This commit is contained in:
Tourswen
2025-11-06 02:14:36 +08:00
parent f01c35e95e
commit 762c5db4cf
29 changed files with 702 additions and 467 deletions

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@@ -0,0 +1,180 @@
// StatWorker_Energy.cs - 处理能量相关的统计量
using RimWorld;
using Verse;
using System.Collections.Generic;
namespace WulaFallenEmpire
{
public class StatWorker_Energy : StatWorker
{
public override bool ShouldShowFor(StatRequest req)
{
if (!base.ShouldShowFor(req))
return false;
// 处理 ThingDef 的情况(种族定义)
if (req.Def is ThingDef thingDef)
{
// 检查是否为 WulaSpecies 种族
return thingDef.defName == "WulaSpecies";
}
// 检查是否为 Pawn
if (req.Thing is Pawn pawn)
{
// 检查是否有能量需求
return HasEnergyNeed(pawn);
}
return false;
}
public override float GetValueUnfinalized(StatRequest req, bool applyPostProcess = true)
{
// 关键修复:调用基类方法让 RimWorld 的统计系统处理所有修正
float baseValue = base.GetValueUnfinalized(req, applyPostProcess);
if (req.Thing is Pawn pawn)
{
return GetStatValueForPawn(stat.defName, pawn, baseValue);
}
else if (req.Def is ThingDef thingDef && thingDef.defName == "WulaSpecies")
{
// 对于 WulaSpecies 种族,返回经过修正的值
return GetDefaultValueForStat(stat.defName, baseValue);
}
return baseValue;
}
public override string GetExplanationUnfinalized(StatRequest req, ToStringNumberSense numberSense)
{
var explanation = base.GetExplanationUnfinalized(req, numberSense);
// 添加自定义解释
if (req.Thing is Pawn pawn)
{
explanation += "\n\n" + GetEnergyExplanationForPawn(stat.defName, pawn);
}
else if (req.Def is ThingDef thingDef && thingDef.defName == "WulaSpecies")
{
explanation += "\n\n" + GetEnergyExplanationForRace(stat.defName);
}
return explanation;
}
private bool HasEnergyNeed(Pawn pawn)
{
// 使用反射或其他方式检查是否有能量需求,或者直接返回 true 对于 WulaSpecies
if (pawn?.def?.defName == "WulaSpecies")
return true;
// 如果有具体的能量需求类,可以在这里检查
// return pawn?.needs?.TryGetNeed<Need_Energy>() != null;
return false;
}
private float GetStatValueForPawn(string statDefName, Pawn pawn, float baseValue)
{
// 对于 WulaSpecies 种族,返回基于其特性的值
if (pawn.def.defName == "WulaSpecies")
{
switch (statDefName)
{
case "WulaEnergyMaxLevelOffset":
return CalculateEnergyMaxLevelOffset(pawn, baseValue);
case "WulaEnergyFallRateFactor":
return CalculateEnergyFallRateFactor(pawn, baseValue);
default:
return baseValue;
}
}
return baseValue;
}
private float GetDefaultValueForStat(string statDefName, float baseValue)
{
// 关键修复:使用基础值而不是固定值
switch (statDefName)
{
case "WulaEnergyMaxLevelOffset":
return baseValue; // 使用统计系统修正后的值
case "WulaEnergyFallRateFactor":
return baseValue; // 使用统计系统修正后的值
default:
return baseValue;
}
}
private float CalculateEnergyMaxLevelOffset(Pawn pawn, float baseValue)
{
// 计算能量上限偏移量,使用基础值作为起点
// 这里可以根据 pawn 的特性计算
return baseValue;
}
private float CalculateEnergyFallRateFactor(Pawn pawn, float baseValue)
{
// 计算能量下降速率因子,使用基础值作为起点
// 这里可以根据 pawn 的特性计算
return baseValue;
}
private string GetEnergyExplanationForPawn(string statDefName, Pawn pawn)
{
var explanation = "WULA_Energy_Properties".Translate();
