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C# Pawn.CanReserve方法代码示例

本文整理汇总了C#中Pawn.CanReserve方法的典型用法代码示例。如果您正苦于以下问题:C# Pawn.CanReserve方法的具体用法?C# Pawn.CanReserve怎么用?C# Pawn.CanReserve使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在Pawn的用法示例。


在下文中一共展示了Pawn.CanReserve方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: FindClosestCorpseFor

 public static Corpse FindClosestCorpseFor(Predicate<Thing> pred, Pawn getter)
 {
     Predicate<Thing> predicate1 = (Thing c) => !c.IsForbidden(Faction.OfColony) && getter.AwareOf(c) && getter.CanReserve(c);
     Predicate<Thing> predicate = (Thing t) => pred(t) && predicate1(t);
     ThingRequest thingReq = ThingRequest.ForGroup(ThingRequestGroup.Corpse);
     return (Corpse)GenClosest.ClosestThingReachable(getter.Position, thingReq, PathEndMode.ClosestTouch, TraverseParms.For(getter), 9999f, predicate, null);
 }
开发者ID:Leucetius,项目名称:MD2-Source,代码行数:7,代码来源:CorpseFinderUtility.cs

示例2: JobOnThing

 public override Job JobOnThing(Pawn pawn, Thing thing)
 {
     ISlotGroupParent slotGroupParent = thing as ISlotGroupParent;
     if (slotGroupParent == null)
     {
         return null;
     }
     if (!pawn.CanReserve(thing.Position, 1))
     {
         return null;
     }
     int num = 0;
     List<Thing> list = Find.ThingGrid.ThingsListAt(thing.Position);
     for (int i = 0; i < list.Count; i++)
     {
         Thing thing2 = list[i];
         if (Building_AquacultureBasin.IsAcceptableFeedstock(thing2.def))
         {
             num += thing2.stackCount;
         }
     }
     if (num > 25)
     {
         JobFailReason.Is("AlreadyFilledLower".Translate());
         return null;
     }
     return WorkGiver_FillAquacultureHopper.HopperFillFoodJob(pawn, slotGroupParent);
 }
开发者ID:Rikiki123456789,项目名称:Rimworld,代码行数:28,代码来源:WorkGiver_FillAquaponicHopper.cs

示例3: HasJobOnThing

 public override bool HasJobOnThing(Pawn pawn, Thing t)
 {
     Fire fire = t as Fire;
     if (fire == null)
     {
         return false;
     }
     Area outpostArea = OG_Util.FindOutpostArea();
     Pawn pawn2 = fire.parent as Pawn;
     if (pawn2 != null)
     {
         if (pawn2 == pawn)
         {
             return false;
         }
         if ((pawn2.Faction == pawn.Faction || pawn2.HostFaction == pawn.Faction || pawn2.HostFaction == pawn.HostFaction)
             && ((outpostArea == null) || (outpostArea.ActiveCells.Contains(t.Position) == false))
             && IntVec3Utility.ManhattanDistanceFlat(pawn.Position, pawn2.Position) > 15)
         {
             return false;
         }
     }
     else if ((outpostArea == null)
         || (outpostArea.ActiveCells.Contains(t.Position) == false))
     {
         return false;
     }
     return ((pawn.Position - fire.Position).LengthHorizontalSquared <= 225f || pawn.CanReserve(fire, 1)) && !WorkGiver_FightFiresOutpost.FireIsBeingHandled(fire, pawn);
 }
开发者ID:Rikiki123456789,项目名称:Rimworld,代码行数:29,代码来源:WorkGiver_FightFiresOutpost.cs

示例4: GetBestSeedThingForSowing

 private Thing GetBestSeedThingForSowing(Pawn pawn, IntVec3 cell, ThingDef_PlantWithSeeds customPlantDef)
 {
     Thing result = null;
     Predicate<Thing> validator = (Thing tempThing) => !tempThing.IsForbidden(pawn.Faction) && pawn.AnimalAwareOf(tempThing) && pawn.CanReserve(tempThing, 1);
     if (customPlantDef.SeedDef != null)
     {
         result = GenClosest.ClosestThingReachable(cell, ThingRequest.ForDef(customPlantDef.SeedDef), PathEndMode.ClosestTouch, TraverseParms.For(pawn, Danger.Deadly, TraverseMode.ByPawn, false), 9999f, validator, null, -1, false);
     }
     return result;
 }
开发者ID:skyarkhangel,项目名称:Enviro-AI,代码行数:10,代码来源:WorkGiver_GrowerSowWithSeeds.cs

