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1.6/1.6/Defs/HediffDefs/WULA_FM_Hediffs.xml
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91
1.6/1.6/Defs/HediffDefs/WULA_FM_Hediffs.xml
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@@ -0,0 +1,91 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Defs>
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<HediffDef ParentName="ImplantHediffBase">
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<defName>WULA_Addons_Antenna_Hediff_Base</defName>
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<hediffClass>Hediff_Mechlink</hediffClass>
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<label>机械指挥节点</label>
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<description>乌拉帝国合成人脑袋上有一对天线,她们可以使用这套通讯设备与乌拉帝国舰队通讯,除此之外,她们也可以用这套系统收发次级机械族信号——虽然她们大多数时候并没有供其指挥机械族的带宽可用。</description>
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<descriptionShort>一对可以与舰队通讯的天线。</descriptionShort>
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<isBad>false</isBad>
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<duplicationAllowed>false</duplicationAllowed>
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<keepOnBodyPartRestoration>true</keepOnBodyPartRestoration>
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<defaultInstallPart>WULA_Addons_Antenna_Bodypart</defaultInstallPart>
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<!-- <spawnThingOnRemoved>WULA_Addons_Antenna_Base</spawnThingOnRemoved> -->
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<comps>
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<li Class="WulaFallenEmpire.HediffCompProperties_MakesMechanitor"/>
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<li Class="WulaFallenEmpire.HediffCompProperties_SwitchableHediff">
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<!-- 可自定义的标签和描述 -->
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<switchLabel>调频切换</switchLabel>
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<switchDesc>在舰队、火炮和战舰呼叫频率中进行切换,以呼叫不同的支援</switchDesc>
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<statusLabel>频道:{0}</statusLabel>
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<statusDesc>查看当前频率的详细信息</statusDesc>
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<availableHediffs>
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<li>Wula_FM_Switc_Fleet</li>
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<li>Wula_FM_Switc_Artillery</li>
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<li>Wula_FM_Switc_Aircraft</li>
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</availableHediffs>
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<defaultHediffIndex>0</defaultHediffIndex>
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<gizmoIconPath>Wula/UI/Commands/WULA_NanoSwitch</gizmoIconPath>
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<showStatusInGizmo>false</showStatusInGizmo>
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</li>
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</comps>
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</HediffDef>
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<HediffDef>
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<defName>Wula_FM_Switc_Fleet</defName>
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<label>调频(舰队)</label>
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<description>允许乌拉帝国的合成人呼叫舰队,舰队会为地面上的乌拉帝国殖民地提供支援,但是支援的具体类型需要调频到其他频道进行呼叫。</description>
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<hediffClass>Hediff_High</hediffClass>
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<everCurableByItem>false</everCurableByItem>
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<duplicationAllowed>false</duplicationAllowed>
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<keepOnBodyPartRestoration>True</keepOnBodyPartRestoration>
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<isBad>false</isBad>
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<stages>
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<li>
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<becomeVisible>false</becomeVisible>
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</li>
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</stages>
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<comps>
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<li Class="HediffCompProperties_GiveAbility">
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<abilityDefs>
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<li>WULA_CallBattleShip</li>
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</abilityDefs>
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</li>
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</comps>
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</HediffDef>
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<HediffDef>
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<defName>Wula_FM_Switc_Artillery</defName>
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<label>调频(火炮)</label>
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<description>允许乌拉帝国的合成人呼叫轨道火力支援,包含一系列精准度较差但是覆盖范围广的轰炸能力,一般由拥有<color=#BD2F31><i>武器阵列</i></color>的战舰提供。</description>
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<hediffClass>Hediff_High</hediffClass>
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<everCurableByItem>false</everCurableByItem>
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<duplicationAllowed>false</duplicationAllowed>
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<keepOnBodyPartRestoration>True</keepOnBodyPartRestoration>
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<isBad>false</isBad>
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<stages>
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<li>
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<becomeVisible>false</becomeVisible>
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</li>
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</stages>
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<comps>
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</comps>
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</HediffDef>
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<HediffDef>
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<defName>Wula_FM_Switc_Aircraft</defName>
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<label>调频(战机)</label>
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<description>允许乌拉帝国的合成人呼叫空中火力,包含一系列精准迅速的近地密接支援,一般由拥有<color=#BD952F><i>机库</i></color>的战舰提供。</description>
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<hediffClass>Hediff_High</hediffClass>
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<everCurableByItem>false</everCurableByItem>
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<duplicationAllowed>false</duplicationAllowed>
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<keepOnBodyPartRestoration>True</keepOnBodyPartRestoration>
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<isBad>false</isBad>
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<stages>
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<li>
