Elin Decompiled Documentation EA 23.102 Nightly
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AI_Fuck Class Reference
Inheritance diagram for AI_Fuck:
AIAct Act Element EClass AI_TendAnimal

Public Types

enum  FuckType { fuck , tame }
 
- Public Types inherited from AIAct
enum  Status { Running , Fail , Success }
 
- Public Types inherited from Act
enum  CostType { None , MP , SP }
 

Public Member Functions

override IEnumerable< StatusRun ()
 
void Finish ()
 
- Public Member Functions inherited from AIAct
override string ToString ()
 
override MultiSprite GetStateIcon ()
 
virtual bool ShouldAllyAttack (Chara tg)
 
virtual Point GetDestination ()
 
AIProgress GetProgress ()
 
string GetCurrentActionText ()
 
override bool IsToolValid ()
 
virtual void OnStart ()
 
void SetOwner (Chara c)
 
virtual void OnSetOwner ()
 
void SetChild (AIAct seq, Func< Status > _onChildFail=null)
 
void Start ()
 
override bool Perform ()
 
Status Restart ()
 
Status Success (Action action=null)
 
virtual void OnSuccess ()
 
bool TryCancel (Card c)
 
virtual Status Cancel ()
 
virtual void OnCancel ()
 
virtual void OnCancelOrSuccess ()
 
virtual bool CanManualCancel ()
 
Status KeepRunning ()
 
void Reset ()
 
virtual void OnReset ()
 
Status Tick ()
 
virtual IEnumerable< StatusRun ()
 
Status TickChild ()
 
Status Do (AIAct _seq, Func< Status > _onChildFail=null)
 
Status DoGotoInteraction (Point pos, Func< Status > _onChildFail=null)
 
Status DoGoto (Point pos, int dist=0, bool ignoreConnection=false, Func< Status > _onChildFail=null)
 
Status DoGoto (Card card, Func< Status > _onChildFail=null)
 
Status DoGoto (Card card, int dist, Func< Status > _onChildFail=null)
 
Status DoGotoSpot (Card card, Func< Status > _onChildFail=null)
 
Status DoGoto< T > (Func< Status > _onChildFail=null)
 
Status DoGotoSpot< T > (Func< Status > _onChildFail=null, bool ignoreAccessType=false)
 
Status DoGrab (Card card, int num=-1, bool pickHeld=false, Func< Status > _onChildFail=null)
 
Status DoGrab< T > ()
 
Status DoProgress ()
 
Status DoIdle (int repeat=3)
 
Status DoWait (int count=1)
 
virtual AIProgress CreateProgress ()
 
virtual void OnCreateProgress (Progress_Custom p)
 
virtual bool CanProgress ()
 
virtual void OnBeforeProgress ()
 
virtual void OnProgress ()
 
virtual void OnProgressComplete ()
 
void SimulateZone (int days)
 
virtual void OnSimulateZone (int days)
 
virtual void OnSimulatePosition ()
 
- Public Member Functions inherited from Act
virtual CursorInfo GetCursorIcon (Card c)
 
virtual MultiSprite GetStateIcon ()
 
override Sprite GetSprite ()
 
virtual bool ShowMouseHint (Card c)
 
virtual bool IsValidTC (Card c)
 
virtual string GetHintText (string str="")
 
virtual string GetText (string str="")
 
virtual string GetTextSmall (Card c)
 
bool IsTargetHostileParty ()
 
virtual Color GetActPlanColor ()
 
virtual bool Perform ()
 
virtual bool CanPerform ()
 
bool Perform (Chara _cc, Card _tc=null, Point _tp=null)
 
bool CanPerform (Chara _cc, Card _tc=null, Point _tp=null)
 
virtual bool IsToolValid ()
 
new void SetImage (Image image)
 
virtual void OnMarkMapHighlights ()
 
virtual bool ShouldMapHighlight (Point p)
 
- Public Member Functions inherited from Element
virtual SourceElement.Row GetSource ()
 
virtual int GetSourcePotential (int v)
 
virtual Sprite GetSprite ()
 
int GetMaterialSourceValue (Thing t, int v)
 
virtual int GetSourceValue (int v, int lv, SourceValueType type)
 
virtual Sprite GetIcon (string suffix="")
 
bool IsActive (Card c)
 
int SortVal (bool charaSheet=false)
 
virtual bool CanLink (ElementContainer owner)
 
bool HasTag (string tag)
 
void SetImage (Image i)
 
virtual string GetDetail ()
 
bool IsFactionElement (Chara c)
 
