1
This commit is contained in:
@@ -23,6 +23,9 @@ namespace WulaFallenEmpire
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public int StoredCount => storedMechanoidCount;
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public int MaxStorage => Props.maxStorageCapacity;
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public bool IsCooldownActive => Find.TickManager.TicksGame - spawnTick < 24 * 2500; // 24小时冷却
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// 新增:检查是否属于玩家派系
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public bool IsPlayerFaction => this.Faction == Faction.OfPlayer;
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// 生成初始单位(改为计数)
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private void SpawnInitialUnits()
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@@ -192,6 +195,10 @@ namespace WulaFallenEmpire
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foreach (Gizmo g in base.GetGizmos())
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yield return g;
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// 新增:只有玩家派系才能看到和使用这些按钮
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if (!IsPlayerFaction)
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yield break;
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// 回收附近机械族按钮
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Command_Action recycleCommand = new Command_Action
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{
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@@ -24,10 +24,24 @@ namespace WulaFallenEmpire
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return _worldComponent;
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}
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}
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private GlobalStorageWorldComponent _globalStorage;
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private GlobalStorageWorldComponent GlobalStorage
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{
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get
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{
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if (_globalStorage == null)
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{
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_globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
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}
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return _globalStorage;
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}
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}
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private bool used = false;
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private int callTick = -1;
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private bool calling = false;
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private bool usedGlobalStorage = false; // 新增:标记是否使用了全局储存器
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public bool CanCall => !used && !calling;
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@@ -119,6 +133,7 @@ namespace WulaFallenEmpire
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Scribe_Values.Look(ref used, "used", false);
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Scribe_Values.Look(ref callTick, "callTick", -1);
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Scribe_Values.Look(ref calling, "calling", false);
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Scribe_Values.Look(ref usedGlobalStorage, "usedGlobalStorage", false);
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}
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public override void CompTick()
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@@ -166,7 +181,11 @@ namespace WulaFallenEmpire
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}
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else
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{
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Messages.Message("WULA_SkyfallerIncoming".Translate(delay.ToStringTicksToPeriod()), parent, MessageTypeDefOf.ThreatBig);
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// 修改:根据资源来源显示不同的消息
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string messageKey = usedGlobalStorage ?
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"WULA_SkyfallerIncomingFromGlobal" :
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"WULA_SkyfallerIncoming";
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Messages.Message(messageKey.Translate(delay.ToStringTicksToPeriod()), parent, MessageTypeDefOf.ThreatBig);
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}
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}
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@@ -175,6 +194,7 @@ namespace WulaFallenEmpire
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calling = false;
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used = false;
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callTick = -1;
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usedGlobalStorage = false;
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}
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protected virtual void ExecuteSkyfallerCall()
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@@ -187,14 +207,17 @@ namespace WulaFallenEmpire
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return;
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}
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if (!HasEnoughMaterials())
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// 修改:使用新的资源检查方法
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var resourceCheck = CheckAndConsumeMaterials();
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if (!resourceCheck.HasEnoughMaterials)
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{
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Log.Message($"[SkyfallerCaller] Aborting skyfaller call due to insufficient materials.");
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ResetCall();
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return;
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}
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ConsumeMaterials();
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// 记录是否使用了全局储存器
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usedGlobalStorage = resourceCheck.UsedGlobalStorage;
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// 检查屋顶并处理
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HandleRoofDestruction();
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@@ -251,18 +274,106 @@ namespace WulaFallenEmpire
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}
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}
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protected bool HasEnoughMaterials()
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// 新增:资源检查结果结构
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protected struct ResourceCheckResult
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{
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if (DebugSettings.godMode) return true;
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public bool HasEnoughMaterials;
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public bool UsedGlobalStorage;
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public Dictionary<ThingDef, int> BeaconMaterials;
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public Dictionary<ThingDef, int> GlobalMaterials;
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}
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// 修改:新的资源检查方法,优先检查信标附近,然后检查全局储存器
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protected ResourceCheckResult CheckAndConsumeMaterials()
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{
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var result = new ResourceCheckResult
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{
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HasEnoughMaterials = false,
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UsedGlobalStorage = false,
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BeaconMaterials = new Dictionary<ThingDef, int>(),
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GlobalMaterials = new Dictionary<ThingDef, int>()
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};
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if (DebugSettings.godMode)
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{
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result.HasEnoughMaterials = true;
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return result;
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}
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var costList = CostList;
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if (costList.NullOrEmpty())
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{
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return true;
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result.HasEnoughMaterials = true;
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return result;
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}
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var availableThings = new List<Thing>();
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if (parent.Map == null) return false;
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if (parent.Map == null)
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{
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return result;
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}
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// 第一步:收集信标附近的可用物资
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var beaconMaterials = CollectBeaconMaterials();
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result.BeaconMaterials = beaconMaterials;
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// 第二步:检查信标附近物资是否足够
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bool beaconHasEnough = true;
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foreach (var cost in costList)
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{
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int availableInBeacon = beaconMaterials.ContainsKey(cost.thingDef) ? beaconMaterials[cost.thingDef] : 0;
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if (availableInBeacon < cost.count)
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{
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beaconHasEnough = false;
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break;
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}
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}
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// 第三步:如果信标附近物资足够,只消耗信标附近的
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if (beaconHasEnough)
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{
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ConsumeBeaconMaterials(beaconMaterials, costList);
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result.HasEnoughMaterials = true;
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result.UsedGlobalStorage = false;
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return result;
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}
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// 第四步:如果信标附近物资不足,检查全局储存器
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var globalMaterials = CheckGlobalStorageMaterials();
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result.GlobalMaterials = globalMaterials;
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bool globalHasEnough = true;
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foreach (var cost in costList)
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{
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int availableInBeacon = beaconMaterials.ContainsKey(cost.thingDef) ? beaconMaterials[cost.thingDef] : 0;
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int availableInGlobal = globalMaterials.ContainsKey(cost.thingDef) ? globalMaterials[cost.thingDef] : 0;
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if (availableInBeacon + availableInGlobal < cost.count)
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{
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globalHasEnough = false;
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break;
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}
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}
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if (globalHasEnough)
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{
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// 先消耗信标附近的,不足部分从全局储存器扣除
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ConsumeMixedMaterials(beaconMaterials, globalMaterials, costList);
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result.HasEnoughMaterials = true;
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result.UsedGlobalStorage = true;
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return result;
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}
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// 两种来源加起来都不够
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result.HasEnoughMaterials = false;
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return result;
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}
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// 新增:收集信标附近的物资
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private Dictionary<ThingDef, int> CollectBeaconMaterials()
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{
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var materials = new Dictionary<ThingDef, int>();
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if (parent.Map == null) return materials;
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foreach (Building_OrbitalTradeBeacon beacon in Building_OrbitalTradeBeacon.AllPowered(parent.Map))
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{
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@@ -274,46 +385,49 @@ namespace WulaFallenEmpire
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Thing thing = thingList[i];
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if (thing.def.EverHaulable)
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{
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availableThings.Add(thing);
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if (materials.ContainsKey(thing.def))
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{
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materials[thing.def] += thing.stackCount;
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}
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else
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{
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materials[thing.def] = thing.stackCount;
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}
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}
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}
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}
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}
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availableThings = availableThings.Distinct().ToList();
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return materials;
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}
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// 新增:检查全局储存器中的物资
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private Dictionary<ThingDef, int> CheckGlobalStorageMaterials()
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{
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var materials = new Dictionary<ThingDef, int>();
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if (GlobalStorage == null) return materials;
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var costList = CostList;
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if (costList.NullOrEmpty()) return materials;
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foreach (var cost in costList)
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{
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int count = 0;
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foreach (var thing in availableThings)
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int globalCount = GlobalStorage.GetInputStorageCount(cost.thingDef);
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if (globalCount > 0)
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{
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if (thing.def == cost.thingDef)
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{
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count += thing.stackCount;
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}
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}
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if (count < cost.count)
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{
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return false;
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materials[cost.thingDef] = globalCount;
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}
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}
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return true;
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return materials;
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}
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protected void ConsumeMaterials()
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// 新增:只消耗信标附近的物资
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private void ConsumeBeaconMaterials(Dictionary<ThingDef, int> beaconMaterials, List<ThingDefCountClass> costList)
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{
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if (DebugSettings.godMode) return;
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var costList = CostList;
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if (costList.NullOrEmpty())
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{
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return;
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}
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var tradeableThings = new List<Thing>();
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if (parent.Map == null) return;
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foreach (Building_OrbitalTradeBeacon beacon in Building_OrbitalTradeBeacon.AllPowered(parent.Map))
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{
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foreach (IntVec3 cell in beacon.TradeableCells)
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@@ -329,13 +443,11 @@ namespace WulaFallenEmpire
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}
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}
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}
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tradeableThings = tradeableThings.Distinct().ToList();
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foreach (var cost in costList)
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{
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int remaining = cost.count;
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for (int i = tradeableThings.Count - 1; i >= 0; i--)
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for (int i = tradeableThings.Count - 1; i >= 0 && remaining > 0; i--)
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{
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var thing = tradeableThings[i];
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if (thing.def == cost.thingDef)
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@@ -349,16 +461,123 @@ namespace WulaFallenEmpire
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{
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remaining -= thing.stackCount;
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thing.Destroy();
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}
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if (remaining <= 0)
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{
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break;
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tradeableThings.RemoveAt(i);
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}
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}
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}
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}
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}
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// 新增:混合消耗信标和全局储存器的物资
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private void ConsumeMixedMaterials(Dictionary<ThingDef, int> beaconMaterials, Dictionary<ThingDef, int> globalMaterials, List<ThingDefCountClass> costList)
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{
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// 先消耗信标附近的物资
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var tradeableThings = new List<Thing>();
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foreach (Building_OrbitalTradeBeacon beacon in Building_OrbitalTradeBeacon.AllPowered(parent.Map))
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{
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foreach (IntVec3 cell in beacon.TradeableCells)
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{
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List<Thing> thingList = parent.Map.thingGrid.ThingsListAt(cell);
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for (int i = 0; i < thingList.Count; i++)
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{
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Thing thing = thingList[i];
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if (thing.def.EverHaulable)
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{
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tradeableThings.Add(thing);
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}
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}
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}
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}
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// 对每种所需材料进行处理
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foreach (var cost in costList)
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{
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int remaining = cost.count;
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// 第一步:消耗信标附近的物资
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for (int i = tradeableThings.Count - 1; i >= 0 && remaining > 0; i--)
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{
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var thing = tradeableThings[i];
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if (thing.def == cost.thingDef)
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{
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if (thing.stackCount > remaining)
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{
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thing.SplitOff(remaining);
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remaining = 0;
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}
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else
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{
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remaining -= thing.stackCount;
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thing.Destroy();
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tradeableThings.RemoveAt(i);
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}
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}
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}
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// 第二步:如果还有剩余,从全局储存器扣除
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if (remaining > 0 && GlobalStorage != null)
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{
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GlobalStorage.RemoveFromInputStorage(cost.thingDef, remaining);
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}
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}
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}
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// 保留原有的 HasEnoughMaterials 方法用于 Gizmo 显示
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protected bool HasEnoughMaterials()
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{
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if (DebugSettings.godMode) return true;
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var costList = CostList;
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if (costList.NullOrEmpty())
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{
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return true;
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}
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// 第一步:检查信标附近物资
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var beaconMaterials = CollectBeaconMaterials();
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bool beaconHasEnough = true;
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foreach (var cost in costList)
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{
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int availableInBeacon = beaconMaterials.ContainsKey(cost.thingDef) ? beaconMaterials[cost.thingDef] : 0;
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if (availableInBeacon < cost.count)
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{
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beaconHasEnough = false;
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break;
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}
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}
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if (beaconHasEnough) return true;
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// 第二步:检查全局储存器(如果信标附近不够)
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if (GlobalStorage == null) return false;
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foreach (var cost in costList)
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{
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int availableInBeacon = beaconMaterials.ContainsKey(cost.thingDef) ? beaconMaterials[cost.thingDef] : 0;
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int availableInGlobal = GlobalStorage.GetInputStorageCount(cost.thingDef);
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if (availableInBeacon + availableInGlobal < cost.count)
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{
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return false;
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}
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}
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return true;
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}
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// 原有的 ConsumeMaterials 方法现在只用于 God Mode 情况
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protected void ConsumeMaterials()
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{
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if (DebugSettings.godMode) return;
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// 在非 God Mode 下,这个方法不应该被调用
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// 实际的消耗在 CheckAndConsumeMaterials 中处理
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Log.Warning("[SkyfallerCaller] ConsumeMaterials called in non-God mode, this shouldn't happen");
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}
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// 其余方法保持不变...
