This commit is contained in:
2025-11-26 17:39:04 +08:00
parent 6f7e372d23
commit 86f83ae375
13 changed files with 500 additions and 71 deletions

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@@ -0,0 +1,117 @@
<Defs>
<PrefabDef>
<defName>WULA_NewColonyBase</defName> <!-- rename -->
<size>(13,13)</size>
<things>
<SimpleResearchBench>
<position>(10, 0, 10)</position>
<stuff>WULA_Alloy</stuff>
</SimpleResearchBench>
<Battery>
<position>(3, 0, 1)</position>
<relativeRotation>Clockwise</relativeRotation>
</Battery>
<Table1x2c>
<position>(6, 0, 10)</position>
<relativeRotation>Clockwise</relativeRotation>
<stuff>WULA_Alloy</stuff>
<quality>Normal</quality>
</Table1x2c>
<WULA_OrbitalTradeBeacon>
<position>(1, 0, 10)</position>
</WULA_OrbitalTradeBeacon>
<WULA_Charging_Station_Synth>
<positions>
<li>(11, 0, 1)</li>
<li>(11, 0, 3)</li>
</positions>
<relativeRotation>Counterclockwise</relativeRotation>
<quality>Normal</quality>
</WULA_Charging_Station_Synth>
<ChessTable>
<position>(6, 0, 11)</position>
<stuff>WULA_Alloy</stuff>
<quality>Normal</quality>
</ChessTable>
<WulaDoor>
<rects>
<li>(6,0,6,0)</li>
<li>(4,3,4,3)</li>
<li>(4,9,4,9)</li>
</rects>
</WulaDoor>
<WULA_MaintenancePod>
<position>(2, 0, 6)</position>
<relativeRotation>Counterclockwise</relativeRotation>
</WULA_MaintenancePod>
<Stool>
<rects>
<li>(6,9,6,9)</li>
<li>(7,11,7,11)</li>
</rects>
<stuff>WULA_Alloy</stuff>
<quality>Normal</quality>
</Stool>
<WULA_Wall_Flag_Building>
<rects>
<li>(3,8,3,8)</li>
<li>(5,8,5,8)</li>
</rects>
</WULA_Wall_Flag_Building>
<Heater>
<position>(11, 0, 5)</position>
</Heater>
<DiningChair>
<position>(10, 0, 9)</position>
<stuff>WULA_Alloy</stuff>
<quality>Normal</quality>
</DiningChair>
<WULA_Machine_Recharger>
<position>(6, 0, 6)</position>
</WULA_Machine_Recharger>
<WULA_Cube_Productor>
<position>(7, 0, 9)</position>
</WULA_Cube_Productor>
<ChemfuelPoweredGenerator>
<position>(1, 0, 1)</position>
</ChemfuelPoweredGenerator>
<WallLamp>
<rects>
<li>(3,1,3,1)</li>
<li>(9,1,9,1)</li>
</rects>
<relativeRotation>Opposite</relativeRotation>
</WallLamp>
<WallLamp>
<rects>
<li>(3,11,3,11)</li>
<li>(9,11,9,11)</li>
</rects>
</WallLamp>
<WulaWall>
<rects>
<li>(0,0,5,0)</li>
<li>(7,0,12,0)</li>
<li>(0,1,0,12)</li>
<li>(5,1,5,3)</li>
<li>(12,1,12,12)</li>
<li>(10,2,11,2)</li>
<li>(1,3,3,3)</li>
<li>(9,4,11,4)</li>
<li>(1,9,3,9)</li>
<li>(5,9,5,12)</li>
<li>(1,12,4,12)</li>
<li>(6,12,11,12)</li>
</rects>
</WulaWall>
<Shelf>
<positions>
<li>(2, 0, 11)</li>
<li>(4, 0, 11)</li>
</positions>
<relativeRotation>Opposite</relativeRotation>
<stuff>WULA_Alloy</stuff>
</Shelf>
</things>
</PrefabDef>
</Defs>