Element GetParent (Card c)
 
void WriteNote (UINote n, ElementContainer owner=null, Action< UINote > onWriteNote=null)
 
void WriteNoteWithRef (UINote n, ElementContainer owner, Action< UINote > onWriteNote, Element refEle)
 
void _WriteNote (UINote n, Chara c, Act act)
 
void AddHeaderAbility (UINote n)
 
void _WriteNote (UINote n, ElementContainer owner, Action< UINote > onWriteNote, bool isRef, bool addHeader=true)
 
virtual void OnWriteNote (UINote n, ElementContainer owner)
 
virtual void OnChangeValue ()
 
void CheckLevelBonus (ElementContainer owner, UINote n=null)
 
int GetSortVal (UIList.SortMode m)
 
virtual Act.Cost GetCost (Chara c)
 
virtual int GetPower (Card c)
 
virtual void SetTextValue (UIText text)
 
virtual bool IsPurchaseFeatReqMet (ElementContainer owner, int lv=-1)
 
virtual void WritePurchaseReq (UINote n, int lv=1)
 

Public Attributes

Chara target
 
bool sell
 
bool bitch
 
bool succubus
 
bool ntr
 
int maxProgress
 
int progress
 
int totalAffinity
 
- Public Attributes inherited from AIAct
new Chara owner
 
Status status
 
IEnumerator< StatusEnumerator
 
AIAct child
 
AIAct parent
 
byte restartCount
 
Func< StatusonChildFail
 
Func< bool > isFail
 
- Public Attributes inherited from Element
SourceElement.Row _source
 
int id
 
int vBase
 
int vExp
 
int vPotential
 
int vTempPotential
 
int vLink
 
int vSource
 
int vSourcePotential
 
ElementContainer owner
 

Properties

virtual FuckType Type [get]
 
override bool PushChara [get]
 
override bool IsAutoTurn [get]
 
override TargetType TargetType [get]
 
override int MaxProgress [get]
 
override int CurrentProgress [get]
 
override bool CancelOnAggro [get]
 
override bool CancelWhenDamaged [get]
 
- Properties inherited from AIAct
virtual bool IsRunning [get]
 
bool IsChildRunning [get]
 
bool IsMoveAI [get]
 
virtual int MaxRestart [get]
 
virtual new string Name [get]
 
virtual MultiSprite stateIcon [get]
 
virtual Sprite actionIcon [get]
 
virtual bool IsNoGoal [get]
 
virtual bool IsAutoTurn [get]
 
virtual bool IsIdle [get]
 
virtual bool CancelOnAggro [get]
 
virtual bool PushChara [get]
 
virtual int MaxProgress [get]
 
virtual bool ShowProgress [get]
 
virtual bool UseTurbo [get]
 
virtual int CurrentProgress [get]
 
virtual bool ShowCursor [get]
 
virtual bool CancelWhenDamaged [get]
 
virtual bool CancelWhenMoved [get]
 
virtual bool InformCancel [get]
 
virtual Thing RenderThing [get]
 
AIAct Current [get]
 
override bool IsAct [get]
 
override bool ShowPotential [get]
 
override bool UsePotential [get]
 
override bool ShowRelativeAttribute [get]
 
virtual bool HasProgress [get]
 
- Properties inherited from Act
override bool ShowPotential [get]
 
override bool UsePotential [get]
 
override bool ShowRelativeAttribute [get]
 
virtual CursorInfo CursorIcon [get]
 
virtual string ID [get]
 
virtual bool IsAct [get]
 
virtual bool WillEndTurn [get]
 
virtual bool CloseLayers [get]
 
virtual int LeftHand [get]
 
virtual int RightHand [get]
 
virtual int ElementPowerMod [get]
 
virtual bool ShowMapHighlight [get]
 
virtual bool ShowMapHighlightBlock [get]
 
virtual bool PickHeldOnStart [get]
 
virtual bool DropHeldOnStart [get]
 
virtual bool CanPressRepeat [get]
 
virtual bool CanAutofire [get]
 
virtual bool ResetAxis [get]
 
virtual bool RequireTool [get]
 
virtual bool IsHostileAct [get]
 
virtual bool HideRightInfo [get]
 
virtual bool HaveLongPressAction [get]
 
virtual float Radius [get]
 
virtual int PerformDistance [get]
 
virtual int MaxRadius [get]
 
virtual TargetType TargetType [get]
 
virtual bool LocalAct [get]
 
virtual bool CanRapidFire [get]
 
virtual float RapidDelay [get]
 
virtual bool ShowAuto [get]
 
virtual bool IsCrime [get]
 
