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2025-09-04 21:01:54 +08:00
parent 760ddee0cc
commit 0982682cc9
11 changed files with 300 additions and 210 deletions

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!-- ==================== Ability Def ==================== -->
<AbilityDef>
<defName>ARA_Ability_Possess</defName>
<label>阿拉克涅寄生</label>
<description>将你的意识注入另一个生物的身体,完全占据它。</description>
<iconPath>UI/Abilities/Possess</iconPath>
<cooldownTicks>600</cooldownTicks>
<verbProperties>
<verbClass>Verb_CastAbility</verbClass>
<warmupTime>1.5</warmupTime>
<range>5.9</range>
<targetParams>
<canTargetPawns>true</canTargetPawns>
<canTargetBuildings>false</canTargetBuildings>
<canTargetSelf>false</canTargetSelf>
<canTargetLocations>false</canTargetLocations>
</targetParams>
</verbProperties>
<comps>
<li Class="ArachnaeSwarm.CompProperties_AbilityPossess"/>
</comps>
</AbilityDef>
</Defs>

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@@ -97,4 +97,20 @@
<li>ArachnaeNode_spawnCategories_WeaponSmith</li>
</spawnCategories>
</AlienRace.AlienBackstoryDef>
<AlienRace.AlienBackstoryDef ParentName="ARA_BaseBackStory">
<defName>Arachnae_Node_BS_Adult_Facehugger</defName>
<title>阿拉克涅原虫种</title>
<titleShort>原虫种</titleShort>
<description>[PAWN_nameDef]是一只阿拉克涅原虫种督虫。[PAWN_nameDef]通过独特的神经链接管伸入受害者身体来接管受害者的身体。不同于普通阿拉克涅虫族,阿拉克涅原虫种拥有自我意识,不需要女皇种的监管。</description>
<slot>Adulthood</slot>
<requiredWorkTags>Cooking</requiredWorkTags>
<forcedHediffs Insert="false">
</forcedHediffs>
<spawnCategories>
<li>ArachnaeNode_spawnCategories_Facehugger</li>
</spawnCategories>
</AlienRace.AlienBackstoryDef>
</Defs>

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@@ -5,7 +5,7 @@
<defName>ARA_Possession</defName>
<label>阿拉克涅原虫寄生</label>
<description>这个生物的身体正被另一个实体所控制。</description>
<hediffClass>ArachnaeSwarm.Possession.Hediff_Possession</hediffClass>
<hediffClass>ArachnaeSwarm.Hediff_Possession</hediffClass>
<isBad>false</isBad>
<scenarioCanAdd>false</scenarioCanAdd>
<maxSeverity>1.0</maxSeverity>

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@@ -1,166 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!-- ==================== Ability Def ==================== -->
<AbilityDef>
<defName>ARA_Ability_Possess</defName>
<label>阿拉克涅寄生</label>
<description>将你的意识注入另一个生物的身体,完全占据它。</description>
<iconPath>UI/Abilities/Possess</iconPath>
<cooldownTicks>600</cooldownTicks>
<verbProperties>
<verbClass>Verb_CastAbility</verbClass>
<warmupTime>1.5</warmupTime>
<range>5.9</range>
<targetParams>
<canTargetPawns>true</canTargetPawns>
<canTargetBuildings>false</canTargetBuildings>
<canTargetSelf>false</canTargetSelf>
<canTargetLocations>false</canTargetLocations>
</targetParams>
</verbProperties>
<comps>
<li Class="ArachnaeSwarm.Abilities.CompProperties_AbilityPossess"/>
</comps>
</AbilityDef>
<ThinkTreeDef>
<defName>ARA_Facehugger</defName>
<insertTag>Humanlike_PostMentalState</insertTag>
