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This commit is contained in:
@@ -359,8 +359,6 @@ namespace WulaFallenEmpire
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return Mathf.Max(0, remainingTicks / 2500f);
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}
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// 开发模式方法:立即结束冷却
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[DebugAction("机械族回收器", "立即结束冷却", actionType = DebugActionType.Action, allowedGameStates = AllowedGameStates.Playing)]
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public static void DevEndCooldown()
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{
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Building_MechanoidRecycler selectedRecycler = Find.Selector.SingleSelectedThing as Building_MechanoidRecycler;
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@@ -2,6 +2,7 @@ using RimWorld;
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using System.Collections.Generic;
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using System.Linq;
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using Verse;
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using UnityEngine;
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namespace WulaFallenEmpire
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{
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@@ -75,31 +76,96 @@ namespace WulaFallenEmpire
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ConsumeMaterials();
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Thing thing = ThingMaker.MakeThing(Props.skyfallerDef);
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if (thing is Skyfaller_PrefabSpawner skyfaller)
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{
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skyfaller.prefabDefName = PropsPrefab.prefabDefName;
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GenSpawn.Spawn(skyfaller, parent.Position, parent.Map);
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}
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else
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{
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Log.Error($"[PrefabSkyfallerCaller] Failed to create Skyfaller_PrefabSpawner. Created thing is of type {thing.GetType().FullName}. Def: {Props.skyfallerDef.defName}, ThingClass: {Props.skyfallerDef.thingClass.FullName}");
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// Fallback: spawn as normal skyfaller if possible, or just abort
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if (thing is Skyfaller normalSkyfaller)
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{
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GenSpawn.Spawn(normalSkyfaller, parent.Position, parent.Map);
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}
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}
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if (PropsPrefab.destroyBuilding && !parent.Destroyed)
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{
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parent.Destroy(DestroyMode.Vanish);
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}
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SpawnPrefabSkyfaller();
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}
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else
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{
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base.ExecuteSkyfallerCall();
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}
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}
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// 新增:重写自动呼叫方法
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protected override void ExecuteAutoSkyfallerCall()
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{
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if (!string.IsNullOrEmpty(PropsPrefab.prefabDefName))
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{
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Log.Message($"[PrefabSkyfallerCaller] Executing auto skyfaller call for prefab at {parent.Position}");
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// 非玩家派系自动呼叫不需要资源检查
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HandleRoofDestruction();
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SpawnPrefabSkyfaller();
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ResetCall();
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autoCallScheduled = false;
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}
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else
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{
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base.ExecuteAutoSkyfallerCall();
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}
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}
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// 新增:统一的 Prefab Skyfaller 生成方法
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private void SpawnPrefabSkyfaller()
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{
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Thing thing = ThingMaker.MakeThing(Props.skyfallerDef);
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if (thing is Skyfaller_PrefabSpawner skyfaller)
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{
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skyfaller.prefabDefName = PropsPrefab.prefabDefName;
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Log.Message($"[PrefabSkyfallerCaller] Setting prefabDefName to: {PropsPrefab.prefabDefName}");
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GenSpawn.Spawn(skyfaller, parent.Position, parent.Map);
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}
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else
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{
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Log.Error($"[PrefabSkyfallerCaller] Failed to create Skyfaller_PrefabSpawner. Created thing is of type {thing.GetType().FullName}. Def: {Props.skyfallerDef.defName}, ThingClass: {Props.skyfallerDef.thingClass.FullName}");
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// Fallback: spawn as normal skyfaller if possible, or just abort
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if (thing is Skyfaller normalSkyfaller)
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{
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GenSpawn.Spawn(normalSkyfaller, parent.Position, parent.Map);
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}
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}
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if (PropsPrefab.destroyBuilding && !parent.Destroyed)
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{
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parent.Destroy(DestroyMode.Vanish);
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}
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}
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// 新增:重写屋顶处理方法以确保日志输出
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private void HandleRoofDestruction()
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{
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if (parent?.Map == null) return;
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IntVec3 targetPos = parent.Position;
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RoofDef roof = targetPos.GetRoof(parent.Map);
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if (roof != null && !roof.isThickRoof && Props.allowThinRoof)
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{
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Log.Message($"[PrefabSkyfallerCaller] Destroying thin roof at {targetPos}");
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parent.Map.roofGrid.SetRoof(targetPos, null);
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// 生成屋顶破坏效果
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FleckMaker.ThrowDustPuffThick(targetPos.ToVector3Shifted(), parent.Map, 2f, new Color(1f, 1f, 1f, 2f));
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}
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}
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// 新增:调试信息
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public override string CompInspectStringExtra()
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{
