protected override ThoughtState CurrentStateInternal(Pawn p)
        {
            SkillDef active = InterestBase.GetActiveSkill(p);

            if (active == null)
            {
                return(ThoughtState.Inactive);
            }

            SkillRecord skill = p.skills.GetSkill(active);

            if (skill == null)
            {
                return(ThoughtState.Inactive);
            }
            int passion = (int)skill.passion;

            // these could return -1 but passion won't be -1
            var minorAversion = InterestBase.interestList["DMinorAversion"];

            if (passion == minorAversion)
            {
                return(ThoughtState.ActiveAtStage(0));
            }
            var majorAversion = InterestBase.interestList["DMajorAversion"];

            if (passion == majorAversion)
            {
                return(ThoughtState.ActiveAtStage(1));
            }

            return(ThoughtState.Inactive);
        }
예제 #2
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        public override void HandleTick(SkillRecord sk, Pawn pawn)
        {
            SkillDef sd = InterestBase.GetActiveSkill(pawn);

            if (sd == null)
            {
                return;
            }
            SkillRecord skill = pawn.skills.GetSkill(sd);

            if (skill != sk)
            {
                return;
            }

            Need_Rest restNeed = pawn.needs.TryGetNeed(NeedDefOf.Rest) as Need_Rest;

            if (restNeed == null)
            {
                Log.Error("Got null rest need, wat");
                return;
            }

            // Rest fall per 150 ticks is 150f*1.58333332E-05f * RestFallFactor * (modifier based on tiredness level);
            // Perfect equilibrium is 200f* 1.58333332E-05f
            RestCategory rc = restNeed.CurCategory;
            float        factor;

            switch (rc)
            {
            case RestCategory.Rested:
                factor = 1.0f;
                break;

            case RestCategory.Tired:
                factor = 0.7f;
                break;

            case RestCategory.VeryTired:
                factor = 0.3f;
                break;

            case RestCategory.Exhausted:
                factor = 0.6f;
                break;

            default:
                factor = 999f;
                break;
            }
            float restGain = (200f / 2.0f) * 1.58333332E-05f * factor;

            restNeed.CurLevel += restGain;
        }
        public override void MapComponentTick()
        {
            // get interests that give joy, or return if none
            if (InterestBase.interestList.mapwideWorkers.Count == 0)
            {
                return;
            }

            updateTicks++;
            if (updateTicks % 200 != 0)
            {
                return;
            }
            updateTicks = 0;

            // find all skills for which a colonist with a skillaffector exists
            List <Pawn> colonists = map.mapPawns.FreeColonistsSpawned;

            skillsAffected.Clear();
            List <int> passions = InterestBase.interestList.mapwideWorkers.Keys.ToList();

            skillsAffected = colonists.SelectMany(x => x.skills.skills, (colonist, skillrecord) => new KeyValuePair <SkillRecord, Pawn>(skillrecord, colonist)).ToDictionary(x => x.Key, x => x.Value);
            //skillsAffected = colonists.SelectMany(c => c.skills.skills).Where(s => passions.Contains((int)s.passion)).ToList();

            // go through every colonist, see if they're working on the affected skill, and affect them

            foreach (Pawn colonist in colonists)
            {
                SkillDef active = InterestBase.GetActiveSkill(colonist);
                if (active == null)
                {
                    continue;
                }

                //IEnumerable<SkillRecord> activeInterests = skillsAffected.Where(s => s.def == active);
                IEnumerable <KeyValuePair <SkillRecord, Pawn> > activeInterests = skillsAffected.Where(s => s.Key.def == active);
                foreach (var skill in activeInterests ?? Enumerable.Empty <KeyValuePair <SkillRecord, Pawn> > ())
                {
                    InterestBase.UpdateMapwideEffect(colonist, (int)skill.Key.passion, skill.Value);
                }
            }
        }
예제 #4
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        public override void OnIntervalPassed(Pawn pawn, Hediff cause)
        {
            if (!pawn.IsColonist)
            {
                return;
            }
            var active = InterestBase.GetActiveSkill(pawn);

            if (active == null)
            {
                DecreaseAllergy(pawn);
                return;
            }
            SkillRecord skill = pawn.skills.GetSkill(active);

            if (skill == null)
            {
                return;
            }
            int       passion          = (int)skill.passion;
            int       allergic         = InterestBase.interestList["DAllergic"];
            HediffSet hediffSet        = pawn.health.hediffSet;
            Hediff    firstHediffOfDef = hediffSet.GetFirstHediffOfDef(this.hediff, false);

            if (passion != allergic && firstHediffOfDef != null) // pawn's active skill isn't causing an allergy, but they have the allergic hediff
            {
                DecreaseAllergy(pawn);
                //firstHediffOfDef.Severity -= gainRate;
            }
            else if (passion == allergic) // pawn's active skill is allergy causing
            {
                IncreaseAllergy(pawn);
            }

            base.OnIntervalPassed(pawn, cause);
        }