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<becomeVisible>false</becomeVisible>
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</li>
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</stages>
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<comps>
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</comps>
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</HediffDef>
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</Defs>
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@@ -82,26 +82,6 @@
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</li>
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</comps>
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</HediffDef>
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<HediffDef ParentName="ImplantHediffBase">
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<defName>WULA_Addons_Antenna_Hediff_Base</defName>
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<hediffClass>Hediff_Mechlink</hediffClass>
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<label>机械指挥节点</label>
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<description>乌拉帝国合成人脑袋上有一对天线,她们可以使用这套通讯设备与乌拉帝国舰队通讯。</description>
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<descriptionShort>一对可以与舰队通讯的天线。</descriptionShort>
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<isBad>false</isBad>
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<duplicationAllowed>false</duplicationAllowed>
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<keepOnBodyPartRestoration>true</keepOnBodyPartRestoration>
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<defaultInstallPart>WULA_Addons_Antenna_Bodypart</defaultInstallPart>
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<!-- <spawnThingOnRemoved>WULA_Addons_Antenna_Base</spawnThingOnRemoved> -->
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<comps>
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<li Class="WulaFallenEmpire.HediffCompProperties_MakesMechanitor"/>
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<li Class="HediffCompProperties_GiveAbility">
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<abilityDefs>
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<li>WULA_CallBattleShip</li>
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</abilityDefs>
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</li>
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</comps>
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</HediffDef>
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<HediffDef>
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<defName>WULA_ChargingHediff</defName>
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@@ -861,6 +861,9 @@
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<hasInteractionCell>false</hasInteractionCell>
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<rotatable>false</rotatable>
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<!-- <interactionCellOffset>(0,0,-2)</interactionCellOffset> -->
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<researchPrerequisites Inherit="False">
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<li>WULA_WeaponArmor_Productor_Technology</li>
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</researchPrerequisites>
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<statBases>
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<MaxHitPoints>1</MaxHitPoints>
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<WorkToBuild>1</WorkToBuild>
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@@ -971,9 +974,6 @@
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<pathCost>50</pathCost>
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<hasInteractionCell>false</hasInteractionCell>
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<surfaceType>Item</surfaceType>
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<researchPrerequisites>
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<li>WULA_Colony_License_LV1_Technology</li>
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</researchPrerequisites>
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<inspectorTabs>
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<li>WulaFallenEmpire.ITab_GlobalBills</li>
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</inspectorTabs>
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@@ -1321,4 +1321,166 @@
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</li>
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</comps>
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</ThingDef>
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<!-- 制造机 -->
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<ThingDef ParentName="BuildingBase">
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<defName>WULA_Cube_Productor_Cleanzone</defName>
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<label>乌拉帝国编织体</label>
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<description>清理出一块场地并准备好资源,使得乌拉帝国母舰可以向此处投放建筑。建造好的信标可以收起或移至他处,但是必须要有母舰或者后勤舰在上空才能投送建筑。\n\n乌拉帝国编织体是一台简易的塑性构造体,只能生产一些材料,以本地加工的方式降低舰队的加工压力。</description>
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<uiIconPath>Wula/Building/WULA_Cube_Productor_Energy_south</uiIconPath>
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<minifiedDef>MinifiedThing</minifiedDef>
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<tickerType>Normal</tickerType>
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<thingCategories Inherit="False">
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<li>BuildingsMisc</li>
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</thingCategories>
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<graphicData>
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<texPath>Wula/Building/WULA_Dropping_Building_Cleanzone</texPath>
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<graphicClass>Graphic_Multi</graphicClass>
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<drawSize>(1,1)</drawSize>
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<damageData>
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<enabled>false</enabled>
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</damageData>
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</graphicData>
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<altitudeLayer>Building</altitudeLayer>
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<passability>PassThroughOnly</passability>
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<castEdgeShadows>false</castEdgeShadows>
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<fillPercent>0.5</fillPercent>
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<canOverlapZones>false</canOverlapZones>
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<pathCost>0</pathCost>
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<hasInteractionCell>true</hasInteractionCell>
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<interactionCellOffset>(0,0,-1)</interactionCellOffset>
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<rotatable>false</rotatable>
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<researchPrerequisites Inherit="False">
