This commit is contained in:
Tourswen
2025-12-11 18:35:48 +08:00
parent dc12f47b3d
commit 66d8b6a679
10 changed files with 180 additions and 76 deletions

View File

@@ -1,6 +1,6 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<WulaFallenEmpire.DroneWorkModeDef>
<!-- <WulaFallenEmpire.DroneWorkModeDef>
<defName>Work</defName>
<label>工作</label>
<description>机械将执行分配的工作.</description>
@@ -22,5 +22,5 @@
<description>机械将立即进入休眠状态.</description>
<iconPath>UI/Icons/WorkMode/SelfShutdown</iconPath>
<uiOrder>30</uiOrder>
</WulaFallenEmpire.DroneWorkModeDef>
</WulaFallenEmpire.DroneWorkModeDef> -->
</Defs>

View File

@@ -1,12 +1,12 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<JobDef>
<!-- <JobDef>
<defName>WULA_DroneSelfShutdown</defName>
<driverClass>WulaFallenEmpire.JobDriver_DroneSelfShutdown</driverClass>
<reportString>关机自休眠.</reportString>
<casualInterruptible>false</casualInterruptible>
<allowOpportunisticPrefix>true</allowOpportunisticPrefix>
</JobDef>
</JobDef> -->
</Defs>

View File

@@ -238,6 +238,35 @@
</node>
</li>
<!-- 一段时间给个税证 -->
<li Class="QuestNode_LoopCount">
<loopCount>30</loopCount>
<storeLoopCounterAs>Give_Tex_Reward_Counter</storeLoopCounterAs>
<node Class="QuestNode_Sequence">
<nodes>
<li Class="QuestNode_Delay">
<delayTicks>900000</delayTicks><!-- 15days -->
<node Class="QuestNode_Sequence">
<nodes>
<li Class="QuestNode_Letter">
<label>缴税凭证?</label>
<text>尽管没有实质上的缴税,但是殖民地还是收到了一份缴税凭证。\n\n看起来某人正在悄悄答谢殖民地。</text>
<letterDef>PositiveEvent</letterDef>
</li>
<li Class="QuestNode_GenerateThingSet">
<thingSetMaker>WULA_Base_Tex_Reward</thingSetMaker>
<storeAs>permissionReward</storeAs>
</li>
<li Class="QuestNode_AddItemsReward">
<items>$permissionReward</items>
</li>
</nodes>
</node>
</li>
</nodes>
</node>
</li>
<!-- - - - - - - - -->
<!-- End conditions -->
<!-- - - - - - - - -->

View File

@@ -1331,7 +1331,7 @@
<blocksRangedWeapons>false</blocksRangedWeapons>
</li>
<!-- 飞行组件 -->
<li Class="WulaFallenEmpire.CompProperties_PawnFlight">
<li Class="WulaFallenEmpire.CompProperties_PawnFlight">
<!-- 飞行触发条件:仅在征召时飞行 -->
<flightCondition>Drafted</flightCondition>

View File

@@ -29,7 +29,7 @@
<!-- 时间配置 -->
<fireAfterDaysPassed>0</fireAfterDaysPassed>
<checkIntervalDays>15</checkIntervalDays>
<checkIntervalDays>10</checkIntervalDays>
<!-- 可选配置 -->
<preventDuplicateQuests>false</preventDuplicateQuests>

