1.5 update

This commit is contained in:
Jaaldabaoth 2024-05-24 00:33:37 +02:00
parent 7d9e399a47
commit e6db43f31d
231 changed files with 95 additions and 6968 deletions

View file

@ -1,135 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Verse;
using Verse.AI;
using Verse.AI.Group;
using RimWorld;
using rjw;
namespace RJW_Genes
{
public class IncidentWorker_SuccubusDreamVisit : IncidentWorker
{
//This incidint will only fire if there is a pawn asleep and sexneed is lower than 0.25
protected override bool CanFireNowSub(IncidentParms parms)
{
if (!base.CanFireNowSub(parms))
{
return false;
}
Map map = (Map)parms.target;
if (!map.mapTemperature.SeasonAcceptableFor(ThingDefOf.Human))
{
return false;
}
if (!RJW_Genes_Settings.rjw_genes_sexdemon_visit_incubi && !RJW_Genes_Settings.rjw_genes_sexdemon_visit_succubi)
{
return false;
}
foreach (Pawn pawn in map.mapPawns.FreeColonistsAndPrisonersSpawned)
{
if (pawn.jobs.curDriver.asleep && xxx.need_some_sex(pawn) > 1f)
{
return true;
}
}
return false;
}
protected override bool TryExecuteWorker(IncidentParms parms)
{
Map map = (Map)parms.target;
List < Pawn > victims = ValidVictims(map).ToList();
if(victims.NullOrEmpty())
{
return false;
}
Faction faction;
if (!this.TryFindFormerFaction(out faction))
{
return false;
}
int pawn_amount = RJW_Genes_Settings.rjw_genes_sexdemon_visit_groups ? Rand.Range(1, victims.Count) : 1;
List<Pawn> new_sexdemons = new List<Pawn>();
for (int i = 0; i < pawn_amount; i++)
{
Pawn victim = victims.RandomElement();
IntVec3 loc = victim.Position;
PawnKindDef pawnKindDef;
Gender gender;
if (victim.gender == Gender.Male || !RJW_Genes_Settings.rjw_genes_sexdemon_visit_incubi)
{
}
if ((Rand.Bool && RJW_Genes_Settings.rjw_genes_sexdemon_visit_succubi) || !RJW_Genes_Settings.rjw_genes_sexdemon_visit_incubi)
{
pawnKindDef = PawnKindDef.Named("rjw_genes_succubus");
gender = Gender.Female;
}
else
{
pawnKindDef = PawnKindDef.Named("rjw_genes_incubus");
gender = Gender.Male;
}
//Spawn succubus at pawn
Pawn sexdemon = PawnGenerator.GeneratePawn(new PawnGenerationRequest(pawnKindDef, faction, PawnGenerationContext.NonPlayer, -1,
false, false, false, true, false, 1f, false, true, false, true, true, false, false, false, false, 0f, 0f, null, 1f, null, null,
null, null, null, null, null, gender, null, null, null, null, false, false, false, false, null, null, null, null, null, 0f,
DevelopmentalStage.Adult, null, null, null, false));
sexdemon.SetFaction(null, null);
GenSpawn.Spawn(sexdemon, loc, map, WipeMode.Vanish);
List<Pawn> sexdemons = new List<Pawn> { sexdemon };
new_sexdemons.Add(sexdemon);
LordMaker.MakeNewLord(Faction.OfPlayer, this.CreateLordJob(parms, sexdemon, victim), map, sexdemons);
//Make succubus rape victim.
if (RJWSettings.rape_enabled)
{
//follow rjw rules
if (SexAppraiser.would_fuck(sexdemon,victim) > 0f)
{
sexdemon.pather.StopDead();
sexdemon.jobs.StopAll();
Job newJob = JobMaker.MakeJob(xxx.RapeRandom, victim);
sexdemon.jobs.StartJob(newJob, JobCondition.InterruptForced, null, false, true, null, null, false, false, null, false, true);
}
}
}
Find.LetterStack.ReceiveLetter("rjw_genes_sexdemon_visit_incident_label".Translate(), "rjw_genes_sexdemon_visit_incident_description".Translate(), LetterDefOf.PositiveEvent, new_sexdemons, null, null, null, null);
//base.SendStandardLetter(baseLetterLabel, baseLetterText, this.def.letterDef, parms, succubus, Array.Empty<NamedArgument>());
return true;
}
private IEnumerable<Pawn> ValidVictims(Map map)
{
foreach (Pawn pawn in map.mapPawns.FreeColonistsAndPrisonersSpawned)
{
if (pawn.jobs.curDriver.asleep && xxx.need_some_sex(pawn) > 1f)
{
yield return pawn;
}
}
yield break;
}
private bool TryFindFormerFaction(out Faction formerFaction)
{
return Find.FactionManager.TryGetRandomNonColonyHumanlikeFaction(out formerFaction, false, true, TechLevel.Undefined, false);
}
protected virtual LordJob_SuccubusVisit CreateLordJob(IncidentParms parms, Pawn succubus, Pawn target)
{
return new LordJob_SuccubusVisit(target);
}
}
}

