全局订单材质支持,全局订单小图标,部分属性的stat暴露

This commit is contained in:
2025-11-05 16:50:54 +08:00
parent fde14edc0a
commit 0ec8e886e8
19 changed files with 1229 additions and 1249 deletions

View File

@@ -1,6 +1,7 @@
// GlobalProductionOrder.cs (修复版)
// GlobalProductionOrder.cs (修正材质属性读取)
using RimWorld;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
using Verse;
@@ -12,7 +13,10 @@ namespace WulaFallenEmpire
public RecipeDef recipe;
public int targetCount = 1;
public int currentCount = 0;
public bool paused = true; // 初始状态为暂停
public bool paused = true;
// 材质选择:存储配方选择的材质(只有支持材质的配方才有)
public ThingDef chosenStuff = null;
// 生产状态
public ProductionState state = ProductionState.Waiting;
@@ -25,16 +29,15 @@ namespace WulaFallenEmpire
}
public string Label => recipe.LabelCap;
public string Description => $"{currentCount}/{targetCount} {recipe.products[0].thingDef.label}"; private float _progress = 0f;
public string Description => $"{currentCount}/{targetCount} {recipe.products[0].thingDef.label}";
private float _progress = 0f;
public float progress
{
get => _progress;
set
{
// 确保进度在有效范围内
_progress = Mathf.Clamp01(value);
// 如果检测到异常值,记录警告
if (value < 0f || value > 1f)
{
Log.Warning($"Progress clamped from {value} to {_progress} for {recipe?.defName ?? "unknown"}");
@@ -42,27 +45,252 @@ namespace WulaFallenEmpire
}
}
// 新增:检查订单是否已经开始生产(一旦开始就不能修改材质)
public bool HasStartedProduction => state == ProductionState.Producing || currentCount > 0;
// 修正:检查产物是否支持材质选择
public bool SupportsStuffChoice
{
get
{
if (recipe?.products == null || recipe.products.Count == 0)
return false;
var productDef = recipe.products[0].thingDef;
if (productDef == null)
return false;
// 检查产物是否有stuffCategories且costStuffCount > 0
return productDef.stuffCategories != null &&
productDef.stuffCategories.Count > 0 &&
productDef.costStuffCount > 0;
}
}
// 修正获取产物的ThingDef
public ThingDef ProductDef => recipe?.products?.Count > 0 ? recipe.products[0].thingDef : null;
public void ExposeData()
{
Scribe_Defs.Look(ref recipe, "recipe");
Scribe_Values.Look(ref targetCount, "targetCount", 1);
Scribe_Values.Look(ref currentCount, "currentCount", 0);
Scribe_Values.Look(ref paused, "paused", true);
Scribe_Values.Look(ref _progress, "progress", 0f); // 序列化私有字段
Scribe_Values.Look(ref _progress, "progress", 0f);
Scribe_Values.Look(ref state, "state", ProductionState.Waiting);
Scribe_Defs.Look(ref chosenStuff, "chosenStuff");
// 修复:加载后验证数据
if (Scribe.mode == LoadSaveMode.PostLoadInit)
{
// 使用属性设置器来钳制值
progress = _progress;
// 确保状态正确
UpdateState();
// 确保材质选择有效
if (SupportsStuffChoice && chosenStuff == null)
{
InitializeStuffChoice();
}
}
}
// 修复:改进状态更新逻辑
// 修正:初始化材质选择
public void InitializeStuffChoice()
{
if (!SupportsStuffChoice) return;
var availableStuff = GetAvailableStuffForProduct();
if (availableStuff.Count > 0)
{
chosenStuff = availableStuff[0];
}
}
// 修正:获取产物的可用材质列表
public List<ThingDef> GetAvailableStuffForProduct()
{
var availableStuff = new List<ThingDef>();
if (ProductDef?.stuffCategories != null)
{
foreach (var stuffCategory in ProductDef.stuffCategories)
{
var stuffInCategory = DefDatabase<ThingDef>.AllDefs
.Where(def => def.IsStuff && def.stuffProps?.categories != null && def.stuffProps.categories.Contains(stuffCategory))
.ToList();
availableStuff.AddRange(stuffInCategory);
}
}
return availableStuff.Distinct().ToList();
}
// 修正HasEnoughResources 方法,考虑选择的材质
public bool HasEnoughResources()
{
var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
if (globalStorage == null) return false;
// 检查固定消耗costList
foreach (var ingredient in recipe.ingredients)
{
bool hasEnoughForThisIngredient = false;
foreach (var thingDef in ingredient.filter.AllowedThingDefs)
{
int requiredCount = ingredient.CountRequiredOfFor(thingDef, recipe);
int availableCount = globalStorage.GetInputStorageCount(thingDef);
if (availableCount >= requiredCount)
{
hasEnoughForThisIngredient = true;
break;
}
}
if (!hasEnoughForThisIngredient)
return false;
}
// 检查材质消耗(如果支持材质选择)
if (SupportsStuffChoice && chosenStuff != null)
{
int requiredStuffCount = ProductDef.costStuffCount;
int availableStuffCount = globalStorage.GetInputStorageCount(chosenStuff);
if (availableStuffCount < requiredStuffCount)
return false;
}
return true;
}
// 修正ConsumeResources 方法,考虑选择的材质
public bool ConsumeResources()
{
var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
if (globalStorage == null) return false;
// 消耗固定资源costList
foreach (var ingredient in recipe.ingredients)
{
bool consumedThisIngredient = false;
foreach (var thingDef in ingredient.filter.AllowedThingDefs)
{
int requiredCount = ingredient.CountRequiredOfFor(thingDef, recipe);
int availableCount = globalStorage.GetInputStorageCount(thingDef);
if (availableCount >= requiredCount)
{
if (globalStorage.RemoveFromInputStorage(thingDef, requiredCount))
{
consumedThisIngredient = true;
break;
}
}
}
if (!consumedThisIngredient)
return false;
}
// 消耗材质(如果支持材质选择)
if (SupportsStuffChoice && chosenStuff != null)
{
int requiredStuffCount = ProductDef.costStuffCount;
if (!globalStorage.RemoveFromInputStorage(chosenStuff, requiredStuffCount))
return false;
}
return true;
}
// 修正GetIngredientsTooltip 方法,显示固定消耗和可选材质
public string GetIngredientsTooltip()
{
StringBuilder sb = new StringBuilder();
sb.AppendLine(recipe.LabelCap);
sb.AppendLine();
// 固定消耗costList
sb.AppendLine("WULA_FixedIngredients".Translate() + ":");
var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
foreach (var ingredient in recipe.ingredients)
{
foreach (var thingDef in ingredient.filter.AllowedThingDefs)
{
int requiredCount = ingredient.CountRequiredOfFor(thingDef, recipe);
int availableCount = globalStorage?.GetInputStorageCount(thingDef) ?? 0;
string itemDisplay = $"{requiredCount} {thingDef.LabelCap}";
if (availableCount >= requiredCount)
{
sb.AppendLine($" <color=green>{itemDisplay}</color>");
}
else
{
sb.AppendLine($" <color=red>{itemDisplay}</color>");
}
}
}
// 材质消耗(如果支持材质选择)
if (SupportsStuffChoice)
{
sb.AppendLine();
sb.AppendLine("WULA_StuffMaterial".Translate() + ":");
if (chosenStuff != null)
{
int requiredStuffCount = ProductDef.costStuffCount;
int availableStuffCount = globalStorage?.GetInputStorageCount(chosenStuff) ?? 0;
string stuffDisplay = $"{requiredStuffCount} {chosenStuff.LabelCap}";
if (availableStuffCount >= requiredStuffCount)
{
