Add a function to damage pants based on fluid leakage. Not yet called by anything

This commit is contained in:
lutepickle 2022-11-29 10:11:28 -08:00
parent 60343e8b3f
commit a917a940ee
1 changed files with 29 additions and 0 deletions

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@ -362,5 +362,34 @@ namespace RJW_Menstruation
if (ModsConfig.BiotechActive && pawn.health.hediffSet.HasHediff(HediffDefOf.ImplantedIUD)) return true;
return false;
}
public static float DamagePants(this Pawn pawn, float fluidAmount)
{
if (pawn.apparel == null) return 0;
Apparel pants = null;
foreach(Apparel apparel in pawn.apparel.WornApparel.Where(app => app.def.apparel.bodyPartGroups.Contains(BodyPartGroupDefOf.Legs)))
{
if (apparel.def.apparel.LastLayer == ApparelLayerDefOf.OnSkin)
{
pants = apparel;
break;
}
else if (pants == null || apparel.def.apparel.LastLayer == ApparelLayerDefOf.Middle)
// Either grab whatever's available or reassign the pants from shell to a middle
pants = apparel;
// Pants are middle and this is a shell
else continue;
}
if (pants == null) return 0;
const float HPPerMl = 0.5f;
DamageWorker.DamageResult damage = pants.TakeDamage(new DamageInfo(DamageDefOf.Deterioration, fluidAmount * HPPerMl, spawnFilth: false));
if (pants.Destroyed && PawnUtility.ShouldSendNotificationAbout(pawn) && !pawn.Dead)
Messages.Message("MessageWornApparelDeterioratedAway".Translate(GenLabel.ThingLabel(pants.def, pants.Stuff), pawn).CapitalizeFirst(), pawn, MessageTypeDefOf.NegativeEvent);
return damage.totalDamageDealt;
}
}
}