public static bool findBestMeleeWeapon(Pawn pawn, out ThingWithComps result, bool includeEquipped = true, bool includeRangedWithBash = true, Pawn target = null) { result = null; if (pawn == null || pawn.Dead || pawn.equipment == null || pawn.inventory == null) { return(false); } IEnumerable <ThingWithComps> options = pawn.getCarriedWeapons(includeEquipped).Where(t => { return (t.def.IsMeleeWeapon || (includeRangedWithBash && t.def.IsWeapon && !t.def.tools.NullOrEmpty())); }); if (!Settings.AllowBlockedWeaponUse) { options = options.Where(t => StatCalculator.canUseSidearmInstance(t, pawn, out _)); } if (options.Count() < 1) { return(false); } float averageSpeed = AverageSpeedMelee(options, pawn); /*if (target != null) * { * //handle DPS vs. armor? * } * else*/ { float resultDPS = options.Max(t => StatCalculator.getMeleeDPSBiased(t, pawn, Settings.SpeedSelectionBiasMelee, averageSpeed)); result = options.MaxBy(t => StatCalculator.getMeleeDPSBiased(t, pawn, Settings.SpeedSelectionBiasMelee, averageSpeed)); //check if pawn is better when punching //if (pawn.GetStatValue(StatDefOf.MeleeDPS) > resultDPS) // result = null; return(true); } }
public static (ThingWithComps weapon, float dps, float averageSpeed) findBestRangedWeapon(Pawn pawn, LocalTargetInfo?target = null, bool skipManualUse = true, bool skipDangerous = true, bool skipEMP = true, bool includeEquipped = true) { if (pawn == null || pawn.Dead || pawn.equipment == null || pawn.inventory == null) { return(null, -1, 0); } IEnumerable <ThingWithComps> options = pawn.getCarriedWeapons(includeEquipped).Where(t => t.def.IsRangedWeapon); if (!Settings.AllowBlockedWeaponUse) { options = options.Where(t => StatCalculator.canUseSidearmInstance(t, pawn, out _)); } options = options.Where(t => !pawn.IsColonistPlayerControlled || !isManualUse(t)); if (skipManualUse) { options = options.Where(t => (!isManualUse(t))); } if (skipDangerous) { options = options.Where(t => (!isDangerousWeapon(t))); } if (skipEMP) { options = options.Where(t => !isEMPWeapon(t)); } if (options.Count() == 0) { return(null, -1, 0); } float averageSpeed = AverageSpeedRanged(options); if (target.HasValue) { CellRect cellRect = (!target.Value.HasThing) ? CellRect.SingleCell(target.Value.Cell) : target.Value.Thing.OccupiedRect(); float targetDistance = cellRect.ClosestDistSquaredTo(pawn.Position); options = options.Where(t => { VerbProperties atkProps = (t.GetComp <CompEquippable>())?.PrimaryVerb?.verbProps; if (atkProps == null) { return(false); } return(atkProps.range >= targetDistance); }); if (options.Count() == 0) { return(null, -1, 0); } //TODO: handle DPS vs. armor? (ThingWithComps thing, float dps, float averageSpeed)best = (null, -1, averageSpeed); foreach (ThingWithComps candidate in options) { float dps = StatCalculator.RangedDPS(candidate, Settings.SpeedSelectionBiasRanged, averageSpeed, targetDistance); if (dps > best.dps) { best = (candidate, dps, averageSpeed); } } return(best); } else { (ThingWithComps thing, float dps, float averageSpeed)best = (null, -1, averageSpeed); foreach (ThingWithComps candidate in options) { float dps = StatCalculator.RangedDPSAverage(candidate, Settings.SpeedSelectionBiasRanged, averageSpeed); if (dps > best.dps) { best = (candidate, dps, averageSpeed); } } return(best); } }
