暂存
This commit is contained in:
@@ -1,19 +1,21 @@
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using RimWorld;
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using Verse;
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using Verse.Sound;
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namespace ArachnaeSwarm
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{
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[DefOf]
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public static class ARA_HediffDefOf
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{
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public static HediffDef ARA_AcidCoverd;
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public static HediffDef ARA_Hediff_Frozen;
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public static HediffDef ARA_Hediff_FrostCoverd_after;
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public static HediffDef ARA_CryoShock;
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public static HediffDef ARA_HiveMindMaster;
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public static HediffDef ARA_HiveMindDrone;
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public static HediffDef ARA_HiveMindWorker;
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public static HediffDef ARA_HiveMindWorker; // 如果存在这个Def
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static ARA_HediffDefOf()
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{
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DefOfHelper.EnsureInitializedInCtor(typeof(HediffDefOf));
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DefOfHelper.EnsureInitializedInCtor(typeof(ARA_HediffDefOf));
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}
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}
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}
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@@ -192,6 +192,9 @@
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<Compile Include="Hediffs\MoharHediffs\HediffComp_Spawner.cs" />
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<Compile Include="Hediffs\MoharHediffs\Tools.cs" />
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<Compile Include="Hediffs\ProphecyGearEffect.cs" />
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<Compile Include="HediffComp_TimedExplosion.cs" />
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<Compile Include="Hediff_Frozen.cs" />
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<Compile Include="HediffComp_GlobalFreeze.cs" />
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<Compile Include="Hediffs\WULA_HediffDamgeShield\DRMDamageShield.cs" />
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<Compile Include="Hediffs\WULA_HediffDamgeShield\Hediff_DamageShield.cs" />
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<Compile Include="Thing_Comps\ARA_ThingComp_GuardianPsyField\Hediff_DynamicInterceptor.cs" />
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@@ -272,12 +275,12 @@
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<Compile Include="Buildings\Building_CatastropheMissileSilo\Building_CatastropheMissileSilo.cs" />
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<Compile Include="Buildings\Building_CatastropheMissileSilo\WorldObject_CatastropheMissile.cs" />
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<Compile Include="HarmonyPatches\Patch_ForceTargetable.cs" />
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<Compile Include="HarmonyPatch_Pawn_HealthTracker_PreApplyDamage.cs" />
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<Compile Include="Building_Comps\CompForceTargetable.cs" />
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<Compile Include="PowerArmor\ARA_PowerArmor.cs" />
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<Compile Include="PowerArmor\CompPowerArmorStation.cs" />
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<Compile Include="PowerArmor\Gizmo_StructurePanel.cs" />
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<Compile Include="PowerArmor\JobDriver_EnterPowerArmor.cs" />
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<Compile Include="PowerArmor\Harmony_ThingWithComps_GetFloatMenuOptions.cs" />
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</ItemGroup>
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<ItemGroup>
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<Compile Include="Jobs\JobDriver_SuperCarry\SuperCarryExtension.cs" />
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@@ -0,0 +1,73 @@
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using HarmonyLib;
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using RimWorld;
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using Verse;
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using System.Linq;
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using UnityEngine; // For FleckMaker
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namespace ArachnaeSwarm
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{
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// Harmony 入口点,将在 Mod 加载时自动初始化
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[StaticConstructorOnStartup]
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public static class HarmonyPatches
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{
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static HarmonyPatches()
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{
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var harmony = new Harmony("ArachnaeSwarm.FreezeMod");
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harmony.PatchAll();
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}
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}
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// 补丁目标:Pawn_HealthTracker 类的 PreApplyDamage 方法
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[HarmonyPatch(typeof(Pawn_HealthTracker), "PreApplyDamage")]
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public static class HarmonyPatch_Pawn_HealthTracker_PreApplyDamage
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{
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// Postfix 补丁:在原方法执行后运行
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// __instance 是 Pawn_HealthTracker 的实例
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// dinfo 是 DamageInfo 的引用
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// absorbed 是 out bool 参数的引用
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public static void Postfix(Pawn_HealthTracker __instance, ref DamageInfo dinfo, ref bool absorbed)
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{
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// 如果伤害已经被吸收,或者没有击中任何部位,则不处理
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if (absorbed || dinfo.HitPart == null)
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{
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return;
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}
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Pawn pawn = (Pawn)AccessTools.Field(typeof(Pawn_HealthTracker), "pawn").GetValue(__instance);
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if (pawn == null)
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{
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return;
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}
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// 复制一份 dinfo,避免 ref 参数在 lambda 中使用的问题
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DamageInfo currentDinfo = dinfo;
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// 获取被击中部位上的 Hediff_Frozen
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Hediff_Frozen frozenHediff = pawn.health.hediffSet.hediffs.OfType<Hediff_Frozen>()
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.FirstOrDefault(h => h.Part == currentDinfo.HitPart);
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// 如果该部位存在 Hediff_Frozen 并且已经完全冷冻
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if (frozenHediff != null && frozenHediff.Severity >= currentDinfo.HitPart.def.GetMaxHealth(pawn))
