14 Commits

Author SHA1 Message Date
ProjectKoi-Kalo\Kalo
c049cf4c5e 虫! 2025-09-04 23:02:54 +08:00
ProjectKoi-Kalo\Kalo
00d43cfba3 暂存 2025-09-04 22:21:01 +08:00
ProjectKoi-Kalo\Kalo
3df5314d4e 暂存 2025-09-04 21:12:22 +08:00
ProjectKoi-Kalo\Kalo
0982682cc9 暂存2 2025-09-04 21:01:54 +08:00
ProjectKoi-Kalo\Kalo
760ddee0cc 暂存 2025-09-04 20:40:32 +08:00
ProjectKoi-Kalo\Kalo
0207f5abd1 去掉开关电源 2025-09-04 18:48:25 +08:00
ProjectKoi-Kalo\Kalo
62b0ad265e 补上 2025-09-04 18:40:36 +08:00
ProjectKoi-Kalo\Kalo
b45df3cbfc 暂存 2025-09-04 18:37:22 +08:00
ProjectKoi-Kalo\Kalo
fda704ee2e Merge branch 'master' of https://git.ra3battle.cn/Kalospacer/ArachnaeSwarm 2025-09-04 17:34:25 +08:00
ProjectKoi-Kalo\Kalo
5643623725 暂存 2025-09-04 17:34:23 +08:00
Tourswen
bafda90d2e Update ARA_Building.xml 2025-09-04 17:30:59 +08:00
ProjectKoi-Kalo\Kalo
aab5e225c1 暂存key 2025-09-04 16:59:46 +08:00
ProjectKoi-Kalo\Kalo
4423a16a28 Merge branch '生物质工艺茧' 2025-09-04 16:47:14 +08:00
Tourswen
b495a2025d 酸嗜种辅虫 2025-09-04 16:00:41 +08:00
26 changed files with 2741 additions and 176 deletions

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@@ -31,7 +31,6 @@
</li>
</comps>
</AbilityDef>
<AbilityDef>
<defName>ARA_EggSpew</defName>
@@ -73,8 +72,8 @@
<AbilityDef>
<defName>ARA_EggSpewBioforgeIncubator</defName>
<label>生育培育卵</label>
<description>工艺卵</description>
<label>生育孵化茧</label>
<description>孵化茧</description>
<iconPath>UI/Commands/EggSpew</iconPath>
<cooldownTicksRange>5000</cooldownTicksRange>
<aiCanUse>true</aiCanUse>
@@ -99,7 +98,7 @@
</li>
<li Class="ArachnaeSwarm.CompProperties_AbilityNeedCost">
<needDef>Food</needDef>
<needCost>0</needCost>
<needCost>1</needCost>
<failMessage>营养值不足,需要进食</failMessage>
</li>
</comps>
@@ -146,6 +145,49 @@
</li>
</comps>
</AbilityDef>
<AbilityDef>
<defName>ARA_AcidSprayBurst_Myrmecocystus</defName>
<label>蜜罐种酸液轰炸</label>
<description>阿拉克涅蜜罐种向目标地点喷射大量腐蚀性酸液,虽然不如女皇种所喷射的酸雨那样强劲,但是虫酸的伤害依然是实打实的。</description>
<iconPath>UI/Abilities/AcidSpray</iconPath>
<cooldownTicksRange>12000</cooldownTicksRange> <!-- 2 hours -->
<aiCanUse>true</aiCanUse>
<displayOrder>300</displayOrder>
<displayGizmoWhileUndrafted>true</displayGizmoWhileUndrafted>
<disableGizmoWhileUndrafted>false</disableGizmoWhileUndrafted>
<warmupStartSound>AcidSpray_Warmup</warmupStartSound>
<verbProperties>
<verbClass>Verb_CastAbility</verbClass>
<range>15.9</range>
<warmupTime>3</warmupTime>
<soundCast>AcidSpray_Resolve</soundCast>
<targetParams>
<canTargetLocations>true</canTargetLocations>
</targetParams>
</verbProperties>
<comps>
<li Class="ArachnaeSwarm.CompProperties_AbilitySprayLiquidMulti">
<!-- CompProperties_AbilitySprayLiquid 的属性 -->
<projectileDef>ARA_Proj_StrongSludgeSpray</projectileDef>
<numCellsToHit>6</numCellsToHit>
<sprayEffecter>AcidSpray_Directional</sprayEffecter>
<!-- CompProperties_AbilitySprayLiquidMulti 新增的属性 -->
<shotCount>16</shotCount> <!-- 总共发射5次 -->
<ticksBetweenShots>3</ticksBetweenShots> <!-- 每次发射间隔12 Ticks (0.2秒) -->
</li>
<li Class="ArachnaeSwarm.CompProperties_AbilityNeedCost">
<needDef>Food</needDef>
<needCost>0.5</needCost>
<failMessage>营养值不足,需要进食</failMessage>
</li>
<li Class="ArachnaeSwarm.CompProperties_AbilityBodyPartCheck">
<requiredPart>ARA_Acid_sac</requiredPart>
<failMessage>酸囊受损或缺失,无法喷射酸液</failMessage>
</li>
</comps>
</AbilityDef>
<ThingDef>
<defName>ARA_Proj_StrongSludgeSpray</defName>
@@ -212,11 +254,11 @@
</ThingDef>
<AbilityDef>
<defName>ARA_AcidSprayBurst_Myrmecocystus</defName>
<label>蜜罐种酸液轰炸</label>
<description>阿拉克涅蜜罐种向目标地点喷射大量腐蚀性酸液,虽然不如女皇种所喷射的酸雨那样强劲,但是虫酸的伤害依然是实打实的。</description>
<iconPath>UI/Abilities/AcidSpray</iconPath>
<cooldownTicksRange>12000</cooldownTicksRange> <!-- 2 hours -->
<defName>ARA_BaseRace_Acid_Launcher</defName>
<label>酸嗜种投射</label>
<description></description>
<iconPath>UI/Commands/EggSpew</iconPath>
<cooldownTicksRange>5000</cooldownTicksRange>
<aiCanUse>true</aiCanUse>
<displayOrder>300</displayOrder>
<displayGizmoWhileUndrafted>true</displayGizmoWhileUndrafted>
@@ -224,33 +266,45 @@
<warmupStartSound>AcidSpray_Warmup</warmupStartSound>
<verbProperties>
<verbClass>Verb_CastAbility</verbClass>
<range>15.9</range>
<warmupTime>3</warmupTime>
<range>24</range>
<warmupTime>1</warmupTime>
<soundCast>AcidSpray_Resolve</soundCast>
<violent>false</violent>
<targetable>false</targetable>
<targetParams>
<canTargetLocations>true</canTargetLocations>
<canTargetSelf>false</canTargetSelf>
</targetParams>
</verbProperties>
<comps>
<li Class="ArachnaeSwarm.CompProperties_AbilitySprayLiquidMulti">
<!-- CompProperties_AbilitySprayLiquid 的属性 -->
<projectileDef>ARA_Proj_StrongSludgeSpray</projectileDef>
<numCellsToHit>6</numCellsToHit>
<sprayEffecter>AcidSpray_Directional</sprayEffecter>
<!-- CompProperties_AbilitySprayLiquidMulti 新增的属性 -->
<shotCount>16</shotCount> <!-- 总共发射5次 -->
<ticksBetweenShots>3</ticksBetweenShots> <!-- 每次发射间隔12 Ticks (0.2秒) -->
<li Class="CompProperties_AbilityLaunchProjectile">
<projectileDef>ArachnaeBase_Race_Acid_Proj</projectileDef>
</li>
<li Class="ArachnaeSwarm.CompProperties_AbilityNeedCost">
<li Class="ArachnaeSwarm.CompProperties_AbilityNeedCost">
<needDef>Food</needDef>
<needCost>0.5</needCost>
<failMessage>营养值不足,需要进食</failMessage>
</li>
<li Class="ArachnaeSwarm.CompProperties_AbilityBodyPartCheck">
<requiredPart>ARA_Acid_sac</requiredPart>
<failMessage>酸囊受损或缺失,无法喷射酸液</failMessage>
</li>
<!-- <li Class="ArachnaeSwarm.CompProperties_AbilityBodyPartCheck">
<requiredPart>ARA_Ovary</requiredPart>
<failMessage>卵巢受损或缺失,无法生育</failMessage>
</li> -->
</comps>
</AbilityDef>
<ThingDef ParentName="BaseGrenadeProjectile">
<defName>ArachnaeBase_Race_Acid_Proj</defName>
<label>阿拉克涅酸嗜种</label>
<thingClass>Projectile_SpawnsPawnZeroAge</thingClass>
<uiIconPath>Wula/Things/WULA_Attack_Cat/WULA_Cat_Thin_south</uiIconPath>
<graphicData>
<texPath>Wula/Things/WULA_Attack_Cat/WULA_Cat_Thin_south</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<projectile>
<speed>41</speed>
<spawnsPawnKind>ArachnaeBase_Race_Acid</spawnsPawnKind>
<tryAdjacentFreeSpaces>true</tryAdjacentFreeSpaces>
<damageDef>ARA_AcidBurn</damageDef>
<damageAmountBase>10</damageAmountBase>
</projectile>
</ThingDef>
</Defs>

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@@ -0,0 +1,27 @@
<?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"/>
</comps>
</AbilityDef>
</Defs>

View File

@@ -85,4 +85,27 @@
<li>ArachnaeNode_spawnCategories_ShieldHead</li>
</spawnCategories>
</AlienRace.AlienBackstoryDef>
<AlienRace.AlienBackstoryDef ParentName="ARA_BaseBackStory">
<defName>Arachnae_Node_BS_Adult_WeaponSmith</defName>
<title>阿拉克涅工艺种</title>
<titleShort>工艺种</titleShort>
<description>[PAWN_nameDef]是一只阿拉克涅工艺种督虫。能够产出专门用来孵化阿拉克涅武器种的孵化茧,负责阿拉克涅虫巢的基础维护。\n\n[PAWN_nameDef]在战斗中并不是一个值得正视的对手,她没有可以接入武装器官的副肢,脆弱臃肿的特性也决定了她几乎无法躲开任何攻击。</description>
<slot>Adulthood</slot>
<spawnCategories>
<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>

View File

@@ -14,4 +14,16 @@
<hediff>AcidBurn</hediff>
<scaleDamageToBuildingsBasedOnFlammability>false</scaleDamageToBuildingsBasedOnFlammability>
</DamageDef>
<DamageDef ParentName="CutBase">
<defName>ARA_AcidCut</defName>
<label>酸性撕咬</label>
<workerClass>DamageWorker_AddInjury</workerClass>
<deathMessage>{0} 被携带酸液的巨颚咬死了。</deathMessage>
<additionalHediffs>
<li>
<hediff>ARA_AcidCoverd</hediff>
<severityPerDamageDealt>0.01</severityPerDamageDealt>
</li>
</additionalHediffs>
</DamageDef>
</Defs>

View File

@@ -0,0 +1,62 @@
<?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>70</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>
</HediffDef>
</Defs>

View File

@@ -40,6 +40,12 @@
</requiredWorkTags>
<startingHediffs>
</startingHediffs>
<moveSpeedFactorByTerrainTag>
<li>
<key>ARA_Creep</key>
<value>8.0</value>
</li>
</moveSpeedFactorByTerrainTag>
</PawnKindDef>
<PawnKindDef Name="ArachnaeQueen_Colonist" ParentName="ArachnaeQueenBasePawnKind">
<defName>ARA_ArachnaeQueen</defName>
@@ -95,6 +101,12 @@
</requiredWorkTags>
<startingHediffs>
</startingHediffs>
<moveSpeedFactorByTerrainTag>
<li>
<key>ARA_Creep</key>
<value>8.0</value>
</li>
</moveSpeedFactorByTerrainTag>
</PawnKindDef>
<PawnKindDef ParentName="ArachnaeNodeABasePawnKind">
<defName>ArachnaeNode_Race_Myrmecocystus</defName>
@@ -111,7 +123,7 @@
</li>
</backstoryFiltersOverride>
<abilities>
<li>ARA_AcidSprayBurst_Myrmecocystus</li>
<li>ARA_AcidSprayBurst_Myrmecocystus</li>
</abilities>
<apparelTags>
</apparelTags>
@@ -135,83 +147,128 @@
</apparelTags>
<apparelMoney>0</apparelMoney>
</PawnKindDef>
<PawnKindDef ParentName="InsectKindBase">
<defName>ArachnaeBase_Race_Slavey</defName>
<label>阿拉克涅苦役种</label>
<race>ArachnaeBase_Race_Slavey</race>
<combatPower>75</combatPower>
<ecoSystemWeight>0.35</ecoSystemWeight>
<forceDeathOnDowned>true</forceDeathOnDowned>
<forceNoDeathNotification>true</forceNoDeathNotification>
<lifeStages>
<li>
<bodyGraphicData>
<texPath>Things/Pawn/Animal/Spelopede/Spelopede</texPath>
<drawSize>1</drawSize>
<color>(156,148,125)</color>
<shadowData>
<volume>(0.4, 0.5, 0.37)</volume>
<offset>(0,0,-0.15)</offset>
</shadowData>
</bodyGraphicData>
<dessicatedBodyGraphicData>
<texPath>Things/Pawn/Animal/Spelopede/Dessicated_Spelopede</texPath>
<drawSize>1</drawSize>
</dessicatedBodyGraphicData>
</li>
</lifeStages>
</PawnKindDef>
<PawnKindDef ParentName="InsectKindBase">
<defName>ArachnaeBase_Race_Scavenger</defName>
<label>阿拉克涅食腐种</label>
<race>ArachnaeBase_Race_Scavenger</race>
<combatPower>75</combatPower>
<ecoSystemWeight>0.35</ecoSystemWeight>
<forceDeathOnDowned>true</forceDeathOnDowned>
<forceNoDeathNotification>true</forceNoDeathNotification>
<lifeStages>
<li>
<bodyGraphicData>
<texPath>Things/Pawn/Animal/Spelopede/Spelopede</texPath>
<drawSize>1</drawSize>
<color>(156,148,125)</color>
<shadowData>
<volume>(0.4, 0.5, 0.37)</volume>
<offset>(0,0,-0.15)</offset>
</shadowData>
</bodyGraphicData>
<dessicatedBodyGraphicData>
<texPath>Things/Pawn/Animal/Spelopede/Dessicated_Spelopede</texPath>
<drawSize>1</drawSize>
</dessicatedBodyGraphicData>
</li>
</lifeStages>
</PawnKindDef>
<PawnKindDef ParentName="InsectKindBase">
<defName>ArachnaeBase_Race_HardJaw</defName>
<label>阿拉克涅坚颚种</label>
<race>ArachnaeBase_Race_HardJaw</race>
<combatPower>75</combatPower>
<ecoSystemWeight>0.35</ecoSystemWeight>
<forceDeathOnDowned>true</forceDeathOnDowned>
<forceNoDeathNotification>true</forceNoDeathNotification>
<lifeStages>
<li>
<bodyGraphicData>
<texPath>Things/Pawn/Animal/Spelopede/Spelopede</texPath>
<drawSize>1</drawSize>
<color>(156,148,125)</color>
<shadowData>
<volume>(0.4, 0.5, 0.37)</volume>
<offset>(0,0,-0.15)</offset>
</shadowData>
</bodyGraphicData>
<dessicatedBodyGraphicData>
<texPath>Things/Pawn/Animal/Spelopede/Dessicated_Spelopede</texPath>
<drawSize>1</drawSize>
</dessicatedBodyGraphicData>
</li>
</lifeStages>
</PawnKindDef>
<PawnKindDef ParentName="ArachnaeNodeABasePawnKind">
<defName>ArachnaeNode_Race_WeaponSmith</defName>
<label>阿拉克涅工艺种</label>
<race>ArachnaeNode_Race_WeaponSmith</race>
<defaultFactionType>PlayerColony</defaultFactionType>
<invNutrition>0</invNutrition>
<backstoryFiltersOverride>
<li>
<categories>
<li>ArachnaeNode_spawnCategoriesA</li>
<li>ArachnaeNode_spawnCategories_WeaponSmith</li>
</categories>
</li>
</backstoryFiltersOverride>
<abilities>
<li>ARA_EggSpewBioforgeIncubator</li>
</abilities>
<apparelTags>
</apparelTags>
<apparelMoney>0</apparelMoney>
</PawnKindDef>
<PawnKindDef Name="ARA_InsectKindBase" ParentName="AnimalKindBase" Abstract="True">
<defaultFactionType>PlayerColony</defaultFactionType>
<canArriveManhunter>false</canArriveManhunter>
<forceDeathOnDowned>true</forceDeathOnDowned>
<forceNoDeathNotification>true</forceNoDeathNotification>
<combatPower>75</combatPower>
<ecoSystemWeight>0</ecoSystemWeight>
<moveSpeedFactorByTerrainTag>
<li>
<key>ARA_Creep</key>
<value>8.0</value>
</li>
</moveSpeedFactorByTerrainTag>
</PawnKindDef>
<PawnKindDef ParentName="ARA_InsectKindBase">
<defName>ArachnaeBase_Race_Slavey</defName>
<label>阿拉克涅苦役种</label>
<race>ArachnaeBase_Race_Slavey</race>
<lifeStages>
<li>
<bodyGraphicData>
<texPath>Things/Pawn/Animal/Spelopede/Spelopede</texPath>
<drawSize>1</drawSize>
<color>(156,148,125)</color>
<shadowData>
<volume>(0.4, 0.5, 0.37)</volume>
<offset>(0,0,-0.15)</offset>
</shadowData>
</bodyGraphicData>
<dessicatedBodyGraphicData>
<texPath>Things/Pawn/Animal/Spelopede/Dessicated_Spelopede</texPath>
<drawSize>1</drawSize>
</dessicatedBodyGraphicData>
</li>
</lifeStages>
</PawnKindDef>
<PawnKindDef ParentName="ARA_InsectKindBase">
<defName>ArachnaeBase_Race_Scavenger</defName>
<label>阿拉克涅食腐种</label>
<race>ArachnaeBase_Race_Scavenger</race>
<lifeStages>
<li>
<bodyGraphicData>
<texPath>Things/Pawn/Animal/Spelopede/Spelopede</texPath>
<drawSize>1</drawSize>
<color>(156,148,125)</color>
<shadowData>
<volume>(0.4, 0.5, 0.37)</volume>
<offset>(0,0,-0.15)</offset>
</shadowData>
</bodyGraphicData>
<dessicatedBodyGraphicData>
<texPath>Things/Pawn/Animal/Spelopede/Dessicated_Spelopede</texPath>
<drawSize>1</drawSize>
</dessicatedBodyGraphicData>
</li>
</lifeStages>
</PawnKindDef>
<PawnKindDef ParentName="ARA_InsectKindBase">
<defName>ArachnaeBase_Race_HardJaw</defName>
<label>阿拉克涅坚颚种</label>
<race>ArachnaeBase_Race_HardJaw</race>
<lifeStages>
<li>
<bodyGraphicData>
<texPath>Things/Pawn/Animal/Spelopede/Spelopede</texPath>
<drawSize>1</drawSize>
<color>(156,148,125)</color>
<shadowData>
<volume>(0.4, 0.5, 0.37)</volume>
<offset>(0,0,-0.15)</offset>
</shadowData>
</bodyGraphicData>
<dessicatedBodyGraphicData>
<texPath>Things/Pawn/Animal/Spelopede/Dessicated_Spelopede</texPath>
<drawSize>1</drawSize>
</dessicatedBodyGraphicData>
</li>
</lifeStages>
</PawnKindDef>
<PawnKindDef ParentName="ARA_InsectKindBase">
<defName>ArachnaeBase_Race_Acid</defName>
<label>阿拉克涅酸嗜种</label>
<race>ArachnaeBase_Race_Acid</race>
<lifeStages>
<li>
<bodyGraphicData>
<texPath>Things/Pawn/Animal/Spelopede/Spelopede</texPath>
<drawSize>1</drawSize>
<color>(156,148,125)</color>
<shadowData>
<volume>(0.4, 0.5, 0.37)</volume>
<offset>(0,0,-0.15)</offset>
</shadowData>
</bodyGraphicData>
<dessicatedBodyGraphicData>
<texPath>Things/Pawn/Animal/Spelopede/Dessicated_Spelopede</texPath>
<drawSize>1</drawSize>
</dessicatedBodyGraphicData>
</li>
</lifeStages>
</PawnKindDef>
</Defs>

View File

@@ -33,6 +33,7 @@
<useMeatFrom>Megaspider</useMeatFrom>
<lifeExpectancy>0.1</lifeExpectancy>
<trainability>Advanced</trainability>
<!-- <hasCorpse>false</hasCorpse> -->
<!-- <specialTrainables>
<li MayRequire="Ludeon.RimWorld.Odyssey">Dig</li>
<li>ARA_Sowing</li>
@@ -77,15 +78,13 @@
<level>8</level>
</li>
</skillLevels> -->
<instantTrainables>
<!-- <li>ARA_Sowing</li>
<li>Dig</li> -->
<li>Haul</li>
<!-- 救援 -->
<!-- <li>Rescue</li> -->
<!-- 觅食 -->
<!-- <li>Forage</li> -->
</instantTrainables>
<trainables>
<li>
<trainable>Haul</trainable>
<trainInstantly>true</trainInstantly>
<setWanted>true</setWanted>
</li>
</trainables>
<disableAllSkillDecay>true</disableAllSkillDecay> <!-- 阻止这个动物的所有技能衰减 -->
</li>
</comps>
@@ -101,9 +100,13 @@
</race>
<comps>
<li Class="ArachnaeSwarm.CompProperties_AdvancedTraining">
<instantTrainables>
<li>ARA_Sowing</li>
</instantTrainables>
<trainables>
<li>
<trainable>ARA_Sowing</trainable>
<trainInstantly>true</trainInstantly>
<setWanted>true</setWanted>
</li>
</trainables>
<disableAllSkillDecay>true</disableAllSkillDecay> <!-- 阻止这个动物的所有技能衰减 -->
</li>
</comps>
@@ -120,12 +123,64 @@
</race>
<comps>
<li Class="ArachnaeSwarm.CompProperties_AdvancedTraining">
<instantTrainables>
<li>Dig</li>
<li>AttackTarget</li>
</instantTrainables>
<trainables>
<li>
<trainable>Dig</trainable>
<trainInstantly>true</trainInstantly>
<setWanted>true</setWanted>
</li>
<li>
<trainable>AttackTarget</trainable>
<trainInstantly>true</trainInstantly>
<setWanted>true</setWanted>
</li>
</trainables>
<disableAllSkillDecay>true</disableAllSkillDecay> <!-- 阻止这个动物的所有技能衰减 -->
</li>
</comps>
</ThingDef>
<ThingDef ParentName="BaseDrone" MayRequire="Ludeon.RimWorld.Odyssey">
<defName>ArachnaeBase_Race_Acid</defName>
<label>阿拉克涅酸嗜种</label>
<description>阿拉克涅辅虫之一,智力低下,一般被作为活体炮弹打出,击中敌人后若是还没散架,就会继续依靠带酸液的颚撕咬敌军。</description>
<race>
<thinkTreeConstant>WarUrchinConstant</thinkTreeConstant>
<baseBodySize>0.5</baseBodySize>
<!-- <hasCorpse>false</hasCorpse> -->
<body>BeetleLikeWithClaw</body>
<lifeStageAges>
<li>
<def>EusocialInsectAdult</def>
<minAge>0</minAge>
<soundWounded>Pawn_Spelopede_Pain</soundWounded>
<soundDeath>Pawn_Spelopede_Death</soundDeath>
<soundCall>Pawn_Spelopede_Call</soundCall>
<soundAngry>Pawn_Spelopede_Angry</soundAngry>
</li>
</lifeStageAges>
</race>
<statBases>
<MoveSpeed>6</MoveSpeed>
</statBases>
<comps>
<li Class="CompProperties_MechPowerCell">
<totalPowerTicks>4400</totalPowerTicks> <!-- 2 hours -->
<labelOverride>寿命</labelOverride>
<tooltipOverride>这种特殊的阿拉克涅辅虫从出生起就走在死亡的道路上了——它们的寿命就是如此短暂。</tooltipOverride>
<showGizmoOnNonPlayerControlled>true</showGizmoOnNonPlayerControlled>
</li>
</comps>
<tools Inherit="False">
<li>
<label>酸性巨颚</label>
<capacities>
<li>ARA_AcidCut</li>
</capacities>
<power>6</power>
<cooldownTime>2.6</cooldownTime>
<linkedBodyPartsGroup>HeadAttackTool</linkedBodyPartsGroup>
<ensureLinkedBodyPartsGroupAlwaysUsable>true</ensureLinkedBodyPartsGroupAlwaysUsable>
</li>
</tools>
</ThingDef>
</Defs>

View File

@@ -273,9 +273,10 @@
</whiteXenotypeList>
<onlyUseRaceRestrictedXenotypes>false</onlyUseRaceRestrictedXenotypes>
<!-- 食物列表 -->
<foodList>
</foodList>
<onlyEatRaceRestrictedFood>false</onlyEatRaceRestrictedFood>
<whiteFoodList>
<li>ARA_InsectJelly</li>
</whiteFoodList>
<onlyEatRaceRestrictedFood>true</onlyEatRaceRestrictedFood>
<!-- 可以穿戴的衣服 -->
<apparelList>
</apparelList>
@@ -521,7 +522,7 @@
</race>
<!-- 工具设置(攻击方式) -->
<tools>
<tools Inherit="False"><!-- 必须写禁止继承不然会把HUMANLIKE的攻击方式继承过来导致红字找不到部件报错 -->
<li>
<label>头颚</label>
<capacities>
@@ -593,6 +594,15 @@
</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">
@@ -739,7 +749,7 @@
<productionQueue>
<li>
<pawnKind>ArachnaeBase_Race_HardJaw</pawnKind>
<count>5</count>
<count>2</count>
<cooldownTicks>1000</cooldownTicks>
</li>
</productionQueue>
@@ -792,4 +802,126 @@
</lifeStageAges>
</race>
</AlienRace.ThingDef_AlienRace>
<AlienRace.ThingDef_AlienRace ParentName="ARA_NodeBase">
<defName>ArachnaeNode_Race_WeaponSmith</defName>
<label>阿拉克涅工艺种</label>
<description>阿拉克涅督虫之一,天生牛马。\n\n作为督虫她可以繁育并监管若干阿拉克涅坚颚种辅虫以协助巢穴开采矿脉。</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_Addons_ShieldHead</path>
<offsets>
<south>
<offset>(0,0.32)</offset>
</south>
<north>
<offset>(0,0.32)</offset>
</north>
<east>
<offset>(-0.1,0.32)</offset>
</east>
<west>
<offset>(-0.1,0.32)</offset>
</west>
</offsets>
<inFrontOfBody>true</inFrontOfBody>
</li>
<li>
<path>ArachnaeSwarm/Things/ARA_HiveNode/Addons/ArachnaeNode_Race_Addons_ShieldBody</path>
<inFrontOfBody>true</inFrontOfBody>
<offsets>
<south>
<!-- <layerOffset>0.25</layerOffset> -->
</south>
<north>
<layerOffset>-0.6</layerOffset>
</north>
<east>
<!-- same structure repeated -->
</east>
<west>
<!-- optional, mirrors east if omitted -->
</west>
</offsets>
</li>
</bodyAddons>
</alienPartGenerator>
</generalSettings>
<raceRestriction>
<!-- 食物列表 -->
<foodList>
<li>ARA_InsectJelly</li>
</foodList>
<onlyEatRaceRestrictedFood>true</onlyEatRaceRestrictedFood>
</raceRestriction>
</alienRace>
<comps>
<li Class="ArachnaeSwarm.CompProperties_AutoMechCarrier">
<freeProduction>true</freeProduction>
<disableHediff>WULA_MechCarrierSwitchHediff</disableHediff>
<fixedIngredient>ARA_InsectJelly</fixedIngredient>
<maxIngredientCount>500</maxIngredientCount>
<startingIngredientCount>500</startingIngredientCount>
<costPerPawn>999</costPerPawn>
<cooldownTicks>9999</cooldownTicks>
<productionQueue>
<li>
<pawnKind>ArachnaeBase_Race_Slavey</pawnKind>
<count>2</count>
<cooldownTicks>1000</cooldownTicks>
</li>
</productionQueue>
<spawnEffecter>CocoonDestroyed</spawnEffecter>
</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>50</MeatAmount>
<LeatherAmount>80</LeatherAmount>
<MeleeDodgeChance>0.75</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>1</ArmorRating_Blunt>
<ArmorRating_Sharp>1.25</ArmorRating_Sharp>
<ArmorRating_Heat>1</ArmorRating_Heat>
</statBases>
<race>
<!-- 身体类型 -->
<body>ArachnaeMyrmecocystus_Body</body>
<!-- 身形大小 -->
<baseBodySize>2</baseBodySize>
<!-- 血量上限 -->
<baseHealthScale>5</baseHealthScale>
<!-- 蜜罐虫的寿命很低 -->
<lifeExpectancy>2</lifeExpectancy>
<lifeStageAges Inherit="False">
<li>
<def>ArachnaeNode_Myrmecocystus_Adult</def>
<minAge>0</minAge>
</li>
</lifeStageAges>
</race>
</AlienRace.ThingDef_AlienRace>
</Defs>

View File

@@ -456,10 +456,17 @@
</xenotypeList>
<onlyUseRaceRestrictedXenotypes>true</onlyUseRaceRestrictedXenotypes>
<!-- 食物列表 -->
<foodList>
<whiteFoodList>
<li>ARA_InsectJelly</li>
</foodList>
</whiteFoodList>
<onlyEatRaceRestrictedFood>true</onlyEatRaceRestrictedFood>
<!-- 可以驯服的宠物,主要是防止小虫由别人驯服 -->
<petList>
<li>ArachnaeBase_Race_Slavey</li>
<li>ArachnaeBase_Race_Scavenger</li>
<li>ArachnaeBase_Race_HardJaw</li>
</petList>
<onlyTameRaceRestrictedPets>false</onlyTameRaceRestrictedPets>
<!-- 可以穿戴的衣服 -->
<apparelList>
</apparelList>
@@ -732,23 +739,7 @@
</recipes>
<comps>
<li Class="ArachnaeSwarm.CompProperties_AutoMechCarrier">
<freeProduction>true</freeProduction>
<disableHediff>WULA_MechCarrierSwitchHediff</disableHediff>
<fixedIngredient>ARA_InsectJelly</fixedIngredient>
<maxIngredientCount>500</maxIngredientCount>
<startingIngredientCount>500</startingIngredientCount>
<costPerPawn>999</costPerPawn>
<cooldownTicks>9999</cooldownTicks>
<productionQueue>
<li>
<pawnKind>ArachnaeBase_Race_Slavey</pawnKind>
<count>5</count>
<cooldownTicks>1000</cooldownTicks>
</li>
</productionQueue>
<spawnEffecter>CocoonDestroyed</spawnEffecter>
</li>
</comps>
</AlienRace.ThingDef_AlienRace>
</Defs>

View File

@@ -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>

View File

@@ -3,7 +3,7 @@
<ThingDef ParentName="OrganicProductBase">
<defName>ARA_InsectJelly</defName>
<label>阿拉克涅虫蜜</label>
<description>由阿拉克涅虫族储存和用作食物的果冻。它顺滑、浓郁、永不腐烂,能满足食用者的娱乐需求。由于其独特的生物特性,非阿拉克涅虫族也可以食用这种食物,并且不会引起食物中毒。</description>
<description>由阿拉克涅虫族储存和用作食物的果冻,是大部分阿拉克涅虫族的唯一食物。它顺滑、浓郁、永不腐烂,能满足食用者的娱乐需求。由于其独特的生物特性,非阿拉克涅虫族也可以食用这种食物,并且不会引起食物中毒。</description>
<possessionCount>20</possessionCount>
<graphicData>
<texPath>ArachnaeSwarm/Item/ARA_InsectJelly</texPath>

View File

@@ -3,7 +3,7 @@
<TerrainDef ParentName="FloorBase">
<defName>ARA_InsectCreep</defName>
<label>阿拉克涅菌毯</label>
<description>由阿拉克涅虫族所铺设的由真菌、甲壳素分泌物混合得到的地面,会自动在各种拉克涅虫族建筑附近蔓延。这种奇特的结构质地紧密且暗藏大量营养输送组织,可以支撑重型建筑、种植特殊作物,但是除了虫族以外没人想踩在这坨软乎乎的活体结构上。</description>
<description>由阿拉克涅虫族所铺设的由真菌、甲壳素分泌物混合得到的地面,会自动在各种拉克涅虫族建筑附近蔓延。这种奇特的结构质地紧密且暗藏大量营养输送组织,可以支撑重型建筑、种植特殊作物、加速其上的阿拉克涅虫族移动速度,但是除了虫族以外没人想踩在这坨软乎乎的活体结构上。</description>
<designationCategory>ARA_Buildings</designationCategory>
<texturePath>Terrain/Surfaces/InsectSludge</texturePath>
<color>(203, 163, 68)</color>
@@ -13,7 +13,7 @@
<edgeType>FadeRough</edgeType>
<resourcesFractionWhenDeconstructed>0</resourcesFractionWhenDeconstructed>
<renderPrecedence>330</renderPrecedence>
<pathCost>0</pathCost>
<pathCost>2</pathCost>
<generatedFilth>Filth_Slime</generatedFilth>
<filthAcceptanceMask>
<li>Unnatural</li>
@@ -206,6 +206,7 @@
<tickerType>Normal</tickerType>
<designationCategory>ARA_Buildings</designationCategory>
<repairEffect>EatVegetarian</repairEffect>
<filthLeaving>Filth_Slime</filthLeaving>
<!-- <thingCategories>
<li>BuildingsSpecial</li>
</thingCategories> -->
@@ -247,4 +248,114 @@
<li>PlaceWorker_GlowRadius</li>
</placeWorkers>
</ThingDef>
<ThingDef ParentName="BuildingNaturalBase">
<defName>ARA_Tumor_SunLamp</defName>
<label>阿拉克涅巨型菌瘤</label>
<description>一个比普通菌瘤更大的菌瘤,内部的发光器官亮的难以想象,可以支持作物的光照条件,但是其寿命比普通菌瘤要短得多。</description>
<thingClass>Building_SunLamp</thingClass>
<graphicData>
<texPath>ArachnaeSwarm/Building/ARA_Tumor</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shadowData>
<volume>(0.3, 0.6, 0.3)</volume>
<offset>(0,0,-0.1)</offset>
</shadowData>
<damageData>
<rect>(0.2,0.2,0.6,0.6)</rect>
</damageData>
</graphicData>
<size>(2,2)</size>
<blockWind>true</blockWind>
<tickerType>Normal</tickerType>
<statBases>
<WorkToBuild>600</WorkToBuild>
<Mass>4.5</Mass>
</statBases>
<designationCategory>ARA_Buildings</designationCategory>
<costList>
<ARA_InsectJelly>10</ARA_InsectJelly>
</costList>
<uiOrder>2995</uiOrder>
<comps>
<li Class="CompProperties_Glower">
<overlightRadius>7.0</overlightRadius>
<glowRadius>14</glowRadius>
<glowColor>(220,210,171,0)</glowColor>
<colorPickerEnabled>true</colorPickerEnabled>
</li>
<!-- <li Class="CompProperties_Schedule">
<startTime>0.25</startTime>
<endTime>0.8</endTime>
<offMessage>Off for plant resting period</offMessage>
</li> -->
<!-- <li Class="CompProperties_HeatPusher">
<compClass>CompHeatPusherPowered</compClass>
<heatPerSecond>3</heatPerSecond>
</li> -->
</comps>
<!-- Determined by trial and error
This value isn't perfect because these radii use different algorithms
but it matches in this case-->
<specialDisplayRadius>5.8</specialDisplayRadius>
</ThingDef>
<ThingDef ParentName="BenchBase">
<defName>ARA_ResearchBench</defName>
<label>阿拉克涅研究台</label>
<description>A simple bench with writing implements and simple measurement devices. Researchers work here to discover new things.</description>
<thingClass>Building_ResearchBench</thingClass>
<size>(3,2)</size>
<stuffCategories>
<li>Metallic</li>
<li>Woody</li>
<li>Stony</li>
</stuffCategories>
<costStuffCount>75</costStuffCount>
<costList>
<Steel>25</Steel>
</costList>
<graphicData>
<texPath>Things/Building/Production/ResearchBenchSimple</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<shaderType>CutoutComplex</shaderType>
<drawSize>(5,4)</drawSize>
<damageData>
<cornerTL>Damage/Corner</cornerTL>
<cornerTR>Damage/Corner</cornerTR>
<cornerBL>Damage/Corner</cornerBL>
<cornerBR>Damage/Corner</cornerBR>
</damageData>
</graphicData>
<castEdgeShadows>true</castEdgeShadows>
<staticSunShadowHeight>0.20</staticSunShadowHeight>
<altitudeLayer>Building</altitudeLayer>
<passability>PassThroughOnly</passability>
<pathCost>50</pathCost>
<statBases>
<MaxHitPoints>250</MaxHitPoints>
<WorkToBuild>2800</WorkToBuild>
<Flammability>1.0</Flammability>
<ResearchSpeedFactor>0.75</ResearchSpeedFactor>
</statBases>
<placeWorkers>
<li>PlaceWorker_PreventInteractionSpotOverlap</li>
<li>PlaceWorker_DrawLinesToBookcasesInRoom</li>
</placeWorkers>
<fillPercent>0.5</fillPercent>
<interactionCellOffset>(0,0,-1)</interactionCellOffset>
<hasInteractionCell>true</hasInteractionCell>
<designationCategory>Production</designationCategory>
<uiOrder>2600</uiOrder>
<surfaceType>Item</surfaceType>
<building>
<paintable>true</paintable>
<workTableRoomRole>Laboratory</workTableRoomRole>
<workTableNotInRoomRoleFactor>0.8</workTableNotInRoomRoleFactor>
</building>
<comps Inherit="False">
<li Class="CompProperties_ReportWorkSpeed">
<workSpeedStat>ResearchSpeedFactor</workSpeedStat>
</li>
</comps>
</ThingDef>
</Defs>