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private string GetCostString()
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{
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var costList = CostList;
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@@ -379,6 +598,7 @@ namespace WulaFallenEmpire
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calling = false;
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used = false;
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callTick = -1;
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usedGlobalStorage = false;
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Messages.Message("WULA_SkyfallerCallCancelled".Translate(), parent, MessageTypeDefOf.NeutralEvent);
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}
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@@ -451,6 +671,9 @@ namespace WulaFallenEmpire
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sb.Append(costString);
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}
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// 新增:显示资源来源信息
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sb.AppendLine().AppendLine().Append("WULA_ResourcePriorityInfo".Translate());
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return sb.ToString();
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}
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@@ -501,7 +724,10 @@ namespace WulaFallenEmpire
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int ticksLeft = callTick - Find.TickManager.TicksGame;
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if (ticksLeft > 0)
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{
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sb.Append("WULA_SkyfallerArrivingIn".Translate(ticksLeft.ToStringTicksToPeriod()));
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string messageKey = usedGlobalStorage ?
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"WULA_SkyfallerArrivingInFromGlobal" :
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"WULA_SkyfallerArrivingIn";
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sb.Append(messageKey.Translate(ticksLeft.ToStringTicksToPeriod()));
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}
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}
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else if (!used)
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@@ -83,22 +83,34 @@ namespace WulaFallenEmpire
|
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}
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}
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private void PlayTransformEffects(IntVec3 position, Map map)
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{
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//// 播放转换视觉效果
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//for (int i = 0; i < 3; i++)
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//{
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// MoteMaker.ThrowSmoke(position.ToVector3Shifted() + new Vector3(0, 0, 0.5f), map, 1.5f);
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// MoteMaker.ThrowLightningGlow(position.ToVector3Shifted(), map, 2f);
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//}
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//// 播放音效
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//SoundDefOf.PsychicPulseGlobal.PlayOneShot(new TargetInfo(position, map));
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}
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public void TransformToPawn()
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{
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if (Recycler == null || !parent.Spawned)
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return;
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Map map = parent.Map;
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IntVec3 position = parent.Position;
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Faction faction = parent.Faction;
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// 记录建筑定义用于后续更新
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ThingDef buildingDef = parent.def;
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// 消耗存储的机械族
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if (!Recycler.ConsumeMechanoids(Props.requiredCapacity))
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{
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Messages.Message("WULA_NotEnoughMechs".Translate(), MessageTypeDefOf.RejectInput);
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return;
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}
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||||
|
||||
// 生成目标Pawn
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||||
PawnGenerationRequest request = new PawnGenerationRequest(
|
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Props.targetPawnKind,
|
||||
@@ -111,9 +123,8 @@ namespace WulaFallenEmpire
|
||||
canGeneratePawnRelations: false,
|
||||
mustBeCapableOfViolence: true
|
||||
);
|
||||
|
||||
Pawn newPawn = PawnGenerator.GeneratePawn(request);
|
||||
|
||||
|
||||
// 关键修改:传递当前的机械族数量(6个)
|
||||
var transformComp = newPawn.GetComp<CompTransformIntoBuilding>();
|
||||
if (transformComp != null)
|
||||
@@ -136,37 +147,24 @@ namespace WulaFallenEmpire
|
||||
// 传递建筑定义和机械族数量
|
||||
transformComp.SetRestoreData(parent.def, Props.requiredCapacity);
|
||||
}
|
||||
|
||||
// 移除建筑
|
||||
parent.DeSpawn(DestroyMode.Vanish);
|
||||
|
||||
|
||||
// 生成Pawn
|
||||
GenSpawn.Spawn(newPawn, position, map, WipeMode.Vanish);
|
||||
|
||||
|
||||
// 选中新生成的Pawn
|
||||
if (Find.Selector.IsSelected(parent))
|
||||
{
|
||||
Find.Selector.Select(newPawn);
|
||||
}
|
||||
|
||||
Messages.Message("WULA_BuildingTransformedToPawn".Translate(parent.Label, newPawn.LabelCap, Props.requiredCapacity),
|
||||
Messages.Message("WULA_BuildingTransformedToPawn".Translate(parent.Label, newPawn.LabelCap, Props.requiredCapacity),
|
||||
MessageTypeDefOf.PositiveEvent);
|
||||
|
||||
|
||||
// 播放转换效果
|
||||
PlayTransformEffects(position, map);
|
||||
}
|
||||
|
||||
private void PlayTransformEffects(IntVec3 position, Map map)
|
||||
{
|
||||
//// 播放转换视觉效果
|
||||
//for (int i = 0; i < 3; i++)
|
||||
//{
|
||||
// MoteMaker.ThrowSmoke(position.ToVector3Shifted() + new Vector3(0, 0, 0.5f), map, 1.5f);
|
||||
// MoteMaker.ThrowLightningGlow(position.ToVector3Shifted(), map, 2f);
|
||||
//}
|
||||
|
||||
//// 播放音效
|
||||
//SoundDefOf.PsychicPulseGlobal.PlayOneShot(new TargetInfo(position, map));
|
||||
Log.Message($"[TransformSystem] Building -> Pawn transformation completed at {position}. Path grid updated.");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -77,7 +77,6 @@ namespace WulaFallenEmpire
|
||||
|
||||
// 显示恢复的机械族数量
|
||||
sb.AppendLine();
|
||||
sb.Append("WULA_RestoreMechCount".Translate(restoreMechCount));
|
||||
|
||||
// 显示目标建筑的最大存储容量
|
||||
var recyclerProps = restoreBuildingDef.GetCompProperties<CompProperties_MechanoidRecycler>();
|
||||
@@ -195,88 +194,6 @@ namespace WulaFallenEmpire
|
||||
return false;
|
||||
}
|
||||
|
||||
public void TransformToBuilding()
|
||||
{
|
||||
if (Pawn == null || !Pawn.Spawned)
|
||||
return;
|
||||
|
||||
Map map = Pawn.Map;
|
||||
IntVec3 desiredPosition = Pawn.Position;
|
||||
Faction faction = Pawn.Faction;
|
||||
|
||||
// 确定要生成的建筑类型
|
||||
ThingDef buildingDef = restoreBuildingDef ?? Props.targetBuildingDef;
|
||||
if (buildingDef == null)
|
||||
{
|
||||
Messages.Message("WULA_CannotDetermineBuildingType".Translate(), MessageTypeDefOf.RejectInput);
|
||||
return;
|
||||
}
|
||||
|
||||
// 最终校验(排除被转换的Pawn本身)
|
||||
string failReason;
|
||||
if (!TransformValidationUtility.CanPlaceBuildingAt(buildingDef, desiredPosition, map, faction, Pawn, out failReason))
|
||||
{
|
||||
// 尝试寻找附近的位置
|
||||
IntVec3 alternativePosition;
|
||||
if (TryFindNearbyValidPosition(out alternativePosition, out failReason))
|
||||
{
|
||||
desiredPosition = alternativePosition;
|
||||
Messages.Message("WULA_DeployingAtNearbyPosition".Translate(desiredPosition), MessageTypeDefOf.NeutralEvent);
|
||||
}
|
||||
else
|
||||
{
|
||||
Messages.Message("WULA_CannotDeployBuilding".Translate(failReason), MessageTypeDefOf.RejectInput);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// 移除Pawn
|
||||
Pawn.DeSpawn(DestroyMode.Vanish);
|
||||
|
||||
// 生成建筑
|
||||
Building newBuilding = (Building)GenSpawn.Spawn(buildingDef, desiredPosition, map, WipeMode.Vanish);
|
||||
newBuilding.SetFaction(faction);
|
||||
|
||||
// 关键修改:恢复机械族数量
|
||||
var recycler = newBuilding as Building_MechanoidRecycler;
|
||||
if (recycler != null)
|
||||
{
|
||||
recycler.SetMechanoidCount(restoreMechCount);
|
||||
}
|
||||
|
||||
// 添加建筑转换组件
|
||||
var transformComp = newBuilding.TryGetComp<CompTransformAtFullCapacity>();
|
||||
if (transformComp == null)
|
||||
{
|
||||
// 动态添加组件
|
||||
var compProps = new CompProperties_TransformAtFullCapacity
|
||||
{
|
||||
targetPawnKind = Pawn.kindDef
|
||||
};
|
||||
transformComp = new CompTransformAtFullCapacity();
|
||||
transformComp.parent = newBuilding;
|
||||
transformComp.props = compProps;
|
||||
newBuilding.AllComps.Add(transformComp);
|
||||
transformComp.Initialize(compProps);
|
||||
}
|
||||
|
||||
// 选中新生成的建筑
|
||||
if (Find.Selector.IsSelected(Pawn))
|
||||
{
|
||||
Find.Selector.Select(newBuilding);
|
||||
}
|
||||
|
||||
Messages.Message("WULA_PawnDeployedAsBuilding".Translate(Pawn.LabelCap, newBuilding.Label, restoreMechCount),
|
||||
MessageTypeDefOf.PositiveEvent);
|
||||
|
||||
// 播放转换效果
|
||||
PlayTransformEffects(desiredPosition, map);
|
||||
|
||||
// 清除缓存
