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using HarmonyLib;
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using RimWorld;
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using Verse;
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namespace ArachnaeSwarm
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{
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[HarmonyPatch(typeof(Hediff_Mechlink), "PostAdd")]
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public static class Hediff_Mechlink_PostAdd_Patch
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{
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public static bool Prefix(Hediff_Mechlink __instance, DamageInfo? dinfo)
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{
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// 检查 hediff 的 defName 是否是我们要排除的
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if (__instance.def.defName == "WULA_Addons_Antenna_Hediff_Base")
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{
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// 执行基础逻辑但不弹出信件
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if (!ModLister.CheckBiotech("Mechlink"))
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{
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__instance.pawn.health.RemoveHediff(__instance);
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return false; // 跳过原始方法
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}
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PawnComponentsUtility.AddAndRemoveDynamicComponents(__instance.pawn);
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// 不弹出信件,直接返回
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return false; // 跳过原始方法
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}
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// 对于其他 hediff,正常执行原始方法
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return true;
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}
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}
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}
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121
Source/WulaFallenEmpire/Hediff/HediffGiver_NonPlayerFaction.cs
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121
Source/WulaFallenEmpire/Hediff/HediffGiver_NonPlayerFaction.cs
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@@ -0,0 +1,121 @@
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using RimWorld;
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using Verse;
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using System.Collections.Generic;
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namespace WulaFallenEmpire
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{
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public class HediffGiver_NonPlayerFaction : HediffGiver
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{
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// 显式重新定义这些字段,确保 XML 解析器能找到它们
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public float mtbDays;
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public new HediffDef hediff;
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// 新增:目标派系列表
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public List<FactionDef> targetFactions;
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// 新增:是否排除玩家派系(默认为true)
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public bool excludePlayerFaction = true;
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// 新增:是否排除囚犯(默认为true)
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public bool excludePrisoners = true;
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// 新增:记录已经处理过的 pawn,避免重复处理
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private HashSet<Pawn> processedPawns = new HashSet<Pawn>();
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public override void OnIntervalPassed(Pawn pawn, Hediff cause)
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{
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// 检查 pawn 是否已经处理过
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if (processedPawns.Contains(pawn))
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{
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// 如果已经处理过,检查 hediff 是否还存在
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Hediff existingHediff = pawn.health?.hediffSet?.GetFirstHediffOfDef(this.hediff);
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if (existingHediff != null)
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{
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// hediff 还存在,不需要再次处理
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return;
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}
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else
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{
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// hediff 被移除了,从记录中移除这个 pawn
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processedPawns.Remove(pawn);
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}
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}
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// 检查派系条件
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if (ShouldHaveHediff(pawn))
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{
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// 检查是否已经有这个 hediff
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Hediff existing = pawn.health?.hediffSet?.GetFirstHediffOfDef(this.hediff);
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if (existing == null)
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{
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// 给予 hediff
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HealthUtility.AdjustSeverity(pawn, this.hediff, 1.0f);
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// 标记为已处理
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processedPawns.Add(pawn);
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Log.Message($"Added hediff {this.hediff.defName} to pawn {pawn.Label}");
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}
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}
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else
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{
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// 移除 hediff
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if (RemoveHediffIfExists(pawn))
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{
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// 如果成功移除了 hediff,也从记录中移除
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processedPawns.Remove(pawn);
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}
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}
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}
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private bool ShouldHaveHediff(Pawn pawn)
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{
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// 检查派系是否存在
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if (pawn.Faction == null)
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return false;
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// 检查是否排除玩家派系
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if (excludePlayerFaction && pawn.Faction == Faction.OfPlayer)
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return false;
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// 检查是否排除囚犯
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if (excludePrisoners && pawn.IsPrisonerOfColony)
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return false;
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// 检查目标派系
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if (targetFactions != null && targetFactions.Count > 0)
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{
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// 如果指定了目标派系,只给这些派系添加 hediff
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return targetFactions.Contains(pawn.Faction.def);
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}
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else
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{
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// 如果没有指定目标派系,保持原来的行为:给所有非玩家派系添加
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return pawn.Faction != Faction.OfPlayer;
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}
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}