sb.AppendLine($" <color=green>{stuffDisplay} (Selected)</color>");
}
else
{
sb.AppendLine($" <color=red>{stuffDisplay} (Selected)</color>");
}
}
else
{
sb.AppendLine($" <color=yellow>{"WULA_NoStuffSelected".Translate()}</color>");
}
}
// 产品
sb.AppendLine();
sb.AppendLine("WULA_Products".Translate() + ":");
foreach (var product in recipe.products)
{
sb.AppendLine($" {product.count} {product.thingDef.LabelCap}");
}
// 工作量信息
sb.AppendLine();
sb.AppendLine("WULA_WorkAmount".Translate() + ": " + GetWorkAmount().ToStringWorkAmount());
// 添加材质选择状态信息
if (HasStartedProduction && SupportsStuffChoice)
{
sb.AppendLine();
sb.AppendLine("<color=yellow>Material choice is locked because production has started.</color>");
}
return sb.ToString();
}
// 其余方法保持不变...
public void UpdateState()
{
if (state == ProductionState.Completed)
@@ -80,7 +308,7 @@ namespace WulaFallenEmpire
if (state == ProductionState.Waiting && !paused)
{
state = ProductionState.Producing;
progress = 0f; // 开始生产时重置进度
progress = 0f;
}
}
else
@@ -88,230 +316,62 @@ namespace WulaFallenEmpire
if (state == ProductionState.Producing)
{
state = ProductionState.Waiting;
progress = 0f; // 资源不足时重置进度
progress = 0f;
}
}
}
// 修复:改进生产完成逻辑
public void Produce()
{
var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
if (globalStorage == null)
return;
foreach (var product in recipe.products)
{
// 检查产物是否为Pawn
if (product.thingDef.race != null)
{
// 对于Pawn我们存储的是Pawn的ThingDef在释放时再随机生成PawnKind
globalStorage.AddToOutputStorage(product.thingDef, product.count);
}
else
{
// 对于普通物品,正常存储
globalStorage.AddToOutputStorage(product.thingDef, product.count);
}
}
currentCount++;
progress = 0f; // 生产完成后重置进度
progress = 0f;
if (currentCount >= targetCount)
{
state = ProductionState.Completed;
}
}
// 检查是否有足够资源 - 修复逻辑
public bool HasEnoughResources()
{
var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
if (globalStorage == null) return false;
// 遍历所有配料要求
foreach (var ingredient in recipe.ingredients)
{
bool hasEnoughForThisIngredient = false;
// 检查这个配料的所有允许物品类型
foreach (var thingDef in ingredient.filter.AllowedThingDefs)
{
int requiredCount = ingredient.CountRequiredOfFor(thingDef, recipe);
int availableCount = globalStorage.GetInputStorageCount(thingDef);
if (availableCount >= requiredCount)
{
hasEnoughForThisIngredient = true;
break; // 这个配料有足够的资源
}
}
// 如果任何一个配料没有足够资源,整个配方就无法生产
if (!hasEnoughForThisIngredient)
return false;
}
return true;
}
// 消耗资源 - 修复逻辑
public bool ConsumeResources()
{
var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
if (globalStorage == null) return false;
// 遍历所有配料要求
foreach (var ingredient in recipe.ingredients)
{
bool consumedThisIngredient = false;
// 尝试消耗这个配料的允许物品类型
foreach (var thingDef in ingredient.filter.AllowedThingDefs)
{
int requiredCount = ingredient.CountRequiredOfFor(thingDef, recipe);
int availableCount = globalStorage.GetInputStorageCount(thingDef);
if (availableCount >= requiredCount)
{
if (globalStorage.RemoveFromInputStorage(thingDef, requiredCount))
{
consumedThisIngredient = true;
break; // 成功消耗这个配料
}
}
}
// 如果任何一个配料无法消耗,整个生产失败
if (!consumedThisIngredient)
return false;
}
return true;
}
// 修复:添加获取正确工作量的方法
public float GetWorkAmount()
{
if (recipe == null)
return 1000f;
// 如果配方有明确的工作量且大于0使用配方的工作量
if (recipe.workAmount > 0)
return recipe.workAmount;
// 否则使用第一个产品的WorkToMake属性
if (recipe.products != null && recipe.products.Count > 0)
{
ThingDef productDef = recipe.products[0].thingDef;
if (productDef != null)
{
// 获取产品的WorkToMake统计值
float workToMake = productDef.GetStatValueAbstract(StatDefOf.WorkToMake);
if (workToMake > 0)
return workToMake;
// 如果WorkToMake也是0或无效使用产品的市场价值作为估算
float marketValue = productDef.GetStatValueAbstract(StatDefOf.MarketValue);
if (marketValue > 0)
return marketValue * 10f; // 基于市场价值的估算
return marketValue * 10f;
}
}
return 1000f; // 默认工作量
}
// 修复:在信息显示中使用正确的工作量
public string GetIngredientsInfo()
{
StringBuilder sb = new StringBuilder();
// 添加标题
sb.AppendLine("WULA_RequiredIngredients".Translate() + ":");
var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
foreach (var ingredient in recipe.ingredients)
{
bool firstAllowedThing = true;
foreach (var thingDef in ingredient.filter.AllowedThingDefs)
{
int requiredCount = ingredient.CountRequiredOfFor(thingDef, recipe);
int availableCount = globalStorage?.GetInputStorageCount(thingDef) ?? 0;
if (firstAllowedThing)
{
sb.Append(" - ");
firstAllowedThing = false;
}
else
{
sb.Append(" / ");
}
sb.Append($"{requiredCount} {thingDef.label}");
// 添加可用数量信息
if (availableCount < requiredCount)
{
sb.Append($" (<color=red>{availableCount}</color>/{requiredCount})");
}
else
{
sb.Append($" ({availableCount}/{requiredCount})");
}
}
sb.AppendLine();
}
// 添加产品信息
sb.AppendLine();
sb.AppendLine("WULA_Products".Translate() + ":");
foreach (var product in recipe.products)
{
sb.AppendLine($" - {product.count} {product.thingDef.label}");
}
// 修复:使用正确的工作量信息
sb.AppendLine();
sb.AppendLine("WULA_WorkAmount".Translate() + ": " + GetWorkAmount().ToStringWorkAmount());
return sb.ToString();
}
// 修复在Tooltip中也使用正确的工作量
public string GetIngredientsTooltip()
{
StringBuilder sb = new StringBuilder();
sb.AppendLine(recipe.LabelCap);
sb.AppendLine();
// 材料需求
sb.AppendLine("WULA_RequiredIngredients".Translate() + ":");
var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
foreach (var ingredient in recipe.ingredients)
{
bool ingredientSatisfied = false;
StringBuilder ingredientSB = new StringBuilder();
foreach (var thingDef in ingredient.filter.AllowedThingDefs)
{
int requiredCount = ingredient.CountRequiredOfFor(thingDef, recipe);
int availableCount = globalStorage?.GetInputStorageCount(thingDef) ?? 0;
if (ingredientSB.Length > 0)
ingredientSB.Append(" / ");
ingredientSB.Append($"{requiredCount} {thingDef.label}");
if (availableCount >= requiredCount)
{
ingredientSatisfied = true;
}
}
if (ingredientSatisfied)
{
sb.AppendLine($" <color=green>{ingredientSB}</color>");
}
else
{
sb.AppendLine($" <color=red>{ingredientSB}</color>");
}
}
// 产品
sb.AppendLine();
sb.AppendLine("WULA_Products".Translate() + ":");
foreach (var product in recipe.products)
{
sb.AppendLine($" {product.count} {product.thingDef.label}");
}
// 修复:使用正确的工作量
sb.AppendLine();
sb.AppendLine("WULA_WorkAmount".Translate() + ": " + GetWorkAmount().ToStringWorkAmount());
return sb.ToString();
return 1000f;
}
}
}

