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This commit is contained in:
@@ -9,73 +9,29 @@ namespace WulaFallenEmpire
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{
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public class Building_MechanoidRecycler : Building
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{
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// 翻译键定义
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public static class TranslationKeys
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{
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// 消息文本
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public const string NoRecyclableMechanoidsNearby = "WULA_NoRecyclableMechanoidsNearby";
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public const string RecyclerStorageFull = "WULA_RecyclerStorageFull";
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public const string CalledMechanoidsForRecycling = "WULA_CalledMechanoidsForRecycling";
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public const string MechanoidRecycled = "WULA_MechanoidRecycled";
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public const string NoMechanoidsAvailableForConversion = "WULA_NoMechanoidsAvailableForConversion";
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public const string NotEnoughStoredMechanoids = "WULA_NotEnoughStoredMechanoids";
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public const string ConvertingMechanoids = "WULA_ConvertingMechanoids";
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// Gizmo 文本
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public const string RecycleNearbyMechanoids = "WULA_RecycleNearbyMechanoids";
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public const string RecycleNearbyMechanoidsDesc = "WULA_RecycleNearbyMechanoidsDesc";
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public const string RecycleNearbyMechanoidsDisabled = "WULA_RecycleNearbyMechanoidsDisabled";
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public const string ConvertMechanoids = "WULA_ConvertMechanoids";
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public const string ConvertMechanoidsDesc = "WULA_ConvertMechanoidsDesc";
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public const string ConvertMechanoidsDisabled = "WULA_ConvertMechanoidsDisabled";
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// 检查字符串
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public const string StoredInfo = "WULA_StoredInfo";
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}
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public CompProperties_MechanoidRecycler Props => def.GetCompProperties<CompProperties_MechanoidRecycler>();
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// 存储的机械族列表
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public List<Pawn> storedMechanoids = new List<Pawn>();
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// 改为存储计数而不是Pawn实例
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private int storedMechanoidCount = 0;
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private int spawnTick; // 建筑生成的时间点
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// 生成队列
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// 生成队列(存储Pawn生成请求)
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private Queue<PawnGenerationRequest> spawnQueue = new Queue<PawnGenerationRequest>();
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// 是否已经生成初始单位
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private bool initialUnitsSpawned = false;
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public int StoredCount => storedMechanoids.Count;
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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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// 生成初始单位
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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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{
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if (initialUnitsSpawned || Props.initialUnits == null || Props.initialUnits.Count == 0)
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if (initialUnitsSpawned || Props.initialUnits == null)
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return;
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foreach (var initialUnit in Props.initialUnits)
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{
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if (storedMechanoids.Count >= MaxStorage)
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break;
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// 生成初始机械族
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PawnGenerationRequest request = new PawnGenerationRequest(
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initialUnit.pawnKindDef,
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Faction, // 使用当前建筑的派系
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PawnGenerationContext.NonPlayer,
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-1,
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forceGenerateNewPawn: true,
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allowDead: false,
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allowDowned: false,
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canGeneratePawnRelations: false,
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mustBeCapableOfViolence: true
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);
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Pawn initialMech = PawnGenerator.GeneratePawn(request);
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storedMechanoids.Add(initialMech);
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Log.Message($"Mechanoid Recycler spawned initial unit: {initialMech.LabelCap} for faction: {Faction.Name}");
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storedMechanoidCount += initialUnit.count;
