This commit is contained in:
Tourswen
2025-09-05 00:39:21 +08:00
15 changed files with 2123 additions and 14 deletions

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!-- ==================== Ability Def ==================== -->
<AbilityDef>
<defName>ARA_Ability_Possess</defName>
<label>阿拉克涅寄生</label>
<description>将你的意识注入另一个生物的身体,完全占据它。</description>
<iconPath>UI/Commands/EggSpew</iconPath>
<cooldownTicksRange>600</cooldownTicksRange>
<verbProperties>
<verbClass>Verb_CastAbility</verbClass>
<warmupTime>1.5</warmupTime>
<range>5.9</range>
<targetParams>
<canTargetPawns>true</canTargetPawns>
<canTargetBuildings>false</canTargetBuildings>
<canTargetSelf>false</canTargetSelf>
<canTargetLocations>false</canTargetLocations>
</targetParams>
</verbProperties>
<comps>
<li Class="ArachnaeSwarm.CompProperties_AbilityPossess"/>
<li Class="CompProperties_AbilityGiveHediff">
<compClass>CompAbilityEffect_GiveHediff</compClass>
<hediffDef>ARA_HiveMindDrone</hediffDef>
</li>
</comps>
</AbilityDef>
</Defs>

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@@ -146,4 +146,16 @@
<li>ArachnaeNode_spawnCategories_WeaponSmith</li>
</spawnCategories>
</AlienRace.AlienBackstoryDef>
<AlienRace.AlienBackstoryDef ParentName="ARA_BaseBackStory">
<defName>Arachnae_Node_BS_Adult_Facehugger</defName>
<title>阿拉克涅原虫种</title>
<titleShort>原虫种</titleShort>
<description>[PAWN_nameDef]是一只阿拉克涅原虫种督虫。[PAWN_nameDef]通过独特的神经链接管伸入受害者身体来接管受害者的身体。不同于普通阿拉克涅虫族,阿拉克涅原虫种拥有自我意识,不需要女皇种的监管。</description>
<slot>Adulthood</slot>
<spawnCategories>
<li>ArachnaeNode_spawnCategories_Facehugger</li>
</spawnCategories>
</AlienRace.AlienBackstoryDef>
</Defs>

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@@ -0,0 +1,65 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<HediffDef>
<defName>ARA_Possession</defName>
<label>阿拉克涅原虫</label>
<description>这个生物的身体被阿拉克涅原虫所夺取了,这具身体原本的主人已经没有可能再回来了。</description>
<hediffClass>ArachnaeSwarm.Hediff_Possession</hediffClass>
<defaultLabelColor>(0.6, 0.4, 0.8)</defaultLabelColor>
<isBad>false</isBad>
<scenarioCanAdd>false</scenarioCanAdd>
<maxSeverity>1.0</maxSeverity>
<renderNodeProperties>
<li>
<nodeClass>PawnRenderNode_AttachmentHead</nodeClass>
<workerClass>PawnRenderNodeWorker_FlipWhenCrawling</workerClass>
<texPath>ArachnaeSwarm/Things/ARA_HiveNode/Heads/Average_Normal</texPath>
<colorType>Skin</colorType>
<parentTagDef>Head</parentTagDef>
<useSkinShader>true</useSkinShader>
<useRottenColor>true</useRottenColor>
<rotDrawMode>Fresh, Rotting</rotDrawMode>
<drawData>
<defaultData>
<layer>53</layer>
</defaultData>
</drawData>
</li>
<li>
<nodeClass>PawnRenderNode_AttachmentHead</nodeClass>
<workerClass>PawnRenderNodeWorker_FlipWhenCrawling</workerClass>
<texPath>ArachnaeSwarm/Things/ARA_HiveNode/Addons/ArachnaeNode_Race_Addons_Base</texPath>
<colorType>Skin</colorType>
<parentTagDef>Head</parentTagDef>
<useSkinShader>true</useSkinShader>
<useRottenColor>true</useRottenColor>
<rotDrawMode>Fresh, Rotting</rotDrawMode>
<drawData>
<defaultData>
<layer>70</layer>
</defaultData>
</drawData>
</li>
</renderNodeProperties>
<stages>
<li>
<minSeverity>0</minSeverity>
<disablesNeeds>
<li>Mood</li>
<li>Joy</li>
<li>Beauty</li>
<li>Comfort</li>
<li>Outdoors</li>
<li>Indoors</li>
<li>DrugDesire</li>
<li>RoomSize</li>
</disablesNeeds>
</li>
</stages>
<comps>
<li Class="HediffCompProperties_DisappearsOnDeath"/>
</comps>
</HediffDef>
</Defs>

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@@ -0,0 +1,115 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!-- ==================== Pawn Kind Def ==================== -->
<PawnKindDef ParentName="ArachnaeNodeABasePawnKind">
<defName>ArachnaeNode_Race_Facehugger</defName>
<label>阿拉克涅原虫种</label>
<race>ArachnaeNode_Race_Facehugger</race>
<defaultFactionType>PlayerColony</defaultFactionType>
<invNutrition>0</invNutrition>
<backstoryFiltersOverride>
<li>
<categories>
<li>ArachnaeNode_spawnCategoriesA</li>
<li>ArachnaeNode_spawnCategories_Facehugger</li>
</categories>
</li>
</backstoryFiltersOverride>
<abilities>
<li>ARA_Ability_Possess</li>
</abilities>
<apparelTags>
</apparelTags>
<apparelMoney>0</apparelMoney>
</PawnKindDef>
<!-- 定义阿拉克涅节点虫种族 -->
<AlienRace.ThingDef_AlienRace ParentName="ARA_NodeBase">
<defName>ArachnaeNode_Race_Facehugger</defName>
<label>阿拉克涅原虫种</label>
<description>阿拉克涅原虫,通过独特的神经链接管伸入受害者身体来接管受害者的身体。不同于普通阿拉克涅虫族,阿拉克涅原虫种拥有自我意识,不需要女皇种的监管。</description>
<alienRace>
<generalSettings>
<!-- 各种零件定义 -->
<alienPartGenerator>
<!-- 额外身体部件 -->
<bodyAddons>
<li>
<path>ArachnaeSwarm/Things/ARA_HiveNode/Addons/ArachnaeNode_Race_Myrmecocystus_Addons_Stomach</path>
<inFrontOfBody>false</inFrontOfBody>
<!-- <conditions>
<BodyPart>
<bodyPart>WULA_Addons_Antenna_Bodypart</bodyPart>
</BodyPart>
</conditions> -->
</li>
</bodyAddons>
</alienPartGenerator>
</generalSettings>
<!-- 种族的允许和禁止特化设置 -->
<raceRestriction>
<!-- 食物列表 -->
<whiteFoodList Inherit="False"/>
<blackFoodList>
<li>ARA_InsectJelly</li>
</blackFoodList>
<onlyEatRaceRestrictedFood>false</onlyEatRaceRestrictedFood>
</raceRestriction>
</alienRace>
<comps>
<li Class="ArachnaeSwarm.CompProperties_MilkableArachnae">
<milkDef>ARA_InsectJelly</milkDef>
<milkIntervalDays>3</milkIntervalDays>
<milkAmount>4</milkAmount>
</li>
</comps>
<!-- 基础属性设置 -->
<statBases>
<!-- 移动速度 -->
<MoveSpeed>2</MoveSpeed>
<!-- <RestRateMultiplier>1</RestRateMultiplier> -->
<!-- <HungerRateMultiplier>1</HungerRateMultiplier> -->
<EatingSpeed>5</EatingSpeed>
<MaxNutrition>1</MaxNutrition>
<CarryingCapacity>100</CarryingCapacity>
<MeatAmount>70</MeatAmount>
<LeatherAmount>10</LeatherAmount>
<MeleeDodgeChance>0.5</MeleeDodgeChance>
<!-- <MeleeHitChance>1</MeleeHitChance> -->
<!-- <NegotiationAbility>1</NegotiationAbility> -->
<!-- <SellPriceFactor>1</SellPriceFactor> -->
<!-- <SocialImpact>1</SocialImpact> -->
<!-- <TradePriceImprovement>0.5</TradePriceImprovement> -->
<!-- 自带的甲壳可以防御外部攻击 -->
<ArmorRating_Blunt>0.18</ArmorRating_Blunt>
<ArmorRating_Sharp>0.27</ArmorRating_Sharp>
<ArmorRating_Heat>0.2</ArmorRating_Heat>
</statBases>
<race>
<foodType>OmnivoreHuman,CarnivoreAnimal,OvivoreAnimal,VegetarianRoughAnimal</foodType>
<!-- 身体类型 -->
<body>ArachnaeMyrmecocystus_Body</body>
<!-- 身形大小 -->
<baseBodySize>2.5</baseBodySize>
<!-- 血量上限 -->
<baseHealthScale>3</baseHealthScale>
<!-- 蜜罐虫的寿命很低 -->
<lifeExpectancy>1.5</lifeExpectancy>
<lifeStageAges Inherit="False">
<li>
<def>ArachnaeNode_Myrmecocystus_Adult</def>
<minAge>0</minAge>
</li>
</lifeStageAges>
</race>
</AlienRace.ThingDef_AlienRace>
</Defs>

