This commit is contained in:
2025-10-15 17:37:42 +08:00
20 changed files with 818 additions and 118 deletions

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@@ -1,19 +1,18 @@
using RimWorld;
using Verse;
using Verse.Sound;
namespace ArachnaeSwarm
{
[DefOf]
public static class ARA_HediffDefOf
{
public static HediffDef ARA_AcidCoverd;
public static HediffDef ARA_HiveMindMaster;
public static HediffDef ARA_HiveMindDrone;
public static HediffDef ARA_HiveMindWorker;
public static HediffDef ARA_HiveMindWorker; // 如果存在这个Def
static ARA_HediffDefOf()
{
DefOfHelper.EnsureInitializedInCtor(typeof(HediffDefOf));
DefOfHelper.EnsureInitializedInCtor(typeof(ARA_HediffDefOf));
}
}
}

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@@ -193,6 +193,7 @@
<Compile Include="Hediffs\MoharHediffs\HediffComp_Spawner.cs" />
<Compile Include="Hediffs\MoharHediffs\Tools.cs" />
<Compile Include="Hediffs\ProphecyGearEffect.cs" />
<Compile Include="HediffComp_TimedExplosion.cs" />
<Compile Include="Hediffs\WULA_HediffDamgeShield\DRMDamageShield.cs" />
<Compile Include="Hediffs\WULA_HediffDamgeShield\Hediff_DamageShield.cs" />
<Compile Include="Thing_Comps\ARA_ThingComp_GuardianPsyField\Hediff_DynamicInterceptor.cs" />
@@ -278,7 +279,6 @@
<Compile Include="PowerArmor\CompPowerArmorStation.cs" />
<Compile Include="PowerArmor\Gizmo_StructurePanel.cs" />
<Compile Include="PowerArmor\JobDriver_EnterPowerArmor.cs" />
<Compile Include="PowerArmor\Harmony_ThingWithComps_GetFloatMenuOptions.cs" />
</ItemGroup>
<ItemGroup>
<Compile Include="Jobs\JobDriver_SuperCarry\SuperCarryExtension.cs" />

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@@ -7,13 +7,27 @@ namespace ArachnaeSwarm
{
public class CompProperties_RefuelableNutrition : CompProperties_Refuelable
{
public bool silent = false;
public CompProperties_RefuelableNutrition()
{
compClass = typeof(CompRefuelableNutrition);
// 默认启用这些Gizmo除非在XML中明确设置为false
this.targetFuelLevelConfigurable = true;
this.showAllowAutoRefuelToggle = true;
}
public override IEnumerable<StatDrawEntry> SpecialDisplayStats(StatRequest req)
{
if (silent)
{
yield break; // If silent, return nothing.
}
foreach (var stat in base.SpecialDisplayStats(req))
{
yield return stat;
}
}
}
[StaticConstructorOnStartup]

