冠军甲

This commit is contained in:
Tourswen
2025-11-28 01:01:31 +08:00
parent de8b0ab8d7
commit 3d14169b0d
45 changed files with 983 additions and 119 deletions

View File

@@ -9,8 +9,7 @@ namespace WulaFallenEmpire
{
private CompProperties_TransformAtFullCapacity Props => (CompProperties_TransformAtFullCapacity)props;
// 存储转换前的计数,用于恢复
private int storedCountAtTransform = 0;
// 移除存储计数的字段,不再进行数量传递
public Building_MechanoidRecycler Recycler => parent as Building_MechanoidRecycler;
public bool IsCooldownActive => Recycler?.IsCooldownActive ?? false;
@@ -24,7 +23,7 @@ namespace WulaFallenEmpire
public override void PostExposeData()
{
base.PostExposeData();
Scribe_Values.Look(ref storedCountAtTransform, "storedCountAtTransform", 0);
// 移除存储计数的保存
}
public override IEnumerable<Gizmo> CompGetGizmosExtra()
@@ -33,7 +32,7 @@ namespace WulaFallenEmpire
{
Command_Action command = new Command_Action
{
defaultLabel = Props.gizmoLabel,
defaultLabel = Props.gizmoLabel.Translate(),
defaultDesc = GetGizmoDescription(),
icon = GetGizmoIcon(),
action = TransformToPawn
@@ -42,11 +41,11 @@ namespace WulaFallenEmpire
// 禁用条件
if (IsCooldownActive)
{
command.Disable($"建筑刚部署,需要等待 {Recycler.GetRemainingCooldownHours():F1} 小时后才能转换");
command.Disable("WULA_BuildingCooldown".Translate(Recycler.GetRemainingCooldownHours().ToString("F1")));
}
else if (!IsAtFullCapacity)
{
command.Disable($"需要储存 {Props.requiredCapacity} 个机械族,当前: {Recycler.StoredCount}/{Props.requiredCapacity}");
command.Disable("WULA_NeedMoreMechs".Translate(Props.requiredCapacity, Recycler.StoredCount, Props.requiredCapacity));
}
yield return command;
@@ -55,12 +54,13 @@ namespace WulaFallenEmpire
private string GetGizmoDescription()
{
string desc = Props.gizmoDesc;
string desc = Props.gizmoDesc.Translate();
if (IsCooldownActive)
{
desc += $"\n\n冷却时间剩余: {Recycler.GetRemainingCooldownHours():F1} 小时";
desc += "\n\n" + "WULA_CooldownRemaining".Translate(Recycler.GetRemainingCooldownHours().ToString("F1"));
}
desc += $"\n目标单位: {Props.targetPawnKind.LabelCap}";
desc += "\n" + "WULA_TargetUnit".Translate(Props.targetPawnKind.LabelCap);
desc += "\n" + "WULA_MechsRequired".Translate(Props.requiredCapacity);
return desc;
}
@@ -92,13 +92,10 @@ namespace WulaFallenEmpire
IntVec3 position = parent.Position;
Faction faction = parent.Faction;
// 存储当前的机械族计数(用于恢复)
storedCountAtTransform = Recycler.StoredCount;
// 消耗存储的机械族
if (!Recycler.ConsumeMechanoids(Props.requiredCapacity))
{
Messages.Message("机械族数量不足", MessageTypeDefOf.RejectInput);
Messages.Message("WULA_NotEnoughMechs".Translate(), MessageTypeDefOf.RejectInput);
return;
}
@@ -117,11 +114,12 @@ namespace WulaFallenEmpire
Pawn newPawn = PawnGenerator.GeneratePawn(request);
// 添加转换组件并设置恢复数据
// 添加转换组件,只传递建筑定义,不传递数量
var transformComp = newPawn.GetComp<CompTransformIntoBuilding>();
if (transformComp != null)
{
transformComp.SetRestoreData(parent.def, storedCountAtTransform);
// 只设置建筑定义,不设置恢复数量
transformComp.SetRestoreData(parent.def);
}
else
{
@@ -135,7 +133,8 @@ namespace WulaFallenEmpire
transformComp.props = compProps;
newPawn.AllComps.Add(transformComp);
transformComp.Initialize(compProps);
transformComp.SetRestoreData(parent.def, storedCountAtTransform);
// 只设置建筑定义,不设置恢复数量
transformComp.SetRestoreData(parent.def);
}
// 移除建筑
@@ -150,7 +149,7 @@ namespace WulaFallenEmpire
Find.Selector.Select(newPawn);
}
Messages.Message($"{parent.Label} 已转换为 {newPawn.LabelCap}", MessageTypeDefOf.PositiveEvent);
Messages.Message("WULA_BuildingTransformedToPawn".Translate(parent.Label, newPawn.LabelCap), MessageTypeDefOf.PositiveEvent);
// 播放转换效果
PlayTransformEffects(position, map);

