This commit is contained in:
2025-11-26 17:39:19 +08:00
18 changed files with 420 additions and 1422 deletions

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@@ -57,7 +57,7 @@
<li>Wula_FM_Switc_None</li>
<li>Wula_FM_Switc_Artillery</li>
<li>Wula_FM_Switc_Aircraft</li>
<li>Wula_FM_Switc_Construction</li>
<!-- <li>Wula_FM_Switc_Construction</li> -->
</availableHediffs>
<defaultHediffIndex>0</defaultHediffIndex>
<gizmoIconPath>Wula/UI/Commands/WULA_Antenna_Switch</gizmoIconPath>

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@@ -299,7 +299,7 @@
</li>
<li Class="QuestNode_InspectString">
<targets>$lodgers</targets>
<inspectString TKey="InspectStringDepartShuttle">Should depart on shuttle</inspectString>
<inspectString TKey="InspectStringDepartShuttle">应该乘坐穿梭机离开</inspectString>
</li>
<li Class="QuestNode_Letter">
<label TKey="LetterLabelShuttleArrived">Shuttle arrived</label>

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@@ -627,45 +627,4 @@
<li>WULA_Colony_License_LV3_Technology</li>
</prerequisites>
</ResearchProjectDef>
<!-- 植入物 -->
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Synth_Addons_Technology</defName>
<researchViewX>3.00</researchViewX>
<researchViewY>1.50</researchViewY>
<label>基础植入物加工许可</label>
<description>获取构建乌拉帝国合成人基础植入物的技术,用以增强乌拉帝国合成人的机体性能。</description>
<baseCost>800</baseCost>
<prerequisites>
<li>WULA_Synth_Productor_Technology</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Synth_Antenna_Technology</defName>
<researchViewX>5.00</researchViewX>
<researchViewY>1.50</researchViewY>
<label>蜂群节点加工许可</label>
<description>获取特殊构型的机械乌拉天线,使得这些经过天线改装的乌拉可以胜任指挥任务。</description>
<baseCost>1000</baseCost>
<hiddenPrerequisites>
<li>WULA_Synth_Addons_Technology</li>
</hiddenPrerequisites>
<prerequisites>
<li>WULA_Colony_License_LV2_Technology</li>
</prerequisites>
</ResearchProjectDef>
<ResearchProjectDef ParentName="WULAtechBase">
<defName>WULA_Synth_Addons_2_Technology</defName>
<label>高级植入物加工许可</label>
<description>获取构建乌拉帝国合成人进阶植入物的技术,用以增强乌拉帝国合成人的机体性能。</description>
<baseCost>3600</baseCost>
<researchViewX>9.00</researchViewX>
<researchViewY>1.50</researchViewY>
<hiddenPrerequisites>
<li>WULA_Synth_Antenna_Technology</li>
</hiddenPrerequisites>
<prerequisites>
<li>WULA_Colony_License_LV3_Technology</li>
</prerequisites>
</ResearchProjectDef>
</Defs>

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@@ -716,4 +716,66 @@
<li>Placeworker_AttachedToWall</li>
</placeWorkers>
</ThingDef>
<!-- 装饰品 -->
<ThingDef ParentName="BuildingBase">
<defName>WULA_Sky_Lock</defName>
<label>天锁</label>
<description>天锁</description>
<thingClass>Building</thingClass>
<preventDroppingThingsOn>true</preventDroppingThingsOn>
<altitudeLayer>Building</altitudeLayer>
<pathCost>50</pathCost>
<blockWind>true</blockWind>
<passability>PassThroughOnly</passability>
<fillPercent>1</fillPercent>
<size>(3,3)</size>
<drawHighlight>true</drawHighlight>
<highlightColor>(0.56, 0.62, 0.9)</highlightColor>
<graphicData>
<texPath>Wula/Building/WULA_Fake_Fighter_Drone_Building</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
<drawSize>(3,3)</drawSize>
<color>(195,195,195,255)</color>
</graphicData>
<statBases>
<MaxHitPoints>100</MaxHitPoints>
<Flammability>0.5</Flammability>
<WorkToBuild>36000</WorkToBuild>
<Mass>125</Mass>
<Comfort>0.65</Comfort>
</statBases>
<costList>
<WULA_Alloy>50</WULA_Alloy>
<ComponentIndustrial>1</ComponentIndustrial>
</costList>
<!-- <designationCategory>WULA_Buildings</designationCategory> -->
<tickerType>Normal</tickerType>
<canOverlapZones>true</canOverlapZones>
<rotatable>true</rotatable>
<hasInteractionCell>false</hasInteractionCell>
<defaultPlacingRot>East</defaultPlacingRot>
<selectable>true</selectable>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<soundImpactDefault>BulletImpact_Metal</soundImpactDefault>
<preventSkyfallersLandingOn>true</preventSkyfallersLandingOn>
<drawerType>RealtimeOnly</drawerType>
<repairEffect>ConstructMetal</repairEffect>
<forceDebugSpawnable>true</forceDebugSpawnable>
<building>
<destroySound>BuildingDestroyed_Metal_Big</destroySound>
<paintable>true</paintable>
<isInert>true</isInert>
</building>
<comps>
<li Class="WulaFallenEmpire.CompProperties_DamageReceiver">
<maxDamageCapacity>5000</maxDamageCapacity>
<damageDecayRate>10</damageDecayRate>
<damageDecayInterval>30</damageDecayInterval>
<showDamageBar>true</showDamageBar>
<canBeDestroyedByDamage>true</canBeDestroyedByDamage>
</li>
</comps>
</ThingDef>
</Defs>

