internal static bool tryRangedWeaponSwap(Pawn pawn, bool dropCurrent, bool skipDangerous) { if (pawn.Dead) { return(false); } Thing best = null; if (pawn.inventory.innerContainer.Any((Thing x) => x.def.IsRangedWeapon)) { best = GettersFilters.findBestRangedWeapon(pawn, skipDangerous /*, RangedSelectionMode*/); } if (best == null) { return(false); } if (best is ThingWithComps) { ThingWithComps bestThing = (ThingWithComps)best; SetPrimary(pawn, bestThing, false, true, dropCurrent, false); return(true); } return(false); }
internal static bool tryRangedWeaponSwap(Pawn pawn, bool dropCurrent, bool skipDangerous) { if (pawn.Dead) { return(false); } Thing best = null; //Log.Message("looking for ranged weapon in inventory"); if (pawn.inventory.innerContainer.Any((Thing x) => x.def.IsRangedWeapon)) { //Log.Message("found ranged weapon in inventory"); best = GettersFilters.findBestRangedWeapon(pawn, skipDangerous /*, RangedSelectionMode*/); } if (best == null) { return(false); } //Log.Message("sorted out best (" + best.LabelShort + ")"); if (best is ThingWithComps) { //Log.Message("converted to ThingWithComps"); ThingWithComps bestThing = (ThingWithComps)best; SetPrimary(pawn, bestThing, false, true, dropCurrent, false); return(true); } return(false); }
internal static bool trySwapToMoreAccurateRangedWeapon(Pawn pawn, bool dropCurrent, float range, bool skipDangerous) { if (pawn.Dead) return false; Thing betterWeapon = null; float betterDPS; if (pawn.inventory.innerContainer.Any((Thing x) => x.def.IsRangedWeapon)) { betterWeapon = GettersFilters.findBestRangedWeaponAtRanged(pawn, range, skipDangerous, out betterDPS); } else { return false; } if (betterWeapon == null) return false; float currentDPS = StatCalculator.RangedDPS(pawn.equipment.Primary, SpeedSelectionBiasRanged.Value, range); if (betterDPS < currentDPS + ANTI_OSCILLATION_FACTOR) return false; if (betterWeapon is ThingWithComps) { SetPrimary(pawn, betterWeapon, false, true, dropCurrent, false); return true; } return false; }
internal static bool tryMeleeWeaponSwap(Pawn pawn, bool dropCurrent, bool considerUnarmed, bool skipDangerous) { if (pawn.Dead) return false; Thing best = null; bool unarmedIsBest; if (pawn.inventory.innerContainer.Any((Thing x) => x.def.IsMeleeWeapon)) { best = GettersFilters.findBestMeleeWeapon(pawn, skipDangerous, out unarmedIsBest/*, MeleeSelectionMode*/); } else { unarmedIsBest = true; } if (best == null | unarmedIsBest) { if (considerUnarmed) { SetPrimary(pawn, null, false, true, dropCurrent, false); } } else { if (best is ThingWithComps) { SetPrimary(pawn, best, false, true, dropCurrent, false); return true; } } return false; }
public static bool trySwapToMoreAccurateRangedWeapon(Pawn pawn, LocalTargetInfo target, bool dropCurrent, bool skipDangerous = true) { GoldfishModule pawnMemory = GoldfishModule.GetGoldfishForPawn(pawn); if (pawn == null || pawn.Dead || pawnMemory == null || pawn.equipment == null || pawn.inventory == null) { return(false); } if (pawnMemory.IsCurrentWeaponForced(false)) { return(false); } (ThingWithComps weapon, float dps, float averageSpeed)bestWeapon = GettersFilters.findBestRangedWeapon(pawn, target, skipDangerous, true); if (bestWeapon.weapon == null) { return(false); } CellRect cellRect = (!target.HasThing) ? CellRect.SingleCell(target.Cell) : target.Thing.OccupiedRect(); float range = cellRect.ClosestDistSquaredTo(pawn.Position); float currentDPS = StatCalculator.RangedDPS(pawn.equipment.Primary, SpeedSelectionBiasRanged.Value, bestWeapon.averageSpeed, range); if (bestWeapon.dps < currentDPS + ANTI_OSCILLATION_FACTOR) { return(false); } equipSpecificWeaponFromInventory(pawn, bestWeapon.weapon, dropCurrent, false); return(true); }
