using HarmonyLib; using RimWorld; using LitterBiotech.Helpers; using System.Collections.Generic; using Verse; namespace LitterBiotech { [StaticConstructorOnStartup] public class LitterBiotechMod { static Dictionary laborStateMap = new Dictionary(); static LitterBiotechMod() { Harmony harmony = new Harmony(id: "rimworld.leboeuf.litterbiotech"); // Hediff_Labor state capture harmony.Patch(AccessTools.Method(typeof(Hediff_Labor), nameof(Hediff_Labor.PostRemoved)), postfix: new HarmonyMethod(typeof(LitterBiotechMod), nameof(Hediff_Labor_PostRemovedPostFix))); // Gene_LitteredBirths multibirth logic harmony.Patch(AccessTools.Method(typeof(Hediff_LaborPushing), nameof(Hediff_LaborPushing.PostRemoved)), postfix: new HarmonyMethod(typeof(LitterBiotechMod), nameof(Hediff_LaborPushing_PostRemovedPostFix))); LBTLogger.Message("Litter Biotech started successfully."); if (LBTSettings.devMode) { LBTLogger.Message("Notice: Developer logging for Litter Biotech is currently active - it can be disabled in the mod settings."); } } // Notes about Hediff_Labor_PostRemovedPostFix // =========================================== // Alright, didn't really want to make a patch for Labor as well as LaborPushing, but I have to because otherwise there's // no way to assign a doctor on second/third/etc births if I only use LaborPushing, which can disproportionately cause // more stillbirths than you might normally have // // I TRIED to modify the ChildBirth lord job and ritual code to allow the first doctor that was assigned and any childbirth // attendees to just autoreassign themselves to the next births, but it wasn't working - for now, I'm not happy with how I'm // doing this because multiple births now require: // 1. (potentially several) forced pauses with letters telling the player to reassign a doctor to the mother who's giving birth to another child // 2. A LOT of state carrying (that I likely overengineered :v) ) between hediff removes and adds // // I've got a dictionary now for storing state across hediffs and on multiple pawns, instead of what I was originally doing, which was using // severity as a way of tracking state. LaborState class should help keep things a little more organized. // // I'll revisit this in the future (probably). Thanks for coming to my TED talk static void Hediff_Labor_PostRemovedPostFix(ref Hediff_Labor __instance) { bool randomTwinsRoll; int totalBirths; bool laborStateIsNull = !laborStateMap.ContainsKey(__instance.pawn.ThingID); bool hasLitteredBirthsGene = __instance.pawn.genes.HasGene(LitterBiotech.GeneDefOf.LitteredBirths); // we'll never do additional processing if this is the guaranteed last birth (eg birth #4) if (!laborStateIsNull && laborStateMap.TryGetValue(__instance.pawn.ThingID).birthCount == 4) { return; } // For now, littered birth overrides twin calculations, so if a LaborState already exists // with littered births gene, move on if (!laborStateIsNull && hasLitteredBirthsGene) { if (LBTSettings.devMode) { LBTLogger.MessageGroupHead("Found active LaborState and LitteredBirths gene - skipping additional Hediff_Labor_PostRemovedPostFix work"); LBTLogger.MessageGroupBody("Pawn: " + __instance.pawn.NameShortColored + " (" + __instance.pawn.ThingID + ")"); LBTLogger.MessageGroupFoot("birthCount: " + laborStateMap.TryGetValue(__instance.pawn.ThingID).birthCount); } return; } // Make a new LaborState for the null case with littered births if (laborStateIsNull && hasLitteredBirthsGene) { LBTLogger.Message("Found littered births gene"); int litteredBirthsTotalRoll = Rand.RangeInclusive(2, 4); laborStateMap.SetOrAdd(__instance.pawn.ThingID, new LaborState(__instance.pawn, litteredBirthsTotalRoll)); return; } // Finally, regardless of littered births gene, we only want new state creation on // pawns that don't already have state, so return if state is !null (STATE SHOULD ALWAYS BE CLEANED IN LABORPUSHING POSTFIX) if (!laborStateIsNull) { if (LBTSettings.devMode) { LBTLogger.Warning("Labor state for pawn " + __instance.pawn.NameShortColored + " (" + __instance.pawn.ThingID + ") is not null despite all checks passing for determining first instance of Hediff_Labor - this warning should never occur, and may indicate a bug in Hediff_LaborPushing of lingering labor state from a previous pregnancy"); } return; } // For everything else, we do random twin handling // ------- // If we fail a base chance twins roll, return without any additional processing and proceed with vanilla childbirth // Notes on rolls: // -> Chance with Littered Births gene: random between 2 and 4 (inclusive) randomTwinsRoll = Rand.Chance(0.01f); if (!randomTwinsRoll) { // We failed rolls - no additional processing, do vanilla single baby birth if (LBTSettings.devMode) { LBTLogger.MessageGroupHead("Inside Hediff_Labor_PostRemovedPostFix random twins check fail"); LBTLogger.MessageGroupBody("Pawn: " + __instance.pawn.NameShortColored); LBTLogger.MessageGroupBody("Random twins roll outcome: " + randomTwinsRoll); } return; } totalBirths = 2; bool doTriplets = Rand.Chance(0.5f); bool doQuadruplets = Rand.Chance(0.1f); if (doTriplets) totalBirths = 3; if (doTriplets && doQuadruplets) totalBirths = 4; // Set new LaborState laborStateMap.Add(__instance.pawn.ThingID, new LaborState(__instance.pawn, totalBirths)); } static void Hediff_LaborPushing_PostRemovedPostFix(ref Hediff_LaborPushing __instance) { bool hasLitteredBirthsGene = __instance.pawn.genes.HasGene(LitterBiotech.GeneDefOf.LitteredBirths); bool laborStateIsNull = !laborStateMap.ContainsKey(__instance.pawn.ThingID); LaborState currentLaborState; laborStateMap.TryGetValue(__instance.pawn.ThingID, out currentLaborState); if (laborStateIsNull) { return; } if (currentLaborState.birthTotal == currentLaborState.birthCount) { laborStateMap.Remove(__instance.pawn.ThingID); return; } ((Hediff_Labor)__instance.pawn.health.AddHediff(RimWorld.HediffDefOf.PregnancyLabor)).SetParents(__instance.pawn, __instance.Father, PregnancyUtility.GetInheritedGeneSet(__instance.Father, __instance.pawn)); currentLaborState.birthCount++; if (!hasLitteredBirthsGene) { if (LBTSettings.devMode) { LBTLogger.Message("Pawn " + __instance.pawn.NameShortColored + " (" + __instance.pawn.ThingID + ") is having random twins"); } Find.LetterStack.ReceiveLetter("Twins!", __instance.pawn.NameShortColored + " is still in labor and is having twins!\n\nBe sure to gather your doctor and additional friends and family to ensure the other baby is also born healthy!", LitterBiotech.LetterDefOf.AnotherBaby, __instance.pawn); return; } Find.LetterStack.ReceiveLetter("Another baby!", __instance.pawn.NameShortColored + " is still in labor and is having another baby!\n\nBe sure to gather your doctor and additional friends and family to ensure the next baby is also born healthy!", LitterBiotech.LetterDefOf.AnotherBaby, __instance.pawn); } } }