Merge branch '生物质工艺茧'
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@@ -69,6 +69,40 @@
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</li>
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</comps>
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</AbilityDef>
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<AbilityDef>
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<defName>ARA_EggSpewBioforgeIncubator</defName>
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<label>生育培育卵</label>
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<description>工艺卵</description>
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<iconPath>UI/Commands/EggSpew</iconPath>
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<cooldownTicksRange>5000</cooldownTicksRange>
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<aiCanUse>true</aiCanUse>
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<displayOrder>300</displayOrder>
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<displayGizmoWhileUndrafted>true</displayGizmoWhileUndrafted>
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<disableGizmoWhileUndrafted>false</disableGizmoWhileUndrafted>
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<warmupStartSound>AcidSpray_Warmup</warmupStartSound>
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<verbProperties>
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<verbClass>Verb_CastAbility</verbClass>
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<range>1</range>
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<warmupTime>12</warmupTime>
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<soundCast>AcidSpray_Resolve</soundCast>
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<violent>false</violent>
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<targetable>false</targetable>
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<targetParams>
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<canTargetSelf>True</canTargetSelf>
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</targetParams>
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</verbProperties>
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<comps>
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<li Class="CompProperties_AbilityLaunchProjectile">
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<projectileDef>ARA_Proj_BioforgeIncubator</projectileDef>
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</li>
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<li Class="ArachnaeSwarm.CompProperties_AbilityNeedCost">
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<needDef>Food</needDef>
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<needCost>0</needCost>
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<failMessage>营养值不足,需要进食</failMessage>
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</li>
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</comps>
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</AbilityDef>
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<AbilityDef>
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<defName>ARA_AcidSprayBurst</defName>
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<label>女皇种酸液轰炸</label>
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@@ -201,6 +235,23 @@
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<tryAdjacentFreeSpaces>true</tryAdjacentFreeSpaces>
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</projectile>
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</ThingDef>
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<ThingDef ParentName="BaseGrenadeProjectile">
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<defName>ARA_Proj_BioforgeIncubator</defName>
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<label>阿拉克涅孵化茧</label>
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<thingClass>Projectile_SpawnsThing</thingClass>
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<graphicData>
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<texPath>ArachnaeSwarm/Building/ARA_EggSac</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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</graphicData>
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<projectile>
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<damageDef>Bullet</damageDef>
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<speed>21</speed>
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<damageAmountBase>0</damageAmountBase>
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<spawnsThingDef>ARA_BioforgeIncubator</spawnsThingDef>
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<tryAdjacentFreeSpaces>true</tryAdjacentFreeSpaces>
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</projectile>
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</ThingDef>
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<AbilityDef>
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<defName>ARA_BaseRace_Acid_Launcher</defName>
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@@ -68,8 +68,7 @@
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<titleShort>蜜罐种</titleShort>
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<description>[PAWN_nameDef]是一只阿拉克涅蜜罐种督虫。基因的选择性表达使其长出了肿胀的囊袋和复杂的口器,这使得她可以吞噬那些未经过处理的尸体和各种杂食或是将其进一步分解,并通过消化器官将其转变为阿拉克涅虫蜜以供其他虫族食用。\n\n[PAWN_nameDef]在战斗中并不是一个值得正视的对手,她没有可以接入武装器官的副肢,脆弱臃肿的特性也决定了她几乎无法躲开任何攻击。</description>
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<slot>Adulthood</slot>
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<workDisables>AllWork</workDisables>
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<requiredWorkTags>Cooking</requiredWorkTags>
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<requiredWorkTags>Cooking</requiredWorkTags>
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<spawnCategories>
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<li>ArachnaeNode_spawnCategories_Myrmecocystus</li>
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@@ -81,7 +80,6 @@
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<titleShort>盾头种</titleShort>
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<description>[PAWN_nameDef]是一只阿拉克涅盾头种督虫。盾头种是一种笨重的阿拉克涅虫族,她们拥有厚厚的经常过度生长的甲壳,除了生产甲壳素外,也拥有接入武装器官的辅肢,可以凭借虫群的武装器官和自己与生俱来的盔甲承担保卫虫巢的任务。</description>
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<slot>Adulthood</slot>
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<workDisables>AllWork</workDisables>
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<spawnCategories>
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<li>ArachnaeNode_spawnCategories_ShieldHead</li>
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11
1.6/1.6/Defs/JobDefs/ARA_Jobs_Interactive.xml
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11
1.6/1.6/Defs/JobDefs/ARA_Jobs_Interactive.xml
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<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<JobDef>
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<defName>ARA_StartInteractiveProduction</defName>
