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Fixed an Issue with Aphrodisiac Pheromone Social Thoughts always applying (#113)
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2 changed files with 18 additions and 4 deletions
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@ -20,7 +20,7 @@ Most of the genes so far were positive or neutral,
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so I got some fair requests to introduce negative genes to keep xenotypes balanced.
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I know that this is some overlap with the STD mod, but well ... you are free to turn things off?
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**Additions**
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**Additions:**
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- Passive Gene: *Genetic Disease Immunity* - cannot get infected by any genetic diseases, and won't be affected by some other genes (see relevant genes)
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- Disease Gene: Vulnerability. Pawn is likelier to be raped
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@ -28,7 +28,11 @@ I know that this is some overlap with the STD mod, but well ... you are free to
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- Disease Gene: Infectious Homosexuality & Bisexuality
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- Disease Gene: Fluctual Sexual Need. (Configurable) Chance to reset sex-need to near-zero and gain a bit of rest-need.
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**Internal**
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**Fixes:**
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- Fixed an Issue where pawns would always get the Pheromone social boost, unless they had the pheromone (#113)
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**Internal:**
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- GenderFluid-Gene now uses a generalized `TickBasedChanceExtension` over its unique special `GenderFluidExtension`
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- Introduced a `ModLog.Debug` Function that checks for the settings before printing - trying to spread it over the whole project.
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@ -40,10 +40,20 @@ namespace RJW_Genes
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// If the pawn is not on Map (e.g. caravan), no mali
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if (!MapUtility.PawnIsOnHomeMap(pawn))
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return (ThoughtState)false;
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// Do nothing for pawns that also have pheromones
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if (GeneUtility.HasGeneNullCheck(pawn, GeneDefOf.rjw_genes_aphrodisiac_pheromones))
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// Do nothing if the pawn does not have the pheromones
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if (!GeneUtility.HasGeneNullCheck(pawn, GeneDefOf.rjw_genes_aphrodisiac_pheromones))
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return (ThoughtState)false;
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// Do nothing for others that also have pheromones
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if (GeneUtility.HasGeneNullCheck(other, GeneDefOf.rjw_genes_aphrodisiac_pheromones))
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return (ThoughtState)false;
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// Do nothing for pawns that wear Gas-Masks
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if (other.apparel != null && other.apparel.AnyApparel)
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if (other.apparel.WornApparel.Any(apparel => apparel.def == RimWorld.ThingDefOf.Apparel_GasMask))
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return (ThoughtState)false;
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// Actual Logic:
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// Pawn qualifies in right distance and needs line of sight.
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var pos = other.Position;
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