|
||||
lastValidationResult = null;
|
||||
lastValidationReason = null;
|
||||
}
|
||||
|
||||
private void PlayTransformEffects(IntVec3 position, Map map)
|
||||
{
|
||||
// 播放转换视觉效果
|
||||
@@ -298,5 +215,80 @@ namespace WulaFallenEmpire
|
||||
lastValidationResult = null;
|
||||
}
|
||||
}
|
||||
|
||||
public void TransformToBuilding()
|
||||
{
|
||||
if (Pawn == null || !Pawn.Spawned)
|
||||
return;
|
||||
Map map = Pawn.Map;
|
||||
IntVec3 desiredPosition = Pawn.Position;
|
||||
Faction faction = Pawn.Faction;
|
||||
// 确定要生成的建筑类型
|
||||
ThingDef buildingDef = restoreBuildingDef ?? Props.targetBuildingDef;
|
||||
if (buildingDef == null)
|
||||
{
|
||||
Messages.Message("WULA_CannotDetermineBuildingType".Translate(), MessageTypeDefOf.RejectInput);
|
||||
return;
|
||||
}
|
||||
// 最终校验(排除被转换的Pawn本身)
|
||||
string failReason;
|
||||
if (!TransformValidationUtility.CanPlaceBuildingAt(buildingDef, desiredPosition, map, faction, Pawn, out failReason))
|
||||
{
|
||||
// 尝试寻找附近的位置
|
||||
IntVec3 alternativePosition;
|
||||
if (TryFindNearbyValidPosition(out alternativePosition, out failReason))
|
||||
{
|
||||
desiredPosition = alternativePosition;
|
||||
Messages.Message("WULA_DeployingAtNearbyPosition".Translate(desiredPosition), MessageTypeDefOf.NeutralEvent);
|
||||
}
|
||||
else
|
||||
{
|
||||
Messages.Message("WULA_CannotDeployBuilding".Translate(failReason), MessageTypeDefOf.RejectInput);
|
||||
return;
|
||||
}
|
||||
}
|
||||
// 移除Pawn
|
||||
Pawn.DeSpawn(DestroyMode.Vanish);
|
||||
// 生成建筑
|
||||
Building newBuilding = (Building)GenSpawn.Spawn(buildingDef, desiredPosition, map, WipeMode.Vanish);
|
||||
newBuilding.SetFaction(faction);
|
||||
// 关键修改:恢复机械族数量
|
||||
var recycler = newBuilding as Building_MechanoidRecycler;
|
||||
if (recycler != null)
|
||||
{
|
||||
recycler.SetMechanoidCount(restoreMechCount);
|
||||
}
|
||||
// 添加建筑转换组件
|
||||
var transformComp = newBuilding.TryGetComp<CompTransformAtFullCapacity>();
|
||||
if (transformComp == null)
|
||||
{
|
||||
// 动态添加组件
|
||||
var compProps = new CompProperties_TransformAtFullCapacity
|
||||
{
|
||||
targetPawnKind = Pawn.kindDef
|
||||
};
|
||||
transformComp = new CompTransformAtFullCapacity();
|
||||
transformComp.parent = newBuilding;
|
||||
transformComp.props = compProps;
|
||||
newBuilding.AllComps.Add(transformComp);
|
||||
transformComp.Initialize(compProps);
|
||||
}
|
||||
// 选中新生成的建筑
|
||||
if (Find.Selector.IsSelected(Pawn))
|
||||
{
|
||||
Find.Selector.Select(newBuilding);
|
||||
}
|
||||
Messages.Message("WULA_PawnDeployedAsBuilding".Translate(Pawn.LabelCap, newBuilding.Label, restoreMechCount),
|
||||
MessageTypeDefOf.PositiveEvent);
|
||||
|
||||
// 播放转换效果
|
||||
PlayTransformEffects(desiredPosition, map);
|
||||
|
||||
// 清除缓存
|
||||
lastValidationResult = null;
|
||||
lastValidationReason = null;
|
||||
|
||||
Log.Message($"[TransformSystem] Pawn -> Building transformation completed at {desiredPosition}. Path grid updated.");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -35,181 +35,10 @@ namespace WulaFallenEmpire
|
||||
private static readonly Color CustomButtonTextNormalColor = new Color(0.9f, 0.9f, 0.9f, 1f);
|
||||
private static readonly Color CustomButtonTextHoverColor = new Color(1f, 1f, 1f, 1f);
|
||||
private static readonly Color CustomButtonTextDisabledColor = new Color(0.6f, 0.6f, 0.6f, 1f);
|
||||
// 绘制单个选项 - 使用自定义样式
|
||||
private void DrawSingleOption(Rect rect, EventOption option)
|
||||
{
|
||||
string reason;
|
||||
bool conditionsMet = AreConditionsMet(option.conditions, out reason);
|
||||
|
||||
// 水平居中选项
|
||||
float optionWidth = Mathf.Min(rect.width, Config.optionSize.x * (rect.width / Config.windowSize.x));
|
||||
float optionX = rect.x + (rect.width - optionWidth) / 2;
|
||||
Rect optionRect = new Rect(optionX, rect.y, optionWidth, rect.height);
|
||||
// 保存原始状态
|
||||
Color originalColor = GUI.color;
|
||||
GameFont originalFont = Text.Font;
|
||||
Color originalTextColor = GUI.contentColor;
|
||||
TextAnchor originalAnchor = Text.Anchor;
|
||||
try
|
||||
{
|
||||
// 设置文本居中
|
||||
Text.Anchor = TextAnchor.MiddleCenter;
|
||||
Text.Font = GameFont.Small;
|
||||
if (conditionsMet)
|
||||
{
|
||||
// 启用状态的选项 - 使用自定义样式
|
||||
if (option.useCustomColors)
|
||||
{
|
||||
// 使用选项自定义颜色
|
||||
DrawCustomButtonWithColors(optionRect, option.label.Translate(), option);
|
||||
}
|
||||
else
|
||||
{
|
||||
// 使用默认自定义颜色
|
||||
DrawCustomButton(optionRect, option.label.Translate(), isEnabled: true);
|
||||
}
|
||||
// 添加点击处理
|
||||
if (Widgets.ButtonInvisible(optionRect))
|
||||
{
|
||||
HandleAction(option.optionEffects);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// 禁用状态的选项 - 使用自定义禁用样式
|
||||
if (option.useCustomColors && option.disabledColor.HasValue)
|
||||
{
|
||||
// 使用选项自定义禁用颜色
|
||||
DrawCustomButtonWithColors(optionRect, option.label.Translate(), option, isEnabled: false);
|
||||
}
|
||||
else
|
||||
{
|
||||
// 使用默认自定义禁用颜色
|
||||
DrawCustomButton(optionRect, option.label.Translate(), isEnabled: false);
|
||||
}
|
||||
// 添加禁用提示
|
||||
TooltipHandler.TipRegion(optionRect, GetDisabledReason(option, reason).Translate());
|
||||
}
|
||||
}
|
||||
finally
|
||||
{
|
||||
// 恢复原始状态
|
||||
GUI.color = originalColor;
|
||||
Text.Font = originalFont;
|
||||
GUI.contentColor = originalTextColor;
|
||||
Text.Anchor = originalAnchor;
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// 绘制自定义按钮(基础版本)
|
||||
/// </summary>
|
||||
private void DrawCustomButton(Rect rect, string label, bool isEnabled = true)
|
||||
{
|
||||
bool isMouseOver = Mouse.IsOver(rect);
|
||||
|
||||
// 确定按钮状态颜色
|
||||
Color buttonColor, textColor;
|
||||
|
||||
if (!isEnabled)
|
||||
{
|
||||
// 禁用状态
|
||||
buttonColor = CustomButtonDisabledColor;
|
||||
textColor = CustomButtonTextDisabledColor;
|
||||
}
|
||||
else if (isMouseOver)
|
||||
{
|
||||
// 悬停状态
|
||||
buttonColor = CustomButtonHoverColor;
|
||||
textColor = CustomButtonTextHoverColor;
|
||||
}
|
||||
else
|
||||
{
|
||||
// 正常状态
|
||||
buttonColor = CustomButtonNormalColor;
|
||||
textColor = CustomButtonTextNormalColor;
|
||||
}
|
||||
// 绘制按钮背景
|
||||
GUI.color = buttonColor;
|
||||
Widgets.DrawBoxSolid(rect, buttonColor);
|
||||
|
||||
// 绘制边框
|
||||
if (isEnabled)
|
||||
{
|
||||
Widgets.DrawBox(rect, 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
// 禁用状态的边框更细更暗
|
||||
Widgets.DrawBox(rect, 1);
|
||||
}
|
||||
// 绘制文本
|
||||
GUI.color = textColor;
|
||||
Text.Anchor = TextAnchor.MiddleCenter;
|
||||
Widgets.Label(rect.ContractedBy(4f), label);
|
||||
|
||||
// 如果是禁用状态,添加删除线效果
|
||||
if (!isEnabled)
|
||||
{
|
||||
GUI.color = new Color(0.6f, 0.6f, 0.6f, 0.8f);
|
||||
Widgets.DrawLine(
|
||||
new Vector2(rect.x + 10f, rect.center.y),
|
||||
new Vector2(rect.xMax - 10f, rect.center.y),
|
||||
GUI.color,
|
||||
1f
|
||||
);
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// 绘制自定义按钮(使用选项自定义颜色)
|
||||
/// </summary>
|
||||
private void DrawCustomButtonWithColors(Rect rect, string label, EventOption option, bool isEnabled = true)
|
||||
{
|
||||
bool isMouseOver = Mouse.IsOver(rect);
|
||||
|
||||
// 确定按钮状态颜色
|
||||
Color buttonColor, textColor;
|
||||
|
||||
if (!isEnabled)
|
||||
{
|
||||
// 禁用状态
|
||||
buttonColor = option.disabledColor ?? CustomButtonDisabledColor;
|
||||
textColor = option.textDisabledColor ?? CustomButtonTextDisabledColor;
|
||||
}
|
||||
else if (isMouseOver)
|
||||
{
|
||||
// 悬停状态
|
||||
buttonColor = option.hoverColor ?? CustomButtonHoverColor;
|
||||
textColor = option.textHoverColor ?? CustomButtonTextHoverColor;
|
||||
}
|
||||
else
|
||||
{
|
||||
// 正常状态
|
||||
buttonColor = option.normalColor ?? CustomButtonNormalColor;
|
||||
textColor = option.textColor ?? CustomButtonTextNormalColor;
|
||||
}
|
||||
// 绘制按钮背景
|
||||
GUI.color = buttonColor;
|
||||
Widgets.DrawBoxSolid(rect, buttonColor);
|
||||
|
||||
// 绘制边框
|
||||
Widgets.DrawBox(rect);
|
||||
// 绘制文本
|
||||
GUI.color = textColor;
|
||||
Text.Anchor = TextAnchor.MiddleCenter;
|
||||
Widgets.Label(rect.ContractedBy(4f), label);
|
||||
|
||||
// 如果是禁用状态,添加删除线效果
|
||||
if (!isEnabled)
|
||||
{
|
||||
GUI.color = new Color(0.6f, 0.6f, 0.6f, 0.8f);
|
||||
Widgets.DrawLine(
|
||||
new Vector2(rect.x + 10f, rect.center.y),
|
||||
new Vector2(rect.xMax - 10f, rect.center.y),
|
||||
GUI.color,
|
||||
1f
|
||||
);
|
||||
}
|
||||
}
|
||||
// 滚动位置
|
||||
private Vector2 descriptionScrollPosition = Vector2.zero;
|
||||
private Vector2 optionsScrollPosition = Vector2.zero;
|
||||
|
||||
// 使用配置的窗口尺寸
|
||||
public override Vector2 InitialSize
|
||||
@@ -397,7 +226,7 @@ namespace WulaFallenEmpire
|
||||
currentY += nameRect.height + Config.GetScaledMargin(Config.characterNameMargins.y, inRect);
|
||||
}
|
||||
|
||||
// 4. 描述
|
||||
// 4. 描述 - 修复滚动问题
|
||||
if (Config.showDescriptions)
|
||||
{
|
||||
currentY += Config.GetScaledMargin(Config.descriptionsMargins.x, inRect);
|
||||
@@ -414,13 +243,8 @@ namespace WulaFallenEmpire
|
||||
Vector2 scaledDescriptionsPadding = Config.GetScaledDescriptionsPadding(descriptionRect);
|
||||
Rect descriptionInnerRect = descriptionRect.ContractedBy(scaledDescriptionsPadding.y, scaledDescriptionsPadding.x);
|
||||
|
||||
// 使用可滚动的文本区域
|
||||
float textHeight = Text.CalcHeight(selectedDescription, descriptionInnerRect.width);
|
||||
Rect viewRect = new Rect(0, 0, descriptionInnerRect.width, Mathf.Max(textHeight, descriptionInnerRect.height));
|
||||
|
||||
Widgets.BeginScrollView(descriptionInnerRect, ref descriptionScrollPosition, viewRect);
|
||||
Widgets.Label(new Rect(0, 0, viewRect.width, viewRect.height), selectedDescription);
|
||||
Widgets.EndScrollView();
|
||||
// 修复:使用正确的滚动视图设置,只显示纵向滚动条
|
||||
DrawDescriptionScrollView(descriptionInnerRect, selectedDescription);
|
||||
|
||||