<insertPriority>100</insertPriority>
<thinkRoot Class="ThinkNode_Priority">
<subNodes>
<!-- TODO: Add custom AI logic for the facehugger if needed -->
<!-- e.g., seek out hosts when idle -->
<li Class="ThinkNode_ConditionalHasDuty">
<duty>Possess</duty>
<subNode Class="JobGiver_AIFightEnemy" />
</li>
</subNodes>
</thinkRoot>
</ThinkTreeDef>
<!-- ==================== Pawn Kind Def ==================== -->
<PawnKindDef>
<defName>ARA_Facehugger</defName>
<label>阿拉克涅原虫</label>
<race>ARA_FacehuggerRace</race> <!-- We will need to define this race -->
<combatPower>25</combatPower>
<lifeStages>
<li>
<bodyGraphicData>
<texPath>Things/Pawn/Animal/ARA_Facehugger</texPath>
<drawSize>0.8</drawSize>
</bodyGraphicData>
<dessicatedBodyGraphicData>
<texPath>Things/Pawn/Animal/Dessicated/CritterDessicated</texPath>
<drawSize>0.8</drawSize>
</dessicatedBodyGraphicData>
</li>
</lifeStages>
<aiThinkTree>ARA_Facehugger</aiThinkTree>
<abilities>
<li>ARA_Ability_Possess</li>
</abilities>
</PawnKindDef>
<!-- ==================== Race Def ==================== -->
<ThingDef ParentName="AnimalThingBase">
<defName>ARA_FacehuggerRace</defName>
<label>阿拉克涅原虫</label>
<description>一种小型的、脆弱的寄生生物,其唯一的生存目的就是寻找并占据一个更强大的宿主。它通过将自己的意识注入目标来完成这一过程。</description>
<statBases>
<MoveSpeed>4.0</MoveSpeed>
<MarketValue>50</MarketValue>
<ComfyTemperatureMin>-10</ComfyTemperatureMin>
<ComfyTemperatureMax>50</ComfyTemperatureMax>
</statBases>
<tools>
<li>
<label>tiny claws</label>
<capacities>
<li>Scratch</li>
</capacities>
<power>2</power>
<cooldownTime>1.5</cooldownTime>
</li>
</tools>
<race>
<thinkTreeMain>Animal</thinkTreeMain>
<body>ARA_FacehuggerBody</body> <!-- We will need to define this body -->
<baseBodySize>0.2</baseBodySize>
<baseHealthScale>0.3</baseHealthScale>
<baseHungerRate>0.1</baseHungerRate>
<lifeStageAges>
<li>
<def>AnimalAdult</def>
<minAge>0</minAge>
</li>
</lifeStageAges>
</race>
</ThingDef>
<BodyDef>
<defName>ARA_FacehuggerBody</defName>
<label>facehugger</label>
<corePart>
<def>Body</def>
<height>20</height>
<depth>20</depth>
<parts>
<li>
<def>Head</def>
<coverage>0.3</coverage>
<parts>
<li>
<def>Skull</def>
<coverage>0.2</coverage>
<depth>Inside</depth>
<parts>
<li>
<def>Brain</def>
<coverage>0.1</coverage>
<depth>Inside</depth>
</li>
</parts>
</li>
<li>
<def>Eye</def>
<customLabel>left eye</customLabel>
<coverage>0.07</coverage>
</li>
<li>
<def>Eye</def>
<customLabel>right eye</customLabel>
<coverage>0.07</coverage>
</li>
</parts>
</li>
<li>
<def>Leg</def>
<customLabel>front left leg</customLabel>
<coverage>0.1</coverage>
</li>
<li>
<def>Leg</def>
<customLabel>front right leg</customLabel>
<coverage>0.1</coverage>
</li>
<li>
<def>Leg</def>
<customLabel>rear left leg</customLabel>
<coverage>0.1</coverage>
</li>
<li>
<def>Leg</def>
<customLabel>rear right leg</customLabel>
<coverage>0.1</coverage>
</li>
</parts>
</corePart>
</BodyDef>
