This commit is contained in:
Ed86 2022-07-13 15:13:21 +03:00
parent 5a9abe6fd9
commit 7ea74813b3
42 changed files with 2381 additions and 87 deletions

63
.gitattributes vendored Normal file
View File

@ -0,0 +1,63 @@
###############################################################################
# Set default behavior to automatically normalize line endings.
###############################################################################
* text=auto
###############################################################################
# Set default behavior for command prompt diff.
#
# This is need for earlier builds of msysgit that does not have it on by
# default for csharp files.
# Note: This is only used by command line
###############################################################################
#*.cs diff=csharp
###############################################################################
# Set the merge driver for project and solution files
#
# Merging from the command prompt will add diff markers to the files if there
# are conflicts (Merging from VS is not affected by the settings below, in VS
# the diff markers are never inserted). Diff markers may cause the following
# file extensions to fail to load in VS. An alternative would be to treat
# these files as binary and thus will always conflict and require user
# intervention with every merge. To do so, just uncomment the entries below
###############################################################################
#*.sln merge=binary
#*.csproj merge=binary
#*.vbproj merge=binary
#*.vcxproj merge=binary
#*.vcproj merge=binary
#*.dbproj merge=binary
#*.fsproj merge=binary
#*.lsproj merge=binary
#*.wixproj merge=binary
#*.modelproj merge=binary
#*.sqlproj merge=binary
#*.wwaproj merge=binary
###############################################################################
# behavior for image files
#
# image files are treated as binary by default.
###############################################################################
#*.jpg binary
#*.png binary
#*.gif binary
###############################################################################
# diff behavior for common document formats
#
# Convert binary document formats to text before diffing them. This feature
# is only available from the command line. Turn it on by uncommenting the
# entries below.
###############################################################################
#*.doc diff=astextplain
#*.DOC diff=astextplain
#*.docx diff=astextplain
#*.DOCX diff=astextplain
#*.dot diff=astextplain
#*.DOT diff=astextplain
#*.pdf diff=astextplain
#*.PDF diff=astextplain
#*.rtf diff=astextplain
#*.RTF diff=astextplain

340
.gitignore vendored Normal file
View File

@ -0,0 +1,340 @@
## Ignore Visual Studio temporary files, build results, and
## files generated by popular Visual Studio add-ons.
##
## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore
# User-specific files
*.rsuser
*.suo
*.user
*.userosscache
*.sln.docstates
# User-specific files (MonoDevelop/Xamarin Studio)
*.userprefs
# Build results
[Dd]ebug/
[Dd]ebugPublic/
[Rr]elease/
[Rr]eleases/
x64/
x86/
[Aa][Rr][Mm]/
[Aa][Rr][Mm]64/
bld/
[Bb]in/
[Oo]bj/
[Ll]og/
# Visual Studio 2015/2017 cache/options directory
.vs/
# Uncomment if you have tasks that create the project's static files in wwwroot
#wwwroot/
# Visual Studio 2017 auto generated files
Generated\ Files/
# MSTest test Results
[Tt]est[Rr]esult*/
[Bb]uild[Ll]og.*
# NUNIT
*.VisualState.xml
TestResult.xml
# Build Results of an ATL Project
[Dd]ebugPS/
[Rr]eleasePS/
dlldata.c
# Benchmark Results
BenchmarkDotNet.Artifacts/
# .NET Core
project.lock.json
project.fragment.lock.json
artifacts/
# StyleCop
StyleCopReport.xml
# Files built by Visual Studio
*_i.c
*_p.c
*_h.h
*.ilk
*.meta
*.obj
*.iobj
*.pch
*.pdb
*.ipdb
*.pgc
*.pgd
*.rsp
*.sbr
*.tlb
*.tli
*.tlh
*.tmp
*.tmp_proj
*_wpftmp.csproj
*.log
*.vspscc
*.vssscc
.builds
*.pidb
*.svclog
*.scc
# Chutzpah Test files
_Chutzpah*
# Visual C++ cache files
ipch/
*.aps
*.ncb
*.opendb
*.opensdf
*.sdf
*.cachefile
*.VC.db
*.VC.VC.opendb
# Visual Studio profiler
*.psess
*.vsp
*.vspx
*.sap
# Visual Studio Trace Files
*.e2e
# TFS 2012 Local Workspace
$tf/
# Guidance Automation Toolkit
*.gpState
# ReSharper is a .NET coding add-in
_ReSharper*/
*.[Rr]e[Ss]harper
*.DotSettings.user
# JustCode is a .NET coding add-in
.JustCode
# TeamCity is a build add-in
_TeamCity*
# DotCover is a Code Coverage Tool
*.dotCover
# AxoCover is a Code Coverage Tool
.axoCover/*
!.axoCover/settings.json
# Visual Studio code coverage results
*.coverage
*.coveragexml
# NCrunch
_NCrunch_*
.*crunch*.local.xml
nCrunchTemp_*
# MightyMoose
*.mm.*
AutoTest.Net/
# Web workbench (sass)
.sass-cache/
# Installshield output folder
[Ee]xpress/
# DocProject is a documentation generator add-in
DocProject/buildhelp/
DocProject/Help/*.HxT
DocProject/Help/*.HxC
DocProject/Help/*.hhc
DocProject/Help/*.hhk
DocProject/Help/*.hhp
DocProject/Help/Html2
DocProject/Help/html
# Click-Once directory
publish/
# Publish Web Output
*.[Pp]ublish.xml
*.azurePubxml
# Note: Comment the next line if you want to checkin your web deploy settings,
# but database connection strings (with potential passwords) will be unencrypted
*.pubxml
*.publishproj
# Microsoft Azure Web App publish settings. Comment the next line if you want to
# checkin your Azure Web App publish settings, but sensitive information contained
# in these scripts will be unencrypted
PublishScripts/
# NuGet Packages
*.nupkg
# The packages folder can be ignored because of Package Restore
**/[Pp]ackages/*
# except build/, which is used as an MSBuild target.
!**/[Pp]ackages/build/
# Uncomment if necessary however generally it will be regenerated when needed
#!**/[Pp]ackages/repositories.config
# NuGet v3's project.json files produces more ignorable files
*.nuget.props
*.nuget.targets
# Microsoft Azure Build Output
csx/
*.build.csdef
# Microsoft Azure Emulator
ecf/
rcf/
# Windows Store app package directories and files
AppPackages/
BundleArtifacts/
Package.StoreAssociation.xml
_pkginfo.txt
*.appx
# Visual Studio cache files
# files ending in .cache can be ignored
*.[Cc]ache
# but keep track of directories ending in .cache
!?*.[Cc]ache/
# Others
ClientBin/
~$*
*~
*.dbmdl
*.dbproj.schemaview
*.jfm
*.pfx
*.publishsettings
orleans.codegen.cs
# Including strong name files can present a security risk
# (https://github.com/github/gitignore/pull/2483#issue-259490424)
#*.snk
# Since there are multiple workflows, uncomment next line to ignore bower_components
# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
#bower_components/
# RIA/Silverlight projects
Generated_Code/
# Backup & report files from converting an old project file
# to a newer Visual Studio version. Backup files are not needed,
# because we have git ;-)
_UpgradeReport_Files/
Backup*/
UpgradeLog*.XML
UpgradeLog*.htm
ServiceFabricBackup/
*.rptproj.bak
# SQL Server files
*.mdf
*.ldf
*.ndf
# Business Intelligence projects
*.rdl.data
*.bim.layout
*.bim_*.settings
*.rptproj.rsuser
*- Backup*.rdl
# Microsoft Fakes
FakesAssemblies/
# GhostDoc plugin setting file
*.GhostDoc.xml
# Node.js Tools for Visual Studio
.ntvs_analysis.dat
node_modules/
# Visual Studio 6 build log
*.plg
# Visual Studio 6 workspace options file
*.opt
# Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
*.vbw
# Visual Studio LightSwitch build output
**/*.HTMLClient/GeneratedArtifacts
**/*.DesktopClient/GeneratedArtifacts
**/*.DesktopClient/ModelManifest.xml
**/*.Server/GeneratedArtifacts
**/*.Server/ModelManifest.xml
_Pvt_Extensions
# Paket dependency manager
.paket/paket.exe
paket-files/
# FAKE - F# Make
.fake/
# JetBrains Rider
.idea/
*.sln.iml
# CodeRush personal settings
.cr/personal
# Python Tools for Visual Studio (PTVS)
__pycache__/
*.pyc
# Cake - Uncomment if you are using it
# tools/**
# !tools/packages.config
# Tabs Studio
*.tss
# Telerik's JustMock configuration file
*.jmconfig
# BizTalk build output
*.btp.cs
*.btm.cs
*.odx.cs
*.xsd.cs
# OpenCover UI analysis results
OpenCover/
# Azure Stream Analytics local run output
ASALocalRun/
# MSBuild Binary and Structured Log
*.binlog
# NVidia Nsight GPU debugger configuration file
*.nvuser
# MFractors (Xamarin productivity tool) working folder
.mfractor/
# Local History for Visual Studio
.localhistory/
# BeatPulse healthcheck temp database
healthchecksdb

Binary file not shown.

View File

@ -0,0 +1,49 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--master hediff adding up the smaller Cum splatches-->
<HediffDef>
<defName>Hediff_CumController</defName>
<hediffClass>rjwcum.Hediff_CumController</hediffClass>
<label>Cum</label>
<description>Covered in cum.</description>
<makesSickThought>false</makesSickThought>
<initialSeverity>0.01</initialSeverity>
<maxSeverity>1</maxSeverity>
<!--<injuryProps>-->
<!--<canMerge>true</canMerge>--><!-- this might not even be required-->
<!--</injuryProps>-->
<!--<scenarioCanAdd>true</scenarioCanAdd>-->
<isBad>false</isBad>
<tendable>false</tendable>
<stages>
<li>
<label>minor</label>
<becomeVisible>false</becomeVisible>
</li>
<li>
<minSeverity>0.3</minSeverity>
<label>little</label>
<statOffsets>
<Vulnerability>0.2</Vulnerability>
<SocialImpact>-0.1</SocialImpact>
</statOffsets>
</li>
<li>
<minSeverity>0.6</minSeverity>
<label>extensive</label>
<statOffsets>
<Vulnerability>0.3</Vulnerability>
<SocialImpact>-0.3</SocialImpact>
</statOffsets>
</li>
<li>
<minSeverity>0.8</minSeverity>
<label>full</label>
<statOffsets>
<Vulnerability>-0.1</Vulnerability><!--pawns prefer victims not being completely drenched-->
<SocialImpact>-0.5</SocialImpact>
</statOffsets>
</li>
</stages>
</HediffDef>
</Defs>