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@@ -85,6 +85,11 @@
<thingDef>WULA_Fake_Mothership_Beacon_Building</thingDef>
<count>1</count>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>WULA_Prefab_Cleanzone_NewColonyBase_Beacon</thingDef>
<count>1</count>
</li>
<!-- 附近的物品 -->
<li Class="ScenPart_ScatterThingsNearPlayerStart">

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@@ -1534,4 +1534,5 @@
</comps>
<designationCategory>WULA_Buildings</designationCategory>
</ThingDef>
</Defs>

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@@ -1,5 +1,60 @@
<?xml version="1.0" encoding="utf-8"?>
<Defs>
<ThingDef ParentName="BuildingBase">
<defName>WULA_OrbitalTradeBeacon</defName>
<label>乌拉轨道输送信标</label>
<thingClass>Building_OrbitalTradeBeacon</thingClass>
<graphicData>
<texPath>Things/Building/Misc/DropBeacon</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shadowData>
<volume>(0.3, 0.2, 0.3)</volume>
<offset>(0,0,-0.1)</offset>
</shadowData>
<damageData>
<rect>(0.2,0.2,0.6,0.6)</rect>
</damageData>
</graphicData>
<altitudeLayer>Building</altitudeLayer>
<minifiedDef>MinifiedThing</minifiedDef>
<statBases>
<MaxHitPoints>75</MaxHitPoints>
<WorkToBuild>800</WorkToBuild>
<Flammability>0.5</Flammability>
<Mass>5</Mass>
</statBases>
<description>负责协调殖民地与轨道上的乌拉帝国舰队进行材料输送的信标.</description>
<drawerType>MapMeshAndRealTime</drawerType>
<drawPlaceWorkersWhileSelected>true</drawPlaceWorkersWhileSelected>
<fillPercent>0.15</fillPercent>
<costList>
<Steel>40</Steel>
<ComponentIndustrial>1</ComponentIndustrial>
</costList>
<building>
<destroySound>BuildingDestroyed_Metal_Small</destroySound>
</building>
<comps>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>-1</basePowerConsumption>
</li>
<li Class="CompProperties_Flickable"/>
<li Class="CompProperties_Breakdownable"/>
</comps>
<leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
<pathCost>14</pathCost>
<designationCategory>WULA_Buildings</designationCategory>
<uiOrder>2100</uiOrder>
<rotatable>false</rotatable>
<placeWorkers>
<li>PlaceWorker_ShowTradeBeaconRadius</li>
</placeWorkers>
<designationHotKey>Misc2</designationHotKey>
<researchPrerequisites>
<li>Techprint_WULA_Colony_License_LV1_Technology</li>
</researchPrerequisites>
</ThingDef>
<!-- 舰队 -->
<ThingDef ParentName="BuildingBase">
<defName>WULA_Fake_Mothership_Beacon_Building</defName>