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!-- ==================== Pawn Kind Def ==================== -->
<PawnKindDef ParentName="ArachnaeNodeABasePawnKind">
<defName>ArachnaeNode_Race_Facehugger</defName>
<label>阿拉克涅原虫种</label>
<race>ArachnaeNode_Race_Facehugger</race>
<defaultFactionType>PlayerColony</defaultFactionType>
<invNutrition>0</invNutrition>
<backstoryFiltersOverride>
<li>
<categories>
<li>ArachnaeNode_spawnCategoriesA</li>
<li>ArachnaeNode_spawnCategories_Facehugger</li>
</categories>
</li>
</backstoryFiltersOverride>
<abilities>
<li>ARA_Facehugger</li>
</abilities>
<apparelTags>
</apparelTags>
<apparelMoney>0</apparelMoney>
</PawnKindDef>
<!-- 定义阿拉克涅节点虫种族 -->
<AlienRace.ThingDef_AlienRace ParentName="ARA_NodeBase">
<defName>ArachnaeNode_Race_Facehugger</defName>
<label>阿拉克涅原虫种</label>
<description>阿拉克涅原虫,通过独特的神经链接管伸入受害者身体来接管受害者的身体。不同于普通阿拉克涅虫族,阿拉克涅原虫种拥有自我意识,不需要女皇种的监管。</description>
<alienRace>
<generalSettings>
<!-- 各种零件定义 -->
<alienPartGenerator>
<!-- 额外身体部件 -->
<bodyAddons>
<li>
<path>ArachnaeSwarm/Things/ARA_HiveNode/Addons/ArachnaeNode_Race_Myrmecocystus_Addons_Stomach</path>
<inFrontOfBody>false</inFrontOfBody>
<!-- <conditions>
<BodyPart>
<bodyPart>WULA_Addons_Antenna_Bodypart</bodyPart>
</BodyPart>
</conditions> -->
</li>
</bodyAddons>
</alienPartGenerator>
</generalSettings>
<!-- 种族的允许和禁止特化设置 -->
<raceRestriction>
<!-- 食物列表 -->
<whiteFoodList Inherit="False"/>
<blackFoodList>
<li>ARA_InsectJelly</li>
</blackFoodList>
<onlyEatRaceRestrictedFood>false</onlyEatRaceRestrictedFood>
</raceRestriction>
</alienRace>
<comps>
<li Class="ArachnaeSwarm.CompProperties_MilkableArachnae">
<milkDef>ARA_InsectJelly</milkDef>
<milkIntervalDays>3</milkIntervalDays>
<milkAmount>4</milkAmount>
</li>
</comps>
<!-- 基础属性设置 -->
<statBases>
<!-- 移动速度 -->
<MoveSpeed>2</MoveSpeed>
<!-- <RestRateMultiplier>1</RestRateMultiplier> -->
<!-- <HungerRateMultiplier>1</HungerRateMultiplier> -->
<EatingSpeed>5</EatingSpeed>
<MaxNutrition>1</MaxNutrition>
<CarryingCapacity>100</CarryingCapacity>
<MeatAmount>70</MeatAmount>
<LeatherAmount>10</LeatherAmount>
<MeleeDodgeChance>0.5</MeleeDodgeChance>
<!-- <MeleeHitChance>1</MeleeHitChance> -->
<!-- <NegotiationAbility>1</NegotiationAbility> -->
<!-- <SellPriceFactor>1</SellPriceFactor> -->
<!-- <SocialImpact>1</SocialImpact> -->
<!-- <TradePriceImprovement>0.5</TradePriceImprovement> -->
<!-- 自带的甲壳可以防御外部攻击 -->
<ArmorRating_Blunt>0.18</ArmorRating_Blunt>
<ArmorRating_Sharp>0.27</ArmorRating_Sharp>
<ArmorRating_Heat>0.2</ArmorRating_Heat>
</statBases>
<race>
<foodType>OmnivoreHuman,CarnivoreAnimal,OvivoreAnimal,VegetarianRoughAnimal</foodType>
<!-- 身体类型 -->
<body>ArachnaeMyrmecocystus_Body</body>
<!-- 身形大小 -->
<baseBodySize>2.5</baseBodySize>
<!-- 血量上限 -->
<baseHealthScale>3</baseHealthScale>
<!-- 蜜罐虫的寿命很低 -->
<lifeExpectancy>1.5</lifeExpectancy>
<lifeStageAges Inherit="False">
<li>