View File

@ -0,0 +1,72 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<HediffDef Name="Hediff_Cum_Base" Abstract="True">
<hediffClass>rjwcum.Hediff_Cum</hediffClass>
<defName>Hediff_Cum</defName>
<label>Cum</label>
<labelNoun>cum</labelNoun>
<description>cum.</description>
<labelNounPretty>cum on {1}</labelNounPretty>
<defaultLabelColor>(0.95,0.95,0.95)</defaultLabelColor>
<isBad>false</isBad>
<tendable>false</tendable>
<makesSickThought>false</makesSickThought>
<makesAlert>false</makesAlert>
<maxSeverity>1</maxSeverity>
<initialSeverity>0.001</initialSeverity>
<injuryProps>
<canMerge>true</canMerge>
</injuryProps>
<stages>
<li>
<label>little</label>
</li>
<li>
<minSeverity>0.25</minSeverity>
<label>some</label>
</li>
<li>
<minSeverity>0.5</minSeverity>
<label>dripping</label>
</li>
<li>
<minSeverity>0.8</minSeverity>
<label>drenched</label>
</li>
</stages>
<comps>
<li Class="HediffCompProperties_SelfHeal">
<!--0.01*100*1800/60.0000-->
<healIntervalTicksStanding>1800</healIntervalTicksStanding><!-- 1 day = 60.000 ticks -->
<healAmount>0.01</healAmount><!--dries by itself, completely drying from 1.0 to 0.0 takes ~72h-->
</li>
</comps>
</HediffDef>
<HediffDef ParentName="Hediff_Cum_Base">
<defName>Hediff_Cum</defName>
<label>Cum</label>
<labelNoun>cum</labelNoun>
<description>cum</description>
<labelNounPretty>cum on {1}</labelNounPretty>
<defaultLabelColor>(0.95,0.95,0.95)</defaultLabelColor>
</HediffDef>
<HediffDef ParentName="Hediff_Cum_Base">
<defName>Hediff_InsectSpunk</defName>
<description>Insect spunk.</description>
<label>insect spunk</label>
<labelNoun>insect spunk</labelNoun>
<labelNounPretty>insect spunk on {1}</labelNounPretty>
<defaultLabelColor>(0.6,0.83,0.35)</defaultLabelColor>
</HediffDef>
<HediffDef ParentName="Hediff_Cum_Base">
<defName>Hediff_MechaFluids</defName>
<description>Mechanoid fluids.</description>
<label>mechanoid fluids</label>
<labelNoun>mechanoid fluids</labelNoun>
<labelNounPretty>mecha fluids on {1}</labelNounPretty>
<defaultLabelColor>(0.37,0.71,0.82)</defaultLabelColor>
</HediffDef>
</Defs>

View File

@ -0,0 +1,10 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<JobDef>
<defName>CleanSelf</defName>
<driverClass>rjwcum.JobDriver_CleanSelf</driverClass>
<reportString>cleaning self</reportString>
<casualInterruptible>true</casualInterruptible>
</JobDef>
</Defs>

View File

@ -0,0 +1,16 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<WorkGiverDef>
<defName>CleanSelf</defName>
<label>clean self</label>
<giverClass>rjwcum.WorkGiver_CleanSelf</giverClass>
<workType>Cleaning</workType>
<verb>clean self</verb>
<gerund>cleaning self</gerund>
<scanCells>false</scanCells>
<priorityInType>11</priorityInType><!-- slightly higher than normal cleaning (relatively unimportant)-->
<requiredCapacities>
<li>Manipulation</li>
</requiredCapacities>
</WorkGiverDef>
</Defs>

View File

@ -0,0 +1,15 @@
<?xml version="1.0" encoding="utf-8"?>
<LanguageData>
<debug>Debug</debug>
<debug_desc></debug_desc>
<cum_on_body>Enable cum on body (Hediffs)</cum_on_body>
<cum_on_body_desc>Enables cum hediffs in health tab.</cum_on_body_desc>
<cum_on_body_amount>Adjust cum amount on body</cum_on_body_amount>
<cum_on_body_amount_desc>All cum applied to pawn bodies will be multiplied by this amount. </cum_on_body_amount_desc>
<cum_overlays>Enable cum overlays (Visuals)</cum_overlays>
<cum_overlays_desc>Enables cum overlay for pawn drawer(may have conflicts with mods that change pawn appearance and other issues).\nRequires Cum on body option enabled.</cum_overlays_desc>
<manual_hero_CleanSelf>Hero manual CleanSelf</manual_hero_CleanSelf>
<manual_hero_CleanSelf_desc>Hero pawn will only clean cum from body if manually told so.</manual_hero_CleanSelf_desc>
<dubsDBH_block_CleanSelf>DubsBadHygiene block CleanSelf</dubsDBH_block_CleanSelf>
<dubsDBH_block_CleanSelf_desc>If DubsBadHygiene installed, pawns will only clean cum from body in buckets, showers, baths, hottubs etc.</dubsDBH_block_CleanSelf_desc>
</LanguageData>

View File

@ -0,0 +1,20 @@
<?xml version="1.0" encoding="utf-8"?>
<Patch>
<Operation Class="PatchOperationFindMod">
<mods>
<li>[NL] Facial Animation - WIP</li>
</mods>
<match Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="PatchOperationAdd">
<xpath>/Defs/FacialAnimation.FaceAnimationDef[defName="Wear" or defName="Wear2" or defName="Wear3"]/targetJobs</xpath>
<success>Always</success>
<value>
<li>CleanSelf</li>
</value>
</li>
</operations>
</match>
</Operation>
</Patch>

53
1.3/Source/Mod/CumBase.cs Normal file
View File

@ -0,0 +1,53 @@
using System;
using HugsLib;
using HugsLib.Settings;
using Verse;
namespace rjwcum
{
public class CumBase : ModBase
{
public override string ModIdentifier
{
get
{
return "RJW_Cum";
}
}
public static SettingHandle<bool> debug;
public static SettingHandle<bool> cum_on_body;
public static SettingHandle<bool> cum_overlays;
public static SettingHandle<float> cum_on_body_amount;
public static SettingHandle<bool> manual_hero_CleanSelf;
public static SettingHandle<bool> dubsDBH_block_CleanSelf;
public override void DefsLoaded()
{
cum_on_body = Settings.GetHandle("debug",
Translator.Translate("debug"),
Translator.Translate("debug_desc"),
false);
cum_on_body = Settings.GetHandle("cum_on_body",
Translator.Translate("cum_on_body"),
Translator.Translate("cum_on_body_desc"),
true);
cum_overlays = Settings.GetHandle("cum_overlays",
Translator.Translate("cum_overlays"),
Translator.Translate("cum_overlays_desc"),
true);
cum_on_body_amount = Settings.GetHandle("cum_on_body_amount",
Translator.Translate("cum_on_body_amount"),
Translator.Translate("cum_on_body_amount_desc"),
1.0f);
manual_hero_CleanSelf = Settings.GetHandle("manual_hero_CleanSelf",
Translator.Translate("manual_hero_CleanSelf"),
Translator.Translate("manual_hero_CleanSelf_desc"),
true);
dubsDBH_block_CleanSelf = Settings.GetHandle("dubsDBH_block_CleanSelf",
Translator.Translate("dubsDBH_block_CleanSelf"),
Translator.Translate("dubsDBH_block_CleanSelf_desc"),
true);
}
}
}