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@@ -434,7 +434,7 @@
<capacities>
<li>WULA_MW_Breaker_Bar_Demolish</li>
</capacities>
<power>35</power>
<power>45</power>
<cooldownTime>3</cooldownTime>
<armorPenetration>2</armorPenetration>
<soundMeleeHit>WULA_MW_Breaker_Bar_Hit</soundMeleeHit>
@@ -467,9 +467,9 @@
<li Class="WulaFallenEmpire.CompProperties_Cleave">
<cleaveAngle>90</cleaveAngle>
<cleaveRange>2.5</cleaveRange>
<cleaveDamageFactor>0.5</cleaveDamageFactor>
<cleaveDamageFactor>0.8</cleaveDamageFactor>
<damageDowned>false</damageDowned>
<explosionDamageDef>Blunt</explosionDamageDef>
<explosionDamageDef>Demolish</explosionDamageDef>
</li>
<li Class="WulaFallenEmpire.CompProperties_CustomUniqueWeapon" MayRequire="Ludeon.RimWorld.Odyssey">
<forcedTraits>
@@ -505,8 +505,8 @@
</ManeuverDef>
<AbilityDef ParentName="AbilityTouchBase">
<defName>WULA_MW_Breaker_Bar_Ability</defName>
<label>全功率上挑</label>
<description>将PMb-97"破墙槌"的锤头加到最大压强,随后挥出向上的一击,以突破严密的人墙即使敌人侥幸存活,也会眩并被砸飞出一段距离。</description>
<label>破阵重击</label>
<description>将PMb-97"破墙槌"的锤头加到最大压强,随后挥出必中的一击,以突破严密的人墙——即使敌人侥幸存活,也会头晕目眩并被砸飞出一段距离。</description>
<iconPath>UI/Abilities/UnnaturalHealing</iconPath>
<cooldownTicksRange>300</cooldownTicksRange> <!-- 6 days -->
<showPsycastEffects>false</showPsycastEffects>
@@ -516,7 +516,7 @@
<verbClass>Verb_CastAbilityTouch</verbClass>
<drawAimPie>false</drawAimPie>
<range>-1</range>
<warmupTime>0.5</warmupTime>
<warmupTime>1</warmupTime>
<soundCast>WULA_MW_Breaker_Bar_Hit</soundCast>
<targetParams>
<canTargetLocations>false</canTargetLocations>
@@ -527,7 +527,7 @@
<comps>
<li Class="WulaFallenEmpire.CompProperties_StunKnockback">
<damageDef>Demolish</damageDef>
<damageAmount>80</damageAmount>
<damageAmount>60</damageAmount>
<armorPenetration>2</armorPenetration>
<stunTicks>300</stunTicks>
<maxKnockbackDistance>8</maxKnockbackDistance>

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@@ -1614,6 +1614,9 @@
<MaxFlightTime>9999</MaxFlightTime>
<FlightCooldown>0</FlightCooldown>
<!-- 心灵敏感,很低 -->
<PsychicSensitivity>0.25</PsychicSensitivity>
</statBases>
<race>
<body>Mech_Warqueen</body>
@@ -1643,7 +1646,6 @@
</li>
</tools>
<comps>
<!-- 护盾无法在此绘制 -->
<li Class="WulaFallenEmpire.CompProperties_AreaShield">
<radius>9</radius>
<baseHitPoints>500</baseHitPoints>
@@ -1670,6 +1672,15 @@
<reflectCost>0</reflectCost>
<reflectEffecter>Interceptor_BlockedProjectile</reflectEffecter>
</li>
<li Class="WulaFallenEmpire.CompProperties_DamageTransfer">
<damageTransferRatio>0.75</damageTransferRatio>
<maxTransferRange>25</maxTransferRange>
<requireLineOfSight>false</requireLineOfSight>
<healthThreshold>
<min>0.1</min>
<max>0.9</max>
</healthThreshold>
</li>
<!-- 飞行组件 -->
<li Class="WulaFallenEmpire.CompProperties_PawnFlight">