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}
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initialUnitsSpawned = true;
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@@ -84,118 +40,48 @@ namespace WulaFallenEmpire
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public override void SpawnSetup(Map map, bool respawningAfterLoad)
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{
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base.SpawnSetup(map, respawningAfterLoad);
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spawnTick = Find.TickManager.TicksGame;
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// 如果不是从存档加载,生成初始单位
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if (!respawningAfterLoad)
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{
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SpawnInitialUnits();
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}
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}
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// 回收附近机械族
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public void RecycleNearbyMechanoids()
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// 回收机械族(改为增加计数)
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public void AcceptMechanoid(Pawn mech)
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{
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if (!CanRecycleNow())
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return;
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List<Pawn> nearbyMechs = FindNearbyRecyclableMechanoids();
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if (nearbyMechs.Count == 0)
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if (storedMechanoidCount >= Props.maxStorageCapacity)
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{
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Messages.Message(TranslationKeys.NoRecyclableMechanoidsNearby.Translate(), MessageTypeDefOf.RejectInput);
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Messages.Message("回收器已满", MessageTypeDefOf.RejectInput);
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return;
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}
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int assignedCount = 0;
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foreach (Pawn mech in nearbyMechs)
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{
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if (StartRecycleJob(mech))
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{
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assignedCount++;
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}
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}
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storedMechanoidCount++;
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mech.Destroy(); // 直接销毁,不存储实例
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Messages.Message(TranslationKeys.CalledMechanoidsForRecycling.Translate(assignedCount), MessageTypeDefOf.PositiveEvent);
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Messages.Message($"机械族 {mech.LabelCap} 已回收 (当前: {storedMechanoidCount}/{Props.maxStorageCapacity})",
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MessageTypeDefOf.PositiveEvent);
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// 通知转换组件存储更新
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var transformComp = this.TryGetComp<CompTransformAtFullCapacity>();
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transformComp?.NotifyStorageUpdated();
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}
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private bool CanRecycleNow()
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// 消耗机械族计数
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public bool ConsumeMechanoids(int count)
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{
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if (storedMechanoids.Count >= Props.maxStorageCapacity)
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{
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if (storedMechanoidCount < count)
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return false;
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}
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storedMechanoidCount -= count;
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return true;
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}
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private List<Pawn> FindNearbyRecyclableMechanoids()
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// 设置机械族计数(用于转换恢复)
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public void SetMechanoidCount(int count)
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{
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List<Pawn> result = new List<Pawn>();
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CellRect searchRect = CellRect.CenteredOn(Position, Props.recycleRange);
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foreach (Pawn pawn in Map.mapPawns.AllPawnsSpawned)
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{
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if (searchRect.Contains(pawn.Position) &&
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IsRecyclableMechanoid(pawn) &&
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!storedMechanoids.Contains(pawn) &&
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!IsAlreadyGoingToRecycler(pawn) && // 检查是否已经在前往回收器
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pawn.CanReach(this, PathEndMode.InteractionCell, Danger.Some))
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{
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result.Add(pawn);
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}
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}
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return result;
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}