switch (statDefName)
{
case "WulaEnergyMaxLevelOffset":
explanation += "\n" + "WULA_Energy_MaxLevelOffset_PawnExplanation".Translate();
break;
case "WulaEnergyFallRateFactor":
explanation += "\n" + "WULA_Energy_FallRateFactor_PawnExplanation".Translate();
break;
}
return explanation;
}
private string GetEnergyExplanationForRace(string statDefName)
{
var explanation = "WULA_Energy_RaceProperties".Translate();
switch (statDefName)
{
case "WulaEnergyMaxLevelOffset":
explanation += "\n" + "WULA_Energy_MaxLevelOffset_RaceExplanation".Translate();
break;
case "WulaEnergyFallRateFactor":
explanation += "\n" + "WULA_Energy_FallRateFactor_RaceExplanation".Translate();
break;
}
return explanation;
}
public override IEnumerable<Dialog_InfoCard.Hyperlink> GetInfoCardHyperlinks(StatRequest req)
{
foreach (var hyperlink in base.GetInfoCardHyperlinks(req))
{
yield return hyperlink;
}
// 添加能量系统的超链接
var energyNeedDef = DefDatabase<NeedDef>.GetNamedSilentFail("WULA_Energy");
if (energyNeedDef != null)
{
yield return new Dialog_InfoCard.Hyperlink(energyNeedDef);
}
}
}
}

View File

@@ -23,6 +23,9 @@ namespace WulaFallenEmpire
public override float GetValueUnfinalized(StatRequest req, bool applyPostProcess = true)
{
// 关键修复:调用基类方法让 RimWorld 的统计系统处理所有修正
float baseValue = base.GetValueUnfinalized(req, applyPostProcess);
if (req.Thing is Pawn pawn)
{
var maintenanceNeed = GetMaintenanceNeed(pawn);
@@ -30,11 +33,11 @@ namespace WulaFallenEmpire
if (maintenanceNeed != null && extension != null)
{
return GetStatValueForMaintenance(stat.defName, maintenanceNeed, extension);
return GetStatValueForMaintenance(stat.defName, maintenanceNeed, extension, baseValue);
}
}
return stat.defaultBaseValue;
return baseValue;
}
public override string GetExplanationUnfinalized(StatRequest req, ToStringNumberSense numberSense)
@@ -71,30 +74,31 @@ namespace WulaFallenEmpire
return maintenanceNeed?.Extension;
}
private float GetStatValueForMaintenance(string statDefName, Need_Maintenance need, MaintenanceNeedExtension extension)
private float GetStatValueForMaintenance(string statDefName, Need_Maintenance need, MaintenanceNeedExtension extension, float baseValue)
{
// 关键修复:使用基础值而不是固定值
switch (statDefName)
{
case "WULA_MaintenanceDegradationFactor":
return CalculateDegradationFactor(need, extension);
return CalculateDegradationFactor(need, extension, baseValue);
case "WULA_MaintenanceStatusThresholdFactor":
return CalculateStatusThresholdFactor(need, extension);
return CalculateStatusThresholdFactor(need, extension, baseValue);
case "WULA_MaintenanceDamageToMaintenanceFactor":
return CalculateDamageToMaintenanceFactor(need, extension);
return CalculateDamageToMaintenanceFactor(need, extension, baseValue);
case "WULA_MaintenanceMinorBreakdownThresholdFactor":
return CalculateMinorBreakdownThresholdFactor(need, extension);
return CalculateMinorBreakdownThresholdFactor(need, extension, baseValue);
case "WULA_MaintenanceMajorBreakdownThresholdFactor":