internal static bool tryMeleeWeaponSwap(Pawn pawn, bool dropCurrent, bool considerUnarmed, bool skipDangerous, Pawn target = null) { if (pawn.Dead) { return(false); } ThingWithComps best = GettersFilters.findBestMeleeWeapon(pawn, skipDangerous /*, MeleeSelectionMode*/, target); if (best != null || considerUnarmed) { return(SetPrimary(pawn, best, false, true, dropCurrent, false)); } return(false); }
internal static bool trySwapToMoreAccurateRangedWeapon(Pawn pawn, bool dropCurrent, float range, bool skipDangerous) { //Log.Message("attempting swap"); if (pawn.Dead) { return(false); } Thing betterWeapon = null; float betterDPS; //Log.Message("looking for ranged weapon in inventory"); if (pawn.inventory.innerContainer.Any((Thing x) => x.def.IsRangedWeapon)) { //Log.Message("found ranged weapon in inventory"); betterWeapon = GettersFilters.findBestRangedWeaponAtRanged(pawn, range, skipDangerous, out betterDPS); } else { return(false); } if (betterWeapon == null) { return(false); } float currentDPS = StatCalculator.RangedDPS(pawn.equipment.Primary, SpeedSelectionBiasRanged.Value, range); //Log.Message("current DPS is "+currentDPS+ " ("+pawn.equipment.Primary.LabelShort+")"); //Log.Message("best sidearm DPS is " + betterDPS + " (" + betterWeapon.LabelShort + ")"); if (betterDPS < currentDPS + ANTI_OSCILLATION_FACTOR) { return(false); } //Log.Message("sorted out best (" + best.LabelShort + ")"); if (betterWeapon is ThingWithComps) { //Log.Message("converted to ThingWithComps"); SetPrimary(pawn, betterWeapon, false, true, dropCurrent, false); return(true); } return(false); }
internal static float weightForType(Pawn pawn, WeaponSearchType type) { float total = 0; List <Thing> weapons = GettersFilters.getWeaponsOfType(pawn, type); foreach (Thing thing in weapons) { switch (type) { case WeaponSearchType.MeleeCapable: if ((thing.def.IsMeleeWeapon || (thing.def.tools != null && thing.def.tools.Any((Tool x) => x.VerbsProperties.Any((VerbProperties y) => y.IsMeleeAttack))))) { total += thing.GetStatValue(StatDefOf.Mass); } break; case WeaponSearchType.Melee: if (thing.def.IsMeleeWeapon) { total += thing.GetStatValue(StatDefOf.Mass); } break; case WeaponSearchType.Ranged: if (thing.def.IsRangedWeapon) { total += thing.GetStatValue(StatDefOf.Mass); } break; case WeaponSearchType.Both: default: if (thing.def.IsWeapon) { total += thing.GetStatValue(StatDefOf.Mass); } break; } } return(total); }
public static float weightForLimitType(Pawn pawn, WeaponSearchType type) { float total = 0; IEnumerable <ThingWithComps> weapons = GettersFilters.filterForWeaponKind(pawn.getCarriedWeapons(), type); foreach (ThingWithComps thing in weapons) { switch (type) { case WeaponSearchType.MeleeCapable: if ((thing.def.IsMeleeWeapon || (thing.def.tools != null && thing.def.tools.Any((Tool x) => x.VerbsProperties.Any((VerbProperties y) => y.IsMeleeAttack))))) { total += thing.GetStatValue(StatDefOf.Mass); } break; case WeaponSearchType.Melee: if (thing.def.IsMeleeWeapon) { total += thing.GetStatValue(StatDefOf.Mass); } break; case WeaponSearchType.Ranged: if (thing.def.IsRangedWeapon) { total += thing.GetStatValue(StatDefOf.Mass); } break; case WeaponSearchType.Both: default: if (thing.def.IsWeapon) { total += thing.GetStatValue(StatDefOf.Mass); } break; } } return(total); }
internal static int countForType(Pawn pawn, WeaponSearchType type) { return(GettersFilters.getWeaponsOfType(pawn, type).Count); }
public static int countForLimitType(Pawn pawn, WeaponSearchType type) { return(GettersFilters.filterForWeaponKind(pawn.getCarriedWeapons(), type).Count()); }