View File

@@ -92,17 +92,17 @@ namespace WulaFallenEmpire
return "WULA_NoGlobalStorage".Translate();
StringBuilder sb = new StringBuilder();
// 输入存储(原材料)
sb.AppendLine("WULA_InputStorage".Translate() + ":");
sb.AppendLine();
var inputItems = globalStorage.inputStorage
.Where(kvp => kvp.Value > 0)
.OrderByDescending(kvp => kvp.Value)
.ThenBy(kvp => kvp.Key.label)
.ToList();
if (inputItems.Count == 0)
{
sb.AppendLine("WULA_NoItems".Translate());
@@ -111,22 +111,23 @@ namespace WulaFallenEmpire
{
foreach (var kvp in inputItems)
{
sb.AppendLine($" {kvp.Value} {kvp.Key.label}");
// 使用正确的图标格式并保留名称
sb.AppendLine($" {kvp.Value} {kvp.Key.LabelCap}");
}
}
sb.AppendLine();
// 输出存储(产品)
sb.AppendLine("WULA_OutputStorage".Translate() + ":");
sb.AppendLine();
var outputItems = globalStorage.outputStorage
.Where(kvp => kvp.Value > 0)
.OrderByDescending(kvp => kvp.Value)
.ThenBy(kvp => kvp.Key.label)
.ToList();
if (outputItems.Count == 0)
{
sb.AppendLine("WULA_NoItems".Translate());
@@ -135,19 +136,21 @@ namespace WulaFallenEmpire
{
foreach (var kvp in outputItems)
{
sb.AppendLine($" {kvp.Value} {kvp.Key.label}");
// 使用正确的图标格式并保留名称
sb.AppendLine($" {kvp.Value} {kvp.Key.LabelCap}");
}
}
// 添加存储统计信息
sb.AppendLine();
sb.AppendLine("WULA_StorageStats".Translate());
sb.AppendLine($" {inputItems.Count} {("WULA_InputItems".Translate())}");
sb.AppendLine($" {outputItems.Count} {("WULA_OutputItems".Translate())}");
return sb.ToString();
}
// 修改:将开发者模式按钮改为上帝模式按钮
private void DoGodModeButtons(Rect rect)
{
@@ -268,20 +271,19 @@ namespace WulaFallenEmpire
Widgets.EndScrollView();
return result;
}
}// 在 ITab_GlobalBills.cs 中修正材质选择功能
private bool DoOrderRow(Rect rect, GlobalProductionOrder order)
{
Widgets.DrawHighlightIfMouseover(rect);
// 增加内边距和行高
float padding = 8f;
float lineHeight = 20f;
// 图标区域 - 添加在左侧
// 图标区域
float iconSize = 32f;
Rect iconRect = new Rect(rect.x + padding, rect.y + padding, iconSize, iconSize);
// 绘制配方图标
if (order.recipe.UIIconThing != null)
{
@@ -291,26 +293,26 @@ namespace WulaFallenEmpire
{
GUI.DrawTexture(iconRect, order.recipe.UIIcon);
}
// 订单信息区域 - 向右偏移图标宽度
// 订单信息区域
float infoX = rect.x + padding + iconSize + 8f;
float infoWidth = rect.width - (padding * 2 + iconSize + 8f + 100f); // 减去控制按钮区域
float infoWidth = rect.width - (padding * 2 + iconSize + 8f + 100f);
Rect infoRect = new Rect(infoX, rect.y + padding, infoWidth, lineHeight);
Widgets.Label(infoRect, order.Label);
Rect descRect = new Rect(infoX, rect.y + padding + lineHeight + 2f, infoWidth, lineHeight);
Widgets.Label(descRect, order.Description);
// 状态显示区域
Rect statusRect = new Rect(infoX, rect.y + padding + (lineHeight + 2f) * 2, infoWidth, lineHeight);
if (order.state == GlobalProductionOrder.ProductionState.Producing)
{
// 进度条
Rect progressRect = new Rect(infoX, rect.y + padding + (lineHeight + 2f) * 2, infoWidth, 18f);
Widgets.FillableBar(progressRect, order.progress);
// 进度文本
Text.Anchor = TextAnchor.MiddleCenter;
Widgets.Label(progressRect, $"{order.progress:P0}");
@@ -324,53 +326,84 @@ namespace WulaFallenEmpire
GlobalProductionOrder.ProductionState.Completed => "WULA_Completed".Translate(),
_ => "WULA_Unknown".Translate()
};
// 如果暂停,在状态前添加暂停标识
if (order.paused && order.state != GlobalProductionOrder.ProductionState.Completed)
{
statusText = $"[||] {statusText}";
}
Widgets.Label(statusRect, statusText);
}
// 控制按钮
// 控制按钮区域
float buttonY = rect.y + padding;
float buttonWidth = 40f;
float buttonSpacing = 5f;
// 计算按钮位置(从右向左排列)
float currentX = rect.xMax;
// 删除按钮(最右边)
Rect deleteButtonRect = new Rect(currentX - buttonWidth, buttonY, buttonWidth, 25f);
currentX -= (buttonWidth + buttonSpacing);
// 暂停/恢复按钮
Rect pauseButtonRect = new Rect(currentX - buttonWidth, buttonY, buttonWidth, 25f);
currentX -= (buttonWidth + buttonSpacing);
// 上帝模式:立刻完成按钮(在暂停按钮左边
// 材质选择按钮(如果支持材质选择且未开始生产
Rect stuffButtonRect = new Rect(0f, 0f, 0f, 0f);
bool showStuffButton = false;
if (order.SupportsStuffChoice && !order.HasStartedProduction)
{
showStuffButton = true;
stuffButtonRect = new Rect(currentX - buttonWidth, buttonY, buttonWidth, 25f);
currentX -= (buttonWidth + buttonSpacing);
}
// 上帝模式:立刻完成按钮
Rect completeButtonRect = new Rect(currentX - buttonWidth, buttonY, buttonWidth, 25f);
// 绘制删除按钮
if (Widgets.ButtonText(deleteButtonRect, "WULA_Delete".Translate()))
{
SelTable.globalOrderStack.Delete(order);
SoundDefOf.Click.PlayOneShotOnCamera();
}
// 绘制暂停/恢复按钮
string pauseButtonText = order.paused ? "WULA_Resume".Translate() : "WULA_Pause".Translate();
if (Widgets.ButtonText(pauseButtonRect, pauseButtonText))
{
order.paused = !order.paused;
// 暂停/恢复时更新状态
order.UpdateState();
SoundDefOf.Click.PlayOneShotOnCamera();
}
// 绘制材质选择按钮
if (showStuffButton)
{
string stuffButtonText = order.chosenStuff != null ?
order.chosenStuff.LabelCap :
"WULA_ChooseStuff".Translate();
if (Widgets.ButtonText(stuffButtonRect, stuffButtonText))
{
ShowStuffSelectionMenu(order);
SoundDefOf.Click.PlayOneShotOnCamera();
}
// 为材质选择按钮添加Tooltip
if (Mouse.IsOver(stuffButtonRect))
{
string tooltip = order.chosenStuff != null ?
$"WULA_CurrentStuff".Translate(order.chosenStuff.LabelCap) :
"WULA_ChooseStuffTooltip".Translate();
TooltipHandler.TipRegion(stuffButtonRect, tooltip);
}
}
// 绘制上帝模式按钮(仅上帝模式下可见)
if (DebugSettings.godMode && order.state != GlobalProductionOrder.ProductionState.Completed)
{
@@ -379,17 +412,16 @@ namespace WulaFallenEmpire
CompleteOrderImmediately(order);
SoundDefOf.Click.PlayOneShotOnCamera();
}
// 为上帝模式按钮添加Tooltip
if (Mouse.IsOver(completeButtonRect))
{
TooltipHandler.TipRegion(completeButtonRect, "Instantly complete this order (God Mode Only)");
}
}
// 资源检查提示 - 只在等待资源且不暂停时显示红色边框
if (!order.HasEnoughResources() &&
order.state == GlobalProductionOrder.ProductionState.Waiting &&