620
1.3/Source/Mod/CumHelper.cs Normal file
View File

@ -0,0 +1,620 @@
using System;
using System.Collections.Generic;
using System.Linq;
using RimWorld;
using Verse;
using HarmonyLib;
using UnityEngine;
//using Multiplayer.API;
using rjw;
namespace rjwcum
{
[StaticConstructorOnStartup]
public static class CumHelper
{
/*
contains many important functions of use to the other classes
*/
//amount of cum per sex act:
public static readonly Dictionary<key, values> splatchAdjust;//saves x (horizontal) and z (vertical) adjustments of texture positiion for each unique combination of bodyType and bodyPart
public static readonly Dictionary<key_layer, values_layer> layerAdjust;//saves y adjustments (drawing plane) for left/right appendages + bodyPart combinations to hide spunk if pawn looks in the wrong direction
//structs are used to pack related variables together - used as keys for the dictionaries
public struct key//allows to save all unique combinations of bodyType and bodyPart
{
public readonly BodyTypeDef bodyType;
public readonly BodyPartDef bodyPart;
public key(BodyTypeDef bodyType, BodyPartDef bodyPart)
{
this.bodyType = bodyType;
this.bodyPart = bodyPart;
}
}
//for the 4 directions, use arrays to store the different adjust for north, east, south, west (in that order)
public struct values
{
public readonly float[] x;
public readonly float[] z;
//public readonly bool over_clothing;//on gentials: hide when clothes are worn - in case of the other body parts it can't be said (for now) if it was added on the clothing or not
public values(float[] xAdjust, float[] zAdjust)
{
x = xAdjust;
z = zAdjust;
//this.over_clothing = over_clothing;
}
}
public struct key_layer//used to save left/right appendage + bodyPart combinations
{
public readonly bool left_side;
public readonly BodyPartDef bodyPart;
public key_layer(bool left_side, BodyPartDef bodyPart)
{
this.left_side = left_side;
this.bodyPart = bodyPart;
}
}
public struct values_layer//saves the y-adjustments for different body parts and sides -> e.g. allows hiding spunk on the right arm if pawn is looking to the left (aka west)
{
public readonly float[] y;
public values_layer(float[] yAdjust)
{
y = yAdjust;
}
}
//get defs of the rjw parts
public static BodyPartDef genitalsDef = BodyDefOf.Human.AllParts.Find(bpr => string.Equals(bpr.def.defName, "Genitals")).def;
public static BodyPartDef anusDef = BodyDefOf.Human.AllParts.Find(bpr => string.Equals(bpr.def.defName, "Anus")).def;
public static BodyPartDef chestDef = BodyDefOf.Human.AllParts.Find(bpr => string.Equals(bpr.def.defName, "Chest")).def;
static CumHelper()
{
splatchAdjust = new Dictionary<key, values>();
//maybe there is a more elegant way to save and load this data, but I don't know about it
//structure explained:
//1) key: struct consisting of bodyType + bodyPart (= unique key for every combination of bodyType + part)
//2) values: struct containing positioning information (xAdjust: horizontal positioning, yAdjust: vertical positioning, zAdjust: whether to draw above or below pawn
//note: arms, hands, and legs (which are only visible from one direction) values need not be inverted between west and east
//BodyType Thin
splatchAdjust.Add(new key(BodyTypeDefOf.Thin, BodyPartDefOf.Arm), new values(new float[] { -0.13f, 0.05f, 0.13f, 0.05f }, new float[] { 0f, 0f, 0f, 0f }));
splatchAdjust.Add(new key(BodyTypeDefOf.Thin, BodyPartDefOf.Hand), new values(new float[] { -0.12f, 0.15f, 0.12f, 0.15f }, new float[] { -0.25f, -0.25f, -0.25f, -0.25f }));
splatchAdjust.Add(new key(BodyTypeDefOf.Thin, BodyPartDefOf.Head), new values(new float[] { 0f, -0.23f, 0f, 0.23f }, new float[] { 0.37f, 0.35f, 0.33f, 0.35f }));
splatchAdjust.Add(new key(BodyTypeDefOf.Thin, BodyPartDefOf.Jaw), new values(new float[] { 0f, -0.19f, 0f, 0.19f }, new float[] { 0.15f, 0.15f, 0.15f, 0.15f }));
splatchAdjust.Add(new key(BodyTypeDefOf.Thin, BodyPartDefOf.Leg), new values(new float[] { -0.1f, 0.1f, 0.1f, 0.1f }, new float[] { -0.4f, -0.4f, -0.4f, -0.4f }));
splatchAdjust.Add(new key(BodyTypeDefOf.Thin, BodyPartDefOf.Neck), new values(new float[] { 0f, -0.07f, 0f, 0.07f }, new float[] { 0.06f, 0.06f, 0.06f, 0.06f }));
splatchAdjust.Add(new key(BodyTypeDefOf.Thin, BodyPartDefOf.Torso), new values(new float[] { 0f, 0f, 0f, 0f }, new float[] { -0.18f, -0.20f, -0.25f, -0.25f }));
splatchAdjust.Add(new key(BodyTypeDefOf.Thin, genitalsDef), new values(new float[] { 0f, 0.01f, 0f, -0.01f }, new float[] { 0, -0.35f, -0.35f, -0.35f }));
splatchAdjust.Add(new key(BodyTypeDefOf.Thin, anusDef), new values(new float[] { 0, 0.18f, 0, -0.18f }, new float[] { -0.42f, -0.35f, 0, -0.35f }));
splatchAdjust.Add(new key(BodyTypeDefOf.Thin, chestDef), new values(new float[] { 0f, -0.1f, 0f, 0.1f }, new float[] { -0.06f, -0.05f, -0.06f, -0.05f }));
//BodyType Female
splatchAdjust.Add(new key(BodyTypeDefOf.Female, BodyPartDefOf.Arm), new values(new float[] { -0.17f, 0f, 0.17f, 0f }, new float[] { 0f, 0f, 0f, 0f }));
splatchAdjust.Add(new key(BodyTypeDefOf.Female, BodyPartDefOf.Hand), new values(new float[] { -0.17f, 0.1f, 0.17f, 0.1f }, new float[] { -0.25f, -0.25f, -0.25f, -0.25f }));
splatchAdjust.Add(new key(BodyTypeDefOf.Female, BodyPartDefOf.Head), new values(new float[] { 0f, -0.23f, 0f, 0.23f }, new float[] { 0.37f, 0.35f, 0.33f, 0.35f }));
splatchAdjust.Add(new key(BodyTypeDefOf.Female, BodyPartDefOf.Jaw), new values(new float[] { 0f, -0.19f, 0f, 0.19f }, new float[] { 0.15f, 0.15f, 0.15f, 0.15f }));
splatchAdjust.Add(new key(BodyTypeDefOf.Female, BodyPartDefOf.Leg), new values(new float[] { -0.2f, 0.1f, 0.2f, 0.1f }, new float[] { -0.4f, -0.4f, -0.4f, -0.4f }));
splatchAdjust.Add(new key(BodyTypeDefOf.Female, BodyPartDefOf.Neck), new values(new float[] { 0f, -0.07f, 0f, 0.07f }, new float[] { 0.06f, 0.06f, 0.06f, 0.06f }));
splatchAdjust.Add(new key(BodyTypeDefOf.Female, BodyPartDefOf.Torso), new values(new float[] { 0f, -0.05f, 0f, 0.05f }, new float[] { -0.20f, -0.25f, -0.25f, -0.25f }));
splatchAdjust.Add(new key(BodyTypeDefOf.Female, genitalsDef), new values(new float[] { 0f, -0.10f, 0f, 0.10f }, new float[] { 0, -0.42f, -0.45f, -0.42f }));
splatchAdjust.Add(new key(BodyTypeDefOf.Female, anusDef), new values(new float[] { 0, 0.26f, 0, -0.26f }, new float[] { -0.42f, -0.35f, 0, -0.35f }));
splatchAdjust.Add(new key(BodyTypeDefOf.Female, chestDef), new values(new float[] { 0f, -0.12f, 0f, 0.12f }, new float[] { -0.06f, -0.05f, -0.06f, -0.05f }));
//BodyType Male
splatchAdjust.Add(new key(BodyTypeDefOf.Male, BodyPartDefOf.Arm), new values(new float[] { -0.21f, 0.05f, 0.21f, 0.05f }, new float[] { 0f, -0.02f, 0f, -0.02f }));
splatchAdjust.Add(new key(BodyTypeDefOf.Male, BodyPartDefOf.Hand), new values(new float[] { -0.17f, 0.07f, 0.17f, 0.07f }, new float[] { -0.25f, -0.25f, -0.25f, -0.25f }));
splatchAdjust.Add(new key(BodyTypeDefOf.Male, BodyPartDefOf.Head), new values(new float[] { 0f, -0.23f, 0f, 0.23f }, new float[] { 0.37f, 0.35f, 0.33f, 0.35f }));
splatchAdjust.Add(new key(BodyTypeDefOf.Male, BodyPartDefOf.Jaw), new values(new float[] { 0f, -0.19f, 0f, 0.19f }, new float[] { 0.15f, 0.15f, 0.15f, 0.15f }));
splatchAdjust.Add(new key(BodyTypeDefOf.Male, BodyPartDefOf.Leg), new values(new float[] { -0.17f, 0.07f, 0.17f, 0.07f }, new float[] { -0.4f, -0.4f, -0.4f, -0.4f }));
splatchAdjust.Add(new key(BodyTypeDefOf.Male, BodyPartDefOf.Neck), new values(new float[] { 0f, -0.07f, 0f, 0.07f }, new float[] { 0.06f, 0.06f, 0.06f, 0.06f }));
splatchAdjust.Add(new key(BodyTypeDefOf.Male, BodyPartDefOf.Torso), new values(new float[] { 0f, -0.05f, 0f, 0.05f }, new float[] { -0.20f, -0.25f, -0.25f, -0.25f }));
splatchAdjust.Add(new key(BodyTypeDefOf.Male, genitalsDef), new values(new float[] { 0f, -0.07f, 0f, 0.07f }, new float[] { 0, -0.35f, -0.42f, -0.35f }));
splatchAdjust.Add(new key(BodyTypeDefOf.Male, anusDef), new values(new float[] { 0, 0.17f, 0, -0.17f }, new float[] { -0.42f, -0.35f, 0, -0.35f }));
splatchAdjust.Add(new key(BodyTypeDefOf.Male, chestDef), new values(new float[] { 0f, -0.16f, 0f, 0.16f }, new float[] { -0.06f, -0.05f, -0.06f, -0.05f }));
//BodyType Hulk
splatchAdjust.Add(new key(BodyTypeDefOf.Hulk, BodyPartDefOf.Arm), new values(new float[] { -0.3f, 0.05f, 0.3f, 0.05f }, new float[] { 0f, -0.02f, 0f, -0.02f }));
splatchAdjust.Add(new key(BodyTypeDefOf.Hulk, BodyPartDefOf.Hand), new values(new float[] { -0.22f, 0.07f, 0.22f, 0.07f }, new float[] { -0.28f, -0.28f, -0.28f, -0.28f }));
splatchAdjust.Add(new key(BodyTypeDefOf.Hulk, BodyPartDefOf.Head), new values(new float[] { 0f, -0.23f, 0f, 0.23f }, new float[] { 0.37f, 0.35f, 0.33f, 0.35f }));
splatchAdjust.Add(new key(BodyTypeDefOf.Hulk, BodyPartDefOf.Jaw), new values(new float[] { 0f, -0.19f, 0f, 0.19f }, new float[] { 0.15f, 0.15f, 0.15f, 0.15f }));
splatchAdjust.Add(new key(BodyTypeDefOf.Hulk, BodyPartDefOf.Leg), new values(new float[] { -0.17f, 0.07f, 0.17f, 0.07f }, new float[] { -0.5f, -0.5f, -0.5f, -0.5f }));
splatchAdjust.Add(new key(BodyTypeDefOf.Hulk, BodyPartDefOf.Neck), new values(new float[] { 0f, -0.07f, 0f, 0.07f }, new float[] { 0.06f, 0.06f, 0.06f, 0.06f }));
splatchAdjust.Add(new key(BodyTypeDefOf.Hulk, BodyPartDefOf.Torso), new values(new float[] { 0f, -0.05f, 0f, 0.05f }, new float[] { -0.20f, -0.3f, -0.3f, -0.3f }));
splatchAdjust.Add(new key(BodyTypeDefOf.Hulk, genitalsDef), new values(new float[] { 0f, -0.02f, 0f, 0.02f }, new float[] { 0, -0.55f, -0.55f, -0.55f }));
splatchAdjust.Add(new key(BodyTypeDefOf.Hulk, anusDef), new values(new float[] { 0, 0.35f, 0, -0.35f }, new float[] { -0.5f, -0.5f, 0, -0.5f }));
splatchAdjust.Add(new key(BodyTypeDefOf.Hulk, chestDef), new values(new float[] { 0f, -0.22f, 0f, 0.22f }, new float[] { -0.06f, -0.05f, -0.06f, -0.05f }));
//BodyType Fat
splatchAdjust.Add(new key(BodyTypeDefOf.Fat, BodyPartDefOf.Arm), new values(new float[] { -0.3f, 0.05f, 0.3f, 0.05f }, new float[] { 0f, -0.02f, 0f, -0.02f }));
splatchAdjust.Add(new key(BodyTypeDefOf.Fat, BodyPartDefOf.Hand), new values(new float[] { -0.32f, 0.07f, 0.32f, 0.07f }, new float[] { -0.28f, -0.28f, -0.28f, -0.28f }));
splatchAdjust.Add(new key(BodyTypeDefOf.Fat, BodyPartDefOf.Head), new values(new float[] { 0f, -0.23f, 0f, 0.23f }, new float[] { 0.37f, 0.35f, 0.33f, 0.35f }));
splatchAdjust.Add(new key(BodyTypeDefOf.Fat, BodyPartDefOf.Jaw), new values(new float[] { 0f, -0.19f, 0f, 0.19f }, new float[] { 0.15f, 0.15f, 0.15f, 0.15f }));
splatchAdjust.Add(new key(BodyTypeDefOf.Fat, BodyPartDefOf.Leg), new values(new float[] { -0.17f, 0.07f, 0.17f, 0.07f }, new float[] { -0.45f, -0.45f, -0.45f, -0.45f }));
splatchAdjust.Add(new key(BodyTypeDefOf.Fat, BodyPartDefOf.Neck), new values(new float[] { 0f, -0.07f, 0f, 0.07f }, new float[] { 0.06f, 0.06f, 0.06f, 0.06f }));
splatchAdjust.Add(new key(BodyTypeDefOf.Fat, BodyPartDefOf.Torso), new values(new float[] { 0f, -0.15f, 0f, 0.15f }, new float[] { -0.20f, -0.3f, -0.3f, -0.3f }));
splatchAdjust.Add(new key(BodyTypeDefOf.Fat, genitalsDef), new values(new float[] { 0f, -0.25f, 0f, 0.25f }, new float[] { 0, -0.45f, -0.50f, -0.45f }));
splatchAdjust.Add(new key(BodyTypeDefOf.Fat, anusDef), new values(new float[] { 0, 0.35f, 0, -0.35f }, new float[] { -0.5f, -0.4f, 0, -0.4f }));
splatchAdjust.Add(new key(BodyTypeDefOf.Fat, chestDef), new values(new float[] { 0f, -0.27f, 0f, 0.27f }, new float[] { -0.07f, -0.05f, -0.07f, -0.05f }));
//now for the layer/plane adjustments:
layerAdjust = new Dictionary<key_layer, values_layer>();
//left body parts:
//in theory, all body parts not coming in pairs should have the bool as false -> be listed as right, so I wouldn't need to add them here, but it doesn't hurt to be safe
layerAdjust.Add(new key_layer(true, BodyPartDefOf.Arm), new values_layer(new float[] { 0f, -99f, 0f, 0f }));//0.00 = drawn over body (=visible) if the pawn looks in any direction except west, in which case it's hidden (-99)
layerAdjust.Add(new key_layer(true, BodyPartDefOf.Hand), new values_layer(new float[] { 0f, -99f, 0f, 0f }));
layerAdjust.Add(new key_layer(true, BodyPartDefOf.Leg), new values_layer(new float[] { 0f, -99f, 0f, 0f }));
layerAdjust.Add(new key_layer(true, BodyPartDefOf.Head), new values_layer(new float[] { 0.02f, 0.02f, 0.02f, 0.02f }));//drawn from all directions, 0.02 = over hair
layerAdjust.Add(new key_layer(true, BodyPartDefOf.Jaw), new values_layer(new float[] { -9f, 0.01f, 0.01f, 0.01f }));//0.01 = drawn over head but under hair, only hidden if facing north
layerAdjust.Add(new key_layer(true, BodyPartDefOf.Neck), new values_layer(new float[] { 0f, 0f, 0f, 0f }));
layerAdjust.Add(new key_layer(true, BodyPartDefOf.Torso), new values_layer(new float[] { 0f, 0f, 0f, 0f }));
layerAdjust.Add(new key_layer(true, genitalsDef), new values_layer(new float[] { -99f, 0f, 0f, 0f }));//only hidden if facing north
layerAdjust.Add(new key_layer(true, anusDef), new values_layer(new float[] { 0f, 0f, -99f, 0f }));
layerAdjust.Add(new key_layer(true, chestDef), new values_layer(new float[] { -99f, 0f, 0f, 0f }));
//right body parts:
layerAdjust.Add(new key_layer(false, BodyPartDefOf.Arm), new values_layer(new float[] { 0f, 0f, 0f, -99f }));
layerAdjust.Add(new key_layer(false, BodyPartDefOf.Hand), new values_layer(new float[] { 0f, 0f, 0f, -99f }));