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<li>WULA_WeaponArmor_Productor_Technology</li>
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</researchPrerequisites>
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<statBases>
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<MaxHitPoints>1</MaxHitPoints>
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<WorkToBuild>1</WorkToBuild>
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<Mass>1</Mass>
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<Flammability>0</Flammability>
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</statBases>
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<size>(1,1)</size>
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<constructionSkillPrerequisite>0</constructionSkillPrerequisite>
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<resourcesFractionWhenDeconstructed>1</resourcesFractionWhenDeconstructed>
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<costList>
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<Steel>50</Steel>
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<ComponentIndustrial>1</ComponentIndustrial>
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</costList>
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<building>
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<destroySound>BuildingDestroyed_Metal_Small</destroySound>
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</building>
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<placeWorkers>
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<li>PlaceWorker_PreventInteractionSpotOverlap</li>
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</placeWorkers>
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<designationCategory>WULA_Buildings</designationCategory>
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<comps>
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<li Class="WulaFallenEmpire.CompProperties_SkyfallerCaller">
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<skyfallerDef>WULA_Cube_Productor_Incoming</skyfallerDef> <!-- 替换为您想要的Skyfaller类型 -->
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<destroyBuilding>true</destroyBuilding>
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<delayTicks>1</delayTicks>
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<requiredFlyOverType>WULA_Flyover_BaseBuilder</requiredFlyOverType>
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<allowThinRoof>true</allowThinRoof>
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<allowThickRoof>false</allowThickRoof>
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<requiredFlyOverLabel>乌拉帝国母舰或后勤舰</requiredFlyOverLabel> <!-- 新增显示标签 -->
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</li>
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</comps>
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</ThingDef>
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<ThingDef ParentName="SkyfallerBase">
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<defName>WULA_Cube_Productor_Incoming</defName>
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<label>乌拉帝国编织体(空投中)</label>
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<size>(1,1)</size>
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<graphicData>
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<texPath>Wula/Building/WULA_Charging_Station_Synth_Incoming</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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<shaderType>CutoutFlying</shaderType>
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<drawSize>(1,1)</drawSize>
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</graphicData>
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<skyfaller>
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<movementType>Accelerate</movementType>
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<shadow>Things/Skyfaller/SkyfallerShadowDropPod</shadow>
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<shadowSize>(2, 2)</shadowSize>
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<anticipationSound>DropPod_Fall</anticipationSound>
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<anticipationSoundTicks>100</anticipationSoundTicks>
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<impactSound>Explosion_Vaporize</impactSound>
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<moteSpawnTime>0.05</moteSpawnTime>
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<motesPerCell>1</motesPerCell>
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<cameraShake>1</cameraShake>
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<angleCurve>
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<points>
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<li>(0,0)</li>
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<li>(1, 1)</li>
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</points>
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</angleCurve>
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<spawnThing>WULA_Cube_Productor</spawnThing>
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</skyfaller>
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<comps>
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<li Class="CompProperties_Effecter">
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<effecterDef>Smoke_Joint</effecterDef>
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</li>
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</comps>
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</ThingDef>
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<ThingDef ParentName="BenchBase">
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<defName>WULA_Cube_Productor</defName>
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<label>乌拉帝国编织体</label>
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<description>一台简易的塑性构造体,只能生产一些材料,以本地加工的方式降低舰队的加工压力。</description>
|
||||
<thingClass>Building_WorkTable</thingClass>
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<drawerType>MapMeshAndRealTime</drawerType>
|
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<graphicData>
|
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<texPath>Wula/Building/WULA_Cube_Productor_Energy</texPath>
|
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<graphicClass>Graphic_Multi</graphicClass>
|
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<drawSize>(1,1)</drawSize>
|
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<damageData>
|
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<enabled>false</enabled>
|
||||
</damageData>
|
||||
<shadowData>
|
||||
<volume>(0.75, 0.75, 0.5)</volume>
|
||||
</shadowData>
|
||||
</graphicData>
|
||||
<constructEffect>ConstructMetal</constructEffect>
|
||||
<costList>
|
||||
<Steel>80</Steel>
|
||||
<ComponentIndustrial>3</ComponentIndustrial>
|
||||
</costList>
|
||||
<altitudeLayer>Building</altitudeLayer>
|
||||
<fillPercent>0.5</fillPercent>
|
||||
<useHitPoints>True</useHitPoints>
|
||||
<statBases>
|
||||
<WorkToBuild>2000</WorkToBuild>
|
||||
<MaxHitPoints>180</MaxHitPoints>
|
||||
<Flammability>1.0</Flammability>
|
||||
</statBases>
|
||||
<size>(1,1)</size>
|
||||
<uiOrder>2120</uiOrder>
|
||||