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@@ -42,18 +42,7 @@ namespace ArachnaeSwarm
{
get
{
// Only remove if base ShouldRemove is true, OR if pawn is dead
// We do NOT want to remove it just because target is invalid, as the Comp will handle delayed death
if (base.ShouldRemove && pawn.Dead)
{
return true;
}
// Also remove if pawn is no longer spawned or on a map
if (!pawn.Spawned || pawn.Map == null)
{
return true;
}
return false; // Let the Comp handle the unlinked death
return this.pawn.Dead;
}
}
@@ -61,8 +50,7 @@ namespace ArachnaeSwarm
{
base.PostRemoved();
// Deregister from the master when this hediff is removed
// Ensure target is a Pawn and not dead before attempting to deregister
if (this.target is Pawn master && master != null && !master.Destroyed && !master.Dead)
if (this.target is Pawn master && master != null && !master.Destroyed)
{
var masterHediff = master.health.hediffSet.GetFirstHediffOfDef(HediffDef.Named("ARA_HiveMindMaster")) as Hediff_HiveMindMaster;
masterHediff?.DeregisterDrone(this.pawn);

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@@ -11,6 +11,8 @@ namespace ArachnaeSwarm
public override string LabelInBrackets => drones.Count.ToString();
public override bool ShouldRemove => false;
public override void ExposeData()
{
base.ExposeData();

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@@ -112,6 +112,12 @@
<Compile Include="DataContracts.cs" />
<Compile Include="CompTemperatureRuinableDamage.cs" />
</ItemGroup>
<ItemGroup>
<Compile Include="Possession\Hediff_Possession.cs" />
<Compile Include="Possession\PawnDataUtility.cs" />
<Compile Include="Possession\CompAbilityEffect_Possess.cs" />
<Compile Include="Possession\CompProperties_AbilityPossess.cs" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- 自定义清理任务删除obj文件夹中的临时文件 -->
<Target Name="CleanDebugFiles" AfterTargets="Build">

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@@ -0,0 +1,44 @@
using RimWorld;
using Verse;
namespace ArachnaeSwarm
{
public class CompAbilityEffect_Possess : CompAbilityEffect
{
public override void Apply(LocalTargetInfo target, LocalTargetInfo dest)
{
base.Apply(target, dest);
Pawn caster = this.parent.pawn;
Pawn targetPawn = target.Pawn;
if (targetPawn == null || caster == null) return;
Log.Message($"[夺舍] 开始执行。施法者: {caster.LabelShort}, 目标: {targetPawn.LabelShort}");
// 步骤 1: 创建Hediff实例
Hediff_Possession hediff = (Hediff_Possession)HediffMaker.MakeHediff(HediffDef.Named("ARA_Possession"), targetPawn);
// 步骤 2: 使用SplitOff(1)将施法者的一个安全、独立的副本存入容器。
// 这是从地图上移除Pawn并将其存入容器的标准、原子性操作。
if (hediff.GetDirectlyHeldThings().TryAdd(caster.SplitOff(1), true))
{
Log.Message($"[夺舍] 成功将 {caster.LabelShort} 的副本存入Hediff。");
}
else
{
Log.Error($"[夺舍] 无法将 {caster.LabelShort} 的副本存入Hediff。中止操作。");
return;
}
// 步骤 3: 使用原始施法者的数据覆盖目标Pawn。
// 即使caster的stackCount变为0其数据在当前Tick中依然可读。
PawnDataUtility.TransferSoul(caster, targetPawn);
// 步骤 4: 将准备好的Hediff添加到目标身上。
targetPawn.health.AddHediff(hediff);
Log.Message($"[夺舍] {targetPawn.LabelShort} (原 {caster.LabelShort}) 夺舍完成。");
}
}
}

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@@ -0,0 +1,12 @@
using RimWorld;
namespace ArachnaeSwarm
{
public class CompProperties_AbilityPossess : CompProperties_AbilityEffect
{
public CompProperties_AbilityPossess()
{
this.compClass = typeof(CompAbilityEffect_Possess);
}
}
}

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@@ -0,0 +1,80 @@
using System.Collections.Generic;
using RimWorld;
using Verse;
namespace ArachnaeSwarm
{
public class Hediff_Possession : HediffWithComps, IThingHolder
{
private ThingOwner innerContainer;
public Hediff_Possession()
{
this.innerContainer = new ThingOwner<Thing>(this, false, LookMode.Deep);
}
public Pawn StoredCasterPawn => innerContainer.Count > 0 ? innerContainer[0] as Pawn : null;
public IThingHolder ParentHolder => this.pawn;
public void GetChildHolders(List<IThingHolder> outChildren)
{
ThingOwnerUtility.AppendThingHoldersFromThings(outChildren, this.GetDirectlyHeldThings());
}
public ThingOwner GetDirectlyHeldThings()
{
return innerContainer;
}
// PostAdd现在只在游戏加载时起作用我们不需要在这里做任何特殊操作。
// 所有的夺舍逻辑都在CompAbilityEffect_Possess中处理了。
public override void Notify_PawnDied(DamageInfo? dinfo, Hediff culprit = null)
{
base.Notify_PawnDied(dinfo, culprit);
Pawn deadBody = this.pawn;
Pawn storedCaster = this.StoredCasterPawn;
if (storedCaster == null)
{
Log.Error("Possessed pawn died, but no caster soul was found inside.");
return;
}
Log.Message($"Host {deadBody.LabelShort} died. Transferring experience back to {storedCaster.LabelShort} and ejecting.");
PawnDataUtility.TransferSoul(deadBody, storedCaster);
this.EjectContents();
}
public void EjectContents()
{
if (StoredCasterPawn == null) return;
// 采用更稳健的方式获取地图和位置防止因宿主死亡导致Map为null
Map map = this.pawn.MapHeld ?? Find.AnyPlayerHomeMap;
if (map == null)
{
Log.Error("[夺舍] 无法找到一个有效的地图来重生抱脸虫。");
return;
}
IntVec3 cell = this.pawn.PositionHeld;
if (!cell.IsValid)
{
cell = map.Center;
}
Log.Message($"[夺舍] 准备在地图 {map.ToString()} 的位置 {cell.ToString()} 处重生 {StoredCasterPawn.LabelShort}。");
this.innerContainer.TryDropAll(cell, map, ThingPlaceMode.Near);
}
public override void ExposeData()
{
base.ExposeData();
Scribe_Deep.Look(ref innerContainer, "innerContainer", this);
}
}
}

