修仪式

This commit is contained in:
2025-08-02 00:52:52 +08:00
parent 5beb28dd71
commit 1a1ea58cc2
7 changed files with 168 additions and 86 deletions

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@@ -1,44 +1,4 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<AbilityDef ParentName="PsycastBaseSkip">
<defName>WULA_SelfSkip</defName>
<label>自身折跃</label>
<description>将施法者传送到附近的目标位置。</description>
<level>4</level>
<iconPath>UI/Abilities/Skip</iconPath>
<writeCombatLog>True</writeCombatLog>
<showPsycastEffects>False</showPsycastEffects>
<hotKey>Misc9</hotKey>
<casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
<statBases>
<Ability_EntropyGain>25</Ability_EntropyGain>
<Ability_PsyfocusCost>0.02</Ability_PsyfocusCost>
</statBases>
<verbProperties>
<warmupTime>0.25</warmupTime>
<range>27.9</range>
<targetParams>
<canTargetSelf>True</canTargetSelf>
<canTargetAnimals>True</canTargetAnimals>
<canTargetItems>True</canTargetItems>
</targetParams>
</verbProperties>
<comps>
<li Class="CompProperties_AbilityTeleport">
<compClass>WulaFallenEmpire.CompAbilityEffect_SelfSkip</compClass>
<destination>Selected</destination>
<requiresLineOfSight>True</requiresLineOfSight>
<range>27.9</range>
<clamorType>Ability</clamorType>
<clamorRadius>10</clamorRadius>
<destClamorType>Ability</destClamorType>
<destClamorRadius>10</destClamorRadius>
<stunTicks>18~60</stunTicks>
<goodwillImpact>-15</goodwillImpact>
<applyGoodwillImpactToLodgers>False</applyGoodwillImpactToLodgers>
</li>
</comps>
</AbilityDef>
</Defs>

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@@ -5,8 +5,8 @@
<defName>WULA_Ritual_TechOffering</defName>
<label>帝国技术献祭</label>
<description>乌拉帝国用于交换失落技术的灵能仪式。通过献上高价值的科技产品,帝国可以从时空的裂隙中获得罕见的武器或工具。</description>
<hoursUntilOutcome>0.5</hoursUntilOutcome>
<cooldownHours>360</cooldownHours>
<hoursUntilOutcome>2</hoursUntilOutcome>
<cooldownHours>10</cooldownHours>
<researchPrerequisite>BasicPsychicRituals</researchPrerequisite>
<iconPath>UI/PsychicRituals/PsychicRitual_Default</iconPath>
@@ -101,4 +101,26 @@
</WulaFallenEmpire.PsychicRitual_TechOffering>
<WulaFallenEmpire.PsychicRitualDef_AddHediff>
<defName>WULA_ImbuePsychicShock</defName>
<label>imbue psychic shock</label>
<description>Imbues the target with a psychic shock.</description>
<hediff>PsychicShock</hediff>
<outcomeDescription>The target will gain psychic shock.</outcomeDescription>
<hoursUntilOutcome>2</hoursUntilOutcome>
<targetRole>DeathRefusalTarget</targetRole> <!-- We can reuse this role -->
<researchPrerequisite>BasicPsychicRituals</researchPrerequisite>
<requiredOffering>
<filter>
<thingDefs>
<li>Bioferrite</li>
</thingDefs>
</filter>
<count>10</count>
</requiredOffering>
<cooldownHours>10</cooldownHours>
<chanterRole>ChanterAdvanced</chanterRole>
<iconPath>UI/PsychicRituals/PsychicRitual_ImbueDeathRefusal</iconPath>
</WulaFallenEmpire.PsychicRitualDef_AddHediff>
</Defs>

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@@ -0,0 +1,20 @@
using System.Collections.Generic;
using Verse;
using Verse.AI.Group;
using RimWorld;
namespace WulaFallenEmpire
{
public class PsychicRitualDef_AddHediff : PsychicRitualDef_InvocationCircle
{
public HediffDef hediff;
public override List<PsychicRitualToil> CreateToils(PsychicRitual psychicRitual, PsychicRitualGraph parent)
{
List<PsychicRitualToil> list = base.CreateToils(psychicRitual, parent);
list.Add(new PsychicRitualToil_AddHediff(TargetRole, hediff));
list.Add(new PsychicRitualToil_TargetCleanup(InvokerRole, TargetRole));
return list;
}
}
}

