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@@ -1,6 +1,6 @@
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<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<WulaFallenEmpire.DroneWorkModeDef>
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<!-- <WulaFallenEmpire.DroneWorkModeDef>
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<defName>Work</defName>
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<label>工作</label>
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<description>机械将执行分配的工作.</description>
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@@ -22,5 +22,5 @@
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<description>机械将立即进入休眠状态.</description>
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<iconPath>UI/Icons/WorkMode/SelfShutdown</iconPath>
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<uiOrder>30</uiOrder>
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</WulaFallenEmpire.DroneWorkModeDef>
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</WulaFallenEmpire.DroneWorkModeDef> -->
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</Defs>
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@@ -1,12 +1,12 @@
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<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<JobDef>
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<!-- <JobDef>
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<defName>WULA_DroneSelfShutdown</defName>
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<driverClass>WulaFallenEmpire.JobDriver_DroneSelfShutdown</driverClass>
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<reportString>关机自休眠.</reportString>
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<casualInterruptible>false</casualInterruptible>
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<allowOpportunisticPrefix>true</allowOpportunisticPrefix>
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</JobDef>
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</JobDef> -->
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</Defs>
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@@ -238,6 +238,35 @@
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</node>
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</li>
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<!-- 一段时间给个税证 -->
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<li Class="QuestNode_LoopCount">
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<loopCount>30</loopCount>
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<storeLoopCounterAs>Give_Tex_Reward_Counter</storeLoopCounterAs>
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<node Class="QuestNode_Sequence">
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<nodes>
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<li Class="QuestNode_Delay">
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<delayTicks>900000</delayTicks><!-- 15days -->
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<node Class="QuestNode_Sequence">
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<nodes>
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<li Class="QuestNode_Letter">
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<label>缴税凭证?</label>
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<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>
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<letterDef>PositiveEvent</letterDef>
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</li>
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<li Class="QuestNode_GenerateThingSet">
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<thingSetMaker>WULA_Base_Tex_Reward</thingSetMaker>
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<storeAs>permissionReward</storeAs>
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</li>
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<li Class="QuestNode_AddItemsReward">
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<items>$permissionReward</items>
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</li>
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</nodes>
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</node>
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</li>
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</nodes>
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</node>
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</li>
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<!-- - - - - - - - -->
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<!-- End conditions -->
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<!-- - - - - - - - -->
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@@ -29,7 +29,7 @@
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<!-- 时间配置 -->
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<fireAfterDaysPassed>0</fireAfterDaysPassed>
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<checkIntervalDays>15</checkIntervalDays>
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<checkIntervalDays>10</checkIntervalDays>
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<!-- 可选配置 -->
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<preventDuplicateQuests>false</preventDuplicateQuests>
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@@ -61,7 +61,8 @@ namespace WulaFallenEmpire
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List<Thing> thingList = cell.GetThingList(map);
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foreach (Thing thing in thingList)
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{
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if (IsValidTarget(thing) && !thingsInRange.Contains(thing))
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// 修改:添加目标类型检查,只处理建筑和Pawn
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if (IsValidTargetType(thing) && IsValidTarget(thing) && !thingsInRange.Contains(thing))
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{
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thingsInRange.Add(thing);
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}
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@@ -75,78 +76,120 @@ namespace WulaFallenEmpire
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}
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}
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/// <summary>
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/// 检查目标是否为建筑或Pawn
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/// </summary>
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private bool IsValidTargetType(Thing thing)
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{
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// 只针对建筑和Pawn
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return thing is Building || thing is Pawn;
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}
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private bool IsValidTarget(Thing thing)
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{
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// 检查是否为 Pawn(Pawn 有独立的健康系统)
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// 首先检查是否为建筑或Pawn(双重检查)
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if (!(thing is Building || thing is Pawn))
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{
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return false;
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}
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// 检查是否为 Pawn
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if (thing is Pawn pawn)
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{
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Faction targetFaction = pawn.Faction;
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Faction parentFaction = parent.Faction;
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// 移除植物检查,因为不再处理植物
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// 修改:简化Pawn检查逻辑
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return IsValidPawnTarget(pawn);
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}
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// 检查是否为建筑
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else if (thing is Building building)
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{
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return IsValidBuildingTarget(building);
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}
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return false;
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}
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/// <summary>
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/// 检查Pawn是否有效目标
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/// </summary>
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private bool IsValidPawnTarget(Pawn pawn)
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{
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// 基础检查:死亡或倒地的Pawn不是有效目标
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if (pawn.Dead || pawn.Downed)
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return false;
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// 检查是否影响生物
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// 检查是否影响Pawn
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if (!Props.affectPawns)
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return false;
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// 如果父物体没有派系,则只检查目标派系
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if (parentFaction == null)
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{
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if (targetFaction == null && !Props.affectNeutral)
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return false;
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if (targetFaction != null && targetFaction.IsPlayer && !Props.affectFriendly)
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return false;
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if (targetFaction != null && !targetFaction.IsPlayer && !Props.affectHostile)
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return false;
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}
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else
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{
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// 正常阵营关系检查
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if (targetFaction == null)
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{
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if (!Props.affectNeutral)
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return false;
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}
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else if (targetFaction == parentFaction)
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{
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if (!Props.affectFriendly)
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return false;
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}
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else if (targetFaction.HostileTo(parentFaction))
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{
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if (!Props.affectHostile)
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return false;
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}
