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Elasticising Gene now stays elastic, does not decay
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2 changed files with 28 additions and 7 deletions
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@ -1,25 +1,36 @@
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using LicentiaLabs;
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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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namespace RJW_Genes
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{
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/// <summary>
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/// This Gene adds Licentia-Labs Elasticised Hediff to a Pawn.
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/// Important: I had a HarmonyPatch first, similar to skipping cumflation, but the Stretching Logic is called quite a lot and for both pawns actually.
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/// Note: I had a HarmonyPatch first, similar to skipping cumflation, but the Stretching Logic is called quite a lot and for both pawns actually.
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/// Hence, I think choosing the Elasticiced Hediff was good as then everything is covered by "Licentia-Logic".
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/// </summary>
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public class Gene_Elasticity : Gene
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{
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private int ticksToReset = RESET_INTERVAL;
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private const int RESET_INTERVAL = 60000; // 60k should be 1 day
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public override void PostAdd()
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{
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base.PostAdd();
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// Doing it like this will add the hediff with a severity of ~0.5, but it will decay.
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// Hence we check with the Ticks to update.
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this.pawn.health.AddHediff(Licentia.HediffDefs.Elasticised);
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ResetSeverity();
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}
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public override void Tick()
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{
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base.Tick();
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--this.ticksToReset;
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if (this.ticksToReset > 0)
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return;
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this.ticksToReset = RESET_INTERVAL;
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ResetSeverity();
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}
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public override void PostRemove()
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@ -31,5 +42,15 @@ namespace RJW_Genes
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}
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base.PostRemove();
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}
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private void ResetSeverity(float severity = 0.7f)
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{
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Hediff candidate = pawn.health.hediffSet.GetFirstHediffOfDef(Licentia.HediffDefs.Elasticised);
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if (candidate != null)
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{
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candidate.Severity = severity;
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}
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}
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}
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}
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