// 资源检查提示
if (!order.HasEnoughResources() &&
order.state == GlobalProductionOrder.ProductionState.Waiting &&
!order.paused)
{
TooltipHandler.TipRegion(rect, "WULA_InsufficientResources".Translate());
@@ -397,15 +429,165 @@ namespace WulaFallenEmpire
Widgets.DrawBox(rect, 2);
GUI.color = Color.white;
}
// 添加材料信息的Tooltip - 这是核心功能
// 添加材料信息的Tooltip
if (Mouse.IsOver(rect))
{
TooltipHandler.TipRegion(rect, order.GetIngredientsTooltip());
}
return Mouse.IsOver(rect);
}
// 修正:显示材质选择菜单
private void ShowStuffSelectionMenu(GlobalProductionOrder order)
{
if (order.HasStartedProduction)
{
Messages.Message("WULA_CannotChangeStuffAfterStart".Translate(), MessageTypeDefOf.RejectInput);
return;
}
if (!order.SupportsStuffChoice)
{
Messages.Message("WULA_RecipeDoesNotSupportStuff".Translate(), MessageTypeDefOf.RejectInput);
return;
}
var availableStuff = order.GetAvailableStuffForProduct();
if (availableStuff.Count == 0)
{
Messages.Message("WULA_NoStuffAvailable".Translate(), MessageTypeDefOf.RejectInput);
return;
}
List<FloatMenuOption> options = new List<FloatMenuOption>();
var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
foreach (var stuffDef in availableStuff)
{
var stuffDefCopy = stuffDef;
// 计算所需数量
int requiredStuffCount = order.ProductDef.costStuffCount;
int availableCount = globalStorage?.GetInputStorageCount(stuffDefCopy) ?? 0;
// 构建显示文本
string label = $"{stuffDefCopy.LabelCap} ({requiredStuffCount} needed)";
if (availableCount < requiredStuffCount)
{
label += $" <color=red>(Only {availableCount} available)</color>";
}
else
{
label += $" <color=green>({availableCount} available)</color>";
}
// 添加材质属性信息
if (stuffDefCopy.stuffProps != null)
{
label += $"\n - {"WULA_Commonality".Translate()}: {stuffDefCopy.stuffProps.commonality}";
if (stuffDefCopy.stuffProps.stuffAdjective != null)
{
label += $"\n - {"WULA_Adjective".Translate()}: {stuffDefCopy.stuffProps.stuffAdjective}";
}
}
options.Add(new FloatMenuOption(
label: label,
action: () =>
{
order.chosenStuff = stuffDefCopy;
Messages.Message($"WULA_StuffSelected".Translate(stuffDefCopy.LabelCap), MessageTypeDefOf.TaskCompletion);
},
shownItemForIcon: stuffDefCopy
));
}
// 添加"自动选择"选项
options.Add(new FloatMenuOption(
label: "WULA_AutoSelectStuff".Translate(),
action: () =>
{
// 选择库存最充足的材质
var bestStuff = availableStuff
.OrderByDescending(stuff => globalStorage?.GetInputStorageCount(stuff) ?? 0)
.ThenBy(stuff => stuff.stuffProps?.commonality ?? 1f)
.FirstOrDefault();
if (bestStuff != null)
{
order.chosenStuff = bestStuff;
Messages.Message($"WULA_StuffAutoSelected".Translate(bestStuff.LabelCap), MessageTypeDefOf.TaskCompletion);
}
}
));
// 添加"清除选择"选项(如果当前有选择)
if (order.chosenStuff != null)
{
options.Add(new FloatMenuOption(
label: "WULA_ClearStuffSelection".Translate(),
action: () =>
{
order.chosenStuff = null;
Messages.Message("WULA_StuffSelectionCleared".Translate(), MessageTypeDefOf.TaskCompletion);
}
));
}
Find.WindowStack.Add(new FloatMenu(options));
}
// 修正:在添加订单时初始化材质选择
private List<FloatMenuOption> GenerateRecipeOptions()
{
var options = new List<FloatMenuOption>();
foreach (var recipe in SelTable.def.AllRecipes)
{
if (recipe.AvailableNow && recipe.AvailableOnNow(SelTable))
{
string label = recipe.LabelCap;
options.Add(new FloatMenuOption(
label: label,
action: () =>
{
var newOrder = new GlobalProductionOrder
{
recipe = recipe,
targetCount = 1,
paused = true
};
// 初始化材质选择(如果支持)
if (newOrder.SupportsStuffChoice)
{
newOrder.InitializeStuffChoice();
}
SelTable.globalOrderStack.AddOrder(newOrder);
SoundDefOf.Click.PlayOneShotOnCamera();
Log.Message($"[DEBUG] Added order for {recipe.defName}");
},
shownItemForIcon: recipe.UIIconThing,
thingStyle: null,
forceBasicStyle: false,
priority: MenuOptionPriority.Default,
mouseoverGuiAction: null,
revalidateClickTarget: null,
extraPartWidth: 29f,
extraPartOnGUI: (Rect rect) =>
{
return Widgets.InfoCardButton(rect.x + 5f, rect.y + (rect.height - 24f) / 2f, recipe);
},
revalidateWorldClickTarget: null,
playSelectionSound: true,
orderInPriority: -recipe.displayPriority
));
}
}
if (options.Count == 0)
{
options.Add(new FloatMenuOption("WULA_NoAvailableRecipes".Translate(), null));
}
return options;
}
// 新增:立刻完成订单的方法
private void CompleteOrderImmediately(GlobalProductionOrder order)
@@ -480,60 +662,6 @@ namespace WulaFallenEmpire
Log.Message($"[GOD MODE] Force completed order: {order.recipe.defName}, produced {remainingCount} units");
}
private List<FloatMenuOption> GenerateRecipeOptions()
{
var options = new List<FloatMenuOption>();
foreach (var recipe in SelTable.def.AllRecipes)
{
// 移除对Pawn配方的过滤允许所有配方
if (recipe.AvailableNow && recipe.AvailableOnNow(SelTable))
{
string label = recipe.LabelCap;
// 使用原版风格的FloatMenuOption构造函数包含图标
options.Add(new FloatMenuOption(
label: label,
action: () =>
{
var newOrder = new GlobalProductionOrder
{
recipe = recipe,
targetCount = 1,
paused = true // 初始暂停
};
SelTable.globalOrderStack.AddOrder(newOrder);
SoundDefOf.Click.PlayOneShotOnCamera();
Log.Message($"[DEBUG] Added order for {recipe.defName}");
},
shownItemForIcon: recipe.UIIconThing, // 使用配方的图标ThingDef
thingStyle: null,
forceBasicStyle: false,
priority: MenuOptionPriority.Default,
mouseoverGuiAction: null,
revalidateClickTarget: null,
extraPartWidth: 29f, // 为信息卡按钮留出空间
extraPartOnGUI: (Rect rect) =>
{
// 绘制信息卡按钮,像原版一样
return Widgets.InfoCardButton(rect.x + 5f, rect.y + (rect.height - 24f) / 2f, recipe);
},
revalidateWorldClickTarget: null,
playSelectionSound: true,
orderInPriority: -recipe.displayPriority // 使用配方的显示优先级
));
}
}
if (options.Count == 0)
{
options.Add(new FloatMenuOption("WULA_NoAvailableRecipes".Translate(), null));
}
return options;
}
public override void TabUpdate()
{
base.TabUpdate();

