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@@ -1,4 +1,4 @@
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// GlobalProductionOrderStack.cs (修复版)
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// GlobalProductionOrderStack.cs (调整为每秒1工作量)
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using RimWorld;
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using System.Collections.Generic;
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using Verse;
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@@ -10,6 +10,11 @@ namespace WulaFallenEmpire
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public Building_GlobalWorkTable table;
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public List<GlobalProductionOrder> orders = new List<GlobalProductionOrder>();
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// 调整为每秒1工作量 - RimWorld中1秒=60ticks
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private const float WorkPerSecond = 1f;
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private const float TicksPerSecond = 60f;
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private const float WorkPerTick = WorkPerSecond / TicksPerSecond;
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public GlobalProductionOrderStack(Building_GlobalWorkTable table)
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{
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this.table = table;
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@@ -25,7 +30,6 @@ namespace WulaFallenEmpire
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{
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orders.Add(order);
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// 添加到全局存储中统一管理
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var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
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if (globalStorage != null)
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{
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@@ -48,48 +52,55 @@ namespace WulaFallenEmpire
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{
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foreach (var order in orders)
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{
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// 首先更新状态
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order.UpdateState();
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if (order.paused || order.state == GlobalProductionOrder.ProductionState.Completed)
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continue;
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// 检查资源并更新状态
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if (order.state == GlobalProductionOrder.ProductionState.Waiting)
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{
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if (order.HasEnoughResources())
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{
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order.state = GlobalProductionOrder.ProductionState.Producing;
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Log.Message($"[DEBUG] Order {order.recipe.defName} started producing");
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}
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else
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{
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continue;
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}
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}
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// 生产中
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if (order.state == GlobalProductionOrder.ProductionState.Producing)
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{
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// 更清晰的进度计算
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float progressPerTick = 1f / (order.recipe.workAmount * 5f); // 调整系数以控制生产速度
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order.progress += progressPerTick;
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// 计算每tick的工作量进度
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float workAmount = order.recipe.workAmount;
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float progressIncrement = WorkPerTick / workAmount;
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order.progress += progressIncrement;
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// 调试信息 - 减少频率以免太吵
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if (Find.TickManager.TicksGame % 600 == 0) // 每10秒输出一次调试信息
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{
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Log.Message($"[DEBUG] Order {order.recipe.defName} progress: {order.progress:P0}, " +
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$"workAmount: {workAmount}, increment: {progressIncrement:F6}");
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}
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if (order.progress >= 1f)
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{
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// 消耗资源并生产 - 在结束时扣除资源
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// 生产完成,消耗资源
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if (order.ConsumeResources())
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{
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order.Produce();
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order.UpdateState();
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Log.Message($"[SUCCESS] Produced {order.recipe.products[0].thingDef.defName}, " +
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$"count: {order.currentCount}/{order.targetCount}, " +
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$"workAmount: {workAmount}");
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}
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else
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{
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// 资源被其他订单消耗,回到等待状态
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order.state = GlobalProductionOrder.ProductionState.Waiting;
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order.progress = 0f;
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Log.Message("[DEBUG] Resources consumed by another order, returning to waiting state");
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Log.Message($"[WARNING] Failed to consume resources for {order.recipe.defName}");
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}
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}
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else
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}
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else if (order.state == GlobalProductionOrder.ProductionState.Waiting && !order.paused)
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{
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// 调试:检查为什么订单在等待状态
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if (Find.TickManager.TicksGame % 1200 == 0) // 每20秒检查一次
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{
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Log.Message($"[DEBUG] Order {order.recipe.defName} progress: {order.progress:P0}");
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Log.Message($"[DEBUG] Order {order.recipe.defName} is waiting. " +
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$"HasEnoughResources: {order.HasEnoughResources()}, paused: {order.paused}");
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}
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}
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}
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