示例5: FindAvailablePlants

        public void FindAvailablePlants(Pawn pawn)
        {
            // find all plants designated to be cut of harvest
            availablePlants = Find.DesignationManager.allDesignations.FindAll(designation => designation.def == DesignationDefOf.CutPlant || designation.def == DesignationDefOf.HarvestPlant).Select(designation => designation.target.Thing);

            // needed to avoid null references if availablePlants == 0
            if (availablePlants.Count() > 0)
            {
                // could be reserved and not on fire among them
                availablePlants = availablePlants.Where(plant => pawn.CanReserve(plant) && !plant.IsBurning());
            }
        }
开发者ID:Wivex,项目名称:ToolsForJobs,代码行数:12,代码来源:WorkGiver_WorkWithTools_PlantsCut.cs

示例6: FindAvailableRepairables

        public void FindAvailableRepairables(Pawn pawn)
        {
            // find all available repairables
            availableRepairables = ListerBuildingsRepairable.RepairableBuildings(pawn.Faction);

            // needed to avoid null references if availableRepairables == 0
            if (availableRepairables.Count() > 0)
            {
                // repairable is in home area, can e reserved, not being decontructed, not burning
                availableRepairables = availableRepairables.Where(Repairable => pawn.Faction == Faction.OfColony && Find.HomeAreaGrid[Repairable.Position] && pawn.CanReserve(Repairable) && Repairable.def.useHitPoints && Repairable.HitPoints < Repairable.MaxHitPoints && Find.DesignationManager.DesignationOn(Repairable, DesignationDefOf.Deconstruct) == null && !Repairable.IsBurning());
            }
        }
开发者ID:Wivex,项目名称:ToolsForJobs,代码行数:12,代码来源:WorkGiver_WorkWithTools_Repair.cs

示例7: GetBestSeedThingForSowing

        private Thing GetBestSeedThingForSowing( Pawn pawn, IntVec3 cell, ThingDef_PlantWithSeeds customPlantDef )
        {
            Thing seedThing = null;

            Predicate<Thing> predicate = (Thing tempThing ) => !tempThing.IsForbidden( pawn.Faction ) && pawn.AwareOf( tempThing ) && pawn.CanReserve( tempThing);

            if ( customPlantDef.SeedDef != null )
            {
                seedThing = GenClosest.ClosestThingReachable(cell, ThingRequest.ForDef(customPlantDef.SeedDef), PathEndMode.ClosestTouch,
                    TraverseParms.For( pawn ), 9999f,  predicate );
            }

            return seedThing;
        }
开发者ID:Leucetius,项目名称:SeedsPlease,代码行数:14,代码来源:WorkGiver_GrowerSowWithSeeds.cs

示例8: FindBestGrave

 private Building_Grave FindBestGrave(Pawn p, Corpse corpse)
 {
     Predicate<Thing> predicate = (Thing m) => !m.IsForbidden(p) && p.CanReserve(m, 1) && ((Building_Grave)m).Accepts(corpse);
     if (corpse.innerPawn.ownership != null && corpse.innerPawn.ownership.AssignedGrave != null)
     {
         Building_Grave assignedGrave = corpse.innerPawn.ownership.AssignedGrave;
         if (predicate(assignedGrave) && corpse.Position.CanReach(assignedGrave, PathEndMode.ClosestTouch, TraverseParms.For(p, Danger.Deadly, TraverseMode.ByPawn, false)))
         {
             return assignedGrave;
         }
     }
     Func<Thing, float> priorityGetter = (Thing t) => (float)((IStoreSettingsParent)t).GetStoreSettings().Priority;
     Predicate<Thing> validator = predicate;
     return (Building_Grave)GenClosest.ClosestThing_Global_Reachable(corpse.Position, Find.ListerThings.ThingsInGroup(ThingRequestGroup.Grave), PathEndMode.ClosestTouch, TraverseParms.For(p, Danger.Deadly, TraverseMode.ByPawn, false), 9999f, validator, priorityGetter);
 }
开发者ID:Rikiki123456789,项目名称:Rimworld,代码行数:15,代码来源:WorkGiver_BuryCorpsesOutpost.cs

