示例#1
0
 public void ApplyInjuriesOrIllnessToTeam(Map map, List <Pawn> teamPawns)
 {
     if ((map.Biome == BiomeDefOf.TropicalRainforest) ||
         (map.Biome == BiomeDef.Named("TropicalSwamp")))
     {
         // Apply malaria/sleeping sickness to all team pawns in tropical or swamp biomes.
         HediffDef illness = null;
         if (Rand.Value < 0.5f)
         {
             illness = HediffDef.Named("SleepingSickness");
         }
         else
         {
             illness = HediffDefOf.Malaria;
         }
         foreach (Pawn pawn in teamPawns)
         {
             pawn.health.AddHediff(illness);
         }
     }
     else
     {
         // Randomly damage some pawns.
         int injuredPawnsNumber = Mathf.RoundToInt(Rand.Range(0.25f, 0.5f) * teamPawns.Count);
         injuredPawnsNumber = Mathf.Clamp(injuredPawnsNumber, 1, teamPawns.Count - 1);
         for (int pawnIndex = 0; pawnIndex < injuredPawnsNumber; pawnIndex++)
         {
             Expedition.RandomlyDamagePawn(teamPawns[pawnIndex], Rand.Range(1, 2), Rand.Range(12, 20));
         }
     }
 }
        public void SpawnSurvivingPawns()
        {
            List <Pawn> survivingPawns = new List <Pawn>();

            foreach (Pawn pawn in this.pawnsAboard)
            {
                GenSpawn.Spawn(pawn, this.OccupiedRect().Cells.RandomElement(), this.Map);
                Expedition.RandomlyDamagePawn(pawn, Rand.RangeInclusive(1, 4), Rand.RangeInclusive(4, 16));
                if (pawn.Dead == false)
                {
                    survivingPawns.Add(pawn);
                }
            }
            this.pawnsAboard.Clear();
            if (survivingPawns.Count > 0)
            {
                IntVec3 exitSpot        = IntVec3.Invalid;
                bool    exitSpotIsValid = RCellFinder.TryFindBestExitSpot(survivingPawns.First(), out exitSpot, TraverseMode.PassAllDestroyableThings);
                if (exitSpotIsValid)
                {
                    LordMaker.MakeNewLord(Util_Faction.MiningCoFaction, new LordJob_ExitMap(exitSpot), this.Map, survivingPawns);
                }
            }
        }