public static void equipBestWeaponFromInventoryByPreference(Pawn pawn, DroppingModeEnum drop, GoldfishModule.PrimaryWeaponMode?modeOverride = null, Pawn target = null) { GoldfishModule pawnMemory = GoldfishModule.GetGoldfishForPawn(pawn); if (pawn == null || pawn.Dead || pawnMemory == null || pawn.equipment == null || pawn.inventory == null) { return; } GoldfishModule.PrimaryWeaponMode mode = modeOverride == null ? pawnMemory.primaryWeaponMode : modeOverride.Value; if (pawn.Drafted && (pawnMemory.ForcedUnarmedWhileDrafted || pawnMemory.ForcedUnarmed && pawnMemory.ForcedWeaponWhileDrafted == null)) { if (pawn.equipment.Primary != null) { bool success = equipSpecificWeapon(pawn, null, MiscUtils.shouldDrop(drop), false); if (success) { return; } } else { return; } } if (pawn.Drafted && pawnMemory.ForcedWeaponWhileDrafted != null) { if (pawn.equipment.Primary == null || pawn.equipment.Primary.toThingStuffPair() != pawnMemory.ForcedWeaponWhileDrafted.Value) { var requiredWeapon = pawnMemory.ForcedWeaponWhileDrafted.Value; bool success = equipSpecificWeaponTypeFromInventory(pawn, requiredWeapon, MiscUtils.shouldDrop(drop), false); if (success) { return; } } else { return; } } if (pawnMemory.ForcedUnarmed) { if (pawn.equipment.Primary != null) { bool success = equipSpecificWeapon(pawn, null, MiscUtils.shouldDrop(drop), false); if (success) { return; } } else { return; } } if (pawnMemory.ForcedWeapon != null) { if (pawn.equipment.Primary == null || pawn.equipment.Primary.toThingStuffPair() != pawnMemory.ForcedWeapon.Value) { var requiredWeapon = pawnMemory.ForcedWeapon.Value; bool success = equipSpecificWeaponTypeFromInventory(pawn, requiredWeapon, MiscUtils.shouldDrop(drop), false); if (success) { return; } } else { return; } } if (mode == GoldfishModule.PrimaryWeaponMode.Ranged || ((mode == GoldfishModule.PrimaryWeaponMode.BySkill) && (pawn.getSkillWeaponPreference() == GoldfishModule.PrimaryWeaponMode.Ranged))) { if (pawnMemory.DefaultRangedWeapon != null && pawn.hasWeaponSomewhere(pawnMemory.DefaultRangedWeapon.Value)) { if (pawn.equipment.Primary == null || pawn.equipment.Primary.toThingStuffPair() != pawnMemory.DefaultRangedWeapon.Value) { var requiredWeapon = pawnMemory.DefaultRangedWeapon.Value; bool success = equipSpecificWeaponTypeFromInventory(pawn, requiredWeapon, MiscUtils.shouldDrop(drop), false); if (success) { return; } } else { return; } } else { ThingWithComps result; (ThingWithComps weapon, float dps, float averageSpeed)bestWeapon = GettersFilters.findBestRangedWeapon(pawn, null, pawn.IsColonistPlayerControlled); if (bestWeapon.weapon != null) { if (pawn.equipment.Primary != bestWeapon.weapon) { bool success = equipSpecificWeaponFromInventory(pawn, bestWeapon.weapon, MiscUtils.shouldDrop(drop), false); if (success) { return; } } else { return; } } } } //all that's left is either melee preference or no ranged weapon found - so in either case, we want to equip a melee weapon. /*if (mode == GoldfishModule.PrimaryWeaponMode.Melee || * ((mode == GoldfishModule.PrimaryWeaponMode.BySkill) && (pawn.getSkillWeaponPreference() == GoldfishModule.PrimaryWeaponMode.Melee)))*/ { //Log.Message("melee mode"); //prefers melee if (pawnMemory.PreferredUnarmed) { if (pawn.equipment.Primary != null) { bool success = equipSpecificWeapon(pawn, null, MiscUtils.shouldDrop(drop), false); if (success) { return; } } else { return; } } else { if (pawnMemory.PreferredMeleeWeapon != null && pawn.hasWeaponSomewhere(pawnMemory.PreferredMeleeWeapon.Value)) { if (pawn.equipment.Primary == null || pawn.equipment.Primary.toThingStuffPair() != pawnMemory.PreferredMeleeWeapon.Value) { var requiredWeapon = pawnMemory.PreferredMeleeWeapon.Value; bool success = equipSpecificWeaponTypeFromInventory(pawn, requiredWeapon, MiscUtils.shouldDrop(drop), false); if (success) { return; } } else { return; } } else { ThingWithComps result; bool foundAlternative = GettersFilters.findBestMeleeWeapon(pawn, out result, includeRangedWithBash: false); if (foundAlternative) { if (pawn.equipment.Primary != result) { bool success = equipSpecificWeaponFromInventory(pawn, result, MiscUtils.shouldDrop(drop), false); if (success) { return; } } else { return; } } } } } return; }