反常子个体
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93
Source/WulaFallenEmpire/MentalState_BrokenPersonality.cs
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93
Source/WulaFallenEmpire/MentalState_BrokenPersonality.cs
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using RimWorld;
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using Verse;
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using Verse.AI;
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using Verse.AI.Group;
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namespace WulaFallenEmpire
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{
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public class MentalState_BrokenPersonality : MentalState
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{
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public override void PostStart(string reason)
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{
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base.PostStart(reason);
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// 发送信件
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if (PawnUtility.ShouldSendNotificationAbout(pawn))
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{
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// 手动实现备用逻辑:如果信件标题(beginLetterLabel)为空,则使用精神状态的通用标签(label)
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string labelText = def.beginLetterLabel;
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if (string.IsNullOrEmpty(labelText))
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{
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labelText = def.label;
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}
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TaggedString letterLabel = labelText.Formatted(pawn.LabelShort, pawn.Named("PAWN")).CapitalizeFirst();
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TaggedString letterText = def.beginLetter.Formatted(pawn.LabelShort, pawn.Named("PAWN")).CapitalizeFirst();
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if (reason != null)
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{
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letterText += "\n\n" + reason;
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}
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Find.LetterStack.ReceiveLetter(letterLabel, letterText, LetterDefOf.ThreatBig, pawn);
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}
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var extension = def.GetModExtension<MentalStateDefExtension_BrokenPersonality>();
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if (extension != null)
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{
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bool alreadyBroken = pawn.story.traits.HasTrait(extension.traitToAdd);
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if (!alreadyBroken)
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{
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// 移除所有技能热情
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foreach (SkillRecord skill in pawn.skills.skills)
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{
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skill.passion = Passion.None;
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}
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// 所有技能等级减半
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foreach (SkillRecord skill in pawn.skills.skills)
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{
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int currentLevel = skill.Level;
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skill.Level = (int)(currentLevel * extension.skillLevelFactor);
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}
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}
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// 改变派系
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Faction newFaction = Find.FactionManager.FirstFactionOfDef(extension.factionToJoin);
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if (newFaction == null)
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{
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newFaction = Find.FactionManager.FirstFactionOfDef(FactionDefOf.AncientsHostile);
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}
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if (newFaction != null)
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{
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pawn.SetFaction(newFaction, null);
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}
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}
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// 离开地图
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Lord lord = pawn.GetLord();
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if (lord == null)
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{
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LordJob_ExitMapBest lordJob = new LordJob_ExitMapBest(LocomotionUrgency.Jog, canDig: true, canDefendSelf: true);
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lord = LordMaker.MakeNewLord(pawn.Faction, lordJob, pawn.Map, Gen.YieldSingle(pawn));
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}
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else
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{
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lord.ReceiveMemo("PawnBroken");
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}
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// 强制恢复以避免状态无限持续
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this.forceRecoverAfterTicks = 150;
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}
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public override void MentalStateTick(int delta)
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{
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base.MentalStateTick(delta);
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// 确保在下一帧就恢复,因为所有效果都已经应用
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if (age > 0)
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{
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RecoverFromState();
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}
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}
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}
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}
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