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:
@@ -1,6 +1,7 @@
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// GlobalProductionOrder.cs (修复版)
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// GlobalProductionOrder.cs (修正材质属性读取)
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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 System.Text;
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using UnityEngine;
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using Verse;
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@@ -12,7 +13,10 @@ namespace WulaFallenEmpire
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public RecipeDef recipe;
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public int targetCount = 1;
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public int currentCount = 0;
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public bool paused = true; // 初始状态为暂停
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public bool paused = true;
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// 材质选择:存储配方选择的材质(只有支持材质的配方才有)
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public ThingDef chosenStuff = null;
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// 生产状态
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public ProductionState state = ProductionState.Waiting;
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@@ -25,16 +29,15 @@ namespace WulaFallenEmpire
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}
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public string Label => recipe.LabelCap;
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public string Description => $"{currentCount}/{targetCount} {recipe.products[0].thingDef.label}"; private float _progress = 0f;
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public string Description => $"{currentCount}/{targetCount} {recipe.products[0].thingDef.label}";
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private float _progress = 0f;
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public float progress
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{
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get => _progress;
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set
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{
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// 确保进度在有效范围内
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_progress = Mathf.Clamp01(value);
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// 如果检测到异常值,记录警告
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if (value < 0f || value > 1f)
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{
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Log.Warning($"Progress clamped from {value} to {_progress} for {recipe?.defName ?? "unknown"}");
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@@ -42,27 +45,252 @@ namespace WulaFallenEmpire
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}
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}
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// 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)
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public bool HasStartedProduction => state == ProductionState.Producing || currentCount > 0;
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// 修正:检查产物是否支持材质选择
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public bool SupportsStuffChoice
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{
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get
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{
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if (recipe?.products == null || recipe.products.Count == 0)
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return false;
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var productDef = recipe.products[0].thingDef;
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if (productDef == null)
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return false;
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// 检查产物是否有stuffCategories且costStuffCount > 0
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return productDef.stuffCategories != null &&
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productDef.stuffCategories.Count > 0 &&
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productDef.costStuffCount > 0;
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}
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}
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// 修正:获取产物的ThingDef
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public ThingDef ProductDef => recipe?.products?.Count > 0 ? recipe.products[0].thingDef : null;
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public void ExposeData()
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{
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Scribe_Defs.Look(ref recipe, "recipe");
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Scribe_Values.Look(ref targetCount, "targetCount", 1);
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Scribe_Values.Look(ref currentCount, "currentCount", 0);
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Scribe_Values.Look(ref paused, "paused", true);
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Scribe_Values.Look(ref _progress, "progress", 0f); // 序列化私有字段
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Scribe_Values.Look(ref _progress, "progress", 0f);
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Scribe_Values.Look(ref state, "state", ProductionState.Waiting);
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Scribe_Defs.Look(ref chosenStuff, "chosenStuff");
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// 修复:加载后验证数据
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if (Scribe.mode == LoadSaveMode.PostLoadInit)
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{
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// 使用属性设置器来钳制值
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progress = _progress;
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// 确保状态正确
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UpdateState();
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// 确保材质选择有效
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if (SupportsStuffChoice && chosenStuff == null)
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{
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InitializeStuffChoice();
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}
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}
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}
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// 修复:改进状态更新逻辑
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// 修正:初始化材质选择
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public void InitializeStuffChoice()
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{
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if (!SupportsStuffChoice) return;
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var availableStuff = GetAvailableStuffForProduct();
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if (availableStuff.Count > 0)
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{
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chosenStuff = availableStuff[0];
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}
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}
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// 修正:获取产物的可用材质列表
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public List<ThingDef> GetAvailableStuffForProduct()
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{
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var availableStuff = new List<ThingDef>();
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if (ProductDef?.stuffCategories != null)
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{
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foreach (var stuffCategory in ProductDef.stuffCategories)
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{
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var stuffInCategory = DefDatabase<ThingDef>.AllDefs
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.Where(def => def.IsStuff && def.stuffProps?.categories != null && def.stuffProps.categories.Contains(stuffCategory))
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.ToList();
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availableStuff.AddRange(stuffInCategory);
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}
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}
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return availableStuff.Distinct().ToList();
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}
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// 修正:HasEnoughResources 方法,考虑选择的材质
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public bool HasEnoughResources()
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{
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var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
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if (globalStorage == null) return false;
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// 检查固定消耗(costList)
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foreach (var ingredient in recipe.ingredients)
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{
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bool hasEnoughForThisIngredient = false;
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foreach (var thingDef in ingredient.filter.AllowedThingDefs)
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{
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int requiredCount = ingredient.CountRequiredOfFor(thingDef, recipe);
