using RimWorld; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Verse; namespace RJW_Genes { public class ThoughtWorker_WorkerDespised_Social : ThoughtWorker { protected override ThoughtState CurrentSocialStateInternal(Pawn p, Pawn other) { // p is the pawn `thinking`, and other is the pawn being thought about. // here: p = queen, other = potential worker if (!p.RaceProps.Humanlike) return (ThoughtState) false; if (!other.RaceProps.Humanlike) return (ThoughtState) false; if (!RelationsUtility.PawnsKnowEachOther(p, other)) return (ThoughtState) false; // Only check if they are spawned if (!p.Spawned || !other.Spawned) return (ThoughtState)false; if (GeneUtility.HasGeneNullCheck(p, GeneDefOf.rjw_genes_queen) && GeneUtility.HasGeneNullCheck(other, GeneDefOf.rjw_genes_worker)) { return (ThoughtState)true; } return (ThoughtState)false; } } }