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@@ -7,56 +7,32 @@
<li>questDescription->殖民地已经承接了视察任务。\n\n行星封锁机关的总控AI已经派遣了自己的一个分体和护卫队抵达殖民地。考察持续12天她会检查殖民地方方面面的运转情况你需要确保其心情始终高于25%。考察完成后,她和卫队会搭乘穿梭机离开,如果一切顺利你们将获得殖民地晋升的机会,以解锁更多的许可科技。\n\n小心附近的敌对派系已经知道了殖民地来了一个大人物这些劫掠者会尝试袭击殖民地并抓住这个分体你可能需要面对大量袭击</li>
</WULA_Colony_Promotion.questDescriptionRules.rulesStrings>
<WULA_Colony_Promotion.LetterLabelFactionBecameHostile.slateRef>任务失败:[resolvedQuestName]</WULA_Colony_Promotion.LetterLabelFactionBecameHostile.slateRef>
<!-- EN: [faction_name] became hostile to you. -->
<WULA_Colony_Promotion.InspectStringDepartShuttle.slateRef>应该乘坐穿梭机离开</WULA_Colony_Promotion.InspectStringDepartShuttle.slateRef>
<WULA_Colony_Promotion.LetterTextFactionBecameHostile.slateRef>[faction_name]开始敌视你。</WULA_Colony_Promotion.LetterTextFactionBecameHostile.slateRef>
<!-- EN: Shuttle destroyed -->
<WULA_Colony_Promotion.LetterLabelShuttleDestroyed.slateRef>穿梭机被破坏</WULA_Colony_Promotion.LetterLabelShuttleDestroyed.slateRef>
<!-- EN: The shuttle sent to drop off [pawnsLabelDef] has been destroyed. You have failed the quest '[resolvedQuestName]'.\n\nYour relations with [asker_faction_name] have changed by [goodwillChangeOnShuttleDestroyed]. -->
<WULA_Colony_Promotion.LetterTextShuttleDestroyed.slateRef>被派遣来运输[asker_nameDef]的穿梭机已被破坏。</WULA_Colony_Promotion.LetterTextShuttleDestroyed.slateRef>
<!-- EN: [asker_faction_leaderTitle] arrived -->
<WULA_Colony_Promotion.LetterLabelAskerArrived.slateRef>[asker_nameDef]已抵达</WULA_Colony_Promotion.LetterLabelAskerArrived.slateRef>
<!-- EN: The [asker_faction_leaderTitle] of [asker_faction_name], has arrived.\n\nProtect him and satisfy his royal needs until the shuttle arrives in [shuttleDelayTicks_duration].\n\nAll of you can accompany the [asker_faction_leaderTitle] on the shuttle and travel to the Imperial flotilla to begin a new life. -->
<WULA_Colony_Promotion.LetterTextAskerArrived.slateRef>[asker_nameDef]的分体和她的卫队已经抵达殖民地。\n\n你必须在穿梭机抵达前[shuttleDelayTicks_duration]内为[asker_objective]提供护卫并且满足[asker_possessive]各种需求。</WULA_Colony_Promotion.LetterTextAskerArrived.slateRef>
<!-- EN: Guest died: {SUBJECT_definite} -->
<WULA_Colony_Promotion.LetterLabelGuestDied.slateRef>宾客{SUBJECT_definite}死亡。</WULA_Colony_Promotion.LetterLabelGuestDied.slateRef>
<!-- EN: {SUBJECT_definite}, who you were charged to protect, has died. [failLetterEndingCommon] -->
<WULA_Colony_Promotion.LetterTextGuestDied.slateRef>需要你护卫的{SUBJECT_definite}已经死亡。[failLetterEndingCommon]</WULA_Colony_Promotion.LetterTextGuestDied.slateRef>
<!-- EN: Should depart on shuttle -->
<WULA_Colony_Promotion.InspectStringDepartShuttle.slateRef>应该乘坐穿梭机离开</WULA_Colony_Promotion.InspectStringDepartShuttle.slateRef>
<!-- EN: Shuttle arrived -->
<WULA_Colony_Promotion.LetterLabelShuttleArrived.slateRef>穿梭机已抵达</WULA_Colony_Promotion.LetterLabelShuttleArrived.slateRef>
<!-- EN: The shuttle has arrived to collect the [asker_faction_leaderTitle].\n\nAll of you can accompany the [asker_faction_leaderTitle] on the shuttle and travel to the Imperial flotilla to begin a new life. -->
<WULA_Colony_Promotion.LetterTextShuttleArrived.slateRef>穿梭机已经前来迎接[asker_nameDef]。</WULA_Colony_Promotion.LetterTextShuttleArrived.slateRef>
<!-- EN: {SUBJECT_bestRoyalTitle} unhappy -->
<WULA_Colony_Promotion.LetterLabelSubjectUnhappy.slateRef>{SUBJECT_bestRoyalTitle}情绪低落</WULA_Colony_Promotion.LetterLabelSubjectUnhappy.slateRef>
<!-- EN: {SUBJECT_definite}, who you were charged to protect and keep happy, has been below the minimum mood of [lodgersMoodThreshold] too long. [failLetterEndingCommon] -->
<WULA_Colony_Promotion.LetterTextSubjectUnhappy.slateRef>需要你护卫和满足需求的{SUBJECT_definite},其情绪值已经长时间低于最低限度[lodgersMoodThreshold]。[failLetterEndingCommon]</WULA_Colony_Promotion.LetterTextSubjectUnhappy.slateRef>
