rimworld-animations/Source/Patches/rjwPatches/HarmonyPatch_JoinInBedGiveJob.cs
2020-12-01 15:41:22 -08:00

68 lines
2.2 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using rjw;
using Verse;
using Verse.AI;
using RimWorld;
using HarmonyLib;
namespace Rimworld_Animations {
[HarmonyPatch(typeof(JobGiver_JoinInBed), "TryGiveJob")]
public static class HarmonyPatch_JoinInBedGiveJob {
public static bool Prefix(ref Job __result, ref Pawn pawn) {
__result = null;
if (!RJWHookupSettings.HookupsEnabled)
return false;
if (pawn.Drafted)
return false;
if (!SexUtility.ReadyForHookup(pawn))
return false;
// We increase the time right away to prevent the fairly expensive check from happening too frequently
SexUtility.IncreaseTicksToNextHookup(pawn);
// If the pawn is a whore, or recently had sex, skip the job unless they're really horny
if (!xxx.is_frustrated(pawn) && (xxx.is_whore(pawn) || !SexUtility.ReadyForLovin(pawn)))
return false;
// This check attempts to keep groups leaving the map, like guests or traders, from turning around to hook up
if (pawn.mindState?.duty?.def == DutyDefOf.TravelOrLeave) {
// TODO: Some guest pawns keep the TravelOrLeave duty the whole time, I think the ones assigned to guard the pack animals.
// That's probably ok, though it wasn't the intention.
if (RJWSettings.DebugLogJoinInBed) ModLog.Message($"JoinInBed.TryGiveJob:({xxx.get_pawnname(pawn)}): has TravelOrLeave, no time for lovin [ANIM JOBGIVER]!");
return false;
}
if ((pawn.CurJob == null || pawn.CurJob.def == JobDefOf.LayDown) && CasualSex_Helper.CanHaveSex(pawn)) {
//--Log.Message(" finding partner");
Pawn partner = CasualSex_Helper.find_partner(pawn, pawn.Map, bedsex: true);
//--Log.Message(" checking partner");
if (partner == null)
return false;
// Can never be null, since find checks for bed.
Building_Bed bed = partner.CurrentBed();
// Interrupt current job.
if (pawn.CurJob != null && pawn.jobs.curDriver != null)
pawn.jobs.curDriver.EndJobWith(JobCondition.InterruptForced);
__result = JobMaker.MakeJob(DefDatabase<JobDef>.GetNamed("JoinInBedAnimation", true), partner, bed);
return false;
}
return false;
}
}
}