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	Put Licentia Parts back in, but commented out so I dont forget
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					 5 changed files with 105 additions and 4 deletions
				
			
		
							
								
								
									
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								Source/Common/Helpers/MapUtility.cs
									
										
									
									
									
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								Source/Common/Helpers/MapUtility.cs
									
										
									
									
									
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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 Verse;
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namespace RJW_Genes
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{
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    public class MapUtility
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    {
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        /// <summary>
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        /// Checks if the pawn is on the players home map. 
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        /// 
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        /// Reason is that drones should only be punished for absence of queen if they are on the map and there is no queen.
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        /// If they are on a mission, transport-pod etc. they should not get boni or mali. 
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        /// </summary>
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        /// <param name="pawn">The pawn for which to check map-presence.</param>
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        /// <returns>True if the pawn is on the home-map, False otherwise.</returns>
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        public static bool PawnIsOnHomeMap(Pawn pawn)
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        {
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            if (Find.Maps.NullOrEmpty() || !Find.Maps.Where(mapCandidate => mapCandidate.IsPlayerHome).Any())
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            {
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                return false;
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            }
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            Map homeMap = Find.Maps.Where(mapCandidate => mapCandidate.IsPlayerHome).First();
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            return
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                homeMap != null && pawn != null
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                && pawn.Spawned
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                && pawn.Map == homeMap;
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        }
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    }
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}
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			@ -29,6 +29,17 @@ namespace RJW_Genes
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            // I could have done some transpiler stuff, but that is scary and might need to be adjusted quite a lot 
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            // Hence, I simply re-book the nutrition back to the giver in the Postfix. That should be robust and easy. 
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            /*
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            TODO: Move this back in, once Licentia is 1.5 compatible. It should not drastically change. 
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            if (GeneUtility.IsGenerousDonor(giver))
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            {
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                float donatedNutrition = CumflationHelper.CalculateNutritionAmount(giver, cumAmount);
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                // TODO: In theory, there could be something weird happening if the donor has food less than X and the "IgnoreThermodynamics" is set on. 
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                // Then it can happen that the donor ends up with more food than he had before cumshot, but I think that is somewhat funny given that you have ignore Thermodynamics on. 
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                Need_Food inflatorFood = giver.needs.TryGetNeed<Need_Food>();
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                inflatorFood.CurLevel += donatedNutrition;
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            }
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            */
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        }
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    }
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}
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								Source/Genes/Damage/Gene_Elasticity.cs
									
										
									
									
									
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								Source/Genes/Damage/Gene_Elasticity.cs
									
										
									
									
									
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//using LicentiaLabs;
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using Verse;
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// TODO: Re-Introduce this once Licentia is 1.5
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// It should be rather simple 
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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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    /// 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 const int RESET_INTERVAL = 60000; // 60k should be 1 day 
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        /*
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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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            if (pawn.IsHashIntervalTick(RESET_INTERVAL))
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                ResetSeverity();
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        }
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        public override void PostRemove()
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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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                pawn.health.RemoveHediff(candidate);
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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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}
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			@ -33,15 +33,15 @@ namespace RJW_Genes
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            if (!other.RaceProps.Humanlike)
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                return (ThoughtState)false;
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            // Pawns that have not "met" wont give each other Mali
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            // Known-Each-Other is a key-word for Rimworld that shows they have had any interaction and stored each other in relations. 
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            if (!RelationsUtility.PawnsKnowEachOther(pawn, other))
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                return (ThoughtState)false;
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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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                return (ThoughtState)false;
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            // Actual Logic: 
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			@ -60,9 +60,11 @@
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    <Compile Include="Common\Defs\ModExtensionHelper.cs" />
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    <Compile Include="Common\Either.cs" />
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    <Compile Include="Common\Helpers\LaborState.cs" />
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    <Compile Include="Common\Helpers\MapUtility.cs" />
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    <Compile Include="Common\ModLog.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="Genes\Damage\Gene_Elasticity.cs" />
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    <Compile Include="Genes\Patches\PatchLitteredBirth.cs" />
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    <Compile Include="Common\Patches\PatchGetParents.cs" />
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    <Compile Include="Common\Patches\PatchPregnancyHelper.cs" />
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