<!-- EN: Guest captured: {SUBJECT_definite} -->
<WULA_Colony_Promotion.LetterLabelGuestCaptured.slateRef>宾客{SUBJECT_definite}被俘。</WULA_Colony_Promotion.LetterLabelGuestCaptured.slateRef>
<!-- EN: {SUBJECT_definite}, who you were charged to protect, has been arrested. [failLetterEndingCommon] -->
<WULA_Colony_Promotion.LetterTextGuestCaptured.slateRef>需要你护卫的{SUBJECT_definite}已经被俘虏。[failLetterEndingCommon]</WULA_Colony_Promotion.LetterTextGuestCaptured.slateRef>
<!-- EN: Unauthorized surgery: {SUBJECT_definite} -->
<WULA_Colony_Promotion.LetterLabelUnauthorizedSurgery.slateRef>未授权手术:{SUBJECT_definite}</WULA_Colony_Promotion.LetterLabelUnauthorizedSurgery.slateRef>
<!-- EN: Unauthorized, violating surgery has been performed on {SUBJECT_definite}, who you were charged to protect. [failLetterEndingCommon] -->
<WULA_Colony_Promotion.LetterTextUnauthorizedSurgery.slateRef>需要你护卫的{SUBJECT_definite}接受了一场未授权的多余手术。[failLetterEndingCommon]</WULA_Colony_Promotion.LetterTextUnauthorizedSurgery.slateRef>
<!-- EN: Xenogerm absorbed: {SUBJECT_definite} -->
<WULA_Colony_Promotion.root.nodes.lodgersXenogermAbsorbed.node.nodes.Letter.label.slateRef>异种胚芽被吸收</WULA_Colony_Promotion.root.nodes.lodgersXenogermAbsorbed.node.nodes.Letter.label.slateRef>
<!-- EN: {SUBJECT_definite}, who you were charged to protect, has had {SUBJECT_possessive} xenogerm forcibly absorbed. [failLetterEndingCommon] -->
<WULA_Colony_Promotion.root.nodes.lodgersXenogermAbsorbed.node.nodes.Letter.text.slateRef>指定由你保护的{SUBJECT_definite}在你的殖民地被吸收了异种胚芽。[failLetterEndingCommon]</WULA_Colony_Promotion.root.nodes.lodgersXenogermAbsorbed.node.nodes.Letter.text.slateRef>
<!-- EN: Guest lost: {SUBJECT_definite} -->
<WULA_Colony_Promotion.LetterLabelGuestLost.slateRef>宾客失踪:{SUBJECT_definite}</WULA_Colony_Promotion.LetterLabelGuestLost.slateRef>
<!-- EN: {SUBJECT_definite}, who you were charged to protect, has left the assigned settlement. [failLetterEndingCommon] -->
<WULA_Colony_Promotion.LetterTextGuestLost.slateRef>需要你护卫的{SUBJECT_definite}失踪在你的殖民地。[failLetterEndingCommon]</WULA_Colony_Promotion.LetterTextGuestLost.slateRef>
<!-- EN: Shuttle destroyed -->
<WULA_Colony_Promotion.LetterLabelShuttleDestroyed.slateRef>穿梭机已被毁</WULA_Colony_Promotion.LetterLabelShuttleDestroyed.slateRef>
<!-- EN: The shuttle sent to collect the [asker_faction_leaderTitle] has been destroyed. [failLetterEndingCommon] -->
<WULA_Colony_Promotion.LetterTextShuttleDestroyed.slateRef>前来迎接[asker_faction_leaderTitle]的穿梭机被摧毁了。[failLetterEndingCommon]</WULA_Colony_Promotion.LetterTextShuttleDestroyed.slateRef>
<!-- EN: Guest lost: {SUBJECT_definite} -->
<WULA_Colony_Promotion.LetterLabelLodgerRanWild.slateRef>宾客失踪:{SUBJECT_definite}</WULA_Colony_Promotion.LetterLabelLodgerRanWild.slateRef>
<!-- EN: {SUBJECT_definite}, who you were charged to protect, has run wild. [failLetterEndingCommon] -->
<WULA_Colony_Promotion.LetterTextLodgerRanWild.slateRef>需要你护卫的{SUBJECT_definite}在你的殖民地回归自然。[failLetterEndingCommon]</WULA_Colony_Promotion.LetterTextLodgerRanWild.slateRef>
<!-- EN: Quest failed: [resolvedQuestName] -->
<WULA_Colony_Promotion.LetterLabelShuttleSentUnsatisfied.slateRef>任务失败:[resolvedQuestName]</WULA_Colony_Promotion.LetterLabelShuttleSentUnsatisfied.slateRef>
<!-- EN: The shuttle sent to collect the [asker_faction_leaderTitle] has departed without [asker_objective]. [asker_pronoun] will now leave on foot. [failLetterEndingCommon] -->
<WULA_Colony_Promotion.LetterTextShuttleSentUnsatisfied.slateRef>前来迎接[asker_faction_leaderTitle]的穿梭机没有接到[asker_objective]。[asker_pronoun]现在只能走回去。[failLetterEndingCommon]</WULA_Colony_Promotion.LetterTextShuttleSentUnsatisfied.slateRef>
</LanguageData>