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int availableCount = globalStorage.GetInputStorageCount(thingDef);
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if (availableCount >= requiredCount)
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{
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hasEnoughForThisIngredient = true;
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break;
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}
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}
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if (!hasEnoughForThisIngredient)
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return false;
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}
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// 检查材质消耗(如果支持材质选择)
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if (SupportsStuffChoice && chosenStuff != null)
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{
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int requiredStuffCount = ProductDef.costStuffCount;
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int availableStuffCount = globalStorage.GetInputStorageCount(chosenStuff);
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if (availableStuffCount < requiredStuffCount)
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return false;
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}
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return true;
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}
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// 修正:ConsumeResources 方法,考虑选择的材质
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public bool ConsumeResources()
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{
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var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
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if (globalStorage == null) return false;
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// 消耗固定资源(costList)
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foreach (var ingredient in recipe.ingredients)
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{
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bool consumedThisIngredient = false;
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foreach (var thingDef in ingredient.filter.AllowedThingDefs)
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{
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int requiredCount = ingredient.CountRequiredOfFor(thingDef, recipe);
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int availableCount = globalStorage.GetInputStorageCount(thingDef);
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if (availableCount >= requiredCount)
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{
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if (globalStorage.RemoveFromInputStorage(thingDef, requiredCount))
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{
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consumedThisIngredient = true;
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break;
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}
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}
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}
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if (!consumedThisIngredient)
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return false;
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}
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// 消耗材质(如果支持材质选择)
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if (SupportsStuffChoice && chosenStuff != null)
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{
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int requiredStuffCount = ProductDef.costStuffCount;
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if (!globalStorage.RemoveFromInputStorage(chosenStuff, requiredStuffCount))
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return false;
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}
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return true;
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}
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// 修正:GetIngredientsTooltip 方法,显示固定消耗和可选材质
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public string GetIngredientsTooltip()
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{
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StringBuilder sb = new StringBuilder();
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sb.AppendLine(recipe.LabelCap);
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sb.AppendLine();
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// 固定消耗(costList)
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sb.AppendLine("WULA_FixedIngredients".Translate() + ":");
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var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
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foreach (var ingredient in recipe.ingredients)
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{
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foreach (var thingDef in ingredient.filter.AllowedThingDefs)
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{
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int requiredCount = ingredient.CountRequiredOfFor(thingDef, recipe);
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int availableCount = globalStorage?.GetInputStorageCount(thingDef) ?? 0;
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string itemDisplay = $"{requiredCount} {thingDef.LabelCap}";
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if (availableCount >= requiredCount)
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{
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sb.AppendLine($" <color=green>{itemDisplay}</color>");
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}
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else
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{
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sb.AppendLine($" <color=red>{itemDisplay}</color>");
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}
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}
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}
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// 材质消耗(如果支持材质选择)
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if (SupportsStuffChoice)
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{
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sb.AppendLine();
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sb.AppendLine("WULA_StuffMaterial".Translate() + ":");
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if (chosenStuff != null)
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{
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int requiredStuffCount = ProductDef.costStuffCount;
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int availableStuffCount = globalStorage?.GetInputStorageCount(chosenStuff) ?? 0;
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string stuffDisplay = $"{requiredStuffCount} {chosenStuff.LabelCap}";
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if (availableStuffCount >= requiredStuffCount)
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{
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sb.AppendLine($" <color=green>{stuffDisplay} (Selected)</color>");
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}
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else
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{
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sb.AppendLine($" <color=red>{stuffDisplay} (Selected)</color>");
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}
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}
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else
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{
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sb.AppendLine($" <color=yellow>{"WULA_NoStuffSelected".Translate()}</color>");
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}
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}
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// 产品
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sb.AppendLine();
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sb.AppendLine("WULA_Products".Translate() + ":");
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foreach (var product in recipe.products)
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{
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sb.AppendLine($" {product.count} {product.thingDef.LabelCap}");
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}
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// 工作量信息
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sb.AppendLine();
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sb.AppendLine("WULA_WorkAmount".Translate() + ": " + GetWorkAmount().ToStringWorkAmount());
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// 添加材质选择状态信息
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if (HasStartedProduction && SupportsStuffChoice)
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{
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sb.AppendLine();
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sb.AppendLine("<color=yellow>Material choice is locked because production has started.</color>");
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}
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return sb.ToString();
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}
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// 其余方法保持不变...
