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using RimWorld;
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using System.Collections.Generic;
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using System.Text;
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using UnityEngine;
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using Verse;
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using System.Linq;
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namespace WulaFallenEmpire
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{
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public static class TransformValidationUtility
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{
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/// <summary>
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/// 检查位置是否可以放置目标建筑(通用版本)
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/// </summary>
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public static bool CanPlaceBuildingAt(ThingDef buildingDef, IntVec3 center, Map map, Faction faction, out string failReason)
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{
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return CanPlaceBuildingAt(buildingDef, center, map, faction, null, out failReason);
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}
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/// <summary>
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/// 检查位置是否可以放置目标建筑(带忽略物体版本)
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/// </summary>
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public static bool CanPlaceBuildingAt(ThingDef buildingDef, IntVec3 center, Map map, Faction faction, Thing thingToIgnore, out string failReason)
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{
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failReason = null;
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// 1. 检查建筑定义
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if (buildingDef == null)
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{
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failReason = "目标建筑定义为空";
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return false;
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}
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// 2. 检查建筑尺寸是否为奇数(根据您的需求)
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if (!IsOddSizedBuilding(buildingDef))
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{
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failReason = $"建筑 {buildingDef.LabelCap} 的尺寸不是奇数,不符合放置要求";
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return false;
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}
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// 3. 检查地图边界
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if (!IsWithinMapBounds(buildingDef, center, map, out failReason))
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return false;
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// 4. 检查地形affordance
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if (!HasValidTerrainAffordance(buildingDef, center, map, out failReason))
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return false;
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// 5. 检查其他建筑挤占(排除要忽略的物体)
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if (!IsAreaClearOfBlockingBuildings(buildingDef, center, map, thingToIgnore, out failReason))
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return false;
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// 6. 检查特殊放置条件(如不可放置在水上等)
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if (!MeetsSpecialPlacementConditions(buildingDef, center, map, out failReason))
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return false;
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// 7. 使用RimWorld原生的放置检查(最终验证)
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if (!GenConstruct.CanPlaceBlueprintAt(buildingDef, center, Rot4.North, map, false, null, null, null))
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{
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failReason = "该位置不符合建筑放置要求";
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return false;
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}
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return true;
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}
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/// <summary>
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/// 检查建筑尺寸是否为奇数
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/// </summary>
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public static bool IsOddSizedBuilding(ThingDef buildingDef)
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{
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return buildingDef.Size.x % 2 == 1 && buildingDef.Size.z % 2 == 1;
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}
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/// <summary>
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/// 检查地图边界
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/// </summary>
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private static bool IsWithinMapBounds(ThingDef buildingDef, IntVec3 center, Map map, out string failReason)
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{
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CellRect occupiedRect = GenAdj.OccupiedRect(center, Rot4.North, buildingDef.Size);
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if (!occupiedRect.InBounds(map))
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{
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failReason = "建筑超出地图边界";
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return false;
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}
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failReason = null;
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return true;
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}
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/// <summary>
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/// 检查地形affordance
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/// </summary>
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private static bool HasValidTerrainAffordance(ThingDef buildingDef, IntVec3 center, Map map, out string failReason)
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{
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TerrainAffordanceDef requiredAffordance = buildingDef.terrainAffordanceNeeded;
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if (requiredAffordance == null)
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{
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// 如果没有指定affordance要求,则跳过检查
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failReason = null;
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return true;
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}
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CellRect occupiedRect = GenAdj.OccupiedRect(center, Rot4.North, buildingDef.Size);
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foreach (IntVec3 cell in occupiedRect)
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{
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if (!cell.InBounds(map))
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continue;
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TerrainDef terrain = map.terrainGrid.TerrainAt(cell);
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if (terrain == null || !terrain.affordances.Contains(requiredAffordance))
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{
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failReason = $"地形 {terrain?.LabelCap ?? "未知"} 不支持放置 {buildingDef.LabelCap}";
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return false;
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}
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}
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failReason = null;
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return true;
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}
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/// <summary>
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/// 检查区域是否被其他建筑阻挡(排除指定物体)
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/// </summary>
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private static bool IsAreaClearOfBlockingBuildings(ThingDef buildingDef, IntVec3 center, Map map, Thing thingToIgnore, out string failReason)
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{
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CellRect occupiedRect = GenAdj.OccupiedRect(center, Rot4.North, buildingDef.Size);
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List<Thing> blockingThings = new List<Thing>();
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foreach (IntVec3 cell in occupiedRect)
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{
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if (!cell.InBounds(map))
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continue;
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// 检查该单元格上的所有建筑
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List<Thing> thingList = map.thingGrid.ThingsListAt(cell);
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foreach (Thing thing in thingList)
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{
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// 跳过要忽略的物体(如被转换的Pawn本身)
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if (thing == thingToIgnore)
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continue;
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if (thing.def.category == ThingCategory.Building || thing.def.category == ThingCategory.Pawn)
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{
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// 忽略蓝图和框架
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if (thing.def.IsBlueprint || thing.def.IsFrame)
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continue;
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// 忽略被转换的Pawn本身
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if (thing == thingToIgnore)
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continue;
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blockingThings.Add(thing);
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}
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}
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}
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if (blockingThings.Count > 0)
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{
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StringBuilder sb = new StringBuilder();
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sb.AppendLine("以下物体阻挡了建筑放置:");
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foreach (Thing thing in blockingThings)
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{
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sb.AppendLine($" - {thing.LabelCap}");
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}
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failReason = sb.ToString().TrimEnd();
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return false;
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}
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failReason = null;
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return true;
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}
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/// <summary>
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/// 检查特殊放置条件
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/// </summary>
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private static bool MeetsSpecialPlacementConditions(ThingDef buildingDef, IntVec3 center, Map map, out string failReason)
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{
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CellRect occupiedRect = GenAdj.OccupiedRect(center, Rot4.North, buildingDef.Size);
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// 检查是否在水体上
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foreach (IntVec3 cell in occupiedRect)
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{
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if (!cell.InBounds(map))
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continue;
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TerrainDef terrain = map.terrainGrid.TerrainAt(cell);
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if (terrain != null && (terrain.IsWater || terrain.defName.Contains("Water")))
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{
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failReason = "无法在水体上放置建筑";
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return false;
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}
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// 检查是否在不可建造的地形上
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if (terrain != null && !terrain.BuildableByPlayer)
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{
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failReason = $"地形 {terrain.LabelCap} 不可建造";
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return false;
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}
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}
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failReason = null;
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return true;
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}
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/// <summary>
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/// 获取建筑占用的所有单元格
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/// </summary>
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public static List<IntVec3> GetOccupiedCells(ThingDef buildingDef, IntVec3 center)
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{
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return GenAdj.OccupiedRect(center, Rot4.North, buildingDef.Size).Cells.ToList();
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}
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}
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}
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