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<driverClass>ArachnaeSwarm.JobDriver_StartProduction</driverClass>
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<reportString>正在启动生产 TargetA.</reportString>
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<allowOpportunisticPrefix>true</allowOpportunisticPrefix>
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</JobDef>
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</Defs>
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171
1.6/1.6/Defs/Thing_building/ARA_InteractiveProducer.xml
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171
1.6/1.6/Defs/Thing_building/ARA_InteractiveProducer.xml
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<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<ThingDef ParentName="BuildingBase">
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<defName>ARA_BioforgeIncubator</defName>
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<label>阿拉克涅孵化茧</label>
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<description>一个脆弱、易燃、黏滑的囊状物,是阿拉克涅工艺种所诞之卵,内含哺育阿拉克涅武器种虫族所需的营养和遗传物质,可以通过阿拉克涅工艺种的交互完成激活进程。</description>
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<thingClass>Building</thingClass>
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<graphicData>
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<texPath>ArachnaeSwarm/Building/ARA_EggSac</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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<drawSize>(1.5,1.5)</drawSize>
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</graphicData>
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<size>(1,1)</size>
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<altitudeLayer>Building</altitudeLayer>
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<passability>PassThroughOnly</passability>
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<fillPercent>0.3</fillPercent>
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<rotatable>false</rotatable>
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<tickerType>Normal</tickerType>
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<statBases>
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<MaxHitPoints>50</MaxHitPoints>
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<Flammability>1</Flammability>
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</statBases>
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<building>
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<deconstructible>false</deconstructible>
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<repairable>false</repairable>
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</building>
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<comps>
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<li Class="CompProperties_Flickable"/>
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<!-- The new, GrowthVat-style fuel component -->
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<li Class="ArachnaeSwarm.CompProperties_RefuelableNutrition">
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<fuelCapacity>10</fuelCapacity>
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<fuelLabel>Biomass</fuelLabel>
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<fuelFilter>
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<categories>
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<li>Foods</li>
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</categories>
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</fuelFilter>
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<fuelConsumptionRate>0</fuelConsumptionRate> <!-- IMPORTANT: Disable base class consumption -->
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</li>
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<!-- The refactored producer component -->
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<li Class="ArachnaeSwarm.CompProperties_InteractiveProducer">
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<processes>
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<li>
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<thingDef>Gun_ChainShotgun</thingDef>
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<productionTicks>60000</productionTicks>
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<totalNutritionNeeded>20</totalNutritionNeeded>
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</li>
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<li>
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<thingDef>Gun_AssaultRifle</thingDef>
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<productionTicks>60000</productionTicks>
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<totalNutritionNeeded>15</totalNutritionNeeded>
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</li>
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</processes>
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<whitelist>
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<li>ARA_ArachnaeQueen</li>
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</whitelist>
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<spawnCount>1</spawnCount>
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<destroyOnSpawn>True</destroyOnSpawn>
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<minSafeTemperature>18</minSafeTemperature>
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<maxSafeTemperature>23</maxSafeTemperature>
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<penaltyPerDegreePerTick>0.00001</penaltyPerDegreePerTick>
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<damagePerTickWhenUnfueled>0.2</damagePerTickWhenUnfueled>
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<minNutritionToStart>1.0</minNutritionToStart>
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<qualityThresholds>
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<li>
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<quality>Legendary</quality>
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<threshold>0.99</threshold>
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</li>
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<li>
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<quality>Masterwork</quality>
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<threshold>0.90</threshold>
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</li>
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<li>
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<quality>Excellent</quality>
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<threshold>0.70</threshold>
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</li>
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<li>
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<quality>Good</quality>
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<threshold>0.50</threshold>
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</li>
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<li>
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<quality>Normal</quality>