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else
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{
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if (!Props.affectNeutral)
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return false;
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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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// 对于非 Pawn 物体,检查生命值系统
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if (thing.def.useHitPoints == false || thing.HitPoints <= 0)
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return false;
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// 检查物体类型过滤
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if (thing is Building && !Props.affectBuildings)
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return false;
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if (thing is Plant && !Props.affectPlants)
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return false;
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// 检查阵营关系
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return CheckFactionRelationship(pawn.Faction);
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}
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// 如果设置为影响所有物体,跳过后续检查
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if (Props.affectEverything)
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return true;
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/// <summary>
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/// 检查建筑是否有效目标
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/// </summary>
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private bool IsValidBuildingTarget(Building building)
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{
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// 基础检查:建筑必须有生命值且未损坏
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if (building.def.useHitPoints == false || building.HitPoints <= 0)
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return false;
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// 如果忽略阵营关系,跳过阵营检查
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// 检查是否影响建筑
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if (!Props.affectBuildings)
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return false;
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// 检查阵营关系
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return CheckFactionRelationship(building.Faction);
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}
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/// <summary>
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/// 检查阵营关系
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/// </summary>
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private bool CheckFactionRelationship(Faction targetFaction)
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{
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Faction parentFaction = parent.Faction;
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// 如果忽略所有阵营关系检查,直接返回true
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if (Props.ignoreFactionRelations)
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return true;
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// 如果影响所有物体,直接返回true
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if (Props.affectEverything)
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return true;
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// 父物体没有派系的情况
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if (parentFaction == null)
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{
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// 目标也没有派系 - 检查是否影响中立
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if (targetFaction == null)
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return Props.affectNeutral;
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// 目标是玩家 - 检查是否影响友好
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if (targetFaction.IsPlayer)
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return Props.affectFriendly;
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// 目标是非玩家派系 - 检查是否影响敌对
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return Props.affectHostile;
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}
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// 父物体有派系的情况
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if (targetFaction == null)
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{
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// 目标没有派系 - 检查是否影响中立
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return Props.affectNeutral;
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}
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// 目标与父物体同派系 - 检查是否影响友好
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if (targetFaction == parentFaction)
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return Props.affectFriendly;
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// 目标与父物体敌对 - 检查是否影响敌对
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if (targetFaction.HostileTo(parentFaction))
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return Props.affectHostile;
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// 其他情况视为中立 - 检查是否影响中立
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return Props.affectNeutral;
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}
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private void ApplyDamageToTarget(Thing target)
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@@ -187,7 +230,7 @@ namespace WulaFallenEmpire
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{
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damageFactor = Props.fixedDamageFactor;
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}
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// 使用心灵敏感度缩放
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// 使用心灵敏感度缩放(仅对Pawn有效)
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else if (Props.scaleWithPsychicSensitivity && target is Pawn pawn)
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{
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damageFactor = CalculatePsychicSensitivityFactor(pawn);
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@@ -224,16 +267,15 @@ namespace WulaFallenEmpire
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/// 处理特殊效果(如伤害类型特定的效果)
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/// </summary>
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private void HandleSpecialEffects(Thing target, DamageInfo damageInfo)
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{
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// 如果是 Pawn,可以添加额外的效果
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if (target is Pawn pawn)
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{
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// 显示伤害数值(调试用)
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if (Props.showDamageNumbers)
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{
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MoteMaker.ThrowText(target.DrawPos, target.Map, damageInfo.Amount.ToString());
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}
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}
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// 可以根据伤害类型添加额外效果
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// 例如:火焰伤害点燃目标,电击伤害麻痹目标等
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}
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public override void PostExposeData()
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@@ -276,6 +318,8 @@ namespace WulaFallenEmpire
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public override string CompInspectStringExtra()
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{
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string baseString = base.CompInspectStringExtra();
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// 状态信息
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string statusText = enabled ?
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"AreaDamageEnabled".Translate() :
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"AreaDamageDisabled".Translate();
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@@ -285,5 +329,34 @@ namespace WulaFallenEmpire
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else
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return baseString + "\n" + statusText;
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}
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/// <summary>
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/// 获取范围内所有有效目标(调试和外部调用用)
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/// </summary>
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public List<Thing> GetValidTargetsInRange()
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{
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Map map = parent.Map;
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List<Thing> validTargets = new List<Thing>();
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if (map == null || !enabled)
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return validTargets;
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foreach (IntVec3 cell in GenRadial.RadialCellsAround(parent.Position, Props.radius, true))
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{
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if (!cell.InBounds(map))
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continue;
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List<Thing> thingList = cell.GetThingList(map);
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foreach (Thing thing in thingList)
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{
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if (IsValidTargetType(thing) && IsValidTarget(thing) && !validTargets.Contains(thing))
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{
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validTargets.Add(thing);
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}
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}
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}
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return validTargets;
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}
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}
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}
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@@ -24,7 +24,9 @@ namespace WulaFallenEmpire
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public bool affectHostile = true; // 是否影响敌方
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public bool affectBuildings = true; // 是否影响建筑
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public bool affectPawns = true; // 是否影响生物
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public bool affectPlants = false; // 是否影响植物
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// 移除植物相关设置,因为现在只针对建筑和Pawn
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// public bool affectPlants = false; // 已移除:不再影响植物
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// 特殊设置
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public bool ignoreFactionRelations = false; // 忽略所有阵营关系检查(用于无派系实体)
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