This commit is contained in:
2025-11-19 17:30:22 +08:00
parent 985fa158c3
commit 5e550d89fc
14 changed files with 577 additions and 719 deletions

View File

@@ -1,4 +1,3 @@
// HediffCompProperties_NanoRepair.cs
using RimWorld;
using Verse;
using System.Collections.Generic;
@@ -44,8 +43,6 @@ namespace WulaFallenEmpire
var wulaEnergy = Pawn.needs.TryGetNeed(DefDatabase<NeedDef>.GetNamedSilentFail("WULA_Energy"));
if (wulaEnergy != null)
{
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] 使用 WULA_Energy 作为能量源");
return wulaEnergy;
}
@@ -53,13 +50,9 @@ namespace WulaFallenEmpire
var mechEnergy = Pawn.needs?.TryGetNeed<Need_MechEnergy>();
if (mechEnergy != null)
{
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] 使用 MechEnergy 作为能量源");
return mechEnergy;
}
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] 没有找到可用的能量源");
return null;
}
@@ -88,8 +81,6 @@ namespace WulaFallenEmpire
if (parent.Severity != Props.inactiveSeverity)
{
parent.Severity = Props.inactiveSeverity;
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] 修复系统已关闭,设置为不活跃状态");
}
return;
}
@@ -98,10 +89,6 @@ namespace WulaFallenEmpire
if (Find.TickManager.TicksGame % CheckInterval == 0)
{
debugCounter++;
if (debugCounter % 10 == 0)
{
Log.Message($"[NanoRepair] Tick {Find.TickManager.TicksGame} - 开始检查修复状态");
}
UpdateSeverityAndRepair();
}
}
@@ -110,8 +97,6 @@ namespace WulaFallenEmpire
{
if (Pawn == null || Pawn.Dead)
{
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] Pawn为null或已死亡");
return;
}
@@ -122,22 +107,13 @@ namespace WulaFallenEmpire
if (parent.Severity != targetSeverity)
{
parent.Severity = targetSeverity;
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] 更新严重性: {parent.Severity} -> {targetSeverity}");
}
// 如果处于活跃状态,执行修复
if (shouldBeActive)
{
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] 系统活跃,尝试修复损伤");
TryRepairDamage();
}
else
{
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] 系统不活跃,跳过修复");
}
}
private bool ShouldBeActive()
@@ -145,8 +121,6 @@ namespace WulaFallenEmpire
// 如果修复系统关闭,直接返回不活跃
if (!repairSystemEnabled)
{
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] 修复系统已关闭,系统不活跃");
return false;
}
@@ -154,15 +128,11 @@ namespace WulaFallenEmpire
var energyNeed = GetEnergyNeed();
if (energyNeed == null)
{
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] 没有能量需求,系统不活跃");
return false;
}
if (energyNeed.CurLevelPercentage < Props.minEnergyThreshold)
{
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] 能量不足: {energyNeed.CurLevelPercentage:P0} < {Props.minEnergyThreshold:P0},系统不活跃");
return false;
}
@@ -170,21 +140,15 @@ namespace WulaFallenEmpire
int cooldownRemaining = ActualRepairCooldownAfterDamage - (Find.TickManager.TicksGame - lastDamageTick);
if (cooldownRemaining > 0)
{
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] 冷却中: {cooldownRemaining} ticks剩余系统不活跃");
return false;
}
// 检查是否有需要修复的损伤
if (!HasDamageToRepair())
{
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] 没有需要修复的损伤,系统不活跃");
return false;
}
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] 所有条件满足,系统活跃");
return true;
}
@@ -192,8 +156,6 @@ namespace WulaFallenEmpire
{
if (Pawn.health == null || Pawn.health.hediffSet == null)
{
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] Health或HediffSet为null");
return false;
}
@@ -201,22 +163,16 @@ namespace WulaFallenEmpire
var missingParts = Pawn.health.hediffSet.GetMissingPartsCommonAncestors();
if (missingParts.Count > 0)
{