示例9: HasJobOnThing

        public override bool HasJobOnThing(Pawn carer, Thing t)
        {
            Pawn patient = t as Pawn;
            if (patient == null || patient == carer)
            {
                return false;
            }
            if (patient.GetPosture() == PawnPosture.Standing)
            {
                return false;
            }
            if (patient.RaceProps.Humanlike)
            {
                if (patient.Faction != Faction.OfColony && patient.HostFaction != Faction.OfColony)
                {
                    return false;
                }
            }
            else
            {
                Building_Bed building_Bed = patient.CurrentBed();
                if (building_Bed == null || building_Bed.Faction != patient.Faction)
                {
                    return false;
                }
            }

            var waterNeed = patient.needs.TryGetNeed<Need_Water>();
            if (waterNeed == null || !waterNeed.NeedWaterSoon)
            {
                return false;
            }

            if (patient.HostFaction != null)
            {
                if (patient.HostFaction != patient.Faction)
                {
                    return false;
                }
                if (patient.guest != null && !patient.guest.ShouldBeBroughtFood)
                {
                    return false;
                }
            }

            return carer.CanReserve(patient, 1);
        }
开发者ID:achan1989,项目名称:Dehydration,代码行数:47,代码来源:WorkGiver_WaterPatient.cs

示例10: MakeWaterPrisonerJob

        private Job MakeWaterPrisonerJob(Pawn warden, Thing t)
        {
            Pawn prisoner = t as Pawn;
            if (prisoner == null || !prisoner.IsPrisonerOfColony || !prisoner.guest.PrisonerIsSecure ||
                prisoner.holder != null || (prisoner.Broken && prisoner.BrokenStateDef.isAggro) ||
                !warden.CanReserveAndReach(prisoner, PathEndMode.OnCell, warden.NormalMaxDanger(), 1))
            {
                return null;
            }

            var waterNeed = prisoner.needs.TryGetNeed<Need_Water>();
            if (waterNeed != null && prisoner.guest.ShouldBeBroughtFood && waterNeed.NeedWaterSoon)
            {
                if (prisoner.Downed || (prisoner.InBed() && prisoner.CurrentBed().Medical))
                {
                    if (warden.CanReserve(prisoner, 1))
                    {
                        var waterPatientWorkGiver = WaterPatientWorkGiverDef.Worker as WorkGiver_WaterPatient;
                        if (waterPatientWorkGiver != null)
                        {
                            // Use the existing WorkGiver for doctors giving water to patients.
                            return waterPatientWorkGiver.JobOnThing(warden, prisoner);
                        }
                    }
                }
                else if (!WaterAvailableInRoomTo(prisoner))
                {
                    Thing haulTo = BestWaterContainerInPrison(prisoner);
                    if (haulTo != null)
                    {
                        var haulWorkGiver = HaulWaterWorkGiverDef.Worker as WorkGiver_HaulWater;
                        if (haulWorkGiver != null)
                        {
                            // Use the existing WorkGiver for water hauling.
                            // Note that the normal check for social properness happens in
                            // HasJobOnThing(), so this warden bypasses the normal inability to
                            // haul to containers inside a prison.
                            return haulWorkGiver.JobOnThing(warden, haulTo);
                        }
                    }
                }
            }

            return null;
        }
开发者ID:achan1989,项目名称:Dehydration,代码行数:45,代码来源:WorkGiver_Warden.cs

示例11: HasJobOnThing

        // This workgiver is specific to MiningCo. employees. It allows them to rescue fallen comrades even when MiningCo. is hostile to colony (thus the redefinition of EnemyIsNear function).
        public override bool HasJobOnThing(Pawn pawn, Thing t)
        {
            if ((pawn.Faction != null)
                && (pawn.Faction != OG_Util.FactionOfMiningCo))
            {
                return false;
            }

            Pawn downedPawn = t as Pawn;
            if (downedPawn == null || !downedPawn.Downed || downedPawn.Faction != pawn.Faction || downedPawn.InBed() || !pawn.CanReserve(downedPawn, 1) || EnemyIsNear(downedPawn, 40f))
            {
                return false;
            }
            Thing cryptosleepBay = FindFreeSupplyShipCryptosleepBay(pawn);
            Thing cryptosleepCasket = FindFreeCryptosleepCasket(pawn);
            return (((cryptosleepBay != null) && downedPawn.CanReserve(cryptosleepBay, 1))
                || ((cryptosleepCasket != null) && downedPawn.CanReserve(cryptosleepCasket, 1)));
        }
开发者ID:Rikiki123456789,项目名称:Rimworld,代码行数:19,代码来源:WorkGiver_RescueDownedMAndCoEmployee.cs

示例12: StartingJobForOn

 public override Job StartingJobForOn(Pawn pawn, Thing t)
 {
     if (t.Faction != pawn.Faction)
     {
         return null;
     }
     if (pawn.food.Food.Starving)
     {
         return null;
     }
     if (!pawn.CanReserve(t, ReservationType.Use))
     {
         return null;
     }
     if (!t.def.defName.Equals("ShootingRange"))
     {
         return null;
     }
     return new Job(JobDefOf.ManThing, new TargetPack(t));
 }
开发者ID:Jerethi50,项目名称:Superior-Crafting,代码行数:20,代码来源:WorkGiver_ShootingRange.cs