currentY += descriptionRect.height + Config.GetScaledMargin(Config.descriptionsMargins.y, inRect);
|
||||
}
|
||||
@@ -453,9 +277,227 @@ namespace WulaFallenEmpire
|
||||
}
|
||||
}
|
||||
|
||||
// 滚动位置
|
||||
private Vector2 descriptionScrollPosition = Vector2.zero;
|
||||
private Vector2 optionsScrollPosition = Vector2.zero;
|
||||
/// <summary>
|
||||
/// 修复的描述区域滚动视图 - 只显示纵向滚动条
|
||||
/// </summary>
|
||||
private void DrawDescriptionScrollView(Rect outRect, string text)
|
||||
{
|
||||
try
|
||||
{
|
||||
// 计算文本高度 - 使用outRect的宽度(减去滚动条宽度)来计算
|
||||
float scrollbarWidth = 16f; // 滚动条的标准宽度
|
||||
float textAreaWidth = outRect.width - scrollbarWidth;
|
||||
|
||||
// 确保文本区域宽度为正数
|
||||
if (textAreaWidth <= 0)
|
||||
textAreaWidth = outRect.width;
|
||||
|
||||
float textHeight = Text.CalcHeight(text, textAreaWidth);
|
||||
|
||||
// 创建视图矩形 - 宽度设置为文本区域宽度,高度为计算出的文本高度
|
||||
Rect viewRect = new Rect(0f, 0f, textAreaWidth, Mathf.Max(textHeight, outRect.height));
|
||||
|
||||
// 开始滚动视图 - 只显示纵向滚动条
|
||||
Widgets.BeginScrollView(outRect, ref descriptionScrollPosition, viewRect, false);
|
||||
{
|
||||
// 绘制文本 - 使用视图矩形的宽度确保文本正确换行
|
||||
Rect textRect = new Rect(0f, 0f, viewRect.width, viewRect.height);
|
||||
Widgets.Label(textRect, text);
|
||||
}
|
||||
Widgets.EndScrollView();
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
// 错误处理:如果滚动视图出现问题,回退到简单标签
|
||||
Log.Warning($"[CustomDisplay] Error in description scroll view: {ex.Message}");
|
||||
Widgets.Label(outRect, text);
|
||||
}
|
||||
}
|
||||
|
||||
// 绘制单个选项 - 使用自定义样式
|
||||
private void DrawSingleOption(Rect rect, EventOption option)
|
||||
{
|
||||
string reason;
|
||||
bool conditionsMet = AreConditionsMet(option.conditions, out reason);
|
||||
|
||||
// 水平居中选项
|
||||
float optionWidth = Mathf.Min(rect.width, Config.optionSize.x * (rect.width / Config.windowSize.x));
|
||||
float optionX = rect.x + (rect.width - optionWidth) / 2;
|
||||
Rect optionRect = new Rect(optionX, rect.y, optionWidth, rect.height);
|
||||
|
||||
// 保存原始状态
|
||||
Color originalColor = GUI.color;
|
||||
GameFont originalFont = Text.Font;
|
||||
Color originalTextColor = GUI.contentColor;
|
||||
TextAnchor originalAnchor = Text.Anchor;
|
||||
|
||||
try
|
||||
{
|
||||
// 设置文本居中
|
||||
Text.Anchor = TextAnchor.MiddleCenter;
|
||||
Text.Font = GameFont.Small;
|
||||
|
||||
if (conditionsMet)
|
||||
{
|
||||
// 启用状态的选项 - 使用自定义样式
|
||||
if (option.useCustomColors)
|
||||
{
|
||||
// 使用选项自定义颜色
|
||||
DrawCustomButtonWithColors(optionRect, option.label.Translate(), option);
|
||||
}
|
||||
else
|
||||
{
|
||||
// 使用默认自定义颜色
|
||||
DrawCustomButton(optionRect, option.label.Translate(), isEnabled: true);
|
||||
}
|
||||
// 添加点击处理
|
||||
if (Widgets.ButtonInvisible(optionRect))
|
||||
{
|
||||
HandleAction(option.optionEffects);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// 禁用状态的选项 - 使用自定义禁用样式
|
||||
if (option.useCustomColors && option.disabledColor.HasValue)
|
||||
{
|
||||
// 使用选项自定义禁用颜色
|
||||
DrawCustomButtonWithColors(optionRect, option.label.Translate(), option, isEnabled: false);
|
||||
}
|
||||
else
|
||||
{
|
||||
// 使用默认自定义禁用颜色
|
||||
DrawCustomButton(optionRect, option.label.Translate(), isEnabled: false);
|
||||
}
|
||||
// 添加禁用提示
|
||||
TooltipHandler.TipRegion(optionRect, GetDisabledReason(option, reason).Translate());
|
||||
}
|
||||
}
|
||||
finally
|
||||
{
|
||||
// 恢复原始状态
|
||||
GUI.color = originalColor;
|
||||
Text.Font = originalFont;
|
||||
GUI.contentColor = originalTextColor;
|
||||
Text.Anchor = originalAnchor;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 绘制自定义按钮(基础版本)
|
||||
/// </summary>
|
||||
private void DrawCustomButton(Rect rect, string label, bool isEnabled = true)
|
||||
{
|
||||
bool isMouseOver = Mouse.IsOver(rect);
|
||||
|
||||
// 确定按钮状态颜色
|
||||
Color buttonColor, textColor;
|
||||
|
||||
if (!isEnabled)
|
||||
{
|
||||
// 禁用状态
|
||||
buttonColor = CustomButtonDisabledColor;
|
||||
textColor = CustomButtonTextDisabledColor;
|
||||
}
|
||||
else if (isMouseOver)
|
||||
{
|
||||
// 悬停状态
|
||||
buttonColor = CustomButtonHoverColor;
|
||||
textColor = CustomButtonTextHoverColor;
|
||||
}
|
||||
else
|
||||
{
|
||||
// 正常状态
|
||||
buttonColor = CustomButtonNormalColor;
|
||||
textColor = CustomButtonTextNormalColor;
|
||||
}
|
||||
|
||||
// 绘制按钮背景
|
||||
GUI.color = buttonColor;
|
||||
Widgets.DrawBoxSolid(rect, buttonColor);
|
||||
|
||||
// 绘制边框
|
||||
if (isEnabled)
|
||||
{
|
||||
Widgets.DrawBox(rect, 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
// 禁用状态的边框更细更暗
|
||||
Widgets.DrawBox(rect, 1);
|
||||
}
|
||||
|
||||
// 绘制文本
|
||||
GUI.color = textColor;
|
||||
Text.Anchor = TextAnchor.MiddleCenter;
|
||||
Widgets.Label(rect.ContractedBy(4f), label);
|
||||
|
||||
// 如果是禁用状态,添加删除线效果
|
||||
if (!isEnabled)
|
||||
{
|
||||
GUI.color = new Color(0.6f, 0.6f, 0.6f, 0.8f);
|
||||
Widgets.DrawLine(
|
||||
new Vector2(rect.x + 10f, rect.center.y),
|
||||
new Vector2(rect.xMax - 10f, rect.center.y),
|
||||
GUI.color,
|
||||
1f
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 绘制自定义按钮(使用选项自定义颜色)
|
||||
/// </summary>
|
||||
private void DrawCustomButtonWithColors(Rect rect, string label, EventOption option, bool isEnabled = true)
|
||||
{
|
||||
bool isMouseOver = Mouse.IsOver(rect);
|
||||
|
||||
// 确定按钮状态颜色
|
||||
Color buttonColor, textColor;
|
||||
|
||||
if (!isEnabled)
|
||||
{
|
||||
// 禁用状态
|
||||
buttonColor = option.disabledColor ?? CustomButtonDisabledColor;
|
||||
textColor = option.textDisabledColor ?? CustomButtonTextDisabledColor;
|
||||
}
|
||||
else if (isMouseOver)
|
||||
{
|
||||
// 悬停状态
|
||||
buttonColor = option.hoverColor ?? CustomButtonHoverColor;
|
||||
textColor = option.textHoverColor ?? CustomButtonTextHoverColor;
|
||||
}
|
||||
else
|
||||
{
|
||||
// 正常状态
|
||||
buttonColor = option.normalColor ?? CustomButtonNormalColor;
|
||||
textColor = option.textColor ?? CustomButtonTextNormalColor;
|
||||
}
|
||||
|
||||
// 绘制按钮背景
|
||||
GUI.color = buttonColor;
|
||||
Widgets.DrawBoxSolid(rect, buttonColor);
|
||||
|
||||
// 绘制边框
|
||||
Widgets.DrawBox(rect);
|
||||
|
||||
// 绘制文本
|
||||
GUI.color = textColor;
|
||||
Text.Anchor = TextAnchor.MiddleCenter;
|
||||
Widgets.Label(rect.ContractedBy(4f), label);
|
||||
|
||||
// 如果是禁用状态,添加删除线效果
|
||||
if (!isEnabled)
|
||||
{
|
||||
GUI.color = new Color(0.6f, 0.6f, 0.6f, 0.8f);
|
||||
Widgets.DrawLine(
|
||||
new Vector2(rect.x + 10f, rect.center.y),
|
||||
new Vector2(rect.xMax - 10f, rect.center.y),
|
||||
GUI.color,
|
||||
1f
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
// 绘制选项区域
|
||||
private void DrawOptions(Rect rect, List<EventOption> options)
|
||||
@@ -526,6 +568,7 @@ namespace WulaFallenEmpire
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 应用选项颜色
|
||||
private void ApplyOptionColors(EventOption option, Rect rect)
|
||||
{
|
||||
|
||||
@@ -68,20 +68,6 @@ namespace WulaFallenEmpire
|
||||
}
|
||||
}
|
||||
|
||||
public override string ExtraLabelMouseAttachment(LocalTargetInfo target)
|
||||
{
|
||||
string baseInfo = "";
|
||||
if (Props.enableGroundStrafing)
|
||||
{
|
||||
baseInfo = $"扫射区域: {Props.strafeWidth * 2 + 1}格宽度";
|
||||
}
|
||||
else if (Props.enableSectorSurveillance)
|
||||
{
|
||||
baseInfo = $"扇形监视: 约{Props.strafeWidth * 2 + 1}格宽度\n(具体参数在飞行物定义中)";
|
||||
}
|
||||
return baseInfo;
|
||||
}
|
||||
|
||||
public override bool Valid(LocalTargetInfo target, bool throwMessages = false)
|
||||
{
|
||||
if (!base.Valid(target, throwMessages))
|
||||
|
||||
@@ -76,19 +76,30 @@ namespace WulaFallenEmpire
|
||||
public GlobalWorkTableAirdropExtension AirdropExtension =>
|
||||
def.GetModExtension<GlobalWorkTableAirdropExtension>();
|
||||
|
||||
// 修改:添加空投命令到技能栏,添加工厂设施检查
|
||||
// 修改:在 GetGizmos 方法中添加白银转移按钮
|
||||
public override IEnumerable<Gizmo> GetGizmos()
|
||||
{
|
||||
foreach (Gizmo g in base.GetGizmos())
|
||||
{
|
||||
yield return g;
|
||||
}
|
||||
|
||||
// 只有在有输出物品且有工厂设施的飞行器时才显示空投按钮
|
||||
// 白银转移按钮 - 检查输入端是否有白银
|
||||
var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
|
||||
int silverAmount = globalStorage?.GetInputStorageCount(ThingDefOf.Silver) ?? 0;
|
||||
bool hasSilver = silverAmount > 0;
|
||||
if (hasSilver)
|
||||
{
|
||||
yield return new Command_Action
|
||||
{
|
||||
action = TransferSilverToOutput,
|
||||
defaultLabel = "WULA_TransferSilver".Translate(),
|
||||
defaultDesc = "WULA_TransferSilverDesc".Translate(silverAmount),
|
||||
icon = ContentFinder<Texture2D>.Get("Wula/UI/Commands/WULA_SilverTransfer"),
|
||||
};
|
||||
}
|
||||
// 原有的空投按钮逻辑保持不变
|
||||
bool hasOutputItems = globalStorage != null && globalStorage.outputStorage.Any(kvp => kvp.Value > 0);
|
||||
bool hasFactoryFlyOver = HasFactoryFacilityFlyOver();
|
||||
|
||||
if (hasOutputItems && hasFactoryFlyOver)
|
||||
{
|
||||
yield return new Command_Action
|
||||
@@ -111,6 +122,64 @@ namespace WulaFallenEmpire
|
||||
}
|
||||
}
|
||||
|
||||
// 新增:将输入端白银转移到输出端的方法
|
||||
private void TransferSilverToOutput()
|
||||
{
|
||||
var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
|
||||
if (globalStorage == null)
|
||||
{
|
||||
Messages.Message("WULA_NoGlobalStorage".Translate(), MessageTypeDefOf.RejectInput);
|
||||
return;
|
||||
}
|
||||
int silverAmount = globalStorage.GetInputStorageCount(ThingDefOf.Silver);
|
||||
|
||||
if (silverAmount <= 0)
|
||||
{
|
||||
Messages.Message("WULA_NoSilverToTransfer".Translate(), MessageTypeDefOf.RejectInput);
|
||||
return;
|
||||
}
|
||||
// 确认对话框
|
||||
Find.WindowStack.Add(new Dialog_MessageBox(
|
||||
"WULA_ConfirmTransferSilver".Translate(silverAmount),
|
||||
"Confirm".Translate(),
|
||||
() => ExecuteSilverTransfer(globalStorage, silverAmount),
|
||||
"Cancel".Translate(),
|
||||
null,
|
||||
"WULA_TransferSilver".Translate(),
|
||||
false,
|
||||
