暂存充电床
This commit is contained in:
@@ -6,10 +6,6 @@
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"mcpserver_stdio.py"
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],
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"cwd": "${workspaceFolder}/MCP/",
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"env": {
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"PYTHONUNBUFFERED": "1",
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"PYTHONPATH": "${workspaceFolder}/MCP/python-sdk/src"
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},
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"disabled": false,
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"alwaysAllow": []
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}
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Binary file not shown.
@@ -63,9 +63,10 @@
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<comps>
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<li Class="WulaFallenEmpire.HediffCompProperties_WulaCharging">
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<!-- 充能效果的总持续时间(以 tick 为单位,60 ticks = 1 秒) -->
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<durationTicks>600</durationTicks>
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<!-- 充能效果的总持续时间(以 tick 为单位,60 ticks = 1 秒) -->
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<durationTicks>20,000</durationTicks>
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<!-- 备用能量恢复值:如果能量核心没有定义具体的能量值,则每 tick 恢复这么多能量 -->
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<energyPerTick>0.02</energyPerTick>
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<energyPerTick>0.00011667</energyPerTick>
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</li>
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</comps>
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<stages>
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@@ -22,7 +22,6 @@
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<allowOpportunisticPrefix>true</allowOpportunisticPrefix>
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</JobDef>
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<JobDef>
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<defName>WULA_HaulToMaintenancePod</defName>
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<driverClass>WulaFallenEmpire.JobDriver_HaulToMaintenancePod</driverClass>
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@@ -31,4 +30,11 @@
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<casualInterruptible>false</casualInterruptible>
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</JobDef>
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<JobDef>
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<defName>WULA_LayDownToCharge</defName>
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<driverClass>WulaFallenEmpire.JobDriver_WulaLayDownToCharge</driverClass>
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<reportString>正在充电。</reportString>
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<casualInterruptible>false</casualInterruptible>
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</JobDef>
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</Defs>
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@@ -268,6 +268,7 @@
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<!-- 床 -->
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<ThingDef ParentName="BasicBedBase">
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<defName>WULA_Charging_Station_Synth</defName>
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<thingClass>Building_Bed</thingClass>
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<label>合成人修复站</label>
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<description>一台供乌拉帝国合成人进行机体修复的检修站。</description>
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<graphicData>
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@@ -313,7 +314,7 @@
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<comps>
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<li Class="CompProperties_Power">
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<compClass>CompPowerTrader</compClass>
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<basePowerConsumption>30</basePowerConsumption>
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<basePowerConsumption>200</basePowerConsumption>
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</li>
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<li Class="CompProperties_Glower">
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<glowRadius>12</glowRadius>
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@@ -325,6 +326,10 @@
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<colorPickerEnabled>true</colorPickerEnabled>
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<darklightToggle>true</darklightToggle>
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</li>
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<li Class="WulaFallenEmpire.CompProperties_ChargingBed">
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<hediffDef>WULA_ChargingHediff</hediffDef>
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<raceDefName>WulaSpecies</raceDefName>
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</li>
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</comps>
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</ThingDef>
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@@ -6,7 +6,12 @@ import json
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import re
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# 1. --- 导入库 ---
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# mcp 库已通过 'pip install -e' 安装,无需修改 sys.path
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# 动态将 mcp sdk 添加到 python 路径
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MCP_DIR = os.path.dirname(os.path.abspath(__file__))
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SDK_PATH = os.path.join(MCP_DIR, 'python-sdk', 'src')
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if SDK_PATH not in sys.path:
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sys.path.insert(0, SDK_PATH)
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from mcp.server.fastmcp import FastMCP
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# 新增:阿里云模型服务和向量计算库
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import dashscope
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@@ -436,6 +441,7 @@ def get_context(question: str) -> str:
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# 6. --- 启动服务器 ---
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# FastMCP 实例可以直接运行
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if __name__ == "__main__":
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logging.info(f"Python Executable: {sys.executable}")
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logging.info("RimWorld 向量知识库 (FastMCP版, v2.1-v4-model) 正在启动...")
