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https://gitgud.io/lutepickle/rjw_menstruation.git
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Implement random tick timing
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d039dca628
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3 changed files with 27 additions and 13 deletions
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@ -969,20 +969,20 @@ namespace RJW_Menstruation
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{
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{
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if (Configurations.EnableAnimalCycle)
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if (Configurations.EnableAnimalCycle)
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{
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{
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HugsLibController.Instance.TickDelayScheduler.ScheduleCallback(PeriodSimulator(curStage), tickInterval, parent.pawn, false);
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HugsLibController.Instance.TickDelayScheduler.ScheduleCallback(PeriodSimulator(curStage), GetNextUpdate(), parent.pawn, false);
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}
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}
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}
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}
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else
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else
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{
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{
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if (pregnancy == null && parent.pawn.health.capacities.GetLevel(xxx.reproduction) <= 0) HugsLibController.Instance.TickDelayScheduler.ScheduleCallback(PeriodSimulator(Stage.Young), tickInterval, parent.pawn, false);
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if (pregnancy == null && parent.pawn.health.capacities.GetLevel(xxx.reproduction) <= 0) HugsLibController.Instance.TickDelayScheduler.ScheduleCallback(PeriodSimulator(Stage.Young), GetNextUpdate(), parent.pawn, false);
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else HugsLibController.Instance.TickDelayScheduler.ScheduleCallback(PeriodSimulator(curStage), tickInterval, parent.pawn, false);
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else HugsLibController.Instance.TickDelayScheduler.ScheduleCallback(PeriodSimulator(curStage), GetNextUpdate(), parent.pawn, false);
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}
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}
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}
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}
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else
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else
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{
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{
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if (cums == null) cums = new List<Cum>();
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if (cums == null) cums = new List<Cum>();
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curStage = Stage.None;
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curStage = Stage.None;
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HugsLibController.Instance.TickDelayScheduler.ScheduleCallback(PeriodSimulator(curStage), tickInterval, parent.pawn, false);
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HugsLibController.Instance.TickDelayScheduler.ScheduleCallback(PeriodSimulator(curStage), GetNextUpdate(), parent.pawn, false);
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}
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}
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//Log.Message(parent.pawn.Label + " - Initialized menstruation comp");
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//Log.Message(parent.pawn.Label + " - Initialized menstruation comp");
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loaded = true;
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loaded = true;
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@ -1738,7 +1738,7 @@ namespace RJW_Menstruation
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curStage = Stage.Follicular;
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curStage = Stage.Follicular;
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curStageHrs = 0;
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curStageHrs = 0;
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if (follicularIntervalhours < 0) follicularIntervalhours = PeriodRandomizer(Props.folicularIntervalDays * 24, Props.deviationFactor);
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if (follicularIntervalhours < 0) follicularIntervalhours = PeriodRandomizer(Props.folicularIntervalDays * 24, Props.deviationFactor);
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HugsLibController.Instance.TickDelayScheduler.ScheduleCallback(PeriodSimulator(Stage.Follicular), tickInterval, parent.pawn, false);
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HugsLibController.Instance.TickDelayScheduler.ScheduleCallback(PeriodSimulator(Stage.Follicular), GetNextUpdate(), parent.pawn, false);
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break;
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break;
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}
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}
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action += delegate
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action += delegate
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@ -1757,31 +1757,41 @@ namespace RJW_Menstruation
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}
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}
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protected void GoNextStage(Stage nextstage, float factor = 1.0f)
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protected int GetNextUpdate()
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{
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// Ticks past the hour. Will be equal except for game start or load
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int currentOffset = Find.TickManager.TicksGame % tickInterval;
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int nextOffset = (parent.pawn.HashOffset() % tickInterval + tickInterval) % tickInterval; // Messy, but HashOffset is negative a lot
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// The -1/+1 to ensure that equality works out to 1 hour and not 0 ticks
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return ((nextOffset - currentOffset + tickInterval - 1) % tickInterval) + 1;
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}
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protected void GoNextStage(Stage nextstage)
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{
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{
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curStageHrs = 0;
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curStageHrs = 0;
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curStage = nextstage;
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curStage = nextstage;
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HugsLibController.Instance.TickDelayScheduler.ScheduleCallback(PeriodSimulator(nextstage), (int)(tickInterval * factor), parent.pawn, false);
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HugsLibController.Instance.TickDelayScheduler.ScheduleCallback(PeriodSimulator(nextstage), GetNextUpdate(), parent.pawn, false);
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}
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}
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protected void GoNextStageSetHour(Stage nextstage, int hour, float factor = 1.0f)
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protected void GoNextStageSetHour(Stage nextstage, int hour)
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{
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{
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curStageHrs = hour;
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curStageHrs = hour;
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curStage = nextstage;
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curStage = nextstage;
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HugsLibController.Instance.TickDelayScheduler.ScheduleCallback(PeriodSimulator(nextstage), (int)(tickInterval * factor), parent.pawn, false);
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HugsLibController.Instance.TickDelayScheduler.ScheduleCallback(PeriodSimulator(nextstage), GetNextUpdate(), parent.pawn, false);
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}
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}
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//stage can be interrupted in other reasons
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//stage can be interrupted in other reasons
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protected void StayCurrentStage(float factor = 1.0f)
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protected void StayCurrentStage()
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{
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{
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HugsLibController.Instance.TickDelayScheduler.ScheduleCallback(PeriodSimulator(curStage), (int)(tickInterval * factor), parent.pawn, false);
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HugsLibController.Instance.TickDelayScheduler.ScheduleCallback(PeriodSimulator(curStage), GetNextUpdate(), parent.pawn, false);
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}
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}
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//stage never changes
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//stage never changes
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protected void StayCurrentStageConst(Stage curstage, float factor = 1.0f)
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protected void StayCurrentStageConst(Stage curstage)
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{
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{
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HugsLibController.Instance.TickDelayScheduler.ScheduleCallback(PeriodSimulator(curstage), (int)(tickInterval * factor), parent.pawn, false);
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HugsLibController.Instance.TickDelayScheduler.ScheduleCallback(PeriodSimulator(curstage), GetNextUpdate(), parent.pawn, false);
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}
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}
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protected void GoFollicularOrBleeding()
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protected void GoFollicularOrBleeding()
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@ -1,3 +1,7 @@
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Version 1.0.6.6
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- 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.
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- Every womb will tick at a different (but consistent) time after the hour per pawn.
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Version 1.0.6.5
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Version 1.0.6.5
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- Handle climacteric induced ovulators a bit better.
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- Handle climacteric induced ovulators a bit better.
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- Compatibility update for Sexperience 1.0.4.2
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- Compatibility update for Sexperience 1.0.4.2
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