mirror of
https://github.com/vegapnk/RJW-Genes.git
synced 2024-08-15 00:23:31 +00:00
59 lines
2.5 KiB
C#
59 lines
2.5 KiB
C#
using RimWorld;
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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 UnityEngine;
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using Verse;
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namespace RJW_Genes
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{
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public class ThoughtWorker_Aphrodisiac_Pheromones_Social : ThoughtWorker
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{
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protected override ThoughtState CurrentSocialStateInternal(Pawn pawn, Pawn other)
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{
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// Return for trivial errors
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if (pawn == null || other == null || pawn == other)
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return (ThoughtState)false;
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// Check for position-existance
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if (pawn.Position == null || other.Position == null || pawn.Map == null || other.Map == null)
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return (ThoughtState)false;
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// Do nothing if pawn is carried
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if (pawn.CarriedBy != null)
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return (ThoughtState)false;
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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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return (ThoughtState)false;
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// Only check if they are spawned humans
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if (!pawn.Spawned || !other.Spawned)
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return (ThoughtState)false;
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if (!pawn.RaceProps.Humanlike)
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return (ThoughtState)false;
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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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// Pawn qualifies in right distance and needs line of sight.
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var pos = other.Position;
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int effectDistance = ModExtensionHelper.GetDistanceFromModExtension(GeneDefOf.rjw_genes_aphrodisiac_pheromones, Gene_Aphrodisiac_Pheromones.APHRODISIAC_DISTANCE_FALLBACK);
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if (pos.DistanceTo(pawn.Position) < effectDistance && GenSight.LineOfSight(pos, pawn.Position, pawn.Map))
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{
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return (ThoughtState)true;
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}
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return (ThoughtState)false;
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}
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}
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}
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