冠军甲
This commit is contained in:
@@ -53,14 +53,14 @@ namespace WulaFallenEmpire
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{
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if (storedMechanoidCount >= Props.maxStorageCapacity)
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{
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Messages.Message("回收器已满", MessageTypeDefOf.RejectInput);
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Messages.Message("WULA_RecyclerFull".Translate(), MessageTypeDefOf.RejectInput);
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return;
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}
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storedMechanoidCount++;
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mech.Destroy(); // 直接销毁,不存储实例
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Messages.Message($"机械族 {mech.LabelCap} 已回收 (当前: {storedMechanoidCount}/{Props.maxStorageCapacity})",
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Messages.Message("WULA_MechRecycled".Translate(mech.LabelCap, storedMechanoidCount, Props.maxStorageCapacity),
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MessageTypeDefOf.PositiveEvent);
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// 通知转换组件存储更新
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@@ -100,7 +100,7 @@ namespace WulaFallenEmpire
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{
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if (storedMechanoidCount == 0)
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{
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Messages.Message("没有可用的机械族进行转换", MessageTypeDefOf.RejectInput);
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Messages.Message("WULA_NoMechsToConvert".Translate(), MessageTypeDefOf.RejectInput);
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return;
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}
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@@ -121,7 +121,7 @@ namespace WulaFallenEmpire
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{
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if (!ConsumeMechanoids(count))
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{
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Messages.Message("机械族数量不足", MessageTypeDefOf.RejectInput);
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Messages.Message("WULA_NotEnoughMechs".Translate(), MessageTypeDefOf.RejectInput);
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return;
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}
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@@ -143,7 +143,7 @@ namespace WulaFallenEmpire
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}
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TrySpawnFromQueue();
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Messages.Message($"正在转换 {count} 个机械族为 {kindDef.LabelCap}", MessageTypeDefOf.PositiveEvent);
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Messages.Message("WULA_ConvertingMechs".Translate(count, kindDef.LabelCap), MessageTypeDefOf.PositiveEvent);
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}
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private void TrySpawnFromQueue()
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@@ -194,15 +194,15 @@ namespace WulaFallenEmpire
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// 回收附近机械族按钮
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Command_Action recycleCommand = new Command_Action
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{
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defaultLabel = "回收附近机械族",
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defaultDesc = $"命令附近 {Props.recycleRange} 格内的机械族前来回收",
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defaultLabel = "WULA_RecycleNearbyMechs".Translate(),
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defaultDesc = "WULA_RecycleNearbyMechsDesc".Translate(Props.recycleRange),
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icon = ContentFinder<Texture2D>.Get("Wula/UI/Commands/WULA_RecycleNearbyMechanoids"),
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action = RecycleNearbyMechanoids
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};
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if (storedMechanoidCount >= Props.maxStorageCapacity)
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{
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recycleCommand.Disable("储存器已满");
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recycleCommand.Disable("WULA_StorageFull".Translate());
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}
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yield return recycleCommand;
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@@ -210,15 +210,15 @@ namespace WulaFallenEmpire
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// 生成机械族按钮
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Command_Action spawnCommand = new Command_Action
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{
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defaultLabel = "转换机械族",
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defaultDesc = $"将储存的机械族转换为其他单位 (当前: {storedMechanoidCount}/{Props.maxStorageCapacity})",
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defaultLabel = "WULA_ConvertMechs".Translate(),
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defaultDesc = "WULA_ConvertMechsDesc".Translate(storedMechanoidCount, Props.maxStorageCapacity),
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icon = ContentFinder<Texture2D>.Get("Wula/UI/Commands/WULA_ConvertMechanoids"),
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action = OpenSpawnInterface
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};
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if (storedMechanoidCount == 0)
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{
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spawnCommand.Disable("没有可用的机械族");
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spawnCommand.Disable("WULA_NoAvailableMechs".Translate());
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}
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yield return spawnCommand;
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@@ -229,7 +229,7 @@ namespace WulaFallenEmpire
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{
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if (storedMechanoidCount >= Props.maxStorageCapacity)
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{
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Messages.Message("储存器已满", MessageTypeDefOf.RejectInput);
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Messages.Message("WULA_StorageFull".Translate(), MessageTypeDefOf.RejectInput);
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return;
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}
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@@ -237,7 +237,7 @@ namespace WulaFallenEmpire
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if (nearbyMechs.Count == 0)
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{
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Messages.Message("附近没有可回收的机械族", MessageTypeDefOf.RejectInput);
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Messages.Message("WULA_NoNearbyRecyclableMechs".Translate(), MessageTypeDefOf.RejectInput);
