存食物需求的ability
This commit is contained in:
Binary file not shown.
@@ -25,6 +25,11 @@
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<li Class="CompProperties_AbilityLaunchProjectile">
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<projectileDef>ARA_Proj_EggSac</projectileDef>
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</li>
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<li Class="ArachnaeSwarm.CompProperties_AbilityNeedCost">
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<needDef>Food</needDef>
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<needCost>4</needCost>
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<failMessage>食物不足</failMessage>
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</li>
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</comps>
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</AbilityDef>
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@@ -60,6 +65,11 @@
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<ticksBetweenShots>3</ticksBetweenShots> <!-- 每次发射间隔12 Ticks (0.2秒) -->
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</li>
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</comps>
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<li Class="ArachnaeSwarm.CompProperties_AbilityNeedCost">
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<needDef>Food</needDef>
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<needCost>0.5</needCost>
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<failMessage>食物不足</failMessage>
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</li>
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</AbilityDef>
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<ThingDef>
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@@ -14,7 +14,7 @@
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<!-- 背部组织,仅包含骨骼和甲片 -->
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<li>
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<def>ARA_Dorsum</def>
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<coverage>0.036</coverage>
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<coverage>0</coverage>
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<groups>
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<li>Torso</li>
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</groups>
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@@ -42,7 +42,7 @@
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<!-- 胸部组织,包含骨骼和各类重点维生器官 -->
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<li>
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<def>ARA_Sternum</def>
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<coverage>0.036</coverage>
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<coverage>0</coverage>
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<groups>
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<li>Torso</li>
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</groups>
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@@ -154,7 +154,7 @@
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<!-- 尾部组织群 -->
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<li>
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<def>ARA_Tail</def>
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<coverage>0.025</coverage>
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<coverage>0</coverage>
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<height>Bottom</height>
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<depth>Inside</depth>
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<groups>
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@@ -346,6 +346,7 @@
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<flipGraphic>true</flipGraphic>
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<groups>
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<li>Hands</li>
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<li>HeadClaw</li>
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</groups>
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<parts>
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<li>
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@@ -401,6 +402,7 @@
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<flipGraphic>true</flipGraphic>
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<groups>
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<li>Hands</li>
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<li>HeadClaw</li>
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</groups>
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<parts>
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<li>
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@@ -5,13 +5,13 @@
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<defName>ARA_InteractiveEggSac</defName>
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<label>可交互的虫卵囊</label>
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<description>一个黏滑的囊状物,可以通过交互来孵化特定的昆虫。</description>
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<thingClass>Building</thingClass>
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<thingClass>ArachnaeSwarm.Building_Incubator</thingClass>
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<category>Building</category>
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<size>(1,1)</size>
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<graphicData>
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<texPath>Things/Building/EggSac</texPath>
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<graphicClass>Graphic_Random</graphicClass>
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<drawSize>(1.5,1.5)</drawSize>
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<texPath>Things/Building/EggSac</texPath>
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<graphicClass>Graphic_Random</graphicClass>
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<drawSize>(1.5,1.5)</drawSize>
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</graphicData>
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<altitudeLayer>Building</altitudeLayer>
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<passability>PassThroughOnly</passability>
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@@ -20,39 +20,44 @@
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<tickerType>Normal</tickerType>
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<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
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<statBases>
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<MaxHitPoints>200</MaxHitPoints>
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<Flammability>0.4</Flammability>
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<Beauty>-6</Beauty>
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<MaxHitPoints>200</MaxHitPoints>
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<Flammability>0.4</Flammability>
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<Beauty>-6</Beauty>
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</statBases>
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<building>
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<isInert>true</isInert>
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<claimable>false</claimable>
