using System.Collections.Generic; using RimWorld; using Verse; using Verse.AI; namespace WulaFallenEmpire { public class JobDriver_HaulToMaintenancePod : JobDriver { private const TargetIndex TakeeIndex = TargetIndex.A; private const TargetIndex PodIndex = TargetIndex.B; protected Pawn Takee => (Pawn)job.GetTarget(TakeeIndex).Thing; protected Building Pod => (Building)job.GetTarget(PodIndex).Thing; protected CompMaintenancePod PodComp => Pod.TryGetComp(); public override bool TryMakePreToilReservations(bool errorOnFailed) { return pawn.Reserve(Takee, job, 1, -1, null, errorOnFailed) && pawn.Reserve(Pod, job, 1, -1, null, errorOnFailed); } protected override IEnumerable MakeNewToils() { // Standard failure conditions this.FailOnDestroyedOrNull(TakeeIndex); this.FailOnDestroyedOrNull(PodIndex); this.FailOnAggroMentalStateAndHostile(TakeeIndex); this.FailOn(() => PodComp == null); // Fail if the pod doesn't have our component this.FailOn(() => !pawn.CanReach(Pod, PathEndMode.InteractionCell, Danger.Deadly)); this.FailOn(() => !Takee.Downed); // Can only haul downed pawns // Go to the pawn to be rescued yield return Toils_Goto.GotoThing(TakeeIndex, PathEndMode.ClosestTouch) .FailOnDespawnedNullOrForbidden(TakeeIndex) .FailOnDespawnedNullOrForbidden(PodIndex) .FailOnSomeonePhysicallyInteracting(TakeeIndex); // Start carrying the pawn yield return Toils_Haul.StartCarryThing(TakeeIndex, false, true, false); // Go to the maintenance pod yield return Toils_Goto.GotoThing(PodIndex, PathEndMode.InteractionCell); // Place the pawn inside the pod Toil placeInPod = ToilMaker.MakeToil("PlaceInPod"); placeInPod.initAction = delegate { // The Comp will handle despawning the pawn and starting the cycle PodComp.StartCycle(Takee); }; placeInPod.defaultCompleteMode = ToilCompleteMode.Instant; yield return placeInPod; } } }