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@@ -0,0 +1,244 @@
using RimWorld;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
using Verse;
using Verse.Noise;
namespace ArachnaeSwarm // 修正命名空间
{
public class HediffComp_TimedExplosion : HediffComp
{
// 倒计时相关字段
public int ticksToDisappear;
public int disappearsAfterTicks;
public int seed;
// 配置属性快捷访问
public HediffCompProperties_TimedExplosion Props =>
(HediffCompProperties_TimedExplosion)props;
// 消失判定属性
public override bool CompShouldRemove
{
get
{
if (ticksToDisappear > 0) return false;
if (Props.requiredMentalState != null)
{
return parent.pawn.MentalStateDef != Props.requiredMentalState;
}
return true;
}
}
// 进度计算
public float Progress =>
1f - (float)ticksToDisappear / Mathf.Max(1, disappearsAfterTicks);
public int EffectiveTicksToDisappear => ticksToDisappear / TicksLostPerTick;
public float NoisyProgress => AddNoiseToProgress(Progress, seed);
public virtual int TicksLostPerTick => 1;
public override string CompLabelInBracketsExtra
{
get
{
if (Props.showRemainingTime)
{
if (EffectiveTicksToDisappear < 2500)
{
return EffectiveTicksToDisappear.ToStringSecondsFromTicks("F0");
}
return EffectiveTicksToDisappear.ToStringTicksToPeriod(allowSeconds: true, shortForm: true, canUseDecimals: true, allowYears: true, Props.canUseDecimalsShortForm);
}
return base.CompLabelInBracketsExtra;
}
}
private static float AddNoiseToProgress(float progress, int seed)
{
float num = (float)Perlin.GetValue(progress, 0.0, 0.0, 9.0, seed);
float num2 = 0.25f * (1f - progress);
return Mathf.Clamp01(progress + num2 * num);
}
// 初始化
public override void CompPostMake()
{
base.CompPostMake();
disappearsAfterTicks = Props.disappearsAfterTicks.RandomInRange;
seed = Rand.Int;
ticksToDisappear = disappearsAfterTicks;
}
// 每帧更新
public override void CompPostTick(ref float severityAdjustment)
{
ticksToDisappear--;
if (CompShouldRemove)
{
parent.pawn.health.RemoveHediff(parent);
}
}
// 移除后处理
public override void CompPostPostRemoved()
{
base.CompPostPostRemoved();
// 处理新鲜伤口状态
if (!Props.leaveFreshWounds && parent.Part != null)
{
foreach (BodyPartRecord part in parent.Part.GetPartAndAllChildParts())
{
Hediff_MissingPart hediff = parent.pawn.health.hediffSet.GetMissingPartFor(part) as Hediff_MissingPart;
if (hediff != null)
{
hediff.IsFresh = false;
}
}
}
// 触发爆炸逻辑
if (ShouldTriggerExplosion())
{
TriggerExplosion();
DestroyGearIfNeeded();
}
// 发送消息通知
if (!Props.messageOnDisappear.NullOrEmpty() && PawnUtility.ShouldSendNotificationAbout(parent.pawn))
{
Messages.Message(
Props.messageOnDisappear.Formatted(parent.pawn.Named("PAWN")),
parent.pawn,
MessageTypeDefOf.NeutralEvent
);
}
// 发送信件通知
if (!Props.letterTextOnDisappear.NullOrEmpty() &&
!Props.letterLabelOnDisappear.NullOrEmpty() &&
PawnUtility.ShouldSendNotificationAbout(parent.pawn))
{
Find.LetterStack.ReceiveLetter(
Props.letterLabelOnDisappear.Formatted(parent.pawn.Named("PAWN")),
Props.letterTextOnDisappear.Formatted(parent.pawn.Named("PAWN")),
LetterDefOf.NegativeEvent,
parent.pawn
);
}
}
// 爆炸条件检查
private bool ShouldTriggerExplosion()
{
return parent.pawn.Spawned &&
Props.explosionRadius > 0.01f &&
Props.damageDef != null &&
parent.pawn.Map != null;
}
// 执行爆炸
private void TriggerExplosion()
{
GenExplosion.DoExplosion(
center: parent.pawn.Position,
map: parent.pawn.Map,
radius: Props.explosionRadius,
damType: Props.damageDef,
instigator: parent.pawn,
damAmount: Props.damageAmount,
armorPenetration: Props.armorPenetration,
explosionSound: Props.soundDef,
weapon: null,
projectile: null,
intendedTarget: null,
postExplosionSpawnThingDef: Props.postExplosionSpawnThingDef,
postExplosionSpawnChance: Props.postExplosionSpawnChance,
postExplosionSpawnThingCount: Props.postExplosionSpawnThingCount,
postExplosionGasType: null,
applyDamageToExplosionCellsNeighbors: false,
chanceToStartFire: Props.chanceToStartFire,
damageFalloff: Props.damageFalloff,
direction: null,
ignoredThings: new List<Thing> { parent.pawn }
);
}
// 装备销毁
private void DestroyGearIfNeeded()
{
if (!Props.destroyGear) return;
if (parent.pawn.equipment != null)
{
parent.pawn.equipment.DestroyAllEquipment(DestroyMode.Vanish);
}
if (parent.pawn.apparel != null)
{
parent.pawn.apparel.DestroyAll(DestroyMode.Vanish);
}
}
// 数据持久化
public override void CompExposeData()
{
Scribe_Values.Look(ref ticksToDisappear, "ticksToDisappear", 0);
Scribe_Values.Look(ref disappearsAfterTicks, "disappearsAfterTicks", 0);
Scribe_Values.Look(ref seed, "seed", 0);
}
// 调试信息
public override string CompDebugString()
{
return $"倒计时: {ticksToDisappear}\n爆炸半径: {Props.explosionRadius}";
}
}
public class HediffCompProperties_TimedExplosion : HediffCompProperties
{
[Header("消失设置")]
public IntRange disappearsAfterTicks = new IntRange(600, 1200);
public bool showRemainingTime = true;
public bool canUseDecimalsShortForm;
public MentalStateDef requiredMentalState;
public bool leaveFreshWounds = true;
[Header("爆炸设置")]
public float explosionRadius = 3f;
public DamageDef damageDef;
public int damageAmount = 20;
public float armorPenetration;
public SoundDef soundDef;
public float chanceToStartFire;
public bool damageFalloff = true;
[Header("后续效果")]
public bool destroyGear;
public GasType gasType;
public ThingDef postExplosionSpawnThingDef;
public float postExplosionSpawnChance;
public int postExplosionSpawnThingCount = 1;
[Header("通知设置")]
[MustTranslate]
public string messageOnDisappear;
[MustTranslate]
public string letterLabelOnDisappear;
[MustTranslate]
public string letterTextOnDisappear;
public bool sendLetterOnDisappearIfDead = true;
public HediffCompProperties_TimedExplosion()
{
compClass = typeof(HediffComp_TimedExplosion);
}
}
}