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return;
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}
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@@ -250,7 +250,7 @@ namespace WulaFallenEmpire
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}
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}
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Messages.Message($"已命令 {assignedCount} 个机械族前来回收", MessageTypeDefOf.PositiveEvent);
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Messages.Message("WULA_MechsOrderedToRecycle".Translate(assignedCount), MessageTypeDefOf.PositiveEvent);
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}
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private List<Pawn> FindNearbyRecyclableMechanoids()
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@@ -312,7 +312,7 @@ namespace WulaFallenEmpire
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stringBuilder.Append(baseString);
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}
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string storedInfo = $"储存机械族: {storedMechanoidCount}/{Props.maxStorageCapacity}";
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string storedInfo = "WULA_StoredMechs".Translate(storedMechanoidCount, Props.maxStorageCapacity);
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if (stringBuilder.Length > 0)
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stringBuilder.AppendLine();
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@@ -322,7 +322,7 @@ namespace WulaFallenEmpire
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if (IsCooldownActive)
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{
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stringBuilder.AppendLine();
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stringBuilder.Append($"转换冷却: {GetRemainingCooldownHours():F1} 小时");
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stringBuilder.Append("WULA_TransformCooldown".Translate(GetRemainingCooldownHours().ToString("F1")));
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}
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return stringBuilder.ToString();
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@@ -9,8 +9,7 @@ namespace WulaFallenEmpire
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{
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private CompProperties_TransformAtFullCapacity Props => (CompProperties_TransformAtFullCapacity)props;
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// 存储转换前的计数,用于恢复
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private int storedCountAtTransform = 0;
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// 移除存储计数的字段,不再进行数量传递
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public Building_MechanoidRecycler Recycler => parent as Building_MechanoidRecycler;
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public bool IsCooldownActive => Recycler?.IsCooldownActive ?? false;
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@@ -24,7 +23,7 @@ namespace WulaFallenEmpire
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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 storedCountAtTransform, "storedCountAtTransform", 0);
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// 移除存储计数的保存
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}
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public override IEnumerable<Gizmo> CompGetGizmosExtra()
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@@ -33,7 +32,7 @@ namespace WulaFallenEmpire
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{
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Command_Action command = new Command_Action
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{
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defaultLabel = Props.gizmoLabel,
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defaultLabel = Props.gizmoLabel.Translate(),
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defaultDesc = GetGizmoDescription(),
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icon = GetGizmoIcon(),
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action = TransformToPawn
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@@ -42,11 +41,11 @@ namespace WulaFallenEmpire
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// 禁用条件
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if (IsCooldownActive)
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{
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command.Disable($"建筑刚部署,需要等待 {Recycler.GetRemainingCooldownHours():F1} 小时后才能转换");
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command.Disable("WULA_BuildingCooldown".Translate(Recycler.GetRemainingCooldownHours().ToString("F1")));
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}
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else if (!IsAtFullCapacity)
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{
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command.Disable($"需要储存 {Props.requiredCapacity} 个机械族,当前: {Recycler.StoredCount}/{Props.requiredCapacity}");
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command.Disable("WULA_NeedMoreMechs".Translate(Props.requiredCapacity, Recycler.StoredCount, Props.requiredCapacity));
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}
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yield return command;
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@@ -55,12 +54,13 @@ namespace WulaFallenEmpire
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private string GetGizmoDescription()
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{
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string desc = Props.gizmoDesc;
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string desc = Props.gizmoDesc.Translate();
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if (IsCooldownActive)
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{
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desc += $"\n\n冷却时间剩余: {Recycler.GetRemainingCooldownHours():F1} 小时";
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desc += "\n\n" + "WULA_CooldownRemaining".Translate(Recycler.GetRemainingCooldownHours().ToString("F1"));
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}
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desc += $"\n目标单位: {Props.targetPawnKind.LabelCap}";
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desc += "\n" + "WULA_TargetUnit".Translate(Props.targetPawnKind.LabelCap);
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desc += "\n" + "WULA_MechsRequired".Translate(Props.requiredCapacity);
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return desc;
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}
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@@ -92,13 +92,10 @@ namespace WulaFallenEmpire
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IntVec3 position = parent.Position;
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Faction faction = parent.Faction;
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// 存储当前的机械族计数(用于恢复)
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storedCountAtTransform = Recycler.StoredCount;
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// 消耗存储的机械族
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if (!Recycler.ConsumeMechanoids(Props.requiredCapacity))
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{
