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C# Pawn.GetRoom方法代码示例

本文整理汇总了C#中Pawn.GetRoom方法的典型用法代码示例。如果您正苦于以下问题:C# Pawn.GetRoom方法的具体用法?C# Pawn.GetRoom怎么用?C# Pawn.GetRoom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.GetRoom方法的5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: ThinkNode_ConditionalInPrison

 /*
 public ThinkNode_ConditionalInPrison() : base()
 {
 }
 */
 protected override bool Satisfied( Pawn pawn )
 {
     return (
         ( pawn != null )&&
         ( pawn.GetRoom() != null )&&
         ( pawn.GetRoom().isPrisonCell )
     );
 }
开发者ID:ForsakenShell,项目名称:Es-Small-Mods,代码行数:13,代码来源:ThinkNode_ConditionalInPrison.cs

示例2: ShouldStartEscaping

 private bool ShouldStartEscaping( Pawn pawn )
 {
     if(
         ( !pawn.guest.IsPrisoner )||
         ( pawn.guest.HostFaction != Faction.OfPlayer )||
         ( pawn.guest.PrisonerIsSecure )
     )
     {
         return false;
     }
     // Compare pawn mood to visibility to colonists and cameras
     var breakOdds = pawn.EscapeProbability();
     if( pawn.needs.mood.CurLevel > breakOdds )
     {   // Pawn is happy enough not to chance it
         return false;
     }
     var room = pawn.GetRoom();
     if( room.TouchesMapEdge )
     {   // Pawn is outside
         return true;
     }
     // Try to find an exit path
     var root = room.Regions[ 0 ];
     var exitFound = false;
     RegionTraverser.BreadthFirstTraverse(
         root,
         (from,to) =>
     {
         if( to.portal == null )
         {
             return true;
         }
         return (
             ( to.portal.FreePassage )||
             ( to.portal.PawnCanOpen( pawn) )
         );
     },
         (reg) =>
     {
         if( !reg.Room.TouchesMapEdge )
         {
             return false;
         }
         exitFound = true;
         return true;
     },
         MaxRegionsToCheckWhenEscapingThroughOpenDoors
     );
     return exitFound;
 }
开发者ID:ForsakenShell,项目名称:Es-Small-Mods,代码行数:50,代码来源:JobGiver_Prisoner_Escape.cs

示例3: TryIssueJobPackage

 public override ThinkResult TryIssueJobPackage( Pawn pawn )
 {
     if(
         ( pawn == null )||
         ( pawn.ownership == null )||
         ( pawn.ownership.OwnedBed == null )||
         ( pawn.GetRoom() == pawn.ownership.OwnedBed.GetRoom() )
     )
     {
         return ThinkResult.NoJob;
     }
     return new ThinkResult(
         new Job(
             JobDefOf.Goto,
             (TargetInfo) pawn.ownership.OwnedBed
         ),
         this
     );
 }
开发者ID:ForsakenShell,项目名称:Es-Small-Mods,代码行数:19,代码来源:JobGiver_Prisoner_ReturnToPersonalQuarters.cs

示例4: LawBroken

 public override bool LawBroken( Pawn pawn )
 {
     var hediffAlcohol = pawn.health.hediffSet.GetFirstHediffOfDef( HediffDefOf.Alcohol );
     if( hediffAlcohol == null )
     {   // Hasn't consumed alcohol recently
         return false;
     }
     var room = pawn.GetRoom();
     if( room != null )
     {
         foreach( var owner in room.Owners )
         {
             if( owner == pawn )
             {   // Pawn is in their own room, leave them be
                 return false;
             }
         }
     }
     // Return pawn is drunk
     return hediffAlcohol.CurStageIndex >= 3;
 }
开发者ID:ForsakenShell,项目名称:Es-Small-Mods,代码行数:21,代码来源:LawDriver_PublicDrunkeness.cs