- Properties inherited from Element
SourceElement.Row source [get]
 
virtual int DisplayValue [get]
 
virtual int MinValue [get]
 
int Value [get]
 
int ValueWithoutLink [get]
 
virtual int MinPotential [get]
 
int Potential [get]
 
virtual bool CanGainExp [get]
 
bool IsFlag [get]
 
virtual string Name [get]
 
virtual string FullName [get]
 
virtual int ExpToNext [get]
 
virtual bool UseExpMod [get]
 
virtual int CostTrain [get]
 
virtual int CostLearn [get]
 
virtual bool ShowXP [get]
 
virtual bool ShowMsgOnValueChanged [get]
 
virtual bool ShowValue [get]
 
virtual bool ShowPotential [get]
 
virtual bool UsePotential [get]
 
virtual bool PotentialAsStock [get]
 
virtual bool ShowRelativeAttribute [get]
 
virtual bool ShowBonuses [get]
 
virtual string ShortName [get]
 
bool IsGlobalElement [get]
 
bool IsFactionWideElement [get]
 
bool IsPartyWideElement [get]
 
virtual bool ShowEncNumber [get]
 
bool IsTrait [get]
 
bool IsFoodTrait [get]
 
bool IsFoodTraitMain [get]
 
bool IsMainAttribute [get]
 
Act act [get]
 
- Properties inherited from EClass
static Game game [get]
 
static bool AdvMode [get]
 
static Player player [get]
 
static Chara pc [get]
 
static UI ui [get]
 
static Map _map [get]
 
static Zone _zone [get]
 
static FactionBranch Branch [get]
 
static FactionBranch BranchOrHomeBranch [get]
 
static Faction Home [get]
 
static Faction Wilds [get]
 
static Scene scene [get]
 
static BaseGameScreen screen [get]
 
static GameSetting setting [get]
 
static GameData gamedata [get]
 
static ColorProfile Colors [get]
 
static World world [get]
 
static SourceManager sources [get]
 
static SourceManager editorSources [get]
 
static SoundManager Sound [get]
 
static CoreDebug debug [get]
 

Additional Inherited Members

- Static Public Member Functions inherited from Act
static void SetReference (Chara _cc, Card _tc=null, Point _tp=null)
 
static void SetTool (Thing t)
 
- Static Public Member Functions inherited from Element
static string GetName (string alias)
 
static SourceElement.Row Get (int id)
 
static Dictionary< int, int > GetElementMap (int[] list)
 
static Dictionary< int, int > GetElementMap (int[] list, Dictionary< int, int > map)
 
static SourceElement.Row GetRandomElement (int lv=1)
 
static Element Create (int id, int v=0)
 
static Element Create (string id, int v=1)
 
static int GetId (string alias)
 
static int GetResistLv (int v)
 
static int GetResistDamage (int dmg, int v, int power=0)
 
- Static Public Member Functions inherited from EClass
static int rnd (int a)
 
static int curve (int a, int start, int step, int rate=75)
 
static int rndHalf (int a)
 
static float rndf (float a)
 
static int rndSqrt (int a)
 
static void Wait (float a, Card c)
 
static void Wait (float a, Point p)
 
static int Bigger (int a, int b)
 
static int Smaller (int a, int b)
 
- Static Public Attributes inherited from Act
static Chara CC
 
static Card TC
 
static Point TP = new Point()
 
static Thing TOOL
 
static int powerMod = 100
 
static bool forcePt
 
- Static Public Attributes inherited from Element
const int Div = 5
 
static Element Void = new Element()
 
static int[] List_MainAttributes = new int[9] { 70, 72, 71, 77, 74, 75, 76, 73, 79 }
 
static int[] List_MainAttributesMajor = new int[8] { 70, 72, 71, 77, 74, 75, 76, 73 }
 
static int[] List_Body = new int[4] { 70, 72, 71, 77 }
 
static int[] List_Mind = new int[4] { 74, 75, 76, 73 }
 
static List< SourceElement.RowListElements = new List<SourceElement.Row>()
 
static List< SourceElement.RowListAttackElements = new List<SourceElement.Row>()
 
- Static Public Attributes inherited from EClass
static Core core
 

Detailed Description

Definition at line 4 of file AI_Fuck.cs.