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var baseString = base.CompInspectStringExtra();
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if (!string.IsNullOrEmpty(PropsPrefab.prefabDefName))
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{
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var sb = new System.Text.StringBuilder();
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if (!string.IsNullOrEmpty(baseString))
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{
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sb.AppendLine(baseString);
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}
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sb.Append($"Prefab: {PropsPrefab.prefabDefName}");
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return sb.ToString();
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}
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return baseString;
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}
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}
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}
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}
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@@ -10,7 +10,7 @@ namespace WulaFallenEmpire
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public int delayTicks = 0;
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public bool canAutoCall = true; // 默认启用自动召唤
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public int autoCallDelayTicks = 600; // 默认10秒
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public int autoCallDelayTicks = 1; // 默认10秒
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// 新增:是否需要 FlyOver 作为前提条件
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public bool requireFlyOver = false; // 默认不需要 FlyOver
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@@ -41,10 +41,17 @@ namespace WulaFallenEmpire
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private bool used = false;
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private int callTick = -1;
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private bool calling = false;
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private bool usedGlobalStorage = false; // 新增:标记是否使用了全局储存器
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private bool usedGlobalStorage = false;
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public bool autoCallScheduled = false; // 新增:标记是否已安排自动呼叫
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public bool CanCall => !used && !calling;
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// 新增:检查建筑是否属于非玩家派系
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public bool IsNonPlayerFaction => parent.Faction != null && parent.Faction != Faction.OfPlayer;
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// 新增:检查是否应该自动呼叫
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private bool ShouldAutoCall => IsNonPlayerFaction && Props.canAutoCall && !autoCallScheduled && !used;
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// 固定的显示标签
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public string RequiredFlyOverLabel => "建筑空投飞行器";
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@@ -127,6 +134,22 @@ namespace WulaFallenEmpire
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public bool CanCallSkyfaller => CanCall && HasRequiredFlyOver && CheckRoofConditions;
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// 新增:在建筑生成时检查是否需要自动呼叫
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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 && ShouldAutoCall)
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{
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// 安排自动呼叫
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autoCallScheduled = true;
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callTick = Find.TickManager.TicksGame + Props.autoCallDelayTicks;
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calling = true;
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Log.Message($"[SkyfallerCaller] Scheduled auto-call for non-player building {parent.Label} at tick {callTick}");
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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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@@ -134,23 +157,95 @@ namespace WulaFallenEmpire
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Scribe_Values.Look(ref callTick, "callTick", -1);
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Scribe_Values.Look(ref calling, "calling", false);
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Scribe_Values.Look(ref usedGlobalStorage, "usedGlobalStorage", false);
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Scribe_Values.Look(ref autoCallScheduled, "autoCallScheduled", false);
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}
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public override void CompTick()
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{
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base.CompTick();
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// 处理自动呼叫
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if (calling && callTick >= 0 && Find.TickManager.TicksGame >= callTick)
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{
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ExecuteSkyfallerCall();
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if (autoCallScheduled)
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{
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// 执行自动呼叫
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ExecuteAutoSkyfallerCall();
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}
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else
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{
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// 执行手动呼叫
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ExecuteSkyfallerCall();
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}
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}
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}
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// 新增:自动呼叫方法(非玩家派系专用)
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protected virtual void ExecuteAutoSkyfallerCall()
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{
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try
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{
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Log.Message($"[SkyfallerCaller] Executing auto skyfaller call for non-player building at {parent.Position}");
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if (Props.skyfallerDef == null)
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{
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Log.Error("[SkyfallerCaller] Skyfaller def is null!");
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ResetCall();
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return;
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}
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// 非玩家派系自动呼叫不需要资源检查
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// 直接处理屋顶
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HandleRoofDestruction();
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// 创建Skyfaller
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Skyfaller skyfaller = SkyfallerMaker.MakeSkyfaller(Props.skyfallerDef);
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if (skyfaller == null)
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{
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Log.Error("[SkyfallerCaller] Failed to create skyfaller!");
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ResetCall();
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return;
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}
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IntVec3 spawnPos = parent.Position;
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Log.Message($"[SkyfallerCaller] Spawning auto skyfaller at {spawnPos}");
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GenSpawn.Spawn(skyfaller, spawnPos, parent.Map);
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if (Props.destroyBuilding)
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{
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Log.Message($"[SkyfallerCaller] Destroying non-player building {parent.Label}");
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parent.Destroy(DestroyMode.Vanish);
