This commit is contained in:
2025-11-22 16:58:29 +08:00
parent 87076bd957
commit 0536a94b01
11 changed files with 560 additions and 13 deletions

View File

@@ -8,9 +8,10 @@ using UnityEngine;
namespace WulaFallenEmpire
{
public class Building_GlobalWorkTable : Building_WorkTable
public class Building_GlobalWorkTable : Building_WorkTable, IThingHolder
{
public GlobalProductionOrderStack globalOrderStack;
public ThingOwner innerContainer; // 用于存储待上传的原材料
private CompPowerTrader powerComp;
private CompBreakdownable breakdownableComp;
@@ -27,12 +28,14 @@ namespace WulaFallenEmpire
public Building_GlobalWorkTable()
{
globalOrderStack = new GlobalProductionOrderStack(this);
innerContainer = new ThingOwner<Thing>(this, false);
}
public override void ExposeData()
{
base.ExposeData();
Scribe_Deep.Look(ref globalOrderStack, "globalOrderStack", this);
Scribe_Deep.Look(ref innerContainer, "innerContainer", this);
}
public override void SpawnSetup(Map map, bool respawningAfterLoad)
@@ -526,6 +529,17 @@ namespace WulaFallenEmpire
return selectedKind;
}
// IThingHolder 实现
public void GetChildHolders(List<IThingHolder> outChildren)
{
ThingOwnerUtility.AppendThingHoldersFromThings(outChildren, GetDirectlyHeldThings());
}
public ThingOwner GetDirectlyHeldThings()
{
return innerContainer;
}
// 修改 CreateDropPod 方法
private bool CreateDropPod(IntVec3 dropCell, List<Thing> contents)
{

View File

@@ -16,12 +16,12 @@ namespace WulaFallenEmpire
public bool paused = true;
// 生产状态
public ProductionState state = ProductionState.Waiting;
public ProductionState state = ProductionState.Gathering;
public enum ProductionState
{
Waiting, // 等待资源
Producing, // 生产中
Gathering, // 准备材料(小人搬运中)
Producing, // 生产中(云端倒计时)
Completed // 完成
}
@@ -52,7 +52,7 @@ namespace WulaFallenEmpire
Scribe_Values.Look(ref currentCount, "currentCount", 0);
Scribe_Values.Look(ref paused, "paused", true);
Scribe_Values.Look(ref _progress, "progress", 0f);
Scribe_Values.Look(ref state, "state", ProductionState.Waiting);
Scribe_Values.Look(ref state, "state", ProductionState.Gathering);
// 修复:加载后验证数据
if (Scribe.mode == LoadSaveMode.PostLoadInit)
@@ -63,7 +63,7 @@ namespace WulaFallenEmpire
}
// 新增:获取产物的成本列表
private Dictionary<ThingDef, int> GetProductCostList()
public Dictionary<ThingDef, int> GetProductCostList()
{
var costDict = new Dictionary<ThingDef, int>();
@@ -260,7 +260,7 @@ namespace WulaFallenEmpire
if (HasEnoughResources())
{
if (state == ProductionState.Waiting && !paused)
if (state == ProductionState.Gathering && !paused)
{
state = ProductionState.Producing;
progress = 0f;
@@ -270,7 +270,7 @@ namespace WulaFallenEmpire
{
if (state == ProductionState.Producing)
{
state = ProductionState.Waiting;
state = ProductionState.Gathering;
progress = 0f;
}
}

View File

@@ -72,7 +72,7 @@ namespace WulaFallenEmpire
{
ProcessProducingOrder(order, i);
}
else if (order.state == GlobalProductionOrder.ProductionState.Waiting && !order.paused)
else if (order.state == GlobalProductionOrder.ProductionState.Gathering && !order.paused)
{
ProcessWaitingOrder(order);
}
@@ -88,7 +88,7 @@ namespace WulaFallenEmpire
if (workAmount <= 0)
{
Log.Error($"Invalid workAmount ({workAmount}) for recipe {order.recipe.defName}");
order.state = GlobalProductionOrder.ProductionState.Waiting;
order.state = GlobalProductionOrder.ProductionState.Gathering;
order.progress = 0f;
return;
}
@@ -194,7 +194,7 @@ namespace WulaFallenEmpire
else
{
// 修复:资源不足,回到等待状态
order.state = GlobalProductionOrder.ProductionState.Waiting;
order.state = GlobalProductionOrder.ProductionState.Gathering;
order.progress = 0f;
Log.Message($"[WARNING] Failed to consume resources for {order.recipe.defName}, resetting");
}