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@@ -19,6 +19,7 @@ namespace ArachnaeSwarm
public float structurePointsMax = 500f;
public HediffDef hediffOnEmptyFuel;
public float fuelConsumptionRate = 0.5f; // Nutrition per day
public ThingDef powerArmorWeapon;
}
[StaticConstructorOnStartup]
@@ -51,6 +52,18 @@ namespace ArachnaeSwarm
public float StructurePointsPercent => StructurePoints / StructurePointsMax;
public Building sourceBuilding;
private ThingWithComps originalWeapon; // Still needed to store pawn's original weapon
private ThingWithComps currentPowerArmorWeapon; // Track the currently equipped power armor weapon
public void SetOriginalWeapon(ThingWithComps weapon)
{
originalWeapon = weapon;
}
public void SetCurrentPowerArmorWeapon(ThingWithComps weapon)
{
currentPowerArmorWeapon = weapon;
}
#endregion
#region Ticker
@@ -110,6 +123,8 @@ namespace ArachnaeSwarm
base.ExposeData();
Scribe_Values.Look(ref structurePoints, "structurePoints", -1f);
Scribe_References.Look(ref sourceBuilding, "sourceBuilding");
Scribe_References.Look(ref originalWeapon, "originalWeapon");
Scribe_References.Look(ref currentPowerArmorWeapon, "currentPowerArmorWeapon"); // Save/load current power armor weapon
}
#endregion
@@ -137,12 +152,49 @@ namespace ArachnaeSwarm
}
}
#endregion
#region State-Switching
public override void Notify_Unequipped(Pawn pawn)
{
base.Notify_Unequipped(pawn);
// Handle power armor weapon destruction and original weapon restoration
if (Ext?.powerArmorWeapon != null)
{
// Destroy the power armor weapon, wherever it might be.
// We track it with currentPowerArmorWeapon, so we don't rely on pawn.equipment.Primary.
if (currentPowerArmorWeapon != null)
{
if (pawn?.equipment != null && pawn.equipment.Contains(currentPowerArmorWeapon))
{
pawn.equipment.Remove(currentPowerArmorWeapon);
}
else if (pawn?.inventory?.innerContainer != null && pawn.inventory.innerContainer.Contains(currentPowerArmorWeapon))
{
pawn.inventory.innerContainer.Remove(currentPowerArmorWeapon);
}
// If it's on the map, destroy it there.
else if (currentPowerArmorWeapon.Spawned)
{
currentPowerArmorWeapon.DeSpawn();
}
string destroyedWeaponLabel = currentPowerArmorWeapon.Label;
currentPowerArmorWeapon.Destroy();
Log.Message($"[PA_Debug] Notify_Unequipped: Destroyed power armor weapon {destroyedWeaponLabel}.");
currentPowerArmorWeapon = null;
}
// Restore original weapon if saved
if (originalWeapon != null && pawn?.equipment != null)
{
string originalWeaponLabel = originalWeapon.Label;
pawn.equipment.MakeRoomFor(originalWeapon);
pawn.equipment.AddEquipment(originalWeapon);
Log.Message($"[PA_Debug] Notify_Unequipped: Restored original weapon {originalWeaponLabel}.");
originalWeapon = null;
}
}
Building building = sourceBuilding;
// If the source building reference is lost, create a new one as a fallback.
@@ -171,6 +223,12 @@ namespace ArachnaeSwarm
buildingFuelComp.ReceiveFuel(apparelFuelComp.Fuel);
}
// Sync quality back to building
if (this.TryGetComp<CompQuality>() is CompQuality apparelQuality && building.TryGetComp<CompQuality>() is CompQuality buildingQuality)
{
buildingQuality.SetQuality(apparelQuality.Quality, ArtGenerationContext.Colony);
}
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

