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@@ -78,15 +78,13 @@
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<level>8</level>
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</li>
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</skillLevels> -->
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<instantTrainables>
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<!-- <li>ARA_Sowing</li>
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<li>Dig</li> -->
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<li>Haul</li>
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<!-- 救援 -->
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<!-- <li>Rescue</li> -->
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<!-- 觅食 -->
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<!-- <li>Forage</li> -->
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</instantTrainables>
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<trainables>
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<li>
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<trainable>Haul</trainable>
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<trainInstantly>true</trainInstantly>
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<setWanted>true</setWanted>
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</li>
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</trainables>
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<disableAllSkillDecay>true</disableAllSkillDecay> <!-- 阻止这个动物的所有技能衰减 -->
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</li>
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</comps>
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@@ -102,9 +100,13 @@
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</race>
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<comps>
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<li Class="ArachnaeSwarm.CompProperties_AdvancedTraining">
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<instantTrainables>
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<li>ARA_Sowing</li>
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</instantTrainables>
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<trainables>
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<li>
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<trainable>ARA_Sowing</trainable>
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<trainInstantly>true</trainInstantly>
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<setWanted>true</setWanted>
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</li>
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</trainables>
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<disableAllSkillDecay>true</disableAllSkillDecay> <!-- 阻止这个动物的所有技能衰减 -->
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</li>
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</comps>
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@@ -121,10 +123,18 @@
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</race>
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<comps>
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<li Class="ArachnaeSwarm.CompProperties_AdvancedTraining">
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<instantTrainables>
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<li>Dig</li>
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<li>AttackTarget</li>
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</instantTrainables>
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<trainables>
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<li>
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<trainable>Dig</trainable>
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<trainInstantly>true</trainInstantly>
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<setWanted>true</setWanted>
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</li>
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<li>
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<trainable>AttackTarget</trainable>
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<trainInstantly>true</trainInstantly>
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<setWanted>true</setWanted>
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</li>
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</trainables>
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<disableAllSkillDecay>true</disableAllSkillDecay> <!-- 阻止这个动物的所有技能衰减 -->
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</li>
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</comps>
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@@ -7,13 +7,13 @@ namespace ArachnaeSwarm
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public class CompProperties_AdvancedTraining : CompProperties
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{
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// 1. 用于设置固定技能等级
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public List<SkillLevelEntry> skillLevels = new List<SkillLevelEntry>();
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// 2. 用于指定生成时立即完成的训练
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public List<TrainableDef> instantTrainables = new List<TrainableDef>();
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public List<SkillLevelEntry> skillLevels = new List<SkillLevelEntry>();
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// 2. 用于配置训练项目
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public List<TrainableEntry> trainables = new List<TrainableEntry>();
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// 3. 全局开关:是否阻止所有技能衰减
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public bool disableAllSkillDecay = false;
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public bool disableAllSkillDecay = false;
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public CompProperties_AdvancedTraining()
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{
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@@ -25,10 +25,15 @@ namespace ArachnaeSwarm
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{
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public SkillDef skill;
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public int level = 0;
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// 这里的 disableDecay 字段现在是冗余的,因为我们有全局的 disableAllSkillDecay
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// 但为了兼容性或未来可能的需求,可以保留。
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// 在当前方案中,它的值将被忽略。
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public bool disableDecay = true;
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public bool disableDecay = true;
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}
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// 新增:用于定义训练项目的条目
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public class TrainableEntry
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{
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public TrainableDef trainable;
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public bool trainInstantly = false; // 是否立即完成训练
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public bool setWanted = false; // 是否默认启用
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}
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public class CompAdvancedTraining : ThingComp
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@@ -53,22 +58,28 @@ namespace ArachnaeSwarm
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if (skillRecord != null)
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{
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skillRecord.Level = entry.level;
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// 注意: 激情 (passion) 影响学习速度,不直接阻止衰减。
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// 实际的衰减阻止逻辑在 TrainingSystem_Patcher.cs 中处理。
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// 默认情况下,我们不改变 passion,除非有特殊需求。
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}
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}
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}
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}
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// --- 2. 执行瞬间训练 (只在初次生成时) ---
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if (!respawningAfterLoad && pawn.training != null && !Props.instantTrainables.NullOrEmpty())
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// --- 2. 处理训练项目 (只在初次生成时) ---
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if (!respawningAfterLoad && pawn.training != null && !Props.trainables.NullOrEmpty())
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{
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foreach (var trainable in Props.instantTrainables)
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foreach (var entry in Props.trainables)
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{
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if (trainable != null && !pawn.training.HasLearned(trainable))
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if (entry.trainable == null) continue;
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// 2a. 立即完成训练
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if (entry.trainInstantly && !pawn.training.HasLearned(entry.trainable))
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{
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pawn.training.Train(trainable, null, complete: true);
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pawn.training.Train(entry.trainable, null, complete: true);
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}
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// 2b. 设置为默认启用
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if (entry.setWanted)
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{
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pawn.training.SetWantedRecursive(entry.trainable, true);
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}
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}
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}
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