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] 检测到缺失部件: {missingParts.Count}个");
return true;
}
// 检查是否有损伤
if (HasDamagedParts())
{
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] 检测到损伤部位");
return true;
}
// 不再检查疾病
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] 没有检测到任何需要修复的损伤");
return false;
}
@@ -238,14 +194,9 @@ namespace WulaFallenEmpire
if (currentHealth < maxHealth)
{
damagedCount++;
if (debugCounter % 10 == 0 && damagedCount == 1)
Log.Message($"[NanoRepair] 部位 {part.def.defName} 有损伤: {currentHealth}/{maxHealth}");
}
}
}
if (debugCounter % 10 == 0 && damagedCount > 0)
Log.Message($"[NanoRepair] 总共检测到 {damagedCount} 个损伤部位");
return damagedCount > 0;
}
@@ -267,14 +218,9 @@ namespace WulaFallenEmpire
if (currentHealth < maxHealth)
{
damagedParts.Add(part);
if (debugCounter % 10 == 0 && damagedParts.Count <= 3)
Log.Message($"[NanoRepair] 损伤部位: {part.def.defName} ({currentHealth}/{maxHealth})");
}
}
}
if (debugCounter % 10 == 0 && damagedParts.Count > 3)
Log.Message($"[NanoRepair] ... 还有 {damagedParts.Count - 3} 个损伤部位");
return damagedParts;
}
@@ -284,34 +230,22 @@ namespace WulaFallenEmpire
var energyNeed = GetEnergyNeed();
if (energyNeed == null)
{
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] 能量需求为null无法修复");
return;
}
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] 当前能量({GetEnergyNeedName()}): {energyNeed.CurLevel:F1}/{energyNeed.MaxLevel:F1} ({energyNeed.CurLevelPercentage:P0})");
// 优先修复缺失部件
if (TryRepairMissingParts(energyNeed))
{
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] 已修复缺失部件");
return;
}
// 然后修复损伤
if (TryRepairDamagedParts(energyNeed))
{
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] 已修复损伤部位");
return;
}
// 不再修复疾病
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] 没有执行任何修复");
}
private bool TryRepairMissingParts(Need energyNeed)
@@ -319,14 +253,9 @@ namespace WulaFallenEmpire
var missingParts = Pawn.health.hediffSet.GetMissingPartsCommonAncestors();
if (missingParts == null || missingParts.Count == 0)
{
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] 没有缺失部件需要修复");
return false;
}
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] 检查修复缺失部件,共有 {missingParts.Count} 个");
// 选择最小的缺失部件进行修复(成本较低)
Hediff_MissingPart partToRepair = null;
float minHealth = float.MaxValue;
@@ -353,24 +282,14 @@ namespace WulaFallenEmpire
repairCost *= mechEnergyLoss;
}
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] 尝试修复缺失部件 {partToRepair.Part.def.defName}, 成本: {repairCost:F2}, 当前能量: {energyNeed.CurLevel:F2}");
if (energyNeed.CurLevel >= repairCost)
{
if (ConvertMissingPartToInjury(partToRepair, repairCost))
{
energyNeed.CurLevel -= repairCost;
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] 成功将缺失部件 {partToRepair.Part.def.defName} 转换为损伤, 消耗能量: {repairCost:F2}");
return true;
}
}
else
{
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] 能量不足修复缺失部件: {energyNeed.CurLevel:F2} < {repairCost:F2}");
}
}
return false;
}
@@ -380,14 +299,9 @@ namespace WulaFallenEmpire
var damagedParts = GetDamagedParts();
if (damagedParts.Count == 0)
{
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] 没有损伤部位需要修复");
return false;
}
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] 检查修复损伤部位,共有 {damagedParts.Count} 个");
// 选择健康值最低的部位进行修复
BodyPartRecord partToRepair = null;
float minHealthRatio = float.MaxValue;
@@ -421,24 +335,14 @@ namespace WulaFallenEmpire
repairCost *= mechEnergyLoss;
}
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] 尝试修复部位 {partToRepair.def.defName}, 健康: {currentHealth:F1}/{maxHealth:F1}, 修复量: {healthToRepair:F1}, 成本: {repairCost:F2}");