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<deconstructible>false</deconstructible>
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<repairable>false</repairable>
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<quickTargetable>true</quickTargetable>
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<isTargetable>true</isTargetable>
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<expandHomeArea>false</expandHomeArea>
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<isInert>true</isInert>
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<claimable>false</claimable>
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<deconstructible>false</deconstructible>
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<repairable>false</repairable>
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<quickTargetable>true</quickTargetable>
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<isTargetable>true</isTargetable>
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<expandHomeArea>false</expandHomeArea>
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</building>
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<hatchingGraphicData>
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<texPath>Things/Building/Natural/Hive</texPath>
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<graphicClass>Graphic_Random</graphicClass>
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<drawSize>1.6</drawSize>
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</hatchingGraphicData>
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<comps>
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<li Class="CompProperties_Glower">
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<glowRadius>6</glowRadius>
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<glowColor>(113,141,117,0)</glowColor>
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</li>
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<li Class="ArachnaeSwarm.CompProperties_SpawnPawnFromList">
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<pawnKinds>
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<li>Megascarab</li>
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<li>Spelopede</li>
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<li>Megaspider</li>
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</pawnKinds>
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<whitelist>
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<li>ARA_ArachnaeQueen</li>
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</whitelist>
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<delay>300</delay> <!-- 5 seconds -->
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<destroyOnSpawn>true</destroyOnSpawn>
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</li>
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<li Class="CompProperties_SpawnEffecterOnDestroy">
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<effect>CocoonDestroyed</effect>
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</li>
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<li Class="CompProperties_Glower">
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<glowRadius>6</glowRadius>
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<glowColor>(113,141,117,0)</glowColor>
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</li>
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<li Class="ArachnaeSwarm.CompProperties_SpawnPawnFromList">
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<pawnKinds>
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<li>Megascarab</li>
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<li>Spelopede</li>
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<li>Megaspider</li>
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</pawnKinds>
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<whitelist>
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<li>ARA_ArachnaeQueen</li>
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</whitelist>
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<delay>300</delay> <!-- 5 seconds -->
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<destroyOnSpawn>true</destroyOnSpawn>
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</li>
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<li Class="CompProperties_SpawnEffecterOnDestroy">
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<effect>CocoonDestroyed</effect>
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</li>
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</comps>
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</ThingDef>
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@@ -73,7 +73,9 @@
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<Compile Include="JobDriver_Incubate.cs" />
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<Compile Include="CompProperties_AbilitySprayLiquidMulti.cs" />
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<Compile Include="CompAbilityEffect_SprayLiquidMulti.cs" />
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<Compile Include="Building_Incubator.cs" />
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<Compile Include="Hediffs\Hediff_CurseFlame.cs" />
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<Compile Include="CompAbilityEffect_NeedCost.cs" />
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</ItemGroup>
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<ItemGroup />
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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34
Source/ArachnaeSwarm/Building_Incubator.cs
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34
Source/ArachnaeSwarm/Building_Incubator.cs
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@@ -0,0 +1,34 @@
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using UnityEngine;
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using Verse;
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namespace ArachnaeSwarm
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{
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public class Building_Incubator : Building
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{
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public CompSpawnPawnFromList SpawnComp => GetComp<CompSpawnPawnFromList>();
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public GraphicData hatchingGraphicData;
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private Graphic hatchingGraphic;
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public override void SpawnSetup(Map map, bool respawningAfterLoad)
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{
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base.SpawnSetup(map, respawningAfterLoad);
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if (hatchingGraphicData != null)
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{
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hatchingGraphic = hatchingGraphicData.Graphic;
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}
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}
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public override Graphic Graphic
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{
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get
