本文整理汇总了C#中Pawn.CanReserveAndReach方法的典型用法代码示例。如果您正苦于以下问题:C# Pawn.CanReserveAndReach方法的具体用法?C# Pawn.CanReserveAndReach怎么用?C# Pawn.CanReserveAndReach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类Pawn
的用法示例。
在下文中一共展示了Pawn.CanReserveAndReach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: FindFreeSupplyShipCryptosleepBay
public static Thing FindFreeSupplyShipCryptosleepBay(Pawn rescuer)
{
List<Thing> leftBaysList = Find.ListerThings.ThingsOfDef(OG_Util.SupplyShipCryptosleepBayLeftDef);
for (int bayIndex = 0; bayIndex < leftBaysList.Count; bayIndex++)
{
Thing potentialBay = leftBaysList[bayIndex];
if ((potentialBay.Faction != null)
&& (potentialBay.Faction == rescuer.Faction))
{
Building_SupplyShipCryptosleepBay bay = potentialBay as Building_SupplyShipCryptosleepBay;
if ((bay.GetContainer().Count == 0)
&& (rescuer.CanReserveAndReach(bay, PathEndMode.InteractionCell, Danger.Deadly)))
{
return bay;
}
}
}
List<Thing> rightBaysList = Find.ListerThings.ThingsOfDef(OG_Util.SupplyShipCryptosleepBayRightDef);
for (int bayIndex = 0; bayIndex < rightBaysList.Count; bayIndex++)
{
Thing potentialBay = rightBaysList[bayIndex];
if ((potentialBay.Faction != null)
&& (potentialBay.Faction == rescuer.Faction))
{
Building_SupplyShipCryptosleepBay bay = potentialBay as Building_SupplyShipCryptosleepBay;
if ((bay.GetContainer().Count == 0)
&& (rescuer.CanReserveAndReach(bay, PathEndMode.InteractionCell, Danger.Deadly)))
{
return bay;
}
}
}
return null;
}
示例2: HasJobOnThing
public override bool HasJobOnThing( Pawn pawn, Thing t )
{
#if DEBUG_WORKGIVER
Log.Message("Checking " + t.LabelCap + " for job.");
Log.Message("ManagerStation" + ((t as Building_ManagerStation) != null));
Log.Message("Comp" + (t.TryGetComp<Comp_ManagerStation>() != null));
Log.Message("Incap" + (!pawn.Dead && !pawn.Downed && !pawn.IsBurning() && !t.IsBurning()));
Log.Message("CanReserve and reach" + (pawn.CanReserveAndReach(t, PathEndMode, Danger.Some)));
CompPowerTrader powera = t.TryGetComp<CompPowerTrader>();
Log.Message("Power" + (powera == null || powera.PowerOn));
Log.Message("Job" + (Manager.Get.JobStack.NextJob != null));
#endif
if ( !( t is Building_ManagerStation ) )
{
return false;
}
if ( t.TryGetComp<Comp_ManagerStation>() == null )
{
return false;
}
if ( pawn.Dead ||
pawn.Downed ||
pawn.IsBurning() ||
t.IsBurning() )
{
return false;
}
if ( !pawn.CanReserveAndReach( t, PathEndMode, Danger.Some ) )
{
return false;
}
CompPowerTrader power = t.TryGetComp<CompPowerTrader>();
if ( power != null &&
!power.PowerOn )
{
return false;
}
if ( Manager.Get.JobStack.NextJob != null )
{
return true;
}
return false;
}
示例3: PotentialWorkThingsGlobal
public override IEnumerable<Thing> PotentialWorkThingsGlobal( Pawn Pawn )
{
// Find all doors which want to be locked or unlocked and their cool-down has expired
var doors = Find.ListerBuildings.allBuildingsColonist.Where( (t) =>
{
var door = t as Building_RestrictedDoor;