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private bool IsRecyclableMechanoid(Pawn pawn)
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{
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return pawn.RaceProps.IsMechanoid &&
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Props.recyclableRaces.Contains(pawn.def) &&
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!pawn.Downed &&
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pawn.Faction == Faction; // 使用当前建筑的派系
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}
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// 检查机械族是否已经在前往此回收器
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private bool IsAlreadyGoingToRecycler(Pawn mech)
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{
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// 检查当前工作是否是前往此回收器
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Job curJob = mech.CurJob;
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if (curJob != null && curJob.def == Props.recycleJobDef && curJob.targetA.Thing == this)
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return true;
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return false;
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}
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private bool StartRecycleJob(Pawn mech)
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{
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// 防止重复分配
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if (IsAlreadyGoingToRecycler(mech))
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return false;
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Job job = JobMaker.MakeJob(Props.recycleJobDef, this);
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if (mech.jobs.TryTakeOrderedJob(job))
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{
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return true;
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}
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return false;
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}
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// 机械族进入建筑
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public void AcceptMechanoid(Pawn mech)
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{
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if (storedMechanoids.Contains(mech))
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return;
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if (storedMechanoids.Count >= Props.maxStorageCapacity)
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{
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Messages.Message(TranslationKeys.RecyclerStorageFull.Translate(), MessageTypeDefOf.RejectInput);
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return;
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}
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storedMechanoids.Add(mech);
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mech.DeSpawn();
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Messages.Message(TranslationKeys.MechanoidRecycled.Translate(mech.LabelCap), MessageTypeDefOf.PositiveEvent);
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storedMechanoidCount = Mathf.Clamp(count, 0, Props.maxStorageCapacity);
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}
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protected override void Tick()
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@@ -212,9 +98,9 @@ namespace WulaFallenEmpire
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// 打开生成界面
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public void OpenSpawnInterface()
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{
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if (storedMechanoids.Count == 0)
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if (storedMechanoidCount == 0)
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{
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Messages.Message(TranslationKeys.NoMechanoidsAvailableForConversion.Translate(), MessageTypeDefOf.RejectInput);
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Messages.Message("没有可用的机械族进行转换", MessageTypeDefOf.RejectInput);
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return;
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}
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@@ -223,7 +109,7 @@ namespace WulaFallenEmpire
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foreach (PawnKindDef kindDef in Props.spawnablePawnKinds)
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{
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kindOptions.Add(new FloatMenuOption(
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kindDef.LabelCap,
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$"{kindDef.LabelCap}",
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() => TrySpawnMechanoids(kindDef, 1)
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));
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}
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@@ -233,27 +119,17 @@ namespace WulaFallenEmpire
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private void TrySpawnMechanoids(PawnKindDef kindDef, int count)
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{
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if (storedMechanoids.Count < count)
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if (!ConsumeMechanoids(count))
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{
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Messages.Message(TranslationKeys.NotEnoughStoredMechanoids.Translate(), MessageTypeDefOf.RejectInput);
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Messages.Message("机械族数量不足", MessageTypeDefOf.RejectInput);
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return;
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}
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// 消耗存储的机械族并生成
