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RickGrymes 0eed170531 Overhaul robotics with hediff loadouts
Refactors robot customization from apparel/equipment to hediff-driven body part overlays, adds a reusable upgrade dialog, and expands DefOf support for Protectron, Securitron, Mr. Handy, and Sentry Bot variants. Introduces manual power toggling, robot bed assignment/power-down behavior, new control modes (including Securitron guard point and Mr. Handy role-based work modes), and AI checks that respect fuel/power state and pending upgrade bench calls. Also adds new radiant quest nodes, improves settlement tile fallback logic, updates several workbench sizes/textures, and adds additional trader backstories.
2026-07-19 00:57:55 -05:00

76 lines
2.4 KiB
C#

using Verse;
namespace FCP.Core.Robotics
{
public enum SecuritronMode : byte
{
GuardHome,
GuardPawn,
GuardPoint
}
public class CompProperties_SecuritronMode : CompProperties
{
public CompProperties_SecuritronMode()
{
compClass = typeof(CompSecuritronMode);
}
}
public class CompSecuritronMode : ThingComp
{
private SecuritronMode mode = SecuritronMode.GuardHome;
private Pawn guardedPawn;
private IntVec3 guardedPoint = IntVec3.Invalid;
public CompProperties_SecuritronMode Props => (CompProperties_SecuritronMode)props;
public SecuritronMode Mode => mode;
public Pawn GuardedPawn => guardedPawn;
public IntVec3 GuardedPoint => guardedPoint;
public void SetGuardHome()
{
mode = SecuritronMode.GuardHome;
guardedPawn = null;
guardedPoint = IntVec3.Invalid;
}
public void SetGuardPawn(Pawn pawn)
{
mode = SecuritronMode.GuardPawn;
guardedPawn = pawn;
guardedPoint = IntVec3.Invalid;
}
public void SetGuardPoint(IntVec3 point)
{
mode = SecuritronMode.GuardPoint;
guardedPawn = null;
guardedPoint = point;
}
public override void PostExposeData()
{
base.PostExposeData();
Scribe_Values.Look(ref mode, "securitronMode", SecuritronMode.GuardHome);
Scribe_References.Look(ref guardedPawn, "guardedPawn");
Scribe_Values.Look(ref guardedPoint, "guardedPoint", IntVec3.Invalid);
}
public override string CompInspectStringExtra()
{
if ((parent as Pawn)?.Faction != RimWorld.Faction.OfPlayer)
{
return "FCP_SecuritronMode_Inspect".Translate("FCP_RobotMode_Wandering".Translate());
}
return mode switch
{
SecuritronMode.GuardPawn => "FCP_SecuritronMode_Inspect".Translate("FCP_SecuritronMode_GuardPawn".Translate(guardedPawn?.LabelShort ?? "?")),
SecuritronMode.GuardPoint => "FCP_SecuritronMode_Inspect".Translate("FCP_SecuritronMode_GuardPoint".Translate(guardedPoint.ToString())),
_ => "FCP_SecuritronMode_Inspect".Translate("FCP_SecuritronMode_GuardHome".Translate()),
};
}
}
}