rjw-genes/Source/Genes/GenitaliaSize/Gene_GenitaliaResizingGene.cs

68 lines
No EOL
2.4 KiB
C#

using Verse;
namespace RJW_Genes
{
/// <summary>
/// Parent Gene for Genitalia Resizing. All Resizing genes should inherit for this class.
/// There is a companion-patch `Patch_ResizingOnAdulthood`.
///
/// This helps with some functions (e.g. "hasGenitaliaResizingGenes(pawn)") but also to fire genitalia resizing later in life for Pawns.
/// (No Children with huge ding dongs, and I don't want kids with tight anuses I am not that degenerate)
///
///
/// There was an Issue (#34) that re-sized the genitalia over multiple birthdays.
/// Before the addition of `ExposeData`, it lost track whether the resizing was already run,
/// leading to a change with every birthday over multiple game starts.
/// </summary>
public abstract class Gene_GenitaliaResizingGene : RJW_Gene
{
/// <summary>
/// Whether or not the gene was already applied.
/// If not, it is checked on every birthday and will be applied accordingly.
/// </summary>
private bool resizingWasApplied = false;
public bool ResizingWasApplied { get => resizingWasApplied; set => resizingWasApplied = value; }
public override void PostMake()
{
base.PostMake();
if (pawn.ageTracker.AgeBiologicalYears >= RJW_Genes_Settings.rjw_genes_resizing_age)
{
Resize();
ResizingWasApplied = true;
}
}
public override void PostAdd()
{
base.PostAdd();
if (pawn.ageTracker.AgeBiologicalYears >= RJW_Genes_Settings.rjw_genes_resizing_age)
{
Resize();
ResizingWasApplied = true;
}
}
public override void ExposeData()
{
base.ExposeData();
Scribe_Values.Look(ref resizingWasApplied, "wasApplied");
}
/// <summary>
/// Used to resize the pawns genitalia.
/// All Logic should be put here:
/// 1. Filters for Gender
/// 2. Filters for Genitalia Existence
/// 3. Selection of right Genitalia
/// 4. Adjustment of Size
///
/// I kept it intentionally broad, so that e.g. the Penis Resize can resize multiple penises and or futas,
/// while the breast-gene is female only.
/// </summary>
public abstract void Resize();
}
}