signalTag = signalTag;

                    if (blueprint.TriggerLetterMessageText != null)
                    {
                        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_UnfogArea rectTrigger = (RectTrigger_UnfogArea)ThingMaker.MakeThing(ThingDef.Named("RectTrigger_UnfogArea"), 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);
                    }
                }


                //// Create roof
                //foreach (Room room in rooms)
                //{
                //    foreach (IntVec3 roofCell in room.Cells)
                //    {
                //        map.roofGrid.SetRoof(c, RoofDefOf.RoofConstructed);
                //    }
                //}
                //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;
                pawnLord        = null;
                rooms           = null;
            }
        }