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@@ -0,0 +1,161 @@
using System.Collections.Generic;
using System.Linq;
using RimWorld;
using Verse;
namespace ArachnaeSwarm
{
public static class PawnDataUtility
{
public static void TransferSoul(Pawn soulSource, Pawn bodyTarget)
{
if (soulSource == null || bodyTarget == null)
{
Log.Error("Cannot transfer soul: source or target is null.");
return;
}
Log.Message($"Beginning soul transfer from {soulSource.LabelShort} to {bodyTarget.LabelShort}.");
// --- 1. Core Identity ---
bodyTarget.Name = soulSource.Name;
bodyTarget.story.Childhood = soulSource.story.Childhood;
bodyTarget.story.Adulthood = soulSource.story.Adulthood;
if (bodyTarget.story.traits != null) bodyTarget.story.traits.allTraits.Clear();
if (soulSource.story.traits != null)
{
foreach (Trait trait in soulSource.story.traits.allTraits)
{
bodyTarget.story.traits.GainTrait(trait);
}
}
if (bodyTarget.Faction != soulSource.Faction)
{
bodyTarget.SetFaction(soulSource.Faction, soulSource);
}
// --- 2. Growth & Experience ---
if (bodyTarget.skills != null) bodyTarget.skills.skills.Clear();
if (soulSource.skills != null)
{
foreach (SkillRecord skill in soulSource.skills.skills)
{
SkillRecord newSkill = new SkillRecord(bodyTarget, skill.def)
{
levelInt = skill.levelInt,
xpSinceLastLevel = skill.xpSinceLastLevel,
passion = skill.passion
};
bodyTarget.skills.skills.Add(newSkill);
}
}
if (bodyTarget.records != null && soulSource.records != null)
{
foreach (RecordDef recordDef in DefDatabase<RecordDef>.AllDefs)
{
// 根据您的指示,我们不再处理时间类型的记录,以避免警告
if (recordDef.type == RecordType.Time)
{
continue;
}
float sourceValue = soulSource.records.GetValue(recordDef);
bodyTarget.records.AddTo(recordDef, sourceValue - bodyTarget.records.GetValue(recordDef));
}
}
// --- 3. Mind & Settings ---
if (bodyTarget.needs?.mood?.thoughts?.memories != null)
{
bodyTarget.needs.mood.thoughts.memories.Memories.Clear();
}
if (soulSource.needs?.mood?.thoughts?.memories != null)
{
foreach (Thought_Memory memory in soulSource.needs.mood.thoughts.memories.Memories)
{
bodyTarget.needs.mood.thoughts.memories.TryGainMemory(memory);
}
}
if (soulSource.workSettings != null && bodyTarget.workSettings != null)
{
bodyTarget.workSettings.EnableAndInitialize();
foreach (WorkTypeDef workDef in DefDatabase<WorkTypeDef>.AllDefs)
{
// 在设置优先级之前检查目标Pawn是否禁用了该工作类型
if (!bodyTarget.WorkTypeIsDisabled(workDef))
{
bodyTarget.workSettings.SetPriority(workDef, soulSource.workSettings.GetPriority(workDef));
}
}
}
if (soulSource.timetable != null && bodyTarget.timetable != null)
{
bodyTarget.timetable.times = new List<TimeAssignmentDef>(soulSource.timetable.times);
}
if (soulSource.playerSettings != null && bodyTarget.playerSettings != null)
{
bodyTarget.playerSettings.hostilityResponse = soulSource.playerSettings.hostilityResponse;
bodyTarget.playerSettings.medCare = soulSource.playerSettings.medCare;
bodyTarget.playerSettings.selfTend = soulSource.playerSettings.selfTend;
}
if (soulSource.outfits != null && bodyTarget.outfits != null) bodyTarget.outfits.CurrentApparelPolicy = soulSource.outfits.CurrentApparelPolicy;
if (soulSource.drugs != null && bodyTarget.drugs != null) bodyTarget.drugs.CurrentPolicy = soulSource.drugs.CurrentPolicy;
if (soulSource.foodRestriction != null && bodyTarget.foodRestriction != null) bodyTarget.foodRestriction.CurrentFoodPolicy = soulSource.foodRestriction.CurrentFoodPolicy;
// Ownership is claimed on the Building, not the pawn. We can't directly transfer this.
// if (soulSource.ownership != null && bodyTarget.ownership != null)
// {
// // This requires finding the bed and calling bed.SetOwner(pawn)
// }
// --- 4. DLC & Social ---
if (ModsConfig.IdeologyActive && soulSource.ideo != null && bodyTarget.ideo != null)
{
bodyTarget.ideo.SetIdeo(soulSource.ideo.Ideo);
// Can't set certainty directly, but setting the ideo resets it.
}
if (ModsConfig.RoyaltyActive && soulSource.royalty != null && bodyTarget.royalty != null)
{
// Clear existing royalty status from the target body
bodyTarget.royalty.AllTitlesForReading.Clear();
// Transfer titles
foreach(var title in soulSource.royalty.AllTitlesForReading)
{
bodyTarget.royalty.SetTitle(title.faction, title.def, true, false, false);
}
// Transfer permits
if(soulSource.royalty.AllFactionPermits != null)
{
foreach (var permit in soulSource.royalty.AllFactionPermits)
{
bodyTarget.royalty.AddPermit(permit.Permit, permit.Faction);
}
}
// Abilities are handled by the titles and should update automatically.
bodyTarget.royalty.UpdateAvailableAbilities();
}
if (soulSource.relations != null && bodyTarget.relations != null)
{
bodyTarget.relations.ClearAllRelations();
foreach (DirectPawnRelation relation in soulSource.relations.DirectRelations.Where(r => !r.def.familyByBloodRelation).ToList())
{
bodyTarget.relations.AddDirectRelation(relation.def, relation.otherPawn);
}
}
// --- 5. Finalization ---
bodyTarget.Drawer.renderer.SetAllGraphicsDirty();
Log.Message("Soul transfer complete.");
}
}
}

