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@@ -6,7 +6,8 @@ namespace ArachnaeSwarm
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{
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public class CompProperties_GrowthVatBooster : CompProperties_Facility
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{
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public StatModifier statOffset; // 从XML读取
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// We will use the base class's statOffsets field.
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// public List<StatModifier> statOffsets;
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public CompProperties_GrowthVatBooster()
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{
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@@ -16,30 +17,31 @@ namespace ArachnaeSwarm
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public class CompFacility_GrowthVatBooster : CompFacility
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{
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private new CompProperties_GrowthVatBooster Props => (CompProperties_GrowthVatBooster)props;
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private List<StatModifier> cachedStatOffsets = new List<StatModifier>();
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private bool lastHadPawn = false;
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private Building_NutrientVat Vat => parent as Building_NutrientVat;
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public override List<StatModifier> StatOffsets
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{
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get
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{
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// Building_Enterable 使用 innerContainer 存放 Pawn
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bool hasPawn = Vat != null && Vat.innerContainer.Any;
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if (cachedStatOffsets.Count == 0 || hasPawn != lastHadPawn)
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// If the vat contains a pawn, return the stat offsets defined in XML.
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if (Vat != null && Vat.innerContainer.Any)
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{
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cachedStatOffsets.Clear();
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if (hasPawn && Props.statOffset != null)
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{
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cachedStatOffsets.Add(Props.statOffset);
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}
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lastHadPawn = hasPawn;
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return base.StatOffsets; // Returns the list from Props.statOffsets
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}
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return cachedStatOffsets;
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// Otherwise, return an empty list, providing no bonus.
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return new List<StatModifier>();
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}
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}
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public override string CompInspectStringExtra()
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{
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// If we are not providing any bonus, don't call the base method to avoid empty lines.
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if (StatOffsets.NullOrEmpty())
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{
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return null;
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}
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return base.CompInspectStringExtra();
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}
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}
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}
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@@ -2,6 +2,7 @@ using RimWorld;
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using Verse;
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using System.Linq;
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using UnityEngine;
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using System.Text;
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namespace ArachnaeSwarm
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{
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@@ -15,37 +16,90 @@ namespace ArachnaeSwarm
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selfRefuelable = parent.GetComp<CompRefuelableNutrition>();
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}
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public override void CompTickRare()
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public override string CompInspectStringExtra()
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{
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base.CompTickRare();
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StringBuilder sb = new StringBuilder();
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float efficiency = Mathf.Clamp(parent.GetStatValue(StatDef.Named("NutrientTransmissionEfficiency")), 0f, 0.1f);
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sb.AppendLine("生物质传输效率".Translate() + ": " + efficiency.ToStringPercent());
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sb.AppendLine("链接的建筑".Translate() + ":");
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if (LinkedBuildings.NullOrEmpty())
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{
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sb.AppendLine(" (" + "None".Translate() + ")");
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}
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else
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{
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foreach (var building in LinkedBuildings)
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{
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var comp = (building as ThingWithComps)?.GetComp<CompRefuelableNutrition>();
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if (comp != null)
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{
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bool needsFuel = NeedsFuel(comp);
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sb.AppendLine($" - {building.LabelCap}: {comp.Fuel:F0}/{comp.Props.fuelCapacity:F0} (目标: {comp.TargetFuelLevel:F0}) -> {(needsFuel ? "需要" : "不需要")}");
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}
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}
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}
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return sb.ToString().TrimEnd();
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}
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public override void CompTick()
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{
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base.CompTick();
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// Log.Message($"[NutrientProvider] CompTick called for {parent.Label}."); // This will be too spammy
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if (!parent.IsHashIntervalTick(250))
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{
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return;
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}
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Log.Message($"[NutrientProvider] Rare Tick Logic executing for {parent.Label}.");
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if (selfRefuelable == null || !selfRefuelable.HasFuel)
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{
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return;
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}
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// 找到最需要燃料的已连接建筑
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var targetBuilding = LinkedBuildings
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.Select(b => new { Building = b, Comp = (b as ThingWithComps)?.GetComp<CompRefuelableNutrition>() })
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.Where(x => x.Comp != null && x.Comp.Fuel < x.Comp.TargetFuelLevel)
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.OrderBy(x => x.Comp.Fuel / x.Comp.Props.fuelCapacity) // 按燃料百分比排序
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.Where(x => x.Comp != null && NeedsFuel(x.Comp))
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.OrderBy(x => x.Comp.Fuel / x.Comp.Props.fuelCapacity)
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.FirstOrDefault();
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if (targetBuilding != null)
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{
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var consumerComp = targetBuilding.Comp;
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float fuelNeeded = consumerComp.TargetFuelLevel - consumerComp.Fuel;
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float desiredLevel = GetDesiredFuelLevel(consumerComp);
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float fuelNeeded = desiredLevel - consumerComp.Fuel;
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float fuelToTransfer = Mathf.Min(fuelNeeded, selfRefuelable.Fuel);
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// 计算效率加成,并设置上限为 10%
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float efficiency = Mathf.Clamp(parent.GetStatValue(StatDef.Named("NutrientTransmissionEfficiency")), 0f, 0.1f);
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float finalCost = fuelToTransfer * (1 - efficiency);
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Log.Message($"[NutrientProvider] Found target: {targetBuilding.Building.Label}. Fuel: {consumerComp.Fuel:F0}/{consumerComp.Props.fuelCapacity:F0}. Needs: {fuelNeeded:F2}. Transferring: {fuelToTransfer:F2}. Final cost: {finalCost:F2}");
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selfRefuelable.ConsumeFuel(finalCost);
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consumerComp.ReceiveFuel(fuelToTransfer);
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// 可以在这里添加一个 Mote 来显示传输效果
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}
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}
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private bool NeedsFuel(CompRefuelableNutrition comp)
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{
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if (comp == null) return false;
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return comp.Fuel < GetDesiredFuelLevel(comp);
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}
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private float GetDesiredFuelLevel(CompRefuelableNutrition comp)
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{
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// If target is 0 (initial default) or max (UI default), treat as "fill to full".
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if (comp.TargetFuelLevel <= 0.01f || comp.TargetFuelLevel >= comp.Props.fuelCapacity * 0.99f)
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{
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return comp.Props.fuelCapacity;
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}
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// Otherwise, respect the player's custom setting.
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return comp.TargetFuelLevel;
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}
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}
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}
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