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