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@@ -0,0 +1,110 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!-- Prefab Spawner Skyfaller -->
<ThingDef ParentName="SkyfallerBase">
<defName>WULA_Prefab_Incoming</defName>
<label>乌拉帝国建筑(空投中)</label>
<thingClass>WulaFallenEmpire.Skyfaller_PrefabSpawner</thingClass>
<size>(1,1)</size>
<graphicData>
<texPath>Wula/Building/Linked/WULA_Fortress_Wall_MenuIcon</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutFlying</shaderType>
<drawSize>(1,1)</drawSize>
</graphicData>
<skyfaller>
<movementType>Accelerate</movementType>
<shadow>Things/Skyfaller/SkyfallerShadowDropPod</shadow>
<shadowSize>(1, 1)</shadowSize>
<anticipationSound>DropPod_Fall</anticipationSound>
<anticipationSoundTicks>100</anticipationSoundTicks>
<impactSound>Explosion_Vaporize</impactSound>
<moteSpawnTime>0.05</moteSpawnTime>
<motesPerCell>1</motesPerCell>
<cameraShake>1</cameraShake>
<angleCurve>
<points>
<li>(0,0)</li>
<li>(1, 1)</li>
</points>
</angleCurve>
</skyfaller>
<comps>
<li Class="CompProperties_Effecter">
<effecterDef>Smoke_Joint</effecterDef>
</li>
</comps>
</ThingDef>
<!-- 墙和门 -->
<ThingDef ParentName="Wall">
<defName>WULA_Prefab_Cleanzone_NewColonyBase_Beacon</defName>
<label>乌拉预制件空投信标-小型前哨站</label>
<description>一个用于呼叫建筑的信标,用于快速建造一个小型前哨站。</description>
<uiIconPath>Wula/Building/Linked/WULA_Fortress_Wall_MenuIcon</uiIconPath>
<minifiedDef>MinifiedThing</minifiedDef>
<tickerType>Normal</tickerType>
<descriptionHyperlinks>
<ThingDef>WulaWall</ThingDef>
</descriptionHyperlinks>
<thingCategories Inherit="False">
<li>BuildingsMisc</li>
</thingCategories>
<graphicData>
<texPath>Wula/Building/Linked/WulaWall/WulaWall_Atlas</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(1,1)</drawSize>
<color>(73,185,254,155)</color>
</graphicData>
<rotatable>false</rotatable>
<neverMultiSelect>false</neverMultiSelect>
<blockLight>false</blockLight>
<holdsRoof>false</holdsRoof>
<coversFloor>false</coversFloor>
<blockWind>false</blockWind>
<altitudeLayer>Building</altitudeLayer>
<passability>PassThroughOnly</passability>
<pathCost>0</pathCost>
<castEdgeShadows>false</castEdgeShadows>
<useStuffTerrainAffordance>false</useStuffTerrainAffordance>
<staticSunShadowHeight Inherit="False" IsNull="True" />
<fillPercent>0</fillPercent>
<canOverlapZones>false</canOverlapZones>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<statBases>
<MaxHitPoints>1</MaxHitPoints>
<WorkToBuild>0</WorkToBuild>
<Mass>1</Mass>
<Flammability>0</Flammability>
</statBases>
<size>(1,1)</size>
<constructionSkillPrerequisite>0</constructionSkillPrerequisite>
<resourcesFractionWhenDeconstructed>1</resourcesFractionWhenDeconstructed>
<stuffCategories Inherit="False"/>
<researchPrerequisites Inherit="False">
<li>WULA_Structure_Technology</li>
</researchPrerequisites>
<costStuffCount>0</costStuffCount>
<costList>
<WULA_Alloy>4</WULA_Alloy>
</costList>
<building>
<destroySound>BuildingDestroyed_Metal_Small</destroySound>
<isAirtight>false</isAirtight>
<isStuffableAirtight>false</isStuffableAirtight>
</building>
<designationCategory>WULA_Buildings</designationCategory>
<comps>
<li Class="WulaFallenEmpire.CompProperties_PrefabSkyfallerCaller">
<prefabDefName>WULA_NewColonyBase</prefabDefName>
<freePrefab>true</freePrefab>
<skyfallerDef>WULA_Prefab_Incoming</skyfallerDef>
<destroyBuilding>true</destroyBuilding>
<delayTicks>1</delayTicks>
<allowThinRoof>true</allowThinRoof>
<allowThickRoof>false</allowThickRoof>
</li>
</comps>
</ThingDef>
</Defs>