View File

@@ -480,11 +480,17 @@ namespace WulaFallenEmpire
Widgets.Label(progressRect, $"{order.progress:P0}");
Text.Anchor = TextAnchor.UpperLeft;
}
else if (order.state == GlobalProductionOrder.ProductionState.Gathering)
{
string statusText = "WULA_GatheringMaterials".Translate();
if (order.paused) statusText = $"[||] {statusText}";
Widgets.Label(statusRect, statusText);
}
else
{
string statusText = order.state switch
{
GlobalProductionOrder.ProductionState.Waiting => "WULA_WaitingForResources".Translate(),
GlobalProductionOrder.ProductionState.Gathering => "WULA_WaitingForResources".Translate(),
GlobalProductionOrder.ProductionState.Completed => "WULA_Completed".Translate(),
_ => "WULA_Unknown".Translate()
};
@@ -549,7 +555,7 @@ namespace WulaFallenEmpire
// 资源检查提示
if (!order.HasEnoughResources() &&
order.state == GlobalProductionOrder.ProductionState.Waiting &&
order.state == GlobalProductionOrder.ProductionState.Gathering &&
!order.paused)
{
TooltipHandler.TipRegion(rect, "WULA_InsufficientResources".Translate());

View File

@@ -0,0 +1,177 @@
using RimWorld;
using System.Collections.Generic;
using System.Linq;
using Verse;
using Verse.AI;
namespace WulaFallenEmpire
{
public class JobDriver_GlobalWorkTable : JobDriver
{
private const TargetIndex TableIndex = TargetIndex.A;
private const TargetIndex IngredientIndex = TargetIndex.B;
protected Building_GlobalWorkTable Table => (Building_GlobalWorkTable)job.GetTarget(TableIndex).Thing;
public override bool TryMakePreToilReservations(bool errorOnFailed)
{
if (!pawn.Reserve(Table, job, 1, -1, null, errorOnFailed))
return false;
// 预约所有材料
if (job.targetQueueB != null)
{
foreach (var target in job.targetQueueB)
{
if (!pawn.Reserve(target, job, 1, -1, null, errorOnFailed))
return false;
}
}
return true;
}
protected override IEnumerable<Toil> MakeNewToils()
{
// 1. 收集材料
Toil collect = Toils_General.DoAtomic(delegate
{
// 这是一个占位符,实际收集逻辑由下面的循环生成
});
foreach (var toil in CollectIngredientsToils())
{
yield return toil;
}
// 2. 运送到工作台
yield return Toils_Goto.GotoThing(TableIndex, PathEndMode.Touch);
// 3. 放入材料
yield return new Toil
{
initAction = delegate
{
Pawn actor = GetActor();
Building_GlobalWorkTable table = Table;
// 将携带的所有相关材料放入工作台
// 注意:这里假设小人携带的都是为了这个任务
// 实际可能需要更精确的筛选
List<Thing> carriedThings = actor.inventory.innerContainer.ToList(); // 复制列表
foreach (var thing in carriedThings)
{
// 检查这个物品是否是订单需要的简单检查Def
// 这里简化处理:直接全部放入,多余的之后再处理或留在容器中
if (actor.inventory.innerContainer.TryTransferToContainer(thing, table.innerContainer, thing.stackCount) > 0)