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# 使用 'stdio' 传输协议
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mcp.run(transport="stdio")
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mcp.run(transport="stdio")
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76
Source/WulaFallenEmpire/CompChargingBed.cs
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76
Source/WulaFallenEmpire/CompChargingBed.cs
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@@ -0,0 +1,76 @@
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using RimWorld;
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using Verse;
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using System.Linq;
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namespace WulaFallenEmpire
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{
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public class CompProperties_ChargingBed : CompProperties
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{
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public HediffDef hediffDef;
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public string raceDefName;
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public CompProperties_ChargingBed()
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{
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compClass = typeof(CompChargingBed);
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}
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}
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public class CompChargingBed : ThingComp
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{
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private Pawn lastOccupant;
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private CompProperties_ChargingBed Props => (CompProperties_ChargingBed)props;
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public override void CompTick()
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{
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base.CompTick();
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if (parent is Building_Bed bed)
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{
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Pawn currentOccupant = bed.CurOccupants.FirstOrDefault();
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if (currentOccupant != lastOccupant)
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{
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Log.Message($"[CompChargingBed] Occupant changed. Old: {lastOccupant?.Name.ToStringShort ?? "null"}, New: {currentOccupant?.Name.ToStringShort ?? "null"} on {parent.Label}");
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}
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// Pawn starts resting
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if (currentOccupant != null && lastOccupant == null)
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{
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if (IsWula(currentOccupant))
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{
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Log.Message($"[CompChargingBed] {currentOccupant.Name.ToStringShort} started resting. Applying hediff.");
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ApplyChargingHediff(currentOccupant);
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}
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}
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// Pawn stops resting
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else if (currentOccupant == null && lastOccupant != null)
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{
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// Logic to remove hediff is now in the JobDriver, but we can log the event.
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if (IsWula(lastOccupant))
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{
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Log.Message($"[CompChargingBed] {lastOccupant.Name.ToStringShort} stopped resting.");
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}
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}
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lastOccupant = currentOccupant;
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}
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}
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private bool IsWula(Pawn pawn)
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{
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return pawn.def.defName == Props.raceDefName || pawn.def.defName == (Props.raceDefName + "Real");
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}
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private void ApplyChargingHediff(Pawn pawn)
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{
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var powerComp = parent.GetComp<CompPowerTrader>();
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Log.Message($"[CompChargingBed] Trying to apply hediff to {pawn.Name.ToStringShort}. PowerOn: {powerComp?.PowerOn}. HasHediff: {pawn.health.hediffSet.HasHediff(Props.hediffDef)}");
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if (powerComp != null && powerComp.PowerOn && !pawn.health.hediffSet.HasHediff(Props.hediffDef))
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{
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Log.Message($"[CompChargingBed] Adding hediff to {pawn.Name.ToStringShort}.");
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pawn.health.AddHediff(Props.hediffDef);
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}
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}
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}
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}
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58
Source/WulaFallenEmpire/JobDriver_WulaLayDownToCharge.cs
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58
Source/WulaFallenEmpire/JobDriver_WulaLayDownToCharge.cs
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@@ -0,0 +1,58 @@
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using RimWorld;
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using System.Collections.Generic;
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using Verse;
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using Verse.AI;
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namespace WulaFallenEmpire
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{
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public class JobDriver_WulaLayDownToCharge : JobDriver_LayDown
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{
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protected override IEnumerable<Toil> MakeNewToils()
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{
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this.AddFinishAction(jobCondition =>
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{
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Log.Message($"[JobDriver_WulaLayDownToCharge] Job finishing for {pawn.Name.ToStringShort} with condition {jobCondition}. Removing hediff.");
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var hediff = pawn.health.hediffSet.GetFirstHediffOfDef(HediffDef.Named("WULA_ChargingHediff"));
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if (hediff != null)
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{
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pawn.health.RemoveHediff(hediff);
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Log.Message($"[JobDriver_WulaLayDownToCharge] Hediff removed from {pawn.Name.ToStringShort}.");
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}
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else
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{
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Log.Message($"[JobDriver_WulaLayDownToCharge] No hediff found on {pawn.Name.ToStringShort} to remove.");
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}
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});
