123 lines
3.5 KiB
C#
Executable file
123 lines
3.5 KiB
C#
Executable file
using System.Collections.Generic;
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using System.Linq;
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using XRL.Core;
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using XRL.Rules;
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using XRL.World;
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namespace AutoDropBedding
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{
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public static class Helpers
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{
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public static void Log(string msg)
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{
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if (Config.DebugLogging)
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UnityEngine.Debug.Log("[AutoDropBedding] " + msg);
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}
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public static List<GameObject> GetBedsInInventory(GameObject who = null)
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{
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Helpers.Log("Checking for beds in inventory.");
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return who.Inventory.GetObjects(o => o.HasPart("Bed"));
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}
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public static Cell FindNearestCampfire(GameObject who = null)
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{
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foreach (var cell in who.CurrentCell.GetAdjacentCells())
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{
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if (cell.HasFirestarter())
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{
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Helpers.Log("Found campfire in cell " + cell.Pos2D.ToString());
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return cell;
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}
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}
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Helpers.Log("Couldn't find campfire???");
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return null;
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}
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public static bool HasBedroll(GameObject who = null)
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{
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if (who == null)
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who = XRLCore.Core?.Game?.Player?.Body;
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foreach (var _ in GetBedsInInventory(who))
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return true;
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return false;
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}
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public static Cell PickBedrollCell(Cell dropperCell, Cell campfireCell)
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{
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if (dropperCell == null)
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dropperCell = XRLCore.Core?.Game?.Player?.Body.CurrentCell;
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if (campfireCell == null)
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campfireCell = FindNearestCampfire(XRLCore.Core?.Game?.Player?.Body);
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Log("Picking cell for bed.");
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List<Cell> nearDropperCells = dropperCell.GetAdjacentCells();
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nearDropperCells.Add(dropperCell); // ensure bedroll isn't dropped in campfire if dropper is in same cell
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if (campfireCell == null)
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{
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Log("Couldn't find a campfire anywhere, falling back to player cell.");
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return dropperCell;
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}
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string nearbyMsg = "cells nearby: ";
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nearDropperCells.ForEach(cell => nearbyMsg += cell.Pos2D.ToString() + " ");
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Log(nearbyMsg);
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List<Cell> nearCampfireCells = campfireCell.GetAdjacentCells()
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.Where(cell => cell.IsEmpty() &&
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cell.IsVisible() &&
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!cell.HasFirestarter() &&
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!cell.HasAnyLiquid())
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.ToList();
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string campMsg = "cells nearby campfire: ";
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nearCampfireCells.ForEach(cell => campMsg += cell.Pos2D.ToString() + " ");
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Log(campMsg);
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List<Cell> commonCells = nearDropperCells.Intersect(nearCampfireCells).ToList();
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string commonMsg = "common cells: ";
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commonCells.ForEach(cell => commonMsg += cell.Pos2D.ToString() + " ");
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Log(commonMsg);
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// return random cell adjacent to both campfire and bedroll dropper, or dropper cell if none
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int randy = Stat.GetSeededRandomGenerator(dropperCell.Pos2D.ToString()).Next(0, commonCells.Count);
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return commonCells.Count > 0 ? commonCells[randy] : dropperCell;
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}
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public static void PutDownBedroll(GameObject who = null, Cell campfireCell = null, bool first = false)
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{
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if (who == null)
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who = XRLCore.Core?.Game?.Player?.Body;
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if (campfireCell == null)
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campfireCell = FindNearestCampfire(who);
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if (HasBedroll(who))
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{
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Cell bedrollCell = PickBedrollCell(who.CurrentCell, campfireCell);
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GameObject bed;
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List<GameObject> beds = GetBedsInInventory(who);
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if (first || beds.Count == 1)
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bed = beds[0];
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else
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bed = XRL.UI.PickItem.ShowPicker(beds);
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// why isn't there Inventory.Drop() or something
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var newBed = bedrollCell.AddObject(bed);
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who.Inventory.RemoveObject(bed);
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Log("Putting " + newBed.ShortDisplayName + " into cell.");
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IComponent<GameObject>.XDidY(who, "set out", newBed.a + newBed.ShortDisplayName);
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}
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}
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}
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}
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