128 lines
4.3 KiB
C#
128 lines
4.3 KiB
C#
using RimWorld;
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using System.Collections.Generic;
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using System.Linq;
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using Verse;
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using Verse.AI;
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namespace WulaFallenEmpire
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{
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public class WorkGiver_FeedWulaPatient : WorkGiver_Scanner
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{
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private WorkGiverDefExtension_FeedWula ext;
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private WorkGiverDefExtension_FeedWula Ext
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{
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get
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{
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if (ext == null)
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{
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ext = def.GetModExtension<WorkGiverDefExtension_FeedWula>();
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}
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return ext;
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}
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}
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public override ThingRequest PotentialWorkThingRequest => ThingRequest.ForDef(ThingDef.Named("WulaSpecies"));
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public override PathEndMode PathEndMode => PathEndMode.ClosestTouch;
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public override Danger MaxPathDanger(Pawn pawn) => Danger.Deadly;
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public override IEnumerable<Thing> PotentialWorkThingsGlobal(Pawn pawn)
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{
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// Mimic vanilla: Scan all pawns in bed.
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return pawn.Map.mapPawns.AllPawns.Where(p => p.InBed());
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}
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public override bool HasJobOnThing(Pawn pawn, Thing t, bool forced = false)
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{
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Pawn patient = t as Pawn;
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// Basic validation, similar to vanilla
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if (patient == null || patient == pawn || !patient.InBed() || patient.def.defName != "WulaSpecies")
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{
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return false;
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}
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// Our custom check: Is the Wula in shutdown?
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Need_WulaEnergy energyNeed = patient.needs.TryGetNeed<Need_WulaEnergy>();
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if (energyNeed == null || !energyNeed.IsShutdown)
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{
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return false;
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}
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// CRITICAL vanilla check: If the patient is a prisoner, this is a warden's job, not a doctor's.
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// This prevents conflicts between two different work types trying to do the same thing.
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if (WardenFeedUtility.ShouldBeFed(patient))
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{
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return false;
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}
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// CRITICAL vanilla check: Can the doctor reserve the patient?
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// This prevents multiple doctors from trying to feed the same patient at the same time.
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if (!pawn.CanReserve(patient, 1, -1, null, forced))
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{
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return false;
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}
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// Check for our energy source
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if (Ext == null || Ext.energySourceDef == null)
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{
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Log.ErrorOnce("WorkGiver_FeedWulaPatient is missing the DefModExtension with a valid energySourceDef.", def.GetHashCode());
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return false;
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}
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if (!FindBestEnergySourceFor(pawn, patient, out _, out _))
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{
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// Mimic vanilla: Provide a reason for failure.
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JobFailReason.Is("NoFood".Translate()); // Using vanilla translation key for simplicity
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return false;
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}
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return true;
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}
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public override Job JobOnThing(Pawn pawn, Thing t, bool forced = false)
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{
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Pawn patient = (Pawn)t;
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if (FindBestEnergySourceFor(pawn, patient, out Thing energySource, out _))
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{
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Job job = JobMaker.MakeJob(DefDatabase<JobDef>.GetNamed("WULA_FeedWulaPatient"), energySource, patient);
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job.count = 1; // Energy cores are single-use.
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return job;
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}
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return null;
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}
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private bool FindBestEnergySourceFor(Pawn getter, Pawn eater, out Thing foodSource, out ThingDef foodDef)
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{
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foodSource = null;
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foodDef = null;
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if (Ext == null || Ext.energySourceDef == null)
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{
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return false;
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}
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// CRITICAL vanilla check is embedded here: CanReserve(x) on the food source itself.
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foodSource = GenClosest.ClosestThingReachable(
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getter.Position,
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getter.Map,
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ThingRequest.ForDef(Ext.energySourceDef),
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PathEndMode.OnCell,
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TraverseParms.For(getter),
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9999f,
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(Thing x) => !x.IsForbidden(getter) && getter.CanReserve(x)
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);
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if (foodSource != null)
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{
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foodDef = foodSource.def;
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return true;
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}
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return false;
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}
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}
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}
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