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();