layerAdjust.Add(new key_layer(false, BodyPartDefOf.Leg), new values_layer(new float[] { 0f, 0f, 0f, -99f }));
layerAdjust.Add(new key_layer(false, BodyPartDefOf.Head), new values_layer(new float[] { 0.02f, 0.02f, 0.02f, 0.02f }));
layerAdjust.Add(new key_layer(false, BodyPartDefOf.Jaw), new values_layer(new float[] { -99f, 0.01f, 0.01f, 0.01f }));
layerAdjust.Add(new key_layer(false, BodyPartDefOf.Neck), new values_layer(new float[] { 0f, 0f, 0f, 0f }));
layerAdjust.Add(new key_layer(false, BodyPartDefOf.Torso), new values_layer(new float[] { 0f, 0f, 0f, 0f }));
layerAdjust.Add(new key_layer(false, genitalsDef), new values_layer(new float[] { -99f, 0f, 0f, 0f }));
layerAdjust.Add(new key_layer(false, anusDef), new values_layer(new float[] { 0f, 0f, -99f, 0f }));
layerAdjust.Add(new key_layer(false, chestDef), new values_layer(new float[] { -99f, 0f, 0f, 0f }));
}
//all body parts that cum can theoretically be applied to:
public static List<BodyPartDef> getAllowedBodyParts()
{
List<BodyPartDef> allowedParts = new List<BodyPartDef>();
allowedParts.Add(BodyPartDefOf.Arm);
allowedParts.Add(BodyPartDefOf.Hand);
allowedParts.Add(BodyPartDefOf.Leg);
allowedParts.Add(BodyPartDefOf.Head);
allowedParts.Add(BodyPartDefOf.Jaw);
allowedParts.Add(BodyPartDefOf.Neck);
allowedParts.Add(BodyPartDefOf.Torso);
allowedParts.Add(genitalsDef);
allowedParts.Add(anusDef);
allowedParts.Add(chestDef);
return allowedParts;
}
//get valid body parts for a specific pawn
public static IEnumerable<BodyPartRecord> getAvailableBodyParts(Pawn pawn)
{
//get all non-missing body parts:
IEnumerable<BodyPartRecord> bodyParts = pawn.health.hediffSet.GetNotMissingParts(BodyPartHeight.Undefined, BodyPartDepth.Outside, null, null);
BodyPartRecord anus = pawn.def.race.body.AllParts.Find(bpr => string.Equals(bpr.def.defName, "Anus"));//not found by above function since depth is "inside"
if (anus != null)
{
bodyParts = bodyParts.AddItem(anus);
}
//filter for allowed body parts (e.g. no single fingers/toes):
List<BodyPartDef> filterParts = CumHelper.getAllowedBodyParts();
IEnumerable<BodyPartRecord> filteredParts = bodyParts.Where(item1 => filterParts.Any(item2 => item2.Equals(item1.def)));
return filteredParts;
}
public const int CUM_NORMAL = 0;
public const int CUM_INSECT = 1;
public const int CUM_MECHA = 2;
public static readonly Color color_normal = new Color(0.95f, 0.95f, 0.95f);
public static readonly Color color_insect = new Color(0.6f, 0.83f, 0.35f);//green-yellowish
public static readonly Color color_mecha = new Color(0.37f, 0.71f, 0.82f);//cyan-ish
//name should be self-explanatory:
public static void cumOn(Pawn receiver, BodyPartRecord bodyPart, float amount = 0.2f, Pawn giver = null, int cumType = CUM_NORMAL)
{
Hediff_Cum hediff;
if (cumType == CUM_NORMAL)
{
hediff = (Hediff_Cum)HediffMaker.MakeHediff(HediffDefOf.Hediff_Cum, receiver, null);
}
else if (cumType == CUM_INSECT)
{
hediff = (Hediff_Cum)HediffMaker.MakeHediff(HediffDefOf.Hediff_InsectSpunk, receiver, null);
}
else
{
hediff = (Hediff_Cum)HediffMaker.MakeHediff(HediffDefOf.Hediff_MechaFluids, receiver, null);
}
hediff.Severity = amount;//if this body part is already maximally full -> spill over to other parts
//idea: here, a log entry that can act as source could be linked to the hediff - maybe reuse the playlog entry of rjw:
hediff.cumType = cumType;
try
{
//error when adding to missing part
receiver.health.AddHediff(hediff, bodyPart, null, null);
}
catch
{
}
//Log.Message(xxx.get_pawnname(receiver) + " cum amount" + amount);
//causes significant memory leak, fixx someday
//if (amount > 1f)//spillover in case of very large amounts: just apply hediff a second time
//{
// Hediff_cum hediff2 = (Hediff_cum)HediffMaker.MakeHediff(hediff.def, receiver, null);
// hediff2.cumType = cumType;
// hediff2.Severity = amount - 1f;
// receiver.health.AddHediff(hediff2, bodyPart, null, null);
//}
//always also add cumcontroller hediff as manager
receiver.health.AddHediff(HediffDefOf.Hediff_CumController);
}
//if spunk on one body part reaches a certain level, it can spill over to others, this function returns from where to where
//[SyncMethod]
public static BodyPartDef spillover(BodyPartDef sourcePart)
{
//caution: danger of infinite loop if circular spillover between 2 full parts -> don't define possible circles
BodyPartDef newPart = null;
int sel;
//Rand.PopState();
//Rand.PushState(RJW_Multiplayer.PredictableSeed());
if (sourcePart == BodyPartDefOf.Torso)
{
sel = Rand.Range(0, 4);
if (sel == 0)
{
newPart = BodyPartDefOf.Arm;
}
else if (sel == 1)
{
newPart = BodyPartDefOf.Leg;
}
else if (sel == 2)
{
newPart = BodyPartDefOf.Neck;
}
else if (sel == 3)
{
newPart = chestDef;
}
}
else if (sourcePart == BodyPartDefOf.Jaw)
{
sel = Rand.Range(0, 4);
if (sel == 0)
{
newPart = BodyPartDefOf.Head;
}
else if (sel == 1)
{
newPart = BodyPartDefOf.Torso;
}
else if (sel == 2)
{
newPart = BodyPartDefOf.Neck;
}
else if (sel == 3)
{
newPart = chestDef;
}
}
else if (sourcePart == genitalsDef)
{
sel = Rand.Range(0, 2);
if (sel == 0)
{
newPart = BodyPartDefOf.Leg;
}
else if (sel == 1)
{
newPart = BodyPartDefOf.Torso;
}
}
else if (sourcePart == anusDef)
{
sel = Rand.Range(0, 2);
if (sel == 0)
{
newPart = BodyPartDefOf.Leg;
}
else if (sel == 1)
{
newPart = BodyPartDefOf.Torso;
}
}
else if (sourcePart == chestDef)
{
sel = Rand.Range(0, 3);
if (sel == 0)
{
newPart = BodyPartDefOf.Arm;
}
else if (sel == 1)
{
newPart = BodyPartDefOf.Torso;
}
else if (sel == 2)
{
newPart = BodyPartDefOf.Neck;
}
}
return newPart;
}
//determines who is the active male (or equivalent) in the exchange and the amount of cum dispensed and where to
//[SyncMethod]
public static void calculateAndApplyCum(SexProps props)
{
if (!CumBase.cum_on_body) return;
Pawn pawn = props.pawn;
Pawn partner = props.partner;
Pawn giver, receiver;
//Rand.PopState();
//Rand.PushState(RJW_Multiplayer.PredictableSeed());
List<Hediff> giverparts;
List<Hediff> pawnparts = pawn.GetGenitalsList();
List<Hediff> partnerparts = partner != pawn ? partner.GetGenitalsList(): null; // masturbation
//dispenser of the seed
if (xxx.is_mechanoid(pawn) || Genital_Helper.has_penis_fertile(pawn, pawnparts) || Genital_Helper.has_ovipositorF(pawn, pawnparts))
{
giver = pawn;
giverparts = pawnparts;
receiver = partner;
}
else if (partner != null && props.isCoreLovin && (xxx.is_mechanoid(partner) || Genital_Helper.has_penis_fertile(partner, partnerparts) || Genital_Helper.has_ovipositorF(partner, partnerparts)))
{
giver = partner;
giverparts = partnerparts;
receiver = pawn;
}
else//female on female or genderless - no cum dispensed; maybe add futa support?
{
return;
}
//slimes do not waste fluids?
//if (xxx.is_slime(giver)) return;
//determine entity:
int entityType = CumHelper.CUM_NORMAL;
if (xxx.is_mechanoid(giver))
{
entityType = CumHelper.CUM_MECHA;
}
else if (xxx.is_insect(giver))
{
entityType = CumHelper.CUM_INSECT;
}
//ModLog.Message("giver " + xxx.get_pawnname(giver));
//ModLog.Message("receiver " + xxx.get_pawnname(receiver));
//ModLog.Message("Cumtype " + entityType);
//get pawn genitalia:
BodyPartRecord genitals;
if (xxx.is_mechanoid(giver))
{
genitals = giver.RaceProps.body.AllParts.Find(x => string.Equals(x.def.defName, "MechGenitals"));
}
else//insects, animals, humans
{
genitals = giver.RaceProps.body.AllParts.Find(x => x.def == CumHelper.genitalsDef);
}
//no cum without genitals
if (genitals == null)
{
return;
}
float cumAmount = giver.BodySize; //fallback for mechanoinds and w/e without hediffs
float horniness = 1f;
float ageScale = Math.Min(80 / SexUtility.ScaleToHumanAge(giver), 1.0f);//calculation lifted from rjw
if (xxx.is_mechanoid(giver) && giverparts.NullOrEmpty())
{
//use default above
}
else if (giverparts.NullOrEmpty())
return;
else
{
var penisHediff = giverparts.FindAll((Hediff hed) => hed.def.defName.ToLower().Contains("penis")).InRandomOrder().FirstOrDefault();
if (penisHediff == null)
penisHediff = giverparts.FindAll((Hediff hed) => hed.def.defName.ToLower().Contains("ovipositorf")).InRandomOrder().FirstOrDefault();
if (penisHediff == null)
penisHediff = giverparts.FindAll((Hediff hed) => hed.def.defName.ToLower().Contains("ovipositorm")).InRandomOrder().FirstOrDefault();
if (penisHediff == null)
penisHediff = giverparts.FindAll((Hediff hed) => hed.def.defName.ToLower().Contains("tentacle")).InRandomOrder().FirstOrDefault();
if (penisHediff != null)
{
cumAmount = penisHediff.Severity * giver.BodySize;
CompHediffBodyPart chdf = penisHediff.TryGetComp<rjw.CompHediffBodyPart>();
if (chdf != null)
{
if (chdf.FluidAmmount != 0)
cumAmount = chdf.FluidAmmount * chdf.FluidModifier;
}
//ModLog.Message("cumAmount base " + cumAmount);
Need sexNeed = giver?.needs?.AllNeeds.Find(x => string.Equals(x.def.defName, "Sex"));
if (sexNeed != null)//non-humans don't have it - therefore just use the default value
{
horniness = 1f - sexNeed.CurLevel;
}
}
else
{
//something is wrong... vagina?
return;
}
}
cumAmount *= CumBase.cum_on_body_amount;
//ModLog.Message("cumAmount after cum_on_body_amount_adjust after " + cumAmount);
cumAmount *= horniness;
//ModLog.Message("cumAmount after horniness mod " + cumAmount);
cumAmount *= ageScale;
//ModLog.Message("cumAmount after ageScale mod " + cumAmount);
cumAmount /= 10;
//ModLog.Message("cumAmount final " + cumAmount);
//TODO: cumHelper Autofellatio
//if no partner -> masturbation, apply some cum on self:
//if (partner == null && sextype == xxx.rjwSextype.Autofellatio)
//{
// if (!xxx.is_slime(giver))
// cumHelper.cumOn(giver, BodyPartDefOf.Jaw, cumAmount, giver);
// return;
//}
if (props.sexType == xxx.rjwSextype.Masturbation)
{
if (!xxx.is_slime(giver))
CumHelper.cumOn(giver, genitals, cumAmount * 0.3f, giver);//pawns are usually not super-messy -> only apply 30%
return;
}
else if (receiver != null)
{
List<BodyPartRecord> targetParts = new List<BodyPartRecord>();//which to apply cum on
IEnumerable<BodyPartRecord> availableParts = CumHelper.getAvailableBodyParts(receiver);
BodyPartRecord randomPart;//not always needed
switch (props.sexType)
{
case rjw.xxx.rjwSextype.Anal:
targetParts.Add(receiver.RaceProps.body.AllParts.Find(x => x.def == CumHelper.anusDef));
break;
case rjw.xxx.rjwSextype.Boobjob:
targetParts.Add(receiver.RaceProps.body.AllParts.Find(x => x.def == CumHelper.chestDef));
break;
case rjw.xxx.rjwSextype.DoublePenetration:
targetParts.Add(receiver.RaceProps.body.AllParts.Find(x => x.def == CumHelper.anusDef));
targetParts.Add(receiver.RaceProps.body.AllParts.Find(x => x.def == CumHelper.genitalsDef));
break;
case rjw.xxx.rjwSextype.Fingering:
cumAmount = 0;
break;
case rjw.xxx.rjwSextype.Fisting:
cumAmount = 0;
break;
case rjw.xxx.rjwSextype.Footjob:
//random part:
availableParts.TryRandomElement<BodyPartRecord>(out randomPart);
targetParts.Add(randomPart);
break;
case rjw.xxx.rjwSextype.Handjob:
//random part:
availableParts.TryRandomElement<BodyPartRecord>(out randomPart);
targetParts.Add(randomPart);
break;
case rjw.xxx.rjwSextype.Masturbation:
cumAmount *= 2f;
break;
case rjw.xxx.rjwSextype.MechImplant:
//one of the openings:
int random = Rand.Range(0, 3);
if (random == 0)
{
targetParts.Add(receiver.RaceProps.body.AllParts.Find(x => x.def == CumHelper.genitalsDef));
}
else if (random == 1)
{
targetParts.Add(receiver.RaceProps.body.AllParts.Find(x => x.def == CumHelper.anusDef));
}
else if (random == 2)
{
targetParts.Add(receiver.RaceProps.body.AllParts.Find(x => x.def == BodyPartDefOf.Jaw));
}
break;
case rjw.xxx.rjwSextype.MutualMasturbation:
//random
availableParts.TryRandomElement<BodyPartRecord>(out randomPart);
targetParts.Add(randomPart);
break;
case rjw.xxx.rjwSextype.None:
cumAmount = 0;
break;
case rjw.xxx.rjwSextype.Oral:
targetParts.Add(receiver.RaceProps.body.AllParts.Find(x => x.def == BodyPartDefOf.Jaw));
break;
case rjw.xxx.rjwSextype.Scissoring:
//I guess if it came to here, a male must be involved?
targetParts.Add(receiver.RaceProps.body.AllParts.Find(x => x.def == CumHelper.genitalsDef));
break;
case rjw.xxx.rjwSextype.Vaginal:
targetParts.Add(receiver.RaceProps.body.AllParts.Find(x => x.def == CumHelper.genitalsDef));
break;
}
if (cumAmount > 0)
{
if (receiver != null && xxx.is_slime(receiver))
{
//slime absorb cum
//this needs balancing, since cumamount ranges 0-10(?) which is fine for cum/hentai but not very realistic for feeding
//using TransferNutrition for now
//Log.Message("cumAmount " + cumAmount);
//float nutrition_amount = cumAmount/10;
Need_Food need = need = giver.needs.TryGetNeed<Need_Food>();
if (need == null)
{
//Log.Message("xxx::TransferNutrition() " + xxx.get_pawnname(pawn) + " doesn't track nutrition in itself, probably shouldn't feed the others");
return;
}
if (receiver?.needs?.TryGetNeed<Need_Food>() != null)
{
//Log.Message("xxx::TransferNutrition() " + xxx.get_pawnname(partner) + " can receive");
float nutrition_amount = Math.Min(need.MaxLevel / 15f, need.CurLevel); //body size is taken into account implicitly by need.MaxLevel
receiver.needs.food.CurLevel += nutrition_amount;
}
}
else
{
CumHelper.cumOn(giver, genitals, cumAmount * 0.3f, giver, entityType);//cum on self - smaller amount
if (receiver != null)
foreach (BodyPartRecord bpr in targetParts)
{
if (bpr != null)
{
CumHelper.cumOn(receiver, bpr, cumAmount, giver, entityType);//cum on partner
}
}
}
}
}
}
}
}

