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Added a Gene for Specified Sex using RJW Logic
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42 changed files with 318 additions and 186 deletions
73
Source/Genes/Gender/GenderUtility.cs
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73
Source/Genes/Gender/GenderUtility.cs
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using Verse;
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using rjw;
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using RimWorld;
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using System.Collections;
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using System.Linq;
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using System;
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namespace RJW_Genes
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{
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public class GenderUtility
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{
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/// <summary>
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/// Returns if a Pawn is female (Gender==Female) or if it should be (Gene==FemaleOnly)
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/// This is used as a small helper, as the genes might fire in different orders.
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/// </summary>
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public static bool IsFemale(Pawn pawn)
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{
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return
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pawn.gender == Gender.Female || pawn.genes.GenesListForReading.Any(gene => gene.def.defName.EqualsIgnoreCase(GeneDefOf.rjw_genes_female_only.defName));
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}
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/// <summary>
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/// Returns if a Pawn is male (Gender==Male) or if it should be (Gene==MaleOnly)
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/// This is used as a small helper, as the genes might fire in different orders.
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/// </summary>
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public static bool IsMale(Pawn pawn)
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{
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return
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pawn.gender == Gender.Male || pawn.genes.GenesListForReading.Any(gene => gene.def.defName.EqualsIgnoreCase(GeneDefOf.rjw_genes_male_only.defName));
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}
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/// <summary>
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/// Adjusts the Body Type to match the given target gender
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/// (for male and female only, baby,child and hulks don't change)
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/// </summary>
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/// <param name="pawn"></param>
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/// <param name="targetGender"></param>
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public static void AdjustBodyToTargetGender(Pawn pawn, Gender targetGender)
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{
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if (pawn == null)
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return;
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if (pawn.story.bodyType == BodyTypeDefOf.Baby || pawn.story.bodyType == BodyTypeDefOf.Hulk || pawn.story.bodyType == BodyTypeDefOf.Child)
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return;
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if (targetGender == Gender.Male)
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{
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pawn.story.bodyType = BodyTypeDefOf.Male;
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}
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else if (targetGender == Gender.Female)
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{
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pawn.story.bodyType = BodyTypeDefOf.Female;
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pawn.style.beardDef = BeardDefOf.NoBeard;
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}
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// Re-Choose heads if it is wrong gender
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if (pawn.story.headType.gender == Gender.None || pawn.story.headType.gender == targetGender)
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{
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// Do nothing, Gender of Heat is Neutral or matches
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}
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else
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{
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// Below line tries to get (and set) an available head from the backstory, if it returns true everything worked if it returns false we log it
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if(! pawn.story.TryGetRandomHeadFromSet(DefDatabase<HeadTypeDef>.AllDefs.Where((Func<HeadTypeDef, bool>)(x => x.randomChosen))))
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{
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Log.Message("Failed to retrieve a correct-gender head for the pawn " + pawn.Name);
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};
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}
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// Force Redraw at the spot
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pawn.Drawer.renderer.graphics.SetAllGraphicsDirty();
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}
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}
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}
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42
Source/Genes/Gender/Gene_FemaleOnly.cs
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42
Source/Genes/Gender/Gene_FemaleOnly.cs
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using Verse;
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using rjw;
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namespace RJW_Genes
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{
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public class Gene_FemaleOnly : Gene
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{
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public override void PostMake()
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{
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base.PostMake();
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AdjustPawnToFemale();
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// Here we call Sexualization after the Sex-Change
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if (GenitaliaUtility.PawnStillNeedsGenitalia(pawn))
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Sexualizer.sexualize_pawn(pawn);
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}
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public override void PostAdd()
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{
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base.PostMake();
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AdjustPawnToFemale();
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}
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private void AdjustPawnToFemale()
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{
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// Here we really use the Gender.Female and not our helper IsFemale(pawn)
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if (pawn.gender == Gender.Female)
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return;
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else
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{
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GenderHelper.ChangeSex(pawn, () => {
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pawn.gender = Gender.Female;
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GenitaliaChanger.RemoveAllGenitalia(pawn);
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Sexualizer.sexualize_pawn(pawn);
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});
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GenderUtility.AdjustBodyToTargetGender(pawn, Gender.Female);
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}
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}
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}
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}
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42
Source/Genes/Gender/Gene_MaleOnly.cs
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42
Source/Genes/Gender/Gene_MaleOnly.cs
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using Verse;
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using rjw;
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namespace RJW_Genes
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{
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public class Gene_MaleOnly : Gene
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{
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public override void PostMake()
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{
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base.PostMake();
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AdjustPawnToMale();
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// Here we call Sexualization after the Sex-Change
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if (GenitaliaUtility.PawnStillNeedsGenitalia(pawn))
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Sexualizer.sexualize_pawn(pawn);
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}
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public override void PostAdd()
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{
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base.PostMake();
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AdjustPawnToMale();
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}
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private void AdjustPawnToMale()
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{
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if (pawn.gender == Gender.Male)
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return;
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else
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{
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GenderHelper.ChangeSex(pawn, () => {
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pawn.gender = Gender.Male;
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GenitaliaChanger.RemoveAllGenitalia(pawn);
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Sexualizer.sexualize_pawn(pawn);
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});
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GenderUtility.AdjustBodyToTargetGender(pawn, Gender.Male);
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}
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}
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}
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}
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