可控机械族(未完成)
This commit is contained in:
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using System.Collections.Generic;
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using RimWorld;
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using Verse;
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using Verse.AI;
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namespace WulaFallenEmpire
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{
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// 自定义条件节点:检查是否处于自主工作模式
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public class ThinkNode_ConditionalAutonomousMech : ThinkNode_Conditional
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{
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protected override bool Satisfied(Pawn pawn)
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{
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if (pawn == null || pawn.Dead || pawn.Downed)
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return false;
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// 检查是否被征召
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if (pawn.Drafted)
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return false;
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// 检查是否有机械师控制
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if (pawn.GetOverseer() != null)
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return false;
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// 检查是否有自主能力
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var comp = pawn.GetComp<CompAutonomousMech>();
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if (comp == null || !comp.CanWorkAutonomously)
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return false;
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return true;
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}
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}
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public class CompProperties_AutonomousMech : CompProperties
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{
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public bool enableAutonomousDrafting = true;
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public bool enableAutonomousWork = true;
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public bool requirePowerForAutonomy = true;
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public bool suppressUncontrolledWarning = true;
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public CompProperties_AutonomousMech()
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{
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compClass = typeof(CompAutonomousMech);
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}
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}
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public class CompAutonomousMech : ThingComp
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{
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public CompProperties_AutonomousMech Props => (CompProperties_AutonomousMech)props;
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public Pawn MechPawn => parent as Pawn;
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public bool CanBeAutonomous
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{
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get
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{
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if (MechPawn == null || MechPawn.Dead || MechPawn.Downed)
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return false;
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if (!Props.enableAutonomousDrafting)
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return false;
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if (MechPawn.GetOverseer() != null)
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return false;
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if (Props.requirePowerForAutonomy)
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{
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var energyNeed = MechPawn.needs?.TryGetNeed<Need_MechEnergy>();
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if (energyNeed != null && energyNeed.CurLevelPercentage < 0.1f)
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return false;
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}
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return true;
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}
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}
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public bool CanWorkAutonomously
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{
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get
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{
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if (!Props.enableAutonomousWork)
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return false;
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if (!CanBeAutonomous)
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return false;
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if (MechPawn.Drafted)
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return false;
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return true;
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}
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}
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public bool ShouldSuppressUncontrolledWarning
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{
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get
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{
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if (!Props.suppressUncontrolledWarning)
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return false;
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return CanBeAutonomous;
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}
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}
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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 (MechPawn != null && MechPawn.IsColonyMech)
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{
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EnsureWorkSettings();
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}
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}
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public override IEnumerable<Gizmo> CompGetGizmosExtra()
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{
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if (MechPawn == null || !CanBeAutonomous)
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yield break;
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// 自主征召按钮
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yield return new Command_Toggle
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{
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defaultLabel = "Autonomous Mode",
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defaultDesc = "Enable autonomous operation without mechanitor control",
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icon = TexCommand.Draft,
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isActive = () => MechPawn.Drafted,
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toggleAction = () => ToggleAutonomousDraft(),
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hotKey = KeyBindingDefOf.Misc1
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};
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// 工作模式切换按钮
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if (CanWorkAutonomously)
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{
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yield return new Command_Action
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{
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defaultLabel = "Work Mode: " + GetCurrentWorkMode(),
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defaultDesc = "Switch autonomous work mode",
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icon = TexCommand.Attack,
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action = () => ShowWorkModeMenu()
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};
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}
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}
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private void ToggleAutonomousDraft()
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{
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if (MechPawn.drafter == null)
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return;
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if (MechPawn.Drafted)
