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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