<passability>PassThroughOnly</passability>
|
||||
<pathCost>50</pathCost>
|
||||
<hasInteractionCell>True</hasInteractionCell>
|
||||
<interactionCellOffset>(0,0,-1)</interactionCellOffset>
|
||||
<surfaceType>Item</surfaceType>
|
||||
<!-- 可用配方 -->
|
||||
<recipes>
|
||||
<li>Make_WULA_Charge_Cube</li>
|
||||
<li>Make_WULA_Charge_Cube_Group</li>
|
||||
<li>Recharge_WULA_Charge_Cube_Energy</li>
|
||||
<li>Recharge_WULA_Charge_Cube_Energy_Group</li>
|
||||
<li>Make_Component_By_WULA_Cube_Productor</li>
|
||||
<li>Make_WULA_Dark_Matter_Item</li>
|
||||
<li>Make_WULA_Neutronium</li>
|
||||
</recipes>
|
||||
<inspectorTabs>
|
||||
<li>ITab_Bills</li>
|
||||
</inspectorTabs>
|
||||
<comps>
|
||||
<li Class="CompProperties_Power">
|
||||
<compClass>CompPowerTrader</compClass>
|
||||
<basePowerConsumption>500</basePowerConsumption>
|
||||
</li>
|
||||
</comps>
|
||||
<placeWorkers>
|
||||
<li>PlaceWorker_PreventInteractionSpotOverlap</li>
|
||||
</placeWorkers>
|
||||
<building>
|
||||
<!-- <isMealSource>true</isMealSource> -->
|
||||
<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
|
||||
</building>
|
||||
</ThingDef>
|
||||
</Defs>
|
||||
@@ -54,81 +54,6 @@
|
||||
<uiIconScale>0.65</uiIconScale>
|
||||
</ThingDef>
|
||||
|
||||
<!-- 制造机 -->
|
||||
<ThingDef ParentName="BenchBase">
|
||||
<defName>WULA_Cube_Productor_Energy</defName>
|
||||
<label>乌拉帝国编织体(电能)</label>
|
||||
<description>一台仿制乌拉帝国科技而建造的塑性构造体,可制造乌拉帝国所有的物品。</description>
|
||||
<thingClass>Building_WorkTable</thingClass>
|
||||
<drawerType>MapMeshAndRealTime</drawerType>
|
||||
<graphicData>
|
||||
<texPath>Wula/Building/WULA_Cube_Productor_Energy</texPath>
|
||||
<graphicClass>Graphic_Multi</graphicClass>
|
||||
<drawSize>(1,1)</drawSize>
|
||||
<damageData>
|
||||
<enabled>false</enabled>
|
||||
</damageData>
|
||||
<shadowData>
|
||||
<volume>(0.75, 0.75, 0.5)</volume>
|
||||
</shadowData>
|
||||
</graphicData>
|
||||
<constructEffect>ConstructMetal</constructEffect>
|
||||
<costList>
|
||||
<Steel>80</Steel>
|
||||
<ComponentIndustrial>3</ComponentIndustrial>
|
||||
</costList>
|
||||
<altitudeLayer>Building</altitudeLayer>
|
||||
<fillPercent>0.5</fillPercent>
|
||||
<useHitPoints>True</useHitPoints>
|
||||
<researchPrerequisites>
|
||||
<li>WULA_Adv_WorkTable_Technology</li>
|
||||
</researchPrerequisites>
|
||||
<statBases>
|
||||
<WorkToBuild>2000</WorkToBuild>
|
||||
<MaxHitPoints>180</MaxHitPoints>
|
||||
<Flammability>1.0</Flammability>
|
||||
</statBases>
|
||||
<size>(1,1)</size>
|
||||
<designationCategory>WULA_Buildings</designationCategory>
|
||||
<uiOrder>2120</uiOrder>
|
||||
<passability>PassThroughOnly</passability>
|
||||
<pathCost>50</pathCost>
|
||||
<hasInteractionCell>True</hasInteractionCell>
|
||||
<interactionCellOffset>(0,0,-1)</interactionCellOffset>
|
||||
<surfaceType>Item</surfaceType>
|
||||
<!-- 可用配方 -->
|
||||
<recipes>
|
||||
<li>Make_WULA_Charge_Cube</li>
|
||||
<li>Make_WULA_Charge_Cube_Group</li>
|
||||
<li>Recharge_WULA_Charge_Cube_Energy</li>
|
||||
<li>Recharge_WULA_Charge_Cube_Energy_Group</li>
|
||||
<li>Make_Component_By_WULA_Cube_Productor</li>
|
||||
<li>Make_WULA_Dark_Matter_Item</li>
|
||||
<li>Make_WULA_Neutronium</li>
|
||||
</recipes>
|
||||
<inspectorTabs>
|
||||
<li>ITab_Bills</li>
|
||||
</inspectorTabs>
|
||||
<comps>
|
||||
<li Class="CompProperties_Power">
|
||||
<compClass>CompPowerTrader</compClass>
|
||||
<basePowerConsumption>500</basePowerConsumption>
|
||||
</li>
|
||||
<li Class="CompProperties_AffectedByFacilities">
|
||||
<linkableFacilities>
|
||||
</linkableFacilities>
|
||||
</li>
|
||||
</comps>
|
||||
<placeWorkers>
|
||||
<li>PlaceWorker_PreventInteractionSpotOverlap</li>
|
||||
</placeWorkers>
|
||||
<building>
|
||||
<!-- <isMealSource>true</isMealSource> -->
|
||||
<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
|
||||
</building>
|
||||
</ThingDef>
|
||||
|
||||
|
||||
<!-- 防御炮 -->
|
||||
<ThingDef ParentName="BuildingBase">
|
||||
<defName>Wula_AI_Heavy_Panzer_Gunnery_Turret</defName>
|
||||
|
||||
@@ -2,7 +2,9 @@
|
||||
<Defs>
|
||||
<ThingDef Name="WULA_ApparelCivilBase" ParentName="ApparelMakeableBase" Abstract="True">
|
||||
<costStuffCount>0</costStuffCount>
|
||||
<stuffCategories Inherit="False"/>
|
||||
<stuffCategories>
|
||||
<li>Fabric</li>
|
||||
</stuffCategories>
|
||||
<thingCategories>
|
||||
<li>ApparelMisc</li>
|
||||
</thingCategories>
|
||||
|
||||
@@ -20,7 +20,9 @@
|
||||
<Mass>5</Mass>
|
||||
</statBases>
|
||||
<costStuffCount>0</costStuffCount>
|
||||
<stuffCategories Inherit="False"/>
|
||||
<stuffCategories>
|
||||
<li>Metallic</li>
|
||||
</stuffCategories>
|
||||
<costList Inherit="False">
|
||||
<Steel>80</Steel>
|
||||
<ComponentIndustrial>2</ComponentIndustrial>
|
||||
@@ -89,7 +91,9 @@
|
||||
<!-- <equippedAngleOffset>-65</equippedAngleOffset> -->
|
||||
<techLevel>Spacer</techLevel>
|
||||
<costStuffCount>0</costStuffCount>
|
||||
<stuffCategories Inherit="False"/>
|
||||
<stuffCategories>
|
||||
<li>Metallic</li>
|
||||
</stuffCategories>
|
||||
<costList Inherit="False">
|
||||
<Steel>90</Steel>
|
||||
<Plasteel>25</Plasteel>
|
||||
@@ -175,7 +179,9 @@
|
||||
<uiIconScale>0.8</uiIconScale>
|
||||
<techLevel>Spacer</techLevel>
|
||||
<costStuffCount>0</costStuffCount>
|
||||
<stuffCategories Inherit="False"/>
|
||||
<stuffCategories>
|
||||
<li>Metallic</li>
|
||||
</stuffCategories>
|
||||
<statBases>
|
||||
<!-- <MarketValue>441</MarketValue> -->
|
||||
<WorkToMake>20000</WorkToMake>
|
||||
@@ -354,6 +360,32 @@
|
||||
<abilityDef>WULA_RW_Base_AR_Ability</abilityDef>
|
||||
<chargeNoun>眩光弹</chargeNoun>
|
||||
</li>
|
||||
<!-- 经验核心组件 -->
|
||||
<li Class="WulaFallenEmpire.CompProperties_ExperienceCore">
|
||||
<trackedSkill>Shooting</trackedSkill> <!-- 或 Melee -->
|
||||
<experienceMultiplier>1.5</experienceMultiplier>
|
||||
<showExperienceInfo>true</showExperienceInfo>
|
||||
<experienceThresholds>
|
||||
<li>
|
||||
<experienceRequired>1000</experienceRequired>
|
||||
<quality>Good</quality>
|
||||
<messageKey>WULA_WeaponEvolving</messageKey>
|
||||
</li>
|
||||
<li>
|
||||
<experienceRequired>3000</experienceRequired>
|
||||
<quality>Excellent</quality>
|
||||
</li>
|
||||
<li>
|
||||
<experienceRequired>6000</experienceRequired>
|
||||
<quality>Masterwork</quality>
|
||||
</li>
|
||||
<li>
|
||||
<experienceRequired>10000</experienceRequired>
|
||||
<quality>Legendary</quality>
|
||||
<messageKey>WULA_WeaponMastering</messageKey>
|
||||
</li>
|
||||
</experienceThresholds>
|
||||
</li>
|
||||
</comps>
|
||||
</ThingDef>
|
||||
<ThingDef ParentName="BaseBullet">
|
||||
|
||||
@@ -259,4 +259,38 @@
|
||||
<WULA_Energy_RaceProperties>种族能量属性:</WULA_Energy_RaceProperties>
|
||||
<WULA_Energy_MaxLevelOffset_RaceExplanation>机械乌拉能量上限偏移量:影响该种族的最大能量储备。</WULA_Energy_MaxLevelOffset_RaceExplanation>
|
||||
<WULA_Energy_FallRateFactor_RaceExplanation>机械乌拉能量消耗速度:影响该种族的能量消耗速率。</WULA_Energy_FallRateFactor_RaceExplanation>
|
||||
|
||||
<!-- 默认标签和描述 -->
|
||||
<WULA_SwitchableHediff_SwitchLabel>切换效果</WULA_SwitchableHediff_SwitchLabel>
|
||||
<WULA_SwitchableHediff_SwitchDesc>点击打开菜单选择不同的效果模式</WULA_SwitchableHediff_SwitchDesc>
|
||||
<WULA_SwitchableHediff_StatusLabel>当前效果:{0}</WULA_SwitchableHediff_StatusLabel>
|
||||
<WULA_SwitchableHediff_StatusDesc>点击查看当前效果的详细信息</WULA_SwitchableHediff_StatusDesc>
|
||||
|