View File

@@ -13,10 +13,16 @@ namespace WulaFallenEmpire
public float minEnergyThreshold = 0.1f; // 最低能量阈值
public float repairCostPerHP = 0.1f; // 每点生命值修复的能量消耗
public int repairCooldownAfterDamage = 300; // 受到伤害后的修复冷却时间
// 新增:与 StatDef 的关联
public StatDef repairCostStatDef;
public StatDef cooldownStatDef;
public HediffCompProperties_NanoRepair()
{
compClass = typeof(HediffComp_NanoRepair);
// 设置默认的 StatDef 引用
repairCostStatDef = DefDatabase<StatDef>.GetNamedSilentFail("WULA_NanoRepairCostPerHP");
cooldownStatDef = DefDatabase<StatDef>.GetNamedSilentFail("WULA_NanoRepairCooldownAfterDamage");
}
}
@@ -27,7 +33,7 @@ namespace WulaFallenEmpire
private int lastDamageTick = -9999;
private const int CheckInterval = 60;
private int debugCounter = 0;
private bool repairSystemEnabled = true; // 默认开启修复系统
public bool repairSystemEnabled = true; // 默认开启修复系统
// 获取可用的能量源
private Need GetEnergyNeed()
@@ -161,7 +167,7 @@ namespace WulaFallenEmpire
}
// 检查是否在冷却期内
int cooldownRemaining = Props.repairCooldownAfterDamage - (Find.TickManager.TicksGame - lastDamageTick);
int cooldownRemaining = ActualRepairCooldownAfterDamage - (Find.TickManager.TicksGame - lastDamageTick);
if (cooldownRemaining > 0)
{
if (debugCounter % 10 == 0)
@@ -404,10 +410,10 @@ namespace WulaFallenEmpire
float maxHealth = partToRepair.def.GetMaxHealth(Pawn);
float currentHealth = Pawn.health.hediffSet.GetPartHealth(partToRepair);
float healthToRepair = maxHealth - currentHealth;
// 计算修复成本
float repairCost = healthToRepair * Props.repairCostPerHP;
float repairCost = healthToRepair * ActualRepairCostPerHP;
// 根据机械族的能量消耗属性调整成本
var mechEnergyLoss = Pawn.GetStatValue(StatDefOf.MechEnergyLossPerHP);
if (mechEnergyLoss > 0)
@@ -625,6 +631,30 @@ namespace WulaFallenEmpire
Log.Message($"[NanoRepair] 受到伤害,开始修复冷却: {lastDamageTick}");
}
// 新增:动态获取属性值的方法
public float ActualRepairCostPerHP
{
get
{
if (Props.repairCostStatDef != null && Pawn != null)
{
return Pawn.GetStatValue(Props.repairCostStatDef);
}
return Props.repairCostPerHP;
}
}
public int ActualRepairCooldownAfterDamage
{
get
{
if (Props.cooldownStatDef != null && Pawn != null)
{
return (int)Pawn.GetStatValue(Props.cooldownStatDef);
}
return Props.repairCooldownAfterDamage;
}
}
// 添加Gizmo小工具用于切换修复系统
public override IEnumerable<Gizmo> CompGetGizmos()
{
@@ -671,13 +701,14 @@ namespace WulaFallenEmpire
"WULA_NoDamage".Translate();
string cooldownInfo = "";
int cooldownRemaining = Props.repairCooldownAfterDamage - (Find.TickManager.TicksGame - lastDamageTick);
int cooldownRemaining = ActualRepairCooldownAfterDamage - (Find.TickManager.TicksGame - lastDamageTick);
if (cooldownRemaining > 0)
{
cooldownInfo = "\n" + "WULA_RepairCooldown".Translate((cooldownRemaining / 60f).ToString("F1"));
}
return status + "\n" + damageInfo + cooldownInfo;
// 添加修复成本信息
string costInfo = "\n" + "WULA_RepairCostPerHP".Translate(ActualRepairCostPerHP.ToStringPercent());
return status + "\n" + damageInfo + cooldownInfo + costInfo;
}
}