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public void UpdateState()
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{
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if (state == ProductionState.Completed)
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@@ -80,7 +308,7 @@ namespace WulaFallenEmpire
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if (state == ProductionState.Waiting && !paused)
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{
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state = ProductionState.Producing;
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progress = 0f; // 开始生产时重置进度
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progress = 0f;
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}
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}
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else
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@@ -88,230 +316,62 @@ namespace WulaFallenEmpire
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if (state == ProductionState.Producing)
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{
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state = ProductionState.Waiting;
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progress = 0f; // 资源不足时重置进度
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progress = 0f;
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}
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}
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}
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// 修复:改进生产完成逻辑
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public void Produce()
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{
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var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
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if (globalStorage == null)
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return;
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foreach (var product in recipe.products)
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{
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// 检查产物是否为Pawn
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if (product.thingDef.race != null)
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{
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// 对于Pawn,我们存储的是Pawn的ThingDef,在释放时再随机生成PawnKind
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globalStorage.AddToOutputStorage(product.thingDef, product.count);
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}
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else
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{
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// 对于普通物品,正常存储
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globalStorage.AddToOutputStorage(product.thingDef, product.count);
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}
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}
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currentCount++;
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progress = 0f; // 生产完成后重置进度
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progress = 0f;
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if (currentCount >= targetCount)
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{
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state = ProductionState.Completed;
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}
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}
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// 检查是否有足够资源 - 修复逻辑
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public bool HasEnoughResources()
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{
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var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
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if (globalStorage == null) return false;
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// 遍历所有配料要求
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foreach (var ingredient in recipe.ingredients)
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{
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bool hasEnoughForThisIngredient = false;
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// 检查这个配料的所有允许物品类型
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foreach (var thingDef in ingredient.filter.AllowedThingDefs)
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{
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int requiredCount = ingredient.CountRequiredOfFor(thingDef, recipe);
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int availableCount = globalStorage.GetInputStorageCount(thingDef);
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if (availableCount >= requiredCount)
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{
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hasEnoughForThisIngredient = true;
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break; // 这个配料有足够的资源
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}
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}
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// 如果任何一个配料没有足够资源,整个配方就无法生产
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if (!hasEnoughForThisIngredient)
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return false;
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}
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return true;
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}
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// 消耗资源 - 修复逻辑
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public bool ConsumeResources()
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{
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var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
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if (globalStorage == null) return false;
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// 遍历所有配料要求
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foreach (var ingredient in recipe.ingredients)
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{
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bool consumedThisIngredient = false;
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// 尝试消耗这个配料的允许物品类型
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foreach (var thingDef in ingredient.filter.AllowedThingDefs)
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{
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int requiredCount = ingredient.CountRequiredOfFor(thingDef, recipe);
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int availableCount = globalStorage.GetInputStorageCount(thingDef);
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if (availableCount >= requiredCount)
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{
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if (globalStorage.RemoveFromInputStorage(thingDef, requiredCount))
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{
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consumedThisIngredient = true;
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break; // 成功消耗这个配料
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}
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}
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}
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// 如果任何一个配料无法消耗,整个生产失败
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if (!consumedThisIngredient)
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return false;
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}
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return true;
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}
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// 修复:添加获取正确工作量的方法
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public float GetWorkAmount()
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{
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if (recipe == null)