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@@ -1,5 +1,8 @@
using RimWorld;
using Verse;
using System.Collections.Generic;
using Verse.AI; // For PathEndMode and Danger
using UnityEngine; // For Texture2D
namespace ArachnaeSwarm
{
@@ -16,5 +19,45 @@ namespace ArachnaeSwarm
public class CompPowerArmorStation : ThingComp
{
public CompProperties_PowerArmorStation Props => (CompProperties_PowerArmorStation)props;
public override void CompTick()
{
base.CompTick();
var fuelComp = parent.GetComp<CompRefuelableNutrition>();
if (fuelComp != null)
{
// Set consumption rate to 0 when in building form
fuelComp.currentConsumptionRate = 0f;
}
}
public override IEnumerable<FloatMenuOption> CompFloatMenuOptions(Pawn selPawn)
{
foreach (FloatMenuOption option in base.CompFloatMenuOptions(selPawn))
{
yield return option;
}
// Check if there's an apparelDef defined
if (Props.apparelDef == null)
{
yield break; // No apparel to wear
}
// Check if the pawn can interact with the building
if (!selPawn.CanReserveAndReach(parent, PathEndMode.InteractionCell, Danger.Deadly))
{
yield return new FloatMenuOption("CannotEnterPowerArmor".Translate() + ": " + "CannotReach".Translate(), null);
}
else
{
void enterAction()
{
Job job = JobMaker.MakeJob(DefDatabase<JobDef>.GetNamed("ARA_EnterPowerArmor"), parent);
selPawn.jobs.TryTakeOrderedJob(job, JobTag.Misc);
}
yield return new FloatMenuOption("EnterPowerArmor".Translate(parent.Label), enterAction);
}
}
}
}

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@@ -1,59 +0,0 @@
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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@@ -50,11 +50,40 @@ namespace ArachnaeSwarm
apparelFuelComp.ReceiveFuel(buildingFuelComp.Fuel);
}
// Sync quality
if (building.TryGetComp<CompQuality>() is CompQuality buildingQuality && apparel.TryGetComp<CompQuality>() is CompQuality apparelQuality)
{
apparelQuality.SetQuality(buildingQuality.Quality, ArtGenerationContext.Colony);
}
// Wear the apparel. The second argument 'false' is lockWhileWorn.
// The third argument 'false' is playerForced, which is CRITICAL.
// If playerForced is true, the game automatically locks the apparel.
actor.apparel.Wear(apparel, false, false);
// Handle weapon switching
if (apparel.Ext.powerArmorWeapon != null)
{
if (actor.equipment.Primary != null)
{
apparel.SetOriginalWeapon(actor.equipment.Primary);
actor.equipment.TryDropEquipment(actor.equipment.Primary, out _, actor.Position, false);
}
ThingWithComps weapon = (ThingWithComps)ThingMaker.MakeThing(apparel.Ext.powerArmorWeapon);
// Sync weapon quality with armor quality
if (apparel.TryGetComp<CompQuality>() is CompQuality existingApparelQuality && weapon.TryGetComp<CompQuality>() is CompQuality weaponQuality)
{
weaponQuality.SetQuality(existingApparelQuality.Quality, ArtGenerationContext.Colony);
}
actor.equipment.MakeRoomFor(weapon);
actor.equipment.AddEquipment(weapon);
// Track the power armor weapon so it can be destroyed later
apparel.SetCurrentPowerArmorWeapon(weapon);
}
// Despawn the building
building.DeSpawn();
}