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{
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MechPawn.drafter.Drafted = false;
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Messages.Message($"{MechPawn.LabelCap} autonomous mode deactivated",
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MechPawn, MessageTypeDefOf.NeutralEvent);
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}
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else
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{
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if (CanBeAutonomous)
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{
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MechPawn.drafter.Drafted = true;
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Messages.Message($"{MechPawn.LabelCap} is now operating autonomously",
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MechPawn, MessageTypeDefOf.PositiveEvent);
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}
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else
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{
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Messages.Message($"Cannot activate autonomous mode: {GetBlockReason()}",
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MechPawn, MessageTypeDefOf.NegativeEvent);
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}
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}
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}
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private string GetCurrentWorkMode()
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{
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if (MechPawn.workSettings == null)
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return "None";
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// 检查当前激活的工作模式
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foreach (var workType in MechPawn.RaceProps.mechEnabledWorkTypes)
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{
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if (MechPawn.workSettings.GetPriority(workType) > 0)
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{
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return workType.defName;
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}
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}
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return "None";
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}
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private void ShowWorkModeMenu()
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{
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List<FloatMenuOption> list = new List<FloatMenuOption>();
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// 工作模式
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list.Add(new FloatMenuOption("Work Mode", () => SetWorkMode("Work")));
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// 充电模式
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list.Add(new FloatMenuOption("Recharge Mode", () => SetWorkMode("Recharge")));
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// 休眠模式
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list.Add(new FloatMenuOption("Shutdown Mode", () => SetWorkMode("SelfShutdown")));
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Find.WindowStack.Add(new FloatMenu(list));
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}
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private void SetWorkMode(string mode)
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{
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if (MechPawn.workSettings == null)
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return;
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// 重置所有工作模式优先级
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foreach (var workType in MechPawn.RaceProps.mechEnabledWorkTypes)
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{
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MechPawn.workSettings.SetPriority(workType, 0);
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}
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// 设置选择的工作模式
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var targetMode = DefDatabase<WorkTypeDef>.GetNamedSilentFail(mode);
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if (targetMode != null)
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{
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MechPawn.workSettings.SetPriority(targetMode, 3);
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Messages.Message($"{MechPawn.LabelCap} switched to {mode} mode",
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MechPawn, MessageTypeDefOf.NeutralEvent);
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}
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}
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private string GetBlockReason()
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{
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if (MechPawn.Dead || MechPawn.Downed)
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return "Mech is incapacitated";
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if (MechPawn.GetOverseer() != null)
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return "Mech is under mechanitor control";
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if (Props.requirePowerForAutonomy)
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{
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var energyNeed = MechPawn.needs?.TryGetNeed<Need_MechEnergy>();
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if (energyNeed != null && energyNeed.CurLevelPercentage < 0.1f)
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return "Insufficient energy";
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}
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return "Autonomous mode disabled";
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}
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private void EnsureWorkSettings()
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{
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if (MechPawn.workSettings == null)
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{
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MechPawn.workSettings = new Pawn_WorkSettings(MechPawn);
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}
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if (MechPawn.RaceProps.mechEnabledWorkTypes != null)
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{
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// 默认设置为工作模式
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var workMode = DefDatabase<WorkTypeDef>.GetNamedSilentFail("Work");
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if (workMode != null)
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{
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MechPawn.workSettings.SetPriority(workMode, 3);
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}
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}
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}
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public string GetAutonomousStatusString()
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{
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if (!CanBeAutonomous)
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return null;
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if (MechPawn.Drafted)
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return "Operating autonomously";
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else
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return "Autonomous mode available";
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}
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}
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}
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@@ -0,0 +1,65 @@
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using HarmonyLib;
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using RimWorld;
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using Verse;
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namespace WulaFallenEmpire
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{
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[HarmonyPatch(typeof(Pawn_DraftController), "get_ShowDraftGizmo")]
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public static class Patch_Pawn_DraftController_ShowDraftGizmo
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{
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public static void Postfix(Pawn_DraftController __instance, ref bool __result)