{
// 成功放入
}
}
// 同时也处理手上拿着的(如果有)
if (actor.carryTracker.CarriedThing != null)
{
actor.carryTracker.innerContainer.TryTransferToContainer(actor.carryTracker.CarriedThing, table.innerContainer);
}
},
defaultCompleteMode = ToilCompleteMode.Instant
};
// 4. 检查并触发上传
yield return new Toil
{
initAction = delegate
{
CheckAndUpload();
},
defaultCompleteMode = ToilCompleteMode.Instant
};
}
private IEnumerable<Toil> CollectIngredientsToils()
{
// 遍历队列中的所有材料
// 注意RimWorld的原版 JobDriver_DoBill 的收集逻辑非常复杂
// 这里使用简化版:走到目标 -> 拿起 -> 下一个
Toil extract = Toils_JobTransforms.ExtractNextTargetFromQueue(IngredientIndex);
yield return extract;
Toil gotoThing = Toils_Goto.GotoThing(IngredientIndex, PathEndMode.ClosestTouch);
yield return gotoThing;
Toil takeThing = Toils_Haul.StartCarryThing(IngredientIndex, false, true);
yield return takeThing;
// 循环直到队列为空
yield return Toils_Jump.JumpIfHaveTargetInQueue(IngredientIndex, extract);
}
private void CheckAndUpload()
{
var table = Table;
var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
// 找到当前正在进行的订单
var order = table.globalOrderStack.orders.FirstOrDefault(o => o.state == GlobalProductionOrder.ProductionState.Gathering && !o.paused);
if (order == null) return;
// 检查是否满足需求
// 这里的逻辑需要结合云端库存和本地容器库存
// 如果 (云端 + 容器) >= 需求,则触发上传
var costList = order.GetProductCostList();
bool allSatisfied = true;
foreach (var kvp in costList)
{
int needed = kvp.Value;
int inCloud = globalStorage.GetInputStorageCount(kvp.Key);
int inContainer = table.innerContainer.TotalStackCountOfDef(kvp.Key);
if (inCloud + inContainer < needed)
{
allSatisfied = false;
break;
}
}
if (allSatisfied)
{
// 消耗容器中的材料并上传到云端
foreach (var kvp in costList)
{
int needed = kvp.Value;
int inCloud = globalStorage.GetInputStorageCount(kvp.Key);
int missingInCloud = needed - inCloud;
if (missingInCloud > 0)
{
// 从容器中移除并添加到云端
int taken = table.innerContainer.TryTransferToContainer(null, table.innerContainer, missingInCloud);
// 注意:上面的 TryTransferToContainer 用法不对,因为目标是云端(虚拟)
// 正确做法:
int toTake = missingInCloud;
while (toTake > 0)
{
Thing t = table.innerContainer.FirstOrDefault(x => x.def == kvp.Key);
if (t == null) break; // 理论上不应该发生,因为前面检查过了
int num = UnityEngine.Mathf.Min(t.stackCount, toTake);
t.SplitOff(num).Destroy(); // 销毁实体
globalStorage.AddToInputStorage(kvp.Key, num); // 添加虚拟库存
toTake -= num;
}
}
}
// 切换状态
order.state = GlobalProductionOrder.ProductionState.Producing;
Messages.Message("WULA_OrderStarted".Translate(order.Label), table, MessageTypeDefOf.PositiveEvent);
}
}
}
}

