protected override ThoughtState CurrentStateInternal(Pawn pawn) { AvaliThoughtDriver avaliThoughtDriver = pawn.TryGetComp <AvaliThoughtDriver>(); PackComp packComp = pawn.TryGetComp <PackComp>(); if (!(avaliThoughtDriver == null)) { if (pawn.Awake()) { if (pawn.CheckIfPackmatesInRoom()) { return(ThoughtState.ActiveDefault); } else { return(ThoughtState.Inactive); } } else { return(ThoughtState.Inactive); } } else { return(ThoughtState.Inactive); } }
public void UpdateSharedRoomThought(Pawn pawn) { if (pawn.Awake()) { AvaliThoughtDriver avaliThoughtDriver = pawn.TryGetComp <AvaliThoughtDriver>(); if (RimValiUtility.CheckIfPackmatesInRoom(pawn)) { RimValiUtility.AddThought(pawn, avaliThoughtDriver.Props.inSameRoomThought); } else { RimValiUtility.RemoveThought(pawn, avaliThoughtDriver.Props.inSameRoomThought); } } else { AvaliThoughtDriver avaliThoughtDriver = pawn.TryGetComp <AvaliThoughtDriver>(); if (RimValiUtility.PackInBedroom(pawn)) { RimValiUtility.AddThought(pawn, avaliThoughtDriver.Props.sharedBedroomThought); } else { RimValiUtility.AddThought(pawn, avaliThoughtDriver.Props.sleptApartThought); } } }
public void UpdatePawns(Map map) { IEnumerable <Pawn> pawns = RimValiUtility.CheckAllPawnsInMapAndFaction(map, Faction.OfPlayer).Where(x => x.def == AvaliDefs.RimVali); foreach (Pawn pawn in pawns) { AvaliThoughtDriver avaliThoughtDriver = pawn.TryGetComp <AvaliThoughtDriver>(); PackComp packComp = pawn.TryGetComp <PackComp>(); if (!(avaliThoughtDriver == null)) { if (pawn.def == AvaliDefs.RimVali) { if (RimValiUtility.GetPackSize(pawn, avaliThoughtDriver.Props.relationDef) > 1) { PawnRelationDef relationDef = avaliThoughtDriver.Props.relationDef; UpdateSharedRoomThought(pawn, relationDef, avaliThoughtDriver.Props.inSameRoomThought); UpdateBedRoomThought(pawn, relationDef, avaliThoughtDriver.Props.sharedBedroomThought, avaliThoughtDriver.Props.sleptApartThought); } } } if (!(packComp == null)) { if (packComp.Props.canHaveAloneThought) { UpdateThought(pawn, packComp.Props.relation, packComp.Props.aloneThought); } } } }
public void UpdateSharedRoomThought(Pawn pawn, PawnRelationDef relationDef, ThoughtDef thought) { if (pawn.Awake()) { AvaliThoughtDriver avaliThoughtDriver = pawn.TryGetComp <AvaliThoughtDriver>(); if (RimValiUtility.CheckIfPackmatesInRoom(pawn, relationDef)) { RimValiUtility.AddThought(pawn, thought); } else { RimValiUtility.RemoveThought(pawn, thought); } } }
public void UpdatePackLoss(Pawn pawn) { AvaliThoughtDriver thoughtComp = pawn.TryGetComp <AvaliThoughtDriver>(); PackComp packComp = pawn.TryGetComp <PackComp>(); if (packComp.ticksSinceLastInpack == 0 && (RimValiUtility.GetPackWithoutSelf(pawn) == null || RimValiUtility.GetPackWithoutSelf(pawn).size < 2)) { packComp.ticksSinceLastInpack = Find.TickManager.TicksGame; } else if (RimValiUtility.GetPackWithoutSelf(pawn) != null && RimValiUtility.GetPackWithoutSelf(pawn).size > 1) { packComp.ticksSinceLastInpack = 0; } }