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Messages.Message("机械族数量不足", MessageTypeDefOf.RejectInput);
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Messages.Message("WULA_NotEnoughMechs".Translate(), MessageTypeDefOf.RejectInput);
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return;
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}
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@@ -117,11 +114,12 @@ namespace WulaFallenEmpire
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Pawn newPawn = PawnGenerator.GeneratePawn(request);
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// 添加转换组件并设置恢复数据
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// 添加转换组件,只传递建筑定义,不传递数量
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var transformComp = newPawn.GetComp<CompTransformIntoBuilding>();
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if (transformComp != null)
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{
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transformComp.SetRestoreData(parent.def, storedCountAtTransform);
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// 只设置建筑定义,不设置恢复数量
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transformComp.SetRestoreData(parent.def);
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}
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else
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{
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@@ -135,7 +133,8 @@ namespace WulaFallenEmpire
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transformComp.props = compProps;
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newPawn.AllComps.Add(transformComp);
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transformComp.Initialize(compProps);
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transformComp.SetRestoreData(parent.def, storedCountAtTransform);
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// 只设置建筑定义,不设置恢复数量
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transformComp.SetRestoreData(parent.def);
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}
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// 移除建筑
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@@ -150,7 +149,7 @@ namespace WulaFallenEmpire
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Find.Selector.Select(newPawn);
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}
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Messages.Message($"{parent.Label} 已转换为 {newPawn.LabelCap}", MessageTypeDefOf.PositiveEvent);
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Messages.Message("WULA_BuildingTransformedToPawn".Translate(parent.Label, newPawn.LabelCap), MessageTypeDefOf.PositiveEvent);
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// 播放转换效果
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PlayTransformEffects(position, map);
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@@ -11,9 +11,8 @@ namespace WulaFallenEmpire
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private CompProperties_TransformIntoBuilding Props => (CompProperties_TransformIntoBuilding)props;
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private Pawn Pawn => (Pawn)parent;
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// 恢复数据
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// 恢复数据 - 只存储建筑定义,不存储数量
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private ThingDef restoreBuildingDef;
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private int restoreMechanoidCount;
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// 缓存校验结果
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private bool? lastValidationResult = null;
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@@ -29,14 +28,13 @@ namespace WulaFallenEmpire
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{
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base.PostExposeData();
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Scribe_Defs.Look(ref restoreBuildingDef, "restoreBuildingDef");
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Scribe_Values.Look(ref restoreMechanoidCount, "restoreMechanoidCount", 0);
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// 移除存储数量的保存
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}
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// 设置恢复数据
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public void SetRestoreData(ThingDef buildingDef, int mechanoidCount)
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// 设置恢复数据 - 只设置建筑定义
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public void SetRestoreData(ThingDef buildingDef)
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{
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restoreBuildingDef = buildingDef;
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restoreMechanoidCount = mechanoidCount;
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}
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public override IEnumerable<Gizmo> CompGetGizmosExtra()
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@@ -45,7 +43,7 @@ namespace WulaFallenEmpire
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{
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Command_Action command = new Command_Action
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{
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defaultLabel = Props.gizmoLabel,
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defaultLabel = Props.gizmoLabel.Translate(),
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defaultDesc = GetGizmoDescription(),
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icon = GetGizmoIcon(),
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action = TransformToBuilding
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@@ -67,18 +65,20 @@ namespace WulaFallenEmpire
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private string GetGizmoDescription()
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{
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StringBuilder sb = new StringBuilder();
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sb.Append(Props.gizmoDesc);
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sb.Append(Props.gizmoDesc.Translate());
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if (restoreBuildingDef != null)
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{
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sb.AppendLine();
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sb.AppendLine();
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sb.Append($"将恢复为: {restoreBuildingDef.LabelCap}");
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sb.Append("WULA_WillRestoreTo".Translate(restoreBuildingDef.LabelCap));
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if (restoreMechanoidCount > 0)
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// 显示目标建筑的最大存储容量
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var recyclerProps = restoreBuildingDef.GetCompProperties<CompProperties_MechanoidRecycler>();
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if (recyclerProps != null)
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{
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sb.AppendLine();
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sb.Append($"恢复机械族储存: {restoreMechanoidCount}");
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sb.Append("WULA_MaxStorageCapacity".Translate(recyclerProps.maxStorageCapacity));