787
Source/Documents/Human.xml Normal file
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@@ -0,0 +1,787 @@
<thing Class="Pawn">
<def>Human</def>
<tickDelta>2</tickDelta>
<id>Human846</id>
<map>0</map>
<pos>(146, 0, 131)</pos>
<rot>1</rot>
<faction>Faction_18</faction>
<questTags IsNull="True" />
<spawnedTick>0</spawnedTick>
<despawnedTick>-1</despawnedTick>
<beenRevealed>True</beenRevealed>
<targetHolder>null</targetHolder>
<lastStudiedTick>-9999999</lastStudiedTick>
<AlienRaces_AlienComp>
<addonVariants />
<addonColors />
<colorChannels>
<keys>
<li>base</li>
<li>hair</li>
<li>skin</li>
<li>skinBase</li>
<li>tattoo</li>
<li>favorite</li>
<li>ideo</li>
<li>mech</li>
</keys>
<values>
<li>
<first>RGBA(1.000, 1.000, 1.000, 1.000)</first>
<second>RGBA(1.000, 1.000, 1.000, 1.000)</second>
</li>
<li>
<first>RGBA(0.343, 0.310, 0.288, 1.000)</first>
</li>
<li>
<first>RGBA(1.000, 0.937, 0.788, 1.000)</first>
</li>
<li>
<first>RGBA(1.000, 0.937, 0.788, 1.000)</first>
</li>
<li>
<first>RGBA(1.000, 0.937, 0.788, 0.800)</first>
</li>
<li>
<first>RGBA(0.890, 0.451, 1.000, 1.000)</first>
<second>RGBA(0.890, 0.451, 1.000, 1.000)</second>
</li>
<li>
<first>RGBA(0.600, 0.500, 0.900, 1.000)</first>
<second>RGBA(0.549, 0.458, 0.824, 1.000)</second>
</li>
<li>
<first>RGBA(0.000, 0.737, 0.847, 1.000)</first>
</li>
</values>
</colorChannels>
<colorChannelLinks>
<keys />
<values />
</colorChannelLinks>
<headVariant>0</headVariant>
<bodyVariant>0</bodyVariant>
<headMaskVariant>0</headMaskVariant>
<bodyMaskVariant>0</bodyMaskVariant>
</AlienRaces_AlienComp>
<kindDef>Colonist</kindDef>
<gender>Female</gender>
<name Class="NameTriple">
<first>Yue</first>
<nick>Moon</nick>
<last>Ren</last>
</name>
<deadlifeDustFaction>null</deadlifeDustFaction>
<mindState>
<meleeThreat>null</meleeThreat>
<enemyTarget>null</enemyTarget>
<knownExploder>null</knownExploder>
<lastMannedThing>null</lastMannedThing>
<droppedWeapon>null</droppedWeapon>
<lastAttackedTarget>(0, 0, 0)</lastAttackedTarget>
<thinkData>
<keys />
<values />
</thinkData>
<lastJobTag>Idle</lastJobTag>
<nextApparelOptimizeTick>6673</nextApparelOptimizeTick>
<lastEngageTargetTick>-99999</lastEngageTargetTick>
<lastAttackTargetTick>-99999</lastAttackTargetTick>
<canFleeIndividual>True</canFleeIndividual>
<lastMeleeThreatHarmTick>-99999</lastMeleeThreatHarmTick>
<duty IsNull="True" />
<mentalStateHandler>
<curState IsNull="True" />
</mentalStateHandler>
<mentalBreaker />
<mentalFitGenerator />
<inspirationHandler>
<curState IsNull="True" />
</inspirationHandler>
<priorityWork>
<prioritizedCell>(-1000, -1000, -1000)</prioritizedCell>
</priorityWork>
<lastSelfTendTick>-99999</lastSelfTendTick>
<breachingTarget IsNull="True" />
<babyAutoBreastfeedMoms>
<keys />
<values />
</babyAutoBreastfeedMoms>
<babyCaravanBreastfeed>
<keys />
<values />
</babyCaravanBreastfeed>
<resurrectTarget IsNull="True" />
<lastRangedHarmTick>0</lastRangedHarmTick>
<lastDayInteractionTick>16777</lastDayInteractionTick>
</mindState>
<jobs>
<curJob>
<commTarget>null</commTarget>
<verbToUse>null</verbToUse>
<bill>null</bill>
<lord>null</lord>
<quest>null</quest>
<def>GotoWander</def>
<loadID>221</loadID>
<targetA>(156, 0, 116)</targetA>
<targetQueueA IsNull="True" />
<targetQueueB IsNull="True" />
<countQueue IsNull="True" />
<startTick>1576</startTick>
<checkOverrideOnExpire>True</checkOverrideOnExpire>
<placedThings IsNull="True" />
<locomotionUrgency>Walk</locomotionUrgency>
<jobGiverThinkTree>Humanlike</jobGiverThinkTree>
<psyfocusTargetLast>-1</psyfocusTargetLast>
<ability>null</ability>
<source>null</source>
<interactableIndex>-1</interactableIndex>
<lastJobGiverKey>-1672709817</lastJobGiverKey>
</curJob>
<curDriver Class="JobDriver_Goto">
<curToilIndex>0</curToilIndex>
<ticksLeftThisToil>-203</ticksLeftThisToil>
<startTick>1576</startTick>
<locomotionUrgencySameAs>null</locomotionUrgencySameAs>
</curDriver>
<jobQueue>
<jobs />
</jobQueue>
<formingCaravanTick>-1</formingCaravanTick>
</jobs>
<stances>
<stunner>
<showStunMote>True</showStunMote>
<adaptationTicksLeft>
<keys />
<values />
</adaptationTicksLeft>
</stunner>
<stagger />
<curStance Class="Stance_Mobile" />
</stances>
<infectionVectors>
<givenPrearrival>True</givenPrearrival>
<pathways>
<keys />
<values />
</pathways>
</infectionVectors>
<verbTracker>
<verbs>
<li Class="Verb_MeleeAttackDamage">
<loadID>Thing_Human846_0_Smash</loadID>
<currentTarget>(0, 0, 0)</currentTarget>
<currentDestination>(0, 0, 0)</currentDestination>
<lastShotTick>-999999</lastShotTick>
<canHitNonTargetPawnsNow>True</canHitNonTargetPawnsNow>
</li>
<li Class="Verb_MeleeAttackDamage">
<loadID>Thing_Human846_1_Smash</loadID>
<currentTarget>(0, 0, 0)</currentTarget>
<currentDestination>(0, 0, 0)</currentDestination>
<lastShotTick>-999999</lastShotTick>
<canHitNonTargetPawnsNow>True</canHitNonTargetPawnsNow>
</li>
<li Class="Verb_MeleeAttackDamage">
<loadID>Thing_Human846_2_Bite</loadID>
<currentTarget>(0, 0, 0)</currentTarget>
<currentDestination>(0, 0, 0)</currentDestination>
<lastShotTick>-999999</lastShotTick>
<canHitNonTargetPawnsNow>True</canHitNonTargetPawnsNow>
</li>
<li Class="Verb_MeleeAttackDamage">
<loadID>Thing_Human846_3_Smash</loadID>
<currentTarget>(0, 0, 0)</currentTarget>
<currentDestination>(0, 0, 0)</currentDestination>
<lastShotTick>-999999</lastShotTick>
<canHitNonTargetPawnsNow>True</canHitNonTargetPawnsNow>
</li>
</verbs>
</verbTracker>
<natives>
<verbTracker>
<verbs IsNull="True" />
</verbTracker>
</natives>
<meleeVerbs>
<curMeleeVerb>null</curMeleeVerb>
<terrainVerbs IsNull="True" />
</meleeVerbs>
<rotationTracker />
<pather>
<nextCell>(147, 0, 130)</nextCell>
<nextCellCostLeft>48</nextCellCostLeft>
<nextCellCostInitial>50</nextCellCostInitial>
<peMode>OnCell</peMode>
<cellsUntilClamor>4</cellsUntilClamor>
<lastEnteredCellTick>1777</lastEnteredCellTick>
<lastMovedTick>1779</lastMovedTick>
<destination>(156, 0, 116)</destination>
</pather>
<carryTracker>
<innerContainer>
<maxStacks>1</maxStacks>
<innerList />
</innerContainer>
</carryTracker>
<apparel>
<wornApparel>
<innerList>
<li>
<def>Apparel_Pants</def>
<id>Apparel_Pants847</id>
<health>130</health>
<stackCount>1</stackCount>
<stuff>Synthread</stuff>
<questTags IsNull="True" />
<despawnedTick>-1</despawnedTick>
<quality>Normal</quality>
<sourcePrecept>null</sourcePrecept>
<everSeenByPlayer>True</everSeenByPlayer>
<abilities />
</li>
<li>
<def>Apparel_Parka</def>
<id>Apparel_Parka848</id>
<health>235</health>
<stackCount>1</stackCount>
<stuff>Synthread</stuff>
<questTags IsNull="True" />
<despawnedTick>-1</despawnedTick>
<quality>Normal</quality>
<sourcePrecept>null</sourcePrecept>
<everSeenByPlayer>True</everSeenByPlayer>
<abilities />
</li>
</innerList>
</wornApparel>
<lockedApparel IsNull="True" />
<lastApparelWearoutTick>111</lastApparelWearoutTick>
</apparel>
<story>
<bodyType>Fat</bodyType>
<hairDef>Elisabeth</hairDef>
<hairColor>RGBA(0.343, 0.310, 0.288, 1.000)</hairColor>
<traits>
<allTraits>
<li>
<def>SpeedOffset</def>
<sourceGene>null</sourceGene>
<degree>-1</degree>
<suppressedBy>null</suppressedBy>
</li>
<li>
<def>Jealous</def>
<sourceGene>null</sourceGene>
<suppressedBy>null</suppressedBy>
</li>
</allTraits>
</traits>
<birthLastName>Ren</birthLastName>
<favoriteColorDef>LightPurple</favoriteColorDef>
<headType>Female_AveragePointy</headType>
<childhood>WarRefugee51</childhood>
<adulthood>MedievalMinstrel95</adulthood>
</story>
<equipment>
<equipment>
<innerList />
</equipment>
<bondedWeapon>null</bondedWeapon>
</equipment>
<drafter>
<autoUndrafter />
</drafter>
<ageTracker>
<ageBiologicalTicks>139350193</ageBiologicalTicks>
<birthAbsTicks>-297730916</birthAbsTicks>
<growth>1</growth>
<nextGrowthCheckTick>9223372036854775807</nextGrowthCheckTick>