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@@ -0,0 +1,55 @@
using System.Collections.Generic;
using RimWorld;
using Verse;
using Verse.AI.Group;
namespace WulaFallenEmpire
{
public class PsychicRitualToil_AddHediff : PsychicRitualToil
{
public PsychicRitualRoleDef targetRole;
public HediffDef hediff;
private static List<Pawn> tmpTargetPawns = new List<Pawn>(4);
public PsychicRitualToil_AddHediff()
{
}
public PsychicRitualToil_AddHediff(PsychicRitualRoleDef targetRole, HediffDef hediff)
{
this.targetRole = targetRole;
this.hediff = hediff;
}
public override void Start(PsychicRitual psychicRitual, PsychicRitualGraph graph)
{
tmpTargetPawns.Clear();
tmpTargetPawns.AddRange(psychicRitual.assignments.AssignedPawns(targetRole));
foreach (Pawn tmpTargetPawn in tmpTargetPawns)
{
ApplyOutcome(psychicRitual, tmpTargetPawn);
}
}
private void ApplyOutcome(PsychicRitual psychicRitual, Pawn pawn)
{
if (hediff != null)
{
pawn.health.AddHediff(hediff);
}
if (PawnUtility.ShouldSendNotificationAbout(pawn))
{
Find.LetterStack.ReceiveLetter("PsychicRitualCompleteLabel".Translate(psychicRitual.def.label), ((PsychicRitualDef_AddHediff)psychicRitual.def).outcomeDescription.Formatted(pawn.Named("PAWN")), LetterDefOf.NeutralEvent, pawn);
}
}
public override void ExposeData()
{
base.ExposeData();
Scribe_Defs.Look(ref targetRole, "targetRole");
Scribe_Defs.Look(ref hediff, "hediff");
}
}
}