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return 1000f;
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// 如果配方有明确的工作量且大于0,使用配方的工作量
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if (recipe.workAmount > 0)
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return recipe.workAmount;
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// 否则,使用第一个产品的WorkToMake属性
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if (recipe.products != null && recipe.products.Count > 0)
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{
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ThingDef productDef = recipe.products[0].thingDef;
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if (productDef != null)
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{
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// 获取产品的WorkToMake统计值
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float workToMake = productDef.GetStatValueAbstract(StatDefOf.WorkToMake);
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if (workToMake > 0)
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return workToMake;
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// 如果WorkToMake也是0或无效,使用产品的市场价值作为估算
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float marketValue = productDef.GetStatValueAbstract(StatDefOf.MarketValue);
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if (marketValue > 0)
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return marketValue * 10f; // 基于市场价值的估算
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return marketValue * 10f;
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}
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}
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return 1000f; // 默认工作量
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}
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// 修复:在信息显示中使用正确的工作量
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public string GetIngredientsInfo()
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{
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StringBuilder sb = new StringBuilder();
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// 添加标题
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sb.AppendLine("WULA_RequiredIngredients".Translate() + ":");
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var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
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foreach (var ingredient in recipe.ingredients)
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{
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bool firstAllowedThing = true;
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foreach (var thingDef in ingredient.filter.AllowedThingDefs)
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{
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int requiredCount = ingredient.CountRequiredOfFor(thingDef, recipe);
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int availableCount = globalStorage?.GetInputStorageCount(thingDef) ?? 0;
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if (firstAllowedThing)
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{
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sb.Append(" - ");
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firstAllowedThing = false;
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}
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else
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{
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sb.Append(" / ");
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}
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sb.Append($"{requiredCount} {thingDef.label}");
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// 添加可用数量信息
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if (availableCount < requiredCount)
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{
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sb.Append($" (<color=red>{availableCount}</color>/{requiredCount})");
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}
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else
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{
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sb.Append($" ({availableCount}/{requiredCount})");
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}
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}
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sb.AppendLine();
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}
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// 添加产品信息
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sb.AppendLine();
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sb.AppendLine("WULA_Products".Translate() + ":");
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foreach (var product in recipe.products)
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{
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sb.AppendLine($" - {product.count} {product.thingDef.label}");
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}
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// 修复:使用正确的工作量信息
|
||||
sb.AppendLine();
|
||||
sb.AppendLine("WULA_WorkAmount".Translate() + ": " + GetWorkAmount().ToStringWorkAmount());
|
||||
return sb.ToString();
|
||||
}
|
||||
|
||||
// 修复:在Tooltip中也使用正确的工作量
|
||||
public string GetIngredientsTooltip()
|
||||
{
|
||||
StringBuilder sb = new StringBuilder();
|
||||
sb.AppendLine(recipe.LabelCap);
|
||||
sb.AppendLine();
|
||||
// 材料需求
|
||||
sb.AppendLine("WULA_RequiredIngredients".Translate() + ":");
|
||||
var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
|
||||
foreach (var ingredient in recipe.ingredients)
|
||||
{
|
||||
bool ingredientSatisfied = false;
|
||||
StringBuilder ingredientSB = new StringBuilder();
|
||||
foreach (var thingDef in ingredient.filter.AllowedThingDefs)
|
||||
{
|
||||
int requiredCount = ingredient.CountRequiredOfFor(thingDef, recipe);
|
||||
int availableCount = globalStorage?.GetInputStorageCount(thingDef) ?? 0;
|
||||
if (ingredientSB.Length > 0)
|
||||
ingredientSB.Append(" / ");
|
||||
ingredientSB.Append($"{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($" {product.count} {product.thingDef.label}");
|
||||
}
|
||||
// 修复:使用正确的工作量
|
||||
sb.AppendLine();
|
||||
sb.AppendLine("WULA_WorkAmount".Translate() + ": " + GetWorkAmount().ToStringWorkAmount());
|
||||
return sb.ToString();
|
||||
return 1000f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -92,17 +92,17 @@ namespace WulaFallenEmpire
|
||||
return "WULA_NoGlobalStorage".Translate();
|
||||
|
||||
StringBuilder sb = new StringBuilder();
|
||||
|
||||
|
||||
// 输入存储(原材料)
|
||||
sb.AppendLine("WULA_InputStorage".Translate() + ":");
|
||||
sb.AppendLine();
|
||||
|
||||
|
||||
var inputItems = globalStorage.inputStorage
|
||||
.Where(kvp => kvp.Value > 0)
|
||||
.OrderByDescending(kvp => kvp.Value)
|
||||
.ThenBy(kvp => kvp.Key.label)
|
||||
.ToList();
|
||||
|
||||
|
||||
if (inputItems.Count == 0)
|
||||
{
|
||||
sb.AppendLine("WULA_NoItems".Translate());
|
||||
@@ -111,22 +111,23 @@ namespace WulaFallenEmpire
|
||||
{
|
||||
foreach (var kvp in inputItems)
|
||||
{
|
||||
sb.AppendLine($" {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();
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -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));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -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)
|
||||
|
||||
234
Source/WulaFallenEmpire/Stat/StatWorker_Maintenance.cs
Normal file
234
Source/WulaFallenEmpire/Stat/StatWorker_Maintenance.cs
Normal 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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
131
Source/WulaFallenEmpire/Stat/StatWorker_NanoRepair.cs
Normal file
131
Source/WulaFallenEmpire/Stat/StatWorker_NanoRepair.cs
Normal 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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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" />
|
||||
|
||||
Reference in New Issue
Block a user