Member Enumeration Documentation

◆ FuckType

Enumerator
fuck 
tame 

Definition at line 6 of file AI_Fuck.cs.

Member Function Documentation

◆ Finish()

void AI_Fuck.Finish ( )
inline

Definition at line 165 of file AI_Fuck.cs.

166 {
167 Chara chara = (sell ? target : owner);
168 Chara chara2 = (sell ? owner : target);
169 if (chara.isDead || chara2.isDead)
170 {
171 return;
172 }
173 bool flag = EClass.rnd(2) == 0;
174 switch (Type)
175 {
176 case FuckType.fuck:
177 {
178 for (int i = 0; i < 2; i++)
179 {
180 Chara chara3 = ((i == 0) ? chara : chara2);
181 chara3.RemoveCondition<ConDrunk>();
182 if (EClass.rnd(15) == 0 && !chara3.HasElement(1216))
183 {
184 chara3.AddCondition<ConDisease>(200);
185 }
186 chara3.ModExp(77, 250);
187 chara3.ModExp(71, 250);
188 chara3.ModExp(75, 250);
189 }
190 if (!chara2.HasElement(1216))
191 {
192 if (EClass.rnd(5) == 0)
193 {
194 chara2.AddCondition<ConParalyze>(500);
195 }
196 if (EClass.rnd(3) == 0)
197 {
198 chara2.AddCondition<ConInsane>(100 + EClass.rnd(100));
199 }
200 }
201 int num3 = CalcMoney.Whore(chara2, chara);
202 chara.Talk("tail_after");
203 bool flag3 = false;
204 if (succubus)
205 {
206 chara.ShowEmo(Emo.love);
207 chara2.ShowEmo(Emo.love);
208 EClass.player.forceTalk = true;
209 chara2.Talk("seduced");
210 }
211 else if (chara != EClass.pc)
212 {
213 Chara chara4 = chara;
214 Chara chara5 = chara2;
215 if (bitch)
216 {
217 chara = chara5;
218 chara2 = chara4;
219 }
220 Debug.Log("buyer:" + chara.Name + " seller:" + chara2.Name + " money:" + num3);
221 if (!chara.IsPC)
222 {
223 chara.ModCurrency(EClass.rndHalf(num3));
224 }
225 if (!chara2.IsPC && chara.GetCurrency() < num3 && EClass.rnd(2) == 0)
226 {
227 num3 = chara.GetCurrency();
228 }
229 Debug.Log("money:" + num3 + " buyer:" + chara.GetCurrency());
230 if (chara.GetCurrency() >= num3)
231 {
232 chara.Talk("tail_pay");
233 }
234 else
235 {
236 chara.Talk("tail_nomoney");
237 num3 = chara.GetCurrency();
238 chara2.Say("angry", chara2);
239 chara2.Talk("angry");
240 flag = (sell ? true : false);
241 if (EClass.rnd(chara.IsPC ? 2 : 20) == 0)
242 {
243 flag3 = true;
244 }
245 }
246 chara.ModCurrency(-num3);
247 if (chara2 == EClass.pc)
248 {
249 if (num3 > 0)
250 {
253 }
254 }
255 else
256 {
257 int num4 = (chara2.CHA * 10 + 100) / ((chara2.IsPCFaction && chara2.memberType == FactionMemberType.Default) ? 1 : 10);
258 if (chara2.GetCurrency() - num4 > 0)
259 {
260 chara2.c_allowance += num3;
261 }
262 else
263 {
264 chara2.ModCurrency(num3);
265 }
266 }
267 chara = chara4;
268 chara2 = chara5;
269 }
270 if (flag3)
271 {
272 chara2.DoHostileAction(chara);
273 }
274 if (chara.IsPCParty || chara2.IsPCParty)
275 {
276 chara.stamina.Mod(-5 - EClass.rnd(chara.stamina.max / 10 + (succubus ? StaminaCost(chara2, chara) : 0) + 1));
277 chara2.stamina.Mod(-5 - EClass.rnd(chara2.stamina.max / 20 + (succubus ? StaminaCost(chara, chara2) : 0) + 1));
278 }
279 SuccubusExp(chara, chara2);
280 SuccubusExp(chara2, chara);
281 chara2.ModAffinity(chara, flag ? 10 : (-5));
282 if (!ntr || !chara.HasElement(1239) || chara2.HasElement(1216))
283 {
284 break;
285 }
286 if (chara2.HasElement(758))
287 {
288 if (chara.ExistsOnMap)
289 {
290 chara.stamina.Mod(-1000000);
291 }
292 }
293 else if (chara2.ExistsOnMap)
294 {
295 chara2.stamina.Mod((!chara2.IsPCFaction) ? (-10000) : (chara2.IsPC ? (-25) : (-50)));
296 }
297 break;
298 }
299 case FuckType.tame:
300 {
301 int num = ((!chara2.IsPCFaction) ? (chara2.IsHuman ? 10 : 5) : (chara2.IsHuman ? 5 : 0));
302 Msg.Say("tame_end", target);
303 target.PlaySound("groomed");
304 target.PlayEffect("heal_tick");
305 target.hygiene.Mod(15);
306 if (target == owner)
307 {
308 break;
309 }
310 if (totalAffinity > 0)
311 {
312 chara.Say("brush_success", target, owner);
313 }
314 else
315 {
