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@@ -6,7 +6,7 @@
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<defName>ARA_Ability_Morph</defName>
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<label>织域形态</label>
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<description>将自己转换为一个坚固的静态建筑形态,或从建筑形态恢复。</description>
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<iconPath>UI/Commands/Attack</iconPath> <!-- TODO: 替换为你的图标路径 -->
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<iconPath>UI/Commands/EggSpew</iconPath> <!-- TODO: 替换为你的图标路径 -->
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<cooldownTicksRange>600</cooldownTicksRange>
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<hotKey>Misc12</hotKey>
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<targetRequired>false</targetRequired>
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@@ -52,7 +52,7 @@
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<staticSunShadowHeight>0</staticSunShadowHeight>
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<terrainAffordanceNeeded>ARA_Creep</terrainAffordanceNeeded>
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<statBases>
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<MaxHitPoints>250</MaxHitPoints>
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<MaxHitPoints>1000</MaxHitPoints>
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<WorkToBuild>2800</WorkToBuild>
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<Flammability>1.0</Flammability>
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<ResearchSpeedFactor>1.0</ResearchSpeedFactor>
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@@ -62,6 +62,7 @@
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<building>
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<workTableRoomRole>Laboratory</workTableRoomRole>
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<workTableNotInRoomRoleFactor>0.8</workTableNotInRoomRoleFactor>
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<deconstructible>false</deconstructible>
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</building>
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<!-- 不可建造,只能通过变形生成 -->
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<comps Inherit="False">
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@@ -142,31 +142,14 @@ namespace ArachnaeSwarm
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public override string GetInspectString()
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{
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List<string> inspectStrings = new List<string>();
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string baseString = base.GetInspectString();
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if (!baseString.NullOrEmpty())
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{
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inspectStrings.Add(baseString);
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}
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if (compMorphable?.StoredPawn != null)
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{
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Pawn pawn = compMorphable.StoredPawn;
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SkillRecord intellectualSkill = pawn.skills?.GetSkill(SkillDefOf.Intellectual);
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if (intellectualSkill != null)
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{
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inspectStrings.Add($"{SkillDefOf.Intellectual.LabelCap}: {intellectualSkill.Level} ({intellectualSkill.XpProgressPercent:P0})");
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}
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Need_Rest restNeed = pawn.needs?.rest;
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if (restNeed != null)
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{
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inspectStrings.Add($"{restNeed.LabelCap}: {restNeed.CurLevelPercentage:P0}");
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}
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// 1. 活动状态 (置于首位)
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TimeAssignmentDef assignment = pawn.timetable?.CurrentAssignment ?? TimeAssignmentDefOf.Anything;
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bool isWorkingTime = !forceSleep && (assignment == TimeAssignmentDefOf.Work || assignment == TimeAssignmentDefOf.Anything);
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string activity;
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if (isWorkingTime)
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{
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@@ -185,6 +168,27 @@ namespace ArachnaeSwarm
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activity = "Activity".Translate() + ": " + "Sleeping".Translate();
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}
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inspectStrings.Add(activity);
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// 2. 智识技能
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SkillRecord intellectualSkill = pawn.skills?.GetSkill(SkillDefOf.Intellectual);
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if (intellectualSkill != null)
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{
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inspectStrings.Add($"{SkillDefOf.Intellectual.LabelCap}: {intellectualSkill.Level} ({intellectualSkill.XpProgressPercent:P0})");
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}
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// 3. 休息需求
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Need_Rest restNeed = pawn.needs?.rest;
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if (restNeed != null)
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{
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inspectStrings.Add($"{restNeed.LabelCap}: {virtualRest.ToStringPercent()}");
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}
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}
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// 基础信息(如HP)最后添加
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string baseString = base.GetInspectString();
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if (!baseString.NullOrEmpty())
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{
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inspectStrings.Add(baseString);
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}
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return string.Join("\n", inspectStrings);
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