rjw-genes/Source/Genes/Special/Thoughts/ThoughtWorker_Aphrodisiac_Pheromones_Social.cs

59 lines
2.5 KiB
C#

using RimWorld;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
using Verse;
namespace RJW_Genes
{
public class ThoughtWorker_Aphrodisiac_Pheromones_Social : ThoughtWorker
{
protected override ThoughtState CurrentSocialStateInternal(Pawn pawn, Pawn other)
{
// Return for trivial errors
if (pawn == null || other == null || pawn == other)
return (ThoughtState)false;
// Check for position-existance
if (pawn.Position == null || other.Position == null || pawn.Map == null || other.Map == null)
return (ThoughtState)false;
// Do nothing if pawn is carried
if (pawn.CarriedBy != null)
return (ThoughtState)false;
// Do nothing if Pawn is Baby or Child (#25)
if (!pawn.ageTracker.Adult)
return (ThoughtState)false;
// Only check if they are spawned humans
if (!pawn.Spawned || !other.Spawned)
return (ThoughtState)false;
if (!pawn.RaceProps.Humanlike)
return (ThoughtState)false;
if (!other.RaceProps.Humanlike)
return (ThoughtState)false;
// Pawns that have not "met" wont give each other Mali
// Known-Each-Other is a key-word for Rimworld that shows they have had any interaction and stored each other in relations.
if (!RelationsUtility.PawnsKnowEachOther(pawn, other))
return (ThoughtState)false;
// If the pawn is not on Map (e.g. caravan), no mali
if (!MapUtility.PawnIsOnHomeMap(pawn))
return (ThoughtState)false;
// Do nothing for pawns that also have pheromones
if (GeneUtility.HasGeneNullCheck(pawn, GeneDefOf.rjw_genes_aphrodisiac_pheromones))
return (ThoughtState)false;
// Actual Logic:
// Pawn qualifies in right distance and needs line of sight.
var pos = other.Position;
int effectDistance = ModExtensionHelper.GetDistanceFromModExtension(GeneDefOf.rjw_genes_aphrodisiac_pheromones, Gene_Aphrodisiac_Pheromones.APHRODISIAC_DISTANCE_FALLBACK);
if (pos.DistanceTo(pawn.Position) < effectDistance && GenSight.LineOfSight(pos, pawn.Position, pawn.Map))
{
return (ThoughtState)true;
}
return (ThoughtState)false;
}
}
}