if (energyNeed.CurLevel >= repairCost)
{
if (RepairDamagedPart(partToRepair, repairCost))
{
energyNeed.CurLevel -= repairCost;
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] 成功修复部位 {partToRepair.def.defName}, 消耗能量: {repairCost:F2}");
return true;
}
}
else
{
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] 能量不足修复损伤: {energyNeed.CurLevel:F2} < {repairCost:F2}");
}
}
return false;
}
@@ -451,9 +355,6 @@ namespace WulaFallenEmpire
float maxHealth = part.def.GetMaxHealth(Pawn);
float currentHealth = Pawn.health.hediffSet.GetPartHealth(part);
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] 开始修复部位 {part.def.defName}, 当前健康: {currentHealth:F1}/{maxHealth:F1}");
// 获取该部位的所有hediff
var hediffsOnPart = new List<Hediff>();
foreach (var hediff in Pawn.health.hediffSet.hediffs)
@@ -461,21 +362,14 @@ namespace WulaFallenEmpire
if (hediff.Part == part)
{
hediffsOnPart.Add(hediff);
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] 部位 {part.def.defName} 上的hediff: {hediff.def.defName}, 类型: {hediff.GetType()}, 严重性: {hediff.Severity}");
}
}
if (hediffsOnPart.Count == 0)
{
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] 部位 {part.def.defName} 上没有找到任何hediff");
return false;
}
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] 在部位 {part.def.defName} 上找到 {hediffsOnPart.Count} 个hediff");
bool anyRepairDone = false;
foreach (var hediff in hediffsOnPart)
@@ -483,8 +377,6 @@ namespace WulaFallenEmpire
// 检查hediff是否可修复
if (!CanRepairHediff(hediff))
{
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] 跳过不可修复的hediff: {hediff.def.defName}");
continue;
}
@@ -493,8 +385,6 @@ namespace WulaFallenEmpire
{
Pawn.health.RemoveHediff(hediff);
anyRepairDone = true;
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] 删除严重性小于1的hediff: {hediff.def.defName} (严重性: {hediff.Severity:F2})");
}
else
{
@@ -503,14 +393,9 @@ namespace WulaFallenEmpire
hediff.Severity = 0f;
Pawn.health.RemoveHediff(hediff);
anyRepairDone = true;
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] 完全修复hediff: {hediff.def.defName} (严重性: {originalSeverity:F2} -> 0)");
}
}
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] 部位 {part.def.defName} 修复完成,执行了 {anyRepairDone} 次修复");
return anyRepairDone;
}
catch (System.Exception ex)
@@ -526,8 +411,6 @@ namespace WulaFallenEmpire
// 跳过疾病
if (IsDisease(hediff))
{
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] 跳过疾病: {hediff.def.defName}");
return false;
}
@@ -568,9 +451,6 @@ namespace WulaFallenEmpire
{
try
{
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] 开始将缺失部件 {missingPart.Part.def.defName} 转换为损伤");
float partMaxHealth = missingPart.Part.def.GetMaxHealth(Pawn);
// 关键修复:确保转换后的损伤不会导致部位再次缺失
@@ -600,9 +480,6 @@ namespace WulaFallenEmpire
Pawn.health.AddHediff(injury);
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] 成功将缺失部件 {missingPart.Part.def.defName} 转换为 {injuryDef.defName} 损伤, 严重性: {injurySeverity} (最大健康值: {partMaxHealth})");
return true;
}
catch (System.Exception ex)
@@ -628,7 +505,6 @@ namespace WulaFallenEmpire
// 记录最后一次受到伤害的时间
lastDamageTick = Find.TickManager.TicksGame;
Log.Message($"[NanoRepair] 受到伤害,开始修复冷却: {lastDamageTick}");
}
// 新增:动态获取属性值的方法
@@ -675,7 +551,6 @@ namespace WulaFallenEmpire
"WULA_NanoRepair_DisabledMsg".Translate(Pawn.LabelShort),
MessageTypeDefOf.SilentInput
);
Log.Message($"[NanoRepair] 修复系统已{(repairSystemEnabled ? "" : "")}");
},
hotKey = KeyBindingDefOf.Misc1
};