Пример #1
0
        public static bool would_rape(Pawn rapist, Pawn rapee)
        {
            float rape_factor = 0.3f;                                   // start at 30%

            float vulnerabilityFucker  = xxx.get_vulnerability(rapist); //0 to 3
            float vulnerabilityPartner = xxx.get_vulnerability(rapee);  //0 to 3

            // More inclined to rape someone from another faction.
            if (rapist.HostileTo(rapee) || rapist.Faction != rapee.Faction)
            {
                rape_factor += 0.25f;
            }

            // More inclined to rape if the target is designated as CP.
            if (rapee.IsDesignatedComfort())
            {
                rape_factor += 0.25f;
            }

            // More inclined to rape when horny.
            Need_Sex horniness = rapist.needs.TryGetNeed <Need_Sex>();

            if (!xxx.is_animal(rapist) && horniness?.CurLevel <= horniness?.thresh_horny())
            {
                rape_factor += 0.25f;
            }

            if (xxx.is_animal(rapist))
            {
                if (vulnerabilityFucker < vulnerabilityPartner)
                {
                    rape_factor -= 0.1f;
                }
                else
                {
                    rape_factor += 0.25f;
                }
            }
            else if (xxx.is_animal(rapee))
            {
                if (xxx.is_zoophile(rapist))
                {
                    rape_factor += 0.5f;
                }
                else
                {
                    rape_factor -= 0.2f;
                }
            }
            else
            {
                rape_factor *= 0.5f + Mathf.InverseLerp(vulnerabilityFucker, 3f, vulnerabilityPartner);
            }

            if (rapist.health.hediffSet.HasHediff(HediffDef.Named("AlcoholHigh")))
            {
                rape_factor *= 1.25f;                 //too drunk to care
            }
            // Increase factor from traits.
            if (xxx.is_rapist(rapist))
            {
                rape_factor *= 1.5f;
            }
            if (xxx.is_nympho(rapist))
            {
                rape_factor *= 1.25f;
            }
            if (xxx.is_bloodlust(rapist))
            {
                rape_factor *= 1.2f;
            }
            if (xxx.is_psychopath(rapist))
            {
                rape_factor *= 1.2f;
            }
            if (xxx.is_masochist(rapee))
            {
                rape_factor *= 1.2f;
            }

            // Lower factor from traits.
            if (xxx.is_masochist(rapist))
            {
                rape_factor *= 0.8f;
            }

            if (rapist.needs.joy != null && rapist.needs.joy.CurLevel < 0.1f)             // The rapist is really bored...
            {
                rape_factor *= 1.2f;
            }

            //Rand.PopState();
            //Rand.PushState(RJW_Multiplayer.PredictableSeed());
            if (rapist.relations == null || xxx.is_animal(rapist))
            {
                return(Rand.Chance(rape_factor));
            }
            int opinion = rapist.relations.OpinionOf(rapee);

            // Won't rape friends, unless rapist or psychopath.
            if (xxx.is_kind(rapist))
            {               //<-80: 1f /-40: 0.5f / 0+: 0f
                rape_factor *= 1f - Mathf.Pow(GenMath.InverseLerp(-80, 0, opinion), 2);
            }
            else if (xxx.is_rapist(rapist) || xxx.is_psychopath(rapist))
            {                                                                            //<40: 1f /80: 0.5f / 120+: 0f
                rape_factor *= 1f - Mathf.Pow(GenMath.InverseLerp(40, 120, opinion), 2); // This can never be 0, since opinion caps at 100.
            }
            else
            {               //<-60: 1f /-20: 0.5f / 40+: 0f
                rape_factor *= 1f - Mathf.Pow(GenMath.InverseLerp(-60, 40, opinion), 2);
            }

            //Log.Message("rjw::xxx rape_factor for " + get_pawnname(rapee) + " is " + rape_factor);

            return(Rand.Chance(rape_factor));
        }