2025-7-14

This commit is contained in:
Tourswen
2025-07-14 23:16:42 +08:00
parent b424217f7b
commit 403587cd63
81 changed files with 326 additions and 90 deletions

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@@ -1,32 +1,19 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ThingDef ParentName="Wall">
<ThingDef ParentName="Wall">
<defName>WulaWall</defName>
<label>乌拉帝国堡垒</label>
<description>乌拉帝国堡垒外壁,相当厚实,能够抵御大量爆炸和震荡伤害,并且拥有气密性,可以用在飞船外壳上。</description>
<thingClass>Building</thingClass>
<category>Building</category>
<graphicData>
<texPath>Wula/Building/Linked/WulaWall</texPath>
<shaderType>CutoutComplex</shaderType>
<graphicClass>Graphic_Appearances</graphicClass>
<linkType>CornerFiller</linkType>
<linkFlags>
<li>Wall</li>
<li>Rock</li>
</linkFlags>
<damageData>
<cornerTL>Damage/Corner</cornerTL>
<cornerTR>Damage/Corner</cornerTR>
<cornerBL>Damage/Corner</cornerBL>
<cornerBR>Damage/Corner</cornerBR>
<edgeTop>Damage/Edge</edgeTop>
<edgeBot>Damage/Edge</edgeBot>
<edgeLeft>Damage/Edge</edgeLeft>
<edgeRight>Damage/Edge</edgeRight>
</damageData>
</graphicData>
<uiOrder>1800</uiOrder>
<uiIconPath>Wula/Building/Linked/WULA_Fortress_Wall_MenuIcon</uiIconPath>
<graphicData>
<texPath>Wula/Building/Linked/WulaWall/WulaWall_Atlas</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
</graphicData>
<researchPrerequisites>
<li>WULA_Structure_Technology</li>
</researchPrerequisites>
<statBases>
<MarketValue>2</MarketValue>
<Beauty>1</Beauty>
@@ -36,49 +23,28 @@
<MeditationFocusStrength>0.22</MeditationFocusStrength>
<Cleanliness>0.1</Cleanliness>
</statBases>
<costList>
<Steel>10</Steel>
</costList>
<leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
<filthLeaving>Filth_RubbleBuilding</filthLeaving>
<repairEffect>Repair</repairEffect>
<altitudeLayer>Building</altitudeLayer>
<passability>Impassable</passability>
<blockWind>true</blockWind>
<castEdgeShadows>true</castEdgeShadows>
<fillPercent>1</fillPercent>
<coversFloor>true</coversFloor>
<!-- <placingDraggableDimensions>1</placingDraggableDimensions> -->
<tickerType>Never</tickerType>
<rotatable>false</rotatable>
<selectable>true</selectable>
<neverMultiSelect>true</neverMultiSelect>
<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded> <!-- Best affordance needed for stone -->
<holdsRoof>true</holdsRoof>
<designationCategory>Structure</designationCategory>
<staticSunShadowHeight>1.0</staticSunShadowHeight>
<blockLight>true</blockLight>
<canOverlapZones>false</canOverlapZones>
<fertility>0</fertility>
<costStuffCount>0</costStuffCount>
<stuffCategories Inherit="False"></stuffCategories>
<costStuffCount>15</costStuffCount>
<building>
<isAirtight>true</isAirtight>
<paintable>true</paintable>
<isInert>true</isInert>
<isPlaceOverableWall>true</isPlaceOverableWall>
<ai_chillDestination>false</ai_chillDestination>
<supportsWallAttachments>true</supportsWallAttachments>
<blueprintGraphicData>
<texPath>Wula/Building/Linked/WULA_Fortress_Wall_Blueprint</texPath>
</blueprintGraphicData>
<relatedBuildCommands>
<li>Door</li>
<li>Autodoor</li>
</relatedBuildCommands>
</building>
<uiOrder>3000</uiOrder>
<comps>
<stuffCategories Inherit="False">
<li>Metallic</li>
</stuffCategories>
<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
<placeWorkers>
<li>PlaceWorker_OnSubstructure</li>
</placeWorkers>
<damageMultipliers>
<li>
<damageDef>Bomb</damageDef>
<multiplier>0.01</multiplier>
</li>
<li>
<damageDef>Thump</damageDef>
<multiplier>0.01</multiplier>
</li>
</damageMultipliers>
<comps Inherit="False">
<li Class="CompProperties_MeditationFocus">
<statDef>MeditationFocusStrength</statDef>
<focusTypes>
@@ -90,19 +56,6 @@
<transmitsPower>true</transmitsPower>
</li>
</comps>
<damageMultipliers>
<li>
<damageDef>Bomb</damageDef>
<multiplier>0.01</multiplier>
</li>
<li>
<damageDef>Thump</damageDef>
<multiplier>0.01</multiplier>
</li>
</damageMultipliers>
<researchPrerequisites>
<li>WULA_Structure_Technology</li>
</researchPrerequisites>
</ThingDef>
<ThingDef ParentName="DoorBase">