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}
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// 重置状态
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ResetCall();
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autoCallScheduled = false;
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// 显示自动呼叫消息
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Messages.Message("WULA_AutoSkyfallerCalled".Translate(parent.Faction.Name),
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MessageTypeDefOf.NeutralEvent);
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}
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catch (System.Exception ex)
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{
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Log.Error($"[SkyfallerCaller] Error in ExecuteAutoSkyfallerCall: {ex}");
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ResetCall();
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}
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}
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public void CallSkyfaller(bool isAutoCall = false)
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{
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// 新增:非玩家派系不能手动呼叫
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if (IsNonPlayerFaction && !isAutoCall)
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{
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Messages.Message("WULA_NonPlayerCannotCall".Translate(), parent, MessageTypeDefOf.RejectInput);
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return;
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}
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if (!CanCallSkyfaller)
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{
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// 显示相应的错误消息
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if (!HasRequiredFlyOver && Props.requireFlyOver) // 只在需要 FlyOver 时才显示此消息
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if (!HasRequiredFlyOver && Props.requireFlyOver)
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{
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Messages.Message("WULA_NoBuildingDropperFlyOver".Translate(), parent, MessageTypeDefOf.RejectInput);
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}
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@@ -195,6 +290,7 @@ namespace WulaFallenEmpire
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used = false;
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callTick = -1;
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usedGlobalStorage = false;
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autoCallScheduled = false;
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}
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protected virtual void ExecuteSkyfallerCall()
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@@ -599,6 +695,7 @@ namespace WulaFallenEmpire
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used = false;
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callTick = -1;
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usedGlobalStorage = false;
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autoCallScheduled = false;
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Messages.Message("WULA_SkyfallerCallCancelled".Translate(), parent, MessageTypeDefOf.NeutralEvent);
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}
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@@ -607,6 +704,10 @@ namespace WulaFallenEmpire
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foreach (var gizmo in base.CompGetGizmosExtra())
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yield return gizmo;
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// 新增:非玩家派系不显示呼叫按钮
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if (IsNonPlayerFaction)
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yield break;
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if (calling)
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{
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Command_Action cancelCommand = new Command_Action
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@@ -679,6 +780,12 @@ namespace WulaFallenEmpire
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private string GetDisabledReason()
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{
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// 新增:非玩家派系不能手动呼叫
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if (IsNonPlayerFaction)
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{
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return "WULA_NonPlayerCannotCall".Translate();
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}
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// 只在需要 FlyOver 时检查并显示相关原因
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if (Props.requireFlyOver && !HasRequiredFlyOver)
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{
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@@ -719,7 +826,12 @@ namespace WulaFallenEmpire
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var sb = new System.Text.StringBuilder();
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if (calling)
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// 新增:显示自动呼叫状态
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if (autoCallScheduled && calling)
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{
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int ticksLeft = callTick - Find.TickManager.TicksGame;
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}
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else if (calling)
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{
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int ticksLeft = callTick - Find.TickManager.TicksGame;
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if (ticksLeft > 0)
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@@ -732,7 +844,15 @@ namespace WulaFallenEmpire
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}
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else if (!used)
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{
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sb.Append("WULA_ReadyToCallSkyfaller".Translate());
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// 新增:显示非玩家派系自动呼叫信息
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if (IsNonPlayerFaction && Props.canAutoCall)
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{
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sb.Append("WULA_AutoSkyfallerReady".Translate());
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}
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else
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{
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sb.Append("WULA_ReadyToCallSkyfaller".Translate());
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}
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if (Props.requireFlyOver && !HasRequiredFlyOver)
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{
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@@ -0,0 +1,428 @@
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using System.Collections.Generic;
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using System.Linq;
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using RimWorld;
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using UnityEngine;
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using Verse;
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using LudeonTK;
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namespace WulaFallenEmpire
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{
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public class DebugActions_PrefabSkyfallerCaller
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{
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[DebugAction("Wula Fallen Empire", "Spawn Prefab Skyfaller Caller (Single)", actionType = DebugActionType.Action, allowedGameStates = AllowedGameStates.Playing)]
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public static void SpawnPrefabSkyfallerCallerSingle()
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{
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var eligibleDefs = DefDatabase<ThingDef>.AllDefs
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.Where(def => def.comps != null && def.comps.Any(comp => comp is CompProperties_PrefabSkyfallerCaller))