316 chara.Say("brush_fail", target, owner);
317 num *= 5;
318 }
320 bool flag2 = num2 && chara2.affinity.CanInvite() && chara2.GetBestAttribute() < EClass.pc.CHA;
321 if (num2)
322 {
323 if (flag2)
324 {
325 chara.Say("tame_success", owner, target);
326 chara2.MakeAlly();
327 }
328 else
329 {
330 chara.Say("tame_fail", chara, chara2);
331 }
332 }
333 if (num > EClass.rnd(100))
334 {
335 chara2.DoHostileAction(chara);
336 chara2.calmCheckTurn *= 3;
337 }
338 break;
339 }
340 }
341 static int StaminaCost(Chara c1, Chara c2)
342 {
343 return (int)Mathf.Max(10f * (float)c1.END / (float)Mathf.Max(c2.END, 1), 0f);
344 }
345 static void SuccubusExp(Chara c, Chara tg)
346 {
347 if (!c.HasElement(1216))
348 {
349 return;
350 }
351 foreach (Element item in tg.elements.ListBestAttributes())
352 {
353 if (c.elements.ValueWithoutLink(item.id) < item.ValueWithoutLink)
354 {
355 c.elements.ModTempPotential(item.id, 1 + EClass.rnd(item.ValueWithoutLink - c.elements.ValueWithoutLink(item.id) / 5 + 1));
356 c.Say("succubus_exp", c, item.Name.ToLower());
357 break;
358 }
359 }
360 }
361 }
Emo
Definition: Emo.cs:2
FactionMemberType
new Chara owner
Definition: AIAct.cs:14
bool sell
Definition: AI_Fuck.cs:14
int totalAffinity
Definition: AI_Fuck.cs:26
bool succubus
Definition: AI_Fuck.cs:18
bool ntr
Definition: AI_Fuck.cs:20
Chara target
Definition: AI_Fuck.cs:12
FuckType
Definition: AI_Fuck.cs:7
virtual FuckType Type
Definition: AI_Fuck.cs:28
bool bitch
Definition: AI_Fuck.cs:16
static int Whore(Chara seller, Chara buyer)
Definition: CalcMoney.cs:50
virtual Chara Chara
Definition: Card.cs:1946
ElementContainerCard elements
Definition: Card.cs:37
int END
Definition: Card.cs:2197
bool HasElement(int ele, int req=1)
Definition: Card.cs:5214
SoundSource PlaySound(string id, float v=1f, bool spatial=true)
Definition: Card.cs:5404
void Talk(string idTopic, string ref1=null, string ref2=null, bool forceSync=false)
Definition: Card.cs:5949
string Name
Definition: Card.cs:2013
int CHA
Definition: Card.cs:2207
bool ExistsOnMap
Definition: Card.cs:1961
Thing SetNum(int a)
Definition: Card.cs:3242
int GetCurrency(string id="money")
Definition: Card.cs:3652
Effect PlayEffect(string id, bool useRenderPos=true, float range=0f, Vector3 fix=default(Vector3))
Definition: Card.cs:5438
void ShowEmo(Emo _emo=Emo.none, float duration=0f, bool skipSame=true)
Definition: Card.cs:5372
void ModCurrency(int a, string id="money")
Definition: Card.cs:3638
void ModExp(string alias, int a)
Definition: Card.cs:2508
void Say(string lang, string ref1=null, string ref2=null)
Definition: Card.cs:6046
Definition: Chara.cs:10
Condition AddCondition(string id, int p=100, bool force=false)
Definition: Chara.cs:8415
override bool IsPC
Definition: Chara.cs:597
override bool IsPCParty
Definition: Chara.cs:600
Stats hygiene
Definition: Chara.cs:961
Stats stamina
Definition: Chara.cs:955
void DoHostileAction(Card _tg, bool immediate=false)
Definition: Chara.cs:5707
bool isDead
Definition: Chara.cs:374
Definition: EClass.cs:5
static int rnd(int a)
Definition: EClass.cs:50
static int rndHalf(int a)
Definition: EClass.cs:74
static Player player
Definition: EClass.cs:12
static Chara pc
Definition: EClass.cs:14
Element ModTempPotential(int ele, int v, int threshMsg=0)
int ValueWithoutLink(int ele)
List< Element > ListBestAttributes()
Definition: Msg.cs:5
static string Say(string idLang, string ref1, string ref2=null, string ref3=null, string ref4=null)
Definition: Msg.cs:58
void ModKarma(int a)
Definition: Player.cs:2289
Thing DropReward(Thing t, bool silent=false)
Definition: Player.cs:2320
virtual void Mod(int a)
Definition: Stats.cs:135
virtual int max
Definition: Stats.cs:68
static Thing Create(string id, int idMat=-1, int lv=-1)
Definition: ThingGen.cs:53
static bool IsTamePossible(Chara c)

