我去忘记提交了
This commit is contained in:
@@ -14,86 +14,271 @@ namespace WulaFallenEmpire
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private float viewHeight = 1000f;
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private Vector2 scrollPosition;
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private GlobalProductionOrder mouseoverOrder;
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private static readonly Vector2 WinSize = new Vector2(420f, 480f);
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// 分类按钮状态
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private ProductionCategory? selectedCategory = null;
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protected Building_GlobalWorkTable SelTable => (Building_GlobalWorkTable)base.SelThing;
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public ITab_GlobalBills()
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{
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size = WinSize;
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labelKey = "WULA_GlobalBillsTab";
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tutorTag = "GlobalBills";
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}
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protected override void FillTab()
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{
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Rect mainRect = new Rect(0f, 0f, WinSize.x, WinSize.y).ContractedBy(10f);
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// 标题
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Text.Font = GameFont.Medium;
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Widgets.Label(new Rect(mainRect.x, mainRect.y, mainRect.width, 30f), "WULA_GlobalProduction".Translate());
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Text.Font = GameFont.Small;
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// 存储查看按钮 - 放在标题旁边
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// 存储查看按钮
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Rect storageButtonRect = new Rect(mainRect.xMax - 160f, mainRect.y, 120f, 25f);
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DoStorageButton(storageButtonRect);
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// 分类按钮区域
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Rect categoryButtonsRect = new Rect(mainRect.x, mainRect.y + 35f, mainRect.width, 25f);
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DoCategoryButtons(categoryButtonsRect);
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// 上帝模式按钮区域
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if (DebugSettings.godMode)
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{
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Rect godModeButtonRect = new Rect(mainRect.x, mainRect.y + 35f, mainRect.width, 25f);
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Rect godModeButtonRect = new Rect(mainRect.x, mainRect.y + 65f, mainRect.width, 25f);
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DoGodModeButtons(godModeButtonRect);
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}
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// 订单列表区域 - 调整位置
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float ordersRectY = DebugSettings.godMode ? mainRect.y + 65f : mainRect.y + 35f;
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Rect ordersRect = new Rect(mainRect.x, ordersRectY, mainRect.width, mainRect.height - (DebugSettings.godMode ? 110f : 80f));
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// 订单列表区域
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float ordersRectY = DebugSettings.godMode ? mainRect.y + 90f : mainRect.y + 65f;
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Rect ordersRect = new Rect(mainRect.x, ordersRectY, mainRect.width, mainRect.height - (DebugSettings.godMode ? 130f : 100f));
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mouseoverOrder = DoOrdersListing(ordersRect);
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// 添加订单按钮
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// 添加订单按钮(现在显示选中的分类)
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Rect addButtonRect = new Rect(mainRect.x, mainRect.yMax - 35f, mainRect.width, 30f);
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if (Widgets.ButtonText(addButtonRect, "WULA_AddProductionOrder".Translate()))
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DoAddOrderButton(addButtonRect);
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}
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// 新增:分类按钮
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private void DoCategoryButtons(Rect rect)
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{
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float buttonWidth = (rect.width - 10f) / 3f;
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Rect equipmentRect = new Rect(rect.x, rect.y, buttonWidth, rect.height);
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Rect weaponRect = new Rect(rect.x + buttonWidth + 5f, rect.y, buttonWidth, rect.height);
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Rect mechanoidRect = new Rect(rect.x + (buttonWidth + 5f) * 2, rect.y, buttonWidth, rect.height);
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// 装备按钮
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string equipmentLabel = selectedCategory == ProductionCategory.Equipment ?
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$"<color=yellow>{"WULA_Equipment".Translate()}</color>" :
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"WULA_Equipment".Translate();
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if (Widgets.ButtonText(equipmentRect, equipmentLabel))
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{
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Find.WindowStack.Add(new FloatMenu(GenerateRecipeOptions()));
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selectedCategory = selectedCategory == ProductionCategory.Equipment ? null : ProductionCategory.Equipment;
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SoundDefOf.Click.PlayOneShotOnCamera();
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}
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// 武器按钮
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string weaponLabel = selectedCategory == ProductionCategory.Weapon ?
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$"<color=yellow>{"WULA_Weapon".Translate()}</color>" :
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"WULA_Weapon".Translate();
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if (Widgets.ButtonText(weaponRect, weaponLabel))
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{
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selectedCategory = selectedCategory == ProductionCategory.Weapon ? null : ProductionCategory.Weapon;
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SoundDefOf.Click.PlayOneShotOnCamera();
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}
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// 机械体按钮
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string mechanoidLabel = selectedCategory == ProductionCategory.Mechanoid ?