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@@ -9,50 +9,27 @@
<WULA_Intro_Spy.LetterLabelChasing.slateRef>{BASELABEL} 追捕[../asker_nameDef]</WULA_Intro_Spy.LetterLabelChasing.slateRef>
<WULA_Intro_Spy.LetterTextChasing.slateRef>{BASETEXT}\n\n[enemyFaction_pawnsPlural]来此追捕[../asker_nameDef]。</WULA_Intro_Spy.LetterTextChasing.slateRef>
<WULA_Intro_Spy.InspectStringDepartShuttle.slateRef>应该乘坐穿梭机出发</WULA_Intro_Spy.InspectStringDepartShuttle.slateRef>
<!-- EN: Shuttle arrived -->
<WULA_Intro_Spy.LetterLabelShuttleArrived.slateRef>穿梭机已抵达</WULA_Intro_Spy.LetterLabelShuttleArrived.slateRef>
<!-- EN: The shuttle has arrived to collect [asker_nameDef]. -->
<WULA_Intro_Spy.LetterTextShuttleArrived.slateRef>前来迎接[asker_nameDef]的穿梭机已抵达。</WULA_Intro_Spy.LetterTextShuttleArrived.slateRef>
<!-- EN: Guest died: {SUBJECT_definite} -->
<WULA_Intro_Spy.LetterLabelGuestDied.slateRef>宾客已死亡:{SUBJECT_definite}</WULA_Intro_Spy.LetterLabelGuestDied.slateRef>
<!-- EN: {SUBJECT_definite}, who you were charged to protect, has died. [failLetterEndingCommon] -->
<WULA_Intro_Spy.LetterTextGuestDied.slateRef>需要你小心保护的{SUBJECT_definite}已经死亡。[failLetterEndingCommon]</WULA_Intro_Spy.LetterTextGuestDied.slateRef>
<!-- EN: Guest left behind: {SUBJECT_definite} -->
<WULA_Intro_Spy.root.nodes.askerLeftBehind.node.nodes.Letter.label.slateRef>宾客被遗弃:{SUBJECT_definite}</WULA_Intro_Spy.root.nodes.askerLeftBehind.node.nodes.Letter.label.slateRef>
<!-- EN: {SUBJECT_definite}, who you were charged to protect, has been left behind. [failLetterEndingCommon] -->
<WULA_Intro_Spy.root.nodes.askerLeftBehind.node.nodes.Letter.text.slateRef>需要你小心保护的{SUBJECT_definite}被遗弃。[failLetterEndingCommon]</WULA_Intro_Spy.root.nodes.askerLeftBehind.node.nodes.Letter.text.slateRef>
<!-- EN: Unauthorized surgery: {SUBJECT_definite} -->
<WULA_Intro_Spy.LetterLabelUnauthorizedSurgery.slateRef>未授权手术:{SUBJECT_definite}</WULA_Intro_Spy.LetterLabelUnauthorizedSurgery.slateRef>
<!-- EN: Unauthorized, violating surgery has been performed on {SUBJECT_definite}, who you were charged to protect. Because of this violation, [asker_pronoun] will now attempt to leave. [failLetterEndingCommon] -->
<WULA_Intro_Spy.LetterTextUnauthorizedSurgery.slateRef>需要你小心保护的{SUBJECT_definite}接受了一次未授权的额外手术。因为你违规在先,[asker_pronoun]将要离开此处。[failLetterEndingCommon]</WULA_Intro_Spy.LetterTextUnauthorizedSurgery.slateRef>
<!-- EN: Xenogerm absorbed: {SUBJECT_definite} -->
<WULA_Intro_Spy.root.nodes.askerXenogermAbsorbed.node.nodes.Letter.label.slateRef>异种胚芽被吸收:{SUBJECT_definite}</WULA_Intro_Spy.root.nodes.askerXenogermAbsorbed.node.nodes.Letter.label.slateRef>
<!-- EN: {SUBJECT_definite}, who you were charged to protect, has had {SUBJECT_possessive} xenogerm forcibly absorbed. Because of this violation, {SUBJECT_pronoun} will now attempt to leave. [failLetterEndingCommon] -->
<WULA_Intro_Spy.root.nodes.askerXenogermAbsorbed.node.nodes.Letter.text.slateRef>指定由你保护的{SUBJECT_definite}在你的殖民地被吸收了异种胚芽。这是一种侵犯行为,{SUBJECT_pronoun}现在将会直接离开[failLetterEndingCommon]。</WULA_Intro_Spy.root.nodes.askerXenogermAbsorbed.node.nodes.Letter.text.slateRef>
<!-- EN: Captured: {SUBJECT_definite} -->
<WULA_Intro_Spy.LetterLabelCaptured.slateRef>已被俘:{SUBJECT_definite}</WULA_Intro_Spy.LetterLabelCaptured.slateRef>
<!-- EN: {SUBJECT_definite}, who you were charged to host, has been arrested. [failLetterEndingCommon] -->
<WULA_Intro_Spy.LetterTextCaptured.slateRef>需要你小心保护的{SUBJECT_definite}已被俘虏。[failLetterEndingCommon]</WULA_Intro_Spy.LetterTextCaptured.slateRef>
<!-- EN: Guest lost: {SUBJECT_definite} -->
<WULA_Intro_Spy.LetterLabelGuestLost.slateRef>宾客失踪:{SUBJECT_definite}</WULA_Intro_Spy.LetterLabelGuestLost.slateRef>
<!-- EN: {SUBJECT_definite}, who you were charged to protect, has left the designated settlement. [failLetterEndingCommon] -->
<WULA_Intro_Spy.LetterTextGuestLost.slateRef>需要你小心保护的{SUBJECT_definite}在你的殖民地回归自然。[failLetterEndingCommon]</WULA_Intro_Spy.LetterTextGuestLost.slateRef>
<!-- EN: Guest lost: {SUBJECT_definite} -->
<WULA_Intro_Spy.LetterLabelLodgerRanWild.slateRef>宾客失踪:{SUBJECT_definite}</WULA_Intro_Spy.LetterLabelLodgerRanWild.slateRef>
<!-- EN: {SUBJECT_definite}, who you were charged to protect, has run wild. [failLetterEndingCommon] -->
<WULA_Intro_Spy.LetterTextLodgerRanWild.slateRef>需要你小心保护的{SUBJECT_definite}在你的殖民地回归自然。[failLetterEndingCommon]</WULA_Intro_Spy.LetterTextLodgerRanWild.slateRef>
<!-- EN: Shuttle destroyed -->
<WULA_Intro_Spy.LetterLabelShuttleDestroyed.slateRef>穿梭机被毁</WULA_Intro_Spy.LetterLabelShuttleDestroyed.slateRef>
<!-- EN: The shuttle sent to collect [asker_nameDef] has been destroyed. [asker_pronoun] will now leave on foot. [failLetterEndingCommon] -->
<WULA_Intro_Spy.LetterTextShuttleDestroyed.slateRef>前来迎接[asker_nameDef]的穿梭机已被毁。[asker_pronoun]现在只能走回去了。[failLetterEndingCommon]</WULA_Intro_Spy.LetterTextShuttleDestroyed.slateRef>
<!-- EN: Shuttle left behind -->
<WULA_Intro_Spy.root.nodes.pickupShipThingLeftBehind.node.nodes.Letter.label.slateRef>穿梭机被遗弃</WULA_Intro_Spy.root.nodes.pickupShipThingLeftBehind.node.nodes.Letter.label.slateRef>
<!-- EN: The shuttle sent to collect [asker_nameDef] has been left behind. [asker_pronoun] will now leave on foot. -->
<WULA_Intro_Spy.root.nodes.pickupShipThingLeftBehind.node.nodes.Letter.text.slateRef>前来迎接[asker_nameDef]的穿梭机已被遗弃。[asker_pronoun]现在只能走回去了。</WULA_Intro_Spy.root.nodes.pickupShipThingLeftBehind.node.nodes.Letter.text.slateRef>
<!-- EN: Quest failed: [resolvedQuestName] -->
<WULA_Intro_Spy.LetterLabelQuestFailed.slateRef>任务失败:[resolvedQuestName]</WULA_Intro_Spy.LetterLabelQuestFailed.slateRef>
<!-- EN: The shuttle sent to collect [asker_nameDef] has departed without [asker_objective]. [asker_pronoun] will now leave on foot. [failLetterEndingCommon] -->
<WULA_Intro_Spy.LetterTextQuestFailed.slateRef>前来迎接[asker_nameDef]的穿梭机在离开时因为一些原因落下了[asker_objective]。[asker_pronoun]现在只能走回去了。[failLetterEndingCommon]</WULA_Intro_Spy.LetterTextQuestFailed.slateRef>
</LanguageData>