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private bool RemoveHediffIfExists(Pawn pawn)
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{
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Hediff existing = pawn.health?.hediffSet?.GetFirstHediffOfDef(this.hediff);
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if (existing != null)
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{
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pawn.health.RemoveHediff(existing);
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Log.Message($"Removed hediff {this.hediff.defName} from pawn {pawn.Label}");
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return true;
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}
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return false;
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}
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// 新增:在 pawn 死亡或被销毁时清理记录
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public override void Notify_PawnDied(Pawn pawn, DamageInfo? dinfo)
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{
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base.Notify_PawnDied(pawn, dinfo);
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processedPawns.Remove(pawn);
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}
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public override void Notify_PawnDespawned(Pawn pawn, Map map)
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{
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base.Notify_PawnDespawned(pawn, map);
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processedPawns.Remove(pawn);
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}
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}
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}
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@@ -20,7 +20,7 @@ namespace WulaFallenEmpire
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}
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}
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// HediffComp 实现
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// HediffComp 实现 - 只处理计时器到期
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public class HediffComp_DisappearWithEffect : HediffComp
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{
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public HediffCompProperties_DisappearWithEffect Props =>
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@@ -54,21 +54,6 @@ namespace WulaFallenEmpire
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TriggerDisappearEffect();
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}
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}
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// 如果 pawn 已经死亡,立即触发效果
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else if (Pawn.Dead)
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{
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TriggerDisappearEffect();
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}
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}
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// 处理 pawn 死亡事件 - 修复参数问题
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public override void Notify_PawnDied(DamageInfo? dinfo, Hediff culprit = null)
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{
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base.Notify_PawnDied(dinfo, culprit);
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if (!triggered)
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{
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TriggerDisappearEffect();
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}
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}
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// 触发消失效果的核心方法
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@@ -85,22 +70,22 @@ namespace WulaFallenEmpire
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IntVec3 position = Pawn.Position;
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Map map = Pawn.Map;
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// 1. 清除所有装备
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ClearAllEquipment(map);
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// 2. 播放特效
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// 1. 播放特效
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PlayFleckEffect(position, map);
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// 3. 播放音效
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// 2. 播放音效
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PlaySoundEffect(position, map);
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// 4. 发送消失消息(如果配置了)
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// 3. 发送消失消息(如果配置了)
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SendDisappearMessage();
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// 5. 删除 pawn
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// 4. 清除装备
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ClearAllEquipment();
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// 5. 暴力删除 pawn
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DestroyPawn();
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Log.Message($"[DisappearWithEffect] Pawn {Pawn.LabelCap} disappeared at {position}");
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Log.Message($"[DisappearWithEffect] Pawn {Pawn.LabelCap} destroyed at {position}");
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}
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catch (System.Exception ex)
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{
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@@ -108,69 +93,56 @@ namespace WulaFallenEmpire
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}
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}
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// 清除所有装备 - 修复参数问题
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private void ClearAllEquipment(Map map)
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// 清除所有装备
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private void ClearAllEquipment()
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{
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if (Pawn.equipment == null && Pawn.apparel == null && Pawn.inventory == null)
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return;
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// 清除装备(武器)
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// 销毁装备(武器)
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if (Pawn.equipment != null)
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{
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var allEquipment = Pawn.equipment.AllEquipmentListForReading.ListFullCopy();
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foreach (var thing in allEquipment)
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if (Props.dropEquipment)
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{
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if (Props.dropEquipment)
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// 掉落所有装备
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var allEquipment = Pawn.equipment.AllEquipmentListForReading.ListFullCopy();
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foreach (var thing in allEquipment)
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{
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// 掉落装备 - 修复类型转换问题
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ThingWithComps droppedWeapon;
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Pawn.equipment.TryDropEquipment(thing, out droppedWeapon, Pawn.Position, true);
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}
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else
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{
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// 直接销毁装备
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thing.Destroy(DestroyMode.Vanish);
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}
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}
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else
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{
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// 直接销毁所有装备
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Pawn.equipment.DestroyAllEquipment();
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}