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{
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if (SpawnComp != null && SpawnComp.IsHatching && hatchingGraphic != null)
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{
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return hatchingGraphic;
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}
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return base.Graphic;
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}
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}
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}
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}
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54
Source/ArachnaeSwarm/CompAbilityEffect_NeedCost.cs
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54
Source/ArachnaeSwarm/CompAbilityEffect_NeedCost.cs
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@@ -0,0 +1,54 @@
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using RimWorld;
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using RimWorld.Planet;
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using Verse;
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namespace ArachnaeSwarm
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{
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public class CompProperties_AbilityNeedCost : CompProperties_AbilityEffect
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{
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public NeedDef needDef;
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public float needCost;
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public string failMessage;
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public CompProperties_AbilityNeedCost()
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{
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compClass = typeof(CompAbilityEffect_NeedCost);
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}
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}
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public class CompAbilityEffect_NeedCost : CompAbilityEffect
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{
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public new CompProperties_AbilityNeedCost Props => (CompProperties_AbilityNeedCost)props;
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public override bool GizmoDisabled(out string reason)
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{
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Pawn caster = parent.pawn;
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if (caster != null && caster.needs != null)
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{
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if (caster.needs.TryGetNeed(Props.needDef, out Need need))
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{
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if (need.CurLevel < Props.needCost)
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{
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reason = Props.failMessage;
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return true;
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}
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}
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}
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reason = null;
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return false;
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}
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public override void Apply(LocalTargetInfo target, LocalTargetInfo dest)
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{
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base.Apply(target, dest);
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Pawn caster = parent.pawn;
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if (caster != null && caster.needs != null)
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{
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if (caster.needs.TryGetNeed(Props.needDef, out Need need))
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{
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need.CurLevel -= Props.needCost;
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}
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}
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}
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}
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}
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@@ -13,6 +13,7 @@ namespace ArachnaeSwarm
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private int spawnUntilTick = -1;
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private PawnKindDef spawningPawnKind;
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private PawnKindDef selectedPawnKind;
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public bool IsHatching => spawnUntilTick > 0;
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public override IEnumerable<FloatMenuOption> CompFloatMenuOptions(Pawn selPawn)
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{
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@@ -40,6 +41,7 @@ namespace ArachnaeSwarm
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}
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}
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public void StartIncubation()
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{
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spawningPawnKind = selectedPawnKind;
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@@ -55,6 +57,8 @@ namespace ArachnaeSwarm
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}
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}
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private void SpawnPawn(PawnKindDef pawnKind)
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{
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try
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@@ -71,34 +75,38 @@ namespace ArachnaeSwarm
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return;
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}
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Pawn pawn = PawnGenerator.GeneratePawn(new PawnGenerationRequest(pawnKind, parent.Faction));
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if (pawn == null)
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int count = Props.spawnCount.RandomInRange;
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for (int i = 0; i < count; i++)
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{
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Log.Error($"CompSpawnPawnFromList: Failed to generate pawn of kind {pawnKind.defName} for faction {parent.Faction?.Name ?? "null"}.");
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return;
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}
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if (GenSpawn.Spawn(pawn, parent.Position, parent.Map) == null)
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{
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Log.Error($"CompSpawnPawnFromList: Failed to spawn pawn {pawn} at {parent.Position}.");
