This commit is contained in:
Tourswen
2025-10-12 23:36:26 +08:00
14 changed files with 832 additions and 0 deletions

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<Compile Include="Buildings\Building_CatastropheMissileSilo\WorldObject_CatastropheMissile.cs" />
<Compile Include="HarmonyPatches\Patch_ForceTargetable.cs" />
<Compile Include="Building_Comps\CompForceTargetable.cs" />
<Compile Include="PowerArmor\ARA_PowerArmor.cs" />
<Compile Include="PowerArmor\CompPowerArmorStation.cs" />
<Compile Include="PowerArmor\Gizmo_StructurePanel.cs" />
<Compile Include="PowerArmor\JobDriver_EnterPowerArmor.cs" />
<Compile Include="PowerArmor\Gizmo_FuelPanel.cs" />
<Compile Include="PowerArmor\Harmony_ThingWithComps_GetFloatMenuOptions.cs" />
</ItemGroup>
<ItemGroup>
<Compile Include="Jobs\JobDriver_SuperCarry\SuperCarryExtension.cs" />

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using RimWorld;
using UnityEngine;
using Verse;
using System.Collections.Generic;
namespace ArachnaeSwarm
{
public interface IStructurePoints
{
float StructurePoints { get; }
float StructurePointsMax { get; }
float StructurePointsPercent { get; }
string Label { get; }
}
public class PowerArmorExtension : DefModExtension
{
public ThingDef buildingDef;
public float structurePointsMax = 500f;
public HediffDef hediffOnEmptyFuel;
public float fuelConsumptionRate = 0.5f; // Nutrition per day
}
[StaticConstructorOnStartup]
public class ARA_PowerArmor : Apparel, IStructurePoints
{
#region Properties
private PowerArmorExtension ext;
public PowerArmorExtension Ext => ext ??= def.GetModExtension<PowerArmorExtension>();
public override string Label => base.Label;
private float structurePoints = -1f;
public float StructurePointsMax => Ext?.structurePointsMax ?? 500f;
public float StructurePoints
{
get
{
if (structurePoints < 0)
{
structurePoints = StructurePointsMax;
}
return structurePoints;
}
set
{
structurePoints = Mathf.Clamp(value, 0, StructurePointsMax);
}
}
public float StructurePointsPercent => StructurePoints / StructurePointsMax;
public Building sourceBuilding;
#endregion
#region Ticker
protected override void Tick()
{
base.Tick(); // Call Apparel's Tick
if (this.Wearer == null) return; // Only tick if worn
var fuelComp = this.GetComp<CompRefuelableNutrition>();
if (fuelComp != null)
{
// Explicitly call the component's Tick method to ensure fuel consumption logic is executed.
// This is needed because Apparel's base Tick does not automatically call component Ticks.
// First, update consumption rate and hediffs
if (this.Wearer.IsHashIntervalTick(60)) // Check every second
{
if (this.Wearer.pather != null && this.Wearer.pather.MovingNow)
{
fuelComp.currentConsumptionRate = Ext?.fuelConsumptionRate ?? 0.5f;
}
else
{
fuelComp.currentConsumptionRate = 0f;
}
// Handle hediff for empty fuel
var hediffDef = Ext?.hediffOnEmptyFuel;
if (hediffDef != null)
{
var hediff = this.Wearer.health.hediffSet.GetFirstHediffOfDef(hediffDef);
if (!fuelComp.HasFuel)
{
if (hediff == null)
{
this.Wearer.health.AddHediff(hediffDef);
}
}
else
{
if (hediff != null)
{
this.Wearer.health.RemoveHediff(hediff);
}
}
}
}
// Then, explicitly call the component's Tick method to ensure fuel consumption logic is executed with the UPDATED rate.
fuelComp.CompTick();
}
} // Correctly close the Tick method
#endregion
#region Data
public override void ExposeData()
{
base.ExposeData();
Scribe_Values.Look(ref structurePoints, "structurePoints", -1f);
Scribe_References.Look(ref sourceBuilding, "sourceBuilding");
}
#endregion
#region Gizmo
public override IEnumerable<Gizmo> GetWornGizmos()
{
// Always yield base gizmos first.
foreach (var gizmo in base.GetWornGizmos())
{
yield return gizmo;
}
// Yield our custom structure points gizmo.
yield return new Gizmo_StructurePanel(this);
// Yield our custom fuel panel gizmo.
