This commit is contained in:
Tourswen
2025-11-30 14:39:22 +08:00
parent 14a2cf542c
commit 6a5c5bd9aa
60 changed files with 3121 additions and 670 deletions

View File

@@ -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.");
}
}
}