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@@ -133,7 +133,7 @@
<li>PlaceWorker_PreventInteractionSpotOverlap</li>
</placeWorkers>
<building>
<isMealSource>true</isMealSource>
<!-- <isMealSource>true</isMealSource> -->
<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
<heatPerTickWhileWorking>0.10</heatPerTickWhileWorking>
</building>
@@ -198,7 +198,7 @@
<li>PlaceWorker_PreventInteractionSpotOverlap</li>
</placeWorkers>
<building>
<isMealSource>true</isMealSource>
<!-- <isMealSource>true</isMealSource> -->
<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
</building>
</ThingDef>
@@ -541,11 +541,11 @@
<thingClass>Building_GravEngine</thingClass>
<drawerType>RealtimeOnly</drawerType>
<tickerType>Normal</tickerType>
<minifiedDef>MinifiedGravEngine</minifiedDef>
<!-- <minifiedDef>MinifiedGravEngine</minifiedDef> -->
<graphicData>
<graphicClass>Graphic_Single</graphicClass>
<texPath>Things/Building/GravEngine/GravEngine</texPath>
<drawSize>(3,3)</drawSize>
<texPath>Wula/Building/Wula_DarkEnergy_Engine</texPath>
<drawSize>(3.2,3.5)</drawSize>
</graphicData>
<statBases>
<MaxHitPoints>800</MaxHitPoints>
@@ -555,7 +555,7 @@
<MarketValue>2000</MarketValue>
</statBases>
<size>(3,3)</size>
<castEdgeShadows>true</castEdgeShadows>
<castEdgeShadows>false</castEdgeShadows>
<fillPercent>0.6</fillPercent>
<passability>PassThroughOnly</passability>
<pathCost>20</pathCost>
@@ -572,6 +572,7 @@
</relatedTerrain>
</building>
<comps>
<li Class="CompProperties_Flickable"/>
<li Class="CompProperties_SubstructureFootprint">
<radius>25</radius>
</li>
@@ -593,17 +594,22 @@
<li>SignalJammer</li>
<li>PilotSubpersonaCore</li>
<li>GravshipShieldGenerator</li>
<!-- <li>Wula_DarkEnergy_FuelTank</li> -->
</linkableFacilities>
</li>
<li Class="CompProperties_AmbientSound">
<sound>GravshipEngine_Ambient</sound>
</li>
<li Class="CompProperties_Power">
<compClass>CompPowerPlant</compClass>
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>-36000</basePowerConsumption>
<transmitsPower>true</transmitsPower>
<soundAmbientProducingPower>ChemfuelFiredGenerator_Ambience</soundAmbientProducingPower>
</li>
<li Class="CompProperties_LowPowerUnlessVacuum">
<lowPowerConsumptionFactor>0</lowPowerConsumptionFactor>
<checkRoomVacuum>false</checkRoomVacuum>
</li>
<li Class="CompProperties_Refuelable">
<fuelConsumptionRate>150</fuelConsumptionRate>
<fuelCapacity>1000.0</fuelCapacity>
@@ -617,7 +623,7 @@
</li>
</comps>
</ThingDef>
<ThingDef ParentName="FuelTankBase">
<!-- <ThingDef ParentName="FuelTankBase">
<defName>Wula_DarkEnergy_FuelTank</defName>
<label>暗物质引擎</label>
<description>乌拉帝国用于存储湮灭反应释放的巨量能源并将其转化为飞行器飞行所需燃料的设备——在星球环境下,这些能源无法直接输入引擎。</description>
@@ -637,12 +643,10 @@
<costList>
<Steel>200</Steel>
</costList>
<researchPrerequisites>
<li>StandardGravtech</li>
</researchPrerequisites>
<designationCategory>Production</designationCategory>
<comps>
<li Class="CompPowerTrader">
<compClass>CompPowerPlant</compClass>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>1000</basePowerConsumption>
<transmitsPower>true</transmitsPower>
<soundAmbientProducingPower>ChemfuelFiredGenerator_Ambience</soundAmbientProducingPower>
@@ -669,7 +673,7 @@
</li>
</comps>
<uiOrder>2155</uiOrder>
</ThingDef>
</ThingDef> -->
<!-- 联络台 -->
<!-- <ThingDef ParentName="BuildingBase">