if( door == null )
{ // Not an appropriate door
return false;
}
var compLock = door.TryGetComp<CompLockable>();
if( compLock == null )
{ // Door is missing comp
return false;
}
if(
( !compLock.IssueLockToggleJob )||
( Find.TickManager.TicksGame < compLock.changeStateAfterTick )
)
{ // Door doesn't want lock toggle or cool down hasn't expired
return false;
}
if( !Pawn.CanReserveAndReach( door, PathEndMode.Touch, Pawn.NormalMaxDanger(), 1 ) )
{ // Pawn can't reach door
return false;
}
// This door want's it's lock status changed
return true;
} );
foreach( var door in doors )
{
yield return door;
}
}
示例4: HasJobOnThing
public override bool HasJobOnThing(Pawn pawn, Thing t)
{
if ((t is Building_AquacultureBasin) == false)
{
return false;
}
Building_AquacultureBasin aquacultureBasin = t as Building_AquacultureBasin;
if (pawn.Dead
|| pawn.Downed
|| pawn.IsBurning())
{
return false;
}
if (pawn.CanReserveAndReach(aquacultureBasin, this.PathEndMode, Danger.Some) == false)
{
return false;
}
if (aquacultureBasin.breedingIsFinished)
{
return true;
}
return false;
}
示例5: FindMADFor
public static Building_MAD FindMADFor(Pawn sleeper, Pawn traveler, bool sleeperWillBePrisoner, bool checkSocialProperness, bool forceCheckMedBed = false)
{
Predicate<Thing> MADValidator = delegate(Thing t)
{
if (!traveler.CanReserveAndReach(t, PathEndMode.OnCell, Danger.Some, 1))
{
return false;
}
Building_MAD Building_MAD3 = (Building_MAD)t;
if (Building_MAD3.HasAnyContents)
{
return false;
}
else
{
if (Building_MAD3.Faction != traveler.Faction)
{
return false;
}
}
return (!Building_MAD3.IsForbidden(traveler) && !Building_MAD3.IsBurning());
};
Predicate<Thing> validator = (Thing b) => MADValidator(b);
Building_MAD building_MAD = (Building_MAD)GenClosest.ClosestThingReachable(sleeper.Position, ThingRequest.ForDef(DefDatabase<ThingDef>.GetNamed("MindAlteringDevice")), PathEndMode.OnCell, TraverseParms.For(traveler, Danger.Deadly, TraverseMode.ByPawn, false), 9999f, validator, null, -1, false);
if (building_MAD != null)
{
return building_MAD;
}
return null;
}
示例6: DebugWriteHaulingPawn
public static void DebugWriteHaulingPawn(Pawn pawn)
{
Trace.AppendLine(pawn.LabelCap + " Report: Cart " + ToolsForHaulUtility.Cart().Count + " Job: " + ((pawn.CurJob != null) ? pawn.CurJob.def.defName : "No Job")
+ " Backpack: " + ((ToolsForHaulUtility.TryGetBackpack(pawn) != null) ? "True" : "False")
+ " lastGivenWorkType: " + pawn.mindState.lastGivenWorkType);
foreach (Pawn other in Find.ListerPawns.FreeColonistsSpawned)
{
//Vanilla haul or Haul with backpack
if (other.CurJob != null && (other.CurJob.def == JobDefOf.HaulToCell || other.CurJob.def == DefDatabase<JobDef>.GetNamed("HaulWithBackpack")))
Trace.AppendLine(other.LabelCap + " Job: " + other.CurJob.def.defName
+ " Backpack: " + ((ToolsForHaulUtility.TryGetBackpack(other) != null) ? "True" : "False")
+ " lastGivenWorkType: " + other.mindState.lastGivenWorkType);
}
