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 System.Collections.Generic;
using Verse;
namespace WulaFallenEmpire
{
public class StorytellerCompProperties_SimpleTechnologyTrigger : StorytellerCompProperties
{
// 必需配置
public ResearchProjectDef technology; // 要检测的科技
public IncidentDef incident; // 要触发的事件
// 时间配置
public float fireAfterDaysPassed = 0f; // 游戏开始后多少天开始检测
public float checkIntervalDays = 5f; // 检查间隔(天)
// 任务相关配置
public QuestScriptDef questDef; // 关联的任务定义(可选)
public bool preventDuplicateQuests = true; // 防止重复任务
// 派系关系校验 - 新增字段
public FactionDef requiredFaction; // 必须存在的派系
public bool requireNonHostileRelation = true; // 是否要求非敌对关系默认true
public bool requireFactionExists = true; // 是否要求派系必须存在默认true
// 调试配置
public bool debugLogging = false; // 启用调试日志
// 派系过滤(可选)
public List<FactionDef> factionTypeWhitelist;
public List<FactionDef> factionTypeBlacklist;
public bool useFactionFilter = false;
public FactionFilterDefaultBehavior defaultBehavior = FactionFilterDefaultBehavior.Allow;
public StorytellerCompProperties_SimpleTechnologyTrigger()
{
compClass = typeof(StorytellerComp_SimpleTechnologyTrigger);
}
}
}

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using RimWorld;
using System.Collections.Generic;
using Verse;
using System.Linq;
using System.Text;
using RimWorld.Planet;
namespace WulaFallenEmpire
{
public class StorytellerComp_SimpleTechnologyTrigger : StorytellerComp
{
private StorytellerCompProperties_SimpleTechnologyTrigger SimpleProps =>
(StorytellerCompProperties_SimpleTechnologyTrigger)props;
// 重新实现基类的私有属性
private static int IntervalsPassed => Find.TickManager.TicksGame / 1000;
public override IEnumerable<FiringIncident> MakeIntervalIncidents(IIncidentTarget target)
{
// 检查基础条件(天数)
if (IntervalsPassed <= SimpleProps.fireAfterDaysPassed * 60)
yield break;
// 检查是否满足周期
if (!PassesIntervalCheck())
yield break;
// 检查派系关系条件 - 新增检查
if (!PassesRequiredFactionCheck())
yield break;
// 检查派系过滤条件
if (!PassesFactionFilter(target))
yield break;
// 检查科技条件
if (!PassesTechnologyCheck())
yield break;
// 检查是否防止重复任务
if (SimpleProps.preventDuplicateQuests && HasActiveQuest())
yield break;
// 触发事件
IncidentDef techIncident = SimpleProps.incident;
if (techIncident.TargetAllowed(target))
{
if (SimpleProps.debugLogging)
{
Log.Message($"[SimpleTechnologyTrigger] Triggering incident {techIncident.defName} for technology {SimpleProps.technology.defName}");
}
yield return new FiringIncident(techIncident, this, GenerateParms(techIncident.category, target));
}
}
/// <summary>
/// 检查必需派系关系条件 - 新增方法
/// </summary>
private bool PassesRequiredFactionCheck()
{
// 如果没有配置必需派系,直接通过
if (SimpleProps.requiredFaction == null)
return true;
// 查找派系
Faction requiredFactionInstance = Find.FactionManager.FirstFactionOfDef(SimpleProps.requiredFaction);
// 检查派系是否存在
if (SimpleProps.requireFactionExists)
{
if (requiredFactionInstance == null || requiredFactionInstance.defeated)
{
if (SimpleProps.debugLogging)
{
Log.Message($"[SimpleTechnologyTrigger] Required faction {SimpleProps.requiredFaction.defName} does not exist or is defeated");
}
return false;
}
}
// 检查派系关系
if (SimpleProps.requireNonHostileRelation && requiredFactionInstance != null)
{
Faction playerFaction = Faction.OfPlayer;
if (requiredFactionInstance.HostileTo(playerFaction))
{
if (SimpleProps.debugLogging)
{
Log.Message($"[SimpleTechnologyTrigger] Required faction {SimpleProps.requiredFaction.defName} is hostile to player");
}
return false;
}
}
if (SimpleProps.debugLogging)
{
Log.Message($"[SimpleTechnologyTrigger] Required faction {SimpleProps.requiredFaction.defName} check passed");
}
return true;
}
/// <summary>
/// 检查是否满足触发周期
/// </summary>
private bool PassesIntervalCheck()
{
// 简单的周期检查:每 X 天检查一次
int currentInterval = IntervalsPassed;
int checkInterval = (int)(SimpleProps.checkIntervalDays * 60);
// 如果检查间隔为0则每个间隔都检查
if (checkInterval <= 0)
return true;
return currentInterval % checkInterval == 0;
}
/// <summary>
/// 检查科技条件
/// </summary>
private bool PassesTechnologyCheck()
{
if (SimpleProps.technology == null)
{
Log.Error("[SimpleTechnologyTrigger] No technology specified in props");
return false;
}
// 简单检查科技是否已研究完成
bool hasTechnology = SimpleProps.technology.IsFinished;
if (SimpleProps.debugLogging)
{