View File

@ -0,0 +1,17 @@
using RimWorld;
using Verse;
namespace rjwcum
{
[DefOf]
public static class HediffDefOf
{
public static HediffDef Hediff_Cum;//for humans & animals
public static HediffDef Hediff_InsectSpunk;
public static HediffDef Hediff_MechaFluids;
public static HediffDef Hediff_CumController;//cum hediff manager
}
}

View File

@ -0,0 +1,11 @@
using RimWorld;
using Verse;
namespace rjwcum
{
[DefOf]
public static class JobDefOf
{
public static JobDef CleanSelf;
}
}

View File

@ -0,0 +1,155 @@
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Verse;
using UnityEngine;
//using Multiplayer.API;
namespace rjwcum
{
public class Hediff_Cum : HediffWithComps
{
public int cumType = CumHelper.CUM_NORMAL;//-> different colors
public string giverName = null;//not utilized right now, maybe in the future save origin of the cum
public override string LabelInBrackets
{
get
{
StringBuilder stringBuilder = new StringBuilder();
stringBuilder.Append(base.LabelInBrackets);
if (this.sourceHediffDef != null)
{
if (stringBuilder.Length != 0)
{
stringBuilder.Append(", ");
}
stringBuilder.Append(this.sourceHediffDef.label);
}
else if (this.source != null)
{
if (stringBuilder.Length != 0)
{
stringBuilder.Append(", ");
}
stringBuilder.Append(this.source.label);
if (this.sourceBodyPartGroup != null)
{
stringBuilder.Append(" ");
stringBuilder.Append(this.sourceBodyPartGroup.LabelShort);
}
}
return stringBuilder.ToString();
}
}
public override string SeverityLabel
{
get
{
if (this.Severity == 0f)
{
return null;
}
return this.Severity.ToString("F1");
}
}
//[SyncMethod]
public override bool TryMergeWith(Hediff other)
{
//if a new cum hediff is added to the same body part, they are combined. if severity reaches more than 1, spillover to other body parts occurs
Hediff_Cum hediff_cum = other as Hediff_Cum;
if (hediff_cum != null && hediff_cum.def == this.def && hediff_cum.Part == base.Part && this.def.injuryProps.canMerge)
{
cumType = hediff_cum.cumType;//take over new creature color
float totalAmount = hediff_cum.Severity + this.Severity;
if (totalAmount > 1.0f)
{
BodyPartDef spillOverTo = CumHelper.spillover(this.Part.def);//cumHelper saves valid other body parts for spillover
if (spillOverTo != null)
{
//Rand.PopState();
//Rand.PushState(RJW_Multiplayer.PredictableSeed());
IEnumerable<BodyPartRecord> availableParts = CumHelper.getAvailableBodyParts(pawn);//gets all non missing, valid body parts
IEnumerable<BodyPartRecord> filteredParts = availableParts.Where(x => x.def == spillOverTo);//filters again for valid spill target
if (!filteredParts.EnumerableNullOrEmpty())
{
BodyPartRecord spillPart = null;
spillPart = filteredParts.RandomElement<BodyPartRecord>();//then pick one
if (spillPart != null)
{
CumHelper.cumOn(pawn, spillPart, totalAmount - this.Severity, null, cumType);
}
}
}
}
return (base.TryMergeWith(other));
}
return (false);
}
public override void ExposeData()
{
base.ExposeData();
Scribe_Values.Look<int>(ref cumType, "cumType", CumHelper.CUM_NORMAL);
if (Scribe.mode == LoadSaveMode.PostLoadInit && base.Part == null)
{
//Log.Error("Hediff_cum has null part after loading.", false);
this.pawn.health.hediffSet.hediffs.Remove(this);
return;
}
}
//handles the icon in the health tab and its color
public override TextureAndColor StateIcon
{
get
{
TextureAndColor tex = TextureAndColor.None;
Color color = Color.white;
switch (cumType)
{
case CumHelper.CUM_NORMAL:
color = CumHelper.color_normal;
break;
case CumHelper.CUM_INSECT:
color = CumHelper.color_insect;
break;
case CumHelper.CUM_MECHA:
color = CumHelper.color_mecha;
break;
}
Texture2D tex2d = CumTextures.CumIcon_little;
switch (this.CurStageIndex)
{
case 0:
tex2d = CumTextures.CumIcon_little;
break;
case 1:
tex2d = CumTextures.CumIcon_some;
break;
case 2:
tex2d = CumTextures.CumIcon_dripping;
break;
case 3:
tex2d = CumTextures.CumIcon_drenched;
break;
}
tex = new TextureAndColor(tex2d, color);
return tex;
}
}
}
}