References Chara.AddCondition(), Chara.affinity, bitch, Affinity.CanInvite(), Card.CHA, Card.Chara, ThingGen.Create(), Debug, Chara.DoHostileAction(), Player.DropReward(), Card.elements, Card.END, Card.ExistsOnMap, Card.GetBestAttribute(), Card.GetCurrency(), Card.HasElement(), Chara.hygiene, Chara.isDead, Chara.IsHuman, Chara.IsPC, Chara.IsPCFaction, Chara.IsPCParty, TraitToolBrush.IsTamePossible(), item, ElementContainer.ListBestAttributes(), Chara.MakeAlly(), Stats.max, Chara.memberType, Stats.Mod(), Chara.ModAffinity(), Card.ModCurrency(), Card.ModExp(), Player.ModKarma(), ElementContainer.ModTempPotential(), Card.Name, ntr, AIAct.owner, EClass.pc, Card.PlayEffect(), EClass.player, Card.PlaySound(), EClass.rnd(), EClass.rndHalf(), Msg.Say(), Card.Say(), sell, Card.SetNum(), Card.ShowEmo(), Chara.stamina, succubus, Card.Talk(), target, totalAffinity, Type, ElementContainer.ValueWithoutLink(), and CalcMoney.Whore().

Referenced by Run().

◆ Run()

override IEnumerable< Status > AI_Fuck.Run ( )
inlinevirtual

Reimplemented from AIAct.

Definition at line 44 of file AI_Fuck.cs.