foreach (Vehicle_Cart cart in ToolsForHaulUtility.Cart())
{
string driver = ((cart.mountableComp.IsMounted) ? cart.mountableComp.Driver.LabelCap : "No Driver");
string state = "";
if (cart.IsForbidden(pawn.Faction))
state = string.Concat(state, "Forbidden ");
if (pawn.CanReserveAndReach(cart, PathEndMode.Touch, Danger.Some))
state = string.Concat(state, "CanReserveAndReach ");
if (ToolsForHaulUtility.AvailableCart(cart, pawn))
state = string.Concat(state, "AvailableCart ");
if (ToolsForHaulUtility.AvailableAnimalCart(cart))
state = string.Concat(state, "AvailableAnimalCart ");
Pawn reserver = Find.Reservations.FirstReserverOf(cart, Faction.OfColony);
if (reserver != null)
state = string.Concat(state, reserver.LabelCap, " Job: ", reserver.CurJob.def.defName);
Trace.AppendLine(cart.LabelCap + "- " + driver + ": " + state);
}
Trace.LogMessage();
}
示例7: HasJobOnThing
public override bool HasJobOnThing(Pawn pawn, Thing t)
{
if ((t is Building_LaserFencePylon) == false)
{
return false;
}
if (pawn.CanReserveAndReach(t, PathEndMode.Touch, Danger.Deadly) == false)
{
return false;
}
Building_LaserFencePylon pylon = t as Building_LaserFencePylon;
if (pawn.Dead
|| pawn.Downed
|| pawn.IsBurning())
{
return false;
}
if (pylon.manualSwitchIsPending)
{
return true;
}
return false;
}
示例8: JobOnThing
public override Job JobOnThing( Pawn pawn, Thing t )
{
if( !pawn.CanReserveAndReach( ( TargetInfo )t.Position, PathEndMode.Touch, DangerUtility.NormalMaxDanger( pawn ), 1 ) )
{
return (Job) null;
}
var hopperSgp = t as ISlotGroupParent;
if( hopperSgp == null )
{
return (Job) null;
}
var resource = HopperGetCurrentResource( t.Position, hopperSgp );
if(
( resource == null )||
( resource.stackCount <= ( resource.def.stackLimit / 2 ) )
)
{
return WorkGiver_FillHopper.HopperFillJob( pawn, hopperSgp, resource );
}
JobFailReason.Is( "AlreadyFilledLower".Translate() );
return (Job) null;
}
示例9: AvailableTargets
// search things throught designations is faster than searching designations through all things
public static List<TargetInfo> AvailableTargets(Pawn pawn)
{
return Find.ListerThings.AllThings.FindAll(thing => thing is Frame)
.Where(thing => thing.Faction == pawn.Faction && GenConstruct.CanConstruct(thing, pawn) &&
(thing as Frame).MaterialsNeeded().Count == 0 &&
pawn.CanReserveAndReach(thing, PathEndMode.Touch, pawn.NormalMaxDanger())).Select(thing => new TargetInfo(thing)).ToList();
}
示例10: HasJobOnThing
public override bool HasJobOnThing(Pawn pawn, Thing t)
{
Pawn pawn2 = t as Pawn;
if (pawn2 == null) return false;
bool casket = Building_CryptosleepCasket.FindCryptosleepCasketFor(pawn2, pawn) != null;
return pawn2 != null && casket && pawn2.RaceProps.Animal && pawn2.CasualInterruptibleNow() && pawn.CanReserveAndReach(pawn2, PathEndMode.Touch, Danger.Deadly);
}
示例11: FindRestraints
private Thing FindRestraints( Pawn warden, BodyPartGroupDef bodyPartGroupDef )
{
// Is the warden carrying a restraint already?