View File

@ -0,0 +1,272 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Verse;
using RimWorld;
using UnityEngine;
//using Multiplayer.API;
namespace rjwcum
{
class Hediff_CumController : HediffWithComps
{
/*
Whenever cum is applied, this hediff is also added to the pawn.
Since there is always only a single hediff of this type on the pawn, it serves as master controller, adding up the individual cum hediffs, applying debuffs and drawing overlays
*/
private static readonly float cumWeight = 0.2f;//how much individual cum_hediffs contribute to the overall bukkake severity
List<Hediff> hediffs_cum;
Dictionary<string, CumSplatch> splatches;
public override void ExposeData()
{
base.ExposeData();
//Scribe_Values.Look<Dictionary<string, CumSplatch>>(ref splatches, "splatches", new Dictionary<string, CumSplatch>()); - causes errors when loading. for now, just make a new dictionary
splatches = new Dictionary<string, CumSplatch>();//instead of loading, just recreate anew
hediffs_cum = new List<Hediff>();
}
public override void PostMake()
{
base.PostMake();
splatches = new Dictionary<string, CumSplatch>();
}
public override void PostTick()
{
if (pawn.RaceProps.Humanlike)//for now, only humans are supported
{
hediffs_cum = this.pawn.health.hediffSet.hediffs.FindAll(x => (x.def == HediffDefOf.Hediff_Cum || x.def == HediffDefOf.Hediff_InsectSpunk || x.def == HediffDefOf.Hediff_MechaFluids));
float Level = CalculateLevel();//sum of severity of all the cum hediffs x cumWeight
this.Severity = Level;
bool updatePortrait = false;
//loop through all cum hediffs, add missing ones to dictionary
for (int i = 0; i < hediffs_cum.Count(); i++)
{
Hediff_Cum h = (Hediff_Cum)hediffs_cum[i];
string ID = h.GetUniqueLoadID();//unique ID for each hediff
if (!splatches.ContainsKey(ID))//if it isn't here yet, make new object
{
updatePortrait = true;
bool leftSide = h.Part.Label.Contains("left") ? true : false;//depending on whether the body part is left or right, drawing-offset on x-aixs may be inverted
splatches[ID] = new CumSplatch(h, pawn.story.bodyType, h.Part.def, leftSide, h.cumType);
}
}
//remove splatch objects once their respective cum hediff is gone
List<string> removeKeys = new List<string>();
foreach (string key in splatches.Keys)
{
CumSplatch s = splatches[key];
if (!hediffs_cum.Contains(s.hediff_cum))
{
removeKeys.Add(key);
updatePortrait = true;
}
}
//loop over and remove elements that should be destroyed:
foreach (string key in removeKeys)
{
CumSplatch s = splatches[key];
splatches.Remove(key);
}
if (updatePortrait)//right now, portraits are only updated when a completely new cum hediff is added or an old one removed - maybe that should be done more frequently
{
PortraitsCache.SetDirty(pawn);
}
}
}
//called from the PawnWoundDrawer (see HarmonyPatches)
public void DrawCum(Vector3 drawLoc, Quaternion quat, bool forPortrait, float angle, bool inBed = false)
{
Rot4 bodyFacing = pawn.Rotation;
int facingDir = bodyFacing.AsInt;//0: north, 1:east, 2:south, 3:west
foreach (string key in splatches.Keys)
{
CumSplatch s = splatches[key];
s.Draw(drawLoc, quat, forPortrait, facingDir, angle, inBed);
}
}
//new Hediff_CumController added to pawn -> just combine the two
public override bool TryMergeWith(Hediff other)
{
if (other == null || other.def != this.def)
{
return false;
}
return true;
}
private float CalculateLevel()
{
float num = 0f;
for (int i = 0; i < hediffs_cum.Count; i++)
{
num += hediffs_cum[i].Severity * cumWeight;
}
return num;
}
//class for handling drawing of the individual splatches
private class CumSplatch
{
public readonly Hediff_Cum hediff_cum;
public readonly Material cumMaterial;
public readonly BodyPartDef bodyPart;
private bool mirrorMesh;
private const float maxSize = 0.20f;//1.0 = 1 tile
private const float minSize = 0.05f;
//data taken from CumHelper.cs:
private readonly float[] xAdjust;
private readonly float[] zAdjust;
private readonly float[] yAdjust;
public CumSplatch(Hediff_Cum hediff, BodyTypeDef bodyType, BodyPartDef bodyPart, bool leftSide = false, int cumType = CumHelper.CUM_NORMAL)
{
hediff_cum = hediff;
cumMaterial = new Material(CumTextures.pickRandomSplatch());//needs to create new material in order to allow for different colors
cumMaterial.SetTextureScale("_MainTex", new Vector2(-1, 1));
this.bodyPart = bodyPart;
//Rand.PopState();
//Rand.PushState(RJW_Multiplayer.PredictableSeed());
//set color:
switch (cumType)
{
case CumHelper.CUM_NORMAL:
cumMaterial.color = CumHelper.color_normal;
break;
case CumHelper.CUM_INSECT:
cumMaterial.color = CumHelper.color_insect;
break;
case CumHelper.CUM_MECHA:
cumMaterial.color = CumHelper.color_mecha;
break;
}
//if (!MP.enabled)
mirrorMesh = (Rand.Value > 0.5f);//in 50% of the cases, flip mesh horizontally for more variance
//x,y,z adjustments to draw splatches over the approximately correct locations; values stored in Cum helper - accessed by unique combinations of bodyTypes and bodyParts
CumHelper.key k = new CumHelper.key(bodyType, bodyPart);
if (CumHelper.splatchAdjust.Keys.Contains(k))
{
CumHelper.values helperValues = CumHelper.splatchAdjust[k];
//invert, x-adjust (horizontal) depending on left/right body side:
if (!leftSide)
{
float[] xAdjTemp = new float[4];
for (int i = 0; i < xAdjTemp.Length; i++)
{
xAdjTemp[i] = helperValues.x[i] * -1f;
}
xAdjust = xAdjTemp;
}
else
{
xAdjust = helperValues.x;
}
zAdjust = helperValues.z;//vertical adjustment
}
else//fallback in the the key can't be found
{
//if (RJWSettings.DevMode)
//{
// ModLog.Message("created cum splatch for undefined body type or part. BodyType: " + bodyType + " , BodyPart: " + bodyPart);
//}
xAdjust = new float[] { 0f, 0f, 0f, 0f };
zAdjust = new float[] { 0f, 0f, 0f, 0f };
}
//y adjustments: plane/layer of drawing, > 0 -> above certain objects, < 0 -> below
CumHelper.key_layer k2 = new CumHelper.key_layer(leftSide, bodyPart);
if (CumHelper.layerAdjust.Keys.Contains(k2))
{
CumHelper.values_layer helperValues_layer = CumHelper.layerAdjust[k2];
yAdjust = helperValues_layer.y;
}
else
{
yAdjust = new float[] { 0.02f, 0.02f, 0.02f, 0.02f };//over body in every direction
}
}
public void Draw(Vector3 drawPos, Quaternion quat, bool forPortrait, int facingDir = 0, float angle = 0,bool inBed=false)
{
if (inBed)
{
if (this.bodyPart != BodyPartDefOf.Jaw && this.bodyPart != BodyPartDefOf.Head)//when pawn is in bed (=bed with sheets), only draw cum on head
{
return;
}
}
//these two create new mesh instance and never destroying it, filling ram and crashing
//float size = minSize+((maxSize-minSize)*hediff_cum.Severity);
//mesh = MeshMakerPlanes.NewPlaneMesh(size);
//use core MeshPool.plane025 instead
//if (mirrorMesh)//horizontal flip
//{
//mesh = flipMesh(mesh);
//}
//rotation:
if (angle == 0)//normal situation (pawn standing upright)
{
drawPos.x += xAdjust[facingDir];
drawPos.z += zAdjust[facingDir];
}
else//if downed etc, more complex calculation becomes necessary
{
float radian = angle / 180 * (float)Math.PI;
radian = -radian;
drawPos.x += Mathf.Cos(radian) * xAdjust[hediff_cum.pawn.Rotation.AsInt] - Mathf.Sin(radian) * zAdjust[facingDir];//facingDir doesn't appear to be chosen correctly in all cases
drawPos.z += Mathf.Cos(radian) * zAdjust[hediff_cum.pawn.Rotation.AsInt] + Mathf.Sin(radian) * xAdjust[facingDir];
}
//drawPos.y += yAdjust[facingDir];// 0.00: over body; 0.01: over body but under face, 0.02: over face, but under hair, -99 = "never" visible
drawPos.y += yAdjust[facingDir];
GenDraw.DrawMeshNowOrLater(MeshPool.plane025, drawPos, quat, cumMaterial, forPortrait);
}
//flips mesh UV horizontally, thereby mirroring the texture
private Mesh flipMesh(Mesh meshToFlip)
{
var uvs = meshToFlip.uv;
if (uvs.Length != 4)
{
return (meshToFlip);
}
for (var i = 0; i < uvs.Length; i++)
{
if (Mathf.Approximately(uvs[i].x, 1.0f))
uvs[i].x = 0.0f;
else
uvs[i].x = 1.0f;
}
meshToFlip.uv = uvs;
return (meshToFlip);
}
}
}
}

View File

@ -0,0 +1,53 @@
using RimWorld;
using System.Collections.Generic;
using Verse;
using Verse.AI;
namespace rjwcum
{
class JobDriver_CleanSelf : JobDriver
{
float cleanAmount = 1f;//severity of a single cumHediff removed per cleaning-round; 1f = remove entirely
int cleaningTime = 120;//ticks - 120 = 2 real seconds, 3 in-game minutes
public override bool TryMakePreToilReservations(bool errorOnFailed)
{
return pawn.Reserve(pawn, job, 1, -1, null, errorOnFailed);
}
protected override IEnumerable<Toil> MakeNewToils()
{
this.FailOn(delegate
{
List<Hediff> hediffs = pawn.health.hediffSet.hediffs;
return !hediffs.Exists(x => x.def == HediffDefOf.Hediff_CumController);//fail if cum disappears - means that also all the cum is gone
});
Toil cleaning = Toils_General.Wait(cleaningTime, TargetIndex.None);//duration of
cleaning.WithProgressBarToilDelay(TargetIndex.A);
yield return cleaning;
yield return new Toil()
{
initAction = delegate ()
{
//get one of the cum hediffs, reduce its severity
Hediff hediff = pawn.health.hediffSet.hediffs.Find(x => (x.def == HediffDefOf.Hediff_Cum || x.def == HediffDefOf.Hediff_InsectSpunk || x.def == HediffDefOf.Hediff_MechaFluids));
if (hediff != null)
{
if (hediff.Severity >= 0.5)
{
if (hediff.def == HediffDefOf.Hediff_InsectSpunk)
{
Thing jelly = ThingMaker.MakeThing(ThingDefOf.InsectJelly);
jelly.SetForbidden(true, false);
GenPlace.TryPlaceThing(jelly, pawn.PositionHeld, pawn.MapHeld, ThingPlaceMode.Near);
}
}
hediff.Severity -= cleanAmount;
}
}
};
yield break;
}
}
}

View File

@ -0,0 +1,65 @@
using Verse;
using HarmonyLib;
using rjw;
using System;
//using Multiplayer.API;
namespace rjwcum
{
///<summary>
///apply cum to pawn after vanilla sex
///</summary>
[HarmonyPatch(typeof(SexUtility), "Aftersex")]
[StaticConstructorOnStartup]
static class Aftersex_Cum_Apply
{
[HarmonyPostfix]
private static void Aftersex_Cum_Patch(SexProps props)
{
try
{
if (props.isCoreLovin)
if (!props.usedCondom)
{
CumHelper.calculateAndApplyCum(props);
//SexUtility.CumFilthGenerator(props.pawn);
//SexUtility.CumFilthGenerator(props.partner);
}
}
catch (Exception e)
{
Log.Error(e.ToString());
}
}
}
///<summary>
///apply cum to pawn after rjw orgasm
///</summary>
[HarmonyPatch(typeof(JobDriver_Sex), "Orgasm")]
[StaticConstructorOnStartup]
static class Orgasm_Cum_Apply
{
[HarmonyPostfix]
private static void Orgasm_Cum_Patch(JobDriver_Sex __instance)
{
try
{
if (__instance.sex_ticks > __instance.orgasmstick) //~3s at speed 1
{
return;
}
var props = __instance.Sexprops;
if (!props.usedCondom)
{
CumHelper.calculateAndApplyCum(props);
//SexUtility.CumFilthGenerator(props.pawn);
}
}
catch (Exception e)
{
Log.Error(e.ToString());
}
}
}
}