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.ToList();
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if (!eligibleDefs.Any())
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{
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Log.Warning("[Debug] No ThingDefs found with CompProperties_PrefabSkyfallerCaller");
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return;
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}
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var options = new List<DebugMenuOption>();
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foreach (var thingDef in eligibleDefs)
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{
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options.Add(new DebugMenuOption(thingDef.defName, DebugMenuOptionMode.Tool, () =>
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{
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ShowFactionSelectionMenu(thingDef, false);
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}));
|
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}
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Find.WindowStack.Add(new Dialog_DebugOptionListLister(options));
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}
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[DebugAction("Wula Fallen Empire", "Spawn Prefab Skyfaller Caller (x10)", actionType = DebugActionType.Action, allowedGameStates = AllowedGameStates.Playing)]
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public static void SpawnPrefabSkyfallerCallerMultiple()
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{
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var eligibleDefs = DefDatabase<ThingDef>.AllDefs
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.Where(def => def.comps != null && def.comps.Any(comp => comp is CompProperties_PrefabSkyfallerCaller))
|
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.ToList();
|
||||
|
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if (!eligibleDefs.Any())
|
||||
{
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Log.Warning("[Debug] No ThingDefs found with CompProperties_PrefabSkyfallerCaller");
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return;
|
||||
}
|
||||
|
||||
var options = new List<DebugMenuOption>();
|
||||
foreach (var thingDef in eligibleDefs)
|
||||
{
|
||||
options.Add(new DebugMenuOption(thingDef.defName, DebugMenuOptionMode.Tool, () =>
|
||||
{
|
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ShowFactionSelectionMenu(thingDef, true);
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}));
|
||||
}
|
||||
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||||
Find.WindowStack.Add(new Dialog_DebugOptionListLister(options));
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||||
}
|
||||
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||||
private static void ShowFactionSelectionMenu(ThingDef thingDef, bool spawnMultiple)
|
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{
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var allFactions = Find.FactionManager.AllFactions.ToList();
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var options = new List<DebugMenuOption>();
|
||||
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options.Add(new DebugMenuOption("No Faction", DebugMenuOptionMode.Tool, () =>
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||||
{
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SpawnThingAtValidLocation(thingDef, null, spawnMultiple);
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}));
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||||
|
||||
foreach (var faction in allFactions)
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||||
{
|
||||
options.Add(new DebugMenuOption(faction.Name, DebugMenuOptionMode.Tool, () =>
|
||||
{
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SpawnThingAtValidLocation(thingDef, faction, spawnMultiple);
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}));
|
||||
}
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||||
|
||||
Find.WindowStack.Add(new Dialog_DebugOptionListLister(options));
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||||
}
|
||||
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private static void SpawnThingAtValidLocation(ThingDef thingDef, Faction faction, bool spawnMultiple)
|
||||
{
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var currentMap = Find.CurrentMap;
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if (currentMap == null)
|
||||
{
|
||||
Log.Warning("[Debug] No current map found");
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||||
return;
|
||||
}
|
||||
|
||||
int spawnCount = spawnMultiple ? 10 : 1;
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||||
int successCount = 0;
|
||||
int attempts = 0;
|
||||
const int maxAttempts = 50;
|
||||
|
||||
var compProps = thingDef.comps.OfType<CompProperties_PrefabSkyfallerCaller>().FirstOrDefault();
|
||||
if (compProps == null)
|
||||
{
|
||||
Log.Warning($"[Debug] Could not find CompProperties_PrefabSkyfallerCaller for {thingDef.defName}");
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||||
return;
|
||||
}
|
||||
|
||||
Log.Message($"[Debug] Looking for spawn positions for {thingDef.defName} (Size: {thingDef.Size})");
|
||||
|
||||
for (int i = 0; i < spawnCount && attempts < maxAttempts; i++)
|
||||
{
|
||||
attempts++;
|
||||
IntVec3 spawnPos = FindSpawnPositionForSkyfaller(currentMap, thingDef, compProps);
|
||||
|
||||
if (spawnPos.IsValid)
|
||||
{
|
||||
Thing thing = ThingMaker.MakeThing(thingDef);
|
||||
|
||||
if (faction != null)
|
||||
{
|
||||
thing.SetFaction(faction);
|
||||
}
|
||||
|
||||
GenSpawn.Spawn(thing, spawnPos, currentMap);
|
||||
|
||||
successCount++;
|
||||
Log.Message($"[Debug] Successfully spawned {thingDef.defName} at {spawnPos} for faction {faction?.Name ?? "None"}");
|
||||
}
|
||||
else
|
||||
{
|
||||
Log.Warning($"[Debug] Failed to find valid spawn position for {thingDef.defName} (attempt {attempts})");
|
||||
}
|
||||
}
|
||||
|
||||
if (successCount > 0)
|
||||
{
|
||||
Messages.Message($"[Debug] Successfully spawned {successCount} {thingDef.defName}", MessageTypeDefOf.PositiveEvent);
|
||||
}
|
||||
else
|
||||
{
|
||||
Messages.Message($"[Debug] Failed to spawn any {thingDef.defName} after {attempts} attempts", MessageTypeDefOf.NegativeEvent);
|
||||
}
|
||||
}
|
||||
|
||||
private static IntVec3 FindSpawnPositionForSkyfaller(Map map, ThingDef thingDef, CompProperties_SkyfallerCaller compProps)
|
||||
{
|
||||
// 基于Skyfaller实际行为的查找逻辑
|
||||
var potentialCells = new List<IntVec3>();
|
||||
|
||||
// 策略1:首先尝试玩家基地附近的开放区域
|
||||
Log.Message($"[Debug] Searching near base area...");
|
||||
var baseCells = GetOpenAreaCellsNearBase(map, thingDef.Size);
|
||||
foreach (var cell in baseCells)
|
||||
{
|
||||
if (IsValidForSkyfallerDrop(map, cell, thingDef, compProps))
|
||||
{
|
||||
potentialCells.Add(cell);
|
||||
}
|
||||
if (potentialCells.Count > 20) break; // 找到足够位置就停止
|
||||
}
|
||||
|
||||
if (potentialCells.Count > 0)
|
||||
{
|
||||
Log.Message($"[Debug] Found {potentialCells.Count} positions near base");
|
||||
return potentialCells.RandomElement();
|
||||
}
|
||||
|
||||
// 策略2:搜索整个地图的开阔区域
|
||||
Log.Message($"[Debug] Searching open areas...");
|
||||
var openAreas = FindOpenAreas(map, thingDef.Size, 1000);
|
||||
foreach (var cell in openAreas)
|
||||
{
|
||||
if (IsValidForSkyfallerDrop(map, cell, thingDef, compProps))
|
||||
{
|
||||
potentialCells.Add(cell);
|
||||
}
|
||||
if (potentialCells.Count > 10) break;
|
||||
}
|
||||
|
||||
if (potentialCells.Count > 0)
|
||||
{
|
||||
Log.Message($"[Debug] Found {potentialCells.Count} positions in open areas");
|
||||
return potentialCells.RandomElement();
|
||||
}
|
||||
|
||||
// 策略3:使用随机采样
|
||||
Log.Message($"[Debug] Trying random sampling...");
|
||||
for (int i = 0; i < 500; i++)
|
||||
{
|
||||
IntVec3 randomCell = new IntVec3(
|
||||
Rand.Range(thingDef.Size.x, map.Size.x - thingDef.Size.x),
|
||||
0,
|
||||
Rand.Range(thingDef.Size.z, map.Size.z - thingDef.Size.z)
|
||||
);
|
||||
|
||||
if (randomCell.InBounds(map) && IsValidForSkyfallerDrop(map, randomCell, thingDef, compProps))
|
||||
{
|
||||
potentialCells.Add(randomCell);
|
||||
}
|
||||
if (potentialCells.Count > 5) break;
|
||||
}
|
||||
|
||||
if (potentialCells.Count > 0)
|
||||
{
|
||||
Log.Message($"[Debug] Found {potentialCells.Count} positions via random sampling");
|
||||
return potentialCells.RandomElement();
|
||||
}
|
