暂存
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@@ -506,43 +506,53 @@ namespace WulaFallenEmpire
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return;
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}
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IncidentParms parms = new IncidentParms
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{
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target = map,
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points = this.points,
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faction = factionInst,
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raidStrategy = this.raidStrategy,
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raidArrivalMode = this.raidArrivalMode,
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pawnGroupMakerSeed = Rand.Int,
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forced = true
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};
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if (!RCellFinder.TryFindRandomPawnEntryCell(out parms.spawnCenter, map, CellFinder.EdgeRoadChance_Hostile))
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{
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Log.Error("[WulaFallenEmpire] Effect_TriggerRaid could not find a valid spawn center.");
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return;
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}
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PawnGroupMakerParms groupMakerParms = new PawnGroupMakerParms
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{
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groupKind = this.groupKind ?? PawnGroupKindDefOf.Combat,
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tile = map.Tile,
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points = this.points,
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faction = factionInst,
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raidStrategy = this.raidStrategy,
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seed = parms.pawnGroupMakerSeed
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};
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List<Pawn> pawns;
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if (!pawnGroupMakers.NullOrEmpty())
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{
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IncidentParms parms = new IncidentParms
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{
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target = map,
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points = this.points,
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faction = factionInst,
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raidStrategy = this.raidStrategy,
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raidArrivalMode = this.raidArrivalMode,
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pawnGroupMakerSeed = Rand.Int,
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forced = true
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};
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var groupMaker = pawnGroupMakers.RandomElementByWeight(x => x.commonality);
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pawns = groupMaker.GeneratePawns(groupMakerParms).ToList();
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}
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else
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{
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pawns = PawnGroupMakerUtility.GeneratePawns(groupMakerParms).ToList();
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}
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if (!RCellFinder.TryFindRandomPawnEntryCell(out parms.spawnCenter, map, CellFinder.EdgeRoadChance_Hostile))
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{
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Log.Error("[WulaFallenEmpire] Effect_TriggerRaid could not find a valid spawn center.");
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return;
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}
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PawnGroupMakerParms groupMakerParms = new PawnGroupMakerParms
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{
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groupKind = this.groupKind ?? PawnGroupKindDefOf.Combat,
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tile = map.Tile,
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points = this.points,
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faction = factionInst,
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raidStrategy = this.raidStrategy,
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seed = parms.pawnGroupMakerSeed
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};
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if (pawns.Any())
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{
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raidArrivalMode.Worker.Arrive(pawns, parms);
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// Assign Lord and LordJob to make the pawns actually perform the raid.
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raidStrategy.Worker.MakeLords(parms, pawns);
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List<Pawn> pawns = PawnGroupMakerUtility.GeneratePawns(groupMakerParms).ToList();
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if (pawns.Any())
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if (!string.IsNullOrEmpty(letterLabel) && !string.IsNullOrEmpty(letterText))
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{
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raidArrivalMode.Worker.Arrive(pawns, parms);
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if (!string.IsNullOrEmpty(letterLabel) && !string.IsNullOrEmpty(letterText))
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{
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Find.LetterStack.ReceiveLetter(letterLabel, letterText, LetterDefOf.ThreatBig, pawns[0]);
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}
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Find.LetterStack.ReceiveLetter(letterLabel, letterText, LetterDefOf.ThreatBig, pawns[0]);
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}
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}
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}
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@@ -577,4 +587,68 @@ namespace WulaFallenEmpire
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}
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}
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}
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public class Effect_StoreRealPlayTime : Effect
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{
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public string variableName;
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public override void Execute(Dialog_CustomDisplay dialog = null)
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{
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if (string.IsNullOrEmpty(variableName))
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{
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Log.Error("[WulaFallenEmpire] Effect_StoreRealPlayTime is not configured correctly (missing variableName).");
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return;
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}
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var eventVarManager = Find.World.GetComponent<EventVariableManager>();
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float realPlayTime = Find.GameInfo.RealPlayTimeInteracting;
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Log.Message($"[EventSystem] Storing real play time ({realPlayTime}s) into variable '{variableName}'.");
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eventVarManager.SetVariable(variableName, realPlayTime);
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}
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}
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public class Effect_StoreDaysPassed : Effect
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{
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public string variableName;
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public override void Execute(Dialog_CustomDisplay dialog = null)
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{
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if (string.IsNullOrEmpty(variableName))
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{
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Log.Error("[WulaFallenEmpire] Effect_StoreDaysPassed is not configured correctly (missing variableName).");
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return;
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}
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var eventVarManager = Find.World.GetComponent<EventVariableManager>();
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int daysPassed = GenDate.DaysPassed;
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Log.Message($"[EventSystem] Storing days passed ({daysPassed}) into variable '{variableName}'.");
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eventVarManager.SetVariable(variableName, daysPassed);
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}
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}
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public class Effect_StoreColonyWealth : Effect
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{
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public string variableName;
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public override void Execute(Dialog_CustomDisplay dialog = null)
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{
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if (string.IsNullOrEmpty(variableName))
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{
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Log.Error("[WulaFallenEmpire] Effect_StoreColonyWealth is not configured correctly (missing variableName).");
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return;
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}
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Map currentMap = Find.CurrentMap;
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if (currentMap == null)
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{
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Log.Error("[WulaFallenEmpire] Effect_StoreColonyWealth cannot execute without a current map.");
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return;
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}
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var eventVarManager = Find.World.GetComponent<EventVariableManager>();
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float wealth = currentMap.wealthWatcher.WealthTotal;
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Log.Message($"[EventSystem] Storing colony wealth ({wealth}) into variable '{variableName}'.");
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eventVarManager.SetVariable(variableName, wealth);
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}
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}
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}
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