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}
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}
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@@ -90,11 +90,11 @@ namespace WulaFallenEmpire
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sb.AppendLine();
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if (isValid)
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{
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sb.Append("<color=green>✓ 当前位置可以放置建筑</color>");
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sb.Append("WULA_PositionValid".Translate());
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}
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else
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{
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sb.Append($"<color=red>✗ {failReason}</color>");
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sb.Append("WULA_PositionInvalid".Translate(failReason));
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}
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return sb.ToString();
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@@ -118,7 +118,7 @@ namespace WulaFallenEmpire
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if (parent == null || !parent.Spawned)
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{
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failReason = "单位未生成或已销毁";
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failReason = "WULA_UnitNotSpawned".Translate();
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return false;
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}
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@@ -126,7 +126,7 @@ namespace WulaFallenEmpire
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ThingDef buildingDef = restoreBuildingDef ?? Props.targetBuildingDef;
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if (buildingDef == null)
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{
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failReason = "无法确定目标建筑类型";
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failReason = "WULA_CannotDetermineBuildingType".Translate();
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return false;
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}
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@@ -166,7 +166,7 @@ namespace WulaFallenEmpire
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ThingDef buildingDef = restoreBuildingDef ?? Props.targetBuildingDef;
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if (buildingDef == null)
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{
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failReason = "无法确定目标建筑类型";
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failReason = "WULA_CannotDetermineBuildingType".Translate();
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return false;
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}
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@@ -185,7 +185,7 @@ namespace WulaFallenEmpire
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}
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}
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failReason = "周围没有找到合适的放置位置";
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failReason = "WULA_NoSuitablePositionFound".Translate();
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return false;
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}
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@@ -202,7 +202,7 @@ namespace WulaFallenEmpire
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ThingDef buildingDef = restoreBuildingDef ?? Props.targetBuildingDef;
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if (buildingDef == null)
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{
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Messages.Message("无法确定目标建筑类型", MessageTypeDefOf.RejectInput);
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Messages.Message("WULA_CannotDetermineBuildingType".Translate(), MessageTypeDefOf.RejectInput);
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return;
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}
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@@ -215,11 +215,11 @@ namespace WulaFallenEmpire
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if (TryFindNearbyValidPosition(out alternativePosition, out failReason))
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{
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desiredPosition = alternativePosition;
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Messages.Message($"将在附近位置 {desiredPosition} 部署建筑", MessageTypeDefOf.NeutralEvent);
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Messages.Message("WULA_DeployingAtNearbyPosition".Translate(desiredPosition), MessageTypeDefOf.NeutralEvent);
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}
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else
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{
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Messages.Message($"无法部署建筑: {failReason}", MessageTypeDefOf.RejectInput);
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Messages.Message("WULA_CannotDeployBuilding".Translate(failReason), MessageTypeDefOf.RejectInput);
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return;
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}
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}
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@@ -231,12 +231,8 @@ namespace WulaFallenEmpire
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Building newBuilding = (Building)GenSpawn.Spawn(buildingDef, desiredPosition, map, WipeMode.Vanish);
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newBuilding.SetFaction(faction);
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// 恢复机械族计数
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var recycler = newBuilding as Building_MechanoidRecycler;
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if (recycler != null && restoreMechanoidCount > 0)
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{
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recycler.SetMechanoidCount(restoreMechanoidCount);
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}
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// 不再恢复机械族计数,新建筑为空状态
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// 如果需要,可以在这里设置初始状态,但不再传递之前的数量
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// 添加建筑转换组件
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var transformComp = newBuilding.TryGetComp<CompTransformAtFullCapacity>();
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@@ -260,7 +256,7 @@ namespace WulaFallenEmpire
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Find.Selector.Select(newBuilding);
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}
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Messages.Message($"{Pawn.LabelCap} 已部署为 {newBuilding.Label}", MessageTypeDefOf.PositiveEvent);
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Messages.Message("WULA_PawnDeployedAsBuilding".Translate(Pawn.LabelCap, newBuilding.Label), MessageTypeDefOf.PositiveEvent);
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// 播放转换效果
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PlayTransformEffects(desiredPosition, map);
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Reference in New Issue
Block a user