var fuelComp = this.GetComp<CompRefuelableNutrition>();
if (fuelComp != null)
{
yield return new Gizmo_FuelPanel(fuelComp);
}
}
#endregion
#region State-Switching
public override void Notify_Unequipped(Pawn pawn)
{
base.Notify_Unequipped(pawn);
Building building = sourceBuilding;
// If the source building reference is lost, create a new one as a fallback.
if (building == null)
{
ThingDef buildingDef = Ext?.buildingDef;
if (buildingDef == null)
{
Log.Error($"[ArachnaeSwarm] Power Armor {this.def.defName} unequipped, but has no buildingDef defined in its PowerArmorExtension and the source building reference was lost.");
this.Destroy(DestroyMode.Vanish);
return;
}
building = (Building)ThingMaker.MakeThing(buildingDef);
}
// Sync health back to the building, ensuring it's at least 1 to prevent it from being destroyed instantly.
building.HitPoints = Mathf.Max(1, Mathf.RoundToInt(this.StructurePoints));
// Sync fuel back to the building
var apparelFuelComp = this.GetComp<CompRefuelableNutrition>();
var buildingFuelComp = building.GetComp<CompRefuelableNutrition>();
if (apparelFuelComp != null && buildingFuelComp != null)
{
// Reset building fuel and then set it to the apparel's current fuel to avoid overflow.
buildingFuelComp.ConsumeFuel(buildingFuelComp.Fuel);
buildingFuelComp.ReceiveFuel(apparelFuelComp.Fuel);
}
Log.Message($"[PA_Debug] Notify_Unequipped: Before spawning building (ID: {building.thingIDNumber}) - HitPoints: {building.HitPoints}, StackCount: {building.stackCount}");
// Ensure stackCount is at least 1 for buildings, as 0 stackCount causes errors during spawning
if (building.stackCount <= 0)
{
building.stackCount = 1;
Log.Warning($"[PA_Debug] Notify_Unequipped: Corrected building (ID: {building.thingIDNumber}) stackCount to 1 as it was 0.");
}
// Set the faction to the pawn's faction before spawning
building.SetFaction(pawn.Faction);
// Re-spawn the original building instance
GenPlace.TryPlaceThing(building, pawn.Position, pawn.Map, ThingPlaceMode.Near);
Log.Message($"[PA_Debug] Notify_Unequipped: After spawning building (ID: {building.thingIDNumber}) - HitPoints: {building.HitPoints}, StackCount: {building.stackCount}");
// Destroy the apparel to prevent duplication
this.Destroy(DestroyMode.Vanish);
Log.Message($"[PA_Debug] Notify_Unequipped: Apparel {this.Label} (ID: {this.thingIDNumber}) destroyed.");
}
#endregion
#region Damage Handling - THE FINAL, CORRECT IMPLEMENTATION
public override bool CheckPreAbsorbDamage(DamageInfo dinfo)
{
if (this.Wearer == null || !dinfo.Def.harmsHealth || dinfo.Amount <= 0.001f)
{
return false;
}
float finalDamage = GetPostArmorDamage(ref dinfo);
if (finalDamage > 0)
{
this.StructurePoints -= finalDamage;
EffecterDefOf.DamageDiminished_Metal.SpawnAttached(this.Wearer, this.Wearer.Map, 1f);
if (this.StructurePoints <= 0)
{
Messages.Message("PowerArmorBroken".Translate(this.Label, this.Wearer.LabelShort), this, MessageTypeDefOf.NegativeEvent);
this.Destroy(DestroyMode.KillFinalize);
}
}
else
{
EffecterDefOf.Deflect_Metal_Bullet.SpawnAttached(this.Wearer, this.Wearer.Map, 1f);
}
// By returning true, we tell the game the damage has been fully handled and should not proceed to the pawn.
return true;
}
private float GetPostArmorDamage(ref DamageInfo dinfo)
{
float amount = dinfo.Amount;
if (dinfo.Def.armorCategory != null)
{
StatDef armorRatingStat = dinfo.Def.armorCategory.armorRatingStat;
float armorRating = this.GetStatValue(armorRatingStat);
float armorPenetration = dinfo.ArmorPenetrationInt;
float num = Mathf.Max(armorRating - armorPenetration, 0f);
float value = Rand.Value;
float num2 = num * 0.5f;
float num3 = num;
if (value < num2)
{
amount = 0f;
}
else if (value < num3)
{
amount = GenMath.RoundRandom(amount / 2f);
if (dinfo.Def.armorCategory == DamageArmorCategoryDefOf.Sharp)
{
dinfo.Def = DamageDefOf.Blunt;
}
}
}
return amount;
}
#endregion
}
}

