人格核心
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@@ -1,4 +1,4 @@
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// 在 Building_GlobalWorkTable.cs 中移除材质相关代码
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// 在 Building_GlobalWorkTable.cs 中添加材质处理逻辑
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using RimWorld;
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using System.Collections.Generic;
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using System.Linq;
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@@ -17,6 +17,13 @@ namespace WulaFallenEmpire
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private int lastProcessTick = -1;
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private const int ProcessInterval = 1;
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// 材质映射定义
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private static readonly Dictionary<StuffCategoryDef, ThingDef> StuffCategoryMapping = new Dictionary<StuffCategoryDef, ThingDef>
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{
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{ StuffCategoryDefOf.Metallic, ThingDefOf.Plasteel }, // 金属类 -> 玻璃钢
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{ StuffCategoryDefOf.Fabric, ThingDefOf_WULA.Hyperweave } // 布革类 -> 超织物
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};
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public Building_GlobalWorkTable()
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{
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globalOrderStack = new GlobalProductionOrderStack(this);
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@@ -214,7 +221,7 @@ namespace WulaFallenEmpire
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if (!validSpots.Contains(cell) && cell.Standable(map))
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{
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validSpots.Add(cell);
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if (validSpots.Count >= maxSpots)
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break;
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}
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@@ -224,7 +231,7 @@ namespace WulaFallenEmpire
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return validSpots;
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}
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// 简化:分配物品到空投舱,移除材质相关代码
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// 新增:分配物品到空投舱,包含材质处理
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private List<List<Thing>> DistributeItemsToPods(GlobalStorageWorldComponent storage, int podCount)
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{
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List<List<Thing>> podContents = new List<List<Thing>>();
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@@ -264,8 +271,7 @@ namespace WulaFallenEmpire
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while (remainingCount > 0)
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{
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int stackSize = Mathf.Min(remainingCount, thingDef.stackLimit);
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Thing thing = ThingMaker.MakeThing(thingDef); // 不再传递材质参数
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thing.stackCount = stackSize;
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Thing thing = CreateThingWithMaterial(thingDef, stackSize);
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allItems.Add(thing);
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remainingCount -= stackSize;
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}
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@@ -292,6 +298,57 @@ namespace WulaFallenEmpire
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return podContents;
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}
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// 新增:创建物品并应用材质规则
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private Thing CreateThingWithMaterial(ThingDef thingDef, int stackCount)
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{
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// 检查物品是否需要材质
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if (thingDef.MadeFromStuff)
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{
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// 获取物品可用的材质类别
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var stuffCategories = thingDef.stuffCategories;
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if (stuffCategories != null && stuffCategories.Count > 0)
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{
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// 检查是否有金属类材质需求
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var metallicCategory = stuffCategories.FirstOrDefault(sc =>
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sc.defName == "Metallic" || sc.defName.Contains("Metallic"));
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// 检查是否有布革类材质需求
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var fabricCategory = stuffCategories.FirstOrDefault(sc =>
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sc.defName == "Fabric" || sc.defName.Contains("Fabric") ||
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sc.defName == "Leathery" || sc.defName.Contains("Leather"));
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// 应用材质规则
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ThingDef selectedStuff = null;
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if (metallicCategory != null)
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{
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// 金属类 -> 玻璃钢
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selectedStuff = ThingDefOf.Plasteel;
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Log.Message($"[Material Rule] {thingDef.defName} requires metallic, using Plasteel");
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}
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else if (fabricCategory != null)
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{
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// 布革类 -> 超织物
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selectedStuff = ThingDefOf_WULA.Hyperweave;
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Log.Message($"[Material Rule] {thingDef.defName} requires fabric/leather, using Hyperweave");
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}
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// 创建带有指定材质的物品
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if (selectedStuff != null)
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{
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Thing thing = ThingMaker.MakeThing(thingDef, selectedStuff);
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thing.stackCount = stackCount;
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return thing;
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}
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}
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}
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// 默认情况:创建无材质的物品
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Thing defaultThing = ThingMaker.MakeThing(thingDef);
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defaultThing.stackCount = stackCount;
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return defaultThing;
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}
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// 在 Building_GlobalWorkTable.cs 中修改 GetRandomPawnKindForType 方法
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private PawnKindDef GetRandomPawnKindForType(ThingDef pawnType)
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{
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@@ -1,4 +1,4 @@
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// GlobalProductionOrder.cs (移除所有材质相关代码)
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// GlobalProductionOrder.cs (修复成本计算,使用产物的costList)
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using RimWorld;
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using System.Collections.Generic;
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using System.Linq;
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@@ -62,13 +62,47 @@ namespace WulaFallenEmpire
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}
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}
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// 简化:HasEnoughResources 方法,移除材质检查
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// 新增:获取产物的成本列表
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private Dictionary<ThingDef, int> GetProductCostList()
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{
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var costDict = new Dictionary<ThingDef, int>();
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if (ProductDef?.costList != null)
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{