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}
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// 清除 apparel(服装)
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// 销毁 apparel(服装)
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if (Pawn.apparel != null)
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{
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var wornApparel = Pawn.apparel.WornApparel.ListFullCopy();
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foreach (var apparel in wornApparel)
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if (Props.dropEquipment)
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{
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if (Props.dropEquipment)
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// 掉落所有服装
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var wornApparel = Pawn.apparel.WornApparel.ListFullCopy();
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foreach (var apparel in wornApparel)
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{
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// 掉落服装
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Apparel droppedApparel;
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Pawn.apparel.TryDrop(apparel, out droppedApparel, Pawn.Position, true);
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}
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else
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{
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// 直接销毁服装
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apparel.Destroy(DestroyMode.Vanish);
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}
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}
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else
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{
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// 直接销毁所有服装
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Pawn.apparel.DestroyAll();
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}
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}
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// 清除 inventory(物品栏)
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if (Pawn.inventory != null)
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// 销毁 inventory(物品栏)
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if (Pawn.inventory != null && !Props.dropEquipment)
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{
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var innerContainer = Pawn.inventory.innerContainer.InnerListForReading.ListFullCopy();
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foreach (var thing in innerContainer)
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{
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if (Props.dropEquipment)
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{
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// 掉落物品
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Thing droppedThing;
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Pawn.inventory.innerContainer.TryDrop(thing, Pawn.Position, map, ThingPlaceMode.Near, out droppedThing);
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}
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else
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{
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// 直接销毁物品
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thing.Destroy(DestroyMode.Vanish);
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}
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thing.Destroy(DestroyMode.Vanish);
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}
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}
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}
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@@ -194,7 +166,7 @@ namespace WulaFallenEmpire
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}
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}
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// 播放音效 - 修复音效播放问题
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// 播放音效
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private void PlaySoundEffect(IntVec3 position, Map map)
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{
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if (!Props.playSound) return;
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@@ -232,19 +204,18 @@ namespace WulaFallenEmpire
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// 删除 pawn
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private void DestroyPawn()
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{
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if (Pawn.Dead && Props.destroyCorpse)
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if (Pawn.Destroyed) return;
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try
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{
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// 如果是尸体,直接销毁
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Pawn.Destroy();
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// 直接调用 Destroy,绕过所有死亡逻辑
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Pawn.Destroy(DestroyMode.Vanish);
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Log.Message($"[DisappearWithEffect] Pawn {Pawn.LabelCap} destroyed");
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}
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else if (!Pawn.Dead)
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catch (System.Exception ex)
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{
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// 如果是活着的 pawn,先杀死再销毁
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Pawn.Kill(null, this.parent);
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if (Props.destroyCorpse)
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{
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Pawn.Destroy();
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}
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Log.Error($"[DisappearWithEffect] Error destroying pawn: {ex}");
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}
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}
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@@ -153,6 +153,7 @@
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<Compile Include="GlobalWorkTable\ITab_GlobalBills.cs" />
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<Compile Include="GlobalWorkTable\CompLaunchable_ToGlobalStorage.cs" />
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<Compile Include="GlobalWorkTable\CompProperties_Launchable_ToGlobalStorage.cs" />
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<Compile Include="HarmonyPatches\Hediff_Mechlink_PostAdd_Patch.cs" />
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<Compile Include="HarmonyPatches\WULA_AutonomousMech\Patch_FloatMenuOptionProvider_SelectedPawnValid.cs" />
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<Compile Include="HarmonyPatches\WULA_AutonomousMech\Patch_IsColonyMechPlayerControlled.cs" />
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<Compile Include="HarmonyPatches\WULA_AutonomousMech\Patch_MechanitorUtility_CanDraftMech.cs" />
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@@ -160,7 +161,7 @@
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<Compile Include="HarmonyPatches\WULA_AutonomousMech\Patch_CaravanFormingUtility_AllSendablePawns.cs" />
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<Compile Include="HarmonyPatches\WULA_AutonomousMech\Patch_Pawn_ThreatDisabled.cs" />
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<Compile Include="HarmonyPatches\WULA_AutonomousMech\Patch_UncontrolledMechDrawPulse.cs" />
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<Compile Include="HediffComp\HediffCompProperties_DisappearWithEffect .cs" />
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<Compile Include="HediffComp\HediffCompProperties_DisappearWithEffect.cs" />
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<Compile Include="HediffComp\HediffCompProperties_NanoRepair.cs" />
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<Compile Include="HediffComp\HediffCompProperties_SwitchableHediff.cs" />
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<Compile Include="HediffComp\WULA_HediffDamgeShield\DRMDamageShield.cs" />
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Reference in New Issue
Block a user