View File

@@ -11,9 +11,8 @@ namespace WulaFallenEmpire
private CompProperties_TransformIntoBuilding Props => (CompProperties_TransformIntoBuilding)props;
private Pawn Pawn => (Pawn)parent;
// 恢复数据
// 恢复数据 - 只存储建筑定义,不存储数量
private ThingDef restoreBuildingDef;
private int restoreMechanoidCount;
// 缓存校验结果
private bool? lastValidationResult = null;
@@ -29,14 +28,13 @@ namespace WulaFallenEmpire
{
base.PostExposeData();
Scribe_Defs.Look(ref restoreBuildingDef, "restoreBuildingDef");
Scribe_Values.Look(ref restoreMechanoidCount, "restoreMechanoidCount", 0);
// 移除存储数量的保存
}
// 设置恢复数据
public void SetRestoreData(ThingDef buildingDef, int mechanoidCount)
// 设置恢复数据 - 只设置建筑定义
public void SetRestoreData(ThingDef buildingDef)
{
restoreBuildingDef = buildingDef;
restoreMechanoidCount = mechanoidCount;
}
public override IEnumerable<Gizmo> CompGetGizmosExtra()
@@ -45,7 +43,7 @@ namespace WulaFallenEmpire
{
Command_Action command = new Command_Action
{
defaultLabel = Props.gizmoLabel,
defaultLabel = Props.gizmoLabel.Translate(),
defaultDesc = GetGizmoDescription(),
icon = GetGizmoIcon(),
action = TransformToBuilding
@@ -67,18 +65,20 @@ namespace WulaFallenEmpire
private string GetGizmoDescription()
{
StringBuilder sb = new StringBuilder();
sb.Append(Props.gizmoDesc);
sb.Append(Props.gizmoDesc.Translate());
if (restoreBuildingDef != null)
{
sb.AppendLine();
sb.AppendLine();
sb.Append($"将恢复为: {restoreBuildingDef.LabelCap}");
sb.Append("WULA_WillRestoreTo".Translate(restoreBuildingDef.LabelCap));
if (restoreMechanoidCount > 0)
// 显示目标建筑的最大存储容量
var recyclerProps = restoreBuildingDef.GetCompProperties<CompProperties_MechanoidRecycler>();
if (recyclerProps != null)
{
sb.AppendLine();
sb.Append($"恢复机械族储存: {restoreMechanoidCount}");
sb.Append("WULA_MaxStorageCapacity".Translate(recyclerProps.maxStorageCapacity));
}
}
@@ -90,11 +90,11 @@ namespace WulaFallenEmpire
sb.AppendLine();
if (isValid)
{
sb.Append("<color=green>✓ 当前位置可以放置建筑</color>");
sb.Append("WULA_PositionValid".Translate());
}
else
{
sb.Append($"<color=red>✗ {failReason}</color>");
sb.Append("WULA_PositionInvalid".Translate(failReason));
}
return sb.ToString();
@@ -118,7 +118,7 @@ namespace WulaFallenEmpire
if (parent == null || !parent.Spawned)
{
failReason = "单位未生成或已销毁";
failReason = "WULA_UnitNotSpawned".Translate();
return false;
}
@@ -126,7 +126,7 @@ namespace WulaFallenEmpire
ThingDef buildingDef = restoreBuildingDef ?? Props.targetBuildingDef;
if (buildingDef == null)
{
failReason = "无法确定目标建筑类型";
failReason = "WULA_CannotDetermineBuildingType".Translate();
return false;
}
@@ -166,7 +166,7 @@ namespace WulaFallenEmpire
ThingDef buildingDef = restoreBuildingDef ?? Props.targetBuildingDef;
if (buildingDef == null)
{
failReason = "无法确定目标建筑类型";
failReason = "WULA_CannotDetermineBuildingType".Translate();
return false;
}
@@ -185,7 +185,7 @@ namespace WulaFallenEmpire
}
}
failReason = "周围没有找到合适的放置位置";
failReason = "WULA_NoSuitablePositionFound".Translate();
return false;
}
@@ -202,7 +202,7 @@ namespace WulaFallenEmpire
ThingDef buildingDef = restoreBuildingDef ?? Props.targetBuildingDef;
if (buildingDef == null)
{
Messages.Message("无法确定目标建筑类型", MessageTypeDefOf.RejectInput);
Messages.Message("WULA_CannotDetermineBuildingType".Translate(), MessageTypeDefOf.RejectInput);
return;
}
@@ -215,11 +215,11 @@ namespace WulaFallenEmpire
if (TryFindNearbyValidPosition(out alternativePosition, out failReason))
{
desiredPosition = alternativePosition;
Messages.Message($"将在附近位置 {desiredPosition} 部署建筑", MessageTypeDefOf.NeutralEvent);
Messages.Message("WULA_DeployingAtNearbyPosition".Translate(desiredPosition), MessageTypeDefOf.NeutralEvent);
}
else
{
Messages.Message($"无法部署建筑: {failReason}", MessageTypeDefOf.RejectInput);
Messages.Message("WULA_CannotDeployBuilding".Translate(failReason), MessageTypeDefOf.RejectInput);
return;
}
}
@@ -231,12 +231,8 @@ namespace WulaFallenEmpire
Building newBuilding = (Building)GenSpawn.Spawn(buildingDef, desiredPosition, map, WipeMode.Vanish);
newBuilding.SetFaction(faction);
// 恢复机械族计数
var recycler = newBuilding as Building_MechanoidRecycler;
if (recycler != null && restoreMechanoidCount > 0)
{
recycler.SetMechanoidCount(restoreMechanoidCount);
}
// 不再恢复机械族计数,新建筑为空状态
// 如果需要,可以在这里设置初始状态,但不再传递之前的数量
// 添加建筑转换组件
var transformComp = newBuilding.TryGetComp<CompTransformAtFullCapacity>();
@@ -260,7 +256,7 @@ namespace WulaFallenEmpire
Find.Selector.Select(newBuilding);
}
Messages.Message($"{Pawn.LabelCap} 已部署为 {newBuilding.Label}", MessageTypeDefOf.PositiveEvent);
Messages.Message("WULA_PawnDeployedAsBuilding".Translate(Pawn.LabelCap, newBuilding.Label), MessageTypeDefOf.PositiveEvent);
// 播放转换效果
PlayTransformEffects(desiredPosition, map);