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using RimWorld;
using Verse;
namespace ArachnaeSwarm
{
public class CompProperties_PowerArmorStation : CompProperties
{
public ThingDef apparelDef;
public CompProperties_PowerArmorStation()
{
compClass = typeof(CompPowerArmorStation);
}
}
public class CompPowerArmorStation : ThingComp
{
public CompProperties_PowerArmorStation Props => (CompProperties_PowerArmorStation)props;
}
}

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using UnityEngine;
using Verse;
using RimWorld; // For SolidColorMaterials
namespace ArachnaeSwarm
{
[StaticConstructorOnStartup]
public class Gizmo_FuelPanel : Gizmo
{
private static readonly Texture2D FullBarTex = SolidColorMaterials.NewSolidColorTexture(new Color(0.9f, 0.7f, 0.2f)); // Orange for fuel
private static readonly Texture2D EmptyBarTex = SolidColorMaterials.NewSolidColorTexture(new Color(0.1f, 0.1f, 0.1f));
private CompRefuelableNutrition fuelComp;
public Gizmo_FuelPanel(CompRefuelableNutrition fuelComp)
{
this.fuelComp = fuelComp;
this.Order = -90f; // Slightly higher order than structure panel
}
public override float GetWidth(float maxWidth)
{
return 140f;
}
public override GizmoResult GizmoOnGUI(Vector2 topLeft, float maxWidth, GizmoRenderParms parms)
{
Rect overRect = new Rect(topLeft.x, topLeft.y, GetWidth(maxWidth), 75f);
Find.WindowStack.ImmediateWindow(984989, overRect, WindowLayer.GameUI, delegate
{
Rect rect = overRect.AtZero().ContractedBy(6f);
// Draw label
Rect labelRect = rect;
labelRect.height = overRect.height / 2f;
Text.Font = GameFont.Tiny;
Widgets.Label(labelRect, "Fuel".Translate()); // Use "Fuel" or custom text
// Draw bar
Rect barRect = rect;
barRect.yMin = overRect.height / 2f;
float fillPercent = fuelComp.FuelPercentOfMax;
Widgets.FillableBar(barRect, fillPercent, FullBarTex, EmptyBarTex, false);
// Draw text on bar
Text.Font = GameFont.Small;
Text.Anchor = TextAnchor.MiddleCenter;
Widgets.Label(barRect, $"{fuelComp.Fuel:F0} / {fuelComp.Props.fuelCapacity:F0}");
Text.Anchor = TextAnchor.UpperLeft;
});
return new GizmoResult(GizmoState.Clear);
}
}
}

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using UnityEngine;
using Verse;
namespace ArachnaeSwarm
{
[StaticConstructorOnStartup]
public class Gizmo_StructurePanel : Gizmo
{
private static readonly Texture2D FullBarTex = SolidColorMaterials.NewSolidColorTexture(new Color(0.2f, 0.8f, 0.2f));
private static readonly Texture2D EmptyBarTex = SolidColorMaterials.NewSolidColorTexture(new Color(0.1f, 0.1f, 0.1f));
private static readonly Texture2D UnderflowBarTex = SolidColorMaterials.NewSolidColorTexture(new Color(0.9f, 0.1f, 0.1f));
private IStructurePoints armor;
public Gizmo_StructurePanel(IStructurePoints armor)
{
this.armor = armor;
this.Order = -100f; // Correctly use the 'Order' property
}
public override float GetWidth(float maxWidth)
{
return 140f;
}
public override GizmoResult GizmoOnGUI(Vector2 topLeft, float maxWidth, GizmoRenderParms parms)
{
Rect overRect = new Rect(topLeft.x, topLeft.y, GetWidth(maxWidth), 75f);
Find.WindowStack.ImmediateWindow(984988, overRect, WindowLayer.GameUI, delegate
{
Rect rect = overRect.AtZero().ContractedBy(6f);
// Draw label
Rect labelRect = rect;
labelRect.height = overRect.height / 2f;
Text.Font = GameFont.Tiny;
Widgets.Label(labelRect, armor.Label);
// Draw bar
Rect barRect = rect;
barRect.yMin = overRect.height / 2f;
float fillPercent = armor.StructurePointsPercent;
Widgets.FillableBar(barRect, fillPercent, FullBarTex, EmptyBarTex, false);
// Draw text on bar
Text.Font = GameFont.Small;
Text.Anchor = TextAnchor.MiddleCenter;
Widgets.Label(barRect, $"{armor.StructurePoints:F0} / {armor.StructurePointsMax:F0}");
Text.Anchor = TextAnchor.UpperLeft;
});
return new GizmoResult(GizmoState.Clear);
}
}
}