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$"<color=yellow>{"WULA_Mechanoid".Translate()}</color>" :
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"WULA_Mechanoid".Translate();
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if (Widgets.ButtonText(mechanoidRect, mechanoidLabel))
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{
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selectedCategory = selectedCategory == ProductionCategory.Mechanoid ? null : ProductionCategory.Mechanoid;
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SoundDefOf.Click.PlayOneShotOnCamera();
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}
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}
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// 修改:添加订单按钮,显示当前选择的分类
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private void DoAddOrderButton(Rect rect)
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{
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string buttonLabel = selectedCategory.HasValue ?
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$"{"WULA_AddProductionOrder".Translate()} ({GetCategoryLabel(selectedCategory.Value)})" :
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"WULA_AddProductionOrder".Translate();
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// 新增:存储查看按钮
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if (Widgets.ButtonText(rect, buttonLabel))
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{
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Find.WindowStack.Add(new FloatMenu(GenerateRecipeOptions()));
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SoundDefOf.Click.PlayOneShotOnCamera();
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}
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// 如果没有选择分类,显示提示
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if (!selectedCategory.HasValue && Mouse.IsOver(rect))
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{
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TooltipHandler.TipRegion(rect, "WULA_SelectCategoryFirst".Translate());
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}
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}
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// 获取分类标签
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private string GetCategoryLabel(ProductionCategory category)
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{
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return category switch
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{
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ProductionCategory.Equipment => "WULA_Equipment".Translate(),
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ProductionCategory.Weapon => "WULA_Weapon".Translate(),
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ProductionCategory.Mechanoid => "WULA_Mechanoid".Translate(),
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_ => "WULA_Unknown".Translate()
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};
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}
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// 修改:根据选择的分类生成配方选项
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private List<FloatMenuOption> GenerateRecipeOptions()
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{
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var options = new List<FloatMenuOption>();
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// 如果没有选择分类,显示所有配方
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if (!selectedCategory.HasValue)
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{
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foreach (var recipe in SelTable.def.AllRecipes)
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{
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if (recipe.AvailableNow && recipe.AvailableOnNow(SelTable))
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{
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options.Add(CreateRecipeOption(recipe));
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}
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}
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}
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else
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{
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// 根据选择的分类筛选配方
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foreach (var recipe in SelTable.def.AllRecipes)
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{
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if (recipe.AvailableNow && recipe.AvailableOnNow(SelTable) &&
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RecipeMatchesCategory(recipe, selectedCategory.Value))
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{
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options.Add(CreateRecipeOption(recipe));
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}
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}
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}
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if (options.Count == 0)
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{
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options.Add(new FloatMenuOption("WULA_NoAvailableRecipes".Translate(), null));
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}
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// 按显示优先级排序
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options.SortByDescending(opt => opt.orderInPriority);
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return options;
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}
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// 创建配方选项
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private FloatMenuOption CreateRecipeOption(RecipeDef recipe)
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{
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string label = recipe.LabelCap;
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// 添加分类标签
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var category = GetRecipeCategory(recipe);
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if (category.HasValue)
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{
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label += $" [{GetCategoryLabel(category.Value)}]";
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}
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return new FloatMenuOption(
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label: label,
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action: () =>
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{
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var newOrder = new GlobalProductionOrder
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{
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recipe = recipe,
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targetCount = 1,
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paused = true
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};
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SelTable.globalOrderStack.AddOrder(newOrder);
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SoundDefOf.Click.PlayOneShotOnCamera();
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},
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shownItemForIcon: recipe.UIIconThing,
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thingStyle: null,
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forceBasicStyle: false,
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priority: MenuOptionPriority.Default,
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mouseoverGuiAction: null,
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revalidateClickTarget: null,
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extraPartWidth: 29f,
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extraPartOnGUI: (Rect rect) =>
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{
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return Widgets.InfoCardButton(rect.x + 5f, rect.y + (rect.height - 24f) / 2f, recipe);
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},
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revalidateWorldClickTarget: null,
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playSelectionSound: true,
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orderInPriority: -recipe.displayPriority
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);
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}
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// 检查配方是否匹配分类
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private bool RecipeMatchesCategory(RecipeDef recipe, ProductionCategory category)