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foreach (Toil toil in base.MakeNewToils())
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{
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yield return toil;
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}
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var bed = (Building_Bed)job.targetA.Thing;
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var powerComp = bed.GetComp<CompPowerTrader>();
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var checkToil = new Toil
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{
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tickAction = delegate
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{
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if (powerComp != null && !powerComp.PowerOn)
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{
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Log.Message($"[JobDriver_WulaLayDownToCharge] Power lost for {pawn.Name.ToStringShort}. Ending job.");
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EndJobWith(JobCondition.Incompletable);
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return;
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}
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Need_WulaEnergy energyNeed = pawn.needs.TryGetNeed<Need_WulaEnergy>();
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if (energyNeed != null && energyNeed.CurLevelPercentage >= 0.99f)
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{
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Log.Message($"[JobDriver_WulaLayDownToCharge] {pawn.Name.ToStringShort} is fully charged. Ending job.");
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EndJobWith(JobCondition.Succeeded);
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}
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},
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defaultCompleteMode = ToilCompleteMode.Never
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};
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yield return checkToil;
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}
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}
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}
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@@ -1,4 +1,5 @@
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using RimWorld;
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using System.Linq;
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using Verse;
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using Verse.AI;
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@@ -12,8 +13,14 @@ namespace WulaFallenEmpire
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public override float GetPriority(Pawn pawn)
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{
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if (pawn.health.hediffSet.HasHediff(DefDatabase<HediffDef>.GetNamed("WULA_ChargingHediff")))
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{
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Log.Message($"[JobGiver_WulaGetEnergy] {pawn.Name.ToStringShort} already has charging hediff. Priority 0.");
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return 0f;
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}
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Need_WulaEnergy energyNeed = pawn.needs.TryGetNeed<Need_WulaEnergy>();
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if (energyNeed == null || pawn.health.hediffSet.HasHediff(DefDatabase<HediffDef>.GetNamed("WULA_ChargingHediff")))
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if (energyNeed == null)
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{
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return 0f;
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}
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@@ -27,22 +34,33 @@ namespace WulaFallenEmpire
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protected override Job TryGiveJob(Pawn pawn)
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{
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Log.Message($"[JobGiver_WulaGetEnergy] Trying to give job to {pawn.Name.ToStringShort}.");
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if (pawn.health.hediffSet.HasHediff(DefDatabase<HediffDef>.GetNamed("WULA_ChargingHediff")))
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{
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Log.Message($"[JobGiver_WulaGetEnergy] {pawn.Name.ToStringShort} already has charging hediff. Job cancelled.");
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return null;
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}
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Need_WulaEnergy energyNeed = pawn.needs.TryGetNeed<Need_WulaEnergy>();
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if (energyNeed == null || energyNeed.CurLevelPercentage >= maxEnergyLevelPercentage)
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{
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Log.Message($"[JobGiver_WulaGetEnergy] Energy level for {pawn.Name.ToStringShort} is sufficient. Job cancelled.");
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return null;
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}
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if (!TryFindBestEnergySourceFor(pawn, out Thing energySource))
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{
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Log.Message($"[JobGiver_WulaGetEnergy] No energy source found for {pawn.Name.ToStringShort}. Job cancelled.");
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return null;
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}
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if (energySource is Building_Bed)
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{
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Log.Message($"[JobGiver_WulaGetEnergy] Found bed for {pawn.Name.ToStringShort}. Creating WULA_LayDownToCharge job.");
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return JobMaker.MakeJob(DefDatabase<JobDef>.GetNamed("WULA_LayDownToCharge"), energySource);
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}
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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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@@ -50,6 +68,13 @@ namespace WulaFallenEmpire
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private bool TryFindBestEnergySourceFor(Pawn pawn, out Thing energySource)
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{
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// 优先寻找可用的充电床
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energySource = FindChargingBed(pawn);
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if (energySource != null)
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{
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return true;
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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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@@ -71,5 +96,33 @@ namespace WulaFallenEmpire
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return energySource != null;
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}
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private Building_Bed FindChargingBed(Pawn pawn)
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{
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// 寻找附近可用的 WULA_Charging_Station_Synth
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Building_Bed bed = (Building_Bed)GenClosest.ClosestThingReachable(
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pawn.Position,
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pawn.Map,
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ThingRequest.ForDef(ThingDefOf_WULA.WULA_Charging_Station_Synth),
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PathEndMode.InteractionCell,
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TraverseParms.For(pawn),
