using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using RimWorld;
using Verse;
using UnityEngine;

namespace CombatExtended;
public class ThoughtWorker_Suppressed : ThoughtWorker
{
    public override ThoughtState CurrentStateInternal(Pawn p)
    {
        CompSuppressable comp = p.TryGetComp<CompSuppressable>();
        if (comp != null)
        {
            if (comp.IsHunkering)
            {
                return ThoughtState.ActiveAtStage(2);
            }
            else if (comp.isSuppressed)
            {
                return ThoughtState.ActiveAtStage(1);
            }
            else if (comp.CurrentSuppression > 0)
            {
                return ThoughtState.ActiveAtStage(0);
            }
        }
        return ThoughtState.Inactive;
    }
}