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@@ -0,0 +1,13 @@
&lt;!-- Prefab Spawner Skyfaller --&gt;
&lt;ThingDef ParentName="SkyfallerBase"&gt;
&lt;defName&gt;WULA_Skyfaller_PrefabSpawner&lt;/defName&gt;
&lt;label&gt;prefab cargo pod&lt;/label&gt;
&lt;thingClass&gt;WulaFallenEmpire.Skyfaller_PrefabSpawner&lt;/thingClass&gt;
&lt;skyfaller&gt;
&lt;shadowSize&gt;(6, 6)&lt;/shadowSize&gt;
&lt;explosionRadius&gt;5&lt;/explosionRadius&gt;
&lt;explosionDamage&gt;Bomb&lt;/explosionDamage&gt;
&lt;impactSound&gt;DropPod_Impact&lt;/impactSound&gt;
&lt;shake&gt;Medium&lt;/shake&gt;
&lt;/skyfaller&gt;
&lt;/ThingDef&gt;

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@@ -0,0 +1,15 @@
using Verse;
namespace WulaFallenEmpire
{
public class CompProperties_PrefabSpawner : CompProperties
{
public string prefabDefName;
public bool consumesMaterials = true;
public CompProperties_PrefabSpawner()
{
compClass = typeof(CompPrefabSpawner);
}
}
}

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@@ -0,0 +1,105 @@
using RimWorld;
using System.Collections.Generic;
using System.Linq;
using Verse;
namespace WulaFallenEmpire
{
public class CompPrefabSkyfallerCaller : CompSkyfallerCaller
{
private CompProperties_PrefabSkyfallerCaller PropsPrefab => (CompProperties_PrefabSkyfallerCaller)props;
private List<ThingDefCountClass> _cachedCostList;
protected override List<ThingDefCountClass> CostList
{
get
{
if (!string.IsNullOrEmpty(PropsPrefab.prefabDefName))
{
if (PropsPrefab.freePrefab)
{
return null;
}
if (_cachedCostList == null)
{
_cachedCostList = CalculatePrefabCost();
}
return _cachedCostList;
}
return base.CostList;
}
}
private List<ThingDefCountClass> CalculatePrefabCost()
{
var prefab = DefDatabase<PrefabDef>.GetNamed(PropsPrefab.prefabDefName, false);
if (prefab == null)
{
Log.Error($"[PrefabSkyfallerCaller] Could not find PrefabDef named {PropsPrefab.prefabDefName}");
return new List<ThingDefCountClass>(); // Return empty list to avoid null reference
}
var totalCost = new Dictionary<ThingDef, int>();
foreach (var (thingData, _, _) in PrefabUtility.GetThings(prefab, IntVec3.Zero, Rot4.North))
{
if (thingData.def.costList != null)
{
foreach (var cost in thingData.def.costList)
{
if (totalCost.ContainsKey(cost.thingDef))
{
totalCost[cost.thingDef] += cost.count;
}
else
{
totalCost.Add(cost.thingDef, cost.count);
}
}
}
}
return totalCost.Select(kvp => new ThingDefCountClass(kvp.Key, kvp.Value)).ToList();
}
protected override void ExecuteSkyfallerCall()
{
if (!string.IsNullOrEmpty(PropsPrefab.prefabDefName))
{
// Final material check before launching
if (!HasEnoughMaterials())
{
Log.Warning($"[PrefabSkyfallerCaller] Aborting skyfaller call due to insufficient materials at the last moment.");
ResetCall(); // Reset the calling state
return;
}
ConsumeMaterials();
Thing thing = ThingMaker.MakeThing(Props.skyfallerDef);
if (thing is Skyfaller_PrefabSpawner skyfaller)
{
skyfaller.prefabDefName = PropsPrefab.prefabDefName;
GenSpawn.Spawn(skyfaller, parent.Position, parent.Map);
}
else
{
Log.Error($"[PrefabSkyfallerCaller] Failed to create Skyfaller_PrefabSpawner. Created thing is of type {thing.GetType().FullName}. Def: {Props.skyfallerDef.defName}, ThingClass: {Props.skyfallerDef.thingClass.FullName}");
// Fallback: spawn as normal skyfaller if possible, or just abort
if (thing is Skyfaller normalSkyfaller)
{
GenSpawn.Spawn(normalSkyfaller, parent.Position, parent.Map);
}
}
if (PropsPrefab.destroyBuilding && !parent.Destroyed)
{
parent.Destroy(DestroyMode.Vanish);
}
}
else
{
base.ExecuteSkyfallerCall();
}
}
}
}