||||
|
||||
Log.Warning($"[Debug] No valid positions found for {thingDef.defName}");
|
||||
return IntVec3.Invalid;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 基于Skyfaller实际行为的有效性检查
|
||||
/// </summary>
|
||||
private static bool IsValidForSkyfallerDrop(Map map, IntVec3 cell, ThingDef thingDef, CompProperties_SkyfallerCaller compProps)
|
||||
{
|
||||
// 1. 检查边界
|
||||
if (!cell.InBounds(map))
|
||||
return false;
|
||||
|
||||
// 2. 检查整个建筑区域
|
||||
CellRect occupiedRect = GenAdj.OccupiedRect(cell, Rot4.North, thingDef.Size);
|
||||
|
||||
foreach (IntVec3 occupiedCell in occupiedRect)
|
||||
{
|
||||
if (!occupiedCell.InBounds(map))
|
||||
return false;
|
||||
|
||||
// 3. 检查厚岩顶 - 绝对不允许
|
||||
RoofDef roof = occupiedCell.GetRoof(map);
|
||||
if (roof != null && roof.isThickRoof)
|
||||
{
|
||||
if (!compProps.allowThickRoof)
|
||||
return false;
|
||||
}
|
||||
|
||||
// 4. 检查水体 - 不允许
|
||||
TerrainDef terrain = occupiedCell.GetTerrain(map);
|
||||
if (terrain != null && terrain.IsWater)
|
||||
return false;
|
||||
|
||||
// 5. 检查建筑 - 不允许(但自然物体如树、石头是允许的)
|
||||
var things = map.thingGrid.ThingsListAtFast(occupiedCell);
|
||||
foreach (var thing in things)
|
||||
{
|
||||
// 允许自然物体(树、石头等),它们会被空投清除
|
||||
if (thing.def.category == ThingCategory.Plant ||
|
||||
thing.def.category == ThingCategory.Item ||
|
||||
thing.def.category == ThingCategory.Filth)
|
||||
{
|
||||
continue; // 这些是可以被清除的
|
||||
}
|
||||
|
||||
// 不允许建筑、蓝图、框架等
|
||||
if (thing.def.category == ThingCategory.Building ||
|
||||
thing.def.IsBlueprint ||
|
||||
thing.def.IsFrame)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// 不允许其他不可清除的物体
|
||||
if (thing.def.passability == Traversability.Impassable &&
|
||||
thing.def.category != ThingCategory.Plant) // 植物是可清除的
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// 6. 检查薄岩顶和普通屋顶的条件
|
||||
if (roof != null && !roof.isThickRoof)
|
||||
{
|
||||
if (!compProps.allowThinRoof)
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取基地附近的开阔区域
|
||||
/// </summary>
|
||||
private static IEnumerable<IntVec3> GetOpenAreaCellsNearBase(Map map, IntVec2 size)
|
||||
{
|
||||
var homeArea = map.areaManager.Home;
|
||||
IntVec3 searchCenter;
|
||||
|
||||
if (homeArea != null && homeArea.ActiveCells.Any())
|
||||
{
|
||||
searchCenter = homeArea.ActiveCells.First();
|
||||
}
|
||||
else
|
||||
{
|
||||
searchCenter = new IntVec3(map.Size.x / 2, 0, map.Size.z / 2);
|
||||
}
|
||||
|
||||
// 在基地周围搜索开阔区域
|
||||
int searchRadius = 50;
|
||||
var searchArea = CellRect.CenteredOn(searchCenter, searchRadius);
|
||||
|
||||
// 返回该区域内所有可能的中心点
|
||||
foreach (var cell in searchArea.Cells)
|
||||
{
|
||||
if (!cell.InBounds(map)) continue;
|
||||
|
||||
// 检查这个位置周围是否有足够的开阔空间
|
||||
if (IsAreaMostlyOpen(map, cell, size, 0.8f)) // 80%的区域需要是开阔的
|
||||
{
|
||||
yield return cell;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 查找地图上的开阔区域
|
||||
/// </summary>
|
||||
private static IEnumerable<IntVec3> FindOpenAreas(Map map, IntVec2 size, int maxCellsToCheck)
|
||||
{
|
||||
int cellsChecked = 0;
|
||||
|
||||
// 优先检查地图上已知的开阔区域
|
||||
var allCells = map.AllCells.Where(c => c.InBounds(map)).ToList();
|
||||
|
||||
foreach (var cell in allCells)
|
||||
{
|
||||
if (cellsChecked >= maxCellsToCheck) yield break;
|
||||
cellsChecked++;
|
||||
|
||||
// 快速检查:如果这个单元格本身就不适合,跳过
|
||||
if (!cell.InBounds(map) || cell.GetTerrain(map).IsWater)
|
||||
continue;
|
||||
|
||||
// 检查整个区域是否开阔
|
||||
if (IsAreaMostlyOpen(map, cell, size, 0.7f)) // 70%的区域需要是开阔的
|
||||
{
|
||||
yield return cell;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 检查区域是否大部分是开阔的(没有建筑,允许自然物体)
|
||||
/// </summary>
|
||||
private static bool IsAreaMostlyOpen(Map map, IntVec3 center, IntVec2 size, float openThreshold)
|
||||
{
|
||||
CellRect area = GenAdj.OccupiedRect(center, Rot4.North, size);
|
||||
int totalCells = area.Area;
|
||||
int openCells = 0;
|
||||
|
||||
foreach (IntVec3 cell in area)
|
||||
{
|
||||
if (!cell.InBounds(map))
|
||||
{
|
||||
continue; // 边界外的单元格不计入
|
||||
}
|
||||
|
||||
// 检查是否有不可清除的建筑
|
||||
bool hasBlockingBuilding = false;
|
||||
var things = map.thingGrid.ThingsListAtFast(cell);
|
||||
foreach (var thing in things)
|
||||
{
|
||||
if (thing.def.category == ThingCategory.Building ||
|
||||
thing.def.IsBlueprint ||
|
||||
thing.def.IsFrame ||
|
||||
(thing.def.passability == Traversability.Impassable &&
|
||||
thing.def.category != ThingCategory.Plant))
|
||||
{
|
||||
hasBlockingBuilding = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// 检查水体
|
||||
bool isWater = cell.GetTerrain(map).IsWater;
|
||||
|
||||
if (!hasBlockingBuilding && !isWater)
|
||||
{
|
||||
openCells++;
|
||||
}
|
||||
}
|
||||
|
||||
float openRatio = (float)openCells / totalCells;
|
||||
return openRatio >= openThreshold;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 强制清除区域(作为最后手段)
|
||||
/// </summary>
|
||||
private static bool TryForceClearAreaForSkyfaller(Map map, IntVec3 center, IntVec2 size)
|
||||
{
|
||||
try
|
||||
{
|
||||
CellRect clearRect = GenAdj.OccupiedRect(center, Rot4.North, size);
|
||||
int clearedCount = 0;
|
||||
|
||||
foreach (IntVec3 cell in clearRect)
|
||||
{
|
||||
if (!cell.InBounds(map)) continue;
|
||||
|
||||
// 清除植物和物品
|
||||
var thingsToRemove = map.thingGrid.ThingsAt(cell)
|
||||
.Where(thing => thing.def.category == ThingCategory.Plant ||
|
||||
thing.def.category == ThingCategory.Item ||
|
||||
thing.def.category == ThingCategory.Filth)
|
||||
.ToList();
|
||||
|
||||
foreach (var thing in thingsToRemove)
|
||||
{
|
||||
thing.Destroy();
|
||||
clearedCount++;
|
||||
}
|
||||
|
||||
// 确保不是水体
|
||||
if (cell.GetTerrain(map).IsWater)
|
||||
{
|
||||
map.terrainGrid.SetTerrain(cell, TerrainDefOf.Soil);
|
||||
}
|
||||
}
|
||||
|
||||
Log.Message($"[Debug] Force cleared {clearedCount} objects for skyfaller drop");
|
||||
return clearedCount > 0;
|
||||
}
|
||||
catch (System.Exception ex)
|
||||
{
|
||||
Log.Error($"[Debug] Error force clearing area: {ex}");
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,382 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using RimWorld;
|
||||
using RimWorld.Planet;
|
||||
using UnityEngine;
|
||||
using Verse;
|
||||
using RimWorld.QuestGen;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
public class QuestNode_SpawnPrefabSkyfallerCaller : QuestNode
|
||||
{
|
||||
[NoTranslate]
|
||||
public SlateRef<string> inSignal;
|
||||
public SlateRef<ThingDef> thingDef;
|
||||
public SlateRef<Faction> faction;
|
||||
public SlateRef<int> spawnCount = 1;
|
||||
public SlateRef<Map> map;
|
||||
public SlateRef<bool> sendMessageOnSuccess = true;
|
||||
public SlateRef<bool> sendMessageOnFailure = true;
|
||||
|
||||
protected override bool TestRunInt(Slate slate)
|
||||
{
|
||||
// 在测试运行中只检查基本条件
|
||||
if (thingDef.GetValue(slate) == null)
|
||||
{
|
||||
Log.Warning("[QuestNode] ThingDef is null in TestRun");
|
||||
return false;
|
||||
}
|
||||
|
||||
var mapValue = map.GetValue(slate) ?? Find.CurrentMap;
|
||||
if (mapValue == null)
|
||||
{
|
||||
Log.Warning("[QuestNode] Map is null in TestRun");
|
||||
return false;
|
||||
}
|
||||
|
||||
var compProps = thingDef.GetValue(slate).comps?.OfType<CompProperties_PrefabSkyfallerCaller>().FirstOrDefault();
|
||||
if (compProps == null)
|
||||
{
|
||||
Log.Warning($"[QuestNode] ThingDef {thingDef.GetValue(slate).defName} does not have CompProperties_PrefabSkyfallerCaller");
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
protected override void RunInt()
|
||||
{
|
||||
Slate slate = QuestGen.slate;
|
||||
|
||||
// 获取参数值
|
||||
ThingDef targetThingDef = thingDef.GetValue(slate);
|
||||
Faction targetFaction = faction.GetValue(slate);
|
||||
int targetSpawnCount = spawnCount.GetValue(slate);
|
||||
Map targetMap = map.GetValue(slate) ?? Find.CurrentMap;
|
||||
bool doSendMessageOnSuccess = sendMessageOnSuccess.GetValue(slate);
|
||||
bool doSendMessageOnFailure = sendMessageOnFailure.GetValue(slate);
|
||||
|
||||
if (targetThingDef == null)
|
||||
{
|
||||
Log.Error("[QuestNode] ThingDef is null in RunInt");
|
||||
return;
|
||||
}
|
||||
|
||||
if (targetMap == null)
|
||||
{
|
||||
Log.Error("[QuestNode] Map is null in RunInt");
|
||||
return;
|
||||
}
|
||||
|
||||
// 获取组件属性
|
||||
var compProps = targetThingDef.comps?.OfType<CompProperties_PrefabSkyfallerCaller>().FirstOrDefault();
|
||||
if (compProps == null)
|
||||
{
|
||||
Log.Error($"[QuestNode] ThingDef {targetThingDef.defName} does not have CompProperties_PrefabSkyfallerCaller");
|
||||
return;
|
||||
}
|
||||
|
||||
