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14
1.6/1.6/Defs/HediffDefs/WULA_Hediffs_MechCarrier.xml
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14
1.6/1.6/Defs/HediffDefs/WULA_Hediffs_MechCarrier.xml
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@@ -0,0 +1,14 @@
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<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<HediffDef>
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<defName>WULA_MechCarrierSwitchHediff</defName>
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<label>生产抑制</label>
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<description>此单位的自动生产功能已被抑制。</description>
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<hediffClass>HediffWithComps</hediffClass>
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<isBad>false</isBad>
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<defaultLabelColor>(0.6, 0.6, 0.6)</defaultLabelColor>
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<scenarioCanAdd>false</scenarioCanAdd>
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</HediffDef>
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</Defs>
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@@ -70,24 +70,32 @@
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<comps>
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<!-- 这里是我们修改的核心部分 -->
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<li Class="WulaFallenEmpire.CompProperties_AutoMechCarrier">
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<startsAsAutoSpawn>true</startsAsAutoSpawn>
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<freeProduction>true</freeProduction>
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<cooldownTicks>900</cooldownTicks> <!-- 15 seconds -->
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<freeProduction>true</freeProduction> <!-- 改为消耗资源以测试独立成本 -->
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<disableHediff>WULA_MechCarrierSwitchHediff</disableHediff>
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<fixedIngredient>Steel</fixedIngredient>
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<maxIngredientCount>500</maxIngredientCount> <!-- 定义最大资源容量 -->
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<startingIngredientCount>500</startingIngredientCount> <!-- 定义初始资源数量 -->
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<costPerPawn>999</costPerPawn> <!-- 设置一个很高的全局默认成本,以确保独立成本生效 -->
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<cooldownTicks>9999</cooldownTicks> <!-- 设置一个很高的全局默认冷却,以确保独立冷却生效 -->
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<productionQueue>
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<li>
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<pawnKind>Mech_WarUrchin</pawnKind>
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<count>2</count>
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<cooldownTicks>600</cooldownTicks> <!-- 独立冷却: 10秒 -->
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<cost>10</cost> <!-- 独立成本: 10 钢铁 -->
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</li>
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<li>
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<pawnKind>Mech_Lancer</pawnKind>
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<count>1</count>
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<cooldownTicks>1200</cooldownTicks> <!-- 独立冷却: 20秒 -->
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<cost>25</cost> <!-- 独立成本: 25 钢铁 -->
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</li>
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</productionQueue>
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<spawnEffecter>WarqueenWarUrchinsSpawned</spawnEffecter>
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<spawnedMechEffecter>WarUrchinSpawned</spawnedMechEffecter>
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</li>
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<li Class="CompProperties_TurretGun">
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<turretDef>WULA_Penetrating_BeamTurret</turretDef>
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<turretDef>Gun_ChargeBlasterTurret</turretDef>
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<angleOffset>-90</angleOffset>
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<autoAttack>false</autoAttack>
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<renderNodeProperties>
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@@ -112,40 +120,6 @@
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</killedLeavingsPlayerHostile>
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</ThingDef>
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<ThingDef ParentName="BaseWeaponTurret">
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<defName>WULA_Penetrating_BeamTurret</defName>
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<label>charge blaster turret</label>
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<description>A small charge blaster designed for use on a defense turret.</description>
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<tradeability>None</tradeability>
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<destroyOnDrop>true</destroyOnDrop>
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<graphicData>
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<texPath>Things/Item/Equipment/WeaponRanged/ChargeBlasterTurret</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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</graphicData>