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{
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Pawn pawn = __instance.pawn;
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if (!__result && pawn != null && pawn.IsColonyMech)
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{
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var comp = pawn.GetComp<CompAutonomousMech>();
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if (comp != null && comp.CanBeAutonomous)
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{
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__result = true;
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}
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}
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}
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}
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[HarmonyPatch(typeof(MechanitorUtility), "CanDraftMech")]
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public static class Patch_MechanitorUtility_CanDraftMech
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{
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public static void Postfix(Pawn mech, ref AcceptanceReport __result)
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{
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if (!__result && mech != null && mech.IsColonyMech)
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{
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var comp = mech.GetComp<CompAutonomousMech>();
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if (comp != null && comp.CanBeAutonomous)
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{
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__result = true;
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}
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}
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}
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}
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[HarmonyPatch(typeof(CompOverseerSubject), "CompInspectStringExtra")]
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public static class Patch_CompOverseerSubject_CompInspectStringExtra
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{
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public static void Postfix(CompOverseerSubject __instance, ref string __result)
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{
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Pawn mech = __instance.parent as Pawn;
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if (mech != null && mech.IsColonyMech)
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{
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var comp = mech.GetComp<CompAutonomousMech>();
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if (comp != null && comp.ShouldSuppressUncontrolledWarning)
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{
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string autonomousStatus = comp.GetAutonomousStatusString();
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if (!string.IsNullOrEmpty(autonomousStatus))
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{
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__result = autonomousStatus;
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}
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else
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{
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__result = "";
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}
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}
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}
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}
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}
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}
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@@ -0,0 +1,175 @@
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using HarmonyLib;
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using RimWorld;
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using Verse;
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using System.Reflection;
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using UnityEngine;
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namespace WulaFallenEmpire
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{
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// 修复红色名字问题 - 直接修补 PawnNameColorUtility.PawnNameColorOf 方法
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[HarmonyPatch(typeof(PawnNameColorUtility), "PawnNameColorOf")]
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public static class Patch_PawnNameColorUtility_PawnNameColorOf
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{
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public static void Postfix(Pawn pawn, ref Color __result)
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{
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if (pawn != null && pawn.IsColonyMech)
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{
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var comp = pawn.GetComp<CompAutonomousMech>();
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if (comp != null && comp.ShouldSuppressUncontrolledWarning)
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{
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// 使用正常的白色名字
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__result = Color.white;
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}
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}
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}
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}
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// 修复红光闪烁问题 - 使用 Traverse 访问私有字段
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[HarmonyPatch(typeof(Pawn_PlayerSettings), "get_UncontrolledMechDrawPulse")]
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public static class Patch_Pawn_PlayerSettings_UncontrolledMechDrawPulse
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{
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public static bool Prefix(Pawn_PlayerSettings __instance, ref float __result)
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{
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var traverse = Traverse.Create(__instance);
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Pawn pawn = traverse.Field("pawn").GetValue<Pawn>();
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if (pawn != null && pawn.IsColonyMech)
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{
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var comp = pawn.GetComp<CompAutonomousMech>();
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if (comp != null && comp.ShouldSuppressUncontrolledWarning)
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{
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// 返回 0 来禁用红光脉冲
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__result = 0f;
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return false; // 跳过原始方法
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}
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}
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return true;
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}
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}
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// 修复机械族控制状态检查
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[HarmonyPatch(typeof(MechanitorUtility), "IsMechanitorControlled")]
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public static class Patch_MechanitorUtility_IsMechanitorControlled
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{
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public static void Postfix(Pawn mech, ref bool __result)
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{
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if (!__result && mech != null && mech.IsColonyMech)
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{
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var comp = mech.GetComp<CompAutonomousMech>();
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if (comp != null && comp.ShouldSuppressUncontrolledWarning)
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{
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// 让游戏认为机械族是受控的
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__result = true;
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}
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}
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}
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}
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// 修复机械族控制状态检查的另一个方法
