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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 CompTransformIntoBuilding : ThingComp
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{
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private CompProperties_TransformIntoBuilding Props => (CompProperties_TransformIntoBuilding)props;
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private Pawn Pawn => (Pawn)parent;
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// 恢复数据
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private ThingDef restoreBuildingDef;
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private int restoreMechanoidCount;
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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_Defs.Look(ref restoreBuildingDef, "restoreBuildingDef");
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Scribe_Values.Look(ref restoreMechanoidCount, "restoreMechanoidCount", 0);
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}
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// 设置恢复数据
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public void SetRestoreData(ThingDef buildingDef, int mechanoidCount)
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{
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restoreBuildingDef = buildingDef;
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restoreMechanoidCount = mechanoidCount;
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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 && Pawn != 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 = TransformToBuilding
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};
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// 检查是否可以转换
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if (!CanTransformNow())
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{
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command.Disable("无法在当前位置转换");
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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 (restoreBuildingDef != null)
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{
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desc += $"\n\n将恢复为: {restoreBuildingDef.LabelCap}";
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}
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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.Install;
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}
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private bool CanTransformNow()
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{
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if (parent == null || !parent.Spawned)
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return false;
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// 检查空间是否足够
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ThingDef buildingDef = restoreBuildingDef ?? Props.targetBuildingDef;
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if (buildingDef == null)
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return false;
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foreach (IntVec3 cell in GenAdj.CellsOccupiedBy(Pawn.Position, Rot4.North, buildingDef.Size))
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{
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if (!cell.InBounds(Pawn.Map) || !cell.Walkable(Pawn.Map) || cell.GetEdifice(Pawn.Map) != null)
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{
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return false;
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}
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}
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return true;
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}
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public void TransformToBuilding()
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{
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if (Pawn == null || !Pawn.Spawned)
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return;
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Map map = Pawn.Map;
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IntVec3 position = Pawn.Position;
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Faction faction = Pawn.Faction;
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// 确定要生成的建筑类型
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ThingDef buildingDef = restoreBuildingDef ?? Props.targetBuildingDef;
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if (buildingDef == null)
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{
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Messages.Message("无法确定目标建筑类型", MessageTypeDefOf.RejectInput);
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return;
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}
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// 移除Pawn
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Pawn.DeSpawn(DestroyMode.Vanish);
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// 生成建筑
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Building newBuilding = (Building)GenSpawn.Spawn(buildingDef, position, map, WipeMode.Vanish);
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newBuilding.SetFaction(faction);
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// 恢复机械族计数
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var recycler = newBuilding as Building_MechanoidRecycler;
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if (recycler != null && restoreMechanoidCount > 0)
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{
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recycler.SetMechanoidCount(restoreMechanoidCount);
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}
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// 添加建筑转换组件
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var transformComp = newBuilding.TryGetComp<CompTransformAtFullCapacity>();
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if (transformComp == null)
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{
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// 动态添加组件
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var compProps = new CompProperties_TransformAtFullCapacity
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{
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targetPawnKind = Pawn.kindDef
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};
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transformComp = new CompTransformAtFullCapacity();
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transformComp.parent = newBuilding;
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transformComp.props = compProps;
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newBuilding.AllComps.Add(transformComp);
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transformComp.Initialize(compProps);
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}
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// 选中新生成的建筑
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if (Find.Selector.IsSelected(Pawn))
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{
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Find.Selector.Select(newBuilding);
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}
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Messages.Message($"{Pawn.LabelCap} 已部署为 {newBuilding.Label}", 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.ThrowMicroSparks(position.ToVector3Shifted(), map);
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//}
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//// 播放音效
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//SoundDefOf.MechClusterDefeated.PlayOneShot(new TargetInfo(position, map));
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}
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}
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}
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