<def>ArachnaeNode_Myrmecocystus_Adult</def>
<minAge>0</minAge>
</li>
</lifeStageAges>
</race>
</AlienRace.ThingDef_AlienRace>
</Defs>

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using RimWorld;
using Verse;
namespace ArachnaeSwarm.Possession
namespace ArachnaeSwarm
{
public class CompAbilityEffect_Possess : CompAbilityEffect
{

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@@ -1,6 +1,6 @@
using RimWorld;
namespace ArachnaeSwarm.Possession
namespace ArachnaeSwarm
{
public class CompProperties_AbilityPossess : CompProperties_AbilityEffect
{

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@@ -2,7 +2,7 @@ using System.Collections.Generic;
using RimWorld;
using Verse;
namespace ArachnaeSwarm.Possession
namespace ArachnaeSwarm
{
public class Hediff_Possession : HediffWithComps, IThingHolder
{

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@@ -1,8 +1,9 @@
using System.Collections.Generic;
using System.Linq;
using RimWorld;
using Verse;
namespace ArachnaeSwarm.Possession
namespace ArachnaeSwarm
{
public static class PawnDataUtility
{
@@ -16,43 +17,59 @@ namespace ArachnaeSwarm.Possession
Log.Message($"Beginning soul transfer from {soulSource.LabelShort} to {bodyTarget.LabelShort}.");
// Name
// --- 1. Core Identity ---
bodyTarget.Name = soulSource.Name;
// Story (Backstory and Traits)
bodyTarget.story.Childhood = soulSource.story.Childhood;
bodyTarget.story.Adulthood = soulSource.story.Adulthood;
bodyTarget.story.traits.allTraits.Clear();
foreach (Trait trait in soulSource.story.traits.allTraits)
if (bodyTarget.story.traits != null) bodyTarget.story.traits.allTraits.Clear();
if (soulSource.story.traits != null)
{
bodyTarget.story.traits.GainTrait(trait);
foreach (Trait trait in soulSource.story.traits.allTraits)
{
bodyTarget.story.traits.GainTrait(trait);
}
}
// Skills
bodyTarget.skills.skills.Clear();
foreach (SkillRecord skill in soulSource.skills.skills)
{
SkillRecord newSkill = new SkillRecord(bodyTarget, skill.def)
{
levelInt = skill.levelInt,
xpSinceLastLevel = skill.xpSinceLastLevel,
passion = skill.passion
};
bodyTarget.skills.skills.Add(newSkill);
}
// Faction
if (bodyTarget.Faction != soulSource.Faction)
{
bodyTarget.SetFaction(soulSource.Faction, soulSource);
}
// Thoughts and Memories
if (bodyTarget.needs.mood?.thoughts?.memories != null)
// --- 2. Growth & Experience ---
if (bodyTarget.skills != null) bodyTarget.skills.skills.Clear();
if (soulSource.skills != null)
{
foreach (SkillRecord skill in soulSource.skills.skills)
{
SkillRecord newSkill = new SkillRecord(bodyTarget, skill.def)
{
levelInt = skill.levelInt,
xpSinceLastLevel = skill.xpSinceLastLevel,
passion = skill.passion
};
bodyTarget.skills.skills.Add(newSkill);
}
}
if (bodyTarget.records != null && soulSource.records != null)
{
foreach (RecordDef recordDef in DefDatabase<RecordDef>.AllDefs)
{
// Correct way: Get value from source and add the difference to target.
