暂存
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@@ -1,5 +1,4 @@
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using System.Collections.Generic;
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using UnityEngine;
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using Verse;
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using Verse.AI;
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using RimWorld;
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@@ -11,17 +10,16 @@ namespace WulaFallenEmpire
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private const TargetIndex FoodSourceInd = TargetIndex.A;
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private const TargetIndex PatientInd = TargetIndex.B;
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private Thing FoodSource => job.GetTarget(FoodSourceInd).Thing;
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private Pawn Patient => (Pawn)job.GetTarget(PatientInd).Thing;
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protected Thing Food => job.GetTarget(FoodSourceInd).Thing;
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protected Pawn Patient => (Pawn)job.GetTarget(PatientInd).Thing;
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public override bool TryMakePreToilReservations(bool errorOnFailed)
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{
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// 预留食物来源和病患
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if (!pawn.Reserve(FoodSource, job, 1, -1, null, errorOnFailed))
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if (!pawn.Reserve(Patient, job, 1, -1, null, errorOnFailed))
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{
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return false;
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}
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if (!pawn.Reserve(Patient, job, 1, -1, null, errorOnFailed))
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if (!pawn.Reserve(Food, job, 1, -1, null, errorOnFailed))
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{
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return false;
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}
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@@ -30,110 +28,22 @@ namespace WulaFallenEmpire
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protected override IEnumerable<Toil> MakeNewToils()
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{
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// 失败条件:如果病患被摧毁、为空或不在床上
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this.FailOn(() => Patient.DestroyedOrNull());
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this.FailOn(() => !Patient.InBed());
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this.FailOnDespawnedNullOrForbidden(PatientInd);
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this.FailOn(() => !FeedPatientUtility.ShouldBeFed(Patient));
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// Toil 0: 检查医生库存中是否有能量核心
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Toil checkInventoryToil = ToilMaker.MakeToil("CheckInventory");
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checkInventoryToil.initAction = delegate
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if (pawn.inventory != null && pawn.inventory.Contains(Food))
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{
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Thing inventoryFood = null;
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foreach (Thing t in pawn.inventory.innerContainer)
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{
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ThingDefExtension_EnergySource energySourceExt = t.def.GetModExtension<ThingDefExtension_EnergySource>();
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if (energySourceExt != null && t.IngestibleNow)
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{
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inventoryFood = t;
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break;
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}
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}
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if (inventoryFood != null)
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{
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// 如果库存中有食物,则将Job的目标设置为库存食物,并跳过拾取步骤,直接前往病患
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job.SetTarget(FoodSourceInd, inventoryFood);
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pawn.jobs.curDriver.JumpToToil(Toils_Goto.GotoThing(PatientInd, PathEndMode.Touch)); // 跳转到前往病患的Toil
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}
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// 如果库存中没有,则继续执行下一个Toil(前往地图上的食物来源)
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};
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yield return checkInventoryToil;
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// Toil 1: 前往食物来源 (如果库存中没有,则执行此Toil)
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yield return Toils_Goto.GotoThing(FoodSourceInd, PathEndMode.ClosestTouch)
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.FailOnDespawnedNullOrForbidden(FoodSourceInd)
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.FailOn(() => !pawn.CanReserve(FoodSource, 1, -1, null, false)); // 在这里预留食物来源
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// Toil 2: 拾取食物来源 (如果库存中没有,则执行此Toil)
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yield return Toils_Haul.StartCarryThing(FoodSourceInd); // 使用 StartCarryThing 拾取物品
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// Toil 3: 前往病患
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yield return Toils_Goto.GotoThing(PatientInd, PathEndMode.Touch)
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.FailOnDespawnedOrNull(PatientInd);
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// Toil 4: 喂食病患
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Toil feedToil = ToilMaker.MakeToil("FeedWulaPatient");
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feedToil.initAction = delegate
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yield return Toils_Misc.TakeItemFromInventoryToCarrier(pawn, FoodSourceInd);
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}
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else
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{
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Pawn actor = feedToil.actor;
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Thing food = actor.carryTracker.CarriedThing; // 医生携带的食物 (从地图拾取)
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yield return Toils_Goto.GotoThing(FoodSourceInd, PathEndMode.ClosestTouch).FailOnForbidden(FoodSourceInd);
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yield return Toils_Ingest.PickupIngestible(FoodSourceInd, pawn);
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}
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// 如果医生没有携带食物,检查是否在库存中 (从库存获取)
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if (food == null)
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{
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food = job.GetTarget(FoodSourceInd).Thing; // 此时FoodSourceInd应该指向库存中的物品
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if (food == null || !actor.inventory.innerContainer.Contains(food))
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{
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actor.jobs.EndCurrentJob(JobCondition.Incompletable);
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return;
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}
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}
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// 获取乌拉能量需求
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Need_WulaEnergy energyNeed = Patient.needs.TryGetNeed<Need_WulaEnergy>();
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if (energyNeed == null)
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{
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actor.jobs.EndCurrentJob(JobCondition.Errored);
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return;
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}
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// 检查食物来源是否有自定义能量扩展
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ThingDefExtension_EnergySource ext = food.def.GetModExtension<ThingDefExtension_EnergySource>();
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if (ext == null)
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{
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actor.jobs.EndCurrentJob(JobCondition.Errored);
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return;
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}
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// 补充乌拉的能量
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energyNeed.CurLevel += ext.energyAmount;
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// 消耗物品
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if (actor.carryTracker.CarriedThing == food) // 如果是携带的物品
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{
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food.Destroy(DestroyMode.Vanish); // 销毁医生携带的物品
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actor.carryTracker.innerContainer.ClearAndDestroyContents(); // 移除医生携带的物品
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}
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else if (actor.inventory.innerContainer.Contains(food)) // 如果是库存中的物品
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{
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food.stackCount--; // 减少库存物品数量
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if (food.stackCount <= 0)
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{
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food.Destroy(DestroyMode.Vanish); // 如果数量为0,销毁物品
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}
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}
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else
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{
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// 理论上不应该发生
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actor.jobs.EndCurrentJob(JobCondition.Errored);
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return;
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}
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// 记录能量摄入 (可选)
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// Patient.records.AddTo(RecordDefOf.NutritionEaten, ext.energyAmount);
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};
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feedToil.defaultCompleteMode = ToilCompleteMode.Instant;
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yield return feedToil;
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yield return Toils_Goto.GotoThing(PatientInd, PathEndMode.Touch);
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yield return Toils_Ingest.ChewIngestible(Patient, 1.5f, FoodSourceInd, TargetIndex.None).FailOnCannotTouch(PatientInd, PathEndMode.Touch);
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yield return Toils_Ingest.FinalizeIngest(Patient, FoodSourceInd);
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}
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}
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}
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