Log.Message($"[QuestNode] Attempting to spawn {targetSpawnCount} {targetThingDef.defName} on map {targetMap}");
|
||||
|
||||
// 执行生成
|
||||
int successCount = SpawnThingsAtValidLocations(targetThingDef, targetFaction, targetSpawnCount, targetMap);
|
||||
|
||||
// 发送结果消息
|
||||
if (successCount > 0)
|
||||
{
|
||||
if (doSendMessageOnSuccess)
|
||||
{
|
||||
Messages.Message($"[Quest] Successfully spawned {successCount} {targetThingDef.label}", MessageTypeDefOf.PositiveEvent);
|
||||
}
|
||||
Log.Message($"[QuestNode] Successfully spawned {successCount}/{targetSpawnCount} {targetThingDef.defName}");
|
||||
}
|
||||
else
|
||||
{
|
||||
if (doSendMessageOnFailure)
|
||||
{
|
||||
Messages.Message($"[Quest] Failed to spawn any {targetThingDef.label}", MessageTypeDefOf.NegativeEvent);
|
||||
}
|
||||
Log.Warning($"[QuestNode] Failed to spawn any {targetThingDef.defName}");
|
||||
}
|
||||
|
||||
// 将结果存储到Slate中,供后续节点使用
|
||||
QuestGen.slate.Set("prefabSpawnSuccessCount", successCount);
|
||||
QuestGen.slate.Set("prefabSpawnRequestedCount", targetSpawnCount);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 在有效位置生成多个建筑
|
||||
/// </summary>
|
||||
private int SpawnThingsAtValidLocations(ThingDef thingDef, Faction faction, int spawnCount, Map targetMap)
|
||||
{
|
||||
int successCount = 0;
|
||||
int attempts = 0;
|
||||
const int maxAttempts = 100; // 最大尝试次数
|
||||
|
||||
var compProps = thingDef.comps.OfType<CompProperties_PrefabSkyfallerCaller>().FirstOrDefault();
|
||||
if (compProps == null)
|
||||
{
|
||||
Log.Error($"[QuestNode] Could not find CompProperties_PrefabSkyfallerCaller for {thingDef.defName}");
|
||||
return 0;
|
||||
}
|
||||
|
||||
for (int i = 0; i < spawnCount && attempts < maxAttempts; i++)
|
||||
{
|
||||
attempts++;
|
||||
IntVec3 spawnPos = FindSpawnPositionForSkyfaller(targetMap, thingDef, compProps);
|
||||
|
||||
if (spawnPos.IsValid)
|
||||
{
|
||||
Thing thing = ThingMaker.MakeThing(thingDef);
|
||||
|
||||
if (faction != null)
|
||||
{
|
||||
thing.SetFaction(faction);
|
||||
}
|
||||
|
||||
GenSpawn.Spawn(thing, spawnPos, targetMap);
|
||||
successCount++;
|
||||
|
||||
Log.Message($"[QuestNode] Successfully spawned {thingDef.defName} at {spawnPos} for faction {faction?.Name ?? "None"}");
|
||||
}
|
||||
else
|
||||
{
|
||||
Log.Warning($"[QuestNode] Failed to find valid spawn position for {thingDef.defName} (attempt {attempts})");
|
||||
}
|
||||
}
|
||||
|
||||
return successCount;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 查找适合Skyfaller空投的位置
|
||||
/// </summary>
|
||||
private IntVec3 FindSpawnPositionForSkyfaller(Map map, ThingDef thingDef, CompProperties_SkyfallerCaller compProps)
|
||||
{
|
||||
var potentialCells = new List<IntVec3>();
|
||||
|
||||
// 策略1:首先尝试玩家基地附近的开放区域
|
||||
var baseCells = GetOpenAreaCellsNearBase(map, thingDef.Size);
|
||||
foreach (var cell in baseCells)
|
||||
{
|
||||
if (IsValidForSkyfallerDrop(map, cell, thingDef, compProps))
|
||||
{
|
||||
potentialCells.Add(cell);
|
||||
}
|
||||
if (potentialCells.Count > 20) break;
|
||||
}
|
||||
|
||||
if (potentialCells.Count > 0)
|
||||
{
|
||||
return potentialCells.RandomElement();
|
||||
}
|
||||
|
||||
// 策略2:搜索整个地图的开阔区域
|
||||
var openAreas = FindOpenAreas(map, thingDef.Size, 500);
|
||||
foreach (var cell in openAreas)
|
||||
{
|
||||
if (IsValidForSkyfallerDrop(map, cell, thingDef, compProps))
|
||||
{
|
||||
potentialCells.Add(cell);
|
||||
}
|
||||
if (potentialCells.Count > 10) break;
|
||||
}
|
||||
|
||||
if (potentialCells.Count > 0)
|
||||
{
|
||||
return potentialCells.RandomElement();
|
||||
}
|
||||
|
||||
// 策略3:使用随机采样
|
||||
for (int i = 0; i < 300; i++)
|
||||
{
|
||||
IntVec3 randomCell = new IntVec3(
|
||||
Rand.Range(thingDef.Size.x, map.Size.x - thingDef.Size.x),
|
||||
0,
|
||||
Rand.Range(thingDef.Size.z, map.Size.z - thingDef.Size.z)
|
||||
);
|
||||
|
||||
if (randomCell.InBounds(map) && IsValidForSkyfallerDrop(map, randomCell, thingDef, compProps))
|
||||
{
|
||||
potentialCells.Add(randomCell);
|
||||
}
|
||||
if (potentialCells.Count > 5) break;
|
||||
}
|
||||
|
||||
if (potentialCells.Count > 0)
|
||||
{
|
||||
return potentialCells.RandomElement();
|
||||
}
|
||||
|
||||
Log.Warning($"[QuestNode] No valid positions found for {thingDef.defName} after exhaustive search");
|
||||
return IntVec3.Invalid;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 基于Skyfaller实际行为的有效性检查
|
||||
/// </summary>
|
||||
private bool IsValidForSkyfallerDrop(Map map, IntVec3 cell, ThingDef thingDef, CompProperties_SkyfallerCaller compProps)
|
||||
{
|
||||
// 1. 检查边界
|
||||
if (!cell.InBounds(map))
|
||||
return false;
|
||||
|
||||
// 2. 检查整个建筑区域
|
||||
CellRect occupiedRect = GenAdj.OccupiedRect(cell, Rot4.North, thingDef.Size);
|
||||
|
||||
foreach (IntVec3 occupiedCell in occupiedRect)
|
||||
{
|
||||
if (!occupiedCell.InBounds(map))
|
||||
return false;
|
||||
|
||||
// 3. 检查厚岩顶 - 绝对不允许
|
||||
RoofDef roof = occupiedCell.GetRoof(map);
|
||||
if (roof != null && roof.isThickRoof)
|
||||
{
|
||||
if (!compProps.allowThickRoof)
|
||||
return false;
|
||||
}
|
||||
|
||||
// 4. 检查水体 - 不允许
|
||||
TerrainDef terrain = occupiedCell.GetTerrain(map);
|
||||
if (terrain != null && terrain.IsWater)
|
||||
return false;
|
||||
|
||||
// 5. 检查建筑 - 不允许(但自然物体如树、石头是允许的)
|
||||
var things = map.thingGrid.ThingsListAtFast(occupiedCell);
|
||||
foreach (var thing in things)
|
||||
{
|
||||
// 允许自然物体(树、石头等),它们会被空投清除
|
||||
if (thing.def.category == ThingCategory.Plant ||
|
||||
thing.def.category == ThingCategory.Item ||
|
||||
thing.def.category == ThingCategory.Filth)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// 不允许建筑、蓝图、框架等
|
||||
if (thing.def.category == ThingCategory.Building ||
|
||||
thing.def.IsBlueprint ||
|
||||
thing.def.IsFrame)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// 不允许其他不可清除的物体
|
||||
if (thing.def.passability == Traversability.Impassable &&
|
||||
thing.def.category != ThingCategory.Plant)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// 6. 检查薄岩顶和普通屋顶的条件
|
||||
if (roof != null && !roof.isThickRoof)
|
||||
{
|
||||
if (!compProps.allowThinRoof)
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取基地附近的开阔区域
|
||||
/// </summary>
|
||||
private IEnumerable<IntVec3> GetOpenAreaCellsNearBase(Map map, IntVec2 size)
|
||||
{
|
||||
var homeArea = map.areaManager.Home;
|
||||
IntVec3 searchCenter;
|
||||
|
||||
if (homeArea != null && homeArea.ActiveCells.Any())
|
||||
{
|
||||
searchCenter = homeArea.ActiveCells.First();
|
||||
}
|
||||
else
|
||||
{
|
||||
searchCenter = new IntVec3(map.Size.x / 2, 0, map.Size.z / 2);
|
||||
}
|
||||
|
||||
int searchRadius = 50;
|
||||
var searchArea = CellRect.CenteredOn(searchCenter, searchRadius);
|
||||
|
||||
foreach (var cell in searchArea.Cells)
|
||||
{
|
||||
if (!cell.InBounds(map)) continue;
|
||||
|
||||
if (IsAreaMostlyOpen(map, cell, size, 0.8f))
|
||||
{
|
||||
yield return cell;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 查找地图上的开阔区域
|
||||
/// </summary>
|
||||
private IEnumerable<IntVec3> FindOpenAreas(Map map, IntVec2 size, int maxCellsToCheck)
|
||||
{
|
||||
int cellsChecked = 0;
|
||||
var allCells = map.AllCells.Where(c => c.InBounds(map)).ToList();
|
||||
|
||||
foreach (var cell in allCells)
|
||||
{
|
||||
if (cellsChecked >= maxCellsToCheck) yield break;
|
||||
cellsChecked++;
|
||||
|
||||
if (!cell.InBounds(map) || cell.GetTerrain(map).IsWater)
|
||||
continue;
|
||||
|
||||
if (IsAreaMostlyOpen(map, cell, size, 0.7f))
|
||||
{
|
||||
yield return cell;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 检查区域是否大部分是开阔的
|
||||
/// </summary>
|
||||
private bool IsAreaMostlyOpen(Map map, IntVec3 center, IntVec2 size, float openThreshold)
|
||||
{
|
||||
CellRect area = GenAdj.OccupiedRect(center, Rot4.North, size);
|
||||
int totalCells = area.Area;
|
||||
int openCells = 0;
|
||||
|
||||
foreach (IntVec3 cell in area)
|
||||
{
|
||||
if (!cell.InBounds(map))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
bool hasBlockingBuilding = false;
|
||||
var things = map.thingGrid.ThingsListAtFast(cell);
|
||||
foreach (var thing in things)
|
||||
{
|
||||
if (thing.def.category == ThingCategory.Building ||
|
||||
thing.def.IsBlueprint ||
|
||||
thing.def.IsFrame ||
|
||||
(thing.def.passability == Traversability.Impassable &&
|
||||
thing.def.category != ThingCategory.Plant))
|
||||
{
|
||||
hasBlockingBuilding = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
bool isWater = cell.GetTerrain(map).IsWater;
|
||||
|
||||
if (!hasBlockingBuilding && !isWater)
|
||||
{
|
||||
openCells++;
|
||||
}
|
||||
}
|
||||
|
||||
float openRatio = (float)openCells / totalCells;
