晕晕
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@@ -96,6 +96,8 @@
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<Compile Include="CompNoTrainingDecay.cs" />
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<Compile Include="ThinkNode_ConditionalAnimalShouldSow.cs" />
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<Compile Include="ThinkNode_ConditionalAnimalShouldPlantCut.cs" />
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<Compile Include="CompProperties_AnimalWorkSettings.cs" />
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<Compile Include="CompAnimalWorkSettings.cs" />
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</ItemGroup>
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<ItemGroup>
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<Compile Include="WULA_AutoMechCarrier\CompAutoMechCarrier.cs" />
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49
Source/ArachnaeSwarm/CompAnimalWorkSettings.cs
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49
Source/ArachnaeSwarm/CompAnimalWorkSettings.cs
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@@ -0,0 +1,49 @@
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using System.Collections.Generic;
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using Verse;
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using RimWorld;
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namespace ArachnaeSwarm
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{
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public class CompAnimalWorkSettings : ThingComp
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{
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public CompProperties_AnimalWorkSettings Props => (CompProperties_AnimalWorkSettings)this.props;
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public override void PostSpawnSetup(bool respawningAfterLoad)
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{
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base.PostSpawnSetup(respawningAfterLoad);
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Pawn pawn = this.parent as Pawn;
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if (pawn == null) return;
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// 关键:如果 pawn 没有 workSettings,则为其创建一个
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if (pawn.workSettings == null)
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{
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// Log.Message($"Initializing Pawn_WorkSettings for animal: {pawn.LabelShort}");
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pawn.workSettings = new Pawn_WorkSettings(pawn);
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pawn.workSettings.EnableAndInitializeIfNotAlreadyInitialized();
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// 注意:Pawn_WorkSettings 的构造函数和 EnableAndInitializeIfNotAlreadyInitialized()
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// 通常会处理所有可用的 WorkTypeDef,并将它们的优先级初始化为 0。
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// 这正是我们想要的初始状态。具体的优先级将由其他逻辑(如你的 CompInstantTrain 或 ThinkNode)来设置。
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}
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// 设置工作优先级
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if (pawn.workSettings != null)
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{
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foreach (var entry in Props.workTypeMap)
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{
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TrainableDef trainable = entry.trainable;
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WorkTypeDef workType = entry.workType;
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// 检查动物是否学会了对应的 Trainable
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if (pawn.training != null && pawn.training.HasLearned(trainable))
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{
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// 设置一个默认的非零优先级,例如 3 (Medium)
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// 真正的"开关"由 ThinkNode_Conditional 的 GetWanted 控制
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pawn.workSettings.SetPriority(workType, 3);
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}
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}
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}
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}
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}
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}
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@@ -4,7 +4,6 @@ using RimWorld;
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namespace ArachnaeSwarm
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{
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// 定义在 XML 中使用的属性
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public class CompProperties_InstantTrain : CompProperties
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{
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public List<TrainableDef> trainables = new List<TrainableDef>();
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@@ -15,19 +14,15 @@ namespace ArachnaeSwarm
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}
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}
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// 实现组件的逻辑
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public class CompInstantTrain : ThingComp
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{
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// 方便地访问属性
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public CompProperties_InstantTrain Props => (CompProperties_InstantTrain)this.props;
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// 在 Pawn 生成到地图上后被调用
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public override void PostSpawnSetup(bool respawningAfterLoad)
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{
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base.PostSpawnSetup(respawningAfterLoad);
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// 如果不是在加载存档时重生,则执行训练逻辑
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if (!respawningAfterLoad)
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if (!respawningAfterLoad) // 只在初次生成时执行
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{
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Pawn pawn = this.parent as Pawn;
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if (pawn == null || pawn.training == null)
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@@ -35,13 +30,11 @@ namespace ArachnaeSwarm
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return;
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}
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// 遍历在 XML 中定义的需要训练的技能列表
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// 瞬间训练技能
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foreach (TrainableDef trainableDef in Props.trainables)
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{
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// 检查 Pawn 是否还未学会此技能
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if (!pawn.training.HasLearned(trainableDef))
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{
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// 调用原版方法,瞬间完成训练
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pawn.training.Train(trainableDef, null, true);
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}
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}
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25
Source/ArachnaeSwarm/CompProperties_AnimalWorkSettings.cs
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25
Source/ArachnaeSwarm/CompProperties_AnimalWorkSettings.cs
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@@ -0,0 +1,25 @@
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using System.Collections.Generic;
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using Verse;
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using RimWorld;
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namespace ArachnaeSwarm
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{
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public class CompProperties_AnimalWorkSettings : CompProperties
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{
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// 使用列表存储键值对,因为RimWorld的XML解析器对字典有特殊要求
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public List<WorkTypeMapEntry> workTypeMap = new List<WorkTypeMapEntry>();
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// 可以在这里添加一些配置选项,比如默认优先级等,但现在简单起见,可以留空或只做基本初始化
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public CompProperties_AnimalWorkSettings()
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{
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this.compClass = typeof(CompAnimalWorkSettings);
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}
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}
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// 定义键值对的结构
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public class WorkTypeMapEntry
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{
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public TrainableDef trainable;
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public WorkTypeDef workType;
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}
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}
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