return CalculateMajorBreakdownThresholdFactor(need, extension);
return CalculateMajorBreakdownThresholdFactor(need, extension, baseValue);
case "WULA_MaintenanceCriticalFailureThresholdFactor":
return CalculateCriticalFailureThresholdFactor(need, extension);
return CalculateCriticalFailureThresholdFactor(need, extension, baseValue);
default:
return stat.defaultBaseValue;
return baseValue;
}
}
@@ -132,44 +136,44 @@ namespace WulaFallenEmpire
return explanation;
}
// 计算各种统计值的方法
private float CalculateDegradationFactor(Need_Maintenance need, MaintenanceNeedExtension extension)
// 计算各种统计值的方法 - 现在接受基础值参数
private float CalculateDegradationFactor(Need_Maintenance need, MaintenanceNeedExtension extension, float baseValue)
{
// 基础退化速率乘数
return 1.0f; // 默认值,可以根据需要调整
// 基础退化速率乘数,使用统计系统修正后的值
return baseValue;
}
private float CalculateStatusThresholdFactor(Need_Maintenance need, MaintenanceNeedExtension extension)
private float CalculateStatusThresholdFactor(Need_Maintenance need, MaintenanceNeedExtension extension, float baseValue)
{
// 状态阈值乘数
return 1.0f; // 默认值,可以根据需要调整
// 状态阈值乘数,使用统计系统修正后的值
return baseValue;
}
private float CalculateDamageToMaintenanceFactor(Need_Maintenance need, MaintenanceNeedExtension extension)
private float CalculateDamageToMaintenanceFactor(Need_Maintenance need, MaintenanceNeedExtension extension, float baseValue)
{
// 伤害到维护度的转换因子
return extension?.damageToMaintenanceFactor ?? 0.01f;
// 伤害到维护度的转换因子,使用统计系统修正后的值
return baseValue;
}
private float CalculateMinorBreakdownThresholdFactor(Need_Maintenance need, MaintenanceNeedExtension extension)
private float CalculateMinorBreakdownThresholdFactor(Need_Maintenance need, MaintenanceNeedExtension extension, float baseValue)
{
// 轻微故障阈值乘数
return 1.0f; // 默认值
// 轻微故障阈值乘数,使用统计系统修正后的值
return baseValue;
}
private float CalculateMajorBreakdownThresholdFactor(Need_Maintenance need, MaintenanceNeedExtension extension)
private float CalculateMajorBreakdownThresholdFactor(Need_Maintenance need, MaintenanceNeedExtension extension, float baseValue)
{
// 严重故障阈值乘数
return 1.0f; // 默认值
// 严重故障阈值乘数,使用统计系统修正后的值
return baseValue;
}
private float CalculateCriticalFailureThresholdFactor(Need_Maintenance need, MaintenanceNeedExtension extension)
private float CalculateCriticalFailureThresholdFactor(Need_Maintenance need, MaintenanceNeedExtension extension, float baseValue)
{
// 完全故障阈值乘数
return 1.0f; // 默认值
// 完全故障阈值乘数,使用统计系统修正后的值
return baseValue;
}
// 解释文本生成方法
// 解释文本生成方法(保持不变)
private string GetDegradationFactorExplanation(Need_Maintenance need, MaintenanceNeedExtension extension)
{
return "WULA_Maintenance_DegradationFactor_Explanation".Translate(

View File

@@ -13,6 +13,18 @@ namespace WulaFallenEmpire
if (!base.ShouldShowFor(req))
return false;
// 处理 ThingDef 的情况(种族定义)
if (req.Def is ThingDef thingDef)
{
// 检查是否为 WulaSpecies 种族
if (thingDef.defName == "WulaSpecies")
{
// 对于 WulaSpecies 种族,只在有纳米修复 hediff 时显示
return HasNanoRepairForRace(thingDef);
}
return false;
}
// 检查是否为 Pawn
if (req.Thing is Pawn pawn)
{