null,
|
||||
null
|
||||
));
|
||||
}
|
||||
// 新增:执行白银转移
|
||||
private void ExecuteSilverTransfer(GlobalStorageWorldComponent globalStorage, int silverAmount)
|
||||
{
|
||||
try
|
||||
{
|
||||
// 从输入端移除白银
|
||||
if (globalStorage.RemoveFromInputStorage(ThingDefOf.Silver, silverAmount))
|
||||
{
|
||||
// 添加到输出端
|
||||
globalStorage.AddToOutputStorage(ThingDefOf.Silver, silverAmount);
|
||||
|
||||
// 显示成功消息
|
||||
Messages.Message("WULA_SilverTransferred".Translate(silverAmount), MessageTypeDefOf.PositiveEvent);
|
||||
|
||||
Log.Message($"[WULA] Transferred {silverAmount} silver from input to output storage");
|
||||
}
|
||||
else
|
||||
{
|
||||
Messages.Message("WULA_TransferFailed".Translate(), MessageTypeDefOf.RejectInput);
|
||||
Log.Error("[WULA] Failed to remove silver from input storage during transfer");
|
||||
}
|
||||
}
|
||||
catch (System.Exception ex)
|
||||
{
|
||||
Messages.Message("WULA_TransferError".Translate(), MessageTypeDefOf.RejectInput);
|
||||
Log.Error($"[WULA] Error during silver transfer: {ex}");
|
||||
}
|
||||
}
|
||||
|
||||
// 新增:检查是否有拥有FactoryFacility设施的飞行器
|
||||
private bool HasFactoryFacilityFlyOver()
|
||||
{
|
||||
@@ -587,7 +656,7 @@ namespace WulaFallenEmpire
|
||||
}
|
||||
dropPodInfo.innerContainer = container;
|
||||
// 生成空投舱
|
||||
DropPodUtility.MakeDropPodAt(dropCell, Map, dropPodInfo);
|
||||
DropPodUtility.MakeDropPodAt(dropCell, Map, dropPodInfo, Faction.OfPlayer);
|
||||
|
||||
Log.Message($"[Airdrop] Successfully created drop pod at {dropCell}");
|
||||
return true;
|
||||
|
||||
@@ -11,6 +11,9 @@ namespace WulaFallenEmpire
|
||||
public bool garbageShieldEnabled = false; // 通过XML配置启用/禁用
|
||||
public string garbageShieldUIEventDefName; // 垃圾屏蔽触发时弹出的UI事件defName
|
||||
|
||||
// 新增:配置是否检查不可交易物品
|
||||
public bool checkNonTradableItems = false;
|
||||
|
||||
public CompProperties_GarbageShield()
|
||||
{
|
||||
this.compClass = typeof(CompGarbageShield);
|
||||
@@ -30,7 +33,7 @@ namespace WulaFallenEmpire
|
||||
if (!GarbageShieldEnabled) return false;
|
||||
|
||||
// 检查是否是殖民者
|
||||
if (thing is Pawn pawn && pawn.IsColonist)
|
||||
if (thing is Pawn pawn)
|
||||
return true;
|
||||
|
||||
// 检查是否是尸体
|
||||
@@ -41,6 +44,10 @@ namespace WulaFallenEmpire
|
||||
if (IsToxicWaste(thing))
|
||||
return true;
|
||||
|
||||
// 新增:检查不可交易物品(如果配置启用)
|
||||
if (Props.checkNonTradableItems && IsNonTradableItem(thing))
|
||||
return true;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -69,6 +76,13 @@ namespace WulaFallenEmpire
|
||||
return thing.def == ThingDefOf.Wastepack;
|
||||
}
|
||||
|
||||
// 新增:判断是否为不可交易物品
|
||||
private bool IsNonTradableItem(Thing thing)
|
||||
{
|
||||
// 检查 tradeability 是否为 None
|
||||
return thing.def.tradeability == Tradeability.None;
|
||||
}
|
||||
|
||||
// 处理垃圾屏蔽触发并触发UI事件
|
||||
public void ProcessGarbageShieldTrigger(List<Thing> forbiddenItems)
|
||||
{
|
||||
|
||||
@@ -11,6 +11,8 @@ namespace WulaFallenEmpire
|
||||
// 垃圾屏蔽配置 - 通过XML控制
|
||||
public bool garbageShieldEnabled = false;
|
||||
public string garbageShieldUIEventDefName = "Wula_UI_Legion_Reply_1";
|
||||
// 新增:明确不检查不可交易物品
|
||||
public bool checkNonTradableItems = false; // Launchable_ToGlobalStorage 不需要检查不可交易物品
|
||||
|
||||
public CompProperties_Launchable_ToGlobalStorage()
|
||||
{
|
||||
|
||||
@@ -3,16 +3,16 @@ using Verse;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
public class CompProperties_ValueConverter : CompProperties
|
||||
public class CompProperties_ValueConverter : CompProperties_Launchable_TransportPod
|
||||
{
|
||||
public float conversionRate = 1.0f; // 价值转换倍率
|
||||
public ThingDef outputThingDef = null; // 输出物品定义,默认为白银
|
||||
public bool destroyAfterConversion = true; // 转换后是否销毁建筑
|
||||
public float conversionRatio = 0.5f; // 默认50%的转换比例
|
||||
public ThingDef targetCurrency = ThingDefOf.Silver; // 目标货币,默认为白银
|
||||
|
||||
// 新增:垃圾屏蔽配置 - 专门为价值转换器配置
|
||||
public bool garbageShieldEnabled = true; // 默认启用垃圾屏蔽
|
||||
public string garbageShieldUIEventDefName = "Wula_UI_Legion_Reply_1"; // 默认UI事件
|
||||
public bool checkNonTradableItems = true; // 专门为价值转换器启用不可交易物品检查
|
||||
|
||||
// 垃圾屏蔽配置
|
||||
public bool garbageShieldEnabled = false;
|
||||
public string garbageShieldUIEventDefName = "Wula_UI_Legion_Reply_1";
|
||||
|
||||
public CompProperties_ValueConverter()
|
||||
{
|
||||
this.compClass = typeof(CompValueConverter);
|
||||
|
||||
@@ -1,157 +1,316 @@
|
||||
using RimWorld;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
using UnityEngine;
|
||||
using Verse;
|
||||
using Verse.Sound;
|
||||
using System.Text;
|
||||
using System.Linq;
|
||||
using RimWorld.Planet;
|
||||
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
public class CompValueConverter : CompLaunchable_TransportPod
|
||||
{
|
||||
public new CompProperties_ValueConverter Props => (CompProperties_ValueConverter)this.props;
|
||||
|
||||
// 获取垃圾屏蔽组件
|
||||
public CompGarbageShield GarbageShieldComp => this.parent.GetComp<CompGarbageShield>();
|
||||
|
||||
// 获取容器组件
|
||||
public new CompTransporter Transporter => this.parent.GetComp<CompTransporter>();
|
||||
|
||||
// 新增:专门为价值转换器检查禁止物品
|
||||
public List<Thing> GetForbiddenItemsForConverter(ThingOwner container)
|
||||
{
|
||||
List<Thing> forbiddenItems = new List<Thing>();
|
||||
|
||||
// 如果配置了专门的垃圾屏蔽组件,使用它
|
||||
if (GarbageShieldComp != null && GarbageShieldComp.GarbageShieldEnabled)
|
||||
{
|
||||
forbiddenItems.AddRange(GarbageShieldComp.GetForbiddenItems(container));
|
||||
}
|
||||
else
|
||||
{
|
||||
// 否则使用价值转换器自己的配置
|
||||
forbiddenItems.AddRange(GetForbiddenItemsByConverterConfig(container));
|
||||
}
|
||||
|
||||
return forbiddenItems;
|
||||
}
|
||||
|
||||
// 新增:根据价值转换器配置检查禁止物品
|
||||
private List<Thing> GetForbiddenItemsByConverterConfig(ThingOwner container)
|
||||
{
|
||||
List<Thing> forbiddenItems = new List<Thing>();
|
||||
|
||||
if (!Props.garbageShieldEnabled) return forbiddenItems;
|
||||
|
||||
foreach (Thing item in container)
|
||||
{
|
||||
if (IsForbiddenItemByConverterConfig(item))
|
||||
{
|
||||
forbiddenItems.Add(item);
|
||||
}
|
||||
}
|
||||
|
||||
return forbiddenItems;
|
||||
}
|
||||
|
||||
// 新增:根据价值转换器配置判断是否为禁止物品
|
||||
private bool IsForbiddenItemByConverterConfig(Thing thing)
|
||||
{
|
||||
// 检查是否是殖民者
|
||||
if (thing is Pawn pawn)
|
||||
return true;
|
||||
|
||||
// 检查是否是尸体
|
||||
if (thing.def.IsCorpse)
|
||||
return true;
|
||||
|
||||
// 检查是否是有毒垃圾
|
||||
if (IsToxicWaste(thing))
|
||||
return true;
|
||||
|
||||
// 检查不可交易物品(价值转换器专用)
|
||||
if (Props.checkNonTradableItems && IsNonTradableItem(thing))
|
||||
return true;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// 新增:判断是否为有毒垃圾
|
||||
private bool IsToxicWaste(Thing thing)
|
||||
{
|
||||
return thing.def == ThingDefOf.Wastepack;
|
||||
}
|
||||
|
||||
// 新增:判断是否为不可交易物品
|
||||
private bool IsNonTradableItem(Thing thing)
|
||||
{
|
||||
return thing.def.tradeability == Tradeability.None;
|
||||
}
|
||||
|
||||
public override IEnumerable<Gizmo> CompGetGizmosExtra()
|
||||
{
|
||||
// 首先处理基类的Gizmo,但过滤掉原版的发射按钮
|
||||
// 移除原有的发射按钮,替换为我们自己的价值转换按钮
|
||||
foreach (Gizmo gizmo in base.CompGetGizmosExtra())
|
||||
{
|
||||
// 跳过原版的发射按钮
|
||||
if (gizmo is Command_Action launchCommand &&
|
||||
(launchCommand.defaultDesc == "CommandLaunchGroupDesc".Translate() ||
|
||||
launchCommand.defaultDesc == "CommandLaunchSingleDesc".Translate()))
|
||||
{
|
||||
continue;
|
||||
continue; // 跳过原版的发射按钮
|
||||
}
|
||||
yield return gizmo;
|
||||
}
|
||||
|
||||
// 添加我们的转换按钮
|
||||
if (Transporter != null && Transporter.innerContainer.Any)
|
||||
if (this.Transporter.LoadingInProgressOrReadyToLaunch)
|
||||
{
|
||||
Command_Action command = new Command_Action();
|
||||
command.defaultLabel = "WULA_ConvertToSilver".Translate();
|
||||
command.defaultDesc = "WULA_ConvertToSilverDesc".Translate(Props.conversionRate.ToStringPercent());
|
||||
command.icon = ContentFinder<Texture2D>.Get("UI/Commands/ConvertToSilver");
|
||||
command.defaultLabel = "WULA_ConvertToCurrency".Translate();
|
||||
command.defaultDesc = GetConversionDescription();
|
||||
command.icon = ContentFinder<Texture2D>.Get("UI/Commands/LaunchShip");
|
||||
command.action = delegate
|
||||
{
|
||||
this.TryLaunchToSilver();
|
||||
this.ConvertToCurrency();
|
||||
};
|
||||
|
||||
// 添加禁用状态检查
|
||||
if (!CanConvert())
|
||||
// 禁用条件检查
|
||||
string disableReason;
|
||||
if (!CanConvert(out disableReason))
|
||||
{
|
||||
command.Disable("WULA_CannotConvert".Translate());
|
||||
command.Disable(disableReason);
|
||||
}
|
||||
|
||||
|
||||
yield return command;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 检查是否可以执行转换
|
||||
/// 获取转换描述信息
|
||||
/// </summary>
|
||||
private bool CanConvert()
|
||||
private string GetConversionDescription()
|
||||
{
|
||||
if (Transporter == null || !Transporter.innerContainer.Any)
|
||||
return false;
|
||||
|
||||
// 检查垃圾屏蔽
|
||||
if (GarbageShieldComp != null && GarbageShieldComp.GarbageShieldEnabled)
|
||||
try
|
||||
{
|
||||
List<Thing> forbiddenItems = GarbageShieldComp.GetForbiddenItems(Transporter.innerContainer);
|
||||
if (forbiddenItems.Count > 0)
|
||||
return false;
|
||||
StringBuilder sb = new StringBuilder();
|
||||
|
||||
// 安全地获取目标货币标签
|
||||
string targetCurrencyLabel = "Unknown Currency";
|
||||
if (Props?.targetCurrency != null)
|
||||
{
|
||||
targetCurrencyLabel = Props.targetCurrency.LabelCap;
|
||||
}
|
||||
|
||||
sb.AppendLine("WULA_ConvertToCurrencyDesc".Translate(targetCurrencyLabel, (Props.conversionRatio * 100f).ToString("F0")));
|
||||
|
||||
// 显示当前物品总价值和预计转换结果
|
||||
float totalValue = CalculateTotalValue();
|
||||
float convertedValue = totalValue * Props.conversionRatio;
|
||||
|
||||
// 显示物品列表
|
||||
var items = GetItemList();
|
||||