<ageReversalDemandedAtAgeTicks>141208416</ageReversalDemandedAtAgeTicks>
</ageTracker>
<healthTracker>
<hediffSet>
<hediffs />
</hediffSet>
<surgeryBills>
<bills />
</surgeryBills>
<immunity>
<imList />
</immunity>
</healthTracker>
<records>
<records>
<vals>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>1840</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
</vals>
</records>
<battleActive>null</battleActive>
</records>
<inventory>
<itemsNotForSale />
<unpackedCaravanItems />
<innerContainer>
<innerList />
</innerContainer>
</inventory>
<filth>
<lastTerrainFilthDef>Filth_Sand</lastTerrainFilthDef>
<carriedFilth>
<li>
<def>Filth_Sand</def>
<id>Filth_Sand14506</id>
<questTags IsNull="True" />
<despawnedTick>-1</despawnedTick>
</li>
</carriedFilth>
</filth>
<roping>
<hitchingPostInt>null</hitchingPostInt>
<ropees />
</roping>
<needs>
<needs>
<li Class="Need_Mood">
<def>Mood</def>
<curLevel>0.586400032</curLevel>
<thoughts>
<memories>
<memories>
<li Class="Thought_MemorySocial">
<def>CrashedTogether</def>
<sourcePrecept>null</sourcePrecept>
<otherPawn>Thing_Human849</otherPawn>
<age>1800</age>
<opinionOffset>25</opinionOffset>
</li>
<li Class="Thought_MemorySocial">
<def>CrashedTogether</def>
<sourcePrecept>null</sourcePrecept>
<otherPawn>Thing_Human852</otherPawn>
<age>1800</age>
<opinionOffset>25</opinionOffset>
</li>
<li>
<def>NewColonyOptimism</def>
<sourcePrecept>null</sourcePrecept>
<otherPawn>null</otherPawn>
<age>1800</age>
</li>
<li Class="Thought_MemorySocialCumulative">
<def>Chitchat</def>
<sourcePrecept>null</sourcePrecept>
<otherPawn>Thing_Human852</otherPawn>
<moodPowerFactor>0.773389459</moodPowerFactor>
<age>1650</age>
<opinionOffset>0.510437071</opinionOffset>
</li>
</memories>
</memories>
</thoughts>
<recentMemory>
<lastLightTick>1711</lastLightTick>
<lastOutdoorTick>1711</lastOutdoorTick>
</recentMemory>
</li>
<li Class="Need_Food">
<def>Food</def>
<curLevel>0.751999915</curLevel>
<lastNonStarvingTick>1711</lastNonStarvingTick>
</li>
<li Class="Need_Rest">
<def>Rest</def>
<curLevel>0.879273593</curLevel>
</li>
<li Class="Need_Joy">
<def>Joy</def>
<curLevel>0.513921499</curLevel>
<tolerances>
<vals>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
</vals>
</tolerances>
<bored>
<vals>
<li>False</li>
<li>False</li>
<li>False</li>
<li>False</li>
<li>False</li>
<li>False</li>
<li>False</li>
<li>False</li>
<li>False</li>
<li>False</li>
</vals>
</bored>
</li>
<li Class="Need_Beauty">
<def>Beauty</def>
<curLevel>0.442400098</curLevel>
</li>
<li Class="Need_Comfort">
<def>Comfort</def>
<curLevel>0.47119987</curLevel>
</li>
<li Class="Need_Outdoors">
<def>Outdoors</def>
<curLevel>1</curLevel>
</li>
<li Class="Need_Chemical_Any">
<def>DrugDesire</def>
<curLevel>0.5</curLevel>
</li>
<li Class="Need_RoomSize">
<def>RoomSize</def>
<curLevel>1</curLevel>
</li>
</needs>
</needs>
<guest>
<hostFaction>null</hostFaction>
<slaveFaction>null</slaveFaction>
<joinStatus>JoinAsColonist</joinStatus>
<interactionMode>MaintainOnly</interactionMode>
<slaveInteractionMode>NoInteraction</slaveInteractionMode>
<spotToWaitInsteadOfEscaping>(-1000, -1000, -1000)</spotToWaitInsteadOfEscaping>
<lastPrisonBreakTicks>-1</lastPrisonBreakTicks>
<ideoForConversion>null</ideoForConversion>
<recruitable>False</recruitable>
<enabledNonExclusiveInteractions />
<lastResistanceInteractionData IsNull="True" />
<finalResistanceInteractionData IsNull="True" />
</guest>
<guilt />
<royalty>
<titles />
<favor>
<keys />
<values />
</favor>
<highestTitles>
<keys />
<values />
</highestTitles>
<heirs>
<keys />
<values />
</heirs>
<permits />
<abilities />
</royalty>
<social>
<directRelations>
<li>
<def>ExSpouse</def>
<otherPawn>Thing_Human849</otherPawn>
</li>
<li>
<def>Parent</def>
<otherPawn>Thing_Human853</otherPawn>
</li>
<li>
<def>Parent</def>
<otherPawn>Thing_Human857</otherPawn>
</li>
</directRelations>
<virtualRelations />
<relativeInvolvedInRescueQuest>null</relativeInvolvedInRescueQuest>
<pregnancyApproaches>
<keys />
<values />
</pregnancyApproaches>
<romanceEnableTick>-1</romanceEnableTick>
</social>
<psychicEntropy>
<limitEntropyAmount>True</limitEntropyAmount>
</psychicEntropy>
<shambler IsNull="True" />
<ownership>
<ownedBed>null</ownedBed>
<assignedMeditationSpot>null</assignedMeditationSpot>
<assignedGrave>null</assignedGrave>
<assignedThrone>null</assignedThrone>
<assignedDeathrestCasket>null</assignedDeathrestCasket>
</ownership>
<interactions>
<lastInteraction>Chitchat</lastInteraction>
<lastInteractionTime>121</lastInteractionTime>
<lastInteractionDef>Chitchat</lastInteractionDef>
</interactions>
<skills>
<skills>
<li>
<def>Shooting</def>
<level>3</level>
</li>
<li>
<def>Melee</def>
<level>5</level>
</li>
<li>
<def>Construction</def>
<level>2</level>
</li>
<li>
<def>Mining</def>
<level>2</level>
</li>
<li>
<def>Cooking</def>
<level>7</level>
</li>
<li>
<def>Plants</def>
<level>1</level>
</li>
<li>
<def>Animals</def>
<level>3</level>
<passion>Minor</passion>
</li>
<li>
<def>Crafting</def>
<level>3</level>
</li>
<li>
<def>Artistic</def>
<level>5</level>
<passion>Minor</passion>
</li>
<li>
<def>Medicine</def>
<level>2</level>
<passion>Minor</passion>
</li>
<li>
<def>Social</def>
<level>7</level>
<passion>Major</passion>
</li>
<li>
<def>Intellectual</def>
</li>
</skills>
<lastXpSinceMidnightResetTimestamp>-1</lastXpSinceMidnightResetTimestamp>
</skills>
<abilities>
<abilities />
</abilities>
<ideo>
<ideo>Ideo_10</ideo>
<previousIdeos />
<certainty>0.605378687</certainty>
<babyIdeoExposure IsNull="True" />
</ideo>
<workSettings>
<priorities>
<vals>
<li>3</li>
<li>3</li>
<li>0</li>
<li>3</li>
<li>3</li>
<li>3</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>0</li>
<li>3</li>
<li>0</li>
<li>3</li>
<li>0</li>
<li>0</li>
</vals>
</priorities>
</workSettings>
<trader IsNull="True" />
<outfits>
<curOutfit>ApparelPolicy_任意_1</curOutfit>
<overrideHandler>
<forcedAps />
</overrideHandler>
</outfits>
<drugs>
<curAssignedDrugs>DrugPolicy_社交成瘾品_1</curAssignedDrugs>
<drugTakeRecords />
</drugs>
<foodRestriction>
<curRestriction>null</curRestriction>
<allowedBabyFoodTypes IsNull="True" />
</foodRestriction>
<timetable>
<times>
<li>Sleep</li>
<li>Sleep</li>
<li>Sleep</li>
<li>Sleep</li>
<li>Sleep</li>
<li>Sleep</li>
<li>Anything</li>
<li>Anything</li>
<li>Anything</li>
<li>Anything</li>
<li>Anything</li>
<li>Anything</li>
<li>Anything</li>
<li>Anything</li>
<li>Anything</li>
<li>Anything</li>
<li>Anything</li>
<li>Anything</li>
<li>Anything</li>
<li>Anything</li>
<li>Anything</li>
<li>Anything</li>
<li>Sleep</li>
<li>Sleep</li>
</times>
</timetable>
<playerSettings>
<medCare>Best</medCare>
<allowedAreas>
<keys />
<values />
</allowedAreas>
<master>null</master>
<displayOrder>1</displayOrder>
</playerSettings>
<training IsNull="True" />
<style>
<beardDef>NoBeard</beardDef>
<faceTattoo>NoTattoo_Face</faceTattoo>
<bodyTattoo>NoTattoo_Body</bodyTattoo>
</style>
<styleObserver />
<connections>
<connectedThings />
</connections>
<inventoryStock>
<stockEntries>
<keys />
<values />
</stockEntries>
</inventoryStock>
<treeSightings>
<miniTreeSightings />
<fullTreeSightings />
<superTreeSightings />
</treeSightings>
<thinker />
<mechanitor IsNull="True" />
<genes>
<xenogenes />
<endogenes>
<li>
<def>Skin_Melanin3</def>
<pawn>Thing_Human846</pawn>
<overriddenByGene>null</overriddenByGene>
<loadID>132</loadID>
</li>
<li>
<def>Hair_MidBlack</def>
<pawn>Thing_Human846</pawn>
<overriddenByGene>null</overriddenByGene>
<loadID>133</loadID>
</li>
</endogenes>
<xenotype>Baseliner</xenotype>
</genes>
<learning IsNull="True" />
<reading>
<curAssignment>null</curAssignment>
</reading>
<creepjoiner IsNull="True" />
<duplicate />
<flight />
</thing>

