This commit is contained in:
Tourswen
2025-11-20 01:00:41 +08:00
parent 5e550d89fc
commit 44bea4dbb8
18 changed files with 423 additions and 153 deletions

View File

@@ -11,19 +11,19 @@ namespace WulaFallenEmpire
// 输入参数
public SlateRef<ThingDef> resourceDef;
public SlateRef<int> requiredCount;
public SlateRef<int> retryDelayTicks = 60; // 默认60 ticks (1秒)
public SlateRef<string> successSignal;
public SlateRef<string> failSignal;
public SlateRef<bool> deductOnSuccess = true;
public SlateRef<bool> useInputStorage = true; // true=输入存储, false=输出存储
// 保护参数不被序列化
public SlateRef<int> retryDelayTicks = 60;
[NoTranslate]
private string debugInfo;
public SlateRef<string> successSignal;
[NoTranslate]
public SlateRef<string> failSignal;
public SlateRef<bool> deductOnSuccess = true;
public SlateRef<bool> useInputStorage = true;
protected override bool TestRunInt(Slate slate)
{
// 测试模式下只检查参数是否有效
if (resourceDef == null || resourceDef.GetValue(slate) == null)
{
Log.Error("QuestNode_CheckGlobalResource: resourceDef is null");
@@ -36,7 +36,6 @@ namespace WulaFallenEmpire
return false;
}
// 测试全局存储组件是否存在
var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
if (globalStorage == null)
{
@@ -55,13 +54,13 @@ namespace WulaFallenEmpire
ThingDef actualResourceDef = resourceDef.GetValue(slate);
int actualRequiredCount = requiredCount.GetValue(slate);
int actualRetryDelay = retryDelayTicks.GetValue(slate);
string actualSuccessSignal = successSignal.GetValue(slate);
string actualFailSignal = failSignal.GetValue(slate);
string actualSuccessSignal = QuestGenUtility.HardcodedSignalWithQuestID(successSignal.GetValue(slate));
string actualFailSignal = QuestGenUtility.HardcodedSignalWithQuestID(failSignal.GetValue(slate));
bool actualDeductOnSuccess = deductOnSuccess.GetValue(slate);
bool actualUseInputStorage = useInputStorage.GetValue(slate);
// 创建调试信息
debugInfo = $"Checking {actualRequiredCount} {actualResourceDef?.defName ?? "NULL"} in {(actualUseInputStorage ? "Input" : "Output")} Storage with retry delay {actualRetryDelay}";
string debugInfo = $"Checking {actualRequiredCount} {actualResourceDef?.defName ?? "NULL"} in {(actualUseInputStorage ? "Input" : "Output")} Storage with retry delay {actualRetryDelay}";
// 添加任务部分
QuestPart_GlobalResourceCheck part = new QuestPart_GlobalResourceCheck
@@ -73,7 +72,9 @@ namespace WulaFallenEmpire
failSignal = actualFailSignal,
deductOnSuccess = actualDeductOnSuccess,
useInputStorage = actualUseInputStorage,
debugInfo = debugInfo
debugInfo = debugInfo,
// 关键:设置激活信号为任务接受信号
inSignalEnable = QuestGenUtility.HardcodedSignalWithQuestID(quest.InitiateSignal)
};
quest.AddPart(part);

View File

@@ -0,0 +1,75 @@
using RimWorld;
using RimWorld.QuestGen;
using System.Collections.Generic;
using Verse;
namespace WulaFallenEmpire
{
public class QuestNode_Hyperlinks : QuestNode
{
// 输入参数 - 使用 SlateRef 来支持从任务slate中获取值
public SlateRef<List<ThingDef>> thingDefs;
public SlateRef<List<Pawn>> pawns;
public SlateRef<List<FactionDef>> factionDefs; // 改为 FactionDef 而不是 Faction
public SlateRef<List<ResearchProjectDef>> researchProjects;
protected override bool TestRunInt(Slate slate)
{
// 测试模式下只要参数有效就返回true
return true;
}
protected override void RunInt()
{
Slate slate = QuestGen.slate;
Quest quest = QuestGen.quest;
// 获取实际的值
List<ThingDef> actualThingDefs = thingDefs.GetValue(slate);
List<Pawn> actualPawns = pawns.GetValue(slate);
List<FactionDef> actualFactionDefs = factionDefs.GetValue(slate);
List<ResearchProjectDef> actualResearchProjects = researchProjects.GetValue(slate);
// 创建任务部分
QuestPart_Hyperlinks hyperlinksPart = new QuestPart_Hyperlinks();
// 设置超链接数据
if (actualThingDefs != null)
{
hyperlinksPart.thingDefs.AddRange(actualThingDefs);
}
if (actualPawns != null)
{
hyperlinksPart.pawns.AddRange(actualPawns);
}
if (actualFactionDefs != null)
{
// 将 FactionDef 转换为 Faction
foreach (FactionDef factionDef in actualFactionDefs)
{
Faction faction = Find.FactionManager.FirstFactionOfDef(factionDef);
if (faction != null)
{
hyperlinksPart.factions.Add(faction);
}
else
{
Log.Warning($"QuestNode_Hyperlinks: Could not find faction for def {factionDef.defName}");
}
}
}
if (actualResearchProjects != null)
{
hyperlinksPart.researchProjects.AddRange(actualResearchProjects);
}
// 添加到任务
quest.AddPart(hyperlinksPart);
Log.Message($"QuestNode_Hyperlinks: Added hyperlinks - Things: {actualThingDefs?.Count ?? 0}, Pawns: {actualPawns?.Count ?? 0}, Factions: {actualFactionDefs?.Count ?? 0}, Research: {actualResearchProjects?.Count ?? 0}");
}
}
}