Log.Message($"[SimpleTechnologyTrigger] Technology {SimpleProps.technology.defName} research status: {hasTechnology}");
}
return hasTechnology;
}
/// <summary>
/// 检查派系过滤条件
/// </summary>
private bool PassesFactionFilter(IIncidentTarget target)
{
// 如果不启用派系过滤,直接通过
if (!SimpleProps.useFactionFilter)
return true;
// 获取目标的派系
Faction faction = GetTargetFaction(target);
if (faction == null)
return false;
// 检查黑名单
if (SimpleProps.factionTypeBlacklist != null &&
SimpleProps.factionTypeBlacklist.Contains(faction.def))
{
if (SimpleProps.debugLogging)
{
Log.Message($"[SimpleTechnologyTrigger] Faction {faction.def.defName} is in blacklist");
}
return false;
}
// 检查白名单
if (SimpleProps.factionTypeWhitelist != null &&
SimpleProps.factionTypeWhitelist.Count > 0)
{
bool inWhitelist = SimpleProps.factionTypeWhitelist.Contains(faction.def);
switch (SimpleProps.defaultBehavior)
{
case FactionFilterDefaultBehavior.Allow:
// 白名单模式:在白名单中或默认允许
if (SimpleProps.debugLogging && !inWhitelist)
{
Log.Message($"[SimpleTechnologyTrigger] Faction {faction.def.defName} not in whitelist, but default behavior is Allow");
}
return true;
case FactionFilterDefaultBehavior.Deny:
// 白名单模式:只有在白名单中才允许
if (inWhitelist)
{
if (SimpleProps.debugLogging)
{
Log.Message($"[SimpleTechnologyTrigger] Faction {faction.def.defName} is in whitelist");
}
return true;
}
else
{
if (SimpleProps.debugLogging)
{
Log.Message($"[SimpleTechnologyTrigger] Faction {faction.def.defName} not in whitelist and default behavior is Deny");
}
return false;
}
}
}
// 如果没有设置白名单,根据默认行为决定
switch (SimpleProps.defaultBehavior)
{
case FactionFilterDefaultBehavior.Allow:
if (SimpleProps.debugLogging)
{
Log.Message($"[SimpleTechnologyTrigger] No whitelist, default behavior is Allow");
}
return true;
case FactionFilterDefaultBehavior.Deny:
if (SimpleProps.debugLogging)
{
Log.Message($"[SimpleTechnologyTrigger] No whitelist, default behavior is Deny");
}
return false;
default:
return true;
}
}
/// <summary>
/// 获取目标的派系
/// </summary>
private Faction GetTargetFaction(IIncidentTarget target)
{
if (target is Map map)
{
return map.ParentFaction ?? Faction.OfPlayer;
}
else if (target is World world)
{
return Faction.OfPlayer;
}
else if (target is Caravan caravan)
{
return caravan.Faction;
}
return Faction.OfPlayer;
}
/// <summary>
/// 检查是否存在活跃的相同任务
/// </summary>
private bool HasActiveQuest()
{
if (SimpleProps.questDef == null)
return false;
bool hasActiveQuest = Find.QuestManager.QuestsListForReading.Any((Quest q) =>
q.root == SimpleProps.questDef && !q.Historical);
if (SimpleProps.debugLogging && hasActiveQuest)
{
Log.Message($"[SimpleTechnologyTrigger] Active quest {SimpleProps.questDef.defName} found, skipping trigger");
}
return hasActiveQuest;
}
/// <summary>
/// 调试方法:显示当前科技触发状态
/// </summary>
public string GetSimpleTechnologyTriggerStatus()
{
StringBuilder status = new StringBuilder();
status.AppendLine($"Simple Technology Trigger: {SimpleProps.technology?.defName ?? "NULL"}");
status.AppendLine($"Research Status: {(PassesTechnologyCheck() ? " COMPLETED" : " NOT COMPLETED")}");
status.AppendLine($"Required Faction: {SimpleProps.requiredFaction?.defName ?? "NONE"}");
status.AppendLine($"Faction Relation: {(PassesRequiredFactionCheck() ? " VALID" : " INVALID")}");
status.AppendLine($"Check Interval: {SimpleProps.checkIntervalDays} days");
status.AppendLine($"Current Interval: {IntervalsPassed}");
status.AppendLine($"Next Check: {GetNextCheckInterval()} intervals");
status.AppendLine($"Can Trigger Now: {PassesIntervalCheck() && PassesTechnologyCheck() && PassesRequiredFactionCheck()}");
// 详细派系信息
if (SimpleProps.requiredFaction != null)
{
Faction faction = Find.FactionManager.FirstFactionOfDef(SimpleProps.requiredFaction);
if (faction != null)
{
status.AppendLine($"Required Faction Status: {(faction.defeated ? "DEFEATED" : "ACTIVE")}");
status.AppendLine($"Relation with Player: {(faction.HostileTo(Faction.OfPlayer) ? "HOSTILE" : "NON-HOSTILE")}");
}
else
{
status.AppendLine($"Required Faction Status: NOT FOUND IN GAME");
}
}
return status.ToString();
}
/// <summary>
/// 计算下一次检查的间隔
/// </summary>
private int GetNextCheckInterval()
{
int checkInterval = (int)(SimpleProps.checkIntervalDays * 60);
if (checkInterval <= 0) return 0;
int currentInterval = IntervalsPassed;
return ((currentInterval / checkInterval) + 1) * checkInterval;
}
}
}