View File

@@ -0,0 +1,188 @@
# RimWorld Modding: 利用Hediff存储Pawn的深度解析
在RimWorld的Mod开发中有时需要将一个`Pawn`(人物、动物等)从游戏世界中临时移除,并将其数据完整保存起来,之后再释放回游戏中。一个非常精妙且强大的实现方式就是让`Hediff`(健康效果)扮演一个“容器”的角色。
本文档将以`HediffAbility_PaintedSkin`为例,深入剖析其实现`Pawn`存储的核心机制。
## 核心概念
该功能主要依赖于RimWorld框架中的两个核心组件
1. **`IThingHolder`接口**: 一个对象如建筑、Hediff、Pawn的装备栏等如果实现了这个接口就等于向游戏声明“我是一个可以容纳其他物品`Thing`)的容器”。
2. **`ThingOwner`类**: 这是实现存储功能的“袋子”。它是一个专门用于管理一组`Thing`对象的集合,并负责处理这些物品的保存、加载和所有权关系。
## 案例分析: `HediffAbility_PaintedSkin`
以下是`HediffAbility_PaintedSkin`的完整源代码,它完美地展示了如何利用`Hediff`来存储一个`Pawn`
```csharp
using System;
using System.Collections.Generic;
using RimWorld;
using Verse;
using Verse.AI;
using Verse.Sound;
namespace RigorMortis
{
public class HediffAbility_PaintedSkin : HediffWithComps, IHediffAbility, IThingHolder
{
// 1. 核心存储容器
protected ThingOwner innerContainer;
private CompYinAndMalevolent compYin;
public Pawn victim;
// 构造函数:初始化容器
public HediffAbility_PaintedSkin()
{
// 'this'表示容器的所有者是当前Hediff实例
// 'LookMode.Deep'是关键确保能完整保存Pawn的所有数据
this.innerContainer = new ThingOwner<Thing>(this, false, LookMode.Deep, true);
}
// --- IThingHolder 接口实现 ---
public IThingHolder ParentHolder
{
get
{
// 对于Hediff来说它的父容器就是持有它的Pawn
return this.pawn;
}
}
public void GetChildHolders(List<IThingHolder> outChildren)
{
ThingOwnerUtility.AppendThingHoldersFromThings(outChildren, this.GetDirectlyHeldThings());
}
public ThingOwner GetDirectlyHeldThings()
{
return this.innerContainer;
}
// --- 容器内容访问 ---
public Thing ContainedThing
{
get
{
return this.innerContainer.Count > 0 ? this.innerContainer[0] : null;
}
}
public Pawn Zombie
{
get
{
// 提供一个便捷的属性来访问被存储的Pawn
return this.ContainedThing as Pawn;
}
}
public bool HasAnyContents
{
get
{
return this.innerContainer.Count > 0;
}
}
// --- 存入/取出逻辑 ---
public virtual bool Accepts(Thing thing)
{
return this.innerContainer.CanAcceptAnyOf(thing, true);
}
public virtual bool TryAcceptThing(Thing thing, bool allowSpecialEffects = true)
{
if (!this.Accepts(thing))
{
return false;
}
bool flag;
if (thing.holdingOwner != null)
{
// 将Pawn从当前持有者通常是地图转移到我们的容器中
thing.holdingOwner.TryTransferToContainer(thing, this.innerContainer, thing.stackCount, true);
flag = true;
}
else
{
// 如果Pawn没有持有者例如是新生成的直接添加
flag = this.innerContainer.TryAdd(thing, true);
}
return flag;
}
public virtual void EjectContents()
{
// 决定在何处释放Pawn
Map map = this.pawn.MapHeld ?? Find.AnyPlayerHomeMap;
IntVec3 cell = (this.pawn.Spawned || (this.pawn.Corpse != null && this.pawn.Corpse.Spawned)) ? this.pawn.PositionHeld : ((this.pawn.CarriedBy != null) ? this.pawn.CarriedBy.PositionHeld : map.Center);
// 将容器内的所有东西即被存储的Pawn扔到地图上
this.innerContainer.TryDropAll(cell, map, ThingPlaceMode.Direct, null, null, true);
}
// --- 存档/读档 ---
public override void ExposeData()
{
base.ExposeData();
Scribe_References.Look<Pawn>(ref this.victim, "victim", false);
// 2. 深度保存容器内容
// 'Scribe_Deep.Look' 会序列化容器内的Pawn的所有数据
Scribe_Deep.Look<ThingOwner>(ref this.innerContainer, "innerContainer", new object[]
{
this
});
// 兼容性处理:确保旧存档在加载后也能正确初始化容器
if (Scribe.mode == LoadSaveMode.PostLoadInit)
{
if (this.innerContainer == null)
{
this.innerContainer = new ThingOwner<Thing>(this, false, LookMode.Deep, true);
}
}
}
// --- 其他逻辑 ---
// (为了简洁此处省略了PostTick, End, AbsolutelyKill等与存储机制非直接相关的代码)
// ...
}
}
```
## 机制剖析
### 1. 声明容器身份 (`IThingHolder`)
通过在类声明中加入 `IThingHolder``HediffAbility_PaintedSkin` 就获得了“容器”的资格。这要求它必须实现接口定义的属性和方法,如 `ParentHolder``GetDirectlyHeldThings()``GetDirectlyHeldThings()` 方法必须返回真正的存储实例,也就是我们的 `innerContainer`
### 2. 初始化存储核心 (`ThingOwner`)
在构造函数中,我们创建了一个 `ThingOwner` 实例。这里的关键在于 `LookMode.Deep` 参数。
* `LookMode.Value`: 只保存简单值类型如int, float, string
* `LookMode.Reference`: 只保存一个对物体的引用ID。加载时游戏会尝试在世界中找到这个ID对应的物体。如果物体已被销毁引用会丢失。**这不适用于存储Pawn**因为Pawn在被存入容器时已经从世界中移除了。
* **`LookMode.Deep`**: 这才是我们的选择。它告诉序列化系统:“请将这个物体(`Pawn`的所有数据——健康、技能、装备、Hediff、人际关系、思想等等——完完整整地打包保存起来。” 当游戏加载时,它会用这些数据重建一个一模一样的`Pawn`实例。
### 3. 序列化 (`ExposeData`)
`ExposeData` 方法是RimWorld存档机制的核心。
* `Scribe_Deep.Look<ThingOwner>(ref this.innerContainer, ...)`: 这行代码是魔法发生的地方。当游戏保存时,`Scribe_Deep` 会深入到 `innerContainer` 内部,并因为我们之前设置了 `LookMode.Deep`,它会对容器里的每一个 `Pawn` 进行递归式的深度保存。
* 当游戏加载时,`Scribe_Deep` 会读取存档中的数据,重建 `innerContainer`,并利用深度保存的数据重建一个与存入时状态完全一致的 `Pawn`
## 总结
通过实现 `IThingHolder` 接口并利用一个配置为 `LookMode.Deep``ThingOwner` 容器,我们可以将一个 `Hediff` 转变为一个功能强大的、能够随宿主移动的“Pawn胶囊”。这个“胶囊”可以安全地携带一个`Pawn`穿越存档的海洋,确保其数据的完整性和一致性。
这项技术是实现诸如吞噬、俘获、传送、特殊休眠仓等高级Mod功能的基石。

