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@@ -1,7 +1,7 @@
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using RimWorld;
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using Verse;
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namespace ArachnaeSwarm.Possession
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namespace ArachnaeSwarm
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{
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public class CompAbilityEffect_Possess : CompAbilityEffect
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{
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@@ -1,6 +1,6 @@
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using RimWorld;
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namespace ArachnaeSwarm.Possession
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namespace ArachnaeSwarm
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{
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public class CompProperties_AbilityPossess : CompProperties_AbilityEffect
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{
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@@ -2,7 +2,7 @@ using System.Collections.Generic;
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using RimWorld;
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using Verse;
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namespace ArachnaeSwarm.Possession
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namespace ArachnaeSwarm
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{
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public class Hediff_Possession : HediffWithComps, IThingHolder
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{
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@@ -1,8 +1,9 @@
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using System.Collections.Generic;
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using System.Linq;
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using RimWorld;
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using Verse;
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namespace ArachnaeSwarm.Possession
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namespace ArachnaeSwarm
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{
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public static class PawnDataUtility
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{
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@@ -16,43 +17,59 @@ namespace ArachnaeSwarm.Possession
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Log.Message($"Beginning soul transfer from {soulSource.LabelShort} to {bodyTarget.LabelShort}.");
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// Name
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// --- 1. Core Identity ---
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bodyTarget.Name = soulSource.Name;
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// Story (Backstory and Traits)
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bodyTarget.story.Childhood = soulSource.story.Childhood;
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bodyTarget.story.Adulthood = soulSource.story.Adulthood;
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bodyTarget.story.traits.allTraits.Clear();
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foreach (Trait trait in soulSource.story.traits.allTraits)
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if (bodyTarget.story.traits != null) bodyTarget.story.traits.allTraits.Clear();
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if (soulSource.story.traits != null)
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{
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bodyTarget.story.traits.GainTrait(trait);
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foreach (Trait trait in soulSource.story.traits.allTraits)
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{
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bodyTarget.story.traits.GainTrait(trait);
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}
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}
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// Skills
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bodyTarget.skills.skills.Clear();
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foreach (SkillRecord skill in soulSource.skills.skills)
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{
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SkillRecord newSkill = new SkillRecord(bodyTarget, skill.def)
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{
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levelInt = skill.levelInt,
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xpSinceLastLevel = skill.xpSinceLastLevel,
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passion = skill.passion
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};
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bodyTarget.skills.skills.Add(newSkill);
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}
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// Faction
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if (bodyTarget.Faction != soulSource.Faction)
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{
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bodyTarget.SetFaction(soulSource.Faction, soulSource);
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}
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// Thoughts and Memories
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if (bodyTarget.needs.mood?.thoughts?.memories != null)
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// --- 2. Growth & Experience ---
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if (bodyTarget.skills != null) bodyTarget.skills.skills.Clear();
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if (soulSource.skills != null)
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{
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foreach (SkillRecord skill in soulSource.skills.skills)
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{
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SkillRecord newSkill = new SkillRecord(bodyTarget, skill.def)
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{
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levelInt = skill.levelInt,
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xpSinceLastLevel = skill.xpSinceLastLevel,
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passion = skill.passion
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};
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bodyTarget.skills.skills.Add(newSkill);
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}
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}
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if (bodyTarget.records != null && soulSource.records != null)
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{
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foreach (RecordDef recordDef in DefDatabase<RecordDef>.AllDefs)
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{
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// Correct way: Get value from source and add the difference to target.
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// This effectively sets the value.
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float sourceValue = soulSource.records.GetValue(recordDef);
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float targetValue = bodyTarget.records.GetValue(recordDef);
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bodyTarget.records.AddTo(recordDef, sourceValue - targetValue);
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}
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}
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// --- 3. Mind & Settings ---
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if (bodyTarget.needs?.mood?.thoughts?.memories != null)
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{
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bodyTarget.needs.mood.thoughts.memories.Memories.Clear();
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}
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if (soulSource.needs.mood?.thoughts?.memories != null)
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if (soulSource.needs?.mood?.thoughts?.memories != null)
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{
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foreach (Thought_Memory memory in soulSource.needs.mood.thoughts.memories.Memories)
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{
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@@ -60,7 +77,6 @@ namespace ArachnaeSwarm.Possession
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}
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}
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// Work Settings
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if (soulSource.workSettings != null && bodyTarget.workSettings != null)
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{
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bodyTarget.workSettings.EnableAndInitialize();
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@@ -70,34 +86,67 @@ namespace ArachnaeSwarm.Possession
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}
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}
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// Timetable
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if (soulSource.timetable != null && bodyTarget.timetable != null)
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{
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bodyTarget.timetable.times = new List<TimeAssignmentDef>(soulSource.timetable.times);
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}
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// Social Relations
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if (soulSource.playerSettings != null && bodyTarget.playerSettings != null)
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{
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bodyTarget.playerSettings.hostilityResponse = soulSource.playerSettings.hostilityResponse;
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bodyTarget.playerSettings.medCare = soulSource.playerSettings.medCare;
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bodyTarget.playerSettings.selfTend = soulSource.playerSettings.selfTend;
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}
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if (soulSource.outfits != null && bodyTarget.outfits != null) bodyTarget.outfits.CurrentApparelPolicy = soulSource.outfits.CurrentApparelPolicy;
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if (soulSource.drugs != null && bodyTarget.drugs != null) bodyTarget.drugs.CurrentPolicy = soulSource.drugs.CurrentPolicy;
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if (soulSource.foodRestriction != null && bodyTarget.foodRestriction != null) bodyTarget.foodRestriction.CurrentFoodPolicy = soulSource.foodRestriction.CurrentFoodPolicy;
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// Ownership is claimed on the Building, not the pawn. We can't directly transfer this.