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<statBases>
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<Mass>2.6</Mass>
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<AccuracyTouch>0.60</AccuracyTouch>
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<AccuracyShort>0.80</AccuracyShort>
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<AccuracyMedium>0.90</AccuracyMedium>
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<AccuracyLong>0.85</AccuracyLong>
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</statBases>
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<verbs>
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<li>
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<verbClass>Verb_Shoot</verbClass>
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<defaultProjectile>Bullet_WULA_RW_Penetrating_Beam_Ranged</defaultProjectile>
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<range>44.9</range>
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<ticksBetweenBurstShots>30</ticksBetweenBurstShots>
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<soundCast>Shot_ChargeBlaster</soundCast>
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<soundCastTail>GunTail_Heavy</soundCastTail>
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<muzzleFlashScale>9</muzzleFlashScale>
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<defaultCooldownTime>2.5</defaultCooldownTime>
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<linkedBodyPartsGroup>BulbTurret</linkedBodyPartsGroup>
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<ensureLinkedBodyPartsGroupAlwaysUsable>true</ensureLinkedBodyPartsGroupAlwaysUsable>
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<ticksBetweenBurstShots>50</ticksBetweenBurstShots>
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</li>
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</verbs>
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</ThingDef>
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<PawnKindDef ParentName="HeavyMechanoidKind">
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<defName>WULA_Mech_Warqueen</defName> <!-- 修改了defName以避免冲突 -->
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<label>war queen (WULA)</label>
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@@ -155,6 +129,10 @@
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<maxPerGroup>3</maxPerGroup>
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<isBoss>true</isBoss>
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<allowInMechClusters>false</allowInMechClusters>
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<abilities>
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<li>WULA_GiveSwitchHediff</li> <!-- 添加“停止生产”技能 -->
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<li>WULA_RemoveSwitchHediff</li> <!-- 保留“恢复生产”技能 -->
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</abilities>
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<lifeStages>
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<li>
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<bodyGraphicData>
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@@ -184,4 +162,63 @@
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<controlGroupPortraitZoom>0.7</controlGroupPortraitZoom>
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</PawnKindDef>
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<!-- 新的技能定义 -->
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<AbilityDef>
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<defName>WULA_RemoveSwitchHediff</defName>
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<label>重启生产</label>
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<description>重启自动生产机械体。</description>
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<iconPath>Wula/UI/Abilities/WULA_WeaponSwitchAbility</iconPath>
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<cooldownTicksRange>601</cooldownTicksRange>
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<hostile>false</hostile>
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<showOnCharacterCard>true</showOnCharacterCard>
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<aiCanUse>false</aiCanUse>
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<verbProperties>
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<verbClass>Verb_CastAbility</verbClass>
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<warmupTime>0</warmupTime>
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<drawAimPie>false</drawAimPie>
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<requireLineOfSight>false</requireLineOfSight>
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<targetable>false</targetable>
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<targetParams>
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<canTargetSelf>true</canTargetSelf>
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</targetParams>
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</verbProperties>
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<comps>
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<!-- 这是正确的用法 -->
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<li Class="RimWorld.CompProperties_AbilityRemoveHediff">
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<compClass>WulaFallenEmpire.CompAbilityEffect_RemoveSwitchHediff</compClass>