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# “抱脸虫夺舍”技能实现说明书 (V3 - 最终版)
## 1. 功能概述
本功能实现了一个名为“阿拉克涅寄生”的特殊技能允许一个特定的“阿拉克涅原虫”抱脸虫Pawn将自己的意识灵魂注入另一个生物的身体从而完全占据并控制它。
**核心玩法循环:**
1. **夺舍**: 抱脸虫使用技能后,其物理实体消失,其“灵魂”(名字、背景、技能、特性等)将完全覆盖目标的身体。
2. **成长**: 玩家将控制这个新的身体进行游戏,所有获得的经验、技能和记忆都将积累在这个身体上。
3. **重生**: 当被夺舍的身体死亡时抱脸虫的灵魂会带着所有新的成长从尸体中“重生”变回一个独立的、更强大的阿拉克涅原虫Pawn准备寻找下一个宿主。
这是一个高风险、高回报的玩法,允许玩家以一种独特的方式延续一个核心角色的“生命”和成长。
## 2. 实现流程
```mermaid
graph TD
A[抱脸虫] -- 使用“阿拉克涅寄生”技能 --> B(目标Pawn);
B -- 添加 Hediff_Possession --> C{执行灵魂覆盖};
C -- 1. 存储抱脸虫Pawn的完整数据 --> D[Hediff容器];
C -- 2. 将抱脸虫的“灵魂”数据覆盖到目标身上 --> E[被夺舍的身体];
D -- 3. 抱脸虫物理实体消失 --> F([Vanish]);
E -- 玩家控制,积累经验和记忆 --> E;
E -- 受到致命伤害 --> G{身体死亡};
G -- 触发Hediff.Notify_PawnDied --> H{反向同步成长};
D -- 获取存储的抱脸虫数据 --> H;
E -- 获取身体上的成长数据 --> H;
H -- 将成长更新到抱脸虫数据上 --> I[更新后的抱脸虫];
I -- 从Hediff中释放 --> J(更强大的抱脸虫重生);
J -- 等待下一次夺舍 --> A;
```
---
## 3. 代码详解
### 3.1 `CompAbilityEffect_Possess.cs` - 技能效果的起点
这是技能被使用时第一个被调用的C#文件。它的职责是创建`Hediff_Possession`并将其附加到目标身上,从而启动整个夺舍流程。
## 3. 最终数据迁移规范 (Final Data Transfer Specification)
通过对真实存档文件 (`Human.xml`) 的深度分析,我们最终确定了“灵魂”与“肉体”的数据边界。`PawnDataUtility.TransferSoul` 方法将严格遵循以下规范进行数据迁移:
### 3.1 必须复制的“灵魂”数据
这些数据定义了Pawn的身份、经历、思想和核心能力将**完全从抱脸虫(源)复制到宿主(目标)**。
- **核心身份 (`Name`, `Story`, `Faction`)**:
- `Name`: 姓名与昵称。
- `Story`: 童年和成年背景 (`Childhood`, `Adulthood`)。
- `Traits`: 所有特性。
- `Faction`: 所属阵营。
- **成长与经历 (`Skills`, `Records`)**:
- `Skills`: 所有技能的等级、经验和热情。
- `Records`: 全部生平记录 (如击杀数、建造数等)。
- **思想与设定 (`Needs`, `WorkSettings`, etc.)**:
- `Needs`: 主要是指`thoughts.memories` (思想和记忆)。
- `WorkSettings`: 工作优先级。
- `Timetable`: 时间表。
- `PlayerSettings`: 玩家设定 (如医疗策略)。
- `Ownership`: 对床、王座等的所有权。
- `Outfits` & `Drugs`: 穿着和药物策略。
- `FoodRestriction`: 食物策略。
- **DLC核心数据 (`Ideo`, `Royalty`)**:
- `Ideo`: 完整的信仰体系。
- `Royalty`: 完整的贵族系统,包括头衔、恩惠、许可、灵能和相关技能 (`abilities`)。
- **社交 (`Relations`)**:
- 将采用**简化处理**:清空目标的旧关系,然后只复制源的**非亲属**直接关系 (如朋友、对手、爱人)。这可以避免破坏家族树。
### 3.2 必须保留的“肉体”数据
这些数据属于物理身体的范畴,在夺舍过程中将**完全保留宿主原有的数据**,不进行任何复制。
- **健康与生理 (`Health`, `Age`)**:
- `Health`: 所有伤口、疤痕、疾病和植入物。
- `Age`: 生物年龄和时间年龄。
- **外观与基因 (`Style`, `Genes`, `BodyType`)**:
- `Style`: 发型、胡须、纹身。
- `Genes`: 所有内生和异种基因。
- `BodyType`, `HeadType`, `HairColor`: 身体类型、头型和发色。
- **装备与物品 (`Apparel`, `Equipment`, `Inventory`)**:
- `Apparel`: 身上穿着的衣物。
- `Equipment`: 手中持有的装备。
- `Inventory`: 物品栏中的物品。
- **物理状态 (`Position`, `Stances`, `Pather`)**:
- Pawn在世界中的位置、姿态和寻路信息。
---
```csharp
// 路径: Source/ArachnaeSwarm/Possession/CompAbilityEffect_Possess.cs
using RimWorld;
using Verse;
namespace ArachnaeSwarm.Possession
{
// 继承自CompAbilityEffect这是所有技能效果组件的基类
public class CompAbilityEffect_Possess : CompAbilityEffect
{
// 当技能成功施放时游戏会调用这个Apply方法
public override void Apply(LocalTargetInfo target, LocalTargetInfo dest)
{
base.Apply(target, dest); // 调用基类方法,确保标准流程执行
// 获取施法者 (我们的抱脸虫)
Pawn caster = this.parent.pawn;
// 获取目标Pawn
Pawn targetPawn = target.Pawn;
// 安全检查如果目标不是一个Pawn则直接返回
if (targetPawn == null)
{
return;
}
// TODO: 在此可以添加更多的限制条件,例如:
// 1. 不能夺舍机械体
// if (targetPawn.RaceProps.IsMechanoid) { ... }
// 2. 不能夺舍已经被夺舍的目标
// if (targetPawn.health.hediffSet.HasHediff(HediffDef.Named("ARA_Possession"))) { ... }
// 步骤1: 创建Hediff实例
// HediffMaker.MakeHediff会根据XML定义创建一个新的Hediff对象
Hediff_Possession hediff = (Hediff_Possession)HediffMaker.MakeHediff(HediffDef.Named("ARA_Possession"), targetPawn);
// 步骤2: 注入施法者灵魂
// 在Hediff被正式添加到目标身上之前将施法者的引用传递进去。
// 这是关键一步确保Hediff在执行PostAdd逻辑时能知道谁是施法者。
hediff.SetCaster(caster);
// 步骤3: 将Hediff添加到目标身上
// 这会触发Hediff_Possession类中的PostAdd方法从而启动真正的夺舍逻辑。
targetPawn.health.AddHediff(hediff);
}
}
}
```
### 3.2 `Hediff_Possession.cs` - 夺舍与重生的核心
这个Hediff是整个功能的核心。它作为“灵魂容器”负责存储抱脸虫的本体并在恰当的时机执行“夺舍”和“重生”的逻辑。
```csharp
// 路径: Source/ArachnaeSwarm/Possession/Hediff_Possession.cs
using System.Collections.Generic;
using RimWorld;
using Verse;
namespace ArachnaeSwarm.Possession
{
// 继承HediffWithComps以支持组件并实现IThingHolder接口来表明自己是容器
public class Hediff_Possession : HediffWithComps, IThingHolder
{
// --- 核心字段 ---
private ThingOwner innerContainer; // 实际存储灵魂抱脸虫Pawn的容器
private Pawn originalCaster; // 临时保存对原始施法者的引用
// --- 构造与属性 ---
public Hediff_Possession()
{
// 初始化容器。LookMode.Deep是关键它能确保Pawn的所有数据都被完整保存。
this.innerContainer = new ThingOwner<Thing>(this, false, LookMode.Deep);
}
// 提供一个方便的只读属性来获取容器中存储的Pawn
public Pawn StoredCasterPawn => innerContainer.Count > 0 ? innerContainer[0] as Pawn : null;
// --- IThingHolder 接口实现 ---
public IThingHolder ParentHolder => this.pawn; // 容器的父级就是持有该Hediff的Pawn
public void GetChildHolders(List<IThingHolder> outChildren)
{
ThingOwnerUtility.AppendThingHoldersFromThings(outChildren, this.GetDirectlyHeldThings());
}
public ThingOwner GetDirectlyHeldThings()
{
return innerContainer;
}
// --- 核心逻辑 ---
// 当Hediff被成功添加到目标身上后此方法被自动调用
public override void PostAdd(DamageInfo? dinfo)
{
base.PostAdd(dinfo);
if (this.originalCaster == null)
{
Log.Error("Hediff_Possession was added without an original caster.");
return;
}
// 1. 存储灵魂将施法者的Pawn对象完整地存入容器
this.innerContainer.TryAdd(this.originalCaster);
// 2. 灵魂覆盖:调用工具类,执行数据迁移
PawnDataUtility.TransferSoul(this.originalCaster, this.pawn);
// 3. 销毁施法者的物理实体,因为它现在“活”在目标的身体里了
if (!this.originalCaster.Destroyed)
{
this.originalCaster.Destroy(DestroyMode.Vanish);
}
Log.Message($"{this.pawn.LabelShort} has been possessed by {StoredCasterPawn.LabelShort}!");
}
// 当持有此Hediff的Pawn即宿主死亡时此方法被自动调用
public override void Notify_PawnDied(DamageInfo? dinfo, Hediff culprit = null)
{
base.Notify_PawnDied(dinfo, culprit);
Pawn deadBody = this.pawn;
Pawn storedCaster = this.StoredCasterPawn;
if (storedCaster == null)
{
Log.Error("Possessed pawn died, but no caster soul was found inside.");
return;
}
Log.Message($"Host {deadBody.LabelShort} died. Transferring experience back to {storedCaster.LabelShort} and ejecting.");
// 1. 灵魂更新:反向调用工具类,将宿主身体上的成长同步回抱脸虫的灵魂
PawnDataUtility.TransferSoul(deadBody, storedCaster);
// 2. 重生:将更新后的抱脸虫灵魂从容器中释放到地图上
this.EjectContents();
}
// --- 公共方法 ---
// 由CompAbilityEffect调用用于在添加Hediff前设置施法者
public void SetCaster(Pawn caster)
{
this.originalCaster = caster;
}
// 将容器内的东西(抱脸虫)扔到地图上
public void EjectContents()
{
if (StoredCasterPawn != null)
{
this.innerContainer.TryDropAll(this.pawn.Position, this.pawn.Map, ThingPlaceMode.Near);
}
}
// --- 存档/读档 ---
public override void ExposeData()
{
base.ExposeData();
// Scribe_Deep是关键确保容器内的Pawn被深度保存
Scribe_Deep.Look(ref innerContainer, "innerContainer", this);
// 保存对原始施法者的引用(虽然它很快会被销毁,但以防万一)
Scribe_References.Look(ref originalCaster, "originalCaster");
}
}
}
```
### 3.3 `PawnDataUtility.cs` - “灵魂”数据迁移的执行者
这是一个静态工具类集中处理所有与Pawn数据复制相关的复杂逻辑使得其他部分的代码更整洁。
```csharp
// 路径: Source/ArachnaeSwarm/Possession/PawnDataUtility.cs
using System.Collections.Generic;
using RimWorld;
using Verse;
namespace ArachnaeSwarm.Possession
{
public static class PawnDataUtility
{
// 核心方法将soulSource的“灵魂”数据转移到bodyTarget上
public static void TransferSoul(Pawn soulSource, Pawn bodyTarget)
{
if (soulSource == null || bodyTarget == null)
{
Log.Error("Cannot transfer soul: source or target is null.");
return;
}
Log.Message($"Beginning soul transfer from {soulSource.LabelShort} to {bodyTarget.LabelShort}.");
// --- 1. 核心身份数据 ---
// 姓名
bodyTarget.Name = soulSource.Name;
// 故事 (背景和特性)
bodyTarget.story.Childhood = soulSource.story.Childhood;
bodyTarget.story.Adulthood = soulSource.story.Adulthood;
// 先清空目标的所有特性,再逐一添加源的特性
