修医生抢喂食工作
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@@ -90,7 +90,7 @@
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"RelativeDocumentMoniker": "CompApparelInterceptor.cs",
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"ToolTip": "C:\\Steam\\steamapps\\common\\RimWorld\\Mods\\3516260226\\Source\\WulaFallenEmpire\\CompApparelInterceptor.cs",
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"RelativeToolTip": "CompApparelInterceptor.cs",
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"ViewState": "AQIAAAAAAAAAAAAAAAAAAFMBAAAMAAAA",
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"ViewState": "AQIAAAAAAAAAAAAAAAAAAFQBAAAMAAAA",
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"Icon": "ae27a6b0-e345-4288-96df-5eaf394ee369.000738|",
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"WhenOpened": "2025-07-23T10:03:31.989Z",
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"EditorCaption": ""
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@@ -52,7 +52,7 @@ namespace WulaFallenEmpire
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[StaticConstructorOnStartup]
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public class CompApparelInterceptor : ThingComp
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{
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// 状态变量
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// 状态变量
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private int lastInterceptTicks = -999999;
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private int startedChargingTick = -1;
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private bool shutDown;
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@@ -62,17 +62,17 @@ namespace WulaFallenEmpire
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private int ticksToReset;
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private int activatedTick = -999999;
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// 视觉效果变量
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// 视觉效果变量
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private float lastInterceptAngle;
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private bool drawInterceptCone;
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// 静态资源
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// 静态资源
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private static readonly Material ForceFieldMat = MaterialPool.MatFrom("Other/ForceField", ShaderDatabase.MoteGlow);
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private static readonly Material ForceFieldConeMat = MaterialPool.MatFrom("Other/ForceFieldCone", ShaderDatabase.MoteGlow);
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private static readonly MaterialPropertyBlock MatPropertyBlock = new MaterialPropertyBlock();
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private static readonly Color InactiveColor = new Color(0.2f, 0.2f, 0.2f);
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// 属性
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// 属性
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public CompProperties_ApparelInterceptor Props => (CompProperties_ApparelInterceptor)props;
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private Pawn PawnOwner => (parent as Apparel)?.Wearer;
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@@ -320,6 +320,7 @@ namespace WulaFallenEmpire
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}
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}
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[StaticConstructorOnStartup]
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public class Gizmo_EnergyShieldStatus : Gizmo
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{
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public CompApparelInterceptor shield;
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@@ -355,4 +356,4 @@ namespace WulaFallenEmpire
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return new GizmoResult(GizmoState.Clear);
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}
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}
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}
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}
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@@ -45,7 +45,7 @@ namespace WulaFallenEmpire
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return false;
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}
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if (!pawn.CanReserve(patient, 1, -1, null, forced))
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if (!pawn.CanReserveAndReach(patient, PathEndMode.Touch, Danger.Deadly, 1, -1, null, forced))
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{
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return false;
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}
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@@ -51,7 +51,7 @@ namespace WulaFallenEmpire
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return false;
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}
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if (!pawn.CanReserve(prisoner, 1, -1, null, forced))
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if (!pawn.CanReserveAndReach(prisoner, PathEndMode.Touch, Danger.Deadly, 1, -1, null, forced))
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{
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return false;
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}
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@@ -5,41 +5,55 @@ using System.Linq;
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namespace WulaFallenEmpire
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{
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public class WorkGiver_Warden_FeedWula : WorkGiver_Warden
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public class WorkGiver_Warden_FeedWula : WorkGiver_Scanner
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{
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public override Job JobOnThing(Pawn pawn, Thing t, bool forced = false)
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public override ThingRequest PotentialWorkThingRequest => ThingRequest.ForGroup(ThingRequestGroup.Pawn);
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public override PathEndMode PathEndMode => PathEndMode.ClosestTouch;
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public override Danger MaxPathDanger(Pawn pawn) => Danger.Deadly;
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public override bool HasJobOnThing(Pawn pawn, Thing t, bool forced = false)
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{
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if (!(t is Pawn prisoner) || !ShouldFeed(pawn, prisoner))
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{
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return null;
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}
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if (!(t is Pawn prisoner) || pawn == prisoner)
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return false;
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if (!ShouldFeed(pawn, prisoner))
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return false;
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Need_WulaEnergy energyNeed = prisoner.needs.TryGetNeed<Need_WulaEnergy>();
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var extension = def.GetModExtension<WorkGiverDefExtension_FeedWula>();
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if (energyNeed == null || energyNeed.CurLevelPercentage >= extension.feedThreshold)
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{
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return null;
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}
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return false;
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if (prisoner.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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return false;
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// The prisoner must be in bed to be fed by a warden. If the job is not forced, they must also be unable to move.
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if (!prisoner.InBed() || (!forced && prisoner.health.capacities.CapableOf(PawnCapacityDefOf.Moving)))
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return false;
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if (!pawn.CanReserveAndReach(prisoner, PathEndMode.Touch, Danger.Deadly, 1, -1, null, forced))
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return false;
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if (!TryFindBestEnergySourceFor(pawn, prisoner, out _, out _))
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{
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return null;
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JobFailReason.Is("NoWulaEnergyToFeed".Translate(prisoner.LabelShort, prisoner));
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return false;
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}
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if (!TryFindBestEnergySourceFor(pawn, prisoner, out Thing energySource, out _))
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{
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return null;
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}
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return true;
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}
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Job job = JobMaker.MakeJob(DefDatabase<JobDef>.GetNamed("WULA_FeedWulaPatient"), energySource, prisoner);
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job.count = 1;
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return job;
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public override Job JobOnThing(Pawn pawn, Thing t, bool forced = false)
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{
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Pawn prisoner = (Pawn)t;
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if (TryFindBestEnergySourceFor(pawn, prisoner, out Thing energySource, out _))
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{
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Job job = JobMaker.MakeJob(DefDatabase<JobDef>.GetNamed("WULA_FeedWulaPatient"), energySource, prisoner);
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job.count = 1;
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return job;
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}
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return null;
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}
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private bool ShouldFeed(Pawn warden, Pawn prisoner)
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