View File

@ -0,0 +1,68 @@
using System.Collections.Generic;
using Verse;
using HarmonyLib;
using rjw;
//using Multiplayer.API;
namespace rjwcum
{
//adds new gizmo for adding cum for testing
[HarmonyPatch(typeof(Pawn), "GetGizmos")]
class Patch_AddGizmo
{
[HarmonyPriority(99),HarmonyPostfix]
static IEnumerable<Gizmo> AddCum_test(IEnumerable<Gizmo> __result, Pawn __instance)
{
foreach (Gizmo entry in __result)
{
yield return entry;
}
if (Prefs.DevMode )//&& RJWSettings.DevMode && !MP.IsInMultiplayer)
{
Command_Action addCum = new Command_Action();
addCum.defaultDesc = "AddCumHediff";
addCum.defaultLabel = "AddCum";
addCum.action = delegate ()
{
AddCum(__instance);
};
yield return addCum;
}
}
//[SyncMethod]
static void AddCum(Pawn pawn)
{
//Log.Message("add cum button is pressed for " + pawn);
if (!pawn.Dead && pawn.records != null)
{
//get all acceptable body parts:
IEnumerable<BodyPartRecord> filteredParts = CumHelper.getAvailableBodyParts(pawn);
//select random part:
BodyPartRecord randomPart;
//filteredParts.TryRandomElement<BodyPartRecord>(out randomPart);
//for testing - choose either genitals or anus:
//Rand.PopState();
//Rand.PushState(RJW_Multiplayer.PredictableSeed());
if (Rand.Value > 0.5f)
{
randomPart = pawn.RaceProps.body.AllParts.Find(x => x.def == xxx.anusDef);
}
else
{
randomPart = pawn.RaceProps.body.AllParts.Find(x => x.def == xxx.genitalsDef);
}
if (randomPart != null)
{
CumHelper.cumOn(pawn, randomPart, 0.2f, null, CumHelper.CUM_NORMAL);
}
};
}
}
}

View File

@ -0,0 +1,85 @@
using System;
using HarmonyLib;
using Verse;
using Verse.AI;
using rjw;
namespace rjwcum
{
[HarmonyPatch(typeof(JobDriver), "Cleanup")]
internal static class Patch_JobDriver_DubsBadHygiene
{
//not very good solution, some other mod can have same named jobdriver but w/e
//Dubs Bad Hygiene washing
private readonly static Type JobDriver_useWashBucket = AccessTools.TypeByName("JobDriver_useWashBucket");
//private readonly static Type JobDriver_washAtCell = AccessTools.TypeByName("JobDriver_washAtCell");
private readonly static Type JobDriver_UseHotTub = AccessTools.TypeByName("JobDriver_UseHotTub");
private readonly static Type JobDriver_takeShower = AccessTools.TypeByName("JobDriver_takeShower");
private readonly static Type JobDriver_takeBath = AccessTools.TypeByName("JobDriver_takeBath");
[HarmonyPostfix]
private static void Cleanup_cum(JobDriver __instance, JobCondition condition)
{
try
{
if (__instance == null)
return;
if (condition == JobCondition.Succeeded)
{
Do_cleanup_cum(__instance);
}
}
catch (Exception e)
{
Log.Error(e.ToString());
}
}
public static void Do_cleanup_cum(JobDriver __instance)
{
Pawn pawn = __instance.pawn;
//ModLog.Message("patches_DubsBadHygiene::on_cleanup_driver" + xxx.get_pawnname(pawn));
if (xxx.DubsBadHygieneIsActive)
//clear one instance of cum
if (
__instance.GetType() == JobDriver_useWashBucket// ||
//__instance.GetType() == JobDriver_washAtCell
)
{
Hediff hediff = pawn.health.hediffSet.hediffs.Find(x => (x.def == HediffDefOf.Hediff_Cum
|| x.def == HediffDefOf.Hediff_InsectSpunk
|| x.def == HediffDefOf.Hediff_MechaFluids
));
if (hediff != null)
{
//ModLog.Message("patches_DubsBadHygiene::" + __instance.GetType() + " clear => " + hediff.Label);
hediff.Severity -= 1f;
}
}
//clear all instance of cum
else if (
__instance.GetType() == JobDriver_UseHotTub ||
__instance.GetType() == JobDriver_takeShower ||
__instance.GetType() == JobDriver_takeBath
)
{
foreach (Hediff hediff in pawn.health.hediffSet.hediffs)
{
if (hediff.def == HediffDefOf.Hediff_Cum ||
hediff.def == HediffDefOf.Hediff_InsectSpunk ||
hediff.def == HediffDefOf.Hediff_MechaFluids
)
{
//ModLog.Message("patches_DubsBadHygiene::" + __instance.GetType() + " clear => " + hediff.Label);
hediff.Severity -= 1f;
}
}
}
}
}
}

View File

@ -0,0 +1,52 @@
using System.Collections.Generic;
using Verse;
using HarmonyLib;
using UnityEngine;
using System;
using RimWorld;
//using Multiplayer.API;
namespace rjwcum
{
[HarmonyPatch(typeof(RimWorld.PawnWoundDrawer))]
[HarmonyPatch("RenderOverBody")]
[HarmonyPatch(new Type[] { typeof(Vector3), typeof(Mesh), typeof(Quaternion), typeof(bool), typeof(BodyTypeDef.WoundLayer), typeof(Rot4), typeof(bool) })]
class Patch_RenderOverBody
{
[HarmonyPostfix]
static void DrawCum(RimWorld.PawnWoundDrawer __instance, Vector3 drawLoc, Mesh bodyMesh, Quaternion quat, bool drawNow, BodyTypeDef.WoundLayer layer, Rot4 pawnRot, bool? overApparel = null)
{
Pawn pawn = Traverse.Create(__instance).Field("pawn").GetValue<Pawn>();//get local variable
//TODO add support for animals? unlikely as they has weird meshes
//for now, only draw humans
if (pawn.RaceProps.Humanlike) //&& CumOverlayBase.cum_overlays)
{
//find cum hediff. if it exists, use its draw function
List<Hediff> hediffs = pawn.health.hediffSet.hediffs;
if (hediffs.Exists(x => x.def == HediffDefOf.Hediff_CumController))
{
Hediff_CumController h = hediffs.Find(x => x.def == HediffDefOf.Hediff_CumController) as Hediff_CumController;
quat.ToAngleAxis(out float angle, out Vector3 axis);//angle changes when pawn is e.g. downed
//adjustments if the pawn is sleeping in a bed:
bool inBed = false;
Building_Bed building_Bed = pawn.CurrentBed();
if (building_Bed != null)
{
inBed = !building_Bed.def.building.bed_showSleeperBody;
AltitudeLayer altLayer = (AltitudeLayer)Mathf.Max((int)building_Bed.def.altitudeLayer, 15);
Vector3 vector2 = pawn.Position.ToVector3ShiftedWithAltitude(altLayer);
vector2.y += 0.02734375f+0.01f;//just copied from rimworld code+0.01f
drawLoc.y = vector2.y;
}
h.DrawCum(drawLoc, quat, layer == BodyTypeDef.WoundLayer.Head, angle);
}
}
}
}
}

View File

@ -0,0 +1,80 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{3FC2D442-19B8-4CF9-9D35-CD13B6AC7B28}</ProjectGuid>
<OutputType>Library</OutputType>
<RootNamespace>rjwcum</RootNamespace>
<AssemblyName>RimJobWorldCum</AssemblyName>
<TargetFrameworkVersion>v4.7.2</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<PlatformTarget>AnyCPU</PlatformTarget>
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>..\..\Assemblies\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<PlatformTarget>AnyCPU</PlatformTarget>
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>..\..\Assemblies\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<ItemGroup>
<Reference Include="0Harmony, Version=2.2.1.0, Culture=neutral, processorArchitecture=MSIL">
<HintPath>..\packages\Lib.Harmony.2.2.1\lib\net472\0Harmony.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Assembly-CSharp">
<HintPath>..\..\..\..\..\RimWorldWin64_Data\Managed\Assembly-CSharp.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="HugsLib">
<HintPath>..\..\..\..\..\..\..\workshop\content\294100\818773962\v1.2\Assemblies\HugsLib.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="RJW">
<HintPath>..\..\..\..\rjw\1.3\Assemblies\RJW.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="System" />
<Reference Include="System.Runtime.InteropServices.RuntimeInformation" />
<Reference Include="UnityEngine.CoreModule">
<HintPath>..\..\..\..\..\RimWorldWin64_Data\Managed\UnityEngine.CoreModule.dll</HintPath>
<Private>False</Private>
</Reference>
</ItemGroup>
<ItemGroup>
<AppDesigner Include="Properties\" />
</ItemGroup>
<ItemGroup>
<Compile Include="..\Properties\AssemblyInfo.cs" />
<Compile Include="Textures.cs" />
<Compile Include="DefOf\HediffDefOf.cs" />
<Compile Include="DefOf\JobDefOf.cs" />
<Compile Include="Hediffs\Hediff_CumController.cs" />
<Compile Include="Hediffs\Hediff_Cum.cs" />
<Compile Include="JobDrivers\JobDriver_CleanSelf.cs" />
<Compile Include="Patch_AddCumOnOrgasm.cs" />
<Compile Include="Patch_AddGizmo.cs" />
<Compile Include="Patch_RenderOverBody.cs" />
<Compile Include="CumHelper.cs" />
<Compile Include="CumBase.cs" />
<Compile Include="Patch_JobDriver_DubsBadHygiene.cs" />
<Compile Include="WorkGivers\WorkGiver_CleanSelf.cs" />
</ItemGroup>
<ItemGroup>
<None Include="packages.config" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
</Project>

View File

@ -0,0 +1,58 @@
using Verse;
using UnityEngine;
//using Multiplayer.API;
namespace rjwcum
{
[StaticConstructorOnStartup]
public static class CumTextures
{
//UI:
public static readonly Texture2D CumIcon_little = ContentFinder<Texture2D>.Get("CumIcon_little", true);
public static readonly Texture2D CumIcon_some = ContentFinder<Texture2D>.Get("CumIcon_some", true);
public static readonly Texture2D CumIcon_dripping = ContentFinder<Texture2D>.Get("CumIcon_dripping", true);
public static readonly Texture2D CumIcon_drenched = ContentFinder<Texture2D>.Get("CumIcon_drenched", true);
//on pawn:
public static readonly Material cumSplatch1 = MaterialPool.MatFrom("splatch_1", ShaderDatabase.Cutout);
public static readonly Material cumSplatch2 = MaterialPool.MatFrom("splatch_2", ShaderDatabase.Cutout);
public static readonly Material cumSplatch3 = MaterialPool.MatFrom("splatch_3", ShaderDatabase.Cutout);
public static readonly Material cumSplatch4 = MaterialPool.MatFrom("splatch_4", ShaderDatabase.Cutout);
public static readonly Material cumSplatch5 = MaterialPool.MatFrom("splatch_5", ShaderDatabase.Cutout);
public static readonly Material cumSplatch6 = MaterialPool.MatFrom("splatch_6", ShaderDatabase.Cutout);
public static readonly Material cumSplatch7 = MaterialPool.MatFrom("splatch_7", ShaderDatabase.Cutout);
public static readonly Material cumSplatch8 = MaterialPool.MatFrom("splatch_8", ShaderDatabase.Cutout);
public static readonly Material cumSplatch9 = MaterialPool.MatFrom("splatch_9", ShaderDatabase.Cutout);
//[SyncMethod]
public static Material pickRandomSplatch()
{
//Rand.PopState();
//Rand.PushState(RJW_Multiplayer.PredictableSeed());
int rand = Rand.Range(0, 8);
switch (rand)
{
case 0:
return cumSplatch1;
case 1:
return cumSplatch2;
case 2:
return cumSplatch3;
case 3:
return cumSplatch4;
case 4:
return cumSplatch5;
case 5:
return cumSplatch6;
case 6:
return cumSplatch7;
case 7:
return cumSplatch8;
case 8:
return cumSplatch9;
}
return null;
}
}
}

