This commit is contained in:
2025-11-18 11:50:30 +08:00
parent 710eca55d4
commit 875edfcc41
14 changed files with 1275 additions and 89 deletions

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using RimWorld;
using System.Collections.Generic;
using Verse;
namespace WulaFallenEmpire
{
public class StorytellerCompProperties_ImportantQuestWithFactionFilter : StorytellerCompProperties_ImportantQuest
{
// 派系类型白名单 - 只有这些派系类型的殖民地会触发任务
public List<FactionDef> factionTypeWhitelist;
// 派系类型黑名单 - 这些派系类型的殖民地不会触发任务
public List<FactionDef> factionTypeBlacklist;
// 是否启用派系过滤
public bool useFactionFilter = false;
// 默认行为(当派系不在白名单中时的处理方式)
public FactionFilterDefaultBehavior defaultBehavior = FactionFilterDefaultBehavior.Allow;
public StorytellerCompProperties_ImportantQuestWithFactionFilter()
{
compClass = typeof(StorytellerComp_ImportantQuestWithFactionFilter);
}
}
// 派系过滤的默认行为枚举
public enum FactionFilterDefaultBehavior
{
Allow, // 允许不在列表中的派系
Deny // 拒绝不在列表中的派系
}
}

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using RimWorld;
using System.Collections.Generic;
using Verse;
using System.Text;
using System.Linq;
using RimWorld.Planet;
namespace WulaFallenEmpire
{
public class StorytellerComp_ImportantQuestWithFactionFilter : StorytellerComp
{
private StorytellerCompProperties_ImportantQuestWithFactionFilter FilterProps =>
(StorytellerCompProperties_ImportantQuestWithFactionFilter)props;
// 重新实现基类的私有属性
private static int IntervalsPassed => Find.TickManager.TicksGame / 1000;
private bool BeenGivenQuest => Find.QuestManager.QuestsListForReading.Any((Quest q) => q.root == FilterProps.questDef);
public override IEnumerable<FiringIncident> MakeIntervalIncidents(IIncidentTarget target)
{
// 先检查基础条件(天数、是否已给任务等)
if (IntervalsPassed <= FilterProps.fireAfterDaysPassed * 60 || BeenGivenQuest)
yield break;
// 检查派系过滤条件
if (!PassesFactionFilter(target))
yield break;
IncidentDef questIncident = FilterProps.questIncident;
if (questIncident.TargetAllowed(target))
{
yield return new FiringIncident(questIncident, this, GenerateParms(questIncident.category, target));
}
}
/// <summary>
/// 检查目标是否符合派系过滤条件
/// </summary>
private bool PassesFactionFilter(IIncidentTarget target)
{
// 如果不启用派系过滤,直接通过
if (!FilterProps.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 (FilterProps.factionTypeBlacklist != null &&
FilterProps.factionTypeBlacklist.Contains(faction.def))
{
Log.Message($"[FactionFilter] Quest blocked: {faction.def.defName} is in blacklist");
return false;
}
// 检查白名单
if (FilterProps.factionTypeWhitelist != null &&
FilterProps.factionTypeWhitelist.Count > 0)
{
bool inWhitelist = FilterProps.factionTypeWhitelist.Contains(faction.def);
switch (FilterProps.defaultBehavior)
{
case FactionFilterDefaultBehavior.Allow:
// 白名单模式:在白名单中或默认允许
if (!inWhitelist)
{
Log.Message($"[FactionFilter] Quest allowed: {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)
{
Log.Message($"[FactionFilter] Quest allowed: {faction.def.defName} is in whitelist");
return true;
}
else
{
Log.Message($"[FactionFilter] Quest blocked: {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 (FilterProps.defaultBehavior)
{
case FactionFilterDefaultBehavior.Allow:
Log.Message($"[FactionFilter] Quest allowed: No whitelist, default behavior is Allow");
return true;
case FactionFilterDefaultBehavior.Deny:
Log.Message($"[FactionFilter] Quest blocked: 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>
/// 调试方法:显示当前过滤状态
/// </summary>
public string GetFactionFilterStatus(IIncidentTarget target)
{
if (!FilterProps.useFactionFilter)
return "Faction filter: DISABLED";
Faction faction = GetTargetFaction(target);
if (faction == null)
return "Faction filter: NO FACTION";
StringBuilder status = new StringBuilder();
status.AppendLine($"Faction filter: {faction.def.defName}");
// 黑名单检查
if (FilterProps.factionTypeBlacklist != null &&
FilterProps.factionTypeBlacklist.Contains(faction.def))
{
status.AppendLine("❌ BLACKLISTED");
return status.ToString();
}
// 白名单检查
if (FilterProps.factionTypeWhitelist != null &&
FilterProps.factionTypeWhitelist.Count > 0)
{
bool inWhitelist = FilterProps.factionTypeWhitelist.Contains(faction.def);
if (inWhitelist)
{
status.AppendLine("✅ WHITELISTED");
}
else
{
status.AppendLine(FilterProps.defaultBehavior == FactionFilterDefaultBehavior.Allow ?
"⚠️ NOT IN WHITELIST (Allowed by default)" :
"❌ NOT IN WHITELIST (Denied by default)");
}
}
else
{
status.AppendLine(FilterProps.defaultBehavior == FactionFilterDefaultBehavior.Allow ?
"✅ NO WHITELIST (Allowed by default)" :
"❌ NO WHITELIST (Denied by default)");
}
return status.ToString();
}
}
}

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using System.Collections.Generic;
using RimWorld;
using Verse;
namespace WulaFallenEmpire
{
public class StorytellerComp_SingleOnceFixed_FactionFilter : StorytellerComp_SingleOnceFixed
{
private StorytellerCompProperties_SingleOnceFixed_FactionFilter PropsFilter => (StorytellerCompProperties_SingleOnceFixed_FactionFilter)props;
public override IEnumerable<FiringIncident> MakeIntervalIncidents(IIncidentTarget target)
{
// 检查派系过滤条件
if (!CheckFactionFilter())
{
yield break;
}
// 调用父类的逻辑
foreach (var incident in base.MakeIntervalIncidents(target))
{
yield return incident;
}
}
private bool CheckFactionFilter()
{
if (Faction.OfPlayer == null)
return false;
var playerFactionDef = Faction.OfPlayer.def;
// 优先检查白名单:如果白名单有内容,只有白名单内的派系才能触发
if (PropsFilter.allowedFactionTypes != null && PropsFilter.allowedFactionTypes.Count > 0)
{
return PropsFilter.allowedFactionTypes.Contains(playerFactionDef);
}
// 然后检查黑名单:如果黑名单有内容,黑名单内的派系不能触发
if (PropsFilter.excludedFactionTypes != null && PropsFilter.excludedFactionTypes.Count > 0)
{
return !PropsFilter.excludedFactionTypes.Contains(playerFactionDef);
}
// 如果既没有白名单也没有黑名单,所有派系都能触发
return true;
}
}
public class StorytellerCompProperties_SingleOnceFixed_FactionFilter : StorytellerCompProperties_SingleOnceFixed
{
// 黑名单:这些派系类型不会触发事件
public List<FactionDef> excludedFactionTypes;
// 白名单:只有这些派系类型会触发事件(优先级高于黑名单)
public List<FactionDef> allowedFactionTypes;
public StorytellerCompProperties_SingleOnceFixed_FactionFilter()
{
compClass = typeof(StorytellerComp_SingleOnceFixed_FactionFilter);
}
}
}