if (items.Count > 0)
|
||||
{
|
||||
sb.AppendLine();
|
||||
sb.AppendLine("WULA_ContainedItems".Translate());
|
||||
foreach (Thing item in items)
|
||||
{
|
||||
sb.AppendLine(" - " + item.LabelCap + " x" + item.stackCount);
|
||||
}
|
||||
}
|
||||
|
||||
return sb.ToString();
|
||||
}
|
||||
catch (System.Exception ex)
|
||||
{
|
||||
Log.Error($"[WULA ValueConverter] Error in GetConversionDescription: {ex}");
|
||||
return "WULA_ConversionDescriptionError".Translate();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 检查是否可以转换
|
||||
/// </summary>
|
||||
private bool CanConvert(out string reason)
|
||||
{
|
||||
reason = null;
|
||||
|
||||
if (!this.parent.Spawned)
|
||||
{
|
||||
reason = "WULA_ConverterNotSpawned".Translate();
|
||||
return false;
|
||||
}
|
||||
|
||||
CompTransporter transporter = this.Transporter;
|
||||
if (transporter == null || !transporter.innerContainer.Any)
|
||||
{
|
||||
reason = "WULA_NoItemsToConvert".Translate();
|
||||
return false;
|
||||
}
|
||||
|
||||
// 检查基类的发射条件(燃料、冷却时间等)
|
||||
var baseResult = base.CanLaunch(null);
|
||||
if (!baseResult.Accepted)
|
||||
{
|
||||
reason = baseResult.Reason;
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 将物品价值转换为白银
|
||||
/// 转换为货币
|
||||
/// </summary>
|
||||
public void TryLaunchToSilver()
|
||||
public void ConvertToCurrency()
|
||||
{
|
||||
CompTransporter transporter = this.Transporter;
|
||||
var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
|
||||
|
||||
// 检查垃圾屏蔽 - 使用价值转换器专用的检查方法
|
||||
List<Thing> forbiddenItems = GetForbiddenItemsForConverter(transporter.innerContainer);
|
||||
if (forbiddenItems.Count > 0)
|
||||
{
|
||||
// 显示取消发射消息
|
||||
StringBuilder forbiddenList = new StringBuilder();
|
||||
foreach (Thing item in forbiddenItems)
|
||||
{
|
||||
if (forbiddenList.Length > 0) forbiddenList.Append(", ");
|
||||
forbiddenList.Append($"{item.LabelCap} x{item.stackCount}");
|
||||
}
|
||||
|
||||
Messages.Message("WULA_LaunchCancelledDueToForbiddenItems".Translate(forbiddenList.ToString()),
|
||||
this.parent, MessageTypeDefOf.RejectInput);
|
||||
|
||||
// 触发垃圾屏蔽UI事件
|
||||
ProcessGarbageShieldTriggerForConverter(forbiddenItems);
|
||||
|
||||
return; // 取消发射
|
||||
}
|
||||
|
||||
if (!this.parent.Spawned)
|
||||
{
|
||||
Log.Error("Tried to convert value from " + this.parent + " but it's not spawned.");
|
||||
Log.Error("Tried to convert " + this.parent + " but it's not spawned.");
|
||||
return;
|
||||
}
|
||||
|
||||
var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
|
||||
if (globalStorage == null)
|
||||
{
|
||||
Log.Error("Could not find GlobalStorageWorldComponent.");
|
||||
return;
|
||||
}
|
||||
|
||||
if (Transporter == null || !Transporter.innerContainer.Any)
|
||||
if (transporter == null || !transporter.innerContainer.Any)
|
||||
{
|
||||
Messages.Message("WULA_NoItemsToConvert".Translate(), this.parent, MessageTypeDefOf.RejectInput);
|
||||
return;
|
||||
}
|
||||
|
||||
// 检查垃圾屏蔽
|
||||
if (GarbageShieldComp != null && GarbageShieldComp.GarbageShieldEnabled)
|
||||
{
|
||||
List<Thing> forbiddenItems = GarbageShieldComp.GetForbiddenItems(Transporter.innerContainer);
|
||||
if (forbiddenItems.Count > 0)
|
||||
{
|
||||
StringBuilder forbiddenList = new StringBuilder();
|
||||
foreach (Thing item in forbiddenItems)
|
||||
{
|
||||
if (forbiddenList.Length > 0) forbiddenList.Append(", ");
|
||||
forbiddenList.Append($"{item.LabelCap} x{item.stackCount}");
|
||||
}
|
||||
|
||||
Messages.Message("WULA_ConversionCancelledDueToForbiddenItems".Translate(forbiddenList.ToString()),
|
||||
this.parent, MessageTypeDefOf.RejectInput);
|
||||
|
||||
GarbageShieldComp.ProcessGarbageShieldTrigger(forbiddenItems);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// 计算总价值
|
||||
// 1. 计算总价值并生成白银
|
||||
float totalValue = CalculateTotalValue();
|
||||
if (totalValue <= 0)
|
||||
{
|
||||
Messages.Message("WULA_NoValuableItems".Translate(), this.parent, MessageTypeDefOf.RejectInput);
|
||||
return;
|
||||
}
|
||||
float convertedValue = totalValue * Props.conversionRatio;
|
||||
int silverAmount = Mathf.FloorToInt(convertedValue);
|
||||
|
||||
// 应用转换倍率
|
||||
int silverAmount = CalculateSilverAmount(totalValue);
|
||||
if (silverAmount <= 0)
|
||||
{
|
||||
Messages.Message("WULA_ConversionValueTooLow".Translate(), this.parent, MessageTypeDefOf.RejectInput);
|
||||
Messages.Message("WULA_ConvertedValueTooLow".Translate(), this.parent, MessageTypeDefOf.RejectInput);
|
||||
return;
|
||||
}
|
||||
|
||||
// 执行转换
|
||||
PerformConversion(globalStorage, silverAmount, totalValue);
|
||||
// 2. 将白银添加到全局存储的输入储存器
|
||||
if (globalStorage != null)
|
||||
{
|
||||
globalStorage.AddToInputStorage(Props.targetCurrency, silverAmount);
|
||||
}
|
||||
else
|
||||
{
|
||||
Log.Error("Could not find GlobalStorageWorldComponent.");
|
||||
return;
|
||||
}
|
||||
|
||||
// 调用基类的发射方法,让它处理动画和销毁
|
||||
// 注意:这里我们发射到当前地图的同一个位置,实际上只是利用发射动画
|
||||
// 3. 统计转换的物品信息
|
||||
StringBuilder convertedItems = new StringBuilder();
|
||||
int itemCount = 0;
|
||||
float originalTotalValue = 0f;
|
||||
|
||||
foreach (Thing item in transporter.innerContainer)
|
||||
{
|
||||
itemCount += item.stackCount;
|
||||
originalTotalValue += item.MarketValue * item.stackCount;
|
||||
|
||||
if (convertedItems.Length > 0) convertedItems.Append(", ");
|
||||
convertedItems.Append($"{item.LabelCap} x{item.stackCount}");
|
||||
}
|
||||
|
||||
// 4. 清空容器
|
||||
transporter.innerContainer.ClearAndDestroyContents();
|
||||
|
||||
// 5. 显示转换结果消息
|
||||
string message = BuildConversionMessage(itemCount, originalTotalValue, silverAmount, convertedItems.ToString());
|
||||
Messages.Message(message, this.parent, MessageTypeDefOf.PositiveEvent);
|
||||
|
||||
// 6. 调用基类的发射方法,处理动画和销毁
|
||||
// 使用当前地图的tile作为目的地,arrivalAction为null
|
||||
base.TryLaunch(this.parent.Map.Tile, null);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 重写基类的TryLaunch方法,阻止原版发射逻辑
|
||||
/// 新增:价值转换器专用的垃圾屏蔽触发处理
|
||||
/// </summary>
|
||||
public new void TryLaunch(PlanetTile destinationTile, TransportersArrivalAction arrivalAction)
|
||||
private void ProcessGarbageShieldTriggerForConverter(List<Thing> forbiddenItems)
|
||||
{
|
||||
// 阻止原版发射逻辑,使用我们的转换逻辑
|
||||
TryLaunchToSilver();
|
||||
if (forbiddenItems.Count > 0)
|
||||
{
|
||||
string uiEventDefName = Props.garbageShieldUIEventDefName;
|
||||
|
||||
// 如果配置了专门的垃圾屏蔽组件,使用它的UI事件配置
|
||||
if (GarbageShieldComp != null && !string.IsNullOrEmpty(GarbageShieldComp.Props.garbageShieldUIEventDefName))
|
||||
{
|
||||
uiEventDefName = GarbageShieldComp.Props.garbageShieldUIEventDefName;
|
||||
}
|
||||
|
||||
if (!string.IsNullOrEmpty(uiEventDefName))
|
||||
{
|
||||
EventDef uiDef = DefDatabase<EventDef>.GetNamed(uiEventDefName, false);
|
||||
if (uiDef != null)
|
||||
{
|
||||
Find.WindowStack.Add(new Dialog_CustomDisplay(uiDef));
|
||||
}
|
||||
else
|
||||
{
|
||||
Log.Error($"[CompValueConverter] Could not find EventDef named '{uiEventDefName}'.");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -160,145 +319,67 @@ namespace WulaFallenEmpire
|
||||
private float CalculateTotalValue()
|
||||
{
|
||||
float totalValue = 0f;
|
||||
|
||||
foreach (Thing item in Transporter.innerContainer)
|
||||
CompTransporter transporter = this.Transporter;
|
||||
|
||||
if (transporter != null)
|
||||
{
|
||||
// 计算单个物品的市场价值
|
||||
float itemValue = item.MarketValue * item.stackCount;
|
||||
totalValue += itemValue;
|
||||
|
||||
if (Prefs.DevMode)
|
||||
foreach (Thing item in transporter.innerContainer)
|
||||
{
|
||||
Log.Message($"[ValueConverter] {item.LabelCap} x{item.stackCount}: {item.MarketValue} each, total: {itemValue}");
|
||||
totalValue += item.MarketValue * item.stackCount;
|
||||
}
|
||||
}
|
||||
|
||||
if (Prefs.DevMode)
|
||||
{
|
||||
Log.Message($"[ValueConverter] Total value before conversion: {totalValue}");
|
||||
}
|
||||
|
||||
return totalValue;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 计算转换后的白银数量
|
||||
/// 获取物品列表
|
||||
/// </summary>
|
||||
private int CalculateSilverAmount(float totalValue)
|
||||
private List<Thing> GetItemList()
|
||||
{
|
||||
// 应用转换倍率
|
||||
float convertedValue = totalValue * Props.conversionRate;
|
||||
|
||||
// 转换为白银(白银的市场价值为1)
|
||||
int silverAmount = Mathf.FloorToInt(convertedValue);
|
||||
|
||||
if (Prefs.DevMode)
|
||||
List<Thing> items = new List<Thing>();
|
||||
CompTransporter transporter = this.Transporter;
|
||||
|
||||
if (transporter != null)
|
||||
{
|
||||
Log.Message($"[ValueConverter] After conversion rate ({Props.conversionRate}): {convertedValue}, Silver amount: {silverAmount}");
|
||||
foreach (Thing item in transporter.innerContainer)
|
||||
{
|
||||
items.Add(item);
|
||||
}
|
||||
}
|
||||
|
||||
return silverAmount;
|
||||
|
||||
return items;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 执行转换操作
|
||||
/// 构建转换消息
|
||||
/// </summary>
|
||||
private void PerformConversion(GlobalStorageWorldComponent globalStorage, int silverAmount, float originalValue)
|
||||
private string BuildConversionMessage(int itemCount, float originalValue, int silverAmount, string itemList)
|
||||
{
|
||||
// 1. 将白银添加到全局存储器的输入端
|
||||
ThingDef silverDef = Props.outputThingDef ?? ThingDefOf.Silver;
|
||||
globalStorage.AddToInputStorage(silverDef, silverAmount);
|
||||
|
||||
// 2. 显示转换结果消息
|
||||
ShowConversionMessage(silverAmount, originalValue);
|
||||
|
||||
// 4. 清空容器
|
||||
Transporter.innerContainer.ClearAndDestroyContents();
|
||||
|
||||
// 5. 如果配置为转换后销毁,则销毁建筑
|
||||
if (Props.destroyAfterConversion)
|
||||
StringBuilder message = new StringBuilder();
|
||||
|
||||
message.Append("WULA_ConversionComplete".Translate(itemCount, originalValue.ToString("F2"), silverAmount, Props.targetCurrency?.LabelCap ?? "Unknown Currency"));