View File

@ -0,0 +1,76 @@
using RimWorld;
using Verse;
using Verse.AI;
using rjw;
namespace rjwcum
{
public class WorkGiver_CleanSelf : WorkGiver_Scanner
{
public override PathEndMode PathEndMode
{
get
{
return PathEndMode.InteractionCell;
}
}
public override Danger MaxPathDanger(Pawn pawn)
{
return Danger.Deadly;
}
public override ThingRequest PotentialWorkThingRequest
{
get
{
return ThingRequest.ForGroup(ThingRequestGroup.Pawn);
}
}
//conditions for self-cleaning job to be available
public override bool HasJobOnThing(Pawn pawn, Thing t, bool forced = false)
{
if (xxx.DubsBadHygieneIsActive && CumBase.dubsDBH_block_CleanSelf) // selfclean only in shower/bath etc
return false;
if (pawn != t)
return false;
if (!pawn.CanReserve(t, 1, -1, null, forced))
return false;
if (pawn.IsDesignatedHero())
{
if (!forced && CumBase.manual_hero_CleanSelf)
{
//ModLog.Message("WorkGiver_CleanSelf::not player interaction for hero, exit");
return false;
}
if (!pawn.IsHeroOwner())
{
//ModLog.Message("WorkGiver_CleanSelf::player interaction for not owned hero, exit");
return false;
}
}
Hediff hediff = pawn.health.hediffSet.hediffs.Find(x => (x.def == HediffDefOf.Hediff_CumController));
if (hediff == null)
return false;
int minAge = 3 * 2500;//3 hours in-game must have passed
if (!forced)
if (!(hediff.ageTicks > minAge))
{
//ModLog.Message("WorkGiver_CleanSelf:: 3 hours in-game must pass to self-clean, exit");
return false;
}
return true;
}
public override Job JobOnThing(Pawn pawn, Thing t, bool forced = false)
{
return JobMaker.MakeJob(JobDefOf.CleanSelf);
}
}
}

View File

@ -0,0 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<packages>
<package id="Lib.Harmony" version="2.2.1" targetFramework="net472" />
</packages>

View File

@ -0,0 +1,32 @@
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("RimJobWorld Cum")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("RimJobWorld Cum")]
[assembly: AssemblyCopyright("Copyright © 2022")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("c2825019-7f0b-456d-85a3-479c1a2a8805")]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
[assembly: AssemblyVersion("1.0.0.0")]

25
1.3/Source/mod.sln Normal file
View File

@ -0,0 +1,25 @@

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 16
VisualStudioVersion = 16.0.30907.101
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "RimJobWorldCum", "Mod\RimJobWorldCum.csproj", "{3FC2D442-19B8-4CF9-9D35-CD13B6AC7B28}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{3FC2D442-19B8-4CF9-9D35-CD13B6AC7B28}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{3FC2D442-19B8-4CF9-9D35-CD13B6AC7B28}.Debug|Any CPU.Build.0 = Debug|Any CPU
{3FC2D442-19B8-4CF9-9D35-CD13B6AC7B28}.Release|Any CPU.ActiveCfg = Release|Any CPU
{3FC2D442-19B8-4CF9-9D35-CD13B6AC7B28}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {5A0C2732-36A9-4ACA-807E-019E02C37E10}
EndGlobalSection
EndGlobal

Binary file not shown.

After

Width:  |  Height:  |  Size: 419 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 385 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 226 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 265 B

BIN
1.3/Textures/splatch_1.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.3 KiB

BIN
1.3/Textures/splatch_2.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.0 KiB

BIN
1.3/Textures/splatch_3.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.9 KiB

BIN
1.3/Textures/splatch_4.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.9 KiB

BIN
1.3/Textures/splatch_5.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.9 KiB

BIN
1.3/Textures/splatch_6.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.4 KiB

BIN
1.3/Textures/splatch_7.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.2 KiB

BIN
1.3/Textures/splatch_8.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.4 KiB

BIN
1.3/Textures/splatch_9.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.0 KiB

43
About/About.xml Normal file
View File

@ -0,0 +1,43 @@
<?xml version="1.0" encoding="utf-8"?>
<ModMetaData>
<name>RimJobWorld - Cum</name>
<author>Ed86</author>
<url>https://gitgud.io/Ed86/rjw-cum</url>
<supportedVersions>
<li>1.3</li>
</supportedVersions>
<packageId>rjw.cum</packageId>
<modDependencies>
<li>
<packageId>rim.job.world</packageId>
<displayName>RJW</displayName>
<downloadUrl>https://gitgud.io/Ed86/rjw</downloadUrl>
</li>
<li>
<packageId>brrainz.harmony</packageId>
<displayName>Harmony</displayName>
<downloadUrl>https://github.com/pardeike/HarmonyRimWorld/releases/latest</downloadUrl>
<steamWorkshopUrl>steam://url/CommunityFilePage/2009463077</steamWorkshopUrl>
</li>
<li>
<packageId>UnlimitedHugs.HugsLib</packageId>
<displayName>HugsLib</displayName>
<downloadUrl>https://github.com/UnlimitedHugs/RimworldHugsLib/releases/latest</downloadUrl>
<steamWorkshopUrl>steam://url/CommunityFilePage/818773962</steamWorkshopUrl>
</li>
</modDependencies>
<loadAfter>
<li>brrainz.harmony</li>
<li>UnlimitedHugs.HugsLib</li>
<li>erdelf.HumanoidAlienRaces</li>
<li>rim.job.world</li>
</loadAfter>
<description>
<![CDATA[
Additional features to RimJobWorld:
cum hediffs
cum overlay
]]>
</description>
</ModMetaData>

13
About/Manifest.xml Normal file
View File

@ -0,0 +1,13 @@
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<Manifest>
<identifier>RimJobWorld Cum</identifier>
<version>1.0.0</version>
<dependencies>
<li>RimJobWorld</li>
</dependencies>
<loadAfter>
<li>RimJobWorld</li>
</loadAfter>
<manifestUri>https://gitgud.io/Ed86/rjw-cum/raw/master/About/Manifest.xml</manifestUri>
<downloadUri>https://gitgud.io/Ed86/rjw-cum</downloadUri>
</Manifest>

101
README.md
View File

@ -1,92 +1,19 @@
# RJW - CUM
And why would you read me?
Mod git:
-
Discord:
https://discord.gg/CXwHhv8
## Getting started
LoversLab:
-
To make it easy for you to get started with GitLab, here's a list of recommended next steps.
Requirements:
Harmony
Hugslib
Rimjobworld 5.0+(https://gitgud.io/Ed86/rjw)
Already a pro? Just edit this README.md and make it your own. Want to make it easy? [Use the template at the bottom](#editing-this-readme)!
## Add your files
- [ ] [Create](https://docs.gitlab.com/ee/user/project/repository/web_editor.html#create-a-file) or [upload](https://docs.gitlab.com/ee/user/project/repository/web_editor.html#upload-a-file) files
- [ ] [Add files using the command line](https://docs.gitlab.com/ee/gitlab-basics/add-file.html#add-a-file-using-the-command-line) or push an existing Git repository with the following command:
```
cd existing_repo
git remote add origin https://gitgud.io/Ed86/rjw-cum.git
git branch -M master
git push -uf origin master
```
## Integrate with your tools
- [ ] [Set up project integrations](https://gitgud.io/Ed86/rjw-cum/-/settings/integrations)
## Collaborate with your team
- [ ] [Invite team members and collaborators](https://docs.gitlab.com/ee/user/project/members/)
- [ ] [Create a new merge request](https://docs.gitlab.com/ee/user/project/merge_requests/creating_merge_requests.html)
- [ ] [Automatically close issues from merge requests](https://docs.gitlab.com/ee/user/project/issues/managing_issues.html#closing-issues-automatically)
- [ ] [Enable merge request approvals](https://docs.gitlab.com/ee/user/project/merge_requests/approvals/)
- [ ] [Automatically merge when pipeline succeeds](https://docs.gitlab.com/ee/user/project/merge_requests/merge_when_pipeline_succeeds.html)
## Test and Deploy
Use the built-in continuous integration in GitLab.
- [ ] [Get started with GitLab CI/CD](https://docs.gitlab.com/ee/ci/quick_start/index.html)
- [ ] [Analyze your code for known vulnerabilities with Static Application Security Testing(SAST)](https://docs.gitlab.com/ee/user/application_security/sast/)
- [ ] [Deploy to Kubernetes, Amazon EC2, or Amazon ECS using Auto Deploy](https://docs.gitlab.com/ee/topics/autodevops/requirements.html)
- [ ] [Use pull-based deployments for improved Kubernetes management](https://docs.gitlab.com/ee/user/clusters/agent/)
- [ ] [Set up protected environments](https://docs.gitlab.com/ee/ci/environments/protected_environments.html)
***
# Editing this README
When you're ready to make this README your own, just edit this file and use the handy template below (or feel free to structure it however you want - this is just a starting point!). Thank you to [makeareadme.com](https://www.makeareadme.com/) for this template.
## Suggestions for a good README
Every project is different, so consider which of these sections apply to yours. The sections used in the template are suggestions for most open source projects. Also keep in mind that while a README can be too long and detailed, too long is better than too short. If you think your README is too long, consider utilizing another form of documentation rather than cutting out information.
## Name
Choose a self-explaining name for your project.
## Description
Let people know what your project can do specifically. Provide context and add a link to any reference visitors might be unfamiliar with. A list of Features or a Background subsection can also be added here. If there are alternatives to your project, this is a good place to list differentiating factors.
## Badges
On some READMEs, you may see small images that convey metadata, such as whether or not all the tests are passing for the project. You can use Shields to add some to your README. Many services also have instructions for adding a badge.
## Visuals
Depending on what you are making, it can be a good idea to include screenshots or even a video (you'll frequently see GIFs rather than actual videos). Tools like ttygif can help, but check out Asciinema for a more sophisticated method.
## Installation
Within a particular ecosystem, there may be a common way of installing things, such as using Yarn, NuGet, or Homebrew. However, consider the possibility that whoever is reading your README is a novice and would like more guidance. Listing specific steps helps remove ambiguity and gets people to using your project as quickly as possible. If it only runs in a specific context like a particular programming language version or operating system or has dependencies that have to be installed manually, also add a Requirements subsection.
## Usage
Use examples liberally, and show the expected output if you can. It's helpful to have inline the smallest example of usage that you can demonstrate, while providing links to more sophisticated examples if they are too long to reasonably include in the README.
## Support
Tell people where they can go to for help. It can be any combination of an issue tracker, a chat room, an email address, etc.
## Roadmap
If you have ideas for releases in the future, it is a good idea to list them in the README.
## Contributing
State if you are open to contributions and what your requirements are for accepting them.
For people who want to make changes to your project, it's helpful to have some documentation on how to get started. Perhaps there is a script that they should run or some environment variables that they need to set. Make these steps explicit. These instructions could also be useful to your future self.
You can also document commands to lint the code or run tests. These steps help to ensure high code quality and reduce the likelihood that the changes inadvertently break something. Having instructions for running tests is especially helpful if it requires external setup, such as starting a Selenium server for testing in a browser.
## Authors and acknowledgment
Show your appreciation to those who have contributed to the project.
## License
For open source projects, say how it is licensed.
## Project status
If you have run out of energy or time for your project, put a note at the top of the README saying that development has slowed down or stopped completely. Someone may choose to fork your project or volunteer to step in as a maintainer or owner, allowing your project to keep going. You can also make an explicit request for maintainers.
Additional features to RimJobWorld:
cum hediffs
cum overlay