Files
ArachnaeSwarm/Source/ArachnaeSwarm/ARA_CustomUniqueWeapon/CompCustomUniqueWeapon.cs

154 lines
5.9 KiB
C#

using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
using Verse;
using RimWorld;
namespace WulaFallenEmpire
{
public class CompCustomUniqueWeapon : CompUniqueWeapon
{
// 使用 'new' 关键字来明确隐藏基类成员,解决 CS0108 警告
public new CompProperties_CustomUniqueWeapon Props => (CompProperties_CustomUniqueWeapon)props;
private List<WeaponTraitDef> customTraits = new List<WeaponTraitDef>();
// 使用 'new' 关键字隐藏基类属性,解决 CS0506 错误
public new List<WeaponTraitDef> TraitsListForReading => customTraits;
// PostExposeData 是 virtual 的,保留 override
public override void PostExposeData()
{
base.PostExposeData();
Scribe_Collections.Look(ref customTraits, "customTraits", LookMode.Def);
if (Scribe.mode == LoadSaveMode.PostLoadInit)
{
if (customTraits == null) customTraits = new List<WeaponTraitDef>();
SetupCustomTraits(fromSave: true);
}
}
// PostPostMake 是 virtual 的,保留 override
public override void PostPostMake()
{
InitializeCustomTraits();
if (parent.TryGetComp<CompQuality>(out var comp))
{
comp.SetQuality(QualityUtility.GenerateQuality(QualityGenerator.Super), ArtGenerationContext.Outsider);
}
}
private void InitializeCustomTraits()
{
if (customTraits == null) customTraits = new List<WeaponTraitDef>();
customTraits.Clear();
if (Props.forcedTraits != null)
{
foreach (var traitToForce in Props.forcedTraits)
{
if (customTraits.All(t => !t.Overlaps(traitToForce)))
{
customTraits.Add(traitToForce);
}
}
}
IntRange traitRange = Props.numTraitsRange ?? new IntRange(1, 3);
int totalTraitsTarget = Mathf.Max(customTraits.Count, traitRange.RandomInRange);
int missingTraits = totalTraitsTarget - customTraits.Count;
if (missingTraits > 0)
{
// CanAddTrait 现在是我们自己的 'new' 方法
IEnumerable<WeaponTraitDef> possibleTraits = DefDatabase<WeaponTraitDef>.AllDefs.Where(CanAddTrait);
for (int i = 0; i < missingTraits; i++)
{
if (!possibleTraits.Any()) break;
var chosenTrait = possibleTraits.RandomElementByWeight(t => t.commonality);
customTraits.Add(chosenTrait);
possibleTraits = possibleTraits.Where(t => t != chosenTrait && !t.Overlaps(chosenTrait));
}
}
SetupCustomTraits(fromSave: false);
}
private void SetupCustomTraits(bool fromSave)
{
foreach (WeaponTraitDef trait in customTraits)
{
if (trait.abilityProps != null && parent.GetComp<CompEquippableAbilityReloadable>() is CompEquippableAbilityReloadable comp)
{
comp.props = trait.abilityProps;
if (!fromSave)
{
comp.Notify_PropsChanged();
}
}
}
}
// 使用 'new' 关键字隐藏基类方法,解决 CS0506 错误
public new bool CanAddTrait(WeaponTraitDef trait)
{
if (customTraits.Any(t => t == trait || t.Overlaps(t)))
return false;
if (Props.weaponCategories != null && Props.weaponCategories.Any() && !Props.weaponCategories.Contains(trait.weaponCategory))
return false;
if (customTraits.Count == 0 && !trait.canGenerateAlone)
return false;
return true;
}
// --- 下面的方法都是 virtual 的,保留 override ---
public override string TransformLabel(string label) => label;
public override Color? ForceColor() => null;
public override float GetStatOffset(StatDef stat) => customTraits.Sum(t => t.statOffsets.GetStatOffsetFromList(stat));
public override float GetStatFactor(StatDef stat) => customTraits.Aggregate(1f, (current, t) => current * t.statFactors.GetStatFactorFromList(stat));
public override string CompInspectStringExtra()
{
if (customTraits.NullOrEmpty()) return null;
return "WeaponTraits".Translate() + ": " + customTraits.Select(t => t.label).ToCommaList().CapitalizeFirst();
}
public override string CompTipStringExtra()
{
if (customTraits.NullOrEmpty()) return base.CompTipStringExtra();
return "WeaponTraits".Translate() + ": " + customTraits.Select(t => t.label).ToCommaList().CapitalizeFirst();
}
public override IEnumerable<StatDrawEntry> SpecialDisplayStats()
{
if (customTraits.NullOrEmpty()) yield break;
var builder = new StringBuilder();
builder.AppendLine("Stat_ThingUniqueWeaponTrait_Desc".Translate());
builder.AppendLine();
for (int i = 0; i < customTraits.Count; i++)
{
WeaponTraitDef trait = customTraits[i];
builder.AppendLine(trait.LabelCap.Colorize(ColorLibrary.Yellow));
builder.AppendLine(trait.description);
if (i < customTraits.Count - 1) builder.AppendLine();
}
yield return new StatDrawEntry(
parent.def.IsMeleeWeapon ? StatCategoryDefOf.Weapon_Melee : StatCategoryDefOf.Weapon_Ranged,
"Stat_ThingUniqueWeaponTrait_Label".Translate(),
customTraits.Select(t => t.label).ToCommaList().CapitalizeFirst(),
builder.ToString(),
1104);
}
}
}