考察任务

This commit is contained in:
Tourswen
2025-11-24 01:51:11 +08:00
parent 6b68faae33
commit 8607bb5036
69 changed files with 2607 additions and 666 deletions

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using RimWorld;
using RimWorld.QuestGen;
using Verse;
using Verse.AI;
namespace WulaFallenEmpire
{
public class QuestNode_AddInspectionJob : QuestNode
{
public SlateRef<Pawn> pawn; // 直接接收 Pawn 对象
public SlateRef<JobDef> inspectionJobDef; // 考察工作定义
public SlateRef<float> inspectionDuration; // 考察停留时间(秒)
public SlateRef<bool> requirePlayerOwned; // 是否要求玩家拥有
public SlateRef<bool> requireAccessible; // 是否要求可到达
protected override bool TestRunInt(Slate slate)
{
if (inspectionJobDef.GetValue(slate) == null)
{
Log.Error("[QuestNode_AddInspectionJob] inspectionJobDef is null");
return false;
}
return true;
}
protected override void RunInt()
{
Slate slate = QuestGen.slate;
// 直接获取 Pawn 对象
Pawn pawnValue = pawn.GetValue(slate);
if (pawnValue == null)
{
Log.Error("[QuestNode_AddInspectionJob] pawn is null");
return;
}
// 检查 Pawn 是否有效且已生成
if (!IsPawnValidAndSpawned(pawnValue))
{
// 如果 Pawn 无效或未生成,记录调试信息但不报错
if (QuestGen.slate.Get<bool>("debugLogging", false))
{
Log.Message($"[QuestNode_AddInspectionJob] Pawn {pawnValue.Name} is not ready for job assignment (Destroyed: {pawnValue.Destroyed}, Spawned: {pawnValue.Spawned}, Map: {pawnValue.Map?.Index ?? -1})");
}
return;
}
// 获取工作定义
JobDef jobDef = inspectionJobDef.GetValue(slate) ?? JobDefOf.Wait;
// 创建并分配工作
Job job = CreateInspectionJob(pawnValue, jobDef, slate);
if (job != null)
{
pawnValue.jobs.TryTakeOrderedJob(job, JobTag.Misc);
if (QuestGen.slate.Get<bool>("debugLogging", false))
{
Log.Message($"[QuestNode_AddInspectionJob] Assigned inspection job to {pawnValue.Name} at position {pawnValue.Position}");
}
}
else
{
if (QuestGen.slate.Get<bool>("debugLogging", false))
{
Log.Message($"[QuestNode_AddInspectionJob] Failed to create inspection job for {pawnValue.Name}");
}
}
}
/// <summary>
/// 检查 Pawn 是否有效且已生成
/// </summary>
private bool IsPawnValidAndSpawned(Pawn pawn)
{
if (pawn == null || pawn.Destroyed)
return false;
if (!pawn.Spawned)
return false;
if (pawn.Map == null)
return false;
return true;
}
/// <summary>
/// 创建考察工作
/// </summary>
private Job CreateInspectionJob(Pawn pawn, JobDef jobDef, Slate slate)
{
// 寻找合适的考察目标
Thing inspectionTarget = FindInspectionTarget(pawn, slate);
if (inspectionTarget == null)
{
if (QuestGen.slate.Get<bool>("debugLogging", false))
{
Log.Message($"[QuestNode_AddInspectionJob] No valid inspection target found for {pawn.Name} on map {pawn.Map}");
}
return null;
}
// 创建工作
Job job = JobMaker.MakeJob(jobDef, inspectionTarget);
// 设置停留时间(转换为 ticks
float duration = inspectionDuration.GetValue(slate);
if (duration > 0)
{
job.expiryInterval = (int)(duration * 60f); // 秒转换为 ticks
}
else
{
job.expiryInterval = Rand.Range(180, 300); // 3-5 秒的随机时间
}
// 设置工作标签
job.def.joyDuration = job.expiryInterval;
if (QuestGen.slate.Get<bool>("debugLogging", false))
{
Log.Message($"[QuestNode_AddInspectionJob] Created inspection job for {pawn.Name} at {inspectionTarget.Label} (Position: {inspectionTarget.Position})");
}
return job;
}
/// <summary>
/// 寻找考察目标
/// </summary>
private Thing FindInspectionTarget(Pawn pawn, Slate slate)
{
bool requirePlayerOwnedValue = requirePlayerOwned.GetValue(slate);
bool requireAccessibleValue = requireAccessible.GetValue(slate);
if (QuestGen.slate.Get<bool>("debugLogging", false))
{
Log.Message($"[QuestNode_AddInspectionJob] Searching for inspection target for {pawn.Name}");
Log.Message($"[QuestNode_AddInspectionJob] Require player owned: {requirePlayerOwnedValue}, Require accessible: {requireAccessibleValue}");
