Rescued Cocoonweaver, FerventOvipositor and InsectIncubator into Breeding Genes

This commit is contained in:
Vegapnk 2024-05-30 09:40:57 +02:00
parent 9c273d5567
commit 51b988f18c
10 changed files with 348 additions and 20 deletions

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Verse;
using rjw;
namespace RJW_Genes
{
/// <summary>
/// Manages the rjw_genes_fervent_ovipositor to grow eggs much faster.
///
/// TODO: Move the Multiplier into XML
/// TODO: This gene only works after the first egg, the first egg for two new pawns spawns at the same time (strange).
/// </summary>
public class Gene_FerventOvipositor : Gene
{
const int MULTIPLIER = 3; // Tick 3 times as much, making a pawn with this Gene Produce Eggs 4 times as fast as the normal.
public override void Tick()
{
base.Tick();
if (pawn == null) return;
Hediff_PartBaseNatural OvipositorF = (Hediff_PartBaseNatural)pawn.health.hediffSet.GetFirstHediffOfDef(rjw.Genital_Helper.ovipositorF);
if (OvipositorF == null) return;
OvipositorF.nextEggTick = Math.Max(OvipositorF.nextEggTick - MULTIPLIER, -1);
// DevNote: I first had a for-loop calling OviPositorF.tick(), but I fear that would be a performance sink.
// Also, it would double other aspects as well, such as bleeding out through your insect-PP or dropping out the eggs.
}
}
}

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using RimWorld;
using rjw;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Verse;
namespace RJW_Genes
{
/// <summary>
/// This Gene checks for all parasitic Insect-Eggs in a Pawn:
/// 1. Is it fertilized ? => tick it down "extra".
/// 2. Is it not fertilized? => fertilize it with the Incubator as parent
///
/// To save performance, this gene fires (default) every 0.5h, which also means a slight delay until fertilization happens.
/// </summary>
public class Gene_InsectIncubator : Gene
{
const int TICK_INTERVAL = 60000 / 48; // 60k = 1 day, we want 0.5h which is 1/48th of 1 day.
public override void Tick()
{
base.Tick();
// Don't check too often, only in the HashTickInterval to safe some computing power
if (this.pawn.IsHashIntervalTick(TICK_INTERVAL) && this.pawn.Map != null)
{
List<Hediff_InsectEgg> eggs = new List<Hediff_InsectEgg>();
pawn.health.hediffSet.GetHediffs<Hediff_InsectEgg>(ref eggs);
// This part works as intended and shows Non-Human Eggs too
//if (RJW_Genes_Settings.rjw_genes_detailed_debug) ModLog.Message($"Gene_InsectIncubator: Found {eggs.Count} Hediff_InsectEgg in {pawn}");
foreach (Hediff_InsectEgg egg in eggs)
{
// The implanter check checks if the egg is still in an ovipositor.
if (egg.implanter == null || egg.implanter == pawn)
continue;
if (!egg.fertilized && egg.implanter != null)
{
egg.Fertilize(pawn);
// DevNote Issue 38: Sometimes Eggs are not fertilized here, because the normal Fertilize Function is called which has an upper Limit on Gestation.
// I will not do anything about it here, maybe upstream, but I print here.
if (RJW_Genes_Settings.rjw_genes_detailed_debug)
{
if (egg.fertilized)
ModLog.Message($"Gene_InsectIncubator: fertilized egg {egg} in {pawn}");
else if (egg.GestationProgress > 0.5)
ModLog.Message($"Gene_InsectIncubator: Failed to fertilize {egg} in {pawn} due to high gestation progress");
else
ModLog.Message($"Gene_InsectIncubator: failed to fertiliz egg {egg} in {pawn}");
}
}
// DevNote: There is an issue with Eggs reaching too much gestation progress (>100%), which causes DownStream bugs. To avoid this, there are some extra checks in place.
else if (egg.fertilized && egg.GestationProgress <= .93)
{
egg.lastTick += TICK_INTERVAL;
}
}
}
}
}
}