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using RimWorld;
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using System.Collections.Generic;
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using UnityEngine;
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using Verse;
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namespace WulaFallenEmpire
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{
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public class CompTransformAtFullCapacity : ThingComp
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{
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private CompProperties_TransformAtFullCapacity Props => (CompProperties_TransformAtFullCapacity)props;
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// 存储转换前的计数,用于恢复
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private int storedCountAtTransform = 0;
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public Building_MechanoidRecycler Recycler => parent as Building_MechanoidRecycler;
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public bool IsCooldownActive => Recycler?.IsCooldownActive ?? false;
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public bool IsAtFullCapacity => Recycler?.StoredCount >= Props.requiredCapacity;
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public override void Initialize(CompProperties props)
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{
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base.Initialize(props);
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}
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public override void PostExposeData()
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{
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base.PostExposeData();
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Scribe_Values.Look(ref storedCountAtTransform, "storedCountAtTransform", 0);
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}
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public override IEnumerable<Gizmo> CompGetGizmosExtra()
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{
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if (parent.Faction == Faction.OfPlayer && Recycler != null)
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{
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Command_Action command = new Command_Action
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{
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defaultLabel = Props.gizmoLabel,
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defaultDesc = GetGizmoDescription(),
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icon = GetGizmoIcon(),
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action = TransformToPawn
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};
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// 禁用条件
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if (IsCooldownActive)
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{
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command.Disable($"建筑刚部署,需要等待 {Recycler.GetRemainingCooldownHours():F1} 小时后才能转换");
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}
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else if (!IsAtFullCapacity)
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{
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command.Disable($"需要储存 {Props.requiredCapacity} 个机械族,当前: {Recycler.StoredCount}/{Props.requiredCapacity}");
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}
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yield return command;
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}
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}
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private string GetGizmoDescription()
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{
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string desc = Props.gizmoDesc;
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if (IsCooldownActive)
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{
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desc += $"\n\n冷却时间剩余: {Recycler.GetRemainingCooldownHours():F1} 小时";
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}
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desc += $"\n目标单位: {Props.targetPawnKind.LabelCap}";
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return desc;
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}
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private Texture2D GetGizmoIcon()
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{
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if (!Props.gizmoIconPath.NullOrEmpty())
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{
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return ContentFinder<Texture2D>.Get(Props.gizmoIconPath);
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}
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return TexCommand.ReleaseAnimals;
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}
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public void NotifyStorageUpdated()
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{
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// 当存储更新时,可以触发视觉效果
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if (IsAtFullCapacity && !IsCooldownActive)
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{
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// 播放满容量提示效果
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//MoteMaker.ThrowLightningGlow(parent.DrawPos, parent.Map, 2f);
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}
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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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// 存储当前的机械族计数(用于恢复)
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storedCountAtTransform = Recycler.StoredCount;
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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("机械族数量不足", 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,
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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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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 newPawn = PawnGenerator.GeneratePawn(request);
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// 添加转换组件并设置恢复数据
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var transformComp = newPawn.GetComp<CompTransformIntoBuilding>();
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if (transformComp != null)
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{
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transformComp.SetRestoreData(parent.def, storedCountAtTransform);
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}
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else
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{
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// 动态添加组件
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var compProps = new CompProperties_TransformIntoBuilding
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{
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targetBuildingDef = parent.def
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};
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transformComp = new CompTransformIntoBuilding();
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transformComp.parent = newPawn;
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transformComp.props = compProps;
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newPawn.AllComps.Add(transformComp);
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transformComp.Initialize(compProps);
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transformComp.SetRestoreData(parent.def, storedCountAtTransform);
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}
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// 移除建筑
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parent.DeSpawn(DestroyMode.Vanish);
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// 生成Pawn
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GenSpawn.Spawn(newPawn, position, map, WipeMode.Vanish);
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// 选中新生成的Pawn
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if (Find.Selector.IsSelected(parent))
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{
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Find.Selector.Select(newPawn);
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}
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Messages.Message($"{parent.Label} 已转换为 {newPawn.LabelCap}", MessageTypeDefOf.PositiveEvent);
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// 播放转换效果
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PlayTransformEffects(position, map);
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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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}
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}
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