|
||||
return openRatio >= openThreshold;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -18,10 +18,13 @@ namespace WulaFallenEmpire
|
||||
public QuestScriptDef questDef; // 关联的任务定义(可选)
|
||||
public bool preventDuplicateQuests = true; // 防止重复任务
|
||||
|
||||
// 派系关系校验 - 新增字段
|
||||
// 派系关系校验
|
||||
public FactionDef requiredFaction; // 必须存在的派系
|
||||
public bool requireNonHostileRelation = true; // 是否要求非敌对关系(默认true)
|
||||
public bool requireFactionExists = true; // 是否要求派系必须存在(默认true)
|
||||
|
||||
// 敌对情况下的替代事件 - 新增字段
|
||||
public IncidentDef incidentIfHostile; // 当派系敌对且requireNonHostileRelation为false时触发的事件
|
||||
|
||||
// 调试配置
|
||||
public bool debugLogging = false; // 启用调试日志
|
||||
|
||||
@@ -12,7 +12,6 @@ namespace WulaFallenEmpire
|
||||
private StorytellerCompProperties_SimpleTechnologyTrigger SimpleProps =>
|
||||
(StorytellerCompProperties_SimpleTechnologyTrigger)props;
|
||||
|
||||
// 重新实现基类的私有属性
|
||||
private static int IntervalsPassed => Find.TickManager.TicksGame / 1000;
|
||||
|
||||
public override IEnumerable<FiringIncident> MakeIntervalIncidents(IIncidentTarget target)
|
||||
@@ -25,8 +24,13 @@ namespace WulaFallenEmpire
|
||||
if (!PassesIntervalCheck())
|
||||
yield break;
|
||||
|
||||
// 检查派系关系条件 - 新增检查
|
||||
if (!PassesRequiredFactionCheck())
|
||||
// 检查派系关系条件
|
||||
var factionCheckResult = PassesRequiredFactionCheck();
|
||||
|
||||
// 根据派系关系结果决定触发哪个事件
|
||||
IncidentDef incidentToTrigger = GetIncidentBasedOnFactionRelation(factionCheckResult);
|
||||
|
||||
if (incidentToTrigger == null)
|
||||
yield break;
|
||||
|
||||
// 检查派系过滤条件
|
||||
@@ -38,30 +42,59 @@ namespace WulaFallenEmpire
|
||||
yield break;
|
||||
|
||||
// 检查是否防止重复任务
|
||||
if (SimpleProps.preventDuplicateQuests && HasActiveQuest())
|
||||
if (SimpleProps.preventDuplicateQuests && HasActiveQuest(incidentToTrigger))
|
||||
yield break;
|
||||
|
||||
// 触发事件
|
||||
IncidentDef techIncident = SimpleProps.incident;
|
||||
if (techIncident.TargetAllowed(target))
|
||||
if (incidentToTrigger.TargetAllowed(target))
|
||||
{
|
||||
if (SimpleProps.debugLogging)
|
||||
{
|
||||
Log.Message($"[SimpleTechnologyTrigger] Triggering incident {techIncident.defName} for technology {SimpleProps.technology.defName}");
|
||||
Log.Message($"[SimpleTechnologyTrigger] Triggering incident {incidentToTrigger.defName} for technology {SimpleProps.technology.defName}");
|
||||
Log.Message($"[SimpleTechnologyTrigger] Faction relation status: {factionCheckResult}");
|
||||
}
|
||||
|
||||
yield return new FiringIncident(techIncident, this, GenerateParms(techIncident.category, target));
|
||||
yield return new FiringIncident(incidentToTrigger, this, GenerateParms(incidentToTrigger.category, target));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 检查必需派系关系条件 - 新增方法
|
||||
/// 根据派系关系状态决定触发哪个事件
|
||||
/// </summary>
|
||||
private bool PassesRequiredFactionCheck()
|
||||
private IncidentDef GetIncidentBasedOnFactionRelation(FactionRelationResult factionCheckResult)
|
||||
{
|
||||
switch (factionCheckResult.Status)
|
||||
{
|
||||
case FactionRelationStatus.Valid:
|
||||
return SimpleProps.incident;
|
||||
|
||||
case FactionRelationStatus.HostileButAllowed:
|
||||
// 如果配置了敌对情况下的替代事件,则使用替代事件
|
||||
if (SimpleProps.incidentIfHostile != null)
|
||||
{
|
||||
if (SimpleProps.debugLogging)
|
||||
{
|
||||
Log.Message($"[SimpleTechnologyTrigger] Using hostile alternative incident: {SimpleProps.incidentIfHostile.defName}");
|
||||
}
|
||||
return SimpleProps.incidentIfHostile;
|
||||
}
|
||||
// 如果没有配置替代事件,则使用原事件
|
||||
return SimpleProps.incident;
|
||||
|
||||
case FactionRelationStatus.Invalid:
|
||||
default:
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 检查必需派系关系条件
|
||||
/// </summary>
|
||||
private FactionRelationResult PassesRequiredFactionCheck()
|
||||
{
|
||||
// 如果没有配置必需派系,直接通过
|
||||
if (SimpleProps.requiredFaction == null)
|
||||
return true;
|
||||
return FactionRelationResult.Valid();
|
||||
|
||||
// 查找派系
|
||||
Faction requiredFactionInstance = Find.FactionManager.FirstFactionOfDef(SimpleProps.requiredFaction);
|
||||
@@ -75,21 +108,35 @@ namespace WulaFallenEmpire
|
||||
{
|
||||
Log.Message($"[SimpleTechnologyTrigger] Required faction {SimpleProps.requiredFaction.defName} does not exist or is defeated");
|
||||
}
|
||||
return false;
|
||||
return FactionRelationResult.Invalid("Faction does not exist or is defeated");
|
||||
}
|
||||
}
|
||||
|
||||
// 检查派系关系
|
||||
if (SimpleProps.requireNonHostileRelation && requiredFactionInstance != null)
|
||||
if (requiredFactionInstance != null)
|
||||
{
|
||||
Faction playerFaction = Faction.OfPlayer;
|
||||
if (requiredFactionInstance.HostileTo(playerFaction))
|
||||
bool isHostile = requiredFactionInstance.HostileTo(playerFaction);
|
||||
|
||||
if (isHostile)
|
||||
{
|
||||
if (SimpleProps.debugLogging)
|
||||
if (SimpleProps.requireNonHostileRelation)
|
||||
{
|
||||
Log.Message($"[SimpleTechnologyTrigger] Required faction {SimpleProps.requiredFaction.defName} is hostile to player");
|
||||
if (SimpleProps.debugLogging)
|
||||
{
|
||||
Log.Message($"[SimpleTechnologyTrigger] Required faction {SimpleProps.requiredFaction.defName} is hostile to player and requireNonHostileRelation is true");
|
||||
}
|
||||
return FactionRelationResult.Invalid("Faction is hostile and requireNonHostileRelation is true");
|
||||
}
|
||||
else
|
||||
{
|
||||
// 不要求非敌对关系,但派系是敌对的 - 这是一个特殊状态
|
||||
if (SimpleProps.debugLogging)
|
||||
{
|
||||
Log.Message($"[SimpleTechnologyTrigger] Required faction {SimpleProps.requiredFaction.defName} is hostile but requireNonHostileRelation is false - allowing with possible alternative");
|
||||
}
|
||||
return FactionRelationResult.HostileButAllowed();
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -98,7 +145,7 @@ namespace WulaFallenEmpire
|
||||
Log.Message($"[SimpleTechnologyTrigger] Required faction {SimpleProps.requiredFaction.defName} check passed");
|
||||
}
|
||||
|
||||
return true;
|
||||
return FactionRelationResult.Valid();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -106,11 +153,9 @@ namespace WulaFallenEmpire
|
||||
/// </summary>
|
||||
private bool PassesIntervalCheck()
|
||||
{
|
||||
// 简单的周期检查:每 X 天检查一次
|
||||
int currentInterval = IntervalsPassed;
|
||||
int checkInterval = (int)(SimpleProps.checkIntervalDays * 60);
|
||||
|
||||
// 如果检查间隔为0,则每个间隔都检查
|
||||
if (checkInterval <= 0)
|
||||
return true;
|
||||
|
||||
@@ -128,7 +173,6 @@ namespace WulaFallenEmpire
|
||||
return false;
|
||||
}
|
||||
|
||||
// 简单检查科技是否已研究完成
|
||||
bool hasTechnology = SimpleProps.technology.IsFinished;
|
||||
|
||||
if (SimpleProps.debugLogging)
|
||||
@@ -144,16 +188,13 @@ namespace WulaFallenEmpire
|
||||
/// </summary>
|
||||
private bool PassesFactionFilter(IIncidentTarget target)
|
||||
{
|
||||
// 如果不启用派系过滤,直接通过
|
||||
if (!SimpleProps.useFactionFilter)
|
||||
return true;
|
||||
|
||||
// 获取目标的派系
|
||||
Faction faction = GetTargetFaction(target);
|
||||
if (faction == null)
|
||||
return false;
|
||||
|
||||
// 检查黑名单
|
||||
if (SimpleProps.factionTypeBlacklist != null &&
|
||||
SimpleProps.factionTypeBlacklist.Contains(faction.def))
|
||||
{
|
||||
@@ -164,7 +205,6 @@ namespace WulaFallenEmpire
|
||||
return false;
|
||||
}
|
||||
|
||||
// 检查白名单
|
||||
if (SimpleProps.factionTypeWhitelist != null &&
|
||||
SimpleProps.factionTypeWhitelist.Count > 0)
|
||||
{
|
||||
@@ -173,14 +213,8 @@ namespace WulaFallenEmpire
|
||||
switch (SimpleProps.defaultBehavior)
|
||||
{
|
||||
case FactionFilterDefaultBehavior.Allow:
|
||||
// 白名单模式:在白名单中或默认允许
|
||||
if (SimpleProps.debugLogging && !inWhitelist)
|
||||
{
|
||||
Log.Message($"[SimpleTechnologyTrigger] Faction {faction.def.defName} not in whitelist, but default behavior is Allow");
|
||||
}
|
||||
return true;
|
||||
case FactionFilterDefaultBehavior.Deny:
|
||||
// 白名单模式:只有在白名单中才允许
|
||||
if (inWhitelist)
|
||||
{
|
||||
if (SimpleProps.debugLogging)
|
||||
@@ -200,7 +234,6 @@ namespace WulaFallenEmpire
|
||||
}
|
||||
}
|
||||
|
||||
// 如果没有设置白名单,根据默认行为决定
|
||||
switch (SimpleProps.defaultBehavior)
|
||||
{
|
||||
case FactionFilterDefaultBehavior.Allow:
|
||||
@@ -244,20 +277,23 @@ namespace WulaFallenEmpire
|
||||
/// <summary>
|
||||
/// 检查是否存在活跃的相同任务
|
||||
/// </summary>
|
||||
private bool HasActiveQuest()
|
||||
private bool HasActiveQuest(IncidentDef incident)
|
||||
{
|
||||
if (SimpleProps.questDef == null)
|
||||
return false;
|
||||
|
||||
bool hasActiveQuest = Find.QuestManager.QuestsListForReading.Any((Quest q) =>
|
||||
q.root == SimpleProps.questDef && !q.Historical);
|
||||
|
||||