View File

@@ -1,17 +0,0 @@
using RimWorld;
using Verse;
namespace WulaFallenEmpire
{
[DefOf]
public static class WulaStatDefOf
{
public static StatDef WulaEnergyMaxLevelOffset;
public static StatDef WulaEnergyFallRateFactor;
static WulaStatDefOf()
{
DefOfHelper.EnsureInitializedInCtor(typeof(WulaStatDefOf));
}
}
}

View File

@@ -13,24 +13,29 @@ namespace WulaFallenEmpire
compClass = typeof(HediffComp_MaintenanceDamage);
}
}
// 在 HediffComp_MaintenanceDamage 类中添加 StatDef 支持
public class HediffComp_MaintenanceDamage : HediffComp
{
private HediffCompProperties_MaintenanceDamage Props => (HediffCompProperties_MaintenanceDamage)props;
public override void Notify_PawnPostApplyDamage(DamageInfo dinfo, float totalDamageDealt)
{
base.Notify_PawnPostApplyDamage(dinfo, totalDamageDealt);
// 获取维护需求
var maintenanceNeed = Pawn.needs?.TryGetNeed<Need_Maintenance>();
if (maintenanceNeed == null)
return;
// 直接应用伤害惩罚
// 使用 StatDef 值而不是硬编码值
maintenanceNeed.ApplyDamagePenalty(totalDamageDealt);
}
public override string CompTipStringExtra
{
get
{
// 获取 StatDef 值
var statDef = DefDatabase<StatDef>.GetNamedSilentFail("WULA_MaintenanceDamageToMaintenanceFactor");
float damageFactor = statDef != null ? Pawn.GetStatValue(statDef) : Props.damageToMaintenanceFactor;
public override string CompTipStringExtra => "WULA_DamageAffectsMaintenance".Translate(Props.damageToMaintenanceFactor.ToStringPercent());
return "WULA_DamageAffectsMaintenance".Translate(damageFactor.ToStringPercent());
}
}
}
}

View File

@@ -9,18 +9,19 @@ namespace WulaFallenEmpire
public float severityPerDayBeforeThreshold = 0.05f;
public float severityPerDayAfterThreshold = 0.1f;
public float thresholdDays = 5f;
// 状态阈值
public float minorBreakdownThreshold = 0.3f;
public float majorBreakdownThreshold = 0.1f;
public float criticalFailureThreshold = 0.01f;
// 伤害相关设置 - 简化
public float damageToMaintenanceFactor = 0.01f; // 每点伤害扣除的维护度
// 伤害相关设置
public float damageToMaintenanceFactor = 0.01f;
// 维护效果相关的 HediffDefs
public HediffDef minorBreakdownHediff = null;
public HediffDef majorBreakdownHediff = null;
public HediffDef criticalFailureHediff = null;
}
}

View File

@@ -22,15 +22,34 @@ namespace WulaFallenEmpire
{
get
{
if (CurLevel <= Extension?.criticalFailureThreshold) return MaintenanceStatus.CriticalFailure;
if (CurLevel <= Extension?.majorBreakdownThreshold) return MaintenanceStatus.MajorBreakdown;
if (CurLevel <= Extension?.minorBreakdownThreshold) return MaintenanceStatus.MinorBreakdown;
if (Extension == null) return MaintenanceStatus.Operational;
// 获取阈值乘数
float minorFactor = GetStatValue("WULA_MaintenanceMinorBreakdownThresholdFactor");
float majorFactor = GetStatValue("WULA_MaintenanceMajorBreakdownThresholdFactor");
float criticalFactor = GetStatValue("WULA_MaintenanceCriticalFailureThresholdFactor");
float minorThreshold = Extension.minorBreakdownThreshold * minorFactor;
float majorThreshold = Extension.majorBreakdownThreshold * majorFactor;
float criticalThreshold = Extension.criticalFailureThreshold * criticalFactor;
if (CurLevel <= criticalThreshold) return MaintenanceStatus.CriticalFailure;
if (CurLevel <= majorThreshold) return MaintenanceStatus.MajorBreakdown;
if (CurLevel <= minorThreshold) return MaintenanceStatus.MinorBreakdown;
return MaintenanceStatus.Operational;
}
}
public float DaysSinceLastMaintenance => daysSinceLastMaintenance;
// 新增:获取 StatDef 值的方法
private float GetStatValue(string statDefName)
{
var statDef = DefDatabase<StatDef>.GetNamedSilentFail(statDefName);
if (statDef != null)
{
return pawn.GetStatValue(statDef);
}
return 1.0f; // 默认值
}
public Need_Maintenance(Pawn pawn) : base(pawn)
{
}
@@ -68,19 +87,17 @@ namespace WulaFallenEmpire
CheckStatusChanges();
}
// 修改 CalculateDegradationRate 方法以使用 StatDef
private float CalculateDegradationRate()
{
if (Extension == null)
return 0f;
if (daysSinceLastMaintenance < Extension.thresholdDays)
{
return Extension.severityPerDayBeforeThreshold;
}
else
{
return Extension.severityPerDayAfterThreshold;
}
float baseRate = daysSinceLastMaintenance < Extension.thresholdDays ?
Extension.severityPerDayBeforeThreshold :
Extension.severityPerDayAfterThreshold;
// 应用退化乘数
float degradationFactor = GetStatValue("WULA_MaintenanceDegradationFactor");
return baseRate * degradationFactor;
}
private void CheckStatusChanges()
@@ -173,15 +190,17 @@ namespace WulaFallenEmpire
OnMaintenancePerformed(maintenanceAmount);
}
// 应用伤害惩罚 - 简单的线性减少
// 修改 ApplyDamagePenalty 方法以使用 StatDef
public void ApplyDamagePenalty(float damageAmount)
{
if (Extension == null) return;
// 直接线性减少维护度
float reduction = damageAmount * Extension.damageToMaintenanceFactor;
// 获取伤害转换因子
float damageFactor = GetStatValue("WULA_MaintenanceDamageToMaintenanceFactor");
float reduction = damageAmount * damageFactor;
CurLevel = Math.Max(0f, CurLevel - reduction);
// 检查状态变化
var newStatus = Status;
if (newStatus != currentAppliedStatus)