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// if (soulSource.ownership != null && bodyTarget.ownership != null)
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// {
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// // This requires finding the bed and calling bed.SetOwner(pawn)
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// }
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// --- 4. DLC & Social ---
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if (ModsConfig.IdeologyActive && soulSource.ideo != null && bodyTarget.ideo != null)
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{
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bodyTarget.ideo.SetIdeo(soulSource.ideo.Ideo);
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// Can't set certainty directly, but setting the ideo resets it.
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}
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if (ModsConfig.RoyaltyActive && soulSource.royalty != null && bodyTarget.royalty != null)
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{
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// Clear existing royalty status from the target body
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bodyTarget.royalty.AllTitlesForReading.Clear();
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// Transfer titles
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foreach(var title in soulSource.royalty.AllTitlesForReading)
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{
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bodyTarget.royalty.SetTitle(title.faction, title.def, true, false, false);
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}
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// Transfer permits
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if(soulSource.royalty.AllFactionPermits != null)
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{
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foreach (var permit in soulSource.royalty.AllFactionPermits)
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{
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bodyTarget.royalty.AddPermit(permit.Permit, permit.Faction);
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}
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}
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// Abilities are handled by the titles and should update automatically.
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bodyTarget.royalty.UpdateAvailableAbilities();
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}
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if (soulSource.relations != null && bodyTarget.relations != null)
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{
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bodyTarget.relations.ClearAllRelations();
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foreach (DirectPawnRelation relation in soulSource.relations.DirectRelations)
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foreach (DirectPawnRelation relation in soulSource.relations.DirectRelations.Where(r => !r.def.familyByBloodRelation).ToList())
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{
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bodyTarget.relations.AddDirectRelation(relation.def, relation.otherPawn);
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}
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}
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// Guest status
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if (soulSource.guest != null && bodyTarget.guest != null)
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{
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bodyTarget.guest.SetGuestStatus(soulSource.guest.HostFaction, soulSource.guest.GuestStatus);
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if (soulSource.guest.IsPrisoner)
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{
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bodyTarget.guest.SetExclusiveInteraction(soulSource.guest.ExclusiveInteractionMode);
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}
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bodyTarget.guest.joinStatus = soulSource.guest.joinStatus;
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}
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// Refresh the UI and game state to reflect the changes.
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// --- 5. Finalization ---
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bodyTarget.Drawer.renderer.SetAllGraphicsDirty();
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Log.Message("Soul transfer complete.");
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@@ -37,6 +37,55 @@ graph TD
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### 3.1 `CompAbilityEffect_Possess.cs` - 技能效果的起点
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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。
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## 3. 最终数据迁移规范 (Final Data Transfer Specification)
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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:
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### 3.1 必须复制的“灵魂”数据
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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)**。
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- **核心身份 (`Name`, `Story`, `Faction`)**:
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- `Name`: 姓名与昵称。
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- `Story`: 童年和成年背景 (`Childhood`, `Adulthood`)。
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- `Traits`: 所有特性。
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- `Faction`: 所属阵营。
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- **成长与经历 (`Skills`, `Records`)**:
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- `Skills`: 所有技能的等级、经验和热情。
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- `Records`: 全部生平记录 (如击杀数、建造数等)。
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- **思想与设定 (`Needs`, `WorkSettings`, etc.)**:
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- `Needs`: 主要是指`thoughts.memories` (思想和记忆)。
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- `WorkSettings`: 工作优先级。
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- `Timetable`: 时间表。
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- `PlayerSettings`: 玩家设定 (如医疗策略)。
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- `Ownership`: 对床、王座等的所有权。
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- `Outfits` & `Drugs`: 穿着和药物策略。
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- `FoodRestriction`: 食物策略。
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- **DLC核心数据 (`Ideo`, `Royalty`)**:
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- `Ideo`: 完整的信仰体系。
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- `Royalty`: 完整的贵族系统,包括头衔、恩惠、许可、灵能和相关技能 (`abilities`)。
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- **社交 (`Relations`)**:
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- 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。
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### 3.2 必须保留的“肉体”数据
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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。
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- **健康与生理 (`Health`, `Age`)**:
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- `Health`: 所有伤口、疤痕、疾病和植入物。
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- `Age`: 生物年龄和时间年龄。
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- **外观与基因 (`Style`, `Genes`, `BodyType`)**:
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- `Style`: 发型、胡须、纹身。
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- `Genes`: 所有内生和异种基因。
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- `BodyType`, `HeadType`, `HairColor`: 身体类型、头型和发色。
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- **装备与物品 (`Apparel`, `Equipment`, `Inventory`)**:
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- `Apparel`: 身上穿着的衣物。
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- `Equipment`: 手中持有的装备。
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- `Inventory`: 物品栏中的物品。
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- **物理状态 (`Position`, `Stances`, `Pather`)**:
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- Pawn在世界中的位置、姿态和寻路信息。
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---
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```csharp
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// 路径: Source/ArachnaeSwarm/Possession/CompAbilityEffect_Possess.cs
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