示例5: PawnCanOpen

 public override bool PawnCanOpen( Pawn p, bool isEscaping )
 {
     if( cachedRooms.Count == 0 )
     {
         UpdateCompStatus();
     }
     if( isEscaping )
     {   // Escaping pawns don't care about restrictions
         return true;
     }
     if( this.parent.IsForbiddenToPass( p ) )
     {   // Other factions don't care about forbidden doors
         //Log.Message( string.Format( "\tCompRestrictedDoor: door {0}, pawn {1} IsForbiddenToPass", this.parent.ThingID, p.NameStringShort ) );
         return false;
     }
     // Check animals
     if(
         ( p.RaceProps.Animal )&&
         ( !AllowAnimals )
     )
     {
         return false;
     }
     // Check colonists
     if(
         ( p.IsColonist )&&
         ( !AllowColonists )&&
         ( !p.IsPrisonerOfColony )&&
         ( !p.Drafted )&&
         ( !p.workSettings.WorkIsActive( WorkTypeDefOf.Warden ) )&&
         ( !p.workSettings.WorkIsActive( WorkTypeDefOf.Doctor ) )
     )
     {   // Colonists have been told not to use this door
         return false;
     }
     if(
         (
             ( p.IsColonist )||
             ( p.Faction == Faction.OfPlayer )
         )&&
         ( !p.IsPrisoner )
     )
     {   // Colonists & colony animals
         //Log.Message( string.Format( "\tCompRestrictedDoor: door {0}, pawn {1} IsColonist or Faction.OfPlayer", this.parent.ThingID, p.NameStringShort ) );
         return true;
     }
     // Check non-prisoner guests
     if( p.IsGuestOfColony() )
     {
         if( AllowGuests )
         {   // Guests can use this door
             //Log.Message( string.Format( "\tCompRestrictedDoor: door {0}, pawn {1} IsAllowedGuest", this.parent.ThingID, p.NameStringShort ) );
             return true;
         }
         // Guests can't use this door
         //Log.Message( string.Format( "\tCompRestrictedDoor: door {0}, pawn {1} IsNotAllowedGuest", this.parent.ThingID, p.NameStringShort ) );
         return false;
     }
     if( cachedRooms.NullOrEmpty() )
     {
         // No room cache, can't check
         //Log.Message( string.Format( "\tCompRestrictedDoor: door {0}, pawn {1} cachedRooms is null", this.parent.ThingID, p.NameStringShort ) );
         return false;
     }
     var pawnRoom = p.GetRoom();
     bool checkPrisoners = p.IsPrisonerOfColony;
     bool checkSlaves = p.IsSlaveOfColony();
     // Slaves supercede prisoners
     checkPrisoners &= !checkSlaves;
     // Check on prisoners
     if(
         ( AllowPrisoners )&&
         ( checkPrisoners )
     )
     {
         foreach( var room in cachedRooms )
         {
             // Don't worry about room pawn is leaving
             if( room == pawnRoom )
             {
                 continue;
             }
             if( !room.isPrisonCell )
             {   // Prisoners are only valid for prison cells
                 //Log.Message( string.Format( "\tCompRestrictedDoor: door {0}, pawn {1} isPrisoner, room {2} !isPrisoncell", this.parent.ThingID, p.NameStringShort, room.ID ) );
                 return false;
             }
         }
         // Room is valid for prisoners
         //Log.Message( string.Format( "\tCompRestrictedDoor: door {0}, pawn {1} isPrisoner, all rooms are prison cells", this.parent.ThingID, p.NameStringShort ) );
         return true;
     }
     // Check on slaves
     if(
         ( AllowSlaves )&&
         ( checkSlaves )
     )
     {
         foreach( var room in cachedRooms )
         {
//.........这里部分代码省略.........
开发者ID:ForsakenShell,项目名称:Es-Small-Mods,代码行数:101,代码来源:CompRestrictedDoor.cs


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