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