This commit is contained in:
2025-08-09 19:43:42 +08:00
parent 25705fb22c
commit 52d07b6a07
8 changed files with 68 additions and 65 deletions

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@@ -1,13 +1,6 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<JobDef>
<defName>WULA_LoadComponentsToMaintenancePod</defName>
<driverClass>WulaFallenEmpire.JobDriver_HaulToMaintenancePod</driverClass>
<reportString>正在为维护舱补充修复组件。</reportString>
<allowOpportunisticPrefix>true</allowOpportunisticPrefix>
</JobDef>
<JobDef>
<defName>WULA_EnterMaintenancePod</defName>
<driverClass>WulaFallenEmpire.JobDriver_EnterMaintenancePod</driverClass>

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@@ -0,0 +1,45 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--
这是一个如何使用 Condition_FactionExists 的示例。
它定义了一个自定义事件,该事件只有在满足特定条件时才会触发。
-->
<WulaFallenEmpire.EventDef>
<defName>MyCustomEvent_RequiresMechanoids</defName>
<label>需要机械族的事件</label>
<description>一个只有在机械族存在时才会发生的特殊事件。</description>
<!-- 在这里放置其他的事件相关属性, 例如事件的触发概率、效果等 -->
<conditions>
<!--
这是条件列表。游戏会检查所有这些条件是否都满足。
'Class' 属性指定了要使用的 C# 条件类。
-->
<li Class="WulaFallenEmpire.Condition_FactionExists">
<!--
这会设置 Condition_FactionExists 类中的 'factionDef' 字段。
游戏会检查 defName 为 "Mechanoid" 的派系当前是否存在于世界地图上。
-->
<factionDef>Mechanoid</factionDef>
</li>
<!-- 您可以在这里添加更多的条件, 例如:
<li Class="AnotherCondition">
<someValue>123</someValue>
</li>
-->
</conditions>
<!--
如果所有条件都满足,事件的效果将在这里定义。
<effects>
...
</effects>
-->
</WulaFallenEmpire.EventDef>
</Defs>

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@@ -56,16 +56,26 @@
<basePowerConsumption>50</basePowerConsumption> <!-- This is now idle power -->
</li>
<li Class="CompProperties_Flickable"/>
<li Class="CompProperties_Refuelable">
<fuelCapacity>50.0</fuelCapacity>
<fuelFilter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</fuelFilter>
<fuelLabel>零部件</fuelLabel>
<consumeFuelOnlyWhenUsed>true</consumeFuelOnlyWhenUsed>
<showAllowAutoRefuelToggle>true</showAllowAutoRefuelToggle>
<targetFuelLevelConfigurable>true</targetFuelLevelConfigurable>
</li>
<li Class="WulaFallenEmpire.CompProperties_MaintenancePod">
<durationTicks>60000</durationTicks> <!-- 1 day -->
<powerConsumptionRunning>250</powerConsumptionRunning>
<powerConsumptionIdle>5</powerConsumptionIdle>
<hediffToRemove>WULA_Maintenance_Neglect</hediffToRemove>
<componentDef>ComponentIndustrial</componentDef>
<componentCostPerSeverity>5</componentCostPerSeverity> <!-- 5 components per 100% severity -->
<baseComponentCost>0</baseComponentCost>
<minSeverityToMaintain>0.75</minSeverityToMaintain>
<capacity>5</capacity>
<hediffSeverityAfterCycle>0.01</hediffSeverityAfterCycle>
<enterSound>BiosculpterPod_Enter</enterSound>
<exitSound>BiosculpterPod_Exit</exitSound>

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@@ -1,17 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<WorkGiverDef>
<defName>WULA_HaulToMaintenancePod</defName>
<label>haul to maintenance pod</label>
<giverClass>WulaFallenEmpire.WorkGiver_HaulToMaintenancePod</giverClass>
<workType>Hauling</workType>
<priorityInType>20</priorityInType>
<verb>haul</verb>
<gerund>hauling</gerund>
<requiredCapacities>
<li>Manipulation</li>
</requiredCapacities>
</WorkGiverDef>
</Defs>