||||
<!-- 动态内容 -->
|
||||
<WULA_SwitchableHediff_CurrentMode>当前:{0}</WULA_SwitchableHediff_CurrentMode>
|
||||
<WULA_SwitchableHediff_CurrentDesc>{0}</WULA_SwitchableHediff_CurrentDesc>
|
||||
<WULA_SwitchableHediff_SwitchedTo>已切换到:{0}</WULA_SwitchableHediff_SwitchedTo>
|
||||
<WULA_SwitchableHediff_SelectMode>选择效果模式</WULA_SwitchableHediff_SelectMode>
|
||||
<WULA_SwitchableHediff_CurrentModeInfo>当前效果:{0}\n\n{1}</WULA_SwitchableHediff_CurrentModeInfo>
|
||||
<WULA_SwitchableHediff_CurrentEffect>当前效果:{0}</WULA_SwitchableHediff_CurrentEffect>
|
||||
|
||||
<!-- 通用术语 -->
|
||||
<WULA_Unknown>未知</WULA_Unknown>
|
||||
<WULA_None>无</WULA_None>
|
||||
<WULA_NoDescription>暂无描述</WULA_NoDescription>
|
||||
|
||||
<!-- English -->
|
||||
<WULA_CurrentExperience>Current Experience: {0}</WULA_CurrentExperience>
|
||||
<WULA_CurrentExperienceDesc>The total experience accumulated by this weapon.</WULA_CurrentExperienceDesc>
|
||||
<WULA_NextQualityProgress>Next Quality: {0} ({1})</WULA_NextQualityProgress>
|
||||
<WULA_NextQuality>Next Quality</WULA_NextQuality>
|
||||
<WULA_NextQualityDesc>Unlocks at {0} experience.</WULA_NextQualityDesc>
|
||||
<WULA_CurrentQuality>Current Quality</WULA_CurrentQuality>
|
||||
<WULA_CurrentQualityDesc>The current quality level of this weapon.</WULA_CurrentQualityDesc>
|
||||
<WULA_MaxQuality>Maximum Quality Reached: {0}</WULA_MaxQuality>
|
||||
<WULA_TrackedSkill>Tracked Skill: {0}</WULA_TrackedSkill>
|
||||
<WULA_WeaponUpgraded>{0} has been upgraded to {1} quality!</WULA_WeaponUpgraded>
|
||||
<!-- 可以添加特定的升级消息 -->
|
||||
<WULA_WeaponEvolving>Your {0} is evolving with experience!</WULA_WeaponEvolving>
|
||||
<WULA_WeaponMastering>The {0} has reached mastery level!</WULA_WeaponMastering>
|
||||
</LanguageData>
|
||||
@@ -1,4 +1,4 @@
|
||||
// 在 Building_GlobalWorkTable.cs 中移除材质相关代码
|
||||
// 在 Building_GlobalWorkTable.cs 中添加材质处理逻辑
|
||||
using RimWorld;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
@@ -17,6 +17,13 @@ namespace WulaFallenEmpire
|
||||
private int lastProcessTick = -1;
|
||||
private const int ProcessInterval = 1;
|
||||
|
||||
// 材质映射定义
|
||||
private static readonly Dictionary<StuffCategoryDef, ThingDef> StuffCategoryMapping = new Dictionary<StuffCategoryDef, ThingDef>
|
||||
{
|
||||
{ StuffCategoryDefOf.Metallic, ThingDefOf.Plasteel }, // 金属类 -> 玻璃钢
|
||||
{ StuffCategoryDefOf.Fabric, ThingDefOf_WULA.Hyperweave } // 布革类 -> 超织物
|
||||
};
|
||||
|
||||
public Building_GlobalWorkTable()
|
||||
{
|
||||
globalOrderStack = new GlobalProductionOrderStack(this);
|
||||
@@ -214,7 +221,7 @@ namespace WulaFallenEmpire
|
||||
if (!validSpots.Contains(cell) && cell.Standable(map))
|
||||
{
|
||||
validSpots.Add(cell);
|
||||
|
||||
|
||||
if (validSpots.Count >= maxSpots)
|
||||
break;
|
||||
}
|
||||
@@ -224,7 +231,7 @@ namespace WulaFallenEmpire
|
||||
return validSpots;
|
||||
}
|
||||
|
||||
// 简化:分配物品到空投舱,移除材质相关代码
|
||||
// 新增:分配物品到空投舱,包含材质处理
|
||||
private List<List<Thing>> DistributeItemsToPods(GlobalStorageWorldComponent storage, int podCount)
|
||||
{
|
||||
List<List<Thing>> podContents = new List<List<Thing>>();
|
||||
@@ -264,8 +271,7 @@ namespace WulaFallenEmpire
|
||||
while (remainingCount > 0)
|
||||
{
|
||||
int stackSize = Mathf.Min(remainingCount, thingDef.stackLimit);
|
||||
Thing thing = ThingMaker.MakeThing(thingDef); // 不再传递材质参数
|
||||
thing.stackCount = stackSize;
|
||||
Thing thing = CreateThingWithMaterial(thingDef, stackSize);
|
||||
allItems.Add(thing);
|
||||
remainingCount -= stackSize;
|
||||
}
|
||||
@@ -292,6 +298,57 @@ namespace WulaFallenEmpire
|
||||
return podContents;
|
||||
}
|
||||
|
||||
// 新增:创建物品并应用材质规则
|
||||
private Thing CreateThingWithMaterial(ThingDef thingDef, int stackCount)
|
||||
{
|
||||
// 检查物品是否需要材质
|
||||
if (thingDef.MadeFromStuff)
|
||||
{
|
||||
// 获取物品可用的材质类别
|
||||
var stuffCategories = thingDef.stuffCategories;
|
||||
if (stuffCategories != null && stuffCategories.Count > 0)
|
||||
{
|
||||
// 检查是否有金属类材质需求
|
||||
var metallicCategory = stuffCategories.FirstOrDefault(sc =>
|
||||
sc.defName == "Metallic" || sc.defName.Contains("Metallic"));
|
||||
|
||||
// 检查是否有布革类材质需求
|
||||
var fabricCategory = stuffCategories.FirstOrDefault(sc =>
|
||||
sc.defName == "Fabric" || sc.defName.Contains("Fabric") ||
|
||||
sc.defName == "Leathery" || sc.defName.Contains("Leather"));
|
||||
|
||||
// 应用材质规则
|
||||
ThingDef selectedStuff = null;
|
||||
|
||||
if (metallicCategory != null)
|
||||
{
|
||||
// 金属类 -> 玻璃钢
|
||||
selectedStuff = ThingDefOf.Plasteel;
|
||||
Log.Message($"[Material Rule] {thingDef.defName} requires metallic, using Plasteel");
|
||||
}
|
||||
else if (fabricCategory != null)
|
||||
{
|
||||
// 布革类 -> 超织物
|
||||
selectedStuff = ThingDefOf_WULA.Hyperweave;
|
||||
Log.Message($"[Material Rule] {thingDef.defName} requires fabric/leather, using Hyperweave");
|
||||
}
|
||||
|
||||
// 创建带有指定材质的物品
|
||||
if (selectedStuff != null)
|
||||
{
|
||||
Thing thing = ThingMaker.MakeThing(thingDef, selectedStuff);
|
||||
thing.stackCount = stackCount;
|
||||
return thing;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 默认情况:创建无材质的物品
|
||||
Thing defaultThing = ThingMaker.MakeThing(thingDef);
|
||||
defaultThing.stackCount = stackCount;
|
||||
return defaultThing;
|
||||
}
|
||||
|
||||
// 在 Building_GlobalWorkTable.cs 中修改 GetRandomPawnKindForType 方法
|
||||
private PawnKindDef GetRandomPawnKindForType(ThingDef pawnType)
|
||||
{
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// GlobalProductionOrder.cs (移除所有材质相关代码)
|
||||
// GlobalProductionOrder.cs (修复成本计算,使用产物的costList)
|
||||
using RimWorld;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
@@ -62,13 +62,47 @@ namespace WulaFallenEmpire
|
||||
}
|
||||
}
|
||||
|
||||
// 简化:HasEnoughResources 方法,移除材质检查
|
||||
// 新增:获取产物的成本列表
|
||||
private Dictionary<ThingDef, int> GetProductCostList()
|
||||
{
|
||||
var costDict = new Dictionary<ThingDef, int>();
|
||||
|
||||
if (ProductDef?.costList != null)
|
||||
{
|
||||
foreach (var cost in ProductDef.costList)
|
||||
{
|
||||
if (costDict.ContainsKey(cost.thingDef))
|
||||
costDict[cost.thingDef] += cost.count;
|
||||
else
|
||||
costDict[cost.thingDef] = cost.count;
|
||||
}
|
||||
}
|
||||
|
||||
return costDict;
|
||||
}
|
||||
|
||||
// 修复:HasEnoughResources 方法,使用产物的costList
|
||||
public bool HasEnoughResources()
|
||||
{
|
||||
var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
|
||||
if (globalStorage == null) return false;
|
||||
|
||||
// 只检查固定消耗(costList)
|
||||
// 首先检查产物的costList(对于武器等物品)
|
||||
var productCostList = GetProductCostList();
|
||||
if (productCostList.Count > 0)
|
||||
{
|
||||
foreach (var kvp in productCostList)
|
||||
{
|
||||
int requiredCount = kvp.Value;
|
||||
int availableCount = globalStorage.GetInputStorageCount(kvp.Key);
|
||||
|
||||
if (availableCount < requiredCount)
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
// 如果没有costList,则回退到配方的ingredients(对于加工类配方)
|
||||
foreach (var ingredient in recipe.ingredients)
|
||||
{
|
||||
bool hasEnoughForThisIngredient = false;
|
||||
@@ -92,13 +126,25 @@ namespace WulaFallenEmpire
|
||||
return true;
|
||||
}
|
||||
|
||||
// 简化:ConsumeResources 方法,移除材质消耗
|
||||
// 修复:ConsumeResources 方法,使用产物的costList
|
||||
public bool ConsumeResources()
|
||||
{
|
||||
var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