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<hediffDef>WULA_MechCarrierSwitchHediff</hediffDef>
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<applyToSelf>true</applyToSelf>
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</li>
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</comps>
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</AbilityDef>
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<!-- 新增的“施加Hediff”技能定义 -->
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<AbilityDef>
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<defName>WULA_GiveSwitchHediff</defName>
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<label>停止生产</label>
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<description>停止自动生产机械体。</description>
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<iconPath>Wula/UI/Abilities/WULA_WeaponSwitchAbility</iconPath>
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<cooldownTicksRange>601</cooldownTicksRange>
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<hostile>false</hostile>
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<showOnCharacterCard>true</showOnCharacterCard>
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<aiCanUse>false</aiCanUse>
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<verbProperties>
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<verbClass>Verb_CastAbility</verbClass>
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<warmupTime>0</warmupTime>
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<drawAimPie>false</drawAimPie>
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<requireLineOfSight>false</requireLineOfSight>
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<targetable>false</targetable>
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<targetParams>
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<canTargetSelf>true</canTargetSelf>
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</targetParams>
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</verbProperties>
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<comps>
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<li Class="RimWorld.CompProperties_AbilityGiveHediff">
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<compClass>WulaFallenEmpire.CompAbilityEffect_GiveSwitchHediff</compClass>
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<hediffDef>WULA_MechCarrierSwitchHediff</hediffDef>
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<applyToSelf>true</applyToSelf>
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</li>
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</comps>
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</AbilityDef>
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</Defs>
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@@ -0,0 +1,32 @@
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using RimWorld;
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using Verse;
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namespace WulaFallenEmpire
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{
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public class CompAbilityEffect_GiveSwitchHediff : CompAbilityEffect
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{
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public new CompProperties_AbilityGiveHediff Props => (CompProperties_AbilityGiveHediff)props;
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public override void Apply(LocalTargetInfo target, LocalTargetInfo dest)
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{
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base.Apply(target, dest);
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if (Props.hediffDef != null)
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{
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parent.pawn.health.AddHediff(Props.hediffDef);
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}
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}
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public override bool ShouldHideGizmo
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{
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get
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{
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// 如果父级Pawn已经有了这个Hediff,就隐藏“给予”按钮
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if (parent.pawn?.health.hediffSet.HasHediff(Props.hediffDef) ?? false)
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{
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return true;
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}
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return base.ShouldHideGizmo;
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}
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}
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}
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}
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@@ -0,0 +1,33 @@
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using RimWorld;
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using Verse;
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namespace WulaFallenEmpire
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{
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public class CompAbilityEffect_RemoveSwitchHediff : CompAbilityEffect
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{