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@@ -0,0 +1,15 @@
using Verse;
namespace WulaFallenEmpire
{
public class CompProperties_PrefabSkyfallerCaller : CompProperties_SkyfallerCaller
{
public string prefabDefName;
public bool freePrefab = false;
public CompProperties_PrefabSkyfallerCaller()
{
compClass = typeof(CompPrefabSkyfallerCaller);
}
}
}

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@@ -10,7 +10,7 @@ namespace WulaFallenEmpire
{
public class CompSkyfallerCaller : ThingComp
{
private CompProperties_SkyfallerCaller Props => (CompProperties_SkyfallerCaller)props;
protected CompProperties_SkyfallerCaller Props => (CompProperties_SkyfallerCaller)props;
private WulaSkyfallerWorldComponent _worldComponent;
private WulaSkyfallerWorldComponent WorldComp
@@ -89,83 +89,29 @@ namespace WulaFallenEmpire
}
catch (System.Exception ex)
{
Log.Error($"[SkyfallerCaller] Error in HasRequiredFlyOver: {ex}");
Log.Error($"[SkyfallerCaller] Exception while checking for FlyOver: {ex}");
return false;
}
}
}
// 检查屋顶条件
public bool CheckRoofConditions
private bool CheckRoofConditions
{
get
{
if (parent?.Map == null) return false;
if (parent?.Map == null) return true;
IntVec3 targetPos = parent.Position;
RoofDef roof = targetPos.GetRoof(parent.Map);
RoofDef roof = parent.Position.GetRoof(parent.Map);
if (roof == null) return true;
if (roof == null)
{
Log.Message($"[SkyfallerCaller] No roof at target position, skyfaller allowed");
return true; // 没有屋顶,允许空投
}
if (roof.isThickRoof && !Props.allowThickRoof) return false;
if (!roof.isThickRoof && !Props.allowThinRoof) return false;
if (roof.isThickRoof)
{
Log.Message($"[SkyfallerCaller] Thick roof detected at target position: {roof.defName}");
return Props.allowThickRoof; // 厚岩顶,根据配置决定
}
else
{
Log.Message($"[SkyfallerCaller] Thin roof detected at target position: {roof.defName}");
return Props.allowThinRoof; // 薄屋顶,根据配置决定
}
}
}
// 检查所有召唤条件
public bool CanCallSkyfaller
{
get
{
if (!CanCall)
{
Log.Message($"[SkyfallerCaller] Cannot call: already used or calling");
return false;
}
if (!HasRequiredFlyOver)
{
Log.Message($"[SkyfallerCaller] Cannot call: missing required FlyOver with BuildingdropperFacility");
return false;
}
if (!CheckRoofConditions)
{
Log.Message($"[SkyfallerCaller] Cannot call: roof conditions not met");
return false;
}
if (!HasEnoughMaterials())
{
Log.Message($"[SkyfallerCaller] Cannot call: insufficient materials");
return false;
}
Log.Message($"[SkyfallerCaller] All conditions met for skyfaller call");
return true;
}
}
public override void PostSpawnSetup(bool respawningAfterLoad)
{
base.PostSpawnSetup(respawningAfterLoad);
if (!respawningAfterLoad && Props.canAutoCall && WorldComp.AutoCallSkyfaller && CanCallSkyfaller)
{
CallSkyfaller(true);
}
}
public bool CanCallSkyfaller => CanCall && HasRequiredFlyOver && CheckRoofConditions;
public override void PostExposeData()
{
@@ -178,7 +124,6 @@ namespace WulaFallenEmpire
public override void CompTick()
{
base.CompTick();
if (calling && callTick >= 0 && Find.TickManager.TicksGame >= callTick)
{
ExecuteSkyfallerCall();
@@ -225,7 +170,14 @@ namespace WulaFallenEmpire
}
}
private void ExecuteSkyfallerCall()
protected void ResetCall()
{
calling = false;
used = false;
callTick = -1;
}
protected virtual void ExecuteSkyfallerCall()
{
Log.Message($"[SkyfallerCaller] Executing skyfaller call at {parent.Position}");
@@ -238,9 +190,7 @@ namespace WulaFallenEmpire
if (!HasEnoughMaterials())
{
Log.Message($"[SkyfallerCaller] Aborting skyfaller call due to insufficient materials.");
calling = false;
used = false;
callTick = -1;
ResetCall();
return;
}
@@ -289,7 +239,7 @@ namespace WulaFallenEmpire
}
}
private List<ThingDefCountClass> CostList
protected virtual List<ThingDefCountClass> CostList
{
get
{
@@ -301,8 +251,10 @@ namespace WulaFallenEmpire
}
}
private bool HasEnoughMaterials()
protected bool HasEnoughMaterials()
{
if (DebugSettings.godMode) return true;
var costList = CostList;
if (costList.NullOrEmpty())
{
@@ -349,8 +301,10 @@ namespace WulaFallenEmpire
return true;
}
private void ConsumeMaterials()
protected void ConsumeMaterials()
{
if (DebugSettings.godMode) return;
var costList = CostList;
if (costList.NullOrEmpty())
{