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if (!pawn.Destroyed)
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Pawn pawn = PawnGenerator.GeneratePawn(new PawnGenerationRequest(pawnKind, parent.Faction));
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if (pawn == null)
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{
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pawn.Destroy();
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Log.Error($"CompSpawnPawnFromList: Failed to generate pawn of kind {pawnKind.defName} for faction {parent.Faction?.Name ?? "null"}.");
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continue;
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}
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return;
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}
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if (Props.lordJob != null)
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{
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try
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if (GenSpawn.Spawn(pawn, parent.Position, parent.Map) == null)
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{
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LordJob lordJobInstance = (LordJob)System.Activator.CreateInstance(Props.lordJob);
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Lord lord = LordMaker.MakeNewLord(parent.Faction, lordJobInstance, parent.Map);
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lord.AddPawn(pawn);
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Log.Error($"CompSpawnPawnFromList: Failed to spawn pawn {pawn} at {parent.Position}.");
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if (!pawn.Destroyed)
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{
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pawn.Destroy();
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}
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continue;
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}
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catch (System.Exception e)
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if (Props.lordJob != null)
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{
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Log.Error($"CompSpawnPawnFromList: Error creating LordJob {Props.lordJob?.Name ?? "null"} or assigning pawn {pawn}. Exception: {e}");
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try
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{
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LordJob lordJobInstance = (LordJob)System.Activator.CreateInstance(Props.lordJob);
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Lord lord = LordMaker.MakeNewLord(parent.Faction, lordJobInstance, parent.Map);
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lord.AddPawn(pawn);
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}
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catch (System.Exception e)
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{
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Log.Error($"CompSpawnPawnFromList: Error creating LordJob {Props.lordJob?.Name ?? "null"} or assigning pawn {pawn}. Exception: {e}");
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}
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}
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}
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@@ -114,6 +122,7 @@ namespace ArachnaeSwarm
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}
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}
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public override string CompInspectStringExtra()
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{
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if (spawnUntilTick > 0)
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@@ -136,6 +145,7 @@ namespace ArachnaeSwarm
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base.PostExposeData();
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Scribe_Values.Look(ref spawnUntilTick, "spawnUntilTick", -1);
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Scribe_Defs.Look(ref spawningPawnKind, "spawningPawnKind");
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Scribe_Defs.Look(ref selectedPawnKind, "selectedPawnKind");
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}
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}
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}
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38
Source/Documents/Project_Summary.md
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38
Source/Documents/Project_Summary.md
Normal file
@@ -0,0 +1,38 @@
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# 项目:可交互的虫卵囊
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## 1. 核心目标
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创建一个可交互的虫卵囊,它允许一个特定的 Pawn(阿拉克涅女皇种)通过右键菜单与它交互,从一个可配置的列表中选择一个 Pawn,并在经过一段可配置的延迟后,生成这个 Pawn。
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## 2. 已完成的功能
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* **创建了新的 VS 项目**: [`ArachnaeSwarm.csproj`](Source/ArachnaeSwarm/ArachnaeSwarm.csproj)
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* **实现了核心的生成逻辑**:
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* `CompProperties_SpawnPawnFromList.cs`: 定义了 XML 中可配置的属性,包括:
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* `pawnKinds`: 可生成的 Pawn 列表。
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* `whitelist`: 可以与虫卵囊交互的 Pawn 列表。
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* `delay`: 孵化延迟。
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* `spawnCount`: 生成数量。
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* `destroyOnSpawn`: 生成后是否摧毁自身。
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* `lordJob`: 生成的 Pawn 要执行的集体任务。
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* `CompSpawnPawnFromList.cs`: 实现了核心的生成逻辑,包括:
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* 生成右键菜单。
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* 处理孵化倒计时。
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* 生成指定数量的 Pawn。
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* 在检查面板上显示孵化状态和提示信息。
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* **实现了交互的 Job**:
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* `ARA_Jobs.xml`: 定义了 `ARA_IncubateJob`。
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* `JobDriver_Incubate.cs`: 实现了让 Pawn 走到虫卵囊旁边并启动孵化过程的逻辑。
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* **实现了动态的图形切换**:
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* `Building_Incubator.cs`: 创建了一个新的建筑基类,它会根据虫卵囊是否正在孵化来动态地改变自身的图形。
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* **创建了测试用的 Defs**:
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* `ARA_InteractiveEggSac.xml`: 定义了一个可交互的虫卵囊,用于在游戏中测试新功能。
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* `ArachnaeSwarm_Keys.xml`: 定义了相关的本地化 `key`。
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## 3. 当前状态
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目前,项目已经基本完成了所有的核心功能,并且能够成功编译。但是,在最后一次构建时,我们遇到了一个编译错误,导致我们无法进行最终的测试。
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## 4. 下一步计划
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解决当前的编译错误,并成功构建项目,以便在游戏中进行最终的测试。
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