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@@ -643,6 +643,7 @@
<description>以魂楔为媒介传递灵能,加速目标思维。目标将获得一个适合的随机灵感。</description>
<iconPath>UI/Abilities/WordOfInspiration</iconPath>
<showPsycastEffects>false</showPsycastEffects>
<level>-1</level>
<!-- <cooldownTicksRange>180~480</cooldownTicksRange> -->
<aiCanUse>true</aiCanUse>
<showOnCharacterCard>false</showOnCharacterCard>
@@ -727,6 +728,7 @@
<description>使一片范围内的生物感到恶心眩晕。</description>
<iconPath>UI/Abilities/NauseaPulse</iconPath>
<writeCombatLog>True</writeCombatLog>
<level>-1</level>
<casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
<statBases>
<Ability_EntropyGain>0</Ability_EntropyGain>
@@ -817,6 +819,7 @@
<description>使用灵能让一个目标短时间内被附近的其他生物忽略,从而获得隐身效果</description>
<iconPath>UI/Abilities/Invisibility</iconPath>
<writeCombatLog>True</writeCombatLog>
<level>-1</level>
<hotKey>Misc12</hotKey>
<casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
<statBases>
@@ -906,6 +909,7 @@
<iconPath>UI/Abilities/Burner</iconPath>
<writeCombatLog>True</writeCombatLog>
<showPsycastEffects>False</showPsycastEffects>
<level>-1</level>
<!-- <cooldownTicksRange>120~240</cooldownTicksRange> -->
<verbProperties>
<verbClass>Verb_CastAbility</verbClass>
@@ -1032,6 +1036,7 @@
<description>使一小片范围内的生物直接陷入心灵冲击状态,从而失去战斗力。</description>
<iconPath>UI/Abilities/Neuroquake</iconPath>
<writeCombatLog>True</writeCombatLog>
<level>-1</level>
<statBases>
<Ability_EntropyGain>0</Ability_EntropyGain>
<Ability_PsyfocusCost>-1</Ability_PsyfocusCost>
@@ -1123,6 +1128,7 @@
<iconPath>UI/Abilities/WordOfSerenity</iconPath>
<writeCombatLog>True</writeCombatLog>
<casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
<level>-1</level>
<statBases>
<Ability_EntropyGain>0</Ability_EntropyGain>
<Ability_PsyfocusCost>-1</Ability_PsyfocusCost>

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using RimWorld;
using System;
using System.Collections.Generic;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Verse;
namespace WulaFallenEmpire
{
[StaticConstructorOnStartup]
public class Building_Wula_DarkEnergy_Engine : Building_GravEngine
{
// 子类自己的静态只读字段
private static readonly string _childStaticValue = "Child Value";
private static readonly CachedMaterial Wula_DarkEnergy_OrbMat = new CachedMaterial("Wula/Building/Wula_DarkEnergy_Engine_Orb", ShaderDatabase.Cutout);
// 通过实例属性暴露静态值
protected override string InstanceValue => _childStaticValue;
private static readonly CachedMaterial OrbMat = new CachedMaterial("Wula/Building/Wula_DarkEnergy_Engine_Orb", ShaderDatabase.Cutout);
}
public abstract class Building_Wula_DarkEnergy_Engine_Parent : Building_GravEngine
{
// 受保护的抽象属性(实例级别)
protected abstract string InstanceValue { get; }
// 公共访问点
public void PrintValue()
{
Console.WriteLine(InstanceValue);
}
}
public class Child : Parent
{
// 子类自己的静态只读字段
private static readonly string _childStaticValue = "Child Value";
// 通过实例属性暴露静态值
protected override string InstanceValue => _childStaticValue;
}
}

