119 lines
4.6 KiB
C#
119 lines
4.6 KiB
C#
using System.Collections.Generic;
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using Verse;
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using RimWorld;
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namespace RJW_Genes
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{
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public class Gene_LifeForce_Empath : Gene
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{
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const int EMPATH_DISTANCE_FALLBACK = 25;
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const int TICK_INTERVAL_FALLBACK = 60000 / 48;
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const float AHEAGO_FALLBACK = 0.02f, SATISFIED_FALLBACK = 0.01f, FRUSTRATED_FALLBACK = -0.01f;
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int empathDistance = 25;
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int tickInterval = 60000 / 48 ; // 60k = 1 day, we want 0.5h which is 1/48th of 1 day.
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float aheagoIncrement = 0.02f;
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float satisfiedIncrement = 0.01f;
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float frustratedDecrement = -0.01f;
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Gene_LifeForce_Empath() : base()
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{
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SetValuesFromExtension();
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}
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private void SetValuesFromExtension()
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{
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LifeForceEmpathExtension empathExt = GeneDefOf.rjw_genes_lifeforce_empath.GetModExtension<LifeForceEmpathExtension>();
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tickInterval = ModExtensionHelper.GetTickIntervalFromModExtension(GeneDefOf.rjw_genes_lifeforce_empath, TICK_INTERVAL_FALLBACK);
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empathDistance = ModExtensionHelper.GetTickIntervalFromModExtension(GeneDefOf.rjw_genes_lifeforce_empath, EMPATH_DISTANCE_FALLBACK);
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aheagoIncrement = empathExt?.aheagoIncrement ?? AHEAGO_FALLBACK;
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satisfiedIncrement = empathExt?.satisfactionIncrement ?? SATISFIED_FALLBACK;
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frustratedDecrement = empathExt?.frustratedDecrement ?? FRUSTRATED_FALLBACK;
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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 (this.pawn.IsHashIntervalTick(tickInterval) && this.pawn.Map != null)
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{
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foreach (Pawn pawn in this.AffectedPawns(this.pawn.Position, this.pawn.Map))
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{
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this.FarmLifeForce(pawn);
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}
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}
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}
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/// <summary>
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/// Creates an IEnumerable of all pawns which are closeby and in lineofsight, self and other pawns with lifeforce gene are skipped (to prevent loops).
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/// </summary>
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/// <param name="pos">The position of the empath on the map</param>
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/// <param name="map">The map the empath is on</param>
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/// <returns>A list of all pawns that are close enough for the empath to connect.</returns>
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private IEnumerable<Pawn> AffectedPawns(IntVec3 pos, Map map)
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{
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foreach (Pawn pawn in map.mapPawns.AllPawns)
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{
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// Return for trivial errors
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if (pawn == null || this.pawn == null || pawn == this.pawn)
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continue;
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// Check for position-existance
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if (pawn.Position == null || pos == null || pawn.Map == null)
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continue;
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// Do nothing if pawn is carried
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if (pawn.CarriedBy != null)
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continue;
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// Do nothing if Pawn is Baby or Child (#25)
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if (!pawn.ageTracker.Adult)
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continue;
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// Do nothing for pawns that also have lifeforce
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if (GeneUtility.HasGeneNullCheck(pawn, GeneDefOf.rjw_genes_lifeforce))
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continue;
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// Actual Logic:
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// Pawn qualifies in right distance and needs line of sight.
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if (pos.DistanceTo(pawn.Position) < empathDistance && GenSight.LineOfSight(pos, pawn.Position, pawn.Map))
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{
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yield return pawn;
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}
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}
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yield break;
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}
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/// <summary>
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/// Adjust the empaths lifeforce depending on the farmed pawns sexneed.
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/// </summary>
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/// <param name="farmedPawn">The pawn affecting the empath, increasing or decreasing his lifeforce. </param>
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private void FarmLifeForce(Pawn farmedPawn)
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{
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// Short rename to make rest more obvious.
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Pawn empath = pawn;
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if (farmedPawn == null)
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return;
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var sexneed = farmedPawn.needs.TryGetNeed<rjw.Need_Sex>();
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// Shortwire: do nothing on no sexneed.
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if (sexneed == null)
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return;
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if (sexneed.CurLevel >= sexneed.thresh_ahegao())
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GeneUtility.OffsetLifeForce(GeneUtility.GetLifeForceGene(empath), aheagoIncrement);
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else if (sexneed.CurLevel >= sexneed.thresh_satisfied())
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GeneUtility.OffsetLifeForce(GeneUtility.GetLifeForceGene(empath), satisfiedIncrement);
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else if (sexneed.CurLevel <= sexneed.thresh_frustrated())
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GeneUtility.OffsetLifeForce(GeneUtility.GetLifeForceGene(empath), frustratedDecrement);
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}
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}
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}
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