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@@ -21,9 +21,6 @@ namespace WulaFallenEmpire
public class PsychicRitual_TechOffering : PsychicRitualDef_InvocationCircle
{
// 仪式持续时间(小时)
public new FloatRange hoursUntilOutcome;
// 从XML加载的额外祭品列表
public List<OfferingItem> extraOfferings = new List<OfferingItem>();
@@ -42,48 +39,73 @@ namespace WulaFallenEmpire
IntVec3 center = assignments.Target.Cell;
Map map = assignments.Target.Map;
float offeringRadius = 8f;
var thingsInRadius = GenRadial.RadialDistinctThingsAround(center, map, offeringRadius, useCenter: true).ToList();
float extraPowerFromOfferings = 0f;
if (!extraOfferings.NullOrEmpty())
// 创建一个可变的必需品计数器
var requiredCounts = new Dictionary<ThingDef, int>();
if (this.requiredOffering != null)
{
var offeringThings = new Dictionary<ThingDef, float>();
foreach(var offering in extraOfferings)
foreach (ThingDef thingDef in this.requiredOffering.filter.AllowedThingDefs)
{
offeringThings[offering.thingDef] = offering.power;
}
foreach (Thing thing in GenRadial.RadialDistinctThingsAround(center, map, offeringRadius, useCenter: true))
{
if (offeringThings.TryGetValue(thing.def, out float value))
{
extraPowerFromOfferings += value * thing.stackCount;
}
requiredCounts[thingDef] = (int)this.requiredOffering.GetBaseCount();
}
}
if (extraPowerFromOfferings > 0)
float extraPowerFromOfferings = 0f;
int offeringItemsCount = 0;
if (!extraOfferings.NullOrEmpty())
{
var extraOfferingInfo = extraOfferings.ToDictionary(o => o.thingDef, o => o.power);
// 遍历仪式范围内的所有物品
foreach (Thing thing in thingsInRadius)
{
// 检查这个物品是否可以作为额外祭品
if (extraOfferingInfo.TryGetValue(thing.def, out float powerPerItem))
{
int countInStack = thing.stackCount;
// 检查这个物品是否是必需品,并扣除相应数量
if (requiredCounts.TryGetValue(thing.def, out int requiredCount) && requiredCount > 0)
{
int numToFulfillRequirement = System.Math.Min(countInStack, requiredCount);
requiredCounts[thing.def] -= numToFulfillRequirement;
countInStack -= numToFulfillRequirement;
}
// 任何剩余的物品都算作额外祭品
if (countInStack > 0)
{
extraPowerFromOfferings += powerPerItem * countInStack;
offeringItemsCount += countInStack;
}
}
}
// 添加UI显示元素
powerFactorsOut?.Add(new QualityFactor
{
label = "WULA_ExtraOfferings".Translate(),
positive = true,
positive = offeringItemsCount > 0,
quality = extraPowerFromOfferings,
toolTip = "WULA_ExtraOfferings_Tooltip".Translate()
toolTip = "WULA_ExtraOfferings_Tooltip".Translate(),
count = offeringItemsCount > 0 ? "✓" : "✗" // 使用对勾/叉号来清晰显示状态
});
power += extraPowerFromOfferings;
}
power += extraPowerFromOfferings;
power = UnityEngine.Mathf.Clamp01(power);
}
// 重写创建仪式步骤的方法
public override List<PsychicRitualToil> CreateToils(PsychicRitual psychicRitual, PsychicRitualGraph parent)
{
// 获取基类的仪式步骤
// 获取基类的仪式步骤,这其中已经包含了等待 hoursUntilOutcome 的逻辑
List<PsychicRitualToil> toils = base.CreateToils(psychicRitual, parent);
// 在最后添加我们自定义的奖励步骤
toils.Add(new PsychicRitualToil_TechOfferingOutcome(psychicRitual, this));
// 在所有基类步骤之后,添加我们自定义的奖励步骤
toils.Add(new PsychicRitualToil_TechOfferingOutcome(this));
return toils;
}
@@ -92,26 +114,31 @@ namespace WulaFallenEmpire
// 自定义的仪式步骤,用于处理奖励
public class PsychicRitualToil_TechOfferingOutcome : PsychicRitualToil
{
private PsychicRitual psychicRitual;
private PsychicRitualDef def;
private PsychicRitual_TechOffering ritualDef;
public PsychicRitualToil_TechOfferingOutcome(PsychicRitual psychicRitual, PsychicRitualDef def)
// 需要一个无参构造函数用于序列化
public PsychicRitualToil_TechOfferingOutcome() { }
public PsychicRitualToil_TechOfferingOutcome(PsychicRitual_TechOffering def)
{
this.psychicRitual = psychicRitual;
this.def = def;
this.ritualDef = def;
}
public override void ExposeData()
{
base.ExposeData();
Scribe_Defs.Look(ref ritualDef, "ritualDef");
}
public override bool Tick(PsychicRitual psychicRitual, PsychicRitualGraph parent)
public override void Start(PsychicRitual psychicRitual, PsychicRitualGraph graph)
{
float power = psychicRitual.power;
float power = psychicRitual.PowerPercent;
// 消耗祭品
IntVec3 center = psychicRitual.assignments.Target.Cell;
Map map = psychicRitual.assignments.Target.Map;
float offeringRadius = 8f;
PsychicRitual_TechOffering ritualDef = (PsychicRitual_TechOffering)def;
if (!ritualDef.extraOfferings.NullOrEmpty())
{
var offeringThings = new Dictionary<ThingDef, float>();
@@ -132,32 +159,31 @@ namespace WulaFallenEmpire
// 从奖励池中随机选择一个武器
if (ritualDef.rewardWeaponPool.NullOrEmpty())
{
Log.Error($"[WulaFallenEmpire] Reward weapon pool is empty for {def.defName}");
return true;
Log.Error($"[WulaFallenEmpire] Reward weapon pool is empty for {ritualDef.defName}");
return;
}
ThingDef weaponDef = ritualDef.rewardWeaponPool.RandomElement();
if (weaponDef == null)
{
Log.Error($"[WulaFallenEmpire] Could not find weapon Def: {weaponDef.defName}");
return true;
Log.Error($"[WulaFallenEmpire] Could not find weapon Def in reward pool for {ritualDef.defName}");
return;
}
// 根据能量值决定物品品质
QualityCategory quality = QualityCategory.Awful; // 默认最低品质
if (!ritualDef.qualityThresholds.NullOrEmpty())
{
// 对阈值列表按阈值从高到低排序
var sortedThresholds = ritualDef.qualityThresholds.OrderByDescending(t => t.threshold).ToList();
foreach (var threshold in sortedThresholds)
{
if (power >= threshold.threshold)
{
quality = threshold.quality;
break; // 找到第一个满足的阈值就跳出
break;
}
}
}
else // 如果XML中没有定义则使用硬编码的默认值
else
{
if (power >= 1.0f) { quality = QualityCategory.Legendary; }
else if (power >= 0.8f) { quality = QualityCategory.Masterwork; }
@@ -168,8 +194,7 @@ namespace WulaFallenEmpire
// 创建物品并设置品质
Thing reward = ThingMaker.MakeThing(weaponDef);
CompQuality compQuality = reward.TryGetComp<CompQuality>();
if (compQuality != null)
if (reward.TryGetComp<CompQuality>() is CompQuality compQuality)
{
compQuality.SetQuality(quality, ArtGenerationContext.Colony);
}
@@ -184,8 +209,6 @@ namespace WulaFallenEmpire
LetterDefOf.PositiveEvent,
new LookTargets(psychicRitual.assignments.Target.Cell, map)
);
return true;
}
}
}

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@@ -121,6 +121,8 @@
<Compile Include="PsychicRitual_TechOffering.cs" />
<Compile Include="CompPsychicScaling.cs" />
<Compile Include="HarmonyPatches\HealthTracker_PreApplyDamage_Patch.cs" />
<Compile Include="PsychicRitualDef_AddHediff.cs" />
<Compile Include="PsychicRitualToil_AddHediff.cs" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- 自定义清理任务删除obj文件夹中的临时文件 -->