Implement random tick timing
This commit is contained in:
parent
d039dca628
commit
56691171b4
Binary file not shown.
|
@ -969,20 +969,20 @@ namespace RJW_Menstruation
|
|||
{
|
||||
if (Configurations.EnableAnimalCycle)
|
||||
{
|
||||
HugsLibController.Instance.TickDelayScheduler.ScheduleCallback(PeriodSimulator(curStage), tickInterval, parent.pawn, false);
|
||||
HugsLibController.Instance.TickDelayScheduler.ScheduleCallback(PeriodSimulator(curStage), GetNextUpdate(), parent.pawn, false);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (pregnancy == null && parent.pawn.health.capacities.GetLevel(xxx.reproduction) <= 0) HugsLibController.Instance.TickDelayScheduler.ScheduleCallback(PeriodSimulator(Stage.Young), tickInterval, parent.pawn, false);
|
||||
else HugsLibController.Instance.TickDelayScheduler.ScheduleCallback(PeriodSimulator(curStage), tickInterval, parent.pawn, false);
|
||||
if (pregnancy == null && parent.pawn.health.capacities.GetLevel(xxx.reproduction) <= 0) HugsLibController.Instance.TickDelayScheduler.ScheduleCallback(PeriodSimulator(Stage.Young), GetNextUpdate(), parent.pawn, false);
|
||||
else HugsLibController.Instance.TickDelayScheduler.ScheduleCallback(PeriodSimulator(curStage), GetNextUpdate(), parent.pawn, false);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (cums == null) cums = new List<Cum>();
|
||||
curStage = Stage.None;
|
||||
HugsLibController.Instance.TickDelayScheduler.ScheduleCallback(PeriodSimulator(curStage), tickInterval, parent.pawn, false);
|
||||
HugsLibController.Instance.TickDelayScheduler.ScheduleCallback(PeriodSimulator(curStage), GetNextUpdate(), parent.pawn, false);
|
||||
}
|
||||
//Log.Message(parent.pawn.Label + " - Initialized menstruation comp");
|
||||
loaded = true;
|
||||
|
@ -1738,7 +1738,7 @@ namespace RJW_Menstruation
|
|||
curStage = Stage.Follicular;
|
||||
curStageHrs = 0;
|
||||
if (follicularIntervalhours < 0) follicularIntervalhours = PeriodRandomizer(Props.folicularIntervalDays * 24, Props.deviationFactor);
|
||||
HugsLibController.Instance.TickDelayScheduler.ScheduleCallback(PeriodSimulator(Stage.Follicular), tickInterval, parent.pawn, false);
|
||||
HugsLibController.Instance.TickDelayScheduler.ScheduleCallback(PeriodSimulator(Stage.Follicular), GetNextUpdate(), parent.pawn, false);
|
||||
break;
|
||||
}
|
||||
action += delegate
|
||||
|
@ -1757,31 +1757,41 @@ namespace RJW_Menstruation
|
|||
|
||||
}
|
||||
|
||||
protected void GoNextStage(Stage nextstage, float factor = 1.0f)
|
||||
protected int GetNextUpdate()
|
||||
{
|
||||
// Ticks past the hour. Will be equal except for game start or load
|
||||
int currentOffset = Find.TickManager.TicksGame % tickInterval;
|
||||
int nextOffset = (parent.pawn.HashOffset() % tickInterval + tickInterval) % tickInterval; // Messy, but HashOffset is negative a lot
|
||||
|
||||
// The -1/+1 to ensure that equality works out to 1 hour and not 0 ticks
|
||||
return ((nextOffset - currentOffset + tickInterval - 1) % tickInterval) + 1;
|
||||
}
|
||||
|
||||
protected void GoNextStage(Stage nextstage)
|
||||
{
|
||||
curStageHrs = 0;
|
||||
curStage = nextstage;
|
||||
HugsLibController.Instance.TickDelayScheduler.ScheduleCallback(PeriodSimulator(nextstage), (int)(tickInterval * factor), parent.pawn, false);
|
||||
HugsLibController.Instance.TickDelayScheduler.ScheduleCallback(PeriodSimulator(nextstage), GetNextUpdate(), parent.pawn, false);
|
||||
}
|
||||
|
||||
|
||||
protected void GoNextStageSetHour(Stage nextstage, int hour, float factor = 1.0f)
|
||||
protected void GoNextStageSetHour(Stage nextstage, int hour)
|
||||
{
|
||||
curStageHrs = hour;
|
||||
curStage = nextstage;
|
||||
HugsLibController.Instance.TickDelayScheduler.ScheduleCallback(PeriodSimulator(nextstage), (int)(tickInterval * factor), parent.pawn, false);
|
||||
HugsLibController.Instance.TickDelayScheduler.ScheduleCallback(PeriodSimulator(nextstage), GetNextUpdate(), parent.pawn, false);
|
||||
}
|
||||
|
||||
//stage can be interrupted in other reasons
|
||||
protected void StayCurrentStage(float factor = 1.0f)
|
||||
protected void StayCurrentStage()
|
||||
{
|
||||
HugsLibController.Instance.TickDelayScheduler.ScheduleCallback(PeriodSimulator(curStage), (int)(tickInterval * factor), parent.pawn, false);
|
||||
HugsLibController.Instance.TickDelayScheduler.ScheduleCallback(PeriodSimulator(curStage), GetNextUpdate(), parent.pawn, false);
|
||||
}
|
||||
|
||||
//stage never changes
|
||||
protected void StayCurrentStageConst(Stage curstage, float factor = 1.0f)
|
||||
protected void StayCurrentStageConst(Stage curstage)
|
||||
{
|
||||
HugsLibController.Instance.TickDelayScheduler.ScheduleCallback(PeriodSimulator(curstage), (int)(tickInterval * factor), parent.pawn, false);
|
||||
HugsLibController.Instance.TickDelayScheduler.ScheduleCallback(PeriodSimulator(curstage), GetNextUpdate(), parent.pawn, false);
|
||||
}
|
||||
|
||||
protected void GoFollicularOrBleeding()
|
||||
|
|
|
@ -1,3 +1,7 @@
|
|||
Version 1.0.6.6
|
||||
- The menstruation cycle used to start ticking exactly one game hour after loading the save. Now the hour timing is consistent across a save/load.
|
||||
- Every womb will tick at a different (but consistent) time after the hour per pawn.
|
||||
|
||||
Version 1.0.6.5
|
||||
- Handle climacteric induced ovulators a bit better.
|
||||
- Compatibility update for Sexperience 1.0.4.2
|
||||
|
|
Loading…
Reference in New Issue