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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user