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foreach (var cost in ProductDef.costList)
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{
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if (costDict.ContainsKey(cost.thingDef))
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costDict[cost.thingDef] += cost.count;
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else
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costDict[cost.thingDef] = cost.count;
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}
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}
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return costDict;
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}
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// 修复:HasEnoughResources 方法,使用产物的costList
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public bool HasEnoughResources()
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{
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var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
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if (globalStorage == null) return false;
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// 只检查固定消耗(costList)
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// 首先检查产物的costList(对于武器等物品)
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var productCostList = GetProductCostList();
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if (productCostList.Count > 0)
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{
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foreach (var kvp in productCostList)
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{
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int requiredCount = kvp.Value;
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int availableCount = globalStorage.GetInputStorageCount(kvp.Key);
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if (availableCount < requiredCount)
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return false;
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}
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return true;
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}
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// 如果没有costList,则回退到配方的ingredients(对于加工类配方)
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foreach (var ingredient in recipe.ingredients)
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{
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bool hasEnoughForThisIngredient = false;
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@@ -92,13 +126,25 @@ namespace WulaFallenEmpire
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return true;
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}
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// 简化:ConsumeResources 方法,移除材质消耗
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// 修复:ConsumeResources 方法,使用产物的costList
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public bool ConsumeResources()
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{
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var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
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if (globalStorage == null) return false;
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// 只消耗固定资源(costList)
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// 首先消耗产物的costList(对于武器等物品)
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var productCostList = GetProductCostList();
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if (productCostList.Count > 0)
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{
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foreach (var kvp in productCostList)
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{
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if (!globalStorage.RemoveFromInputStorage(kvp.Key, kvp.Value))
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return false;
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}
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return true;
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}
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// 如果没有costList,则消耗配方的ingredients(对于加工类配方)
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foreach (var ingredient in recipe.ingredients)
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{
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bool consumedThisIngredient = false;
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@@ -125,22 +171,25 @@ namespace WulaFallenEmpire
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return true;
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}
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// 简化:GetIngredientsTooltip 方法,只显示固定消耗
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// 修复:GetIngredientsTooltip 方法,显示正确的成本信息
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public string GetIngredientsTooltip()
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{
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StringBuilder sb = new StringBuilder();
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sb.AppendLine(recipe.LabelCap);
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sb.AppendLine();
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// 固定消耗(costList)
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sb.AppendLine("WULA_FixedIngredients".Translate() + ":");
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var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
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foreach (var ingredient in recipe.ingredients)
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// 首先显示产物的costList(对于武器等物品)
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var productCostList = GetProductCostList();
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if (productCostList.Count > 0)
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{
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foreach (var thingDef in ingredient.filter.AllowedThingDefs)
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sb.AppendLine("WULA_FixedIngredients".Translate() + ":");
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foreach (var kvp in productCostList)
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{
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int requiredCount = ingredient.CountRequiredOfFor(thingDef, recipe);
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ThingDef thingDef = kvp.Key;
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int requiredCount = kvp.Value;
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int availableCount = globalStorage?.GetInputStorageCount(thingDef) ?? 0;
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string itemDisplay = $"{requiredCount} {thingDef.LabelCap}";
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@@ -155,6 +204,31 @@ namespace WulaFallenEmpire
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}
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}
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}
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else
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{
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// 如果没有costList,显示配方的ingredients(对于加工类配方)
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sb.AppendLine("WULA_FixedIngredients".Translate() + ":");
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foreach (var ingredient in recipe.ingredients)
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{
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foreach (var thingDef in ingredient.filter.AllowedThingDefs)
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{
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int requiredCount = ingredient.CountRequiredOfFor(thingDef, recipe);
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int availableCount = globalStorage?.GetInputStorageCount(thingDef) ?? 0;
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string itemDisplay = $"{requiredCount} {thingDef.LabelCap}";
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if (availableCount >= requiredCount)
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{
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sb.AppendLine($" <color=green>{itemDisplay}</color>");
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}
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else
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{
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sb.AppendLine($" <color=red>{itemDisplay}</color>");
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}
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}
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}
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}
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// 产品
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sb.AppendLine();
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