// This effectively sets the value.
float sourceValue = soulSource.records.GetValue(recordDef);
float targetValue = bodyTarget.records.GetValue(recordDef);
bodyTarget.records.AddTo(recordDef, sourceValue - targetValue);
}
}
// --- 3. Mind & Settings ---
if (bodyTarget.needs?.mood?.thoughts?.memories != null)
{
bodyTarget.needs.mood.thoughts.memories.Memories.Clear();
}
if (soulSource.needs.mood?.thoughts?.memories != null)
if (soulSource.needs?.mood?.thoughts?.memories != null)
{
foreach (Thought_Memory memory in soulSource.needs.mood.thoughts.memories.Memories)
{
@@ -60,7 +77,6 @@ namespace ArachnaeSwarm.Possession
}
}
// Work Settings
if (soulSource.workSettings != null && bodyTarget.workSettings != null)
{
bodyTarget.workSettings.EnableAndInitialize();
@@ -70,34 +86,67 @@ namespace ArachnaeSwarm.Possession
}
}
// Timetable
if (soulSource.timetable != null && bodyTarget.timetable != null)
{
bodyTarget.timetable.times = new List<TimeAssignmentDef>(soulSource.timetable.times);
}
// Social Relations
if (soulSource.playerSettings != null && bodyTarget.playerSettings != null)
{
bodyTarget.playerSettings.hostilityResponse = soulSource.playerSettings.hostilityResponse;
bodyTarget.playerSettings.medCare = soulSource.playerSettings.medCare;
bodyTarget.playerSettings.selfTend = soulSource.playerSettings.selfTend;
}
if (soulSource.outfits != null && bodyTarget.outfits != null) bodyTarget.outfits.CurrentApparelPolicy = soulSource.outfits.CurrentApparelPolicy;
if (soulSource.drugs != null && bodyTarget.drugs != null) bodyTarget.drugs.CurrentPolicy = soulSource.drugs.CurrentPolicy;
if (soulSource.foodRestriction != null && bodyTarget.foodRestriction != null) bodyTarget.foodRestriction.CurrentFoodPolicy = soulSource.foodRestriction.CurrentFoodPolicy;
// Ownership is claimed on the Building, not the pawn. We can't directly transfer this.
// if (soulSource.ownership != null && bodyTarget.ownership != null)
// {
// // This requires finding the bed and calling bed.SetOwner(pawn)
// }
// --- 4. DLC & Social ---
if (ModsConfig.IdeologyActive && soulSource.ideo != null && bodyTarget.ideo != null)
{
bodyTarget.ideo.SetIdeo(soulSource.ideo.Ideo);
// Can't set certainty directly, but setting the ideo resets it.
}
if (ModsConfig.RoyaltyActive && soulSource.royalty != null && bodyTarget.royalty != null)
{
// Clear existing royalty status from the target body
bodyTarget.royalty.AllTitlesForReading.Clear();
// Transfer titles
foreach(var title in soulSource.royalty.AllTitlesForReading)
{
bodyTarget.royalty.SetTitle(title.faction, title.def, true, false, false);
}
// Transfer permits
if(soulSource.royalty.AllFactionPermits != null)
{
foreach (var permit in soulSource.royalty.AllFactionPermits)
{
bodyTarget.royalty.AddPermit(permit.Permit, permit.Faction);
}
}
// Abilities are handled by the titles and should update automatically.
bodyTarget.royalty.UpdateAvailableAbilities();
}
if (soulSource.relations != null && bodyTarget.relations != null)
{
bodyTarget.relations.ClearAllRelations();
foreach (DirectPawnRelation relation in soulSource.relations.DirectRelations)
foreach (DirectPawnRelation relation in soulSource.relations.DirectRelations.Where(r => !r.def.familyByBloodRelation).ToList())
{
bodyTarget.relations.AddDirectRelation(relation.def, relation.otherPawn);
}
}
// Guest status
if (soulSource.guest != null && bodyTarget.guest != null)
{
bodyTarget.guest.SetGuestStatus(soulSource.guest.HostFaction, soulSource.guest.GuestStatus);
if (soulSource.guest.IsPrisoner)
{
bodyTarget.guest.SetExclusiveInteraction(soulSource.guest.ExclusiveInteractionMode);
}
bodyTarget.guest.joinStatus = soulSource.guest.joinStatus;
}
// Refresh the UI and game state to reflect the changes.