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{
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// 检查伤害是否是我们的冷冻伤害(防止循环触发)
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if (currentDinfo.Def.hediff == ARA_HediffDefOf.ARA_Hediff_Frozen)
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{
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return; // 忽略我们自己的冷冻伤害
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}
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// 检查伤害是否是会造成生命值损伤的普通伤害
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if (currentDinfo.Def.harmsHealth && currentDinfo.Amount > 0.01f)
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{
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// 施加一个巨大的、足以摧毁该部位的伤害
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DamageInfo fatalDamage = new DamageInfo(DamageDefOf.Crush, 99999f, 999f, -1f, currentDinfo.Instigator, currentDinfo.HitPart);
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pawn.TakeDamage(fatalDamage);
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// 播放一个破碎的特效
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FleckMaker.Static(pawn.Position, pawn.Map, FleckDefOf.ExplosionFlash, 2f);
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absorbed = true; // 标记原伤害已被处理,阻止其继续执行
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}
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}
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}
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}
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}
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72
Source/ArachnaeSwarm/HediffComp_GlobalFreeze.cs
Normal file
72
Source/ArachnaeSwarm/HediffComp_GlobalFreeze.cs
Normal file
@@ -0,0 +1,72 @@
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using RimWorld;
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using Verse;
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using System.Linq;
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namespace ArachnaeSwarm
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{
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public class HediffComp_GlobalFreeze : HediffComp
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{
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private const int CheckInterval = 60; // 每60 ticks检查一次 (1秒)
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private bool isStunnedByFreeze = false; // 用于追踪是否是由我们这个组件造成的眩晕
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public HediffCompProperties_GlobalFreeze Props => (HediffCompProperties_GlobalFreeze)props;
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public override void CompPostTick(ref float severityAdjustment)
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{
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base.CompPostTick(ref severityAdjustment);
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// 每隔一段时间才执行一次,避免性能问题
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if (Pawn.IsHashIntervalTick(CheckInterval))
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{
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// 计算全身所有Hediff_Frozen的总严重性
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float totalFreezeSeverity = Pawn.health.hediffSet.hediffs
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.OfType<Hediff_Frozen>()
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.Sum(h => h.Severity);
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// 获取Pawn的总生命值作为参考
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float totalBodyHealth = Pawn.health.summaryHealth.SummaryHealthPercent * Pawn.MaxHitPoints;
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// 计算冷冻阈值
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float stunThreshold = totalBodyHealth * Props.stunThreshold;
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// 如果总冷冻值超过阈值
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if (totalFreezeSeverity >= stunThreshold)
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{
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// 如果Pawn当前没有被眩晕,则施加一个“永久”的眩晕
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// StunFor会取最大值,所以我们给一个足够长的时间(5秒),它会在下一轮检查时被刷新
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if (!Pawn.stances.stunner.Stunned)
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{
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Pawn.stances.stunner.StunFor(300, Pawn, false, true);
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isStunnedByFreeze = true;
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}
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}
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// 如果总冷冻值低于阈值,并且之前是由我们造成的眩晕
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else if (isStunnedByFreeze)
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{
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// 立即停止眩晕
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// 我们通过将stunTicksLeft设置为0来直接唤醒它
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Pawn.stances.stunner.StunFor(0, Pawn, false, false);
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isStunnedByFreeze = false;
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}
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}
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}
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// 保存和加载我们的状态,确保读档后逻辑正确
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public override void CompExposeData()
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{
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base.CompExposeData();
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Scribe_Values.Look(ref isStunnedByFreeze, "isStunnedByFreeze", false);
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}
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}
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public class HediffCompProperties_GlobalFreeze : HediffCompProperties
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{
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// XML中可配置的阈值,默认为全身健康的30%
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public float stunThreshold = 0.3f;
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public HediffCompProperties_GlobalFreeze()
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{
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compClass = typeof(HediffComp_GlobalFreeze);
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}
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}
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}
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244
Source/ArachnaeSwarm/HediffComp_TimedExplosion.cs
Normal file
244
Source/ArachnaeSwarm/HediffComp_TimedExplosion.cs
Normal file
@@ -0,0 +1,244 @@
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using RimWorld;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using UnityEngine;
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using Verse;
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using Verse.Noise;
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namespace ArachnaeSwarm // 修正命名空间
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{
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public class HediffComp_TimedExplosion : HediffComp
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{
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// 倒计时相关字段
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public int ticksToDisappear;
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public int disappearsAfterTicks;
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public int seed;
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// 配置属性快捷访问
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public HediffCompProperties_TimedExplosion Props =>
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(HediffCompProperties_TimedExplosion)props;
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// 消失判定属性
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public override bool CompShouldRemove