View File

@@ -215,7 +215,7 @@ namespace WulaFallenEmpire
Props.landingSound,
false, // 不携带物品
null, // 不覆盖起始位置
null, // 传递Ability对象而不是CompAbilityEffect
parent, // 传递Ability对象而不是CompAbilityEffect
new LocalTargetInfo(destination)
);

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@@ -0,0 +1,107 @@
using RimWorld;
using Verse;
using UnityEngine;
namespace WulaFallenEmpire
{
public class CompDamageReceiver : ThingComp
{
private CompProperties_DamageReceiver Props => (CompProperties_DamageReceiver)props;
private float currentDamage;
private int lastDamageTick;
public float CurrentDamage => currentDamage;
public float MaxDamageCapacity => Props.maxDamageCapacity;
public float DamageRatio => currentDamage / Props.maxDamageCapacity;
public override void PostExposeData()
{
base.PostExposeData();
Scribe_Values.Look(ref currentDamage, "currentDamage", 0f);
Scribe_Values.Look(ref lastDamageTick, "lastDamageTick", 0);
}
public override void CompTick()
{
base.CompTick();
// 定期衰减伤害
if (Find.TickManager.TicksGame % Props.damageDecayInterval == 0 && currentDamage > 0)
{
currentDamage = Mathf.Max(0f, currentDamage - Props.damageDecayRate);
// 如果伤害为0重置最后伤害时间
if (currentDamage <= 0f)
{
lastDamageTick = 0;
}
}
}
/// <summary>
/// 接收伤害
/// </summary>
public bool ReceiveDamage(float damageAmount, Pawn sourcePawn = null)
{
float oldDamage = currentDamage;
currentDamage += damageAmount;
lastDamageTick = Find.TickManager.TicksGame;
// 检查是否超过容量
if (currentDamage >= Props.maxDamageCapacity)
{
if (Props.canBeDestroyedByDamage)
{
// 摧毁建筑
parent.Destroy(DestroyMode.Vanish);
}
else
{
// 只是达到上限,不再接收更多伤害
currentDamage = Props.maxDamageCapacity;
}
return false; // 无法接收更多伤害
}
// 触发效果
OnDamageReceived(damageAmount, sourcePawn);
return true;
}
private void OnDamageReceived(float damageAmount, Pawn sourcePawn)
{
// 记录日志
Log.Message($"[DamageReceiver] {parent.Label} 接收 {damageAmount} 点伤害,当前伤害: {currentDamage}/{Props.maxDamageCapacity}");
}
public override void PostDraw()
{
base.PostDraw();
// 绘制伤害条
if (Props.showDamageBar && currentDamage > 0f)
{
Vector3 drawPos = parent.DrawPos;
drawPos.y += 0.5f; // 在建筑上方显示
GenDraw.DrawFillableBar(new GenDraw.FillableBarRequest
{
center = drawPos,
size = new Vector2(1f, 0.15f),
fillPercent = DamageRatio,
filledMat = SolidColorMaterials.SimpleSolidColorMaterial(Color.red),
unfilledMat = SolidColorMaterials.SimpleSolidColorMaterial(Color.gray),
margin = 0.1f,
rotation = Rot4.North
});
}
}
// 获取接收器状态
public string GetStatusString()
{
return $"伤害吸收: {currentDamage:F0}/{Props.maxDamageCapacity:F0} ({DamageRatio * 100:F1}%)";
}
}
}