|
||||
if (globalStorage == null) return false;
|
||||
|
||||
// 只消耗固定资源(costList)
|
||||
// 首先消耗产物的costList(对于武器等物品)
|
||||
var productCostList = GetProductCostList();
|
||||
if (productCostList.Count > 0)
|
||||
{
|
||||
foreach (var kvp in productCostList)
|
||||
{
|
||||
if (!globalStorage.RemoveFromInputStorage(kvp.Key, kvp.Value))
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
// 如果没有costList,则消耗配方的ingredients(对于加工类配方)
|
||||
foreach (var ingredient in recipe.ingredients)
|
||||
{
|
||||
bool consumedThisIngredient = false;
|
||||
@@ -125,22 +171,25 @@ namespace WulaFallenEmpire
|
||||
return true;
|
||||
}
|
||||
|
||||
// 简化:GetIngredientsTooltip 方法,只显示固定消耗
|
||||
// 修复:GetIngredientsTooltip 方法,显示正确的成本信息
|
||||
public string GetIngredientsTooltip()
|
||||
{
|
||||
StringBuilder sb = new StringBuilder();
|
||||
sb.AppendLine(recipe.LabelCap);
|
||||
sb.AppendLine();
|
||||
|
||||
// 固定消耗(costList)
|
||||
sb.AppendLine("WULA_FixedIngredients".Translate() + ":");
|
||||
var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
|
||||
|
||||
foreach (var ingredient in recipe.ingredients)
|
||||
// 首先显示产物的costList(对于武器等物品)
|
||||
var productCostList = GetProductCostList();
|
||||
if (productCostList.Count > 0)
|
||||
{
|
||||
foreach (var thingDef in ingredient.filter.AllowedThingDefs)
|
||||
sb.AppendLine("WULA_FixedIngredients".Translate() + ":");
|
||||
|
||||
foreach (var kvp in productCostList)
|
||||
{
|
||||
int requiredCount = ingredient.CountRequiredOfFor(thingDef, recipe);
|
||||
ThingDef thingDef = kvp.Key;
|
||||
int requiredCount = kvp.Value;
|
||||
int availableCount = globalStorage?.GetInputStorageCount(thingDef) ?? 0;
|
||||
|
||||
string itemDisplay = $"{requiredCount} {thingDef.LabelCap}";
|
||||
@@ -155,6 +204,31 @@ namespace WulaFallenEmpire
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// 如果没有costList,显示配方的ingredients(对于加工类配方)
|
||||
sb.AppendLine("WULA_FixedIngredients".Translate() + ":");
|
||||
|
||||
foreach (var ingredient in recipe.ingredients)
|
||||
{
|
||||
foreach (var thingDef in ingredient.filter.AllowedThingDefs)
|
||||
{
|
||||
int requiredCount = ingredient.CountRequiredOfFor(thingDef, recipe);
|
||||
int availableCount = globalStorage?.GetInputStorageCount(thingDef) ?? 0;
|
||||
|
||||
string itemDisplay = $"{requiredCount} {thingDef.LabelCap}";
|
||||
|
||||
if (availableCount >= requiredCount)
|
||||
{
|
||||
sb.AppendLine($" <color=green>{itemDisplay}</color>");
|
||||
}
|
||||
else
|
||||
{
|
||||
sb.AppendLine($" <color=red>{itemDisplay}</color>");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 产品
|
||||
sb.AppendLine();
|
||||
|
||||
@@ -0,0 +1,296 @@
|
||||
// HediffCompProperties_SwitchableHediff.cs
|
||||
using RimWorld;
|
||||
using Verse;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using System.Text;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
public class HediffCompProperties_SwitchableHediff : HediffCompProperties
|
||||
{
|
||||
// 可切换的hediff列表
|
||||
public List<HediffDef> availableHediffs = new List<HediffDef>();
|
||||
|
||||
// 默认选择的hediff索引
|
||||
public int defaultHediffIndex = 0;
|
||||
|
||||
// Gizmo图标路径
|
||||
public string gizmoIconPath = "UI/Commands/Default";
|
||||
|
||||
// 是否显示当前状态的提示
|
||||
public bool showStatusInGizmo = true;
|
||||
|
||||
// 可自定义的标签和描述
|
||||
public string switchLabel = "WULA_SwitchableHediff_SwitchLabel"; // 默认翻译键
|
||||
public string switchDesc = "WULA_SwitchableHediff_SwitchDesc"; // 默认翻译键
|
||||
public string statusLabel = "WULA_SwitchableHediff_StatusLabel"; // 默认翻译键
|
||||
public string statusDesc = "WULA_SwitchableHediff_StatusDesc"; // 默认翻译键
|
||||
|
||||
public HediffCompProperties_SwitchableHediff()
|
||||
{
|
||||
compClass = typeof(HediffComp_SwitchableHediff);
|
||||
}
|
||||
}
|
||||
|
||||
public class HediffComp_SwitchableHediff : HediffComp
|
||||
{
|
||||
public HediffCompProperties_SwitchableHediff Props => (HediffCompProperties_SwitchableHediff)props;
|
||||
|
||||
// 当前选择的hediff索引
|
||||
private int currentHediffIndex = -1;
|
||||
|
||||
// 当前激活的hediff引用
|
||||
private Hediff activeHediff;
|
||||
|
||||
public override void CompPostMake()
|
||||
{
|
||||
base.CompPostMake();
|
||||
|
||||
// 初始化当前选择
|
||||
if (currentHediffIndex == -1 && Props.availableHediffs.Count > 0)
|
||||
{
|
||||
currentHediffIndex = Props.defaultHediffIndex;
|
||||
if (currentHediffIndex >= Props.availableHediffs.Count)
|
||||
currentHediffIndex = 0;
|
||||
|
||||
// 应用初始hediff
|
||||
ApplySelectedHediff();
|
||||
}
|
||||
}
|
||||
|
||||
// 应用当前选择的hediff
|
||||
private void ApplySelectedHediff()
|
||||
{
|
||||
// 移除之前激活的hediff
|
||||
if (activeHediff != null && Pawn.health.hediffSet.hediffs.Contains(activeHediff))
|
||||
{
|
||||
Pawn.health.RemoveHediff(activeHediff);
|
||||
}
|
||||
activeHediff = null;
|
||||
|
||||
// 应用新的hediff
|
||||
if (currentHediffIndex >= 0 && currentHediffIndex < Props.availableHediffs.Count)
|
||||
{
|
||||
var hediffDef = Props.availableHediffs[currentHediffIndex];
|
||||
if (hediffDef != null)
|
||||
{
|
||||
activeHediff = HediffMaker.MakeHediff(hediffDef, Pawn);
|
||||
activeHediff.Severity = 1f; // 默认严重性为1
|
||||
Pawn.health.AddHediff(activeHediff);
|
||||
|
||||
Log.Message($"[SwitchableHediff] Applied {hediffDef.defName} to {Pawn.LabelShort}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 切换到特定索引的hediff
|
||||
private void SwitchToHediff(int index)
|
||||
{
|
||||
if (index >= 0 && index < Props.availableHediffs.Count)
|
||||
{
|
||||
currentHediffIndex = index;
|
||||
ApplySelectedHediff();
|
||||
|
||||
// 发送切换消息
|
||||
var hediffDef = Props.availableHediffs[index];
|
||||
if (hediffDef != null)
|
||||
{
|
||||
Messages.Message("WULA_SwitchableHediff_SwitchedTo".Translate(hediffDef.label),
|
||||
Pawn, MessageTypeDefOf.SilentInput);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 获取当前hediff名称
|
||||
private string GetCurrentHediffName()
|
||||
{
|
||||
if (currentHediffIndex >= 0 && currentHediffIndex < Props.availableHediffs.Count)
|
||||
{
|
||||
var hediffDef = Props.availableHediffs[currentHediffIndex];
|
||||
return hediffDef?.label ?? "WULA_Unknown".Translate();
|
||||
}
|
||||
return "WULA_None".Translate();
|
||||
}
|
||||
|
||||
// 获取当前hediff描述
|
||||
private string GetCurrentHediffDesc()
|
||||
{
|
||||
if (currentHediffIndex >= 0 && currentHediffIndex < Props.availableHediffs.Count)
|
||||
{
|
||||
var hediffDef = Props.availableHediffs[currentHediffIndex];
|
||||
return hediffDef?.description ?? "WULA_NoDescription".Translate();
|
||||
}
|
||||
return string.Empty;
|
||||
}
|
||||
|
||||
// 获取特定hediff的描述
|
||||
private string GetHediffDescription(int index)
|
||||
{
|
||||
if (index >= 0 && index < Props.availableHediffs.Count)
|
||||
{
|
||||
var hediffDef = Props.availableHediffs[index];
|
||||
return hediffDef?.description ?? "WULA_NoDescription".Translate();
|
||||
}
|
||||
return string.Empty;
|
||||
}
|
||||
|
||||
// 获取特定hediff的详细工具提示(包含效果信息)
|
||||
private string GetHediffDetailedTooltip(int index)
|
||||
{
|
||||
if (index >= 0 && index < Props.availableHediffs.Count)
|
||||
{
|
||||
var hediffDef = Props.availableHediffs[index];
|
||||
if (hediffDef == null) return string.Empty;
|
||||
|
||||
StringBuilder sb = new StringBuilder();
|
||||
|
||||
// 添加描述
|