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@@ -0,0 +1,36 @@
using RimWorld;
using Verse;
namespace WulaFallenEmpire
{
public class Skyfaller_PrefabSpawner : Skyfaller
{
public string prefabDefName;
protected override void SpawnThings()
{
// Don't spawn the innerThing, we are spawning a prefab instead.
if (string.IsNullOrEmpty(prefabDefName))
{
Log.Error("[Skyfaller_PrefabSpawner] prefabDefName is null or empty. Cannot spawn prefab.");
return;
}
PrefabDef prefabDef = DefDatabase<PrefabDef>.GetNamed(prefabDefName, false);
if (prefabDef == null)
{
Log.Error($"[Skyfaller_PrefabSpawner] Could not find PrefabDef named {prefabDefName}.");
return;
}
// Correct parameter order based on compiler error: prefabDef, map, position, rotation
PrefabUtility.SpawnPrefab(prefabDef, base.Map, base.Position, base.Rotation);
}
public override void ExposeData()
{
base.ExposeData();
Scribe_Values.Look(ref prefabDefName, "prefabDefName");
}
}
}

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@@ -116,6 +116,9 @@
<Compile Include="BuildingComp\WULA_Shuttle\PocketSpaceThingHolder.cs" />
<Compile Include="BuildingComp\WULA_SkyfallerCaller\CompProperties_SkyfallerCaller.cs" />
<Compile Include="BuildingComp\WULA_SkyfallerCaller\CompSkyfallerCaller.cs" />
<Compile Include="BuildingComp\WULA_SkyfallerCaller\CompPrefabSkyfallerCaller.cs" />
<Compile Include="BuildingComp\WULA_SkyfallerCaller\CompProperties_PrefabSkyfallerCaller.cs" />
<Compile Include="BuildingComp\WULA_SkyfallerCaller\Skyfaller_PrefabSpawner.cs" />
<Compile Include="BuildingComp\WULA_SkyfallerCaller\WulaSkyfallerWorldComponent.cs" />
<Compile Include="BuildingComp\WULA_StorageTurret\CompProperties_StorageTurret.cs" />
<Compile Include="BuildingComp\WULA_StorageTurret\CompStorageTurret.cs" />