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@@ -0,0 +1,123 @@
using RimWorld;
using Verse;
using System.Collections.Generic;
using Verse.Sound;
namespace WulaFallenEmpire
{
public class CompDamageTransfer : ThingComp
{
private CompProperties_DamageTransfer Props => (CompProperties_DamageTransfer)props;
private Pawn Pawn => (Pawn)parent;
public override void PostPostApplyDamage(DamageInfo dinfo, float totalDamageDealt)
{
base.PostPostApplyDamage(dinfo, totalDamageDealt);
// 检查是否应该转移伤害
if (ShouldTransferDamage(dinfo, totalDamageDealt))
{
TryTransferDamage(dinfo, totalDamageDealt);
}
}
private bool ShouldTransferDamage(DamageInfo dinfo, float totalDamageDealt)
{
if (parent == null || !parent.Spawned)
return false;
// 检查生命值阈值
if (Pawn.health != null)
{
float healthRatio = Pawn.health.summaryHealth.SummaryHealthPercent;
if (healthRatio < Props.healthThreshold.min || healthRatio > Props.healthThreshold.max)
return false;
}
// 检查伤害类型
if (!Props.transferAllDamageTypes)
{
// 这里可以添加特定伤害类型检查
// 例如:只转移物理伤害,不转移火焰伤害等
}
return true;
}
private void TryTransferDamage(DamageInfo dinfo, float totalDamageDealt)
{
// 计算转移的伤害量
float transferDamage = totalDamageDealt * Props.damageTransferRatio;
// 寻找可用的伤害接收器
CompDamageReceiver receiver = FindAvailableDamageReceiver();
if (receiver != null)
{
// 执行伤害转移
if (receiver.ReceiveDamage(transferDamage, Pawn))
{
OnDamageTransferred(dinfo, transferDamage, receiver);
// 记录日志
Log.Message($"[DamageTransfer] {Pawn.LabelShort} 将 {transferDamage} 点伤害转移至 {receiver.parent.Label}");
}
}
}
private CompDamageReceiver FindAvailableDamageReceiver()
{
if (parent?.Map == null)
return null;
var map = parent.Map;
var faction = parent.Faction;
// 搜索范围内的同派系建筑
foreach (var thing in GenRadial.RadialDistinctThingsAround(parent.Position, map, Props.maxTransferRange, true))
{
if (thing is Building building &&
building.Faction == faction &&
building != parent)
{
var receiver = building.TryGetComp<CompDamageReceiver>();
if (receiver != null && receiver.CurrentDamage < receiver.MaxDamageCapacity)
{
// 检查视线(如果需要)
if (Props.requireLineOfSight)
{
if (!GenSight.LineOfSight(parent.Position, building.Position, map))
continue;
}
return receiver;
}
}
}
return null;
}
private void OnDamageTransferred(DamageInfo dinfo, float transferDamage, CompDamageReceiver receiver)
{
// 创建转移效果
if (Props.transferEffecter != null)
{
Effecter effect = Props.transferEffecter.Spawn();
effect.Trigger(new TargetInfo(parent.Position, parent.Map), new TargetInfo(receiver.parent.Position, parent.Map));
effect.Cleanup();
}
// 播放音效
if (Props.transferSound != null)
{
Props.transferSound.PlayOneShot(new TargetInfo(parent.Position, parent.Map));
}
}
// 获取组件状态
public string GetStatusString()
{
return $"伤害转移: {Props.damageTransferRatio * 100}% (范围: {Props.maxTransferRange})";
}
}
}

