pawn的全局生产

This commit is contained in:
2025-11-05 11:54:50 +08:00
parent 52951c1a00
commit 19f803bd7d
13 changed files with 239 additions and 401 deletions

View File

@@ -230,7 +230,7 @@ namespace WulaFallenEmpire
private List<List<Thing>> DistributeItemsToPods(GlobalStorageWorldComponent storage, int podCount)
{
List<List<Thing>> podContents = new List<List<Thing>>();
// 初始化空投舱内容列表
for (int i = 0; i < podCount; i++)
{
@@ -246,14 +246,31 @@ namespace WulaFallenEmpire
ThingDef thingDef = kvp.Key;
int remainingCount = kvp.Value;
// 按照堆叠限制分割物品
while (remainingCount > 0)
// 如果是Pawn需要特殊处理
if (thingDef.race != null)
{
int stackSize = Mathf.Min(remainingCount, thingDef.stackLimit);
Thing thing = ThingMaker.MakeThing(thingDef);
thing.stackCount = stackSize;
allItems.Add(thing);
remainingCount -= stackSize;
// 对于Pawn每个单独生成
for (int i = 0; i < remainingCount; i++)
{
PawnKindDef randomPawnKind = GetRandomPawnKindForType(thingDef);
if (randomPawnKind != null)
{
Pawn pawn = PawnGenerator.GeneratePawn(randomPawnKind, Faction.OfPlayer);
allItems.Add(pawn);
}
}
}
else
{
// 对于普通物品,按照堆叠限制分割
while (remainingCount > 0)
{
int stackSize = Mathf.Min(remainingCount, thingDef.stackLimit);
Thing thing = ThingMaker.MakeThing(thingDef);
thing.stackCount = stackSize;
allItems.Add(thing);
remainingCount -= stackSize;
}
}
}
@@ -277,6 +294,89 @@ namespace WulaFallenEmpire
return podContents;
}
// 在 Building_GlobalWorkTable.cs 中修改 GetRandomPawnKindForType 方法
private PawnKindDef GetRandomPawnKindForType(ThingDef pawnType)
{
if (pawnType.race == null) return null;
// 获取建筑拥有者派系
Faction buildingFaction = this.Faction;
if (buildingFaction == null)
{
Log.Warning("Building has no faction, cannot select appropriate pawn kind");
return null;
}
// 获取该种族的所有PawnKindDef
var availableKinds = DefDatabase<PawnKindDef>.AllDefs
.Where(kind => kind.race == pawnType)
.ToList();
if (availableKinds.Count == 0) return null;
// 按优先级分组
var matchingFactionKinds = availableKinds
.Where(kind => kind.defaultFactionDef != null &&
kind.defaultFactionDef == buildingFaction.def)
.ToList();
var noFactionKinds = availableKinds
.Where(kind => kind.defaultFactionDef == null)
.ToList();
// 排除与建筑派系不同的PawnKind
var excludedKinds = availableKinds
.Where(kind => kind.defaultFactionDef != null &&
kind.defaultFactionDef != buildingFaction.def)
.ToList();
// 记录调试信息
if (DebugSettings.godMode)
{
Log.Message($"[DEBUG] PawnKind selection for {pawnType.defName}:");
Log.Message($" Building faction: {buildingFaction.def.defName}");
Log.Message($" Matching faction kinds: {matchingFactionKinds.Count}");
Log.Message($" No faction kinds: {noFactionKinds.Count}");
Log.Message($" Excluded kinds: {excludedKinds.Count}");
foreach (var kind in matchingFactionKinds)
Log.Message($" Matching: {kind.defName} (faction: {kind.defaultFactionDef?.defName ?? "null"})");
foreach (var kind in noFactionKinds)
Log.Message($" No faction: {kind.defName}");
foreach (var kind in excludedKinds)
Log.Message($" Excluded: {kind.defName} (faction: {kind.defaultFactionDef?.defName})");
}
// 优先级选择
PawnKindDef selectedKind = null;
// 1. 最高优先级与建筑派系相同的PawnKind
if (matchingFactionKinds.Count > 0)
{
selectedKind = matchingFactionKinds.RandomElement();
if (DebugSettings.godMode)
Log.Message($"[DEBUG] Selected matching faction kind: {selectedKind.defName}");
}
// 2. 备选没有defaultFactionDef的PawnKind
else if (noFactionKinds.Count > 0)
{
selectedKind = noFactionKinds.RandomElement();
if (DebugSettings.godMode)
Log.Message($"[DEBUG] Selected no-faction kind: {selectedKind.defName}");
}
// 3. 没有符合条件的PawnKind
else
{
Log.Warning($"No suitable PawnKind found for {pawnType.defName} with building faction {buildingFaction.def.defName}");
return null;
}
return selectedKind;
}
// 新增:创建空投舱
private bool CreateDropPod(IntVec3 dropCell, List<Thing> contents)
{

View File

@@ -101,12 +101,20 @@ namespace WulaFallenEmpire
return;
foreach (var product in recipe.products)
{
globalStorage.AddToOutputStorage(product.thingDef, product.count);
// 检查产物是否为Pawn
if (product.thingDef.race != null)
{
// 对于Pawn我们存储的是Pawn的ThingDef在释放时再随机生成PawnKind
globalStorage.AddToOutputStorage(product.thingDef, product.count);
}
else
{
// 对于普通物品,正常存储
globalStorage.AddToOutputStorage(product.thingDef, product.count);
}
}
currentCount++;
progress = 0f; // 生产完成后重置进度
if (currentCount >= targetCount)
{
state = ProductionState.Completed;

View File

@@ -462,17 +462,17 @@ namespace WulaFallenEmpire
Messages.Message($"GOD MODE: Completed order for {order.recipe.LabelCap} ({remainingCount} units)", MessageTypeDefOf.PositiveEvent);
Log.Message($"[GOD MODE] Force completed order: {order.recipe.defName}, produced {remainingCount} units");
}
private List<FloatMenuOption> GenerateRecipeOptions()
{
var options = new List<FloatMenuOption>();
foreach (var recipe in SelTable.def.AllRecipes)
{
// 移除对Pawn配方的过滤允许所有配方
if (recipe.AvailableNow && recipe.AvailableOnNow(SelTable))
{
string label = recipe.LabelCap;
options.Add(new FloatMenuOption(label, () =>
{
var newOrder = new GlobalProductionOrder
@@ -481,19 +481,19 @@ namespace WulaFallenEmpire
targetCount = 1,
paused = true // 初始暂停
};
SelTable.globalOrderStack.AddOrder(newOrder);
SoundDefOf.Click.PlayOneShotOnCamera();
Log.Message($"[DEBUG] Added order for {recipe.defName}");
}));
}
}
if (options.Count == 0)
{
options.Add(new FloatMenuOption("WULA_NoAvailableRecipes".Translate(), null));
}
return options;
}