@@ -24,24 +36,24 @@ namespace WulaFallenEmpire
public override float GetValueUnfinalized(StatRequest req, bool applyPostProcess = true)
{
// 关键修复:调用基类方法让 RimWorld 的统计系统处理所有修正
float baseValue = base.GetValueUnfinalized(req, applyPostProcess);
if (req.Thing is Pawn pawn)
{
var nanoComp = GetNanoRepairComp(pawn);
if (nanoComp != null)
{
// 根据请求的 StatDef 返回相应的值
if (stat.defName == "WULA_NanoRepairCostPerHP")
{
return nanoComp.Props.repairCostPerHP;
}
else if (stat.defName == "WULA_NanoRepairCooldownAfterDamage")
{
return nanoComp.Props.repairCooldownAfterDamage;
}
return GetStatValueForNanoRepair(stat.defName, nanoComp, baseValue);
}
}
else if (req.Def is ThingDef thingDef && thingDef.defName == "WulaSpecies")
{
// 对于 WulaSpecies 种族,返回经过修正的值
return GetDefaultValueForStat(stat.defName, baseValue);
}
return stat.defaultBaseValue;
return baseValue;
}
public override string GetExplanationUnfinalized(StatRequest req, ToStringNumberSense numberSense)
@@ -56,10 +68,21 @@ namespace WulaFallenEmpire
explanation += "\n\n" + GetNanoRepairExplanation(nanoComp);
}
}
else if (req.Def is ThingDef thingDef && thingDef.defName == "WulaSpecies")
{
explanation += "\n\n" + GetNanoRepairExplanationForRace();
}
return explanation;
}
private bool HasNanoRepairForRace(ThingDef raceDef)
{
// 检查该种族是否有纳米修复 hediff
// 这里可以添加更复杂的逻辑来检查种族是否有纳米修复能力
return raceDef.defName == "WulaSpecies";
}
private bool HasNanoRepairHediff(Pawn pawn)
{
if (pawn?.health?.hediffSet?.hediffs == null)
@@ -90,6 +113,40 @@ namespace WulaFallenEmpire
return null;
}
private float GetStatValueForNanoRepair(string statDefName, HediffComp_NanoRepair nanoComp, float baseValue)
{
// 关键修复:使用基础值而不是固定值
var props = nanoComp.Props;
switch (statDefName)
{
case "WULA_NanoRepairCostPerHP":
return baseValue; // 使用统计系统修正后的值
case "WULA_NanoRepairCooldownAfterDamage":
return baseValue; // 使用统计系统修正后的值
default:
return baseValue;
}
}
private float GetDefaultValueForStat(string statDefName, float baseValue)
{
// 关键修复:使用基础值而不是固定值
switch (statDefName)
{
case "WULA_NanoRepairCostPerHP":
return baseValue; // 使用统计系统修正后的值
case "WULA_NanoRepairCooldownAfterDamage":
return baseValue; // 使用统计系统修正后的值
default:
return baseValue;
}
}
private string GetNanoRepairExplanation(HediffComp_NanoRepair nanoComp)
{
var props = nanoComp.Props;
@@ -113,6 +170,24 @@ namespace WulaFallenEmpire
return explanation;
}
private string GetNanoRepairExplanationForRace()
{
var explanation = "WULA_NanoRepair_RaceProperties".Translate();
if (stat.defName == "WULA_NanoRepairCostPerHP")
{
explanation += "WULA_NanoRepair_CostPerHP_RaceLine".Translate(stat.defaultBaseValue.ToStringPercent());
}
else if (stat.defName == "WULA_NanoRepairCooldownAfterDamage")
{
explanation += "WULA_NanoRepair_CooldownAfterDamage_RaceLine".Translate(
stat.defaultBaseValue,
(stat.defaultBaseValue / 60f).ToString("F1"));
}
return explanation;
}
public override IEnumerable<Dialog_InfoCard.Hyperlink> GetInfoCardHyperlinks(StatRequest req)
{
foreach (var hyperlink in base.GetInfoCardHyperlinks(req))