public void UpdatePawns(Map map) { AvaliPackDriver AvaliPackDriver = Current.Game.GetComponent <AvaliPackDriver>(); IEnumerable <Pawn> pawns = RimValiUtility.CheckAllPawnsInMapAndFaction(map, Faction.OfPlayer).Where(x => AvaliPackDriver.racesInPacks.Contains(x.def)); IEnumerable <AvaliPack> packs = AvaliPackDriver.packs; foreach (Pawn pawn in pawns) { AvaliThoughtDriver avaliThoughtDriver = pawn.TryGetComp <AvaliThoughtDriver>(); PackComp packComp = pawn.TryGetComp <PackComp>(); if (!(avaliThoughtDriver == null)) { //Log.Message("Pawn has pack comp, moving to next step..."); if (AvaliPackDriver.packs == null || AvaliPackDriver.packs.Count == 0) { //Log.Message("How did we get here? [Pack list was 0 or null]"); return; } AvaliPack pawnPack = null; //This errors out when pawns dont have a pack, in rare cases. That is bad. This stops it from doing that. try { pawnPack = pawn.GetPack(); } catch { return; } //Log.Message("Tried to get packs pack, worked."); if (pawnPack == null) { //Log.Message("How did we get here? [Pack was null.]"); break; } foreach (Pawn packmate in pawnPack.pawns) { Thought_Memory thought_Memory2 = (Thought_Memory)ThoughtMaker.MakeThought(packComp.Props.togetherThought); if (!(packmate == pawn) && packmate != null && pawn != null) { bool bubble; if (!thought_Memory2.TryMergeWithExistingMemory(out bubble)) { //Log.Message("Adding thought to pawn."); pawn.needs.mood.thoughts.memories.TryGainMemory(thought_Memory2, packmate); } } } } } }
protected override ThoughtState CurrentStateInternal(Pawn p) { PackComp packComp = p.TryGetComp <PackComp>(); AvaliThoughtDriver thoughtComp = p.TryGetComp <AvaliThoughtDriver>(); if (thoughtComp == null) { return(ThoughtState.Inactive); } foreach (Hediff hediff in p.health.hediffSet.hediffs) { if (thoughtComp.Props.packLossPreventers.Contains(hediff.def)) { return(ThoughtState.Inactive); } } if (!LoadedModManager.GetMod <RimValiMod>().GetSettings <RimValiModSettings>().packLossEnabled) { return(ThoughtState.Inactive); } if (packComp == null) { return(ThoughtState.Inactive); } UpdatePackLoss(p); int timeAlone = Find.TickManager.TicksGame - packComp.ticksSinceLastInpack; if (timeAlone == Find.TickManager.TicksGame) { return(ThoughtState.Inactive); } if (timeAlone >= 240000) { return(ThoughtState.ActiveAtStage(2)); } if (timeAlone > 120000) { return(ThoughtState.ActiveAtStage(1)); } if (timeAlone > 60000) { return(ThoughtState.ActiveAtStage(0)); } return(ThoughtState.ActiveAtStage(3)); }
public void UpdatePawns(Map map) { List <ThingDef> races = RimvaliPotentialPackRaces.potentialPackRaces.ToList <ThingDef>(); IEnumerable <Pawn> pawns = RimValiUtility.CheckAllPawnsInMapAndFaction(map, Faction.OfPlayer); foreach (Pawn pawn in pawns) { if (pawn.IsHashIntervalTick(120)) { AvaliThoughtDriver avaliThoughtDriver = pawn.TryGetComp <AvaliThoughtDriver>(); if (pawn.def == AvaliDefs.RimVali) { if (RimValiUtility.GetPackSize(pawn, avaliThoughtDriver.Props.relationDef) > 0) { PawnRelationDef relationDef = avaliThoughtDriver.Props.relationDef; UpdateSharedRoomThought(pawn, relationDef, avaliThoughtDriver.Props.inSameRoomThought); UpdateBedRoomThought(pawn, relationDef, avaliThoughtDriver.Props.sharedBedroomThought, avaliThoughtDriver.Props.sleptApartThought); } } } } }