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{
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get
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{
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if (ticksToDisappear > 0) return false;
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if (Props.requiredMentalState != null)
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{
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return parent.pawn.MentalStateDef != Props.requiredMentalState;
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}
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return true;
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}
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}
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// 进度计算
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public float Progress =>
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1f - (float)ticksToDisappear / Mathf.Max(1, disappearsAfterTicks);
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public int EffectiveTicksToDisappear => ticksToDisappear / TicksLostPerTick;
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public float NoisyProgress => AddNoiseToProgress(Progress, seed);
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public virtual int TicksLostPerTick => 1;
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public override string CompLabelInBracketsExtra
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{
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get
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{
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if (Props.showRemainingTime)
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{
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if (EffectiveTicksToDisappear < 2500)
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{
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return EffectiveTicksToDisappear.ToStringSecondsFromTicks("F0");
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}
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return EffectiveTicksToDisappear.ToStringTicksToPeriod(allowSeconds: true, shortForm: true, canUseDecimals: true, allowYears: true, Props.canUseDecimalsShortForm);
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}
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return base.CompLabelInBracketsExtra;
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}
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}
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private static float AddNoiseToProgress(float progress, int seed)
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{
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float num = (float)Perlin.GetValue(progress, 0.0, 0.0, 9.0, seed);
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float num2 = 0.25f * (1f - progress);
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return Mathf.Clamp01(progress + num2 * num);
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}
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// 初始化
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public override void CompPostMake()
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{
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base.CompPostMake();
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disappearsAfterTicks = Props.disappearsAfterTicks.RandomInRange;
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seed = Rand.Int;
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ticksToDisappear = disappearsAfterTicks;
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}
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// 每帧更新
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public override void CompPostTick(ref float severityAdjustment)
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{
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ticksToDisappear--;
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if (CompShouldRemove)
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{
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parent.pawn.health.RemoveHediff(parent);
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}
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}
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// 移除后处理
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public override void CompPostPostRemoved()
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{
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base.CompPostPostRemoved();
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// 处理新鲜伤口状态
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if (!Props.leaveFreshWounds && parent.Part != null)
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{
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foreach (BodyPartRecord part in parent.Part.GetPartAndAllChildParts())
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{
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Hediff_MissingPart hediff = parent.pawn.health.hediffSet.GetMissingPartFor(part) as Hediff_MissingPart;
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if (hediff != null)
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{
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hediff.IsFresh = false;
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}
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}
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}
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// 触发爆炸逻辑
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if (ShouldTriggerExplosion())
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{
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TriggerExplosion();
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DestroyGearIfNeeded();
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}
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// 发送消息通知
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if (!Props.messageOnDisappear.NullOrEmpty() && PawnUtility.ShouldSendNotificationAbout(parent.pawn))
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{
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Messages.Message(
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Props.messageOnDisappear.Formatted(parent.pawn.Named("PAWN")),
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parent.pawn,
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MessageTypeDefOf.NeutralEvent
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);
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}
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// 发送信件通知
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if (!Props.letterTextOnDisappear.NullOrEmpty() &&
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!Props.letterLabelOnDisappear.NullOrEmpty() &&
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PawnUtility.ShouldSendNotificationAbout(parent.pawn))
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{
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Find.LetterStack.ReceiveLetter(
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Props.letterLabelOnDisappear.Formatted(parent.pawn.Named("PAWN")),
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Props.letterTextOnDisappear.Formatted(parent.pawn.Named("PAWN")),
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LetterDefOf.NegativeEvent,
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parent.pawn
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);
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}
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}
|
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|
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// 爆炸条件检查
|
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private bool ShouldTriggerExplosion()
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{
|
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return parent.pawn.Spawned &&
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Props.explosionRadius > 0.01f &&
|