View File

@@ -1,5 +1,6 @@
using RimWorld;
using RimWorld.Planet;
using System;
using System.Collections.Generic;
using Verse;
using RimWorld.QuestGen;
@@ -12,19 +13,38 @@ namespace WulaFallenEmpire
public ThingDef resourceDef;
public int requiredCount;
public int retryDelayTicks = 60;
[NoTranslate]
public string successSignal;
[NoTranslate]
public string failSignal;
public bool deductOnSuccess = true;
public bool useInputStorage = true;
public string debugInfo;
// 状态变量
private int nextRetryTick = -1;
public int nextRetryTick = -1;
private bool hasSucceeded = false;
private bool hasFailed = false;
private int retryCount = 0;
private const int MAX_RETRY_COUNT = 1000;
public override void AssignDebugData()
{
base.AssignDebugData();
resourceDef = ThingDefOf.Steel;
requiredCount = 100;
retryDelayTicks = 60;
successSignal = "TaxPaymentSuccess";
failSignal = "TaxPaymentFailed";
deductOnSuccess = true;
useInputStorage = true;
debugInfo = "Debug: Tax Collection Check";
}
protected override void Enable(SignalArgs receivedArgs)
{
base.Enable(receivedArgs);
@@ -34,32 +54,28 @@ namespace WulaFallenEmpire
Log.Message($"QuestPart_GlobalResourceCheck Enabled: Will check for {requiredCount} {resourceDef?.defName} in {(useInputStorage ? "Input" : "Output")} Storage");
}
public override void Notify_QuestSignalReceived(Signal signal)
{
base.Notify_QuestSignalReceived(signal);
// 如果任务已经结束,停止所有操作
if (quest.State != QuestState.Ongoing && quest.State != QuestState.NotYetAccepted)
{
DoCleanup();
return;
}
}
public override void QuestPartTick()
{
base.QuestPartTick();
// 如果已经成功或失败,或者任务已结束,不再处理
if (hasSucceeded || hasFailed || (quest.State != QuestState.Ongoing && quest.State != QuestState.NotYetAccepted))
// 如果任务已结束,停止处理
if (quest.State != QuestState.Ongoing)
{
return;
}
// 如果已经成功或失败,不再处理
if (hasSucceeded || hasFailed)
{
DoCleanup();
return;
}
// 检查是否到了重试时间
if (Find.TickManager.TicksGame < nextRetryTick && nextRetryTick != -1)
int currentTick = Find.TickManager.TicksGame;
if (nextRetryTick == -1 || currentTick < nextRetryTick)
{
return;
}
// 执行资源检查
CheckGlobalResource();
@@ -67,44 +83,52 @@ namespace WulaFallenEmpire
private void CheckGlobalResource()
{
// 更新下次重试时间
nextRetryTick = Find.TickManager.TicksGame + retryDelayTicks;
retryCount++;
// 获取全局资源储存器
GlobalStorageWorldComponent globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
if (globalStorage == null)
try
{
Log.Error("QuestPart_GlobalResourceCheck: GlobalStorageWorldComponent not found");
HandleFailure("Global storage component missing");
return;
// 更新下次重试时间
nextRetryTick = Find.TickManager.TicksGame + retryDelayTicks;
retryCount++;
// 获取全局资源储存器
GlobalStorageWorldComponent globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
if (globalStorage == null)
{
Log.Error("QuestPart_GlobalResourceCheck: GlobalStorageWorldComponent not found");
HandleFailure("Global storage component missing");
return;
}
if (resourceDef == null)
{
Log.Error("QuestPart_GlobalResourceCheck: resourceDef is null");
HandleFailure("Resource definition is null");
return;
}
// 检查资源是否足够
int currentAmount = useInputStorage ?
globalStorage.GetInputStorageCount(resourceDef) :
globalStorage.GetOutputStorageCount(resourceDef);
bool hasEnough = currentAmount >= requiredCount;
Log.Message($"GlobalResourceCheck [{retryCount}]: {currentAmount}/{requiredCount} {resourceDef.defName} in {(useInputStorage ? "Input" : "Output")} Storage - Enough: {hasEnough}");
if (hasEnough)
{
// 资源足够,处理成功
HandleSuccess(globalStorage);
}
else
{
// 资源不足,安排重试
HandleFailure($"Insufficient resources: {currentAmount}/{requiredCount}");
}
}
if (resourceDef == null)
catch (Exception ex)
{
Log.Error("QuestPart_GlobalResourceCheck: resourceDef is null");
