using System.Collections.Generic; using RimWorld; using Verse; using Verse.AI; using System; using rjw; namespace Rimworld_Animations { public class JobDriver_SexBaseRecieverLovedForAnimation : JobDriver_SexBaseReciever { public readonly TargetIndex ipartner = TargetIndex.A; public readonly TargetIndex ibed = TargetIndex.B; public override bool TryMakePreToilReservations(bool errorOnFailed) { return base.TryMakePreToilReservations(errorOnFailed); } protected override IEnumerable MakeNewToils() { setup_ticks(); float partner_ability = xxx.get_sex_ability(Partner); // More/less hearts based on partner ability. if (partner_ability < 0.8f) ticks_between_thrusts += 100; else if (partner_ability > 2.0f) ticks_between_thrusts -= 25; // More/less hearts based on opinion. if (pawn.relations.OpinionOf(Partner) < 0) ticks_between_hearts += 50; else if (pawn.relations.OpinionOf(Partner) > 60) ticks_between_hearts -= 25; parteners.Add(Partner);// add job starter, so this wont fail, before Initiator starts his job //--Log.Message("[RJW]JobDriver_GettinLoved::MakeNewToils is called"); this.FailOnDespawnedOrNull(ipartner); this.FailOn(() => !Partner.health.capacities.CanBeAwake); this.FailOn(() => pawn.Drafted); this.KeepLyingDown(ibed); yield return Toils_Reserve.Reserve(ipartner, 1, 0); yield return Toils_Reserve.Reserve(ibed, Bed.SleepingSlotsCount, 0); Toil get_loved = new Toil(); get_loved.FailOn(() => { for (int i = 0; i < parteners.Count; i++) { if (parteners[i].CurJobDef != DefDatabase.GetNamed("JoinInBedAnimation", true)) { return true; } } return false; }); get_loved.defaultCompleteMode = ToilCompleteMode.Never; get_loved.socialMode = RandomSocialMode.Off; get_loved.handlingFacing = true; get_loved.AddPreTickAction(delegate { if (pawn.IsHashIntervalTick(ticks_between_hearts)) FleckMaker.ThrowMetaIcon(pawn.Position, pawn.Map, FleckDefOf.Heart); }); get_loved.AddEndCondition(() => { if (parteners.Count <= 0) { return JobCondition.Succeeded; } return JobCondition.Ongoing; }); get_loved.AddFinishAction(delegate { if (xxx.is_human(pawn)) pawn.Drawer.renderer.graphics.ResolveApparelGraphics(); }); yield return get_loved; } } }