var restraint = warden.inventory.container.FirstOrDefault( thing => (
( thing.IsRestraints() )&&
( thing.def.apparel.bodyPartGroups.Contains( bodyPartGroupDef ) )
) );
if( restraint == null )
{ // Nope, find one in the colony
var restraints = Data.AllRestraintsOfColony( bodyPartGroupDef );
if( restraints == null )
{
return null;
}
restraint = restraints.Find( thing => (
( !thing.IsForbidden( Faction.OfPlayer ) )&&
( warden.CanReserveAndReach(
thing,
PathEndMode.ClosestTouch,
warden.NormalMaxDanger(),
1 )
)
) );
}
return restraint;
}
示例12: HasJobOnThing
public override bool HasJobOnThing( Pawn pawn, Thing thing )
{
if ( thing.Faction != pawn.Faction )
return false;
if ( pawn.Faction == Faction.OfColony && !Find.AreaHome[thing.Position] )
return false;
if ( thing.IsBurning() )
return false;
if ( Find.DesignationManager.DesignationOn( thing, DesignationDefOf.Deconstruct ) != null )
return false;
ThingWithComps twc = thing as ThingWithComps;
if ( twc == null )
return false;
var comp = twc.TryGetComp<CompBreakdownable>();
if ( comp == null )
return false;
if ( !MapComponent_Durability.RequiresMaintenance( comp ) )
return false;
if ( !pawn.CanReserveAndReach( thing, PathEndMode.Touch, pawn.NormalMaxDanger() ) )
return false;
return true;
}
示例13: HopperFillFoodJob
public static Job HopperFillFoodJob(Pawn pawn, ISlotGroupParent hopperSgp)
{
Building building = hopperSgp as Building;
if (!pawn.CanReserveAndReach(building.Position, PathEndMode.Touch, pawn.NormalMaxDanger(), 1))
{
return null;
}
ThingDef thingDef = null;
Thing firstItem = building.Position.GetFirstItem();
if (firstItem != null)
{
if (Building_AquacultureBasin.IsAcceptableFeedstock(firstItem.def))
{
thingDef = firstItem.def;
}
else
{
if (firstItem.IsForbidden(pawn))
{
return null;
}
return HaulAIUtility.HaulAsideJobFor(pawn, firstItem);
}
}
List<Thing> list;
if (thingDef == null)
{
list = Find.Map.listerThings.ThingsInGroup(ThingRequestGroup.FoodSourceNotPlantOrTree);
}
else
{
list = Find.Map.listerThings.ThingsOfDef(thingDef);
}
for (int i = 0; i < list.Count; i++)
{
Thing thing = list[i];
if (thing.def.IsNutritionGivingIngestible)
{
if (thing.def.ingestible.preferability == FoodPreferability.RawBad || thing.def.ingestible.preferability == FoodPreferability.RawTasty)
{
if (HaulAIUtility.PawnCanAutomaticallyHaul(pawn, thing))
{
if (Find.SlotGroupManager.SlotGroupAt(building.Position).Settings.AllowedToAccept(thing))
{
StoragePriority storagePriority = HaulAIUtility.StoragePriorityAtFor(thing.Position, thing);
if (storagePriority < hopperSgp.GetSlotGroup().Settings.Priority)
{
Job job = HaulAIUtility.HaulMaxNumToCellJob(pawn, thing, building.Position, true);
if (job != null)
{
return job;
}
}
}
}
}
}
}
return null;
}
示例14: GetExactWanderDest
protected override IntVec3 GetExactWanderDest(Pawn pawn)
{
Area outpostArea = OG_Util.FindOutpostArea();
if ((outpostArea != null)
&& outpostArea.ActiveCells.Contains(pawn.Position))
{
return RCellFinder.RandomWanderDestFor(pawn, pawn.Position, this.wanderRadius, this.wanderDestValidator, PawnUtility.ResolveMaxDanger(pawn, this.maxDanger));
}
else
{
Building_OutpostCommandConsole console = OG_Util.FindOutpostCommandConsole(OG_Util.FactionOfMiningCo);
if (console != null)
{
IntVec3 cell1 = WanderUtility.BestCloseWanderRoot(console.Position, pawn);
return cell1;
}
else
{
for (int cellIndex = 0; cellIndex < 50; cellIndex++)
{
IntVec3 cell2 = outpostArea.ActiveCells.RandomElement();
if (pawn.CanReserveAndReach(cell2, PathEndMode.Touch, Danger.Some))
{
return cell2;
}
}
IntVec3 cell3 = WanderUtility.BestCloseWanderRoot(pawn.Position, pawn);
return cell3;
}
}
}
示例15: AvailableTargets
// search things throught designations is faster than searching designations through all things
public static List<TargetInfo> AvailableTargets(Pawn pawn)
{
return Find.DesignationManager.allDesignations.FindAll(designation =>
designation.def == DefDatabase<DesignationDef>.GetNamed("ChopWood"))
.Select(designation => designation.target)
.Where(target => !target.IsBurning() &&
pawn.CanReserveAndReach(target, PathEndMode.Touch, pawn.NormalMaxDanger())).ToList();
}