45 {
46 if (target == null)
47 {
48 foreach (Chara chara in EClass._map.charas)
49 {
50 if (!chara.IsHomeMember() && !chara.IsDeadOrSleeping && chara.Dist(owner) <= 5)
51 {
52 target = chara;
53 break;
54 }
55 }
56 }
57 if (target == null)
58 {
59 yield return Cancel();
60 }
61 Chara cc = (sell ? target : owner);
62 Chara tc = (sell ? owner : target);
63 int destDist = ((Type == FuckType.fuck) ? 1 : 1);
64 yield return DoGoto(target.pos, destDist);
65 cc.Say(Type.ToString() + "_start", cc, tc);
66 isFail = () => !tc.IsAliveInCurrentZone || tc.Dist(owner) > 3;
67 if (Type == FuckType.tame)
68 {
69 cc.SetTempHand(1104, -1);
70 }
71 maxProgress = (ntr ? 10 : 25);
72 if (succubus)
73 {
74 cc.Talk("seduce");
75 }
76 for (int i = 0; i < maxProgress; i++)
77 {
78 progress = i;
79 yield return DoGoto(target.pos, destDist);
80 switch (Type)
81 {
82 case FuckType.fuck:
83 if (ntr)
84 {
85 cc.Say("ntr", cc, tc);
86 }
87 cc.LookAt(tc);
88 tc.LookAt(cc);
89 switch (i % 4)
90 {
91 case 0:
92 cc.renderer.PlayAnime(AnimeID.Attack, tc);
93 if (EClass.rnd(3) == 0 || sell)
94 {
95 cc.Talk("tail");
96 }
97 break;
98 case 2:
99 tc.renderer.PlayAnime(AnimeID.Shiver);
100 if (EClass.rnd(3) == 0)
101 {
102 tc.Talk("tailed");
103 }
104 break;
105 }
106 if (EClass.rnd(3) == 0 || sell)
107 {
108 target.AddCondition<ConWait>(50, force: true);
109 }
110 break;
111 case FuckType.tame:
112 {
113 int num = 100;
114 if (!tc.race.IsAnimal)
115 {
116 num += 50;
117 }
118 if (tc.race.IsHuman)
119 {
120 num += 50;
121 }
122 if (tc.IsInCombat)
123 {
124 num += 100;
125 }
126 if (tc == cc)
127 {
128 num = 50;
129 }
130 else if (tc.affinity.CurrentStage < Affinity.Stage.Intimate && EClass.rnd(6 * num / 100) == 0)
131 {
132 tc.AddCondition<ConFear>(60);
133 }
134 tc.interest -= (tc.IsPCFaction ? 20 : (2 * num / 100));
135 if (i == 0 || i == 10)
136 {
137 cc.Talk("goodBoy");
138 }
139 if (i % 5 == 0)
140 {
141 tc.PlaySound("brushing");
142 int num2 = cc.CHA / 2 + cc.Evalue(237) - tc.CHA * 2;
143 int num3 = ((EClass.rnd(cc.CHA / 2 + cc.Evalue(237)) <= EClass.rnd(tc.CHA * num / 100)) ? (-5 + ((!tc.IsPCFaction) ? Mathf.Clamp(num2 / 10, -30, 0) : 0)) : (5 + Mathf.Clamp(num2 / 20, 0, 20)));
144 int a = 20;
146 {
147 num3 = ((EClass.rnd(3) == 0) ? 4 : 0);
148 a = 10;
149 }
150 totalAffinity += num3;
151 tc.ModAffinity(EClass.pc, num3, show: true, showOnlyEmo: true);
152 cc.elements.ModExp(237, a);
153 if (EClass.rnd(4) == 0)
154 {
155 cc.stamina.Mod(-1);
156 }
157 }
158 break;
159 }
160 }
161 }
162 Finish();
163 }
AnimeID
Definition: AnimeID.cs:2
virtual Status Cancel()
Definition: AIAct.cs:291
Func< bool > isFail
Definition: AIAct.cs:28
Status DoGoto(Point pos, int dist=0, bool ignoreConnection=false, Func< Status > _onChildFail=null)
Definition: AIAct.cs:432
void Finish()
Definition: AI_Fuck.cs:165
int progress
Definition: AI_Fuck.cs:24
int maxProgress
Definition: AI_Fuck.cs:22
Stage CurrentStage
Definition: Affinity.cs:32
void PlayAnime(AnimeID id, bool force)
bool IsPCFactionOrMinion
Definition: Card.cs:2132
Point pos
Definition: Card.cs:55
int Evalue(int ele)
Definition: Card.cs:2431
int Dist(Card c)
Definition: Card.cs:6777
CardRenderer renderer
Definition: Card.cs:57
override bool IsAliveInCurrentZone
Definition: Chara.cs:546
void ModAffinity(Chara c, int a, bool show=true, bool showOnlyEmo=false)
Definition: Chara.cs:7166
bool IsInCombat
Definition: Chara.cs:817
override bool IsPCFaction
Definition: Chara.cs:656
override bool IsDeadOrSleeping
Definition: Chara.cs:558
void SetTempHand(int right=0, int left=0)
Definition: Chara.cs:6057
bool IsHomeMember()
Definition: Chara.cs:5942
Affinity affinity
Definition: Chara.cs:299
override void LookAt(Card c)
Definition: Chara.cs:3219
SourceRace.Row race
Definition: Chara.cs:449
static Map _map
Definition: EClass.cs:18
void ModExp(int ele, int a, bool chain=false)
List< Chara > charas
Definition: Map.cs:81

