protected override IEnumerable<Toil> MakeNewToils()
{
List<Toil> toilsList = new List<Toil>();
Toil updateThought = new Toil()
{
initAction = () =>
{
/*// Look for Thought_HadCampfireParty3 and replace it with Thought_HadCampfireParty4.
IEnumerable<Thought> thoughts = this.pawn.needs.mood.thoughts.ThoughtsOfDef(Util_CampfireParty.Thought_HadCampfireParty3);
if (thoughts.Count() != 0)
{
(thoughts.First() as Thought_Memory).age = thoughts.First().def.DurationTicks;
this.pawn.needs.mood.thoughts.TryGainThought(Util_CampfireParty.Thought_HadCampfireParty4);
return;
}
// Look for Thought_HadCampfireParty2 and replace it with Thought_HadCampfireParty3.
thoughts = this.pawn.needs.mood.thoughts.ThoughtsOfDef(Util_CampfireParty.Thought_HadCampfireParty2);
if (thoughts.Count() != 0)
{
(thoughts.First() as Thought_Memory).age = thoughts.First().def.DurationTicks;
this.pawn.needs.mood.thoughts.TryGainThought(Util_CampfireParty.Thought_HadCampfireParty3);
return;
}
// Look for Thought_HadCampfireParty1 and replace it with Thought_HadCampfireParty2.
thoughts = this.pawn.needs.mood.thoughts.ThoughtsOfDef(Util_CampfireParty.Thought_HadCampfireParty1);
if (thoughts.Count() != 0)
{
(thoughts.First() as Thought_Memory).age = thoughts.First().def.DurationTicks;
this.pawn.needs.mood.thoughts.TryGainThought(Util_CampfireParty.Thought_HadCampfireParty2);
return;
}
// Pawn has no party thought, just add Thought_HadCampfireParty1.
this.pawn.needs.mood.thoughts.TryGainThought(Util_CampfireParty.Thought_HadCampfireParty1);*/
},
defaultCompleteMode = ToilCompleteMode.Instant
};
toilsList.Add(updateThought);
return toilsList;
}
}