||||
if (!hediffDef.description.NullOrEmpty())
|
||||
{
|
||||
sb.AppendLine(hediffDef.description);
|
||||
}
|
||||
return sb.ToString().TrimEndNewlines();
|
||||
}
|
||||
return string.Empty;
|
||||
}
|
||||
public override IEnumerable<Gizmo> CompGetGizmos()
|
||||
{
|
||||
// 只有玩家派系的pawn才显示Gizmo
|
||||
if (Pawn.Faction == Faction.OfPlayer && Props.availableHediffs.Count > 1)
|
||||
{
|
||||
// 主切换按钮 - 显示当前状态
|
||||
Command_Action mainButton = new Command_Action
|
||||
{
|
||||
// 使用可自定义的标签,如果没有自定义则使用翻译键
|
||||
defaultLabel = Props.switchLabel.Translate(),
|
||||
defaultDesc = "WULA_SwitchableHediff_CurrentMode".Translate(GetCurrentHediffName()) + "\n" +
|
||||
Props.switchDesc.Translate(),
|
||||
icon = ContentFinder<Texture2D>.Get(Props.gizmoIconPath, false) ?? BaseContent.BadTex,
|
||||
action = () => {
|
||||
// 显示选择菜单
|
||||
ShowHediffSelectionMenu();
|
||||
},
|
||||
hotKey = KeyBindingDefOf.Misc2
|
||||
};
|
||||
|
||||
yield return mainButton;
|
||||
|
||||
// 如果启用了状态显示,添加一个信息Gizmo
|
||||
if (Props.showStatusInGizmo)
|
||||
{
|
||||
Command_Action statusButton = new Command_Action
|
||||
{
|
||||
defaultLabel = Props.statusLabel.Translate(GetCurrentHediffName()),
|
||||
defaultDesc = Props.statusDesc.Translate() + "\n\n" +
|
||||
"WULA_SwitchableHediff_CurrentDesc".Translate(GetCurrentHediffDesc()),
|
||||
icon = ContentFinder<Texture2D>.Get("UI/Commands/Info", false) ?? BaseContent.BadTex,
|
||||
action = () => {
|
||||
// 显示当前hediff的详细信息
|
||||
ShowCurrentHediffInfo();
|
||||
}
|
||||
};
|
||||
|
||||
yield return statusButton;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 显示hediff选择菜单
|
||||
private void ShowHediffSelectionMenu()
|
||||
{
|
||||
List<FloatMenuOption> options = new List<FloatMenuOption>();
|
||||
|
||||
for (int i = 0; i < Props.availableHediffs.Count; i++)
|
||||
{
|
||||
int index = i; // 捕获当前索引
|
||||
var hediffDef = Props.availableHediffs[i];
|
||||
string label = hediffDef?.label ?? "WULA_Unknown".Translate();
|
||||
string description = GetHediffDetailedTooltip(i); // 获取详细工具提示
|
||||
|
||||
// 标记当前选择的项目
|
||||
string prefix = (i == currentHediffIndex) ? "✓ " : " ";
|
||||
|
||||
// 创建选项
|
||||
var option = new FloatMenuOption(
|
||||
prefix + label,
|
||||
() => {
|
||||
SwitchToHediff(index);
|
||||
}
|
||||
);
|
||||
|
||||
// 设置工具提示 - 使用详细的描述信息
|
||||
option.tooltip = description;
|
||||
|
||||
options.Add(option);
|
||||
}
|
||||
|
||||
// 显示浮动菜单
|
||||
if (options.Count > 0)
|
||||
{
|
||||
Find.WindowStack.Add(new FloatMenu(options, "WULA_SwitchableHediff_SelectMode".Translate()));
|
||||
}
|
||||
}
|
||||
|
||||
// 显示当前hediff的详细信息
|
||||
private void ShowCurrentHediffInfo()
|
||||
{
|
||||
if (currentHediffIndex >= 0 && currentHediffIndex < Props.availableHediffs.Count)
|
||||
{
|
||||
var hediffDef = Props.availableHediffs[currentHediffIndex];
|
||||
string description = GetHediffDetailedTooltip(currentHediffIndex); // 使用详细工具提示
|
||||
|
||||
Messages.Message(
|
||||
"WULA_SwitchableHediff_CurrentModeInfo".Translate(hediffDef?.label, description),
|
||||
MessageTypeDefOf.SilentInput
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
public override string CompTipStringExtra
|
||||
{
|
||||
get
|
||||
{
|
||||
string baseTip = base.CompTipStringExtra ?? "";
|
||||
string currentEffect = "WULA_SwitchableHediff_CurrentEffect".Translate(GetCurrentHediffName());
|
||||
|
||||
if (!string.IsNullOrEmpty(baseTip))
|
||||
return baseTip + "\n" + currentEffect;
|
||||
else
|
||||
return currentEffect;
|
||||
}
|
||||
}
|
||||
|
||||
public override string CompLabelInBracketsExtra
|
||||
{
|
||||
get
|
||||
{
|
||||
return GetCurrentHediffName();
|
||||
}
|
||||
}
|
||||
|
||||
public override void CompExposeData()
|
||||
{
|
||||
base.CompExposeData();
|
||||
Scribe_Values.Look(ref currentHediffIndex, "currentHediffIndex", -1);
|
||||
|
||||
// 加载后重新应用hediff
|
||||
if (Scribe.mode == LoadSaveMode.PostLoadInit && currentHediffIndex != -1)
|
||||
{
|
||||
ApplySelectedHediff();
|
||||
}
|
||||
}
|
||||
|
||||
// 当父hediff被移除时,也要移除激活的hediff
|
||||
public override void CompPostPostRemoved()
|
||||
{
|
||||
base.CompPostPostRemoved();
|
||||
|
||||
if (activeHediff != null && Pawn.health.hediffSet.hediffs.Contains(activeHediff))
|
||||
{
|
||||
Pawn.health.RemoveHediff(activeHediff);
|
||||
}
|
||||
activeHediff = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,259 @@
|
||||
using RimWorld;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
using UnityEngine;
|
||||
using Verse;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
public class CompExperienceCore : ThingComp
|
||||
{
|
||||
// 当前经验值
|
||||
private float currentExperience;
|
||||
|
||||
// 当前品质
|
||||
private QualityCategory currentQuality = QualityCategory.Normal;
|
||||
|
||||
// 当前装备者
|
||||
private Pawn equippedPawn;
|
||||
|
||||
// 上次检查时的技能经验
|
||||
private float lastSkillExperience;
|
||||
|
||||
// 是否已初始化品质
|
||||
private bool qualityInitialized;
|
||||
|
||||
public CompProperties_ExperienceCore Props => (CompProperties_ExperienceCore)props;
|
||||
|
||||
public float CurrentExperience => currentExperience;
|
||||
public QualityCategory CurrentQuality => currentQuality;
|
||||
|
||||
// 获取下一个品质阈值
|
||||
public ExperienceThreshold NextThreshold
|
||||
{
|
||||
get
|
||||
{
|
||||
var thresholds = Props.experienceThresholds;
|
||||
for (int i = 0; i < thresholds.Count; i++)
|
||||
{
|
||||
if (currentExperience < thresholds[i].experienceRequired)
|
||||
return thresholds[i];
|
||||
}
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
// 获取当前品质对应的经验阈值
|
||||
public ExperienceThreshold CurrentThreshold
|
||||
{
|
||||
get
|
||||
{
|
||||
var thresholds = Props.experienceThresholds;
|
||||
for (int i = thresholds.Count - 1; i >= 0; i--)
|
||||
{
|
||||
if (currentExperience >= thresholds[i].experienceRequired)
|
||||
return thresholds[i];
|
||||
}
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
public override void Initialize(CompProperties props)
|
||||
{
|
||||
base.Initialize(props);
|
||||
|
||||
// 如果武器已经有品质,使用现有品质
|
||||
var qualityComp = parent.TryGetComp<CompQuality>();
|
||||
if (qualityComp != null && !qualityInitialized)
|
||||
{
|
||||
currentQuality = qualityComp.Quality;
|
||||
qualityInitialized = true;
|
||||
}
|
||||
}
|
||||
|
||||
public override void Notify_Equipped(Pawn pawn)
|
||||
{
|
||||
base.Notify_Equipped(pawn);
|
||||
|
||||
equippedPawn = pawn;
|
||||
|
||||
// 记录当前技能经验
|
||||
if (pawn.skills != null && Props.trackedSkill != null)
|
||||
{
|
||||
var skill = pawn.skills.GetSkill(Props.trackedSkill);
|
||||
if (skill != null)
|
||||
{
|
||||
lastSkillExperience = skill.XpTotalEarned;
|
||||
}
|
||||
}
|
||||
|
||||
Log.Message($"[ExperienceCore] {parent.Label} equipped by {pawn.Name}, tracking {Props.trackedSkill?.defName}");
|
||||
}
|
||||
|
||||
public override void Notify_Unequipped(Pawn pawn)
|
||||
{
|
||||
base.Notify_Unequipped(pawn);
|
||||
|
||||
equippedPawn = null;
|
||||
lastSkillExperience = 0f;
|
||||
|
||||
Log.Message($"[ExperienceCore] {parent.Label} unequipped from {pawn.Name}");
|
||||
}
|
||||
|
||||
public override void CompTick()
|
||||
{
|
||||
base.CompTick();
|
||||
|
||||
// 每60tick检查一次经验变化(约1秒)
|
||||
if (Find.TickManager.TicksGame % 60 == 0 && equippedPawn != null)
|
||||
{
|
||||
UpdateExperience();