HandleFailure("Resource definition is null");
return;
}
// 检查资源是否足够
int currentAmount = useInputStorage ?
globalStorage.GetInputStorageCount(resourceDef) :
globalStorage.GetOutputStorageCount(resourceDef);
bool hasEnough = currentAmount >= requiredCount;
Log.Message($"GlobalResourceCheck [{retryCount}]: {currentAmount}/{requiredCount} {resourceDef.defName} in {(useInputStorage ? "Input" : "Output")} Storage - Enough: {hasEnough}");
if (hasEnough)
{
// 资源足够,处理成功
HandleSuccess(globalStorage);
}
else
{
// 资源不足,安排重试
HandleFailure($"Insufficient resources: {currentAmount}/{requiredCount}");
Log.Error($"GlobalResourceCheck: Exception during check - {ex}");
HandleFailure($"Exception: {ex.Message}");
}
}
@@ -127,16 +151,15 @@ namespace WulaFallenEmpire
Log.Message($"GlobalResourceCheck: SUCCESS - {(deductOnSuccess ? "Deducted" : "Found")} {requiredCount} {resourceDef.defName} from {(useInputStorage ? "Input" : "Output")} Storage");
// 发送成功信号 - 使用 QuestGenUtility 来生成带任务前缀的信号
// 发送成功信号
if (!successSignal.NullOrEmpty())
{
string fullSignal = QuestGenUtility.HardcodedSignalWithQuestID(successSignal);
Find.SignalManager.SendSignal(new Signal(fullSignal));
Log.Message($"GlobalResourceCheck: Sent success signal '{fullSignal}'");
Find.SignalManager.SendSignal(new Signal(successSignal));
Log.Message($"GlobalResourceCheck: Sent success signal '{successSignal}'");
}
// 清理这个任务部分
DoCleanup();
// 完成这个任务部分
Complete();
}
private void HandleFailure(string reason = "")
@@ -150,12 +173,11 @@ namespace WulaFallenEmpire
// 发送失败信号
if (!failSignal.NullOrEmpty())
{
string fullSignal = QuestGenUtility.HardcodedSignalWithQuestID(failSignal);
Find.SignalManager.SendSignal(new Signal(fullSignal));
Log.Message($"GlobalResourceCheck: Sent fail signal '{fullSignal}' after max retries");
Find.SignalManager.SendSignal(new Signal(failSignal));
Log.Message($"GlobalResourceCheck: Sent fail signal '{failSignal}' after max retries");
}
DoCleanup();
Complete();
return;
}
@@ -171,13 +193,6 @@ namespace WulaFallenEmpire
Log.Message($"GlobalResourceCheck: Scheduled retry #{retryCount + 1} in {retryDelayTicks} ticks for {requiredCount} {resourceDef.defName}. Reason: {reason}");
}
// 使用新名称避免与基类冲突
private void DoCleanup()
{
// 标记为已完成停止tick更新
nextRetryTick = -1;
}
public override void ExposeData()
{
base.ExposeData();
@@ -197,29 +212,39 @@ namespace WulaFallenEmpire
Scribe_Values.Look(ref retryCount, "retryCount");
}
public override void AssignDebugData()
{
base.AssignDebugData();
resourceDef = ThingDefOf.Steel;
requiredCount = 100;
retryDelayTicks = 60;
successSignal = "TaxPaymentSuccess";
failSignal = "TaxPaymentFailed";
deductOnSuccess = true;
useInputStorage = true;
debugInfo = "Debug: Tax Collection Check";
}
public override string DescriptionPart
{
get
{
string status = hasSucceeded ? "SUCCEEDED" :
hasFailed ? "FAILED" :
$"CHECKING (retry #{retryCount}, next in {nextRetryTick - Find.TickManager.TicksGame} ticks)";
if (State != QuestPartState.Enabled)
return "WULA_TaxCollection.Waiting".Translate(); // 等待激活
string statusKey = hasSucceeded ? "WULA_TaxCollection.Status.Succeeded" :
hasFailed ? "WULA_TaxCollection.Status.Failed" :
"";
return $"Tax Collection: {requiredCount} {resourceDef?.defName ?? "NULL"} - {status}";
string statusText;
if (hasSucceeded || hasFailed)
{
statusText = statusKey.Translate();
}
else
{
// 只有在调试模式下才显示下一次检查的tick
if (Prefs.DevMode)
{
statusText = statusKey.Translate(retryCount, Math.Max(0, nextRetryTick - Find.TickManager.TicksGame));
}
else
{
statusText = statusKey.Translate(retryCount);
}
}
// 硬编码状态文本颜色为 #820D13
string coloredStatusText = $"<color=#820D13>{statusText}</color>";
return "WULA_TaxCollection.Status".Translate(requiredCount, resourceDef?.label ?? "NULL", coloredStatusText);
}
}
}