References EClass._map, Chara.AddCondition(), Chara.affinity, AIAct.Cancel(), Card.CHA, Map.charas, Affinity.CurrentStage, Card.Dist(), AIAct.DoGoto(), Card.elements, Card.Evalue(), Finish(), Chara.IsAliveInCurrentZone, Chara.IsDeadOrSleeping, AIAct.isFail, Chara.IsHomeMember(), Chara.IsInCombat, Chara.IsPCFaction, Card.IsPCFactionOrMinion, Chara.LookAt(), maxProgress, Stats.Mod(), Chara.ModAffinity(), ElementContainer.ModExp(), ntr, AIAct.owner, EClass.pc, CardRenderer.PlayAnime(), Card.PlaySound(), Card.pos, progress, Chara.race, Card.renderer, EClass.rnd(), Card.Say(), sell, Chara.SetTempHand(), Chara.stamina, succubus, Card.Talk(), target, totalAffinity, and Type.

Member Data Documentation

◆ bitch

bool AI_Fuck.bitch

Definition at line 16 of file AI_Fuck.cs.

Referenced by Finish().

◆ maxProgress

int AI_Fuck.maxProgress

Definition at line 22 of file AI_Fuck.cs.

Referenced by Run().

◆ ntr

bool AI_Fuck.ntr

Definition at line 20 of file AI_Fuck.cs.

Referenced by Finish(), and Run().

◆ progress

int AI_Fuck.progress

Definition at line 24 of file AI_Fuck.cs.

Referenced by Run().

◆ sell

bool AI_Fuck.sell

Definition at line 14 of file AI_Fuck.cs.

Referenced by Finish(), and Run().

◆ succubus

bool AI_Fuck.succubus

Definition at line 18 of file AI_Fuck.cs.

Referenced by Finish(), and Run().

◆ target

Chara AI_Fuck.target

Definition at line 12 of file AI_Fuck.cs.

Referenced by Finish(), Run(), AI_TendAnimal.ShouldAllyAttack(), and ConSleep.SuccubusSleep().

◆ totalAffinity

int AI_Fuck.totalAffinity

Definition at line 26 of file AI_Fuck.cs.

Referenced by Finish(), and Run().

Property Documentation

◆ CancelOnAggro

override bool AI_Fuck.CancelOnAggro
get

Definition at line 40 of file AI_Fuck.cs.

◆ CancelWhenDamaged

override bool AI_Fuck.CancelWhenDamaged
get

Definition at line 42 of file AI_Fuck.cs.

◆ CurrentProgress

override int AI_Fuck.CurrentProgress
get

Definition at line 38 of file AI_Fuck.cs.

◆ IsAutoTurn

override bool AI_Fuck.IsAutoTurn
get

Definition at line 32 of file AI_Fuck.cs.

◆ MaxProgress

override int AI_Fuck.MaxProgress
get

Definition at line 36 of file AI_Fuck.cs.

◆ PushChara

override bool AI_Fuck.PushChara
get

Definition at line 30 of file AI_Fuck.cs.

◆ TargetType

override TargetType AI_Fuck.TargetType
get

Definition at line 34 of file AI_Fuck.cs.

◆ Type

virtual FuckType AI_Fuck.Type
get

Definition at line 28 of file AI_Fuck.cs.

Referenced by Finish(), and Run().


The documentation for this class was generated from the following file: