Files
ArachnaeSwarm/Source/Documents/How_SpecialTrainables_Work.md
2025-09-02 15:48:16 +08:00

227 lines
9.9 KiB
Markdown
Raw Permalink Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
# 技术文档RimWorld 中 `specialTrainables` 的工作机制解析 (V6 - 终极证据版)
## 1. 目标
本文档旨在深入剖析 RimWorld 中 `<specialTrainables>` 标签的底层工作机制,并最终得出一套可复用的“配方”,用于让动物学会在无需训练、无衰减的情况下,执行任何原版已存在的工作。本文档包含所有必要的、完整的原版代码引用作为证据,以确保其自包含性、正确性和健壮性,可供任何人在无上下文的情况下阅读并执行。
## 2. 核心机制深度解析
`specialTrainables` 的功能是一套精巧的、深度集成在 AI 思维逻辑中的 **条件行为分支**
### 2.1. 玩家授权机制
**关键发现**: 游戏通过一个统一的 UI 列 (`PawnColumnWorker_Trainable_Special`) 来管理所有被标记为 `specialTrainable` 的技能。当玩家点击该列的复选框时,会调用 `pawn.training.SetWantedRecursive()` 来设置 `Pawn_TrainingTracker``wantedTrainables` 字段的值。
* **证据**: 以下是 `PawnColumnWorker_Trainable_Special.txt` 的完整内容,它清晰地展示了 `SetWantedRecursive` 是如何被调用的。
```csharp
using System.Text;
using UnityEngine;
using Verse;
namespace RimWorld
{
public class PawnColumnWorker_Trainable_Special : PawnColumnWorker
{
public override void DoHeader(Rect rect, PawnTable table)
{
base.DoHeader(rect, table);
MouseoverSounds.DoRegion(rect);
}
public override void DoCell(Rect rect, Pawn pawn, PawnTable table)
{
if (pawn.training != null && !pawn.RaceProps.specialTrainables.NullOrEmpty())
{
int num = (int)((rect.width - 24f) / 2f);
int num2 = Mathf.Max(3, 0);
Rect rect2 = new Rect(rect.x + (float)num, rect.y + (float)num2, 24f, 24f);
DoSpecialTrainableCheckbox(rect2, pawn, doTooltip: true);
}
}
private void DoSpecialTrainableCheckbox(Rect rect, Pawn pawn, bool doTooltip)
{
GetStatus(pawn, out var learned, out var checkOn, out var canTrain, out var _);
bool flag = checkOn;
Texture2D texChecked = (learned ? TrainingCardUtility.LearnedTrainingTex : null);
Texture2D texUnchecked = (learned ? TrainingCardUtility.LearnedNotTrainingTex : null);
Widgets.Checkbox(rect.position, ref checkOn, rect.width, !canTrain, paintable: true, texChecked, texUnchecked);
if (checkOn != flag)
{
PlayerKnowledgeDatabase.KnowledgeDemonstrated(ConceptDefOf.AnimalTraining, KnowledgeAmount.Total);
foreach (TrainableDef specialTrainable in pawn.RaceProps.specialTrainables)
{
pawn.training.SetWantedRecursive(specialTrainable, checkOn);
}
}
if (doTooltip)
{
DoSpecialTrainableTooltip(rect, pawn);
}
}
private void DoSpecialTrainableTooltip(Rect rect, Pawn pawn)
{
if (!Mouse.IsOver(rect))
{
return;
}
TooltipHandler.TipRegion(rect, delegate
{
StringBuilder stringBuilder = new StringBuilder();
foreach (TrainableDef specialTrainable in pawn.RaceProps.specialTrainables)
{
bool visible;
AcceptanceReport acceptanceReport = pawn.training.CanAssignToTrain(specialTrainable, out visible);
stringBuilder.AppendLineIfNotEmpty();
stringBuilder.AppendLine(specialTrainable.LabelCap + "\n\n" + specialTrainable.description);
if (!acceptanceReport.Accepted)
{
stringBuilder.AppendLine().AppendLine(acceptanceReport.Reason);
}
else if (!specialTrainable.prerequisites.NullOrEmpty())
{
stringBuilder.AppendLine();
foreach (TrainableDef prerequisite in specialTrainable.prerequisites)
{
if (!pawn.training.HasLearned(prerequisite))
{
stringBuilder.AppendLine("TrainingNeedsPrerequisite".Translate(prerequisite.LabelCap));
}
}
}
}
return stringBuilder.ToString();
}, (int)(rect.y * 511f + rect.x));
}
public override int GetMinWidth(PawnTable table)
{
return Mathf.Max(base.GetMinWidth(table), 24);
}
public override int GetMaxWidth(PawnTable table)
{
return Mathf.Min(base.GetMaxWidth(table), GetMinWidth(table));
}
public override int GetMinCellHeight(Pawn pawn)
{
return Mathf.Max(base.GetMinCellHeight(pawn), 24);
}
public override int Compare(Pawn a, Pawn b)
{
return GetValueToCompare(a).CompareTo(GetValueToCompare(b));
}
private int GetValueToCompare(Pawn pawn)
{
if (pawn.training == null || pawn.RaceProps.specialTrainables.NullOrEmpty())
{
return int.MinValue;
}
GetStatus(pawn, out var learned, out var checkOn, out var canTrain, out var visible);
if (learned)
{
return 4;
}
if (!visible)
{
return 0;
}
if (!canTrain)
{
return 1;
}
if (!checkOn)
{
return 2;
}
return 3;
}
private static void GetStatus(Pawn pawn, out bool learned, out bool checkOn, out bool canTrain, out bool visible)
{
learned = true;
checkOn = true;
canTrain = true;
visible = false;
foreach (TrainableDef specialTrainable in pawn.RaceProps.specialTrainables)
{
if (!pawn.training.HasLearned(specialTrainable))
{
learned = false;
}
if (!pawn.training.GetWanted(specialTrainable))
{
checkOn = false;
}
if (!pawn.training.CanAssignToTrain(specialTrainable, out var visible2))
{
canTrain = false;
}
if (visible2)
{
visible = true;
}
}
}
}
}
```
### 2.2. AI 决策机制
* **关键发现**: 我们可以为每个技能创建一个继承自 `ThinkNode_Conditional` 的决策节点,在 `Satisfied` 方法中通过检查 `pawn.training.GetWanted(def)` 来判断玩家是否授权。
## 3. 最终实施蓝图
### 阶段一:核心机制实现 (通用)
* **1.1: 实现瞬间训练 (`CompInstantTrain.cs`)**: 创建一个 `ThingComp`,在 `PostSpawnSetup` 中调用 `pawn.training.Train(def, null, true)`。
* **1.2: 引入 Harmony**: 在项目中添加 `0Harmony.dll` 引用并创建 `MainHarmony.cs` 初始化补丁。
* **1.3: 阻止训练衰减 (`Patch_TrainingTracker_TickRare.cs`)**: 创建一个对 `Pawn_TrainingTracker.TrainingTrackerTickRare` 的前缀补丁,对特殊动物返回 `false`。
### 阶段二:实现“种植” (`Growing`) 功能
* **2.1: (XML) 创建 `TrainableDef`**: 创建 `Defs/TrainableDefs/ARA_Sowing.xml`,定义 `ARA_Sowing`,并设 `<specialTrainable>true</specialTrainable>`。
* **2.2: (C#) 创建 AI 决策节点**: 创建 `Source/ArachnaeSwarm/ThinkNode_ConditionalAnimalShouldSow.cs`,并使用静态缓存 Def。
```csharp
using Verse;
using Verse.AI;
namespace ArachnaeSwarm
{
[DefOf]
public static class ARA_TrainableDefOf
{
public static TrainableDef ARA_Sowing;
public static TrainableDef ARA_PlantCutting;
static ARA_TrainableDefOf() { DefOfHelper.EnsureInitializedInCtor(typeof(ARA_TrainableDefOf)); }
}
public class ThinkNode_ConditionalAnimalShouldSow : ThinkNode_Conditional
{
protected override bool Satisfied(Pawn pawn)
{
if (pawn.training == null) return false;
return pawn.training.HasLearned(ARA_TrainableDefOf.ARA_Sowing) &&
pawn.training.GetWanted(ARA_TrainableDefOf.ARA_Sowing);
}
}
}
```
* **2.3: (XML) 关联组件**:
* **PawnKindDef**: 在 `comps` 列表中添加 `CompProperties_InstantTrain` 并配置 `trainables`。
* **ThingDef**: 在 `specialTrainables` 列表中添加 `<li>ARA_Sowing</li>`。
* **ThinkTreeDef**: 添加 `<li Class="ArachnaeSwarm.ThinkNode_ConditionalAnimalShouldSow">` 节点,其子节点为 `<li Class="RimWorld.JobGiver_Work"><workType>Growing</workType></li>`。
### 阶段三:实现“植物割除” (`PlantCutting`) 功能
此阶段完全重复阶段二的模式,仅替换相应的名称 (`ARA_PlantCutting`, `ThinkNode_ConditionalAnimalShouldPlantCut`, `workType: PlantCutting`)。
### 阶段四:最终审查与打包
* **4.1**: 审查所有代码和 XML。
* **4.2**: 编译并进行游戏内测试。