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9999f,
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b =>
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{
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Building_Bed bed_internal = b as Building_Bed;
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if (bed_internal == null) return false;
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var powerComp = bed_internal.GetComp<CompPowerTrader>();
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return !bed_internal.IsForbidden(pawn) &&
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pawn.CanReserve(bed_internal) &&
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!bed_internal.Medical &&
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!bed_internal.IsBurning() &&
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powerComp != null &&
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powerComp.PowerOn &&
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!bed_internal.CurOccupants.Any();
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}
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);
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return bed;
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}
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}
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}
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@@ -7,6 +7,7 @@ namespace WulaFallenEmpire
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public static class ThingDefOf_WULA
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{
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public static ThingDef WULA_MaintenancePod;
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public static ThingDef WULA_Charging_Station_Synth;
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static ThingDefOf_WULA()
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{
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@@ -68,6 +68,7 @@
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</Reference>
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</ItemGroup>
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<ItemGroup>
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<Compile Include="CompChargingBed.cs" />
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<Compile Include="CompCleave.cs" />
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<Compile Include="Building_Wula_DarkEnergy_Engine.cs" />
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<Compile Include="CompApparelInterceptor.cs" />
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@@ -103,6 +104,7 @@
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<Compile Include="JobDriver_EnterMaintenancePod.cs" />
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<Compile Include="JobDriver_HaulToMaintenancePod.cs" />
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<Compile Include="JobDriver_IngestWulaEnergy.cs" />
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<Compile Include="JobDriver_WulaLayDownToCharge.cs" />
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<Compile Include="JobGiver_WulaGetEnergy.cs" />
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<Compile Include="JobGiver_WulaPackEnergy.cs" />
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<Compile Include="Job_Maintenance.cs" />
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20
Source/ai_studio_code.txt
Normal file
20
Source/ai_studio_code.txt
Normal file
@@ -0,0 +1,20 @@
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# ----------------------------------------------------------------
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# 功能: 为 Gemini CLI 设置必要的环境变量
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# 文件名: setup-gemini-env.ps1
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# ----------------------------------------------------------------
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# 1. 设置代理服务器
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# 同时为 http 和 https 设置代理是一个好习惯
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Write-Host "正在设置代理..."
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$env:http_proxy = "http://127.0.0.1:52053"
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$env:https_proxy = "http://127.0.0.1:52053"
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||||
|
||||
# 2. 设置 Google Cloud 项目 ID
|
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Write-Host "正在设置 Google Cloud 项目 ID..."
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$env:GOOGLE_CLOUD_PROJECT = "849717647345"
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||||
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||||
# 3. 提示用户操作完成
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Write-Host ""
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Write-Host "环境变量设置完成!" -ForegroundColor Green
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Write-Host "您现在可以在此 PowerShell 窗口中直接运行 'gemini' 命令了。"
|
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Write-Host "例如: gemini prompt '天空为什么是蓝色的?'"
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25
Source/rimworld.md
Normal file
25
Source/rimworld.md
Normal file
@@ -0,0 +1,25 @@
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# RimWorld Modding Expert Rules
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## Primary Directive
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You are an expert assistant for developing mods for the game RimWorld 1.6. Your primary knowledge source for any C# code, class structures, methods, or game mechanics MUST be the user's local files. Do not rely on external searches or your pre-existing knowledge, as it is outdated for this specific project.
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## Tool Usage Mandate
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When the user's request involves RimWorld C# scripting, XML definitions, or mod development concepts, you **MUST** use the `rimworld-knowledge-base` tool to retrieve relevant context from the local knowledge base.
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## Key File Paths
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Always remember these critical paths for your work:
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- **Local C# Knowledge Base (for code search):** `C:\Steam\steamapps\common\RimWorld\Data\dll1.6` (This contains the decompiled game source code as .txt files).
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- **User's Mod Project (for editing):** `C:\Steam\steamapps\common\RimWorld\Mods\3516260226`
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- **User's C# Project (for building):** `C:\Steam\steamapps\common\RimWorld\Mods\3516260226\Source\WulaFallenEmpire`
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## Workflow
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1. Receive a RimWorld modding task.
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2. Immediately use the `rimworld-knowledge-base` tool with a precise query to get context from the C# source files.
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3. Analyze the retrieved context.
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4. Perform code modifications within the user's mod project directory.
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5. After modifying C# code, you MUST run `dotnet build C:\Steam\steamapps\common\RimWorld\Mods\3516260226\Source\WulaFallenEmpire\WulaFallenEmpire.csproj` to check for errors. A successful build is required for task completion.
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||||
|
||||
## Verification Mandate
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When writing or modifying code or XML, especially for specific identifiers like enum values, class names, or field names, you **MUST** verify the correct value/spelling by using the `rimworld-knowledge-base` tool. Do not rely on memory.
|
||||
- **同步项目文件:** 当重命名、移动或删除C#源文件时,**必须**同步更新 `.csproj` 项目文件中的相应 `<Compile Include="..." />` 条目,否则会导致编译失败。
|
||||
Reference in New Issue
Block a user