暂存坏的

This commit is contained in:
2025-08-03 23:16:11 +08:00
parent fd6ed15684
commit 1525beebe0
10 changed files with 149 additions and 10 deletions

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@@ -0,0 +1,72 @@
using System.Collections.Generic;
using System.Linq;
using RimWorld;
using Verse;
using Verse.AI.Group;
namespace WulaFallenEmpire
{
// NOTE: The PsychicRitualDef_Wula class has been removed as it's no longer needed.
// We are now using a DefModExtension for filtering, which is a much cleaner approach.
/// <summary>
/// Custom CompProperties for our ritual spot, with a tag.
/// </summary>
public class CompProperties_WulaRitualSpot : CompProperties
{
public string ritualTag;
public CompProperties_WulaRitualSpot()
{
this.compClass = typeof(CompWulaRitualSpot);
}
}
/// <summary>
/// The core component for the custom ritual spot. Generates its own gizmos
/// by filtering for rituals with a matching tag via a DefModExtension.
/// </summary>
public class CompWulaRitualSpot : ThingComp
{
public CompProperties_WulaRitualSpot Props => (CompProperties_WulaRitualSpot)this.props;
public override IEnumerable<Gizmo> CompGetGizmosExtra()
{
foreach (Gizmo gizmo in base.CompGetGizmosExtra())
{
yield return gizmo;
}
// Find all rituals that have our custom mod extension and a matching tag
foreach (PsychicRitualDef ritualDef in DefDatabase<PsychicRitualDef>.AllDefsListForReading)
{
var extension = ritualDef.GetModExtension<RitualTagExtension>();
if (extension != null && extension.ritualTag == this.Props.ritualTag)
{
Command_Action command_Action = new Command_Action();
command_Action.defaultLabel = ritualDef.LabelCap;
command_Action.defaultDesc = ritualDef.description;
command_Action.icon = ritualDef.uiIcon;
command_Action.action = delegate
{
// Mimic vanilla initialization
TargetInfo target = new TargetInfo(this.parent);
PsychicRitualRoleAssignments assignments = ritualDef.BuildRoleAssignments(target);
PsychicRitualCandidatePool candidatePool = ritualDef.FindCandidatePool();
ritualDef.InitializeCast(this.parent.Map);
Find.WindowStack.Add(new Dialog_BeginPsychicRitual(ritualDef, candidatePool, assignments, this.parent.Map));
};
// Corrected check for cooldown and other requirements
AcceptanceReport acceptanceReport = Find.PsychicRitualManager.CanInvoke(ritualDef, this.parent.Map);
if (!acceptanceReport.Accepted)
{
command_Action.Disable(acceptanceReport.Reason.CapitalizeFirst());
}
yield return command_Action;
}
}
}
}
}

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using System.Collections.Generic;
using System.Linq;
using HarmonyLib;
using Verse;
using RimWorld;
namespace WulaFallenEmpire.HarmonyPatches
{
[HarmonyPatch(typeof(PsychicRitualGizmo), "VisibleRituals")]
public static class Patch_PsychicRitualGizmo_VisibleRituals
{
[HarmonyPostfix]
public static List<PsychicRitualDef_InvocationCircle> Postfix(List<PsychicRitualDef_InvocationCircle> __result)
{
if (__result == null || __result.Count == 0)
{
return __result;
}
// Create a new list containing only the rituals that DO NOT have our custom tag.
// This is a more robust way to ensure our custom rituals are filtered out.
return __result.Where(ritualDef =>
{
var extension = ritualDef.GetModExtension<RitualTagExtension>();
// Keep the ritual if it has no extension, or if the extension tag is null/empty.
return extension == null || string.IsNullOrEmpty(extension.ritualTag);
}).ToList();
}
}
}

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using Verse;
namespace WulaFallenEmpire
{
public class RitualTagExtension : DefModExtension
{
public string ritualTag;
}
}

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@@ -71,6 +71,7 @@
<Compile Include="CompApparelInterceptor.cs" />
<Compile Include="CompCustomUniqueWeapon.cs" />
<Compile Include="CompProperties_CustomUniqueWeapon.cs" />
<Compile Include="CompWulaRitualSpot.cs" />
<Compile Include="CompPsychicScaling.cs" />
<Compile Include="CompUseEffect_FixAllHealthConditions.cs" />
<Compile Include="CompUseEffect_PassionTrainer.cs" />
@@ -108,6 +109,7 @@
<Compile Include="PsychicRitual_TechOffering.cs" />
<Compile Include="PsychicRitualDef_AddHediff.cs" />
<Compile Include="PsychicRitualToil_AddHediff.cs" />
<Compile Include="RitualTagExtension.cs" />
<Compile Include="Recipe_AdministerWulaMechRepairKit.cs" />
<Compile Include="SectionLayer_WulaHull.cs" />
<Compile Include="ThingDefExtension_EnergySource.cs" />