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@@ -0,0 +1,19 @@
using RimWorld;
using Verse;
namespace WulaFallenEmpire
{
public class CompProperties_DamageReceiver : CompProperties
{
public float maxDamageCapacity = 1000f; // 最大伤害容量
public float damageDecayRate = 5f; // 每 tick 衰减的伤害量
public float damageDecayInterval = 60f; // 伤害衰减间隔ticks
public bool showDamageBar = true; // 是否显示伤害条
public bool canBeDestroyedByDamage = true; // 是否可以被伤害摧毁
public CompProperties_DamageReceiver()
{
compClass = typeof(CompDamageReceiver);
}
}
}

View File

@@ -0,0 +1,23 @@
using RimWorld;
using Verse;
namespace WulaFallenEmpire
{
public class CompProperties_DamageTransfer : CompProperties
{
public float damageTransferRatio = 0.8f; // 伤害转移比例 (80%)
public float maxTransferRange = 30f; // 最大转移范围
public bool requireLineOfSight = false; // 是否需要视线
public bool transferAllDamageTypes = true; // 是否转移所有伤害类型
public FloatRange healthThreshold = new FloatRange(0f, 1f); // 生命值阈值(低于此值才触发)
// 效果设置
public EffecterDef transferEffecter;
public SoundDef transferSound;
public CompProperties_DamageTransfer()
{
compClass = typeof(CompDamageTransfer);
}
}
}

View File

@@ -0,0 +1,54 @@
using HarmonyLib;
using RimWorld;
using Verse;
namespace WulaFallenEmpire
{
[HarmonyPatch(typeof(Pawn), "PostApplyDamage")]
public static class Patch_Pawn_PostApplyDamage
{
[HarmonyPostfix]
public static void Postfix(Pawn __instance, DamageInfo dinfo, float totalDamageDealt)
{
// 检查Pawn是否有伤害转移组件
var transferComp = __instance.TryGetComp<CompDamageTransfer>();
if (transferComp != null)
{
// 组件会在PostPostApplyDamage中自动处理
// 这里主要用于调试和日志记录
Log.Message($"[DamageTransfer] {__instance.LabelShort} 受到 {totalDamageDealt} 点伤害,转移组件已激活");
}
}
}
[HarmonyPatch(typeof(Pawn), "PreApplyDamage")]
public static class Patch_Pawn_PreApplyDamage
{
[HarmonyPrefix]
public static bool Prefix(Pawn __instance, ref DamageInfo dinfo, out bool __state)
{
__state = false;
// 检查Pawn是否有伤害转移组件
var transferComp = __instance.TryGetComp<CompDamageTransfer>();
if (transferComp != null && __instance.Spawned && !__instance.Dead)
{
// 这里可以添加预处理逻辑
// 例如:在某些条件下完全阻止伤害
__state = true;
}
return true;
}
[HarmonyPostfix]
public static void Postfix(Pawn __instance, DamageInfo dinfo, bool __state)
{
if (__state)
{
// 后处理逻辑
// 例如:记录伤害转移统计
}
}
}
}

View File

@@ -92,8 +92,8 @@
<Compile Include="Ability\WULA_AbilitySpawnAligned\CompProperties_AbilitySpawnAligned.cs" />
<Compile Include="Ability\WULA_AbilityTeleportSelf\CompAbilityEffect_TeleportSelf.cs" />
<Compile Include="Ability\WULA_AbilityTeleportSelf\CompProperties_AbilityTeleportSelf.cs" />
<Compile Include="Ability\WULA_StunKnockback\CompAbilityEffect_StunKnockback.cs" />
<Compile Include="Ability\WULA_StunKnockback\CompProperties_StunKnockback.cs" />
<Compile Include="Ability\WULA_AbilityStunKnockback\CompAbilityEffect_StunKnockback.cs" />
<Compile Include="Ability\WULA_AbilityStunKnockback\CompProperties_StunKnockback.cs" />
<Compile Include="BuildingComp\Building_ExtraGraphics.cs" />
<Compile Include="BuildingComp\Building_MapObserver.cs" />
<Compile Include="BuildingComp\WULA_BuildingBombardment\CompBuildingBombardment.cs" />
@@ -270,6 +270,11 @@
<Compile Include="ThingComp\WULA_AreaTeleporter\ThingComp_AreaTeleporter.cs" />
<Compile Include="ThingComp\WULA_CustomUniqueWeapon\CompCustomUniqueWeapon.cs" />
<Compile Include="ThingComp\WULA_CustomUniqueWeapon\CompProperties_CustomUniqueWeapon.cs" />
<Compile Include="ThingComp\WULA_DamageReceiver\CompDamageReceiver.cs" />
<Compile Include="ThingComp\WULA_DamageReceiver\CompDamageTransfer.cs" />
<Compile Include="ThingComp\WULA_DamageReceiver\CompProperties_DamageReceiver.cs" />
<Compile Include="ThingComp\WULA_DamageReceiver\CompProperties_DamageTransfer.cs" />
<Compile Include="ThingComp\WULA_DamageReceiver\Patch_Pawn_DamageTransfer.cs" />
<Compile Include="ThingComp\WULA_GiveHediffsInRange\CompGiveHediffsInRange.cs" />
<Compile Include="ThingComp\WULA_GiveHediffsInRange\CompProperties_GiveHediffsInRange.cs" />
<Compile Include="ThingComp\WULA_MechRepairKit\CompUseEffect_FixAllHealthConditions.cs" />