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{
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var recipeCategory = GetRecipeCategory(recipe);
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return recipeCategory == category;
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}
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// 获取配方的分类
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private ProductionCategory? GetRecipeCategory(RecipeDef recipe)
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{
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if (recipe.products == null || recipe.products.Count == 0)
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return null;
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ThingDef productDef = recipe.products[0].thingDef;
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if (productDef == null)
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return null;
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// 检查产品是否有分类组件
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var categoryComp = productDef.GetCompProperties<CompProperties_ProductionCategory>();
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if (categoryComp != null)
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return categoryComp.category;
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// 如果没有分类组件,根据产品类型推断
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return InferCategoryFromThingDef(productDef);
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}
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// 根据ThingDef推断分类
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private ProductionCategory? InferCategoryFromThingDef(ThingDef thingDef)
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{
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if (thingDef.IsMeleeWeapon || thingDef.IsRangedWeapon)
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return ProductionCategory.Weapon;
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if (thingDef.IsApparel || thingDef.equipmentType != EquipmentType.None)
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return ProductionCategory.Equipment;
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if (thingDef.race != null && thingDef.race.IsMechanoid)
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return ProductionCategory.Mechanoid;
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return null;
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}
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// 其余方法保持不变(DoStorageButton, DoGodModeButtons, DoOrdersListing, DoOrderRow 等)
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private void DoStorageButton(Rect rect)
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{
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// 绘制按钮
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if (Widgets.ButtonText(rect, "WULA_ViewStorage".Translate()))
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{
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SoundDefOf.Click.PlayOneShotOnCamera();
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}
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// 鼠标悬停时显示存储信息Tooltip
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if (Mouse.IsOver(rect))
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{
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TooltipHandler.TipRegion(rect, GetStorageTooltip());
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}
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}
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// 新增:获取存储信息的Tooltip
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private string GetStorageTooltip()
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{
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var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
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if (globalStorage == null)
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return "WULA_NoGlobalStorage".Translate();
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StringBuilder sb = new StringBuilder();
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// 输入存储(原材料)
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sb.AppendLine("WULA_InputStorage".Translate() + ":");
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sb.AppendLine();
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var inputItems = globalStorage.inputStorage
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.Where(kvp => kvp.Value > 0)
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.OrderByDescending(kvp => kvp.Value)
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.ThenBy(kvp => kvp.Key.label)
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.ToList();
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if (inputItems.Count == 0)
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{
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sb.AppendLine("WULA_NoItems".Translate());
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@@ -105,19 +290,15 @@ namespace WulaFallenEmpire
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sb.AppendLine($" {kvp.Value} {kvp.Key.LabelCap}");
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}
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}
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sb.AppendLine();
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// 输出存储(产品)
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sb.AppendLine("WULA_OutputStorage".Translate() + ":");
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sb.AppendLine();
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var outputItems = globalStorage.outputStorage
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.Where(kvp => kvp.Value > 0)
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.OrderByDescending(kvp => kvp.Value)
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.ThenBy(kvp => kvp.Key.label)
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.ToList();
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if (outputItems.Count == 0)
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{
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sb.AppendLine("WULA_NoItems".Translate());
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@@ -129,7 +310,6 @@ namespace WulaFallenEmpire
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sb.AppendLine($" {kvp.Value} {kvp.Key.LabelCap}");
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}
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}
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return sb.ToString();
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}
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@@ -138,12 +318,12 @@ namespace WulaFallenEmpire
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{
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Rect button1Rect = new Rect(rect.x, rect.y, rect.width / 2 - 5f, rect.height);
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Rect button2Rect = new Rect(rect.x + rect.width / 2 + 5f, rect.y, rect.width / 2 - 5f, rect.height);
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if (Widgets.ButtonText(button1Rect, "GOD: Add Resources"))
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{
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AddTestResources();
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}
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if (Widgets.ButtonText(button2Rect, "GOD: Spawn Products"))
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{
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SpawnOutputProducts();
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@@ -158,11 +338,11 @@ namespace WulaFallenEmpire
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// 添加200钢铁
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ThingDef steelDef = ThingDefOf.Steel;
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globalStorage.AddToInputStorage(steelDef, 200);
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// 添加100零部件
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ThingDef componentDef = ThingDefOf.ComponentIndustrial;
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globalStorage.AddToInputStorage(componentDef, 100);
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Messages.Message("Added 200 Steel and 100 Components to global storage", MessageTypeDefOf.PositiveEvent);
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}
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}
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@@ -175,15 +355,15 @@ namespace WulaFallenEmpire