if (SimpleProps.debugLogging && hasActiveQuest)
|
||||
// 如果配置了防止重复,检查是否有相同根源的任务
|
||||
if (SimpleProps.preventDuplicateQuests && SimpleProps.questDef != null)
|
||||
{
|
||||
Log.Message($"[SimpleTechnologyTrigger] Active quest {SimpleProps.questDef.defName} found, skipping trigger");
|
||||
bool hasActiveQuest = Find.QuestManager.QuestsListForReading.Any((Quest q) =>
|
||||
q.root == SimpleProps.questDef && !q.Historical);
|
||||
|
||||
if (SimpleProps.debugLogging && hasActiveQuest)
|
||||
{
|
||||
Log.Message($"[SimpleTechnologyTrigger] Active quest {SimpleProps.questDef.defName} found, skipping trigger");
|
||||
}
|
||||
|
||||
return hasActiveQuest;
|
||||
}
|
||||
|
||||
return hasActiveQuest;
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -267,13 +303,23 @@ namespace WulaFallenEmpire
|
||||
{
|
||||
StringBuilder status = new StringBuilder();
|
||||
status.AppendLine($"Simple Technology Trigger: {SimpleProps.technology?.defName ?? "NULL"}");
|
||||
|
||||
var factionCheck = PassesRequiredFactionCheck();
|
||||
status.AppendLine($"Faction Relation Status: {factionCheck.Status}");
|
||||
if (!factionCheck.IsValid)
|
||||
{
|
||||
status.AppendLine($"Faction Relation Reason: {factionCheck.Reason}");
|
||||
}
|
||||
|
||||
status.AppendLine($"Research Status: {(PassesTechnologyCheck() ? "✅ COMPLETED" : "❌ NOT COMPLETED")}");
|
||||
status.AppendLine($"Required Faction: {SimpleProps.requiredFaction?.defName ?? "NONE"}");
|
||||
status.AppendLine($"Faction Relation: {(PassesRequiredFactionCheck() ? "✅ VALID" : "❌ INVALID")}");
|
||||
status.AppendLine($"Hostile Alternative: {SimpleProps.incidentIfHostile?.defName ?? "NONE"}");
|
||||
status.AppendLine($"Check Interval: {SimpleProps.checkIntervalDays} days");
|
||||
status.AppendLine($"Current Interval: {IntervalsPassed}");
|
||||
status.AppendLine($"Next Check: {GetNextCheckInterval()} intervals");
|
||||
status.AppendLine($"Can Trigger Now: {PassesIntervalCheck() && PassesTechnologyCheck() && PassesRequiredFactionCheck()}");
|
||||
|
||||
bool canTrigger = PassesIntervalCheck() && PassesTechnologyCheck() && factionCheck.IsValid;
|
||||
status.AppendLine($"Can Trigger Now: {canTrigger}");
|
||||
|
||||
// 详细派系信息
|
||||
if (SimpleProps.requiredFaction != null)
|
||||
@@ -305,4 +351,39 @@ namespace WulaFallenEmpire
|
||||
return ((currentInterval / checkInterval) + 1) * checkInterval;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 派系关系检查结果
|
||||
/// </summary>
|
||||
public struct FactionRelationResult
|
||||
{
|
||||
public FactionRelationStatus Status { get; }
|
||||
public string Reason { get; }
|
||||
public bool IsValid => Status == FactionRelationStatus.Valid || Status == FactionRelationStatus.HostileButAllowed;
|
||||
|
||||
public FactionRelationResult(FactionRelationStatus status, string reason = "")
|
||||
{
|
||||
Status = status;
|
||||
Reason = reason;
|
||||
}
|
||||
|
||||
public static FactionRelationResult Valid() => new FactionRelationResult(FactionRelationStatus.Valid);
|
||||
public static FactionRelationResult HostileButAllowed() => new FactionRelationResult(FactionRelationStatus.HostileButAllowed);
|
||||
public static FactionRelationResult Invalid(string reason) => new FactionRelationResult(FactionRelationStatus.Invalid, reason);
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return $"{Status}{(string.IsNullOrEmpty(Reason) ? "" : $" ({Reason})")}";
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 派系关系状态枚举
|
||||
/// </summary>
|
||||
public enum FactionRelationStatus
|
||||
{
|
||||
Valid, // 关系有效,可以触发原事件
|
||||
HostileButAllowed, // 关系敌对但允许,可以触发替代事件
|
||||
Invalid // 关系无效,不触发任何事件
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,106 @@
|
||||
using RimWorld;
|
||||
using UnityEngine;
|
||||
using Verse;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
public class CompProperties_DelayedDamageIfNotPlayer : CompProperties
|
||||
{
|
||||
public DamageDef damageDef;
|
||||
public int damageAmount = 10;
|
||||
public float armorPenetration = 0f;
|
||||
public BodyPartDef hitPart;
|
||||
public bool destroyIfKilled = true;
|
||||
|
||||
public CompProperties_DelayedDamageIfNotPlayer()
|
||||
{
|
||||
compClass = typeof(CompDelayedDamageIfNotPlayer);
|
||||
}
|
||||
}
|
||||
|
||||
public class CompDelayedDamageIfNotPlayer : ThingComp
|
||||
{
|
||||
private bool damageApplied = false;
|
||||
private bool scheduledForNextFrame = false;
|
||||
|
||||
public CompProperties_DelayedDamageIfNotPlayer Props => (CompProperties_DelayedDamageIfNotPlayer)props;
|
||||
|
||||
public override void PostSpawnSetup(bool respawningAfterLoad)
|
||||
{
|
||||
base.PostSpawnSetup(respawningAfterLoad);
|
||||
|
||||
// 只在初次生成时检查,重新加载时不重复
|
||||
if (!respawningAfterLoad)
|
||||
{
|
||||
CheckAndScheduleDamage();
|
||||
}
|
||||
}
|
||||
|
||||
private void CheckAndScheduleDamage()
|
||||
{
|
||||
// 检查派系,如果不是玩家派系则安排伤害
|
||||
if (parent.Faction != Faction.OfPlayer && !damageApplied && !scheduledForNextFrame)
|
||||
{
|
||||
scheduledForNextFrame = true;
|
||||
|
||||
// 使用LongEventHandler来在下一帧执行
|
||||
LongEventHandler.ExecuteWhenFinished(ApplyDelayedDamage);
|
||||
}
|
||||
}
|
||||
|
||||
private void ApplyDelayedDamage()
|
||||
{
|
||||
if (scheduledForNextFrame && !damageApplied)
|
||||
{
|
||||
// 再次确认对象仍然存在且未被销毁
|
||||
if (parent != null && parent.Spawned && !parent.Destroyed)
|
||||
{
|
||||
ApplyDamage();
|
||||
}
|
||||
scheduledForNextFrame = false;
|
||||
}
|
||||
}
|
||||
|
||||
private void ApplyDamage()
|
||||
{
|
||||
try
|
||||
{
|
||||
if (parent == null || parent.Destroyed || damageApplied)
|
||||
return;
|
||||
|
||||
// 创建伤害信息
|
||||
DamageInfo damageInfo = new DamageInfo(
|
||||
Props.damageDef,
|
||||
Props.damageAmount,
|
||||
armorPenetration: Props.armorPenetration,
|
||||
instigator: parent
|
||||
);
|
||||
|
||||
// 施加伤害
|
||||
parent.TakeDamage(damageInfo);
|
||||
|
||||
damageApplied = true;
|
||||
|
||||
// 记录日志以便调试
|
||||
Log.Message($"[CompDelayedDamage] Applied {Props.damageAmount} {Props.damageDef.defName} damage to {parent.Label} (Faction: {parent.Faction?.Name ?? "None"})");
|
||||
|
||||
// 检查是否被杀死
|
||||
if (Props.destroyIfKilled && (parent.Destroyed || (parent is Pawn pawn && pawn.Dead)))
|
||||
{
|
||||
Log.Message($"[CompDelayedDamage] {parent.Label} was destroyed by delayed damage");
|
||||
}
|
||||
}
|
||||
catch (System.Exception ex)
|
||||
{
|
||||
Log.Error($"[CompDelayedDamage] Error applying delayed damage: {ex}");
|
||||
}
|
||||
}
|
||||
|
||||
public override void PostExposeData()
|
||||
{
|
||||
base.PostExposeData();
|
||||
Scribe_Values.Look(ref damageApplied, "damageApplied", false);
|
||||
Scribe_Values.Look(ref scheduledForNextFrame, "scheduledForNextFrame", false);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -122,6 +122,7 @@
|
||||
<Compile Include="BuildingComp\WULA_SkyfallerCaller\CompSkyfallerCaller.cs" />
|
||||
<Compile Include="BuildingComp\WULA_SkyfallerCaller\CompPrefabSkyfallerCaller.cs" />
|
||||
<Compile Include="BuildingComp\WULA_SkyfallerCaller\CompProperties_PrefabSkyfallerCaller.cs" />
|
||||
<Compile Include="BuildingComp\WULA_SkyfallerCaller\DebugActions_PrefabSkyfallerCaller.cs" />
|
||||
<Compile Include="BuildingComp\WULA_SkyfallerCaller\Skyfaller_PrefabSpawner.cs" />
|
||||
<Compile Include="BuildingComp\WULA_SkyfallerCaller\WulaSkyfallerWorldComponent.cs" />
|
||||
<Compile Include="BuildingComp\WULA_SkyfallerCaller\WULA_SkyfallerFactioncs\CompProperties_SkyfallerFaction.cs" />
|
||||
@@ -259,6 +260,7 @@
|
||||
<Compile Include="QuestNodes\QuestNode_CheckGlobalResource.cs" />
|
||||
<Compile Include="QuestNodes\QuestNode_GeneratePawnWithCustomization.cs" />
|
||||
<Compile Include="QuestNodes\QuestNode_Hyperlinks.cs" />
|
||||
<Compile Include="QuestNodes\QuestNode_SpawnPrefabSkyfallerCaller.cs" />
|
||||
<Compile Include="QuestNodes\QuestPart_GlobalResourceCheck.cs" />
|
||||
<Compile Include="Stat\StatWorker_Energy.cs" />
|
||||
<Compile Include="Stat\StatWorker_Maintenance.cs" />
|
||||
@@ -269,6 +271,7 @@
|
||||
<Compile Include="Storyteller\WULA_SimpleTechnologyTrigger\StorytellerComp_SimpleTechnologyTrigger.cs" />
|
||||
<Compile Include="ThingComp\CompAndPatch_GiveHediffOnShot.cs" />
|
||||
<Compile Include="ThingComp\CompApparelInterceptor.cs" />
|
||||
<Compile Include="ThingComp\CompProperties_DelayedDamageIfNotPlayer.cs" />
|
||||
<Compile Include="ThingComp\CompPsychicScaling.cs" />
|
||||
<Compile Include="ThingComp\CompUseEffect_AddDamageShieldCharges.cs" />
|
||||
<Compile Include="ThingComp\CompUseEffect_OpenCustomUI.cs" />
|
||||
|
||||
Reference in New Issue
Block a user