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for (int i = 0; i < count; i++)
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{
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if (storedMechanoids.Count > 0)
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{
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Pawn consumedMech = storedMechanoids[0];
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storedMechanoids.RemoveAt(0);
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if (consumedMech.Spawned)
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consumedMech.Destroy();
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}
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PawnGenerationRequest request = new PawnGenerationRequest(
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kindDef,
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Faction, // 使用当前建筑的派系
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Faction,
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PawnGenerationContext.NonPlayer,
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-1,
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forceGenerateNewPawn: true,
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@@ -267,7 +143,7 @@ namespace WulaFallenEmpire
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}
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TrySpawnFromQueue();
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Messages.Message(TranslationKeys.ConvertingMechanoids.Translate(count, kindDef.LabelCap), MessageTypeDefOf.PositiveEvent);
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Messages.Message($"正在转换 {count} 个机械族为 {kindDef.LabelCap}", MessageTypeDefOf.PositiveEvent);
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}
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private void TrySpawnFromQueue()
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@@ -318,15 +194,15 @@ namespace WulaFallenEmpire
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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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defaultLabel = TranslationKeys.RecycleNearbyMechanoids.Translate(),
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defaultDesc = TranslationKeys.RecycleNearbyMechanoidsDesc.Translate(Props.recycleRange),
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defaultLabel = "回收附近机械族",
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defaultDesc = $"命令附近 {Props.recycleRange} 格内的机械族前来回收",
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icon = ContentFinder<Texture2D>.Get("Wula/UI/Commands/WULA_RecycleNearbyMechanoids"),
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action = RecycleNearbyMechanoids
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};
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if (!CanRecycleNow())
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if (storedMechanoidCount >= Props.maxStorageCapacity)
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{
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recycleCommand.Disable(TranslationKeys.RecycleNearbyMechanoidsDisabled.Translate());
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recycleCommand.Disable("储存器已满");
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}
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yield return recycleCommand;
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@@ -334,19 +210,97 @@ namespace WulaFallenEmpire
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// 生成机械族按钮
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Command_Action spawnCommand = new Command_Action
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{
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defaultLabel = TranslationKeys.ConvertMechanoids.Translate(),
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defaultDesc = TranslationKeys.ConvertMechanoidsDesc.Translate(storedMechanoids.Count, Props.maxStorageCapacity),
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defaultLabel = "转换机械族",
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defaultDesc = $"将储存的机械族转换为其他单位 (当前: {storedMechanoidCount}/{Props.maxStorageCapacity})",
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icon = ContentFinder<Texture2D>.Get("Wula/UI/Commands/WULA_ConvertMechanoids"),
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action = OpenSpawnInterface
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};
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if (storedMechanoids.Count == 0)
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if (storedMechanoidCount == 0)
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{
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spawnCommand.Disable(TranslationKeys.ConvertMechanoidsDisabled.Translate());
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spawnCommand.Disable("没有可用的机械族");
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}
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yield return spawnCommand;
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}
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// 回收附近机械族
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public void RecycleNearbyMechanoids()
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{
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if (storedMechanoidCount >= Props.maxStorageCapacity)
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{
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Messages.Message("储存器已满", MessageTypeDefOf.RejectInput);
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return;
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}
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List<Pawn> nearbyMechs = FindNearbyRecyclableMechanoids();
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if (nearbyMechs.Count == 0)
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{
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Messages.Message("附近没有可回收的机械族", MessageTypeDefOf.RejectInput);