示例13: DeconstructExistingEdificeJob

 public Job DeconstructExistingEdificeJob(Pawn pawn, RimWorld.Blueprint blue)
 {
     if (!blue.def.entityDefToBuild.IsEdifice())
     {
         return null;
     }
     Thing thing = null;
     var cellRect = blue.OccupiedRect();
     for (var i = cellRect.minZ; i <= cellRect.maxZ; i++)
     {
         var j = cellRect.minX;
         while (j <= cellRect.maxX)
         {
             var c = new IntVec3(j, 0, i);
             thing = c.GetEdifice();
             if (thing != null)
             {
                 var thingDef = blue.def.entityDefToBuild as ThingDef;
                 if (thingDef != null && thingDef.building.canPlaceOverWall && thing.def == ThingDefOf.Wall)
                 {
                     return null;
                 }
                 break;
             }
             j++;
         }
         if (thing != null)
         {
             break;
         }
     }
     if (thing == null || !pawn.CanReserve(thing))
     {
         return null;
     }
     return new Job(JobDefOf.Deconstruct, thing)
     {
         ignoreDesignations = true
     };
 }
开发者ID:RWA-Team,项目名称:RimworldAscension,代码行数:40,代码来源:WorkGiver_ConstructDeliverResourcesToBlueprints.cs

示例14: GetFloatMenuOptions

        public override IEnumerable<FloatMenuOption> GetFloatMenuOptions(Pawn myPawn)
        {
            List<FloatMenuOption> list = new List<FloatMenuOption>();
            {
                if (!myPawn.CanReserve(this, 1))
                {

                    FloatMenuOption item = new FloatMenuOption("CannotUseReserved", null);
                    return new List<FloatMenuOption>
                {
                    item
                };
                }
                if (!myPawn.CanReach(this, PathEndMode.Touch, Danger.Some))
                {
                    FloatMenuOption item2 = new FloatMenuOption("CannotUseNoPath", null);
                    return new List<FloatMenuOption>
                {
                    item2
                };
                }
                Action action3 = delegate
                {
                    Job job = new Job(DefDatabase<JobDef>.GetNamed("ClutterGoAndPickUpItem", true), this, this.Position);
                    myPawn.drafter.TakeOrderedJob(job);
                    OwnerPawn = myPawn;
                };
                list.Add(new FloatMenuOption("Pick Up" + this.def.LabelCap, action3));
                Action action2 = delegate
                {
                    Job job = new Job(DefDatabase<JobDef>.GetNamed("ClutterUseItem", true), this, this.Position);
                    myPawn.drafter.TakeOrderedJob(job);
                    OwnerPawn = myPawn;

                };
                list.Add(new FloatMenuOption("Use" + this.def.LabelCap, action2));
            }
            return list;
        }
开发者ID:isistoy,项目名称:DevLib,代码行数:39,代码来源:ItemThingClass.cs

示例15: GetFloatMenuOptions

        public override IEnumerable<FloatMenuOption> GetFloatMenuOptions(Pawn myPawn)
        {
            List<FloatMenuOption> list = new List<FloatMenuOption>();
            {
                if (!myPawn.CanReserve(this))
                {
                    FloatMenuOption item = new FloatMenuOption("CannotUseReserved", null);
                    return new List<FloatMenuOption>
				{
					item
				};
                }
                if (!myPawn.CanReach(this, PathEndMode.Touch, Danger.Some))
                {
                    FloatMenuOption item2 = new FloatMenuOption("CannotUseNoPath", null);
                    return new List<FloatMenuOption>
				{
					item2
				};

                }

                if (OwnerPawn == null)
                {
                    Action action = delegate
                    {
                        job1 = new Job(JobDefOf.Goto, this.InteractionCell);
                        job2 = new Job(JobDefOf.Wait, 18100);
                        myPawn.drafter.TakeOrderedJob(job1);
                        myPawn.drafter.pawn.QueueJob(job2);
                        JobPawn = myPawn;
                        myPawn.Reserve(this);
                    };
                    list.Add(new FloatMenuOption("Use Dermal Regenerator", action));
                }
            }
            return list;
        }
开发者ID:scyde,项目名称:Hardcore-SK,代码行数:38,代码来源:Building_DermalRegeneratorNew.cs


注:本文中的Pawn.CanReserve方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。