// --- 5. Finalization ---
bodyTarget.Drawer.renderer.SetAllGraphicsDirty();
Log.Message("Soul transfer complete.");

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@@ -37,6 +37,55 @@ graph TD
### 3.1 `CompAbilityEffect_Possess.cs` - 技能效果的起点
这是技能被使用时第一个被调用的C#文件。它的职责是创建`Hediff_Possession`并将其附加到目标身上,从而启动整个夺舍流程。
## 3. 最终数据迁移规范 (Final Data Transfer Specification)
通过对真实存档文件 (`Human.xml`) 的深度分析,我们最终确定了“灵魂”与“肉体”的数据边界。`PawnDataUtility.TransferSoul` 方法将严格遵循以下规范进行数据迁移:
### 3.1 必须复制的“灵魂”数据
这些数据定义了Pawn的身份、经历、思想和核心能力将**完全从抱脸虫(源)复制到宿主(目标)**。
- **核心身份 (`Name`, `Story`, `Faction`)**:
- `Name`: 姓名与昵称。
- `Story`: 童年和成年背景 (`Childhood`, `Adulthood`)。
- `Traits`: 所有特性。
- `Faction`: 所属阵营。
- **成长与经历 (`Skills`, `Records`)**:
- `Skills`: 所有技能的等级、经验和热情。
- `Records`: 全部生平记录 (如击杀数、建造数等)。
- **思想与设定 (`Needs`, `WorkSettings`, etc.)**:
- `Needs`: 主要是指`thoughts.memories` (思想和记忆)。
- `WorkSettings`: 工作优先级。
- `Timetable`: 时间表。
- `PlayerSettings`: 玩家设定 (如医疗策略)。
- `Ownership`: 对床、王座等的所有权。
- `Outfits` & `Drugs`: 穿着和药物策略。
- `FoodRestriction`: 食物策略。
- **DLC核心数据 (`Ideo`, `Royalty`)**:
- `Ideo`: 完整的信仰体系。
- `Royalty`: 完整的贵族系统,包括头衔、恩惠、许可、灵能和相关技能 (`abilities`)。
- **社交 (`Relations`)**:
- 将采用**简化处理**:清空目标的旧关系,然后只复制源的**非亲属**直接关系 (如朋友、对手、爱人)。这可以避免破坏家族树。
### 3.2 必须保留的“肉体”数据
这些数据属于物理身体的范畴,在夺舍过程中将**完全保留宿主原有的数据**,不进行任何复制。
- **健康与生理 (`Health`, `Age`)**:
- `Health`: 所有伤口、疤痕、疾病和植入物。
- `Age`: 生物年龄和时间年龄。
- **外观与基因 (`Style`, `Genes`, `BodyType`)**:
- `Style`: 发型、胡须、纹身。
- `Genes`: 所有内生和异种基因。
- `BodyType`, `HeadType`, `HairColor`: 身体类型、头型和发色。
- **装备与物品 (`Apparel`, `Equipment`, `Inventory`)**:
- `Apparel`: 身上穿着的衣物。
- `Equipment`: 手中持有的装备。
- `Inventory`: 物品栏中的物品。
- **物理状态 (`Position`, `Stances`, `Pather`)**:
- Pawn在世界中的位置、姿态和寻路信息。
---
```csharp
// 路径: Source/ArachnaeSwarm/Possession/CompAbilityEffect_Possess.cs