2024-06-01 08:12:00 +00:00
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using RimWorld;
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using rjw;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using Verse.AI;
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using Verse;
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namespace RJW_Genes
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{
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public class AnimalBreedingHelper
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{
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/// <summary>
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/// Finds animals in a distance around a pawn, and schedules a breeding job.
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/// This is done regardless of the animals genitalia at the moment.
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/// This function has no checks if the Pawn is hostile, downed, etc., such checks must be done upstream!
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/// </summary>
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/// <param name="toBeBred">The pawn that will be target of breeding animals</param>
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/// <param name="pulse_distance">The range around the pawn for which animals will be triggered.</param>
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public static void DoAnimalBreedingPulse(Pawn toBeBred, int pulse_distance, bool ends_manhunter = true)
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{
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IEnumerable<Pawn> animals = GetAnimalsInRange(toBeBred.Map, toBeBred.Position, pulse_distance);
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int breeder_counter = 0;
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foreach (Pawn animal in animals)
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{
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if (ends_manhunter)
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EndManHunter(animal);
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2024-06-06 08:26:34 +00:00
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if (!RJW_Genes_Settings.animalMatingPulseCheckForGenitals || rjw.xxx.can_rape(animal))
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{
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ForceBreedingJob(toBeBred, animal);
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breeder_counter++;
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}
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2024-06-01 08:12:00 +00:00
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}
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ModLog.Message($"{breeder_counter} of {animals.Count()} Animals in range are trying to breed {toBeBred}");
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}
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private static IEnumerable<Pawn> GetAnimalsInRange(Map map, IntVec3 position, int distance)
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{
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IEnumerable<Pawn> animals =
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map.mapPawns
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.AllPawnsSpawned
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.Where<Pawn>((Func<Pawn, bool>)(p =>
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p.IsNonMutantAnimal
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&& p.Position.InHorDistOf(position, distance)
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&& xxx.is_healthy_enough(p))
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);
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return animals;
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}
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private static void ForceBreedingJob(Pawn toBeBred, Pawn animal)
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{
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// Stopping all Jobs in this way is a bit heavy - but as it's only about Animals this should be fine.
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animal.jobs.CaptureAndClearJobQueue();
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animal.jobs.StopAll();
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Job job = JobMaker.MakeJob(xxx.animalBreed, toBeBred);
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animal.jobs.TryTakeOrderedJob(job);
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}
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private static void EndManHunter(Pawn animal)
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{
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if (animal.MentalState != null && (animal.MentalState.def == MentalStateDefOf.Manhunter || animal.MentalState.def == MentalStateDefOf.ManhunterPermanent))
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{
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animal?.MentalState?.RecoverFromState();
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}
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}
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}
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}
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