rjw-cum/1.3/Source/Mod/CumHelper.cs

621 lines
28 KiB
C#

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
}
}
}
}
}
}
}
}