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[HarmonyPatch(typeof(CompOverseerSubject), "get_IsControlled")]
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public static class Patch_CompOverseerSubject_IsControlled
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{
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public static void Postfix(CompOverseerSubject __instance, ref bool __result)
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{
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Pawn mech = __instance.parent as Pawn;
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if (!__result && mech != null && mech.IsColonyMech)
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{
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var comp = mech.GetComp<CompAutonomousMech>();
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if (comp != null && comp.ShouldSuppressUncontrolledWarning)
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{
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// 让游戏认为机械族是受控的
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__result = true;
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}
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}
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}
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}
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// 修复机械族控制状态显示的另一个检查
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[HarmonyPatch(typeof(Pawn), "GetOverseer")]
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public static class Patch_Pawn_GetOverseer
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{
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public static void Postfix(Pawn __instance, ref Pawn __result)
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{
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if (__result == null && __instance.IsColonyMech)
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{
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var comp = __instance.GetComp<CompAutonomousMech>();
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if (comp != null && comp.ShouldSuppressUncontrolledWarning)
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{
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// 返回一个虚拟的监管者来避免红色显示
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__result = __instance;
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}
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}
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}
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}
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// 修复机械族控制组提示
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[HarmonyPatch(typeof(CompOverseerSubject), "GetUndraftedControlGroupTip")]
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public static class Patch_CompOverseerSubject_GetUndraftedControlGroupTip
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{
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public static bool Prefix(CompOverseerSubject __instance, ref string __result)
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{
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Pawn mech = __instance.parent as Pawn;
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if (mech != null && mech.IsColonyMech)
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{
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var comp = mech.GetComp<CompAutonomousMech>();
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if (comp != null && comp.ShouldSuppressUncontrolledWarning)
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{
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// 提供自主状态的提示而不是未受控提示
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__result = comp.GetAutonomousStatusString() ?? "Autonomous operation";
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return false; // 跳过原始方法
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}
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}
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return true;
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}
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}
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// 修复机械族控制状态的其他检查
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[HarmonyPatch(typeof(Pawn), "GetInspectString")]
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public static class Patch_Pawn_GetInspectString
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{
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public static void Postfix(Pawn __instance, ref string __result)
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{
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if (__instance.IsColonyMech)
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{
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var comp = __instance.GetComp<CompAutonomousMech>();
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if (comp != null && comp.ShouldSuppressUncontrolledWarning)
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{
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// 清理任何未受控相关的文本
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if (__result.Contains("MechUncontrolled") || __result.Contains("uncontrolled"))
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{
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string autonomousStatus = comp.GetAutonomousStatusString();
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if (!string.IsNullOrEmpty(autonomousStatus))
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{
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__result = autonomousStatus;
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}
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else
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{
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__result = __result.Replace("MechUncontrolled", "")
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.Replace("uncontrolled", "autonomous");
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}
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}
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}
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}
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}
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}
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// 修复机械族控制状态的UI显示
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[HarmonyPatch(typeof(MechanitorUtility), "GetMechControlGroupDesc")]
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public static class Patch_MechanitorUtility_GetMechControlGroupDesc
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{
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public static bool Prefix(Pawn mech, ref string __result)
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{
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if (mech != null && mech.IsColonyMech)
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{
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var comp = mech.GetComp<CompAutonomousMech>();
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if (comp != null && comp.ShouldSuppressUncontrolledWarning)
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{
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// 提供自主状态描述
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__result = comp.GetAutonomousStatusString() ?? "Autonomous operation";
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return false; // 跳过原始方法
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}
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}
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return true;
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}
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}
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}
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@@ -104,6 +104,9 @@
|
||||
<Compile Include="Pawn\WULA_AutoMechCarrier\CompAutoMechCarrier.cs" />
|
||||
<Compile Include="Pawn\WULA_AutoMechCarrier\CompProperties_AutoMechCarrier.cs" />
|
||||
<Compile Include="Pawn\WULA_AutoMechCarrier\PawnProductionEntry.cs" />
|
||||
<Compile Include="Pawn\WULA_AutonomousMech\CompAutonomousMech.cs" />
|
||||
<Compile Include="Pawn\WULA_AutonomousMech\Patch_MechanitorUtility_CanDraftMech.cs" />
|
||||
<Compile Include="Pawn\WULA_AutonomousMech\Patch_UncontrolledMechDrawPulse.cs" />
|
||||
<Compile Include="Pawn\WULA_BrokenPersonality\MentalBreakWorker_BrokenPersonality.cs" />
|
||||
<Compile Include="Pawn\WULA_BrokenPersonality\MentalStateDefExtension_BrokenPersonality.cs" />
|
||||
<Compile Include="Pawn\WULA_BrokenPersonality\MentalState_BrokenPersonality.cs" />
|
||||
|
||||
Reference in New Issue
Block a user