bodyTarget.story.traits.allTraits.Clear();
foreach (Trait trait in soulSource.story.traits.allTraits)
{
bodyTarget.story.traits.GainTrait(trait);
}
// 技能
// 同样地,清空后逐一添加
bodyTarget.skills.skills.Clear();
foreach (SkillRecord skill in soulSource.skills.skills)
{
SkillRecord newSkill = new SkillRecord(bodyTarget, skill.def)
{
levelInt = skill.levelInt,
xpSinceLastLevel = skill.xpSinceLastLevel,
passion = skill.passion
};
bodyTarget.skills.skills.Add(newSkill);
}
// 阵营
if (bodyTarget.Faction != soulSource.Faction)
{
bodyTarget.SetFaction(soulSource.Faction, soulSource);
}
// --- 2. 思想、社交和设定 ---
// 思想和记忆
// 清空目标的记忆,然后复制源的记忆
if (bodyTarget.needs.mood?.thoughts?.memories != null)
{
bodyTarget.needs.mood.thoughts.memories.Memories.Clear();
}
if (soulSource.needs.mood?.thoughts?.memories != null)
{
foreach (Thought_Memory memory in soulSource.needs.mood.thoughts.memories.Memories)
{
bodyTarget.needs.mood.thoughts.memories.TryGainMemory(memory);
}
}
// 工作设置
if (soulSource.workSettings != null && bodyTarget.workSettings != null)
{
bodyTarget.workSettings.EnableAndInitialize();
foreach (WorkTypeDef workDef in DefDatabase<WorkTypeDef>.AllDefs)
{
bodyTarget.workSettings.SetPriority(workDef, soulSource.workSettings.GetPriority(workDef));
}
}
// 时间表
if (soulSource.timetable != null && bodyTarget.timetable != null)
{
bodyTarget.timetable.times = new List<TimeAssignmentDef>(soulSource.timetable.times);
}
// 社交关系 (简化处理)
// 警告: 直接复制关系可能很危险,这里采用清空再添加直接关系的方式
if (soulSource.relations != null && bodyTarget.relations != null)
{
bodyTarget.relations.ClearAllRelations();
foreach (DirectPawnRelation relation in soulSource.relations.DirectRelations)
{
bodyTarget.relations.AddDirectRelation(relation.def, relation.otherPawn);
}
}
// 访客/囚犯状态
if (soulSource.guest != null && bodyTarget.guest != null)
{
// 使用游戏提供的标准方法来设置,而不是直接赋值
bodyTarget.guest.SetGuestStatus(soulSource.guest.HostFaction, soulSource.guest.GuestStatus);
if (soulSource.guest.IsPrisoner)
{
bodyTarget.guest.SetExclusiveInteraction(soulSource.guest.ExclusiveInteractionMode);
}
bodyTarget.guest.joinStatus = soulSource.guest.joinStatus;
}
// --- 3. 收尾工作 ---
// 强制刷新Pawn的渲染缓存确保外观如名字能立刻更新
bodyTarget.Drawer.renderer.SetAllGraphicsDirty();
Log.Message("Soul transfer complete.");
}
}
}
```
### 3.4 `CompProperties_AbilityPossess.cs` - 技能属性类
这是一个简单的属性类,用于将我们的技能效果组件(`CompAbilityEffect_Possess`连接到XML定义上。
```csharp
// 路径: Source/ArachnaeSwarm/Possession/CompProperties_AbilityPossess.cs
using RimWorld;
namespace ArachnaeSwarm.Possession
{
// CompProperties类用于在XML中配置Comp组件的参数
public class CompProperties_AbilityPossess : CompProperties_AbilityEffect
{
public CompProperties_AbilityPossess()
{
// 将这个属性类与我们的技能效果实现类关联起来
this.compClass = typeof(CompAbilityEffect_Possess);
}
}
}
```
---
## 4. XML 定义详解
### 4.1 `ARA_Hediffs_Possession.xml` - 定义Hediff
```xml
<!-- 路径: 1.6/1.6/Defs/HediffDefs/ARA_Hediffs_Possession.xml -->
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<HediffDef>
<!-- 内部唯一的定义名 -->
<defName>ARA_Possession</defName>
<!-- 游戏中显示的标签 -->
<label>阿拉克涅原虫寄生</label>
<!-- 鼠标悬浮时的描述 -->
<description>这个生物的身体正被另一个实体所控制。</description>
<!-- 关键将这个XML定义与我们的C#实现类关联起来 -->
<hediffClass>ArachnaeSwarm.Possession.Hediff_Possession</hediffClass>
<!-- 其他标准Hediff属性 -->
<isBad>false</isBad>
<scenarioCanAdd>false</scenarioCanAdd>
<maxSeverity>1.0</maxSeverity>
<stages>
<li>
<label>被寄生</label>
</li>
</stages>
</HediffDef>
</Defs>
```
### 4.2 `ARA_Possession_Defs.xml` - 定义技能、种族和身体
这个文件定义了技能本身,以及我们的“阿拉克涅原虫”作为一个完整的生物所需的一切。
```xml
<!-- 路径: 1.6/1.6/Defs/Misc/ARA_Possession_Defs.xml -->
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!-- ==================== 技能定义 ==================== -->
<AbilityDef>
<defName>ARA_Ability_Possess</defName>
<label>阿拉克涅寄生</label>
<description>将你的意识注入另一个生物的身体,完全占据它。</description>
<iconPath>UI/Abilities/Possess</iconPath> <!-- TODO: 需要一张图标 -->
<cooldownTicks>600</cooldownTicks>
<verbProperties>
<verbClass>Verb_CastAbility</verbClass>
<warmupTime>1.5</warmupTime>
<range>5.9</range>
<targetParams>
<canTargetPawns>true</canTargetPawns>
<canTargetBuildings>false</canTargetBuildings>
<canTargetSelf>false</canTargetSelf>
<canTargetLocations>false</canTargetLocations>
</targetParams>
</verbProperties>
<comps>
<!-- 关键将这个技能与我们的C#属性类关联起来 -->
<li Class="ArachnaeSwarm.Possession.CompProperties_AbilityPossess"/>
</comps>
</AbilityDef>
<!-- ==================== 生物AI定义 (可选) ==================== -->
<ThinkTreeDef>
<defName>ARA_Facehugger</defName>
<insertTag>Humanlike_PostMentalState</insertTag>
<insertPriority>100</insertPriority>
<thinkRoot Class="ThinkNode_Priority">
<subNodes>
<!-- 在这里可以为抱脸虫添加自定义AI例如当它空闲时自动寻找宿主 -->
</subNodes>
</thinkRoot>
</ThinkTreeDef>
<!-- ==================== 生物类型定义 ==================== -->
<PawnKindDef>
<defName>ARA_Facehugger</defName>
<label>阿拉克涅原虫</label>
<!-- 关联下面的种族定义 -->
<race>ARA_FacehuggerRace</race>
<combatPower>25</combatPower>
<lifeStages>
<li>
<bodyGraphicData>
<texPath>Things/Pawn/Animal/ARA_Facehugger</texPath> <!-- TODO: 需要贴图 -->
<drawSize>0.8</drawSize>
</bodyGraphicData>
<dessicatedBodyGraphicData>
<texPath>Things/Pawn/Animal/Dessicated/CritterDessicated</texPath>
<drawSize>0.8</drawSize>
</dessicatedBodyGraphicData>
</li>
</lifeStages>
<aiThinkTree>ARA_Facehugger</aiThinkTree>
<abilities>
<!-- 赋予该生物我们的夺舍技能 -->
<li>ARA_Ability_Possess</li>
</abilities>
</PawnKindDef>
<!-- ==================== 种族定义 ==================== -->
<ThingDef ParentName="AnimalThingBase">
<defName>ARA_FacehuggerRace</defName>
<label>阿拉克涅原虫</label>
<description>一种小型的、脆弱的寄生生物,其唯一的生存目的就是寻找并占据一个更强大的宿主。它通过将自己的意识注入目标来完成这一过程。</description>
<statBases>
<MoveSpeed>4.0</MoveSpeed>
<MarketValue>50</MarketValue>
<ComfyTemperatureMin>-10</ComfyTemperatureMin>
<ComfyTemperatureMax>50</ComfyTemperatureMax>
</statBases>
<tools>
<li>
<label>tiny claws</label>
<capacities>
<li>Scratch</li>
</capacities>
<power>2</power>
<cooldownTime>1.5</cooldownTime>
</li>
</tools>
<race>
<thinkTreeMain>Animal</thinkTreeMain>
<!-- 关联下面的身体定义 -->
<body>ARA_FacehuggerBody</body>
<baseBodySize>0.2</baseBodySize>
<baseHealthScale>0.3</baseHealthScale>
<baseHungerRate>0.1</baseHungerRate>
<lifeStageAges>
<li>
<def>AnimalAdult</def>
<minAge>0</minAge>
</li>
</lifeStageAges>
</race>
</ThingDef>
<!-- ==================== 身体结构定义 ==================== -->
<BodyDef>
<defName>ARA_FacehuggerBody</defName>
<label>facehugger</label>
<corePart>
<def>Body</def>
<height>20</height>
<depth>20</depth>
<parts>
<li>
<def>Head</def>
<coverage>0.3</coverage>
<parts>
<li>
<def>Skull</def>
<coverage>0.2</coverage>
<depth>Inside</depth>
<parts>
<li>
<def>Brain</def>
<coverage>0.1</coverage>
<depth>Inside</depth>
</li>
</parts>
</li>
<li>
<def>Eye</def>
<customLabel>left eye</customLabel>
<coverage>0.07</coverage>
</li>
<li>
<def>Eye</def>
<customLabel>right eye</customLabel>
<coverage>0.07</coverage>
</li>
</parts>
</li>
<li>
<def>Leg</def>
<customLabel>front left leg</customLabel>
<coverage>0.1</coverage>
</li>
<li>
<def>Leg</def>
<customLabel>front right leg</customLabel>
<coverage>0.1</coverage>
</li>
<li>
<def>Leg</def>
<customLabel>rear left leg</customLabel>
<coverage>0.1</coverage>
</li>
<li>
<def>Leg</def>
<customLabel>rear right leg</customLabel>
<coverage>0.1</coverage>
</li>
</parts>
</corePart>
</BodyDef>
</Defs>
```
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这份详尽的文档现在包含了我们所有的最终代码和XML并附有详细的注释解释了每一步的作用和它们之间的关联。