View File

@@ -0,0 +1,234 @@
// StatWorker_Maintenance.cs
using RimWorld;
using Verse;
using System.Collections.Generic;
namespace WulaFallenEmpire
{
public class StatWorker_Maintenance : StatWorker
{
public override bool ShouldShowFor(StatRequest req)
{
// 只在有维护需求的机械体上显示
if (!base.ShouldShowFor(req))
return false;
if (req.Thing is Pawn pawn)
{
return HasMaintenanceNeed(pawn);
}
return false;
}
public override float GetValueUnfinalized(StatRequest req, bool applyPostProcess = true)
{
if (req.Thing is Pawn pawn)
{
var maintenanceNeed = GetMaintenanceNeed(pawn);
var extension = GetMaintenanceExtension(pawn);
if (maintenanceNeed != null && extension != null)
{
return GetStatValueForMaintenance(stat.defName, maintenanceNeed, extension);
}
}
return stat.defaultBaseValue;
}
public override string GetExplanationUnfinalized(StatRequest req, ToStringNumberSense numberSense)
{
var explanation = base.GetExplanationUnfinalized(req, numberSense);
if (req.Thing is Pawn pawn)
{
var maintenanceNeed = GetMaintenanceNeed(pawn);
var extension = GetMaintenanceExtension(pawn);
if (maintenanceNeed != null && extension != null)
{
explanation += "\n\n" + GetMaintenanceExplanation(stat.defName, maintenanceNeed, extension);
}
}
return explanation;
}
private bool HasMaintenanceNeed(Pawn pawn)
{
return pawn?.needs?.TryGetNeed<Need_Maintenance>() != null;
}
private Need_Maintenance GetMaintenanceNeed(Pawn pawn)
{
return pawn?.needs?.TryGetNeed<Need_Maintenance>();
}
private MaintenanceNeedExtension GetMaintenanceExtension(Pawn pawn)
{
var maintenanceNeed = GetMaintenanceNeed(pawn);
return maintenanceNeed?.Extension;
}
private float GetStatValueForMaintenance(string statDefName, Need_Maintenance need, MaintenanceNeedExtension extension)
{
switch (statDefName)
{
case "WULA_MaintenanceDegradationFactor":
return CalculateDegradationFactor(need, extension);
case "WULA_MaintenanceStatusThresholdFactor":
return CalculateStatusThresholdFactor(need, extension);
case "WULA_MaintenanceDamageToMaintenanceFactor":
return CalculateDamageToMaintenanceFactor(need, extension);
case "WULA_MaintenanceMinorBreakdownThresholdFactor":
return CalculateMinorBreakdownThresholdFactor(need, extension);
case "WULA_MaintenanceMajorBreakdownThresholdFactor":
return CalculateMajorBreakdownThresholdFactor(need, extension);
case "WULA_MaintenanceCriticalFailureThresholdFactor":
return CalculateCriticalFailureThresholdFactor(need, extension);
default:
return stat.defaultBaseValue;
}
}
private string GetMaintenanceExplanation(string statDefName, Need_Maintenance need, MaintenanceNeedExtension extension)
{
var explanation = "WULA_Maintenance_Properties".Translate();
switch (statDefName)
{
case "WULA_MaintenanceDegradationFactor":
explanation += GetDegradationFactorExplanation(need, extension);
break;
case "WULA_MaintenanceStatusThresholdFactor":
explanation += GetStatusThresholdFactorExplanation(need, extension);
break;
case "WULA_MaintenanceDamageToMaintenanceFactor":
explanation += GetDamageToMaintenanceFactorExplanation(need, extension);
break;
case "WULA_MaintenanceMinorBreakdownThresholdFactor":
explanation += GetMinorBreakdownThresholdExplanation(need, extension);
break;
case "WULA_MaintenanceMajorBreakdownThresholdFactor":
explanation += GetMajorBreakdownThresholdExplanation(need, extension);
break;
case "WULA_MaintenanceCriticalFailureThresholdFactor":
explanation += GetCriticalFailureThresholdExplanation(need, extension);
break;
}
return explanation;
}
// 计算各种统计值的方法
private float CalculateDegradationFactor(Need_Maintenance need, MaintenanceNeedExtension extension)
{
// 基础退化速率乘数
return 1.0f; // 默认值,可以根据需要调整
}
private float CalculateStatusThresholdFactor(Need_Maintenance need, MaintenanceNeedExtension extension)
{
// 状态阈值乘数
return 1.0f; // 默认值,可以根据需要调整
}
private float CalculateDamageToMaintenanceFactor(Need_Maintenance need, MaintenanceNeedExtension extension)
{
// 伤害到维护度的转换因子
return extension?.damageToMaintenanceFactor ?? 0.01f;
}
private float CalculateMinorBreakdownThresholdFactor(Need_Maintenance need, MaintenanceNeedExtension extension)
{
// 轻微故障阈值乘数
return 1.0f; // 默认值
}
private float CalculateMajorBreakdownThresholdFactor(Need_Maintenance need, MaintenanceNeedExtension extension)
{
// 严重故障阈值乘数
return 1.0f; // 默认值
}
private float CalculateCriticalFailureThresholdFactor(Need_Maintenance need, MaintenanceNeedExtension extension)
{
// 完全故障阈值乘数
return 1.0f; // 默认值
}
// 解释文本生成方法
private string GetDegradationFactorExplanation(Need_Maintenance need, MaintenanceNeedExtension extension)
{
return "WULA_Maintenance_DegradationFactor_Explanation".Translate(
extension?.severityPerDayBeforeThreshold.ToString("F3"),
extension?.severityPerDayAfterThreshold.ToString("F3"),
extension?.thresholdDays.ToString("F1")
);
}
private string GetStatusThresholdFactorExplanation(Need_Maintenance need, MaintenanceNeedExtension extension)
{
return "WULA_Maintenance_StatusThresholdFactor_Explanation".Translate(
extension?.minorBreakdownThreshold.ToStringPercent(),
extension?.majorBreakdownThreshold.ToStringPercent(),
extension?.criticalFailureThreshold.ToStringPercent()
);
}
private string GetDamageToMaintenanceFactorExplanation(Need_Maintenance need, MaintenanceNeedExtension extension)
{
return "WULA_Maintenance_DamageToMaintenanceFactor_Explanation".Translate(
(extension?.damageToMaintenanceFactor ?? 0.01f).ToStringPercent()
);
}
private string GetMinorBreakdownThresholdExplanation(Need_Maintenance need, MaintenanceNeedExtension extension)
{
return "WULA_Maintenance_MinorBreakdownThreshold_Explanation".Translate(
extension?.minorBreakdownThreshold.ToStringPercent()
);
}
private string GetMajorBreakdownThresholdExplanation(Need_Maintenance need, MaintenanceNeedExtension extension)
{
return "WULA_Maintenance_MajorBreakdownThreshold_Explanation".Translate(
extension?.majorBreakdownThreshold.ToStringPercent()
);
}
private string GetCriticalFailureThresholdExplanation(Need_Maintenance need, MaintenanceNeedExtension extension)
{
return "WULA_Maintenance_CriticalFailureThreshold_Explanation".Translate(
extension?.criticalFailureThreshold.ToStringPercent()
);
}
public override IEnumerable<Dialog_InfoCard.Hyperlink> GetInfoCardHyperlinks(StatRequest req)
{
foreach (var hyperlink in base.GetInfoCardHyperlinks(req))
{
yield return hyperlink;
}
// 添加维护系统的超链接
var maintenanceNeedDef = DefDatabase<NeedDef>.GetNamedSilentFail("WULA_Maintenance");
if (maintenanceNeedDef != null)
{
yield return new Dialog_InfoCard.Hyperlink(maintenanceNeedDef);
}
}
}
}