}
// 寻找玩家拥有的建筑
Thing target = GenClosest.ClosestThingReachable(
pawn.Position,
pawn.Map,
ThingRequest.ForGroup(ThingRequestGroup.BuildingArtificial),
PathEndMode.Touch,
TraverseParms.For(pawn),
maxDistance: 50f,
validator: (Thing t) => IsValidInspectionTarget(t, pawn, requirePlayerOwnedValue, requireAccessibleValue)
);
if (QuestGen.slate.Get<bool>("debugLogging", false))
{
if (target != null)
{
Log.Message($"[QuestNode_AddInspectionJob] Found target: {target.Label} at {target.Position}");
}
else
{
Log.Message($"[QuestNode_AddInspectionJob] No target found within range");
}
}
return target;
}
/// <summary>
/// 检查是否有效的考察目标
/// </summary>
private bool IsValidInspectionTarget(Thing thing, Pawn pawn, bool requirePlayerOwned, bool requireAccessible)
{
// 基本检查
if (thing == null || thing.Destroyed)
return false;
// 检查是否玩家拥有
if (requirePlayerOwned && thing.Faction != Faction.OfPlayer)
{
if (QuestGen.slate.Get<bool>("debugLogging", false) && thing.Faction != null)
{
Log.Message($"[QuestNode_AddInspectionJob] Target {thing.Label} faction: {thing.Faction.Name}, required: Player");
}
return false;
}
// 检查是否可到达
if (requireAccessible && !pawn.CanReach(thing, PathEndMode.Touch, Danger.None))
{
if (QuestGen.slate.Get<bool>("debugLogging", false))
{
Log.Message($"[QuestNode_AddInspectionJob] Target {thing.Label} at {thing.Position} is not reachable by {pawn.Name}");
}
return false;
}
// 排除一些不适合的建筑类型
if (thing.def.IsFrame || thing.def.IsBlueprint)
return false;
// 确保建筑是完整的
if (thing is Building building && (building.IsBurning() || building.IsBrokenDown()))
return false;
// 确保不是禁止进入的区域
if (thing.IsForbidden(pawn))
return false;
if (QuestGen.slate.Get<bool>("debugLogging", false))
{
Log.Message($"[QuestNode_AddInspectionJob] Target {thing.Label} at {thing.Position} is valid");
}
return true;
}
}
}

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using System.Collections.Generic;
using System.Linq;
using RimWorld;
using RimWorld.Planet;
using RimWorld.QuestGen;
using Verse;
namespace WulaFallenEmpire
{
public class QuestNode_GeneratePawnWithCustomization : QuestNode
{
[NoTranslate]
public SlateRef<string> storeAs;
[NoTranslate]
public SlateRef<string> addToList;
[NoTranslate]
public SlateRef<IEnumerable<string>> addToLists;
public SlateRef<PawnKindDef> kindDef;
public SlateRef<Faction> faction;
public SlateRef<bool> forbidAnyTitle;
public SlateRef<bool> ensureNonNumericName;
public SlateRef<IEnumerable<TraitDef>> forcedTraits;
public SlateRef<IEnumerable<TraitDef>> prohibitedTraits;
public SlateRef<Pawn> extraPawnForExtraRelationChance;
public SlateRef<float> relationWithExtraPawnChanceFactor;
public SlateRef<bool?> allowAddictions;
public SlateRef<float> biocodeWeaponChance;
public SlateRef<float> biocodeApparelChance;
public SlateRef<bool> mustBeCapableOfViolence;
public SlateRef<bool> isChild;
public SlateRef<bool> allowPregnant;
public SlateRef<Gender?> fixedGender;
public SlateRef<bool> giveDependentDrugs;
// 只保留自定义背景故事功能
public SlateRef<BackstoryDef> childhoodBackstory;
public SlateRef<BackstoryDef> adulthoodBackstory;
public SlateRef<bool> useCustomBackstories;
private const int MinExpertSkill = 11;
protected override bool TestRunInt(Slate slate)
{
return true;
}
protected virtual DevelopmentalStage GetDevelopmentalStage(Slate slate)
{
if (!Find.Storyteller.difficulty.ChildrenAllowed || !isChild.GetValue(slate))
{
return DevelopmentalStage.Adult;
}
return DevelopmentalStage.Child;
}
protected override void RunInt()
{
Slate slate = QuestGen.slate;
PawnKindDef value = kindDef.GetValue(slate);