View File

@@ -64,6 +64,10 @@
<pawnKind>ArachnaeNode_Race_ShieldHead</pawnKind>
<delay>300</delay>
</li>
<li>
<pawnKind>ArachnaeNode_Race_WeaponSmith</pawnKind>
<delay>300</delay>
</li>
</pawnKindDelays>
<destroyOnSpawn>true</destroyOnSpawn>
</li>

View File

@@ -4,7 +4,7 @@
<ThingDef ParentName="BuildingBase">
<defName>ARA_BioforgeIncubator</defName>
<label>阿拉克涅孵化茧</label>
<description>一个脆弱、易燃、黏滑的囊状物,是阿拉克涅工艺种所诞之卵,内含哺育阿拉克涅武器种虫族所需的营养和遗传物质,可以通过阿拉克涅工艺种的交互完成激活进程。</description>
<description>一个脆弱、易燃、黏滑的囊状物,是阿拉克涅工艺种所诞之卵,内含哺育阿拉克涅武器种虫族所需的营养和遗传物质,可以通过阿拉克涅工艺种的交互完成激活进程。孵化茧对温度极度敏感,遭受极端温度将会受损需要小心保护。</description>
<thingClass>Building</thingClass>
<graphicData>
<texPath>ArachnaeSwarm/Building/ARA_EggSac</texPath>
@@ -27,7 +27,15 @@
</building>
<comps>
<li Class="CompProperties_Flickable"/>
<li Class="CompProperties_SpawnEffecterOnDestroy">
<effect>CocoonDestroyed</effect>
</li>
<li Class="CompProperties_SpawnerFilth">
<filthDef>Filth_Slime</filthDef>
<spawnCountOnSpawn>10</spawnCountOnSpawn>
<spawnMtbHours>4</spawnMtbHours>
<spawnRadius>5</spawnRadius>
</li>
<!-- The new, GrowthVat-style fuel component -->
<li Class="ArachnaeSwarm.CompProperties_RefuelableNutrition">
@@ -38,7 +46,7 @@
<li>Foods</li>
</categories>
</fuelFilter>
<fuelConsumptionRate>0</fuelConsumptionRate> <!-- IMPORTANT: Disable base class consumption -->
<fuelConsumptionRate>0</fuelConsumptionRate> <!-- IMPORTANT: Disable base class consumption -->
</li>
<!-- The refactored producer component -->
@@ -57,7 +65,7 @@
</processes>
<whitelist>
<li>ARA_ArachnaeQueen</li>
<li>ArachnaeNode_Race_WeaponSmith</li>
</whitelist>
<spawnCount>1</spawnCount>
<destroyOnSpawn>True</destroyOnSpawn>
@@ -165,7 +173,7 @@
<recoveryRate>0.001</recoveryRate>
</li>
</comps>
</ThingDef>
</Defs>

