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@@ -1,118 +1,75 @@
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using RimWorld;
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using Verse;
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using Verse.AI;
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using System.Linq; // For FirstOrDefault
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namespace WulaFallenEmpire
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{
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public class JobGiver_WulaGetEnergy : ThinkNode_JobGiver
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{
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public float minEnergyLevelPercentage = 0.3f;
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public float emergencyThreshold = 0.1f;
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public float normalPriority = 5f;
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public float maxEnergyLevelPercentage = 0.9f;
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public float emergencyPriority = 9.5f;
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public float searchRadius = 20f; // 添加 searchRadius
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public int ingestCount = 1; // 添加 ingestCount
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public override ThinkNode DeepCopy(bool resolve = true)
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{
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JobGiver_WulaGetEnergy obj = (JobGiver_WulaGetEnergy)base.DeepCopy(resolve);
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obj.minEnergyLevelPercentage = minEnergyLevelPercentage;
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obj.emergencyThreshold = emergencyThreshold;
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obj.normalPriority = normalPriority;
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obj.emergencyPriority = emergencyPriority;
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obj.searchRadius = searchRadius;
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obj.ingestCount = ingestCount;
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return obj;
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}
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public override float GetPriority(Pawn pawn)
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{
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Need_WulaEnergy energyNeed = pawn.needs.TryGetNeed<Need_WulaEnergy>();
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if (energyNeed == null)
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if (energyNeed == null || pawn.health.hediffSet.HasHediff(DefDatabase<HediffDef>.GetNamed("WULA_ChargingHediff")))
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{
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return 0f;
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}
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// 如果能量充足,则不需要寻找能量核心
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if (energyNeed.CurLevelPercentage > minEnergyLevelPercentage)
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{
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return 0f;
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}
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// 如果能量非常低,给予高优先级
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if (energyNeed.CurLevelPercentage < emergencyThreshold)
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if (energyNeed.CurLevelPercentage < minEnergyLevelPercentage)
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{
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return emergencyPriority;
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}
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// 否则,给予中等优先级
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return normalPriority;
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return 0f;
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}
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protected override Job TryGiveJob(Pawn pawn)
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{
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if (pawn.Downed)
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if (pawn.health.hediffSet.HasHediff(DefDatabase<HediffDef>.GetNamed("WULA_ChargingHediff")))
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{
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return null;
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}
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Need_WulaEnergy energyNeed = pawn.needs.TryGetNeed<Need_WulaEnergy>();
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if (energyNeed == null || energyNeed.CurLevelPercentage > minEnergyLevelPercentage)
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if (energyNeed == null || energyNeed.CurLevelPercentage >= maxEnergyLevelPercentage)
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{
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return null;
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}
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// 优先检查小人背包中的能量核心
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foreach (Thing t in pawn.inventory.innerContainer)
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if (!TryFindBestEnergySourceFor(pawn, out Thing energySource))
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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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Job job = JobMaker.MakeJob(DefDatabase<JobDef>.GetNamed("WULA_IngestWulaEnergy"), t);
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job.count = ingestCount;
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return job;
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}
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return null;
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}
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// 如果背包中没有,则寻找最佳能量核心
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Thing bestEnergySource = GenClosest.ClosestThingReachable(
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Job job = JobMaker.MakeJob(DefDatabase<JobDef>.GetNamed("WULA_IngestWulaEnergy"), energySource);
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job.count = 1;
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return job;
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}
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private bool TryFindBestEnergySourceFor(Pawn pawn, out Thing energySource)
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{
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// 优先从背包中寻找
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Thing thing = pawn.inventory.innerContainer.FirstOrFallback(t => t.def.GetModExtension<ThingDefExtension_EnergySource>() != null && t.IngestibleNow);
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if (thing != null)
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{
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energySource = thing;
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return true;
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}
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// 否则,在地图上寻找
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energySource = GenClosest.ClosestThingReachable(
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pawn.Position,
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pawn.Map,
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ThingRequest.ForGroup(ThingRequestGroup.HaulableEver), // 扫描所有可搬运的物品
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ThingRequest.ForGroup(ThingRequestGroup.HaulableEver),
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PathEndMode.ClosestTouch,
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TraverseParms.For(pawn, Danger.Deadly, TraverseMode.ByPawn, false),
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searchRadius, // 使用类中的 searchRadius
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(Thing t) =>
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{
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// 检查物品是否是能量核心
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ThingDefExtension_EnergySource energySourceExt = t.def.GetModExtension<ThingDefExtension_EnergySource>();
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if (energySourceExt == null)
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{
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return false;
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}
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// 检查物品是否可摄取
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if (!t.IngestibleNow)
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{
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return false;
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}
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// 检查物品是否被禁止或无法预留
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if (t.IsForbidden(pawn) || !pawn.CanReserve(t, 1, -1, null, false))
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{
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return false;
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}
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return true;
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}
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TraverseParms.For(pawn),
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9999f,
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t => t.def.GetModExtension<ThingDefExtension_EnergySource>() != null && t.IngestibleNow && !t.IsForbidden(pawn) && pawn.CanReserve(t)
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);
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if (bestEnergySource != null)
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{
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// 创建摄取能量核心的Job
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Job job = JobMaker.MakeJob(DefDatabase<JobDef>.GetNamed("WULA_IngestWulaEnergy"), bestEnergySource);
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job.count = ingestCount; // 使用类中的 ingestCount
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return job;
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}
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return null;
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return energySource != null;
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}
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}
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}
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