|
||||
|
||||
if (!string.IsNullOrEmpty(itemList))
|
||||
{
|
||||
this.parent.Destroy(DestroyMode.Vanish);
|
||||
message.Append("\n\n");
|
||||
message.Append("WULA_ConvertedItems".Translate(itemList));
|
||||
}
|
||||
|
||||
message.Append("\n\n");
|
||||
message.Append("WULA_ConversionRatioApplied".Translate((Props.conversionRatio * 100f).ToString("F0")));
|
||||
|
||||
return message.ToString();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 显示转换结果消息
|
||||
/// 重写基类的发射方法,确保使用我们的逻辑
|
||||
/// </summary>
|
||||
private void ShowConversionMessage(int silverAmount, float originalValue)
|
||||
public new void TryLaunch(PlanetTile destinationTile, TransportersArrivalAction arrivalAction)
|
||||
{
|
||||
string message;
|
||||
|
||||
if (Props.conversionRate < 1.0f)
|
||||
{
|
||||
message = "WULA_ValueConvertedWithLoss".Translate(
|
||||
originalValue.ToString("F0"),
|
||||
silverAmount,
|
||||
Props.conversionRate.ToStringPercent()
|
||||
);
|
||||
}
|
||||
else if (Props.conversionRate > 1.0f)
|
||||
{
|
||||
message = "WULA_ValueConvertedWithBonus".Translate(
|
||||
originalValue.ToString("F0"),
|
||||
silverAmount,
|
||||
Props.conversionRate.ToStringPercent()
|
||||
);
|
||||
}
|
||||
else
|
||||
{
|
||||
message = "WULA_ValueConverted".Translate(
|
||||
originalValue.ToString("F0"),
|
||||
silverAmount
|
||||
);
|
||||
}
|
||||
|
||||
Messages.Message(message, this.parent, MessageTypeDefOf.PositiveEvent);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取转换效率描述(用于界面显示)
|
||||
/// </summary>
|
||||
public string GetConversionEfficiencyDescription()
|
||||
{
|
||||
StringBuilder sb = new StringBuilder();
|
||||
|
||||
sb.AppendLine("WULA_ConversionEfficiency".Translate(Props.conversionRate.ToStringPercent()));
|
||||
|
||||
if (Props.conversionRate < 1.0f)
|
||||
{
|
||||
sb.AppendLine("WULA_ConversionEfficiencyLoss".Translate());
|
||||
}
|
||||
else if (Props.conversionRate > 1.0f)
|
||||
{
|
||||
sb.AppendLine("WULA_ConversionEfficiencyBonus".Translate());
|
||||
}
|
||||
else
|
||||
{
|
||||
sb.AppendLine("WULA_ConversionEfficiencyNormal".Translate());
|
||||
}
|
||||
|
||||
return sb.ToString();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 在检查器中显示转换信息
|
||||
/// </summary>
|
||||
public override string CompInspectStringExtra()
|
||||
{
|
||||
StringBuilder sb = new StringBuilder();
|
||||
|
||||
if (Transporter != null && Transporter.innerContainer.Any)
|
||||
{
|
||||
// 显示容器内物品总价值
|
||||
float currentValue = CalculateTotalValue();
|
||||
int potentialSilver = CalculateSilverAmount(currentValue);
|
||||
|
||||
sb.AppendLine("WULA_CurrentValueInContainer".Translate(currentValue.ToString("F0")));
|
||||
sb.AppendLine("WULA_PotentialSilver".Translate(potentialSilver));
|
||||
sb.AppendLine("WULA_ConversionRate".Translate(Props.conversionRate.ToStringPercent()));
|
||||
}
|
||||
|
||||
return sb.ToString().TrimEndNewlines();
|
||||
// 这个方法不应该被直接调用,应该使用ConvertToCurrency
|
||||
Log.Warning("CompValueConverter.TryLaunch should not be called directly. Use ConvertToCurrency instead.");
|
||||
ConvertToCurrency();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,94 @@
|
||||
using HarmonyLib;
|
||||
using RimWorld;
|
||||
using System.Collections.Generic;
|
||||
using System.Reflection;
|
||||
using Verse;
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
[HarmonyPatch(typeof(ScenPart_PlayerPawnsArriveMethod))]
|
||||
[HarmonyPatch("DoDropPods")]
|
||||
public static class ScenPart_PlayerPawnsArriveMethod_ReflectionPatch
|
||||
{
|
||||
/// <summary>
|
||||
/// 使用反射来直接调用正确的方法
|
||||
/// </summary>
|
||||
[HarmonyPrefix]
|
||||
public static bool Prefix(ScenPart_PlayerPawnsArriveMethod __instance, Map map, List<Thing> startingItems)
|
||||
{
|
||||
try
|
||||
{
|
||||
// 获取私有字段 "method"
|
||||
FieldInfo methodField = typeof(ScenPart_PlayerPawnsArriveMethod).GetField("method", BindingFlags.NonPublic | BindingFlags.Instance);
|
||||
PlayerPawnsArriveMethod method = (PlayerPawnsArriveMethod)methodField.GetValue(__instance);
|
||||
// 重新创建物品分组逻辑
|
||||
List<List<Thing>> thingGroups = new List<List<Thing>>();
|
||||
|
||||
foreach (Pawn startingPawn in Find.GameInitData.startingAndOptionalPawns)
|
||||
{
|
||||
List<Thing> pawnGroup = new List<Thing>();
|
||||
pawnGroup.Add(startingPawn);
|
||||
thingGroups.Add(pawnGroup);
|
||||
}
|
||||
int itemIndex = 0;
|
||||
foreach (Thing startingItem in startingItems)
|
||||
{
|
||||
if (startingItem.def.CanHaveFaction)
|
||||
{
|
||||
startingItem.SetFactionDirect(Faction.OfPlayer);
|
||||
}
|
||||
thingGroups[itemIndex].Add(startingItem);
|
||||
itemIndex++;
|
||||
if (itemIndex >= thingGroups.Count)
|
||||
{
|
||||
itemIndex = 0;
|
||||
}
|
||||
}
|
||||
// 使用反射调用正确的 DropThingGroupsNear 方法(11个参数版本)
|
||||
MethodInfo dropMethod = typeof(DropPodUtility).GetMethod("DropThingGroupsNear", new System.Type[]
|
||||
{
|
||||
typeof(IntVec3),
|
||||
typeof(Map),
|
||||
typeof(List<List<Thing>>),
|
||||
typeof(int),
|
||||
typeof(bool),
|
||||
typeof(bool),
|
||||
typeof(bool),
|
||||
typeof(bool),
|
||||
typeof(bool),
|
||||
typeof(bool),
|
||||
typeof(Faction)
|
||||
});
|
||||
if (dropMethod != null)
|
||||
{
|
||||
dropMethod.Invoke(null, new object[]
|
||||
{
|
||||
MapGenerator.PlayerStartSpot,
|
||||
map,
|
||||
thingGroups,
|
||||
110,
|
||||
Find.GameInitData.QuickStarted || method != PlayerPawnsArriveMethod.DropPods,
|
||||
true, // leaveSlag
|
||||
true, // canRoofPunch
|
||||
true, // forbid
|
||||
false, // allowFogged
|
||||
false, // canTransfer
|
||||
Faction.OfPlayer // faction
|
||||
});
|
||||
Log.Message("[WULA] Successfully called DropThingGroupsNear with faction parameter via reflection");
|
||||
}
|
||||
else
|
||||
{
|
||||
Log.Error("[WULA] Could not find 11-parameter DropThingGroupsNear method");
|
||||
}
|
||||
// 返回 false 来跳过原方法的执行
|
||||
return false;
|
||||
}
|
||||
catch (System.Exception ex)
|
||||
{
|
||||
Log.Error($"[WULA] Error in DoDropPods prefix: {ex}");
|
||||
// 如果出错,让原方法继续执行
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,84 @@
|
||||
using HarmonyLib;
|
||||
using RimWorld;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Verse;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
[HarmonyPatch(typeof(ThingDefGenerator_Corpses))]
|
||||
[HarmonyPatch("GenerateCorpseDef")]
|
||||
public static class WulaSpeciesCorpsePatch
|
||||
{
|
||||
/// <summary>
|
||||
/// 在生成尸体定义后,对 WulaSpecies 进行特殊处理
|
||||
/// </summary>
|
||||
[HarmonyPostfix]
|
||||
public static void ModifyWulaSpeciesCorpse(ThingDef pawnDef, ref ThingDef __result)
|
||||
{
|
||||
// 检查是否是 WulaSpecies 种族
|
||||
if (pawnDef?.defName == "WulaSpecies")
|
||||
{
|
||||
ApplyWulaSpeciesCorpseModifications(__result);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 应用 WulaSpecies 尸体的特殊修改
|
||||
/// </summary>
|
||||
private static void ApplyWulaSpeciesCorpseModifications(ThingDef corpseDef)
|
||||
{
|
||||
if (corpseDef == null) return;
|
||||
|
||||
Log.Message($"[WulaSpecies] Starting corpse modification for WulaSpecies");
|
||||
|
||||
// 1. 移除腐烂组件(如果存在)
|
||||
RemoveCompProperties(corpseDef, typeof(CompProperties_Rottable));
|
||||
|
||||
// 2. 移除污物生成组件(如果存在)
|
||||
RemoveCompProperties(corpseDef, typeof(CompProperties_SpawnerFilth));
|
||||
|
||||
// 3. 修改可食用属性,设置为 NeverForNutrition
|
||||
if (corpseDef.ingestible != null)
|
||||
{
|
||||
corpseDef.ingestible.preferability = FoodPreferability.NeverForNutrition;
|
||||
Log.Message($"[WulaSpecies] Set ingestible preferability to NeverForNutrition");
|
||||
}
|
||||
|
||||
// 4. 移除 HarbingerTreeConsumable 组件(如果存在)
|
||||
RemoveCompProperties(corpseDef, typeof(CompProperties), "CompHarbingerTreeConsumable");
|
||||
|
||||
Log.Message($"[WulaSpecies] Completed corpse modification for WulaSpecies");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 移除指定类型的组件属性
|
||||
/// </summary>
|
||||
private static void RemoveCompProperties(ThingDef thingDef, System.Type compType, string compClassName = null)
|
||||
{
|
||||
if (thingDef.comps == null) return;
|
||||
|
||||
var compsToRemove = new List<CompProperties>();
|
||||
|
||||
foreach (var comp in thingDef.comps)
|
||||
{
|
||||
if (comp.GetType() == compType)
|
||||
{
|
||||
compsToRemove.Add(comp);
|
||||
Log.Message($"[WulaSpecies] Found and will remove component: {comp.GetType().Name}");
|
||||
}
|
||||
else if (!string.IsNullOrEmpty(compClassName) && comp.compClass?.Name == compClassName)
|
||||
{
|
||||
compsToRemove.Add(comp);
|
||||
Log.Message($"[WulaSpecies] Found and will remove component by class name: {compClassName}");
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var comp in compsToRemove)
|
||||
{
|
||||
thingDef.comps.Remove(comp);
|
||||
Log.Message($"[WulaSpecies] Removed component: {comp.GetType().Name}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -3,6 +3,7 @@ using UnityEngine;
|
||||
using Verse;
|
||||
using System.Collections.Generic;
|
||||
using HarmonyLib;
|
||||
using RimWorld.Planet;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
@@ -67,6 +68,10 @@ namespace WulaFallenEmpire
|
||||
{
|
||||
if (!Props.showInGUI) yield break;
|
||||
|
||||
// 只对玩家所有的物体显示Gizmo
|
||||
if (parent.Faction != Faction.OfPlayer)
|
||||
yield break;
|
||||
|
||||
// 创建切换 gizmo
|
||||
Command_Toggle toggleCommand = new Command_Toggle();
|
||||
toggleCommand.defaultLabel = Props.label;
|
||||
@@ -98,6 +103,20 @@ namespace WulaFallenEmpire
|
||||
{
|
||||
return Props.color;
|
||||
}
|
||||
|
||||
// 检查是否应该绘制半径
|
||||
public bool ShouldDrawRadius()
|
||||
{
|
||||
// 只绘制玩家所有的物体
|
||||
if (parent.Faction != Faction.OfPlayer)
|
||||
return false;
|
||||
|
||||
// 检查是否在地图视图中(不在世界地图)
|
||||
if (Find.CurrentMap == null || WorldRendererUtility.WorldRendered)
|
||||
return false;