View File

@@ -4,4 +4,11 @@
<ARA_Incubate>孵化 {0}</ARA_Incubate>
<ARA_NeedsInteraction>未孵化,需要阿拉克涅女皇种交互</ARA_NeedsInteraction>
<!-- CompAbilityEffect_BindDrone -->
<ARA_BindDrone_Success>{0} 已成功绑定到 {1} 的蜂巢思维。</ARA_BindDrone_Success>
<ARA_BindDrone_Failure>无法将 {0} 绑定到 {1} 的蜂巢思维。</ARA_BindDrone_Failure>
<ARA_BindDrone_NoDroneHediff>目标 {0} 没有“ARA_HiveMindDrone”的 hediff。</ARA_BindDrone_NoDroneHediff>
<ARA_BindDrone_AlreadyBound>目标 {0} 已绑定到 {1}。</ARA_BindDrone_AlreadyBound>
<ARA_BindDrone_NoMasterHediff>施法者 {0} 没有“ARA_HiveMindMaster”的 hediff。</ARA_BindDrone_NoMasterHediff>
</LanguageData>

View File

@@ -20,11 +20,11 @@ namespace ArachnaeSwarm
{
if (masterHediff.TryBindDrone(dronePawn))
{
Messages.Message($"Successfully bound {dronePawn.LabelShort} to {masterPawn.LabelShort}'s hive mind.", MessageTypeDefOf.PositiveEvent, historical: false);
Messages.Message("ARA_BindDrone_Success".Translate(dronePawn.LabelShort, masterPawn.LabelShort), MessageTypeDefOf.PositiveEvent, historical: false);
}
else
{
Messages.Message($"Failed to bind {dronePawn.LabelShort} to {masterPawn.LabelShort}'s hive mind. Check logs for details.", MessageTypeDefOf.NegativeEvent, historical: false);
Messages.Message("ARA_BindDrone_Failure".Translate(dronePawn.LabelShort, masterPawn.LabelShort), MessageTypeDefOf.NegativeEvent, historical: false);
}
}
else
@@ -70,7 +70,7 @@ namespace ArachnaeSwarm
{
if (throwMessages)
{
Messages.Message($"Target {dronePawn.LabelShort} does not have the 'ARA_HiveMindDrone' hediff.", MessageTypeDefOf.RejectInput, historical: false);
Messages.Message("ARA_BindDrone_NoDroneHediff".Translate(dronePawn.LabelShort), MessageTypeDefOf.RejectInput, historical: false);
}
return false;
}
@@ -80,7 +80,7 @@ namespace ArachnaeSwarm
{
if (throwMessages)
{
Messages.Message($"Target {dronePawn.LabelShort} is already bound to {droneHediff.target.LabelShort}.", MessageTypeDefOf.RejectInput, historical: false);
Messages.Message("ARA_BindDrone_AlreadyBound".Translate(dronePawn.LabelShort, droneHediff.target.LabelShort), MessageTypeDefOf.RejectInput, historical: false);
}
return false;
}
@@ -91,7 +91,7 @@ namespace ArachnaeSwarm
{
if (throwMessages)
{
Messages.Message($"Caster {masterPawn.LabelShort} does not have the 'ARA_HiveMindMaster' hediff.", MessageTypeDefOf.RejectInput, historical: false);
Messages.Message("ARA_BindDrone_NoMasterHediff".Translate(masterPawn.LabelShort), MessageTypeDefOf.RejectInput, historical: false);
}
return false;
}

View File

@@ -7,13 +7,13 @@ namespace ArachnaeSwarm
public class CompProperties_AdvancedTraining : CompProperties
{
// 1. 用于设置固定技能等级
public List<SkillLevelEntry> skillLevels = new List<SkillLevelEntry>();
// 2. 用于指定生成时立即完成的训练
public List<TrainableDef> instantTrainables = new List<TrainableDef>();
public List<SkillLevelEntry> skillLevels = new List<SkillLevelEntry>();
// 2. 用于配置训练项目
public List<TrainableEntry> trainables = new List<TrainableEntry>();
// 3. 全局开关:是否阻止所有技能衰减
public bool disableAllSkillDecay = false;
public bool disableAllSkillDecay = false;
public CompProperties_AdvancedTraining()
{
@@ -25,10 +25,15 @@ namespace ArachnaeSwarm
{
public SkillDef skill;
public int level = 0;
// 这里的 disableDecay 字段现在是冗余的,因为我们有全局的 disableAllSkillDecay
// 但为了兼容性或未来可能的需求,可以保留。
// 在当前方案中,它的值将被忽略。
public bool disableDecay = true;
public bool disableDecay = true;
}
// 新增:用于定义训练项目的条目
public class TrainableEntry
{
public TrainableDef trainable;
public bool trainInstantly = false; // 是否立即完成训练
public bool setWanted = false; // 是否默认启用
}
public class CompAdvancedTraining : ThingComp
@@ -53,22 +58,28 @@ namespace ArachnaeSwarm
if (skillRecord != null)
{
skillRecord.Level = entry.level;
// 注意: 激情 (passion) 影响学习速度,不直接阻止衰减。
// 实际的衰减阻止逻辑在 TrainingSystem_Patcher.cs 中处理。
// 默认情况下,我们不改变 passion除非有特殊需求。
}
}
}
}
// --- 2. 执行瞬间训练 (只在初次生成时) ---
if (!respawningAfterLoad && pawn.training != null && !Props.instantTrainables.NullOrEmpty())
// --- 2. 处理训练项目 (只在初次生成时) ---
if (!respawningAfterLoad && pawn.training != null && !Props.trainables.NullOrEmpty())
{
foreach (var trainable in Props.instantTrainables)
foreach (var entry in Props.trainables)
{
if (trainable != null && !pawn.training.HasLearned(trainable))
if (entry.trainable == null) continue;
// 2a. 立即完成训练
if (entry.trainInstantly && !pawn.training.HasLearned(entry.trainable))
{
pawn.training.Train(trainable, null, complete: true);
pawn.training.Train(entry.trainable, null, complete: true);
}
// 2b. 设置为默认启用
if (entry.setWanted)
{
pawn.training.SetWantedRecursive(entry.trainable, true);
}
}
}

View File

@@ -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">

View File

@@ -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。");
}
}
}

View File

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

View File

@@ -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);
}
}
}

View File

@@ -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
View File

@@ -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>
```
---
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。