View File

@@ -0,0 +1,131 @@
// StatWorker_NanoRepair.cs
using RimWorld;
using Verse;
using System.Collections.Generic;
namespace WulaFallenEmpire
{
public class StatWorker_NanoRepair : StatWorker
{
public override bool ShouldShowFor(StatRequest req)
{
// 只在有 HediffCompProperties_NanoRepair 的 hediff 时显示
if (!base.ShouldShowFor(req))
return false;
// 检查是否为 Pawn
if (req.Thing is Pawn pawn)
{
return HasNanoRepairHediff(pawn);
}
return false;
}
public override float GetValueUnfinalized(StatRequest req, bool applyPostProcess = true)
{
if (req.Thing is Pawn pawn)
{
var nanoComp = GetNanoRepairComp(pawn);
if (nanoComp != null)
{
// 根据请求的 StatDef 返回相应的值
if (stat.defName == "WULA_NanoRepairCostPerHP")
{
return nanoComp.Props.repairCostPerHP;
}
else if (stat.defName == "WULA_NanoRepairCooldownAfterDamage")
{
return nanoComp.Props.repairCooldownAfterDamage;
}
}
}
return stat.defaultBaseValue;
}
public override string GetExplanationUnfinalized(StatRequest req, ToStringNumberSense numberSense)
{
var explanation = base.GetExplanationUnfinalized(req, numberSense);
if (req.Thing is Pawn pawn)
{
var nanoComp = GetNanoRepairComp(pawn);
if (nanoComp != null)
{
explanation += "\n\n" + GetNanoRepairExplanation(nanoComp);
}
}
return explanation;
}
private bool HasNanoRepairHediff(Pawn pawn)
{
if (pawn?.health?.hediffSet?.hediffs == null)
return false;
foreach (var hediff in pawn.health.hediffSet.hediffs)
{
var comp = hediff.TryGetComp<HediffComp_NanoRepair>();
if (comp != null)
return true;
}
return false;
}
private HediffComp_NanoRepair GetNanoRepairComp(Pawn pawn)
{
if (pawn?.health?.hediffSet?.hediffs == null)
return null;
foreach (var hediff in pawn.health.hediffSet.hediffs)
{
var comp = hediff.TryGetComp<HediffComp_NanoRepair>();
if (comp != null)
return comp;
}
return null;
}
private string GetNanoRepairExplanation(HediffComp_NanoRepair nanoComp)
{
var props = nanoComp.Props;
var explanation = "WULA_NanoRepair_Properties".Translate();
if (stat.defName == "WULA_NanoRepairCostPerHP")
{
explanation += "WULA_NanoRepair_CostPerHP_Line".Translate(props.repairCostPerHP.ToStringPercent());
explanation += "WULA_NanoRepair_MinEnergyThreshold_Line".Translate(props.minEnergyThreshold.ToStringPercent());
}
else if (stat.defName == "WULA_NanoRepairCooldownAfterDamage")
{
explanation += "WULA_NanoRepair_CooldownAfterDamage_Line".Translate(props.repairCooldownAfterDamage, (props.repairCooldownAfterDamage / 60f).ToString("F1"));
string systemStatus = nanoComp.repairSystemEnabled ?
"WULA_NanoRepair_SystemStatus_Enabled".Translate() :
"WULA_NanoRepair_SystemStatus_Disabled".Translate();
explanation += "WULA_NanoRepair_SystemStatus_Line".Translate(systemStatus);
}
return explanation;
}
public override IEnumerable<Dialog_InfoCard.Hyperlink> GetInfoCardHyperlinks(StatRequest req)
{
foreach (var hyperlink in base.GetInfoCardHyperlinks(req))
{
yield return hyperlink;
}
// 添加纳米修复系统的超链接
var nanoHediffDef = DefDatabase<HediffDef>.GetNamedSilentFail("WULA_NanoRepairHediff");
if (nanoHediffDef != null)
{
yield return new Dialog_InfoCard.Hyperlink(nanoHediffDef);
}
}
}
}

View File

@@ -27,4 +27,15 @@ namespace WulaFallenEmpire
DefOfHelper.EnsureInitializedInCtor(typeof(JobDefOf_WULA));
}
}
[DefOf]
public static class WulaStatDefOf
{
public static StatDef WulaEnergyMaxLevelOffset;
public static StatDef WulaEnergyFallRateFactor;
static WulaStatDefOf()
{
DefOfHelper.EnsureInitializedInCtor(typeof(WulaStatDefOf));
}
}
}

View File

@@ -148,7 +148,6 @@
<Compile Include="Pawn\WULA_Energy\WorkGiver_Warden_DeliverEnergy.cs" />
<Compile Include="Pawn\WULA_Energy\WorkGiver_Warden_FeedWula.cs" />
<Compile Include="Pawn\WULA_Energy\WulaCaravanEnergyDef.cs" />
<Compile Include="Pawn\WULA_Energy\WulaStatDefOf.cs" />
<Compile Include="Pawn\WULA_Maintenance\Building_MaintenancePod.cs" />
<Compile Include="Pawn\WULA_Maintenance\CompMaintenancePod.cs" />
<Compile Include="Pawn\WULA_Maintenance\HediffCompProperties_MaintenanceDamage.cs" />
@@ -157,6 +156,7 @@
<Compile Include="Pawn\WULA_Maintenance\MaintenanceNeedExtension.cs" />
<Compile Include="Pawn\WULA_Maintenance\Need_Maintenance.cs" />
<Compile Include="Pawn\WULA_Maintenance\WorkGiver_DoMaintenance.cs" />
<Compile Include="Stat\StatWorker_NanoRepair.cs" />
<Compile Include="ThingComp\CompAndPatch_GiveHediffOnShot.cs" />
<Compile Include="ThingComp\CompApparelInterceptor.cs" />
<Compile Include="ThingComp\CompPsychicScaling.cs" />