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return;
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}
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int assignedCount = 0;
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foreach (Pawn mech in nearbyMechs)
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{
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if (StartRecycleJob(mech))
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{
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assignedCount++;
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}
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}
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Messages.Message($"已命令 {assignedCount} 个机械族前来回收", MessageTypeDefOf.PositiveEvent);
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}
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private List<Pawn> FindNearbyRecyclableMechanoids()
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{
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List<Pawn> result = new List<Pawn>();
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CellRect searchRect = CellRect.CenteredOn(Position, Props.recycleRange);
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foreach (Pawn pawn in Map.mapPawns.AllPawnsSpawned)
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{
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if (searchRect.Contains(pawn.Position) &&
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IsRecyclableMechanoid(pawn) &&
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!IsAlreadyGoingToRecycler(pawn) &&
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pawn.CanReach(this, PathEndMode.InteractionCell, Danger.Some))
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{
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result.Add(pawn);
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}
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}
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return result;
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}
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private bool IsRecyclableMechanoid(Pawn pawn)
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{
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return pawn.RaceProps.IsMechanoid &&
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Props.recyclableRaces.Contains(pawn.def) &&
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!pawn.Downed &&
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pawn.Faction == Faction;
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}
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private bool IsAlreadyGoingToRecycler(Pawn mech)
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{
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Job curJob = mech.CurJob;
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if (curJob != null && curJob.def == Props.recycleJobDef && curJob.targetA.Thing == this)
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return true;
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return false;
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}
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private bool StartRecycleJob(Pawn mech)
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{
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if (IsAlreadyGoingToRecycler(mech))
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return false;
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Job job = JobMaker.MakeJob(Props.recycleJobDef, this);
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if (mech.jobs.TryTakeOrderedJob(job))
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{
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return true;
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}
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return false;
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}
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public override string GetInspectString()
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{
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@@ -358,27 +312,39 @@ namespace WulaFallenEmpire
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stringBuilder.Append(baseString);
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}
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string storedInfo = TranslationKeys.StoredInfo.Translate(storedMechanoids.Count, Props.maxStorageCapacity);
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string storedInfo = $"储存机械族: {storedMechanoidCount}/{Props.maxStorageCapacity}";
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if (stringBuilder.Length > 0)
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stringBuilder.AppendLine();
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stringBuilder.Append(storedInfo);
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// 显示冷却状态
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if (IsCooldownActive)
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{
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stringBuilder.AppendLine();
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stringBuilder.Append($"转换冷却: {GetRemainingCooldownHours():F1} 小时");
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}
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return stringBuilder.ToString();
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}
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public float GetRemainingCooldownHours()
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{
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int remainingTicks = (24 * 2500) - (Find.TickManager.TicksGame - spawnTick);
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return Mathf.Max(0, remainingTicks / 2500f);
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}
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public override void ExposeData()