Faction value2 = faction.GetValue(slate);
bool flag = allowAddictions.GetValue(slate) ?? true;
bool value3 = allowPregnant.GetValue(slate);
IEnumerable<TraitDef> value4 = forcedTraits.GetValue(slate);
IEnumerable<TraitDef> value5 = prohibitedTraits.GetValue(slate);
float value6 = biocodeWeaponChance.GetValue(slate);
bool value7 = mustBeCapableOfViolence.GetValue(slate);
Pawn value8 = extraPawnForExtraRelationChance.GetValue(slate);
float value9 = relationWithExtraPawnChanceFactor.GetValue(slate);
Gender? value10 = fixedGender.GetValue(slate);
float value11 = biocodeApparelChance.GetValue(slate);
DevelopmentalStage developmentalStage = GetDevelopmentalStage(slate);
// 获取自定义背景故事设置
BackstoryDef childhoodBackstoryValue = childhoodBackstory.GetValue(slate);
BackstoryDef adulthoodBackstoryValue = adulthoodBackstory.GetValue(slate);
bool useCustomBackstoriesValue = useCustomBackstories.GetValue(slate);
PawnGenerationRequest request = new PawnGenerationRequest(
value, value2, PawnGenerationContext.NonPlayer, null,
forceGenerateNewPawn: false, allowDead: false, allowDowned: false,
canGeneratePawnRelations: true, value7, 1f, forceAddFreeWarmLayerIfNeeded: false,
allowGay: true, value3, allowFood: true, flag, inhabitant: false,
certainlyBeenInCryptosleep: false, forceRedressWorldPawnIfFormerColonist: false,
worldPawnFactionDoesntMatter: false, value6, value11, value8, value9,
null, null, value4, value5, null, null, null, value10, null, null, null,
null, forceNoIdeo: false, forceNoBackstory: false, forbidAnyTitle: false,
forceDead: false, null, null, null, null, null, 0f, developmentalStage);
request.BiocodeApparelChance = biocodeApparelChance.GetValue(slate);
request.ForbidAnyTitle = forbidAnyTitle.GetValue(slate);
Pawn pawn = PawnGenerator.GeneratePawn(request);
// 确保名字不是数字(如果设置了)
if (ensureNonNumericName.GetValue(slate) && (pawn.Name == null || pawn.Name.Numerical))
{
pawn.Name = PawnBioAndNameGenerator.GeneratePawnName(pawn);
}
// 应用自定义背景故事
if (useCustomBackstoriesValue)
{
ApplyCustomBackstories(pawn, childhoodBackstoryValue, adulthoodBackstoryValue);
}
if (giveDependentDrugs.GetValue(slate) && ModsConfig.BiotechActive && pawn.genes != null)
{
foreach (Gene item in pawn.genes.GenesListForReading)
{
if (item.Active)
{
Gene_ChemicalDependency dep = item as Gene_ChemicalDependency;
if (dep != null && DefDatabase<ThingDef>.AllDefs.Where((ThingDef x) => x.IsDrug && x.GetCompProperties<CompProperties_Drug>().chemical == dep.def.chemical).TryRandomElementByWeight((ThingDef x) => x.generateCommonality, out var result))
{
Thing thing = ThingMaker.MakeThing(result);
thing.stackCount = Rand.Range(1, 3);
pawn.inventory.innerContainer.TryAddOrTransfer(thing);
}
}
}
}
if (storeAs.GetValue(slate) != null)
{
QuestGen.slate.Set(storeAs.GetValue(slate), pawn);
}
if (addToList.GetValue(slate) != null)
{
QuestGenUtility.AddToOrMakeList(QuestGen.slate, addToList.GetValue(slate), pawn);
}
if (addToLists.GetValue(slate) != null)
{
foreach (string item2 in addToLists.GetValue(slate))
{
QuestGenUtility.AddToOrMakeList(QuestGen.slate, item2, pawn);
}
}
QuestGen.AddToGeneratedPawns(pawn);
if (!pawn.IsWorldPawn())
{
Find.WorldPawns.PassToWorld(pawn);
}
}
/// <summary>
/// 应用自定义背景故事
/// </summary>
private void ApplyCustomBackstories(Pawn pawn, BackstoryDef childhood, BackstoryDef adulthood)
{
if (childhood != null)
{
pawn.story.Childhood = childhood;
}
if (adulthood != null)
{
pawn.story.Adulthood = adulthood;
}
// 重新计算技能,因为背景故事会影响技能
if (pawn.skills != null)
{
pawn.skills.Notify_SkillDisablesChanged();
}
// 重新计算工作类型
if (pawn.workSettings != null)
{
pawn.workSettings.Notify_DisabledWorkTypesChanged();
}
}
}
}