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using HarmonyLib;
using RimWorld;
using System.Collections.Generic;
using Verse;
using Verse.AI;
namespace ArachnaeSwarm
{
[HarmonyPatch(typeof(ThingWithComps), "GetFloatMenuOptions")]
public static class Harmony_ThingWithComps_GetFloatMenuOptions
{
[HarmonyPostfix]
public static IEnumerable<FloatMenuOption> Postfix(IEnumerable<FloatMenuOption> values, ThingWithComps __instance, Pawn selPawn)
{
// First, return all original options
foreach (var value in values)
{
yield return value;
}
// --- DEBUG LOGGING ---
// Use a more specific check to avoid log spam
if (__instance.def.defName != null && __instance.def.defName.StartsWith("ARA_"))
{
Log.Message($"[PA_Debug] GetFloatMenuOptions Postfix triggered for: {__instance.def.defName}");
}
// Check if the thing is our power armor building
var comp = __instance.GetComp<CompPowerArmorStation>();
if (comp == null && __instance.def.defName != null && __instance.def.defName.StartsWith("ARA_"))
{
Log.Message($"[PA_Debug] CompPowerArmorStation is NULL for {__instance.def.defName}");
}
if (comp != null)
{
Log.Message($"[PA_Debug] CompPowerArmorStation FOUND for {__instance.def.defName}. Checking reachability.");
// Check if the pawn can interact
if (!selPawn.CanReserveAndReach(__instance, PathEndMode.InteractionCell, Danger.Deadly))
{
yield return new FloatMenuOption("CannotEnterPowerArmor".Translate() + ": " + "CannotReach".Translate(), null);
}
else
{
// Action to give the job
void enterAction()
{
Job job = JobMaker.MakeJob(DefDatabase<JobDef>.GetNamed("ARA_EnterPowerArmor"), __instance);
selPawn.jobs.TryTakeOrderedJob(job, JobTag.Misc);
}
yield return new FloatMenuOption("EnterPowerArmor".Translate(__instance.Label), enterAction);
}
}
}
}
}

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using RimWorld;
using System.Collections.Generic;
using Verse;
using Verse.AI;
namespace ArachnaeSwarm
{
public class JobDriver_EnterPowerArmor : JobDriver
{
private const TargetIndex BuildingInd = TargetIndex.A;
private Building PowerArmorBuilding => (Building)job.GetTarget(BuildingInd).Thing;
public override bool TryMakePreToilReservations(bool errorOnFailed)
{
return pawn.Reserve(PowerArmorBuilding, job, 1, -1, null, errorOnFailed);
}
protected override IEnumerable<Toil> MakeNewToils()
{
this.FailOnDespawnedNullOrForbidden(BuildingInd);
this.FailOnSomeonePhysicallyInteracting(BuildingInd);
yield return Toils_Goto.GotoThing(BuildingInd, PathEndMode.InteractionCell);
yield return Toils_General.Wait(120, BuildingInd).WithProgressBarToilDelay(BuildingInd);
Toil enter = new Toil();
enter.initAction = () =>
{
Pawn actor = enter.actor;
var building = (Building)actor.CurJob.GetTarget(BuildingInd).Thing;
// Get the CompProperties from the building's new component
var compProps = building.GetComp<CompPowerArmorStation>()?.Props;
if (compProps != null && compProps.apparelDef != null)
{
// Create the apparel
ARA_PowerArmor apparel = (ARA_PowerArmor)ThingMaker.MakeThing(compProps.apparelDef);
// CRITICAL STEP: Link the apparel back to the building
apparel.sourceBuilding = building;
// Sync health from building to apparel
apparel.StructurePoints = building.HitPoints;
// Sync fuel from building to apparel
var buildingFuelComp = building.GetComp<CompRefuelableNutrition>();
var apparelFuelComp = apparel.GetComp<CompRefuelableNutrition>();
if (buildingFuelComp != null && apparelFuelComp != null)
{
apparelFuelComp.ReceiveFuel(buildingFuelComp.Fuel);
}
// Wear the apparel
actor.apparel.Wear(apparel, true, true);
// Despawn the building
building.DeSpawn();
}
else
{
Log.Error($"[ArachnaeSwarm] Power Armor Building {building.def.defName} is missing CompProperties_PowerArmorStation or apparelDef.");
}
};
enter.defaultCompleteMode = ToilCompleteMode.Instant;
yield return enter;
}
}
}