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<threshold>0.20</threshold>
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</li>
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<li>
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<quality>Poor</quality>
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<threshold>0.10</threshold>
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</li>
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</qualityThresholds>
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<!--
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<![CDATA[
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当一个生产流程完成时,系统会通过以下三个步骤来确定最终的物品品质:
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第 1 步: 计算“基础品质分” (Base Quality Score)
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基础品质分代表了在整个生产过程中,理想条件所占的比例。理想条件被严格定义为:燃料充足 且 温度适宜。
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公式:
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基础品质分 = 在理想条件下度过的时间(ticks) / 生产总需时间(ticks)
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C# 代码对应:
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baseQuality = (_selectedProcess.productionTicks > 0) ? (float)ticksUnderOptimalConditions / _selectedProcess.productionTicks : 0f;
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说明:
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ticksUnderOptimalConditions 是一个计数器,只有在同时满足燃料充足和温度安全这两个条件的游戏刻(Tick),它才会加 1。
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_selectedProcess.productionTicks 是在 XML 中为该产品定义的总生产时间。
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这个得分的范围是 0.0 (0%) 到 1.0 (100%)。如果整个过程都完美无缺,这个分数就是 1.0。
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第 2 步: 计算“温度惩罚分” (Temperature Penalty Score)
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温度惩罚分是一个独立累加的负面分数。它只在环境温度超出安全范围时才会累积。
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公式:
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每刻惩罚增加量 = 超出安全范围的度数 × penaltyPerDegreePerTick
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温度惩罚分 = 所有惩罚增加量的总和
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C# 代码对应:
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temperaturePenaltyPercent = Mathf.Min(1f, temperaturePenaltyPercent + tempDelta * Props.penaltyPerDegreePerTick);
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说明:
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penaltyPerDegreePerTick 是一个可在 XML 中配置的系数,代表每超出1度、每刻所产生的惩罚量。
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这个惩罚是不可逆的。即使温度恢复正常,已经累积的惩罚也不会减少。
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它的最大值被限制在 1.0 (100%),以防止无限累加。
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第 3 步: 计算“最终品质分”并映射到品质等级
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最终品质分由基础分减去惩罚分得出,这个分数将直接决定物品的品质等级。
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公式:
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最终品质分 = 基础品质分 - 温度惩罚分
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C# 代码对应:
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finalQualityScore = Mathf.Clamp01(baseQuality - temperaturePenaltyPercent);
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映射到品质等级:
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得到 finalQualityScore (一个 0.0 到 1.0 之间的值) 后,系统会通过一系列 if-else if 判断,将其映射到游戏中的 QualityCategory (品质等级)。例如,在我们的代码中:
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>= 0.99 -> 传说 (Legendary)
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>= 0.90 -> 杰作 (Masterwork)
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>= 0.70 -> 优秀 (Excellent)
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>= 0.50 -> 良好 (Good)
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>= 0.20 -> 普通 (Normal)
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>= 0.10 -> 差 (Poor)
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< 0.10 -> 劣质 (Awful)
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总结
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这个系统的核心在于,它鼓励玩家全程维持最佳生产环境。
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仅仅保持燃料充足或温度适宜是不够的,必须两者兼顾才能提高“基础品质分”。
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同时,必须极力避免温度超出安全范围,因为“温度惩罚分”是纯粹的惩罚,它只会单方面地拉低最终品质,且无法挽回。
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这种设计为玩家提供了一个清晰的目标和富有挑战性的过程管理,而不是一个简单的“放置-等待”式生产。
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]]>
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-->
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</li>
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<li Class="ArachnaeSwarm.CompProperties_TemperatureRuinableDamage">
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<minSafeTemperature>13</minSafeTemperature>
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<maxSafeTemperature>28</maxSafeTemperature>
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<progressPerDegreePerTick>0.00005</progressPerDegreePerTick>
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<damagePerTick>0.001</damagePerTick>
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<recoveryRate>0.001</recoveryRate>
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</li>
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</comps>
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</ThingDef>
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</Defs>
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@@ -0,0 +1,20 @@
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<?xml version="1.0" encoding="utf-8" ?>
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<LanguageData>
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<EstimatedQuality>预计品质</EstimatedQuality>
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<QualityScore>品质评分</QualityScore>
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<TemperaturePenalty>温度惩罚</TemperaturePenalty>
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<CurrentTemperature>当前温度: {0}</CurrentTemperature>
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<SafeTemperatureRange>安全范围</SafeTemperatureRange>
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<CannotStartProduction>无法开始生产</CannotStartProduction>
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<NoFuel>无燃料</NoFuel>
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<StartProduction>开始生产 {0}</StartProduction>
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<CommandCancelProduction>取消生产</CommandCancelProduction>
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<CommandCancelProductionDesc>停止当前的生产流程。</CommandCancelProductionDesc>
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<Producing>正在生产 {0}</Producing>
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<TimeLeft>剩余时间</TimeLeft>
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<ProjectedQuality>预计品质</ProjectedQuality>
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<TemperaturePenalty>温度惩罚</TemperaturePenalty>
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<NotProducing>未在生产</NotProducing>
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</LanguageData>
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