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{
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base.ExposeData();
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Scribe_Collections.Look(ref storedMechanoids, "storedMechanoids", LookMode.Reference);
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Scribe_Collections.Look(ref spawnQueue, "spawnQueue", LookMode.Deep);
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Scribe_Values.Look(ref storedMechanoidCount, "storedMechanoidCount", 0);
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Scribe_Values.Look(ref spawnTick, "spawnTick", 0);
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Scribe_Values.Look(ref initialUnitsSpawned, "initialUnitsSpawned", false);
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Scribe_Collections.Look(ref spawnQueue, "spawnQueue", LookMode.Deep);
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if (Scribe.mode == LoadSaveMode.PostLoadInit)
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{
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storedMechanoids?.RemoveAll(pawn => pawn == null);
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if (spawnQueue == null)
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spawnQueue = new Queue<PawnGenerationRequest>();
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}
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@@ -1,42 +1,35 @@
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// CompProperties_MechanoidRecycler.cs (简化)
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using System.Collections.Generic;
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using RimWorld;
|
||||
using Verse;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
// 初始单位配置类
|
||||
public class InitialUnitConfig
|
||||
{
|
||||
public PawnKindDef pawnKindDef;
|
||||
public int count = 1;
|
||||
}
|
||||
|
||||
|
||||
public class CompProperties_MechanoidRecycler : CompProperties
|
||||
{
|
||||
// 回收相关
|
||||
public List<ThingDef> recyclableRaces = new List<ThingDef>();
|
||||
public int recycleRange = 15;
|
||||
public JobDef recycleJobDef;
|
||||
public int maxStorageCapacity = 5;
|
||||
|
||||
// 生成相关
|
||||
|
||||
public List<PawnKindDef> spawnablePawnKinds = new List<PawnKindDef>();
|
||||
|
||||
// 初始单位配置
|
||||
public List<InitialUnitConfig> initialUnits = new List<InitialUnitConfig>();
|
||||
|
||||
// 归属权配置
|
||||
public Faction ownershipFaction = null; // 如果为null,则默认使用玩家派系
|
||||
|
||||
|
||||
public CompProperties_MechanoidRecycler()
|
||||
{
|
||||
compClass = typeof(CompMechanoidRecycler);
|
||||
}
|
||||
}
|
||||
|
||||
// 空的组件类,用于属性存储
|
||||
|
||||
public class CompMechanoidRecycler : ThingComp
|
||||
{
|
||||
// 组件逻辑主要在建筑类中实现
|
||||
// 空组件,用于属性存储
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,21 @@
|
||||
// CompProperties_TransformAtFullCapacity.cs
|
||||
using RimWorld;
|
||||
using Verse;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
public class CompProperties_TransformAtFullCapacity : CompProperties
|
||||
{
|
||||
public PawnKindDef targetPawnKind;
|
||||
public int requiredCapacity = 5;
|
||||
|
||||
public string gizmoLabel = "转换为机械单位";
|
||||
public string gizmoDesc = "将储存的机械族转换为一个强大的机械单位。";
|
||||
public string gizmoIconPath;
|
||||
|
||||
public CompProperties_TransformAtFullCapacity()
|
||||
{
|
||||
compClass = typeof(CompTransformAtFullCapacity);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,21 @@
|
||||
|
||||
// CompProperties_TransformIntoBuilding.cs
|
||||
using RimWorld;
|
||||
using Verse;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
public class CompProperties_TransformIntoBuilding : CompProperties
|
||||
{
|
||||
public ThingDef targetBuildingDef;
|
||||
|
||||
public string gizmoLabel = "部署为建筑";
|
||||
public string gizmoDesc = "转换为功能建筑形态。";
|
||||
public string gizmoIconPath;
|
||||
|
||||
public CompProperties_TransformIntoBuilding()
|
||||
{
|
||||
compClass = typeof(CompTransformIntoBuilding);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,172 @@
|
||||
using RimWorld;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Verse;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
public class CompTransformAtFullCapacity : ThingComp
|
||||
{
|
||||
private CompProperties_TransformAtFullCapacity Props => (CompProperties_TransformAtFullCapacity)props;
|
||||
|
||||
// 存储转换前的计数,用于恢复
|
||||
private int storedCountAtTransform = 0;
|
||||
|
||||
public Building_MechanoidRecycler Recycler => parent as Building_MechanoidRecycler;
|
||||
public bool IsCooldownActive => Recycler?.IsCooldownActive ?? false;
|
||||
public bool IsAtFullCapacity => Recycler?.StoredCount >= Props.requiredCapacity;
|
||||
|
||||
public override void Initialize(CompProperties props)
|
||||
{
|
||||
base.Initialize(props);
|
||||
}
|
||||
|
||||
public override void PostExposeData()
|
||||
{
|
||||
base.PostExposeData();
|
||||
Scribe_Values.Look(ref storedCountAtTransform, "storedCountAtTransform", 0);
|
||||
}
|
||||
|
||||
public override IEnumerable<Gizmo> CompGetGizmosExtra()
|
||||
{
|
||||
if (parent.Faction == Faction.OfPlayer && Recycler != null)
|
||||
{
|
||||
Command_Action command = new Command_Action
|
||||
{
|
||||
defaultLabel = Props.gizmoLabel,
|
||||
defaultDesc = GetGizmoDescription(),
|
||||
icon = GetGizmoIcon(),
|
||||
action = TransformToPawn
|
||||
};
|
||||
|
||||
// 禁用条件
|
||||
if (IsCooldownActive)
|
||||
{
|
||||
command.Disable($"建筑刚部署,需要等待 {Recycler.GetRemainingCooldownHours():F1} 小时后才能转换");
|
||||
}
|
||||
else if (!IsAtFullCapacity)
|
||||
{
|
||||
command.Disable($"需要储存 {Props.requiredCapacity} 个机械族,当前: {Recycler.StoredCount}/{Props.requiredCapacity}");
|
||||
}
|
||||
|
||||
yield return command;
|
||||
}
|
||||
}
|
||||
|
||||
private string GetGizmoDescription()
|
||||
{
|
||||
string desc = Props.gizmoDesc;
|
||||
if (IsCooldownActive)
|
||||
{
|
||||
desc += $"\n\n冷却时间剩余: {Recycler.GetRemainingCooldownHours():F1} 小时";
|
||||
}
|
||||
desc += $"\n目标单位: {Props.targetPawnKind.LabelCap}";
|
||||