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public new CompProperties_AbilityRemoveHediff Props => (CompProperties_AbilityRemoveHediff)props;
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public override void Apply(LocalTargetInfo target, LocalTargetInfo dest)
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{
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base.Apply(target, dest);
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Hediff firstHediffOfDef = parent.pawn.health.hediffSet.GetFirstHediffOfDef(Props.hediffDef);
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if (firstHediffOfDef != null)
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{
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parent.pawn.health.RemoveHediff(firstHediffOfDef);
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}
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}
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public override bool ShouldHideGizmo
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{
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get
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{
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// 如果父级Pawn没有这个Hediff,就隐藏“移除”按钮
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if (!parent.pawn?.health.hediffSet.HasHediff(Props.hediffDef) ?? true)
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{
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return true;
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}
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return base.ShouldHideGizmo;
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}
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}
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}
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}
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@@ -10,8 +10,6 @@ namespace WulaFallenEmpire
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{
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public class CompAutoMechCarrier : CompMechCarrier
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{
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private bool isAutoSpawning;
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#region Reflected Fields
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private static FieldInfo spawnedPawnsField;
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private static FieldInfo cooldownTicksRemainingField;
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@@ -64,28 +62,17 @@ namespace WulaFallenEmpire
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return SpawnedPawns.Count(p => p.kindDef == kind);
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}
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public override void PostSpawnSetup(bool respawningAfterLoad)
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{
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base.PostSpawnSetup(respawningAfterLoad);
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if (!respawningAfterLoad)
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{
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isAutoSpawning = AutoProps.startsAsAutoSpawn;
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}
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}
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public override void PostExposeData()
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{
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base.PostExposeData();
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Scribe_Values.Look(ref isAutoSpawning, "isAutoSpawning", AutoProps.startsAsAutoSpawn);
|
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}
|
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|
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private AcceptanceReport CanSpawnNow(PawnKindDef kind)
|
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{
|
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if (parent is Pawn pawn && (pawn.IsSelfShutdown() || !pawn.Awake() || pawn.Downed || pawn.Dead || !pawn.Spawned))
|
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return false;
|
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if (CooldownTicksRemaining > 0)
|
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return "CooldownTime".Translate() + " " + CooldownTicksRemaining.ToStringSecondsFromTicks();
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if (!AutoProps.freeProduction && InnerContainer.TotalStackCountOfDef(Props.fixedIngredient) < Props.costPerPawn)
|
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|
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PawnProductionEntry entry = AutoProps.productionQueue.First(e => e.pawnKind == kind);
|
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int cost = entry.cost ?? Props.costPerPawn;
|
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|
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if (!AutoProps.freeProduction && InnerContainer.TotalStackCountOfDef(Props.fixedIngredient) < cost)
|
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return "MechCarrierNotEnoughResources".Translate();
|
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return true;
|
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}
|
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@@ -102,7 +89,9 @@ namespace WulaFallenEmpire
|
||||
|
||||
if (!AutoProps.freeProduction)
|
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{
|