View File

@@ -0,0 +1,157 @@
using RimWorld;
using System.Collections.Generic;
using System.Linq;
using Verse;
using Verse.AI;
namespace WulaFallenEmpire
{
public class WorkGiver_GlobalWorkTable : WorkGiver_Scanner
{
public override ThingRequest PotentialWorkThingRequest => ThingRequest.ForDef(ThingDef.Named("WULA_WeaponArmor_Productor"));
public override PathEndMode PathEndMode => PathEndMode.Touch;
public override bool HasJobOnThing(Pawn pawn, Thing t, bool forced = false)
{
if (!(t is Building_GlobalWorkTable table) || !table.Spawned || table.IsForbidden(pawn))
{
// Log.Message($"[WULA_DEBUG] HasJobOnThing: Target invalid or forbidden. {t}");
return false;
}
if (!pawn.CanReserve(table, 1, -1, null, forced))
{
// Log.Message($"[WULA_DEBUG] HasJobOnThing: Cannot reserve table.");
return false;
}
// 检查是否有需要收集材料的订单
var order = table.globalOrderStack.orders.FirstOrDefault(o => o.state == GlobalProductionOrder.ProductionState.Gathering && !o.paused);
if (order == null)
{
// Log.Message($"[WULA_DEBUG] HasJobOnThing: No gathering order found.");
return false;
}
// 检查是否已经有足够的材料在容器中或云端
if (order.HasEnoughResources())
{
// Log.Message($"[WULA_DEBUG] HasJobOnThing: Order has enough resources.");
return false;
}
// 查找所需材料
var ingredients = FindBestIngredients(pawn, table, order);
if (ingredients == null)
{
if (forced) Log.Message($"[WULA_DEBUG] HasJobOnThing: Could not find ingredients for {order.Label}.");
return false;
}
return true;
}
public override Job JobOnThing(Pawn pawn, Thing t, bool forced = false)
{
if (!(t is Building_GlobalWorkTable table))
return null;
var order = table.globalOrderStack.orders.FirstOrDefault(o => o.state == GlobalProductionOrder.ProductionState.Gathering && !o.paused);
if (order == null)
return null;
var ingredients = FindBestIngredients(pawn, table, order);
if (ingredients == null)
return null;
Job job = JobMaker.MakeJob(DefDatabase<JobDef>.GetNamed("WULA_HaulToGlobalWorkTable"), t);
job.targetQueueB = ingredients.Select(i => new LocalTargetInfo(i.Key)).ToList();
job.countQueue = ingredients.Select(i => i.Value).ToList();
return job;
}
private List<KeyValuePair<Thing, int>> FindBestIngredients(Pawn pawn, Building_GlobalWorkTable table, GlobalProductionOrder order)
{
var result = new List<KeyValuePair<Thing, int>>();
var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
// 获取所需材料清单
var neededMaterials = GetNeededMaterials(order, table, globalStorage);
// Log.Message($"[WULA_DEBUG] Needed materials for {order.Label}: {string.Join(", ", neededMaterials.Select(k => $"{k.Key.defName} x{k.Value}"))}");
foreach (var kvp in neededMaterials)
{
ThingDef def = kvp.Key;
int countNeeded = kvp.Value;
// 在地图上查找材料
// 注意t.IsInAnyStorage() 可能会过滤掉放在地上的材料,如果玩家没有设置储存区
// 为了测试,先移除 IsInAnyStorage 限制,或者确保测试时材料在储存区
var things = pawn.Map.listerThings.ThingsOfDef(def)
.Where(t => !t.IsForbidden(pawn) && pawn.CanReserve(t)) // 移除了 IsInAnyStorage() 以放宽条件
.OrderBy(t => t.Position.DistanceTo(pawn.Position))
.ToList();
int currentCount = 0;
foreach (var thing in things)
{
int take = UnityEngine.Mathf.Min(thing.stackCount, countNeeded - currentCount);
if (take > 0)
{
result.Add(new KeyValuePair<Thing, int>(thing, take));
currentCount += take;
if (currentCount >= countNeeded) break;
}
}
// Log.Message($"[WULA_DEBUG] Found {currentCount}/{countNeeded} of {def.defName}");
}
return result.Count > 0 ? result : null;
}
private Dictionary<ThingDef, int> GetNeededMaterials(GlobalProductionOrder order, Building_GlobalWorkTable table, GlobalStorageWorldComponent storage)
{
var needed = new Dictionary<ThingDef, int>();
// 1. 计算总需求
var totalRequired = order.GetProductCostList();
if (totalRequired.Count == 0)
{
// 处理配方原料 (Ingredients) - 简化处理,假设配方只使用固定材料
// 实际情况可能更复杂,需要处理过滤器
foreach (var ingredient in order.recipe.ingredients)
{
// 这里简化:只取第一个允许的物品作为需求
// 更好的做法是动态匹配,但这需要更复杂的逻辑
var def = ingredient.filter.AllowedThingDefs.FirstOrDefault();
if (def != null)
{
int count = (int)ingredient.GetBaseCount();
if (needed.ContainsKey(def)) needed[def] += count;
else needed[def] = count;
}
}
}
// 2. 减去云端已有的
foreach (var kvp in totalRequired)
{
int cloudCount = storage.GetInputStorageCount(kvp.Key);
int remaining = kvp.Value - cloudCount;
// 3. 减去工作台容器中已有的
int containerCount = table.innerContainer.TotalStackCountOfDef(kvp.Key);
remaining -= containerCount;
if (remaining > 0)
{
needed[kvp.Key] = remaining;
}
}
return needed;
}
}
}