protected override Job TryGiveJob(Pawn pawn) { if (!RJWHookupSettings.HookupsEnabled) { return(null); } if (pawn.Drafted) { return(null); } if (!SexUtility.ReadyForHookup(pawn)) { return(null); } // We increase the time right away to prevent the fairly expensive check from happening too frequently SexUtility.IncreaseTicksToNextHookup(pawn); // If the pawn is a w***e, or recently had sex, skip the job unless they're really horny if (!xxx.is_frustrated(pawn) && (xxx.is_whore(pawn) || !SexUtility.ReadyForLovin(pawn))) { return(null); } // This check attempts to keep groups leaving the map, like guests or traders, from turning around to hook up if (pawn.mindState?.duty?.def == DutyDefOf.TravelOrLeave) { // TODO: Some guest pawns keep the TravelOrLeave duty the whole time, I think the ones assigned to guard the pack animals. // That's probably ok, though it wasn't the intention. if (RJWSettings.DebugLogJoinInBed) { Log.Message($"[RJW] JoinInBed.TryGiveJob:({xxx.get_pawnname(pawn)}): has TravelOrLeave, no time for lovin!"); } return(null); } if (pawn.CurJob == null || pawn.CurJob.def == JobDefOf.LayDown) { //--Log.Message(" checking pawn and abilities"); if (xxx.can_fuck(pawn) || xxx.can_be_fucked(pawn)) { //--Log.Message(" finding partner"); Pawn partner = find_pawn_to_fuck(pawn, pawn.Map); //--Log.Message(" checking partner"); if (partner == null) { return(null); } // Can never be null, since find checks for bed. Building_Bed bed = partner.CurrentBed(); // Interrupt current job. if (pawn.CurJob != null && pawn.jobs.curDriver != null) { pawn.jobs.curDriver.EndJobWith(JobCondition.InterruptForced); } //--Log.Message(" returning job"); return(new Job(DefDatabase <JobDef> .GetNamed("JoinInBed"), pawn, partner, bed)); } } return(null); }