View file

@ -1,102 +0,0 @@
using System;
using System.Collections.Generic;
using Verse;
using Verse.AI.Group;
using RimWorld;
using rjw;
namespace RJW_Genes
{
//Based on LordJob_VisitColony
public class LordJob_SuccubusVisit : LordJob
{
public LordJob_SuccubusVisit(){}
public LordJob_SuccubusVisit(Pawn target)
{
this.target = target;
}
//
//Stategraph has lordtoils which say what a pawn should be doing
//Transitions say when active lordtoil for pawn should change
//
public override StateGraph CreateGraph()
{
StateGraph stateGraph = new StateGraph();
//Flirt
LordToil_Flirt lordToil_Flirt = new LordToil_Flirt(this.target, 7f);
stateGraph.AddToil(lordToil_Flirt);
stateGraph.StartingToil = lordToil_Flirt;
//Leave
LordToil_ExitMapRandom lordToil_ExitMapRandom = new LordToil_ExitMapRandom();
stateGraph.AddToil(lordToil_ExitMapRandom);
LordToil_ExitMapAndDefendSelf lordToil_ExitMapAndDefendSelf = new LordToil_ExitMapAndDefendSelf();
stateGraph.AddToil(lordToil_ExitMapAndDefendSelf);
//Leave after some time
Transition transition1 = new Transition(lordToil_Flirt, lordToil_ExitMapRandom, false, true);
int tickLimit;
if (this.durationTicks != null)
{
tickLimit = this.durationTicks.Value;
}
else
{
tickLimit = Rand.Range(60000, 180000); //~1-3 days
}
transition1.AddTrigger(new Trigger_TicksPassed(tickLimit));
transition1.AddPreAction(new TransitionAction_Custom(new Action(this.SuccubiLeave))); //Join or leave colony
stateGraph.AddTransition(transition1);
//If they become hostile
Transition transition3 = new Transition(lordToil_Flirt, lordToil_ExitMapAndDefendSelf, false, true);
transition3.AddSource(lordToil_ExitMapRandom); //Not sure what this does
transition3.AddTrigger(new Trigger_BecamePlayerEnemy());
transition3.AddTrigger(new Trigger_PawnKilled());
transition3.AddPostAction(new TransitionAction_EndAllJobs());
stateGraph.AddTransition(transition3, false);
Transition transition4 = new Transition(lordToil_ExitMapRandom, lordToil_ExitMapAndDefendSelf, false, true);
transition4.AddSource(lordToil_Flirt); //Not sure what this does
transition4.AddTrigger(new Trigger_PawnHarmed(1f, true, Faction.OfPlayer));
stateGraph.AddTransition(transition4, false);
return stateGraph;
}
//add toggleable gizmo to allow playes to have colonists sex the succubus into joining your colony
//comfort pawn? cooldown?
public override IEnumerable<Gizmo> GetPawnGizmos(Pawn p)
{
return base.GetPawnGizmos(p);
}
public override void ExposeData()
{
Scribe_Values.Look<int?>(ref this.durationTicks, "durationTicks", null, false);
Scribe_References.Look<Pawn>(ref this.target, "target", false);
}
public void SuccubiLeave()
{
foreach (Pawn pawn in this.lord.ownedPawns)
{
if(colonyJoiners.Contains(pawn))
{
RecruitUtility.Recruit(pawn, Faction.OfPlayer);
Find.LetterStack.ReceiveLetter("rjw_genes_succubus_joins_letter_label".Translate(), string.Format("rjw_genes_succubus_joins_letter_description".Translate(), xxx.get_pawnname(pawn)), LetterDefOf.PositiveEvent, pawn, null, null, null, null);
}
else
{
Messages.Message("SuccubusLeaving".Translate(xxx.get_pawnname(pawn)), pawn, MessageTypeDefOf.NeutralEvent, true);
}
}
}
public Pawn target;
private int? durationTicks;
public List<Pawn> colonyJoiners = new List<Pawn>();
}
}