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Props.damageDef != null &&
|
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parent.pawn.Map != null;
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||||
}
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||||
|
||||
// 执行爆炸
|
||||
private void TriggerExplosion()
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{
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GenExplosion.DoExplosion(
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center: parent.pawn.Position,
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map: parent.pawn.Map,
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radius: Props.explosionRadius,
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damType: Props.damageDef,
|
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instigator: parent.pawn,
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damAmount: Props.damageAmount,
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armorPenetration: Props.armorPenetration,
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explosionSound: Props.soundDef,
|
||||
weapon: null,
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||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
46
Source/ArachnaeSwarm/Hediff_Frozen.cs
Normal file
46
Source/ArachnaeSwarm/Hediff_Frozen.cs
Normal file
@@ -0,0 +1,46 @@
|
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using RimWorld;
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using Verse;
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using UnityEngine;
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namespace ArachnaeSwarm
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{
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public class Hediff_Frozen : Hediff_Injury
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{
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// 我们需要覆盖这个方法来改变在健康面板上显示的标签
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public override string LabelInBrackets
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{
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get
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{
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// 如果严重性达到了部位的满生命值,就显示“完全冷冻”
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if (Severity >= Part.def.GetMaxHealth(pawn))
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{
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return "Fully Frozen";
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}
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return base.LabelInBrackets;
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}
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}
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// 当部位的疼痛感,可以根据严重性调整
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public override float PainOffset
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{
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get
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{
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// 冷冻不造成额外疼痛
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return 0f;
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}
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}
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// 当一个部位的伤害被治疗(在这里就是冷冻值减少)时调用
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public override void Heal(float amount)
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{
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// 减少严重性,但不让它低于0
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Severity -= amount;
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if (Severity < 0)
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{
|
||||
Severity = 0;
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}
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}
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// 伤害拦截逻辑将通过 Harmony 补丁实现,不在 Hediff 内部处理
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}
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}
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@@ -19,6 +19,7 @@ namespace ArachnaeSwarm
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public float structurePointsMax = 500f;
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public HediffDef hediffOnEmptyFuel;
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public float fuelConsumptionRate = 0.5f; // Nutrition per day
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public ThingDef powerArmorWeapon;
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}
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[StaticConstructorOnStartup]
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@@ -51,6 +52,12 @@ namespace ArachnaeSwarm
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public float StructurePointsPercent => StructurePoints / StructurePointsMax;
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public Building sourceBuilding;
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private ThingWithComps originalWeapon;
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public void SetOriginalWeapon(ThingWithComps weapon)
|
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{
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originalWeapon = weapon;
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}
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#endregion
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#region Ticker
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@@ -110,6 +117,7 @@ namespace ArachnaeSwarm
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base.ExposeData();
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Scribe_Values.Look(ref structurePoints, "structurePoints", -1f);
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Scribe_References.Look(ref sourceBuilding, "sourceBuilding");
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Scribe_References.Look(ref originalWeapon, "originalWeapon");
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||||
}
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#endregion
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@@ -143,6 +151,25 @@ namespace ArachnaeSwarm
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{
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base.Notify_Unequipped(pawn);
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// Handle weapon restoration
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if (Ext?.powerArmorWeapon != null && pawn?.equipment != null)
|
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{
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||||
ThingWithComps primaryWeapon = pawn.equipment.Primary;
|
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if (primaryWeapon != null && primaryWeapon.def == Ext.powerArmorWeapon)
|
||||
{
|
||||
// Destroy the power armor's weapon instead of dropping it.
|
||||
pawn.equipment.Remove(primaryWeapon);
|
||||
primaryWeapon.Destroy();
|
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}
|
||||
}
|
||||
|
||||
if (originalWeapon != null && pawn?.equipment != null)
|
||||
{
|
||||
pawn.equipment.MakeRoomFor(originalWeapon);
|
||||
pawn.equipment.AddEquipment(originalWeapon);
|
||||
originalWeapon = null;
|
||||
}
|
||||
|
||||
Building building = sourceBuilding;
|
||||
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||||
// If the source building reference is lost, create a new one as a fallback.
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@@ -171,6 +198,12 @@ 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
|
||||
|
||||
@@ -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 +19,34 @@ namespace ArachnaeSwarm
|
||||
public class CompPowerArmorStation : ThingComp
|
||||
{
|
||||
public CompProperties_PowerArmorStation Props => (CompProperties_PowerArmorStation)props;
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -50,11 +50,38 @@ 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);
|
||||
}
|
||||
|
||||
// Despawn the building
|
||||
building.DeSpawn();
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user