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using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// 有关程序集的一般信息由以下
// 控制。更改这些特性值可修改
// 与程序集关联的信息。
[assembly: AssemblyTitle("WulaFallenEmpire")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("WulaFallenEmpire")]
[assembly: AssemblyCopyright("Copyright © 2025")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// 将 ComVisible 设置为 false 会使此程序集中的类型
//对 COM 组件不可见。如果需要从 COM 访问此程序集中的类型
//请将此类型的 ComVisible 特性设置为 true。
[assembly: ComVisible(false)]
// 如果此项目向 COM 公开,则下列 GUID 用于类型库的 ID
[assembly: Guid("f5ae8c3b-0221-4c16-a128-9a62d521a8ff")]
// 程序集的版本信息由下列四个值组成:
//
// 主版本
// 次版本
// 生成号
// 修订号
//
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]

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<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{F5AE8C3B-0221-4C16-A128-9A62D521A8FF}</ProjectGuid>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>WulaFallenEmpire</RootNamespace>
<AssemblyName>WulaFallenEmpire</AssemblyName>
<TargetFrameworkVersion>v4.7.2</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<Deterministic>true</Deterministic>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<ItemGroup>
<Reference Include="Assembly-CSharp">
<HintPath>..\..\..\..\RimWorldWin64_Data\Managed\Assembly-CSharp.dll</HintPath>
</Reference>
<Reference Include="System" />
<Reference Include="System.Core" />
<Reference Include="System.Xml.Linq" />
<Reference Include="System.Data.DataSetExtensions" />
<Reference Include="Microsoft.CSharp" />
<Reference Include="System.Data" />
<Reference Include="System.Net.Http" />
<Reference Include="System.Xml" />
<Reference Include="UnityEngine.CoreModule">
<HintPath>..\..\..\..\RimWorldWin64_Data\Managed\UnityEngine.CoreModule.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="Building_Wula_DarkEnergy_Engine.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
</Project>

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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 17
VisualStudioVersion = 17.14.36221.1 d17.14
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "WulaFallenEmpire", "WulaFallenEmpire.csproj", "{F5AE8C3B-0221-4C16-A128-9A62D521A8FF}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{F5AE8C3B-0221-4C16-A128-9A62D521A8FF}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{F5AE8C3B-0221-4C16-A128-9A62D521A8FF}.Debug|Any CPU.Build.0 = Debug|Any CPU
{F5AE8C3B-0221-4C16-A128-9A62D521A8FF}.Release|Any CPU.ActiveCfg = Release|Any CPU
{F5AE8C3B-0221-4C16-A128-9A62D521A8FF}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {52F3FA94-727D-42B6-97C5-DC6EB20F6233}
EndGlobalSection
EndGlobal

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// <autogenerated />
using System;
using System.Reflection;
[assembly: global::System.Runtime.Versioning.TargetFrameworkAttribute(".NETFramework,Version=v4.7.2", FrameworkDisplayName = ".NET Framework 4.7.2")]

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E:\SteamLibrary\steamapps\common\RimWorld\Mods\WulaFallenEmpire\Source\WulaFallenEmpire\bin\Debug\WulaFallenEmpire.pdb
E:\SteamLibrary\steamapps\common\RimWorld\Mods\WulaFallenEmpire\Source\WulaFallenEmpire\bin\Debug\Assembly-CSharp.dll
E:\SteamLibrary\steamapps\common\RimWorld\Mods\WulaFallenEmpire\Source\WulaFallenEmpire\bin\Debug\UnityEngine.CoreModule.dll
E:\SteamLibrary\steamapps\common\RimWorld\Mods\WulaFallenEmpire\Source\WulaFallenEmpire\bin\Debug\UnityEngine.IMGUIModule.dll
E:\SteamLibrary\steamapps\common\RimWorld\Mods\WulaFallenEmpire\Source\WulaFallenEmpire\bin\Debug\UnityEngine.TextRenderingModule.dll
E:\SteamLibrary\steamapps\common\RimWorld\Mods\WulaFallenEmpire\Source\WulaFallenEmpire\bin\Debug\NAudio.dll
E:\SteamLibrary\steamapps\common\RimWorld\Mods\WulaFallenEmpire\Source\WulaFallenEmpire\bin\Debug\NVorbis.dll
E:\SteamLibrary\steamapps\common\RimWorld\Mods\WulaFallenEmpire\Source\WulaFallenEmpire\bin\Debug\UnityEngine.AudioModule.dll
E:\SteamLibrary\steamapps\common\RimWorld\Mods\WulaFallenEmpire\Source\WulaFallenEmpire\bin\Debug\Unity.Collections.dll
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