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int costLeft = Props.costPerPawn;
|
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PawnProductionEntry entry = AutoProps.productionQueue.First(e => e.pawnKind == kind);
|
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int costLeft = entry.cost ?? Props.costPerPawn;
|
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|
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List<Thing> things = new List<Thing>(InnerContainer);
|
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for (int j = 0; j < things.Count; j++)
|
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{
|
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@@ -112,8 +101,10 @@ namespace WulaFallenEmpire
|
||||
if (costLeft <= 0) break;
|
||||
}
|
||||
}
|
||||
|
||||
PawnProductionEntry spawnEntry = AutoProps.productionQueue.First(e => e.pawnKind == kind);
|
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CooldownTicksRemaining = spawnEntry.cooldownTicks ?? Props.cooldownTicks;
|
||||
|
||||
CooldownTicksRemaining = Props.cooldownTicks;
|
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if (Props.spawnedMechEffecter != null)
|
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EffecterTrigger(Props.spawnedMechEffecter, Props.attachSpawnedMechEffecter, pawn);
|
||||
if (Props.spawnEffecter != null)
|
||||
@@ -130,10 +121,35 @@ namespace WulaFallenEmpire
|
||||
public override void CompTick()
|
||||
{
|
||||
base.CompTick();
|
||||
if (isAutoSpawning && parent.IsHashIntervalTick(60)) // 每秒检查一次
|
||||
|
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if (parent.IsHashIntervalTick(60)) // 每秒检查一次
|
||||
{
|
||||
// 检查是否有抑制生产的Hediff
|
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if (AutoProps.disableHediff != null && (parent as Pawn)?.health.hediffSet.HasHediff(AutoProps.disableHediff) == true)
|
||||
{
|
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return; // 有Hediff,停止生产
|
||||
}
|
||||
|
||||
// 1. 先检查是否满员
|
||||
bool isFull = true;
|
||||
foreach (var entry in AutoProps.productionQueue)
|
||||
{
|
||||
if (LiveSpawnedPawnsCount(entry.pawnKind) < entry.count)
|
||||
{
|
||||
isFull = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (isFull)
|
||||
{
|
||||
return; // 如果已满员,则不进行任何操作,包括冷却计时
|
||||
}
|
||||
|
||||
// 2. 如果未满员,才检查冷却时间
|
||||
if (CooldownTicksRemaining > 0) return;
|
||||
|
||||
// 3. 寻找空位并生产
|
||||
foreach (var entry in AutoProps.productionQueue)
|
||||
{
|
||||
if (LiveSpawnedPawnsCount(entry.pawnKind) < entry.count)
|
||||
@@ -141,7 +157,7 @@ namespace WulaFallenEmpire
|
||||
if (CanSpawnNow(entry.pawnKind).Accepted)
|
||||
{
|
||||
TrySpawnPawn(entry.pawnKind);
|
||||
break; // 每次只生产一个,然后等待下一次冷却
|
||||
break; // 每次只生产一个
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -150,40 +166,8 @@ namespace WulaFallenEmpire
|
||||
|
||||
public override IEnumerable<Gizmo> CompGetGizmosExtra()
|
||||
{
|
||||
// 拦截并改造基类的Gizmo
|
||||
foreach (var gizmo in base.CompGetGizmosExtra())
|
||||
{
|
||||
// 通过图标来稳定地识别目标按钮
|
||||
if (gizmo is Command_ActionWithCooldown command && command.icon == ContentFinder<Texture2D>.Get("UI/Gizmos/ReleaseWarUrchins"))
|
||||
{
|
||||
// 我们只改造这个按钮,其他按钮原样返回
|
||||
var modifiedCommand = new Command_ActionWithCooldown
|
||||
{
|
||||
// 保留冷却进度条的逻辑
|
||||
cooldownPercentGetter = command.cooldownPercentGetter,
|
||||
// 保留原版图标
|
||||
icon = command.icon,
|
||||
// 修改功能为切换自动生产
|
||||
action = () => { isAutoSpawning = !isAutoSpawning; },
|
||||
// 修改标签和描述
|
||||
defaultLabel = "WULA_AutoSpawn_Label".Translate(),
|
||||
defaultDesc = "WULA_AutoSpawn_Desc".Translate()
|
||||
};
|
||||
|
||||
// 如果自动生产开启,则禁用按钮并显示红叉
|
||||
if (isAutoSpawning)
|
||||
{
|
||||
modifiedCommand.Disable("WULA_AutoSpawn_On_Reason".Translate());
|
||||
}
|
||||
|
||||
yield return modifiedCommand;
|
||||
}
|
||||
else
|
||||
{
|
||||
// 其他按钮(如开发者按钮)原样返回
|
||||
yield return gizmo;
|
||||
}
|
||||
}
|
||||
// 移除所有Gizmo逻辑
|
||||
return Enumerable.Empty<Gizmo>();
|
||||
}
|
||||
|
||||
public override string CompInspectStringExtra()
|
||||
|
||||
@@ -6,12 +6,12 @@ namespace WulaFallenEmpire
|
||||
{
|
||||
public class CompProperties_AutoMechCarrier : CompProperties_MechCarrier
|
||||
{
|
||||
// XML中定义,初始是否为自动生产模式
|
||||
public bool startsAsAutoSpawn = false;
|
||||
|
||||
// XML中定义,生产是否消耗资源
|
||||
public bool freeProduction = false;
|
||||
|
||||
// 如果单位拥有这个Hediff,则停止生产
|
||||
public HediffDef disableHediff;
|
||||
|
||||
// 定义生产队列
|
||||
public List<PawnProductionEntry> productionQueue = new List<PawnProductionEntry>();
|
||||
|
||||
|
||||
@@ -13,5 +13,11 @@ namespace WulaFallenEmpire
|
||||
|
||||
// The maximum number of this kind of unit to maintain.
|
||||
public int count = 1;
|
||||
|
||||
// Optional: specific cooldown for this entry. If not set, the parent comp's cooldown is used.
|
||||
public int? cooldownTicks;
|
||||
|
||||
// Optional: specific cost for this entry. If not set, the parent comp's costPerPawn is used.
|
||||
public int? cost;
|
||||
}
|
||||
}
|
||||
@@ -73,6 +73,8 @@
|
||||
<Compile Include="CompAutoMechCarrier.cs" />
|
||||
<Compile Include="CompProperties_AutoMechCarrier.cs" />
|
||||
<Compile Include="PawnProductionEntry.cs" />
|
||||
<Compile Include="CompAbilityEffect_GiveSwitchHediff.cs" />
|
||||
<Compile Include="CompAbilityEffect_RemoveSwitchHediff.cs" />
|
||||
<Compile Include="Building_Wula_DarkEnergy_Engine.cs" />
|
||||
<Compile Include="CompApparelInterceptor.cs" />
|
||||
<Compile Include="CompCustomUniqueWeapon.cs" />
|
||||
|
||||
Reference in New Issue
Block a user