return desc;
|
||||
}
|
||||
|
||||
private Texture2D GetGizmoIcon()
|
||||
{
|
||||
if (!Props.gizmoIconPath.NullOrEmpty())
|
||||
{
|
||||
return ContentFinder<Texture2D>.Get(Props.gizmoIconPath);
|
||||
}
|
||||
return TexCommand.ReleaseAnimals;
|
||||
}
|
||||
|
||||
public void NotifyStorageUpdated()
|
||||
{
|
||||
// 当存储更新时,可以触发视觉效果
|
||||
if (IsAtFullCapacity && !IsCooldownActive)
|
||||
{
|
||||
// 播放满容量提示效果
|
||||
//MoteMaker.ThrowLightningGlow(parent.DrawPos, parent.Map, 2f);
|
||||
}
|
||||
}
|
||||
|
||||
public void TransformToPawn()
|
||||
{
|
||||
if (Recycler == null || !parent.Spawned)
|
||||
return;
|
||||
|
||||
Map map = parent.Map;
|
||||
IntVec3 position = parent.Position;
|
||||
Faction faction = parent.Faction;
|
||||
|
||||
// 存储当前的机械族计数(用于恢复)
|
||||
storedCountAtTransform = Recycler.StoredCount;
|
||||
|
||||
// 消耗存储的机械族
|
||||
if (!Recycler.ConsumeMechanoids(Props.requiredCapacity))
|
||||
{
|
||||
Messages.Message("机械族数量不足", MessageTypeDefOf.RejectInput);
|
||||
return;
|
||||
}
|
||||
|
||||
// 生成目标Pawn
|
||||
PawnGenerationRequest request = new PawnGenerationRequest(
|
||||
Props.targetPawnKind,
|
||||
faction,
|
||||
PawnGenerationContext.NonPlayer,
|
||||
-1,
|
||||
forceGenerateNewPawn: true,
|
||||
allowDead: false,
|
||||
allowDowned: false,
|
||||
canGeneratePawnRelations: false,
|
||||
mustBeCapableOfViolence: true
|
||||
);
|
||||
|
||||
Pawn newPawn = PawnGenerator.GeneratePawn(request);
|
||||
|
||||
// 添加转换组件并设置恢复数据
|
||||
var transformComp = newPawn.GetComp<CompTransformIntoBuilding>();
|
||||
if (transformComp != null)
|
||||
{
|
||||
transformComp.SetRestoreData(parent.def, storedCountAtTransform);
|
||||
}
|
||||
else
|
||||
{
|
||||
// 动态添加组件
|
||||
var compProps = new CompProperties_TransformIntoBuilding
|
||||
{
|
||||
targetBuildingDef = parent.def
|
||||
};
|
||||
transformComp = new CompTransformIntoBuilding();
|
||||
transformComp.parent = newPawn;
|
||||
transformComp.props = compProps;
|
||||
newPawn.AllComps.Add(transformComp);
|
||||
transformComp.Initialize(compProps);
|
||||
transformComp.SetRestoreData(parent.def, storedCountAtTransform);
|
||||
}
|
||||
|
||||
// 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($"{parent.Label} 已转换为 {newPawn.LabelCap}", 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));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,170 @@
|
||||
using RimWorld;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Verse;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
public class CompTransformIntoBuilding : ThingComp
|
||||
{
|
||||
private CompProperties_TransformIntoBuilding Props => (CompProperties_TransformIntoBuilding)props;
|
||||
private Pawn Pawn => (Pawn)parent;
|
||||
|
||||
// 恢复数据
|
||||
private ThingDef restoreBuildingDef;
|
||||
private int restoreMechanoidCount;
|
||||
|
||||
public override void Initialize(CompProperties props)
|
||||
{
|
||||
base.Initialize(props);
|
||||
}
|
||||
|
||||
public override void PostExposeData()
|
||||
{
|
||||
base.PostExposeData();
|
||||
Scribe_Defs.Look(ref restoreBuildingDef, "restoreBuildingDef");
|
||||
Scribe_Values.Look(ref restoreMechanoidCount, "restoreMechanoidCount", 0);
|
||||
}
|
||||
|
||||
// 设置恢复数据
|
||||
public void SetRestoreData(ThingDef buildingDef, int mechanoidCount)
|
||||
{
|
||||
restoreBuildingDef = buildingDef;
|
||||
restoreMechanoidCount = mechanoidCount;
|
||||
}
|
||||
|
||||
public override IEnumerable<Gizmo> CompGetGizmosExtra()
|
||||
{
|
||||
if (parent.Faction == Faction.OfPlayer && Pawn != null)
|
||||
{
|
||||
Command_Action command = new Command_Action
|
||||
{
|
||||
defaultLabel = Props.gizmoLabel,
|
||||
defaultDesc = GetGizmoDescription(),
|
||||
icon = GetGizmoIcon(),
|
||||
action = TransformToBuilding
|
||||
};
|
||||
|
||||
// 检查是否可以转换
|
||||
if (!CanTransformNow())
|
||||
{
|
||||
command.Disable("无法在当前位置转换");
|
||||
}
|
||||
|
||||
yield return command;
|
||||
}
|
||||
}
|
||||
|
||||
private string GetGizmoDescription()
|
||||
{
|
||||
string desc = Props.gizmoDesc;
|
||||
if (restoreBuildingDef != null)
|
||||
{
|
||||
desc += $"\n\n将恢复为: {restoreBuildingDef.LabelCap}";
|
||||
}
|
||||
return desc;
|
||||
}
|
||||
|
||||
private Texture2D GetGizmoIcon()
|
||||
{
|
||||
if (!Props.gizmoIconPath.NullOrEmpty())
|
||||
{
|
||||
return ContentFinder<Texture2D>.Get(Props.gizmoIconPath);
|
||||
}
|
||||
return TexCommand.Install;
|
||||
}
|
||||
|
||||
private bool CanTransformNow()
|
||||
{
|
||||
if (parent == null || !parent.Spawned)
|
||||
return false;
|
||||
|
||||
// 检查空间是否足够
|
||||
ThingDef buildingDef = restoreBuildingDef ?? Props.targetBuildingDef;
|
||||
if (buildingDef == null)
|
||||
return false;
|
||||
|
||||
foreach (IntVec3 cell in GenAdj.CellsOccupiedBy(Pawn.Position, Rot4.North, buildingDef.Size))
|
||||
{
|
||||
if (!cell.InBounds(Pawn.Map) || !cell.Walkable(Pawn.Map) || cell.GetEdifice(Pawn.Map) != null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public void TransformToBuilding()
|
||||
{
|
||||
if (Pawn == null || !Pawn.Spawned)
|
||||
return;
|
||||
|
||||
Map map = Pawn.Map;
|
||||
IntVec3 position = 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("无法确定目标建筑类型", MessageTypeDefOf.RejectInput);
|
||||
return;
|
||||
}
|
||||
|
||||
// 移除Pawn
|
||||
Pawn.DeSpawn(DestroyMode.Vanish);
|
||||
|
||||
// 生成建筑
|
||||
Building newBuilding = (Building)GenSpawn.Spawn(buildingDef, position, map, WipeMode.Vanish);
|
||||
newBuilding.SetFaction(faction);
|
||||
|
||||
// 恢复机械族计数
|
||||
var recycler = newBuilding as Building_MechanoidRecycler;
|
||||
if (recycler != null && restoreMechanoidCount > 0)
|
||||
{
|
||||
recycler.SetMechanoidCount(restoreMechanoidCount);
|
||||
}
|
||||
|
||||
// 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($"{Pawn.LabelCap} 已部署为 {newBuilding.Label}", 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.ThrowMicroSparks(position.ToVector3Shifted(), map);
|
||||
//}
|
||||
|
||||
//// 播放音效
|
||||
//SoundDefOf.MechClusterDefeated.PlayOneShot(new TargetInfo(position, map));
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user