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Added PheromoneSpit Gene
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parent
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commit
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7 changed files with 171 additions and 31 deletions
29
Common/Defs/AbilityDefs/Ability_PheromoneSpit.xml
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29
Common/Defs/AbilityDefs/Ability_PheromoneSpit.xml
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@ -0,0 +1,29 @@
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<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<AbilityDef>
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<defName>rjw_genes_ability_pheromone_spit</defName>
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<label>pheromone spit</label>
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<description>Spit a condensed ball of animal pheromones to mark a target. Nearby Animals will try to breed the target. This means all animals - hostile, friendly and wild.</description>
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<iconPath>UI/Abilities/PiercingSpine</iconPath>
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<cooldownTicksRange>3000</cooldownTicksRange>
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<displayOrder>201</displayOrder>
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<aiCanUse>true</aiCanUse>
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<verbProperties>
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<verbClass>Verb_CastAbility</verbClass>
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<range>11</range>
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<warmupTime>1.2</warmupTime>
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<soundCast>PiercingSpine_Launch</soundCast>
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<targetParams>
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<canTargetHumans>True</canTargetHumans>
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<canTargetMechs>False</canTargetMechs>
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<canTargetAnimals>False</canTargetAnimals>
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<canTargetLocations>False</canTargetLocations>
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</targetParams>
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</verbProperties>
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<comps>
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<li Class="RJW_Genes.CompProperties_AbilityPheromoneSpit">
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<calldistance>25</calldistance>
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</li>
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</comps>
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</AbilityDef>
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</Defs>
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@ -94,4 +94,21 @@
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<biostatMet>-1</biostatMet>
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<biostatMet>-1</biostatMet>
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</GeneDef>
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</GeneDef>
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<GeneDef ParentName="BreedingBase">
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<defName>rjw_genes_pheromone_spit</defName>
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<label>Pheromone Spit</label>
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<description>This gene allows to mark targets for breeding, enticing nearby animals for a ride.</description>
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<iconPath>UI/Abilities/AnimalBerserkPulse</iconPath>
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<displayOrderInCategory>66</displayOrderInCategory>
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<abilities>
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<li>rjw_genes_ability_pheromone_spit</li>
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</abilities>
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<descriptionHyperlinks>
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<AbilityDef>rjw_genes_ability_pheromone_spit</AbilityDef>
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</descriptionHyperlinks>
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<biostatCpx>2</biostatCpx>
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<biostatMet>-1</biostatMet>
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</GeneDef>
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</Defs>
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</Defs>
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@ -28,36 +28,8 @@ namespace RJW_Genes
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public override void Apply(LocalTargetInfo target, LocalTargetInfo dest)
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public override void Apply(LocalTargetInfo target, LocalTargetInfo dest)
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{
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{
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base.Apply(target, dest);
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base.Apply(target, dest);
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DoAnimalBreedingPulse();
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ModLog.Message($"{this.parent.pawn} is casting MatingCall");
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}
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AnimalBreedingHelper.DoAnimalBreedingPulse(this.parent.pawn, Props.calldistance);
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private void DoAnimalBreedingPulse()
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{
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if (fired) { return; }
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IEnumerable<Pawn> animals = this.parent.pawn.Map.mapPawns.AllPawnsSpawned.Where<Pawn>((Func<Pawn, bool>)(p => p.IsNonMutantAnimal && p.Position.InHorDistOf(this.parent.pawn.Position, Props.calldistance)));
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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 (animal.MentalState != null && (animal.MentalState.def == MentalStateDefOf.Manhunter || animal.MentalState.def == MentalStateDefOf.ManhunterPermanent))
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{
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Log.Warning("Found an angry Animal to Fuck");
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animal?.MentalState?.RecoverFromState();
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}
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if(xxx.is_healthy_enough(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, this.parent.pawn);
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animal.jobs.TryTakeOrderedJob(job);
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breeder_counter++;
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}
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}
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ModLog.Message($"{breeder_counter} of {animals.Count()} Animals in range are trying to breed {this.parent.pawn}");
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fired = true;
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}
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}
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}
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}
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@ -0,0 +1,31 @@
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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;
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using Verse.AI;
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namespace RJW_Genes
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{
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public class CompAbilityEffect_PheromoneSpit : CompAbilityEffect
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{
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bool fired = false;
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private new CompProperties_AbilityPheromoneSpit Props
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{
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get
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{
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return (CompProperties_AbilityPheromoneSpit)this.props;
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}
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}
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public override void Apply(LocalTargetInfo target, LocalTargetInfo dest)
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{
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base.Apply(target, dest);
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AnimalBreedingHelper.DoAnimalBreedingPulse(target.Pawn, Props.calldistance);
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}
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}
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}
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@ -0,0 +1,18 @@
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using RimWorld;
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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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namespace RJW_Genes {
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public class CompProperties_AbilityPheromoneSpit : CompProperties_AbilityEffect
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{
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public int calldistance;
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public CompProperties_AbilityPheromoneSpit()
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{
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this.compClass = typeof(CompAbilityEffect_PheromoneSpit);
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}
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}
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}
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70
Source/Genes/Breeding/AnimalBreedingHelper.cs
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70
Source/Genes/Breeding/AnimalBreedingHelper.cs
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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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ForceBreedingJob(toBeBred, animal);
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breeder_counter++;
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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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@ -65,7 +65,10 @@
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<Compile Include="Common\Defs\TickIntervalExtension.cs" />
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<Compile Include="Common\Defs\TickIntervalExtension.cs" />
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<Compile Include="Common\Patches\PatchImplants.cs" />
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<Compile Include="Common\Patches\PatchImplants.cs" />
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<Compile Include="Genes\Breeding\Abilities\CompAbilityEffect_MatingCall.cs" />
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<Compile Include="Genes\Breeding\Abilities\CompAbilityEffect_MatingCall.cs" />
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<Compile Include="Genes\Breeding\Abilities\CompAbilityEffect_PheromoneSpit.cs" />
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<Compile Include="Genes\Breeding\Abilities\CompProperties_AbilityMatingCall.cs" />
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<Compile Include="Genes\Breeding\Abilities\CompProperties_AbilityMatingCall.cs" />
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<Compile Include="Genes\Breeding\Abilities\CompProperties_AbilityPheromoneSpit.cs" />
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<Compile Include="Genes\Breeding\AnimalBreedingHelper.cs" />
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<Compile Include="Genes\Breeding\Genes\Gene_FerventOvipositor.cs" />
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<Compile Include="Genes\Breeding\Genes\Gene_FerventOvipositor.cs" />
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<Compile Include="Genes\Breeding\Genes\Gene_InsectIncubator.cs" />
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<Compile Include="Genes\Breeding\Genes\Gene_InsectIncubator.cs" />
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<Compile Include="Genes\Damage\Gene_Elasticity.cs" />
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<Compile Include="Genes\Damage\Gene_Elasticity.cs" />
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