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateExperience()
|
||||
{
|
||||
if (equippedPawn?.skills == null || Props.trackedSkill == null)
|
||||
return;
|
||||
|
||||
var skill = equippedPawn.skills.GetSkill(Props.trackedSkill);
|
||||
if (skill == null)
|
||||
return;
|
||||
|
||||
// 计算获得的经验
|
||||
float currentSkillExperience = skill.XpTotalEarned;
|
||||
float gainedExperience = currentSkillExperience - lastSkillExperience;
|
||||
|
||||
if (gainedExperience > 0)
|
||||
{
|
||||
// 应用倍率
|
||||
float actualGained = gainedExperience * Props.experienceMultiplier;
|
||||
currentExperience += actualGained;
|
||||
|
||||
Log.Message($"[ExperienceCore] {parent.Label} gained {actualGained:F1} experience (from {gainedExperience:F1} skill exp)");
|
||||
|
||||
// 检查品质升级
|
||||
CheckForQualityUpgrade();
|
||||
|
||||
// 更新记录的经验值
|
||||
lastSkillExperience = currentSkillExperience;
|
||||
}
|
||||
}
|
||||
|
||||
private void CheckForQualityUpgrade()
|
||||
{
|
||||
var nextThreshold = NextThreshold;
|
||||
if (nextThreshold != null && currentExperience >= nextThreshold.experienceRequired)
|
||||
{
|
||||
UpgradeQuality(nextThreshold);
|
||||
}
|
||||
}
|
||||
|
||||
private void UpgradeQuality(ExperienceThreshold threshold)
|
||||
{
|
||||
var oldQuality = currentQuality;
|
||||
currentQuality = threshold.quality;
|
||||
|
||||
// 更新武器的品质组件
|
||||
var qualityComp = parent.TryGetComp<CompQuality>();
|
||||
if (qualityComp != null)
|
||||
{
|
||||
qualityComp.SetQuality(threshold.quality, ArtGenerationContext.Outsider);
|
||||
}
|
||||
|
||||
// 发送升级消息
|
||||
if (!threshold.messageKey.NullOrEmpty())
|
||||
{
|
||||
Messages.Message(threshold.messageKey.Translate(parent.Label, threshold.quality.GetLabel()),
|
||||
parent, MessageTypeDefOf.PositiveEvent);
|
||||
}
|
||||
else
|
||||
{
|
||||
Messages.Message("WULA_WeaponUpgraded".Translate(parent.Label, threshold.quality.GetLabel()),
|
||||
parent, MessageTypeDefOf.PositiveEvent);
|
||||
}
|
||||
|
||||
Log.Message($"[ExperienceCore] {parent.Label} upgraded from {oldQuality} to {threshold.quality}");
|
||||
}
|
||||
|
||||
public override string CompInspectStringExtra()
|
||||
{
|
||||
if (!Props.showExperienceInfo)
|
||||
return null;
|
||||
|
||||
StringBuilder sb = new StringBuilder();
|
||||
|
||||
// 当前经验
|
||||
sb.AppendLine("WULA_CurrentExperience".Translate(currentExperience.ToString("F0")));
|
||||
|
||||
// 下一个品质阈值
|
||||
var nextThreshold = NextThreshold;
|
||||
if (nextThreshold != null)
|
||||
{
|
||||
float progress = currentExperience / nextThreshold.experienceRequired;
|
||||
sb.AppendLine("WULA_NextQualityProgress".Translate(
|
||||
nextThreshold.quality.GetLabel(),
|
||||
progress.ToStringPercent()
|
||||
));
|
||||
}
|
||||
else
|
||||
{
|
||||
sb.AppendLine("WULA_MaxQuality".Translate(currentQuality.GetLabel()));
|
||||
}
|
||||
|
||||
// 追踪的技能
|
||||
if (Props.trackedSkill != null)
|
||||
{
|
||||
sb.Append("WULA_TrackedSkill".Translate(Props.trackedSkill.LabelCap));
|
||||
}
|
||||
|
||||
return sb.ToString().TrimEndNewlines();
|
||||
}
|
||||
|
||||
public override IEnumerable<StatDrawEntry> SpecialDisplayStats()
|
||||
{
|
||||
if (Props.showExperienceInfo)
|
||||
{
|
||||
yield return new StatDrawEntry(
|
||||
StatCategoryDefOf.Basics,
|
||||
"WULA_CurrentExperience".Translate(),
|
||||
currentExperience.ToString("F0"),
|
||||
"WULA_CurrentExperienceDesc".Translate(),
|
||||
2100
|
||||
);
|
||||
|
||||
var nextThreshold = NextThreshold;
|
||||
if (nextThreshold != null)
|
||||
{
|
||||
float progress = currentExperience / nextThreshold.experienceRequired;
|
||||
yield return new StatDrawEntry(
|
||||
StatCategoryDefOf.Basics,
|
||||
"WULA_NextQuality".Translate(),
|
||||
$"{nextThreshold.quality.GetLabel()} ({progress.ToStringPercent()})",
|
||||
"WULA_NextQualityDesc".Translate(nextThreshold.experienceRequired),
|
||||
2099
|
||||
);
|
||||
}
|
||||
|
||||
yield return new StatDrawEntry(
|
||||
StatCategoryDefOf.Basics,
|
||||
"WULA_CurrentQuality".Translate(),
|
||||
currentQuality.GetLabel(),
|
||||
"WULA_CurrentQualityDesc".Translate(),
|
||||
2098
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
public override void PostExposeData()
|
||||
{
|
||||
base.PostExposeData();
|
||||
|
||||
Scribe_Values.Look(ref currentExperience, "currentExperience", 0f);
|
||||
Scribe_Values.Look(ref currentQuality, "currentQuality", QualityCategory.Normal);
|
||||
Scribe_Values.Look(ref qualityInitialized, "qualityInitialized", false);
|
||||
Scribe_Values.Look(ref lastSkillExperience, "lastSkillExperience", 0f);
|
||||
Scribe_References.Look(ref equippedPawn, "equippedPawn");
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,33 @@
|
||||
using RimWorld;
|
||||
using System.Collections.Generic;
|
||||
using Verse;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
public class CompProperties_ExperienceCore : CompProperties
|
||||
{
|
||||
// 经验阈值配置
|
||||
public List<ExperienceThreshold> experienceThresholds;
|
||||
|
||||
// 技能类型:近战还是射击
|
||||
public SkillDef trackedSkill;
|
||||
|
||||
// 经验获取倍率
|
||||
public float experienceMultiplier = 1.0f;
|
||||
|
||||
// 是否显示经验信息
|
||||
public bool showExperienceInfo = true;
|
||||
|
||||
public CompProperties_ExperienceCore()
|
||||
{
|
||||
compClass = typeof(CompExperienceCore);
|
||||
}
|
||||
}
|
||||
|
||||
public class ExperienceThreshold
|
||||
{
|
||||
public int experienceRequired;
|
||||
public QualityCategory quality;
|
||||
public string messageKey; // 升级消息的翻译键
|
||||
}
|
||||
}
|
||||
@@ -9,7 +9,8 @@ namespace WulaFallenEmpire
|
||||
public static ThingDef WULA_MaintenancePod;
|
||||
public static ThingDef WULA_Charging_Station_Synth;
|
||||
public static ThingDef WULA_PocketMapExit;
|
||||
|
||||
public static ThingDef Hyperweave;
|
||||
|
||||
static ThingDefOf_WULA()
|
||||
{
|
||||
DefOfHelper.EnsureInitializedInCtor(typeof(ThingDefOf_WULA));
|
||||
|
||||
@@ -120,6 +120,7 @@
|
||||
<Compile Include="GlobalWorkTable\CompLaunchable_ToGlobalStorage.cs" />
|
||||
<Compile Include="GlobalWorkTable\CompProperties_Launchable_ToGlobalStorage.cs" />
|
||||
<Compile Include="HediffComp\HediffCompProperties_NanoRepair.cs" />
|
||||
<Compile Include="HediffComp\HediffCompProperties_SwitchableHediff.cs" />
|
||||
<Compile Include="HediffComp\WULA_HediffDamgeShield\DRMDamageShield.cs" />
|
||||
<Compile Include="HediffComp\WULA_HediffDamgeShield\Hediff_DamageShield.cs" />
|
||||
<Compile Include="Pawn\WULA_AutoMechCarrier\CompAutoMechCarrier.cs" />
|
||||
@@ -174,6 +175,8 @@
|
||||
<Compile Include="ThingComp\WULA_CustomUniqueWeapon\CompProperties_CustomUniqueWeapon.cs" />
|
||||
<Compile Include="ThingComp\Wula_MechRepairKit\CompUseEffect_FixAllHealthConditions.cs" />
|
||||
<Compile Include="ThingComp\Wula_MechRepairKit\Recipe_AdministerWulaMechRepairKit.cs" />
|
||||
<Compile Include="ThingComp\WULA_PersonaCore\CompExperienceCore.cs" />
|
||||
<Compile Include="ThingComp\WULA_PersonaCore\CompProperties_ExperienceCore.cs" />
|
||||
<Compile Include="ThingComp\WULA_PsychicRitual\CompWulaRitualSpot.cs" />
|
||||
<Compile Include="ThingComp\WULA_PsychicRitual\PsychicRitualDef_AddHediff.cs" />
|
||||
<Compile Include="ThingComp\WULA_PsychicRitual\PsychicRitualDef_Wula.cs" />
|
||||
|
||||
Binary file not shown.
Reference in New Issue
Block a user