public static bool equipSpecificWeapon(Pawn pawn, ThingWithComps weapon, bool dropCurrent, bool intentionalDrop) { if (!pawn.IsValidSidearmsCarrier()) { return(false); } CompSidearmMemory pawnMemory = CompSidearmMemory.GetMemoryCompForPawn(pawn); if (pawnMemory == null) { return(false); } if (weapon == pawn.equipment.Primary) //attepmpting to equip already-equipped weapon { Log.Warning("attepmpting to equip already-equipped weapon"); return(false); } if (!Settings.AllowBlockedWeaponUse && !StatCalculator.canUseSidearmInstance(weapon, pawn, out string reason)) { Log.Warning($"blocked equip of {weapon.Label} at equip-time because of: {reason}"); return(false); } var currentPrimary = pawn.equipment.Primary; //drop current on the ground if (dropCurrent && pawn.equipment.Primary != null) { if (!intentionalDrop) { DoFumbleMote(pawn); } pawnMemory.InformOfDroppedSidearm(weapon, intentionalDrop); Pawn_EquipmentTracker_TryDropEquipment.dropEquipmentSourcedBySimpleSidearms = true; pawn.equipment.TryDropEquipment(pawn.equipment.Primary, out ThingWithComps droppedItem, pawn.Position, false); Pawn_EquipmentTracker_TryDropEquipment.dropEquipmentSourcedBySimpleSidearms = false; } //or put it in inventory else if (pawn.equipment.Primary != null) { ThingWithComps oldPrimary = pawn.equipment.Primary; bool addedToInventory = pawn.inventory.innerContainer.TryAddOrTransfer(oldPrimary, true); //pawn.equipment.Remove(oldPrimary); //bool addedToInventory = pawn.inventory.innerContainer.TryAdd(oldPrimary, true); if (!addedToInventory) { Log.Warning(String.Format("Failed to place primary equipment {0} (initially was {1}) into inventory when swapping to {2} on pawn {3} (colonist: {4}) (dropping: {5}, current drop mode: {6}). Aborting swap. Please report this!", pawn.equipment.Primary != null ? pawn.equipment.Primary.LabelCap : "NULL", currentPrimary != null ? currentPrimary.LabelCap : "NULL", weapon != null ? weapon.LabelCap : "NULL", pawn?.LabelCap, pawn?.IsColonist, dropCurrent, Settings.FumbleMode )); } } if (pawn.equipment.Primary != null) { Log.Warning(String.Format("Failed to remove current primary equipment {0} (initially was {1}) when swapping to {2} on pawn {3} (colonist: {4}) (dropping: {5}, current drop mode: {6}). Aborting swap. Please report this!", pawn.equipment.Primary != null ? pawn.equipment.Primary.LabelCap : "NULL", currentPrimary != null ? currentPrimary.LabelCap : "NULL", weapon != null ? weapon.LabelCap : "NULL", pawn?.LabelCap, pawn?.IsColonist, dropCurrent, Settings.FumbleMode )); return(false); } if (weapon == null) { } else { if (weapon.stackCount > 1) { weapon = weapon.SplitOff(1) as ThingWithComps; //if this cast doesnt work the world has gone mad } if (weapon.holdingOwner != null) { weapon.holdingOwner.Remove(weapon); } Pawn_EquipmentTracker_AddEquipment.addEquipmentSourcedBySimpleSidearms = true; pawn.equipment.AddEquipment(weapon as ThingWithComps); Pawn_EquipmentTracker_AddEquipment.addEquipmentSourcedBySimpleSidearms = false; if (weapon.def.soundInteract != null) { weapon.def.soundInteract.PlayOneShot(new TargetInfo(pawn.Position, pawn.Map, false)); } } //avoid hunting stackoverflowexception if (pawn.jobs != null && pawn.jobs.curJob != null && pawn.jobs.curJob.def == JobDefOf.Hunt) { pawn.jobs.EndCurrentJob(JobCondition.InterruptForced, true); } return(true); }