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Map map = SelTable.Map;
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IntVec3 spawnCell = SelTable.Position;
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int totalSpawned = 0;
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// 复制列表以避免修改时枚举
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var outputCopy = new Dictionary<ThingDef, int>(globalStorage.outputStorage);
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foreach (var kvp in outputCopy)
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{
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ThingDef thingDef = kvp.Key;
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int count = kvp.Value;
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if (count > 0)
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{
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// 创建物品并放置到地图上
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@@ -192,7 +372,7 @@ namespace WulaFallenEmpire
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int stackSize = Mathf.Min(count, thingDef.stackLimit);
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Thing thing = ThingMaker.MakeThing(thingDef);
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thing.stackCount = stackSize;
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if (GenPlace.TryPlaceThing(thing, spawnCell, map, ThingPlaceMode.Near))
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{
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globalStorage.RemoveFromOutputStorage(thingDef, stackSize);
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@@ -206,7 +386,7 @@ namespace WulaFallenEmpire
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}
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}
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}
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Messages.Message($"Spawned {totalSpawned} items at worktable location", MessageTypeDefOf.PositiveEvent);
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}
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}
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@@ -214,28 +394,28 @@ namespace WulaFallenEmpire
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private GlobalProductionOrder DoOrdersListing(Rect rect)
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{
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GlobalProductionOrder result = null;
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Widgets.DrawMenuSection(rect);
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Rect outRect = rect.ContractedBy(5f);
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Rect viewRect = new Rect(0f, 0f, outRect.width - 16f, viewHeight);
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Widgets.BeginScrollView(outRect, ref scrollPosition, viewRect);
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float curY = 0f;
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for (int i = 0; i < SelTable.globalOrderStack.orders.Count; i++)
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{
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var order = SelTable.globalOrderStack.orders[i];
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// 增加订单行高度
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Rect orderRect = new Rect(0f, curY, viewRect.width, 90f);
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if (DoOrderRow(orderRect, order))
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{
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result = order;
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}
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curY += 95f; // 增加行间距
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// 分隔线
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if (i < SelTable.globalOrderStack.orders.Count - 1)
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{
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@@ -243,12 +423,12 @@ namespace WulaFallenEmpire
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curY += 5f;
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}
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}
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if (Event.current.type == EventType.Layout)
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{
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viewHeight = curY;
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}
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Widgets.EndScrollView();
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return result;
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}
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@@ -387,53 +567,6 @@ namespace WulaFallenEmpire
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return Mouse.IsOver(rect);
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}
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// 简化:在添加订单时移除材质初始化
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private List<FloatMenuOption> GenerateRecipeOptions()
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{
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var options = new List<FloatMenuOption>();
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foreach (var recipe in SelTable.def.AllRecipes)
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{
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if (recipe.AvailableNow && recipe.AvailableOnNow(SelTable))
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{
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string label = recipe.LabelCap;
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options.Add(new FloatMenuOption(
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label: label,
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action: () =>
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{
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var newOrder = new GlobalProductionOrder
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{
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recipe = recipe,
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targetCount = 1,
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paused = true
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};
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SelTable.globalOrderStack.AddOrder(newOrder);
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SoundDefOf.Click.PlayOneShotOnCamera();
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},
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shownItemForIcon: recipe.UIIconThing,
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thingStyle: null,
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forceBasicStyle: false,
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priority: MenuOptionPriority.Default,
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mouseoverGuiAction: null,
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revalidateClickTarget: null,
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extraPartWidth: 29f,
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extraPartOnGUI: (Rect rect) =>
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{
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return Widgets.InfoCardButton(rect.x + 5f, rect.y + (rect.height - 24f) / 2f, recipe);
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},
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revalidateWorldClickTarget: null,
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playSelectionSound: true,
|
||||
orderInPriority: -recipe.displayPriority
|
||||
));
|
||||
}
|
||||
}
|
||||
if (options.Count == 0)
|
||||
{
|
||||
options.Add(new FloatMenuOption("WULA_NoAvailableRecipes".Translate(), null));
|
||||
}
|
||||
return options;
|
||||
}
|
||||
|
||||
// 新增:立刻完成订单的方法
|
||||
private void CompleteOrderImmediately(GlobalProductionOrder order)
|
||||
{
|
||||
@@ -446,7 +579,7 @@ namespace WulaFallenEmpire
|
||||
|
||||
// 检查是否有足够资源
|
||||
bool hasEnoughResources = order.HasEnoughResources();
|
||||
|
||||
|
||||
if (!hasEnoughResources)
|
||||
{
|
||||
// 上帝模式下,如果没有足够资源,显示确认对话框
|
||||
@@ -478,13 +611,13 @@ namespace WulaFallenEmpire
|
||||
|
||||
// 计算需要完成的数量
|
||||
int remainingCount = order.targetCount - order.currentCount;
|
||||
|
||||
|
||||
if (remainingCount <= 0)
|
||||
return;
|
||||
|
||||
// 尝试消耗资源(如果可能)
|
||||
bool resourcesConsumed = order.ConsumeResources();
|
||||
|
||||
|
||||
if (!resourcesConsumed)
|
||||
{
|
||||
Log.Message($"[GOD MODE] Could not consume resources for {order.recipe.defName}, completing without resource consumption");
|
||||
|
||||
Reference in New Issue
Block a user