View File

@@ -61,7 +61,8 @@ namespace WulaFallenEmpire
List<Thing> thingList = cell.GetThingList(map);
foreach (Thing thing in thingList)
{
if (IsValidTarget(thing) && !thingsInRange.Contains(thing))
// 修改添加目标类型检查只处理建筑和Pawn
if (IsValidTargetType(thing) && IsValidTarget(thing) && !thingsInRange.Contains(thing))
{
thingsInRange.Add(thing);
}
@@ -75,78 +76,120 @@ namespace WulaFallenEmpire
}
}
/// <summary>
/// 检查目标是否为建筑或Pawn
/// </summary>
private bool IsValidTargetType(Thing thing)
{
// 只针对建筑和Pawn
return thing is Building || thing is Pawn;
}
private bool IsValidTarget(Thing thing)
{
// 检查是否为 PawnPawn 有独立的健康系统
// 首先检查是否为建筑或Pawn双重检查
if (!(thing is Building || thing is Pawn))
{
return false;
}
// 检查是否为 Pawn
if (thing is Pawn pawn)
{
Faction targetFaction = pawn.Faction;
Faction parentFaction = parent.Faction;
if (pawn.Dead || pawn.Downed)
return false;
// 检查是否影响生物
if (!Props.affectPawns)
return false;
// 如果父物体没有派系,则只检查目标派系
if (parentFaction == null)
{
if (targetFaction == null && !Props.affectNeutral)
return false;
if (targetFaction != null && targetFaction.IsPlayer && !Props.affectFriendly)
return false;
if (targetFaction != null && !targetFaction.IsPlayer && !Props.affectHostile)
return false;
}
else
{
// 正常阵营关系检查
if (targetFaction == null)
{
if (!Props.affectNeutral)
return false;
}
else if (targetFaction == parentFaction)
{
if (!Props.affectFriendly)
return false;
}
else if (targetFaction.HostileTo(parentFaction))
{
if (!Props.affectHostile)
return false;
}
else
{
if (!Props.affectNeutral)
return false;
}
}
// 移除植物检查,因为不再处理植物
// 修改简化Pawn检查逻辑
return IsValidPawnTarget(pawn);
}
else
// 检查是否为建筑
else if (thing is Building building)
{
// 对于非 Pawn 物体,检查生命值系统
if (thing.def.useHitPoints == false || thing.HitPoints <= 0)
return false;
// 检查物体类型过滤
if (thing is Building && !Props.affectBuildings)
return false;
if (thing is Plant && !Props.affectPlants)
return false;
return IsValidBuildingTarget(building);
}
// 如果设置为影响所有物体,跳过后续检查
if (Props.affectEverything)
return true;
return false;
}
// 如果忽略阵营关系,跳过阵营检查
/// <summary>
/// 检查Pawn是否有效目标
/// </summary>
private bool IsValidPawnTarget(Pawn pawn)
{
// 基础检查死亡或倒地的Pawn不是有效目标
if (pawn.Dead || pawn.Downed)
return false;
// 检查是否影响Pawn
if (!Props.affectPawns)
return false;
// 检查阵营关系
return CheckFactionRelationship(pawn.Faction);
}
/// <summary>
/// 检查建筑是否有效目标
/// </summary>
private bool IsValidBuildingTarget(Building building)
{
// 基础检查:建筑必须有生命值且未损坏
if (building.def.useHitPoints == false || building.HitPoints <= 0)
return false;
// 检查是否影响建筑
if (!Props.affectBuildings)
return false;
// 检查阵营关系
return CheckFactionRelationship(building.Faction);
}
/// <summary>
/// 检查阵营关系
/// </summary>
private bool CheckFactionRelationship(Faction targetFaction)
{
Faction parentFaction = parent.Faction;
// 如果忽略所有阵营关系检查直接返回true
if (Props.ignoreFactionRelations)
return true;
return true;
// 如果影响所有物体,直接返回true
if (Props.affectEverything)
return true;
// 父物体没有派系的情况
if (parentFaction == null)
{
// 目标也没有派系 - 检查是否影响中立
if (targetFaction == null)
return Props.affectNeutral;
// 目标是玩家 - 检查是否影响友好
if (targetFaction.IsPlayer)
return Props.affectFriendly;
// 目标是非玩家派系 - 检查是否影响敌对
return Props.affectHostile;
}
// 父物体有派系的情况
if (targetFaction == null)
{
// 目标没有派系 - 检查是否影响中立
return Props.affectNeutral;
}
// 目标与父物体同派系 - 检查是否影响友好
if (targetFaction == parentFaction)
return Props.affectFriendly;
// 目标与父物体敌对 - 检查是否影响敌对
if (targetFaction.HostileTo(parentFaction))
return Props.affectHostile;
// 其他情况视为中立 - 检查是否影响中立
return Props.affectNeutral;
}
private void ApplyDamageToTarget(Thing target)
@@ -187,7 +230,7 @@ namespace WulaFallenEmpire
{
damageFactor = Props.fixedDamageFactor;
}
// 使用心灵敏感度缩放
// 使用心灵敏感度缩放仅对Pawn有效
else if (Props.scaleWithPsychicSensitivity && target is Pawn pawn)
{
damageFactor = CalculatePsychicSensitivityFactor(pawn);
@@ -225,15 +268,14 @@ namespace WulaFallenEmpire
/// </summary>
private void HandleSpecialEffects(Thing target, DamageInfo damageInfo)
{
// 如果是 Pawn可以添加额外的效果
if (target is Pawn pawn)
// 显示伤害数值(调试用)
if (Props.showDamageNumbers)
{
// 显示伤害数值(调试用)
if (Props.showDamageNumbers)
{
MoteMaker.ThrowText(target.DrawPos, target.Map, damageInfo.Amount.ToString());
}
MoteMaker.ThrowText(target.DrawPos, target.Map, damageInfo.Amount.ToString());
}
// 可以根据伤害类型添加额外效果
// 例如:火焰伤害点燃目标,电击伤害麻痹目标等
}
public override void PostExposeData()
@@ -276,6 +318,8 @@ namespace WulaFallenEmpire
public override string CompInspectStringExtra()
{
string baseString = base.CompInspectStringExtra();
// 状态信息
string statusText = enabled ?
"AreaDamageEnabled".Translate() :
"AreaDamageDisabled".Translate();
@@ -285,5 +329,34 @@ namespace WulaFallenEmpire
else
return baseString + "\n" + statusText;
}
/// <summary>
/// 获取范围内所有有效目标(调试和外部调用用)
/// </summary>
public List<Thing> GetValidTargetsInRange()
{
Map map = parent.Map;
List<Thing> validTargets = new List<Thing>();
if (map == null || !enabled)
return validTargets;
foreach (IntVec3 cell in GenRadial.RadialCellsAround(parent.Position, Props.radius, true))
{
if (!cell.InBounds(map))
continue;
List<Thing> thingList = cell.GetThingList(map);
foreach (Thing thing in thingList)
{
if (IsValidTargetType(thing) && IsValidTarget(thing) && !validTargets.Contains(thing))
{
validTargets.Add(thing);
}
}
}
return validTargets;
}
}
}

View File

@@ -24,7 +24,9 @@ namespace WulaFallenEmpire
public bool affectHostile = true; // 是否影响敌方
public bool affectBuildings = true; // 是否影响建筑
public bool affectPawns = true; // 是否影响生物
public bool affectPlants = false; // 是否影响植物
// 移除植物相关设置因为现在只针对建筑和Pawn
// public bool affectPlants = false; // 已移除:不再影响植物
// 特殊设置
public bool ignoreFactionRelations = false; // 忽略所有阵营关系检查(用于无派系实体)