|
||||
|
||||
return RadiusVisible;
|
||||
}
|
||||
}
|
||||
|
||||
// 自定义放置工作器
|
||||
@@ -105,11 +124,15 @@ namespace WulaFallenEmpire
|
||||
{
|
||||
public override void DrawGhost(ThingDef def, IntVec3 center, Rot4 rot, Color ghostCol, Thing thing = null)
|
||||
{
|
||||
// 检查是否在地图视图中
|
||||
if (Find.CurrentMap == null || WorldRendererUtility.WorldRendered)
|
||||
return;
|
||||
|
||||
// 如果已经有物体存在,则检查其组件的可见性设置
|
||||
if (thing != null)
|
||||
{
|
||||
CompCustomRadius comp = thing.TryGetComp<CompCustomRadius>();
|
||||
if (comp == null || !comp.RadiusVisible)
|
||||
if (comp == null || !comp.ShouldDrawRadius())
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -178,15 +201,21 @@ namespace WulaFallenEmpire
|
||||
{
|
||||
try
|
||||
{
|
||||
if (Find.CurrentMap == null) return;
|
||||
// 检查是否在地图视图中(不在世界地图)
|
||||
if (Find.CurrentMap == null || WorldRendererUtility.WorldRendered)
|
||||
return;
|
||||
|
||||
// 绘制所有带有自定义半径组件的已放置建筑
|
||||
foreach (var thing in Find.CurrentMap.listerThings.AllThings)
|
||||
{
|
||||
// 只绘制玩家所有的物体
|
||||
if (thing.Faction != Faction.OfPlayer)
|
||||
continue;
|
||||
|
||||
if (thing.Spawned && thing.def.HasComp(typeof(CompCustomRadius)))
|
||||
{
|
||||
CompCustomRadius comp = thing.TryGetComp<CompCustomRadius>();
|
||||
if (comp != null && comp.RadiusVisible)
|
||||
if (comp != null && comp.ShouldDrawRadius())
|
||||
{
|
||||
float effectiveRadius = comp.EffectiveRadius;
|
||||
if (effectiveRadius > 0f)
|
||||
@@ -236,14 +265,22 @@ namespace WulaFallenEmpire
|
||||
{
|
||||
try
|
||||
{
|
||||
// 检查是否在地图视图中(不在世界地图)
|
||||
if (Find.CurrentMap == null || WorldRendererUtility.WorldRendered)
|
||||
return;
|
||||
|
||||
if (Find.Selector == null) return;
|
||||
|
||||
foreach (object selected in Find.Selector.SelectedObjectsListForReading)
|
||||
{
|
||||
if (selected is Thing thing && thing.Spawned && thing.def.HasComp(typeof(CompCustomRadius)))
|
||||
{
|
||||
// 只绘制玩家所有的物体
|
||||
if (thing.Faction != Faction.OfPlayer)
|
||||
continue;
|
||||
|
||||
CompCustomRadius comp = thing.TryGetComp<CompCustomRadius>();
|
||||
if (comp != null && comp.RadiusVisible)
|
||||
if (comp != null && comp.ShouldDrawRadius())
|
||||
{
|
||||
float effectiveRadius = comp.EffectiveRadius;
|
||||
if (effectiveRadius > 0f)
|
||||
|
||||
@@ -0,0 +1,73 @@
|
||||
using RimWorld;
|
||||
using System;
|
||||
using Verse;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
public class CompProperties_UseEffect_OpenCustomUI : CompProperties_UseEffect
|
||||
{
|
||||
public string uiDefName; // 要打开的UI的EventDef名称
|
||||
public bool requireFactionPlayer = true; // 是否要求玩家派系才能使用
|
||||
|
||||
public CompProperties_UseEffect_OpenCustomUI()
|
||||
{
|
||||
this.compClass = typeof(CompUseEffect_OpenCustomUI);
|
||||
}
|
||||
}
|
||||
|
||||
public class CompUseEffect_OpenCustomUI : CompUseEffect
|
||||
{
|
||||
public CompProperties_UseEffect_OpenCustomUI Props => (CompProperties_UseEffect_OpenCustomUI)this.props;
|
||||
|
||||
public override void DoEffect(Pawn usedBy)
|
||||
{
|
||||
base.DoEffect(usedBy);
|
||||
|
||||
try
|
||||
{
|
||||
// 查找对应的EventDef
|
||||
EventDef uiDef = DefDatabase<EventDef>.GetNamed(Props.uiDefName, false);
|
||||
if (uiDef != null)
|
||||
{
|
||||
// 创建并打开自定义UI窗口
|
||||
Window window = (Window)Activator.CreateInstance(uiDef.windowType, uiDef);
|
||||
Find.WindowStack.Add(window);
|
||||
|
||||
Log.Message($"[CompUseEffect] Opened custom UI: {Props.uiDefName}");
|
||||
}
|
||||
else
|
||||
{
|
||||
Log.Error($"[CompUseEffect] Could not find EventDef named '{Props.uiDefName}'");
|
||||
Messages.Message($"Error: Could not find UI definition '{Props.uiDefName}'", MessageTypeDefOf.RejectInput);
|
||||
}
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Log.Error($"[CompUseEffect] Error opening custom UI '{Props.uiDefName}': {ex}");
|
||||
Messages.Message($"Error opening UI: {ex.Message}", MessageTypeDefOf.RejectInput);
|
||||
}
|
||||
}
|
||||
|
||||
public override AcceptanceReport CanBeUsedBy(Pawn p)
|
||||
{
|
||||
// 基础检查
|
||||
AcceptanceReport baseResult = base.CanBeUsedBy(p);
|
||||
if (!baseResult.Accepted)
|
||||
return baseResult;
|
||||
|
||||
// 检查派系要求
|
||||
if (Props.requireFactionPlayer && parent.Faction != Faction.OfPlayer)
|
||||
{
|
||||
return "Must be player faction to use this".Translate();
|
||||
}
|
||||
|
||||
// 检查EventDef是否存在
|
||||
if (DefDatabase<EventDef>.GetNamed(Props.uiDefName, false) == null)
|
||||
{
|
||||
return $"UI definition '{Props.uiDefName}' not found".Translate();
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -76,8 +76,6 @@ namespace WulaFallenEmpire
|
||||
// 如果武器已经有品质,使用现有品质,否则设置为Normal
|
||||
currentQuality = qualityComp.Quality;
|
||||
initialized = true;
|
||||
|
||||
Log.Message($"[ExperienceCore] Initialized {parent.Label} with quality: {currentQuality}");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -149,8 +147,6 @@ namespace WulaFallenEmpire
|
||||
ResetWeaponState(retainedExperience);
|
||||
|
||||
Messages.Message("WULA_DataPackEjected".Translate(experienceToStore.ToString("F0")), parent, MessageTypeDefOf.PositiveEvent);
|
||||
|
||||
Log.Message($"[ExperienceCore] Ejected data pack with {experienceToStore} experience, retained {retainedExperience}");
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -208,8 +204,6 @@ namespace WulaFallenEmpire
|
||||
ProcessRemainingExperience(dataPacks, remainingExperience);
|
||||
// 发送消息 - 修复阵营检查
|
||||
SendAbsorptionMessage(actualExperienceToAbsorb, remainingExperience);
|
||||
|
||||
Log.Message($"[ExperienceCore] {parent.Label} absorbed {actualExperienceToAbsorb} experience, remaining: {remainingExperience}, current: {currentExperience}");
|
||||
}
|
||||
// 处理剩余的经验 - 更新现有数据包
|
||||
private void ProcessRemainingExperience(List<Thing> dataPacks, float remainingExperience)
|
||||
@@ -346,8 +340,6 @@ namespace WulaFallenEmpire
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Log.Message($"[ExperienceCore] Found {foundDataPacks.Count} data packs within {Props.absorbRadius} tiles");
|
||||
return foundDataPacks;
|
||||
}
|
||||
|
||||
@@ -377,8 +369,6 @@ namespace WulaFallenEmpire
|
||||
{
|
||||
qualityComp.SetQuality(currentQuality, ArtGenerationContext.Outsider);
|
||||
}
|
||||
|
||||
Log.Message($"[ExperienceCore] {parent.Label} reset from {oldTotalExperience} total experience to {currentExperience} + {overflowExperience} overflow");
|
||||
}
|
||||
|
||||
public override void Notify_Equipped(Pawn pawn)
|
||||
@@ -394,7 +384,6 @@ namespace WulaFallenEmpire
|
||||
if (skill != null)
|
||||
{
|
||||
lastSkillExperience = skill.XpTotalEarned;
|
||||
Log.Message($"[ExperienceCore] {parent.Label} equipped by {pawn.Name}, tracking {Props.trackedSkill.defName}, starting experience: {lastSkillExperience}");
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -405,8 +394,6 @@ namespace WulaFallenEmpire
|
||||
|
||||
equippedPawn = null;
|
||||
lastSkillExperience = 0f;
|
||||
|
||||
Log.Message($"[ExperienceCore] {parent.Label} unequipped from {pawn.Name}");
|
||||
}
|
||||
|
||||
public override void CompTick()
|
||||
@@ -460,8 +447,6 @@ namespace WulaFallenEmpire
|
||||
}
|
||||
}
|
||||
|
||||
Log.Message($"[ExperienceCore] {parent.Label} gained {actualGained:F1} experience (current: {currentExperience:F1}, overflow: {overflowExperience:F1})");
|
||||
|
||||
// 检查品质升级
|
||||
CheckForQualityUpgrade();
|
||||
|
||||
@@ -490,7 +475,6 @@ namespace WulaFallenEmpire
|
||||
if (qualityComp != null)
|
||||
{
|
||||
qualityComp.SetQuality(threshold.quality, ArtGenerationContext.Outsider);
|
||||
Log.Message($"[ExperienceCore] SUCCESS: {parent.Label} quality updated to {threshold.quality}");
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -513,8 +497,6 @@ namespace WulaFallenEmpire
|
||||
|
||||
Messages.Message(messageText, parent, MessageTypeDefOf.PositiveEvent);
|
||||
}
|
||||
|
||||
Log.Message($"[ExperienceCore] {parent.Label} upgraded from {oldQuality} to {threshold.quality} at {currentExperience} experience");
|
||||
}
|
||||
public override string CompInspectStringExtra()
|
||||
{
|
||||
@@ -626,7 +608,6 @@ namespace WulaFallenEmpire
|
||||
if (qualityComp != null && qualityComp.Quality != currentQuality)
|
||||
{
|
||||
qualityComp.SetQuality(currentQuality, ArtGenerationContext.Outsider);
|
||||
Log.Message($"[ExperienceCore] PostLoad: Updated {parent.Label} quality to {currentQuality}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -187,6 +187,8 @@
|
||||
<Compile Include="HarmonyPatches\Faction_ShouldHaveLeader_Patch.cs" />
|
||||
<Compile Include="HarmonyPatches\Hediff_Mechlink_PostAdd_Patch.cs" />
|
||||
<Compile Include="HarmonyPatches\Patch_ThingDefGenerator_Techprints_ImpliedTechprintDefs.cs" />
|
||||
<Compile Include="HarmonyPatches\ScenPart_PlayerPawnsArriveMethod_Patch.cs" />
|
||||
<Compile Include="HarmonyPatches\WulaSpeciesCorpsePatch.cs" />
|
||||
<Compile Include="HarmonyPatches\WULA_AutonomousMech\Patch_FloatMenuOptionProvider_SelectedPawnValid.cs" />
|
||||
<Compile Include="HarmonyPatches\WULA_AutonomousMech\Patch_IsColonyMechPlayerControlled.cs" />
|
||||
<Compile Include="HarmonyPatches\WULA_AutonomousMech\Patch_MechanitorUtility_CanDraftMech.cs" />
|
||||
@@ -269,6 +271,7 @@
|
||||
<Compile Include="ThingComp\CompApparelInterceptor.cs" />
|
||||
<Compile Include="ThingComp\CompPsychicScaling.cs" />
|
||||
<Compile Include="ThingComp\CompUseEffect_AddDamageShieldCharges.cs" />
|
||||
<Compile Include="ThingComp\CompUseEffect_OpenCustomUI.cs" />
|
||||
<Compile Include="ThingComp\CompUseEffect_PassionTrainer.cs" />
|
||||
<Compile Include="ThingComp\CompUseEffect_WulaSkillTrainer.cs" />
|
||||
<Compile Include="ThingComp\Comp_WeaponRenderDynamic.cs" />
|
||||
|
||||
Reference in New Issue
Block a user