未编译

This commit is contained in:
2025-10-31 17:15:34 +08:00
parent c74d9d9916
commit 8f85bd00f3
11 changed files with 914 additions and 352 deletions

View File

@@ -38,13 +38,19 @@ namespace WulaFallenEmpire
Shutdown // 关机模式:立即休眠
}
public class CompProperties_AutonomousMech : CompProperties
{
public bool enableAutonomousDrafting = true;
public bool enableAutonomousWork = true;
public bool requirePowerForAutonomy = true;
public bool suppressUncontrolledWarning = true;
// 新增:能量管理设置
public float lowEnergyThreshold = 0.3f; // 低能量阈值
public float criticalEnergyThreshold = 0.1f; // 临界能量阈值
public float rechargeCompleteThreshold = 0.9f; // 充电完成阈值
public CompProperties_AutonomousMech()
{
compClass = typeof(CompAutonomousMech);
@@ -54,202 +60,290 @@ namespace WulaFallenEmpire
public class CompAutonomousMech : ThingComp
{
public CompProperties_AutonomousMech Props => (CompProperties_AutonomousMech)props;
public Pawn MechPawn => parent as Pawn;
// 新增:当前工作模式
private AutonomousWorkMode currentWorkMode = AutonomousWorkMode.Work;
private bool wasLowEnergy = false; // 记录上次是否处于低能量状态
public bool CanBeAutonomous
{
get
{
if (MechPawn == null || MechPawn.Dead || MechPawn.Downed)
return false;
if (!Props.enableAutonomousDrafting)
return false;
if (MechPawn.GetOverseer() != null)
return false;
if (Props.requirePowerForAutonomy)
{
var energyNeed = MechPawn.needs?.TryGetNeed<Need_MechEnergy>();
if (energyNeed != null && energyNeed.CurLevelPercentage < 0.1f)
// 在临界能量下不允许自主模式
if (GetEnergyLevel() < Props.criticalEnergyThreshold)
return false;
}
return true;
}
}
public bool CanWorkAutonomously
{
get
{
if (!Props.enableAutonomousWork)
return false;
if (!CanBeAutonomous)
return false;
if (MechPawn.Drafted)
return false;
return true;
}
}
public bool ShouldSuppressUncontrolledWarning
{
get
{
if (!Props.suppressUncontrolledWarning)
return false;
return CanBeAutonomous;
}
}
// 新增:公开访问当前工作模式
public AutonomousWorkMode CurrentWorkMode => currentWorkMode;
// 新增:能量状态检查方法
public float GetEnergyLevel()
{
var energyNeed = MechPawn.needs?.TryGetNeed<Need_MechEnergy>();
return energyNeed?.CurLevelPercentage ?? 0f;
}
public bool IsLowEnergy => GetEnergyLevel() < Props.lowEnergyThreshold;
public bool IsCriticalEnergy => GetEnergyLevel() < Props.criticalEnergyThreshold;
public bool IsFullyCharged => GetEnergyLevel() >= Props.rechargeCompleteThreshold;
// ... 现有代码 ...
public override void PostSpawnSetup(bool respawningAfterLoad)
{
base.PostSpawnSetup(respawningAfterLoad);
if (MechPawn != null && MechPawn.IsColonyMech)
// 确保使用独立战斗系统
InitializeAutonomousCombat();
}
private void InitializeAutonomousCombat()
{
// 确保有 draftController
if (MechPawn.drafter == null)
{
MechPawn.drafter = new Pawn_DraftController(MechPawn);
}
// 强制启用 FireAtWill
if (MechPawn.drafter != null)
{
MechPawn.drafter.FireAtWill = true;
}
// 确保工作设置不会干扰战斗
EnsureCombatWorkSettings();
}
private void EnsureCombatWorkSettings()
{
if (MechPawn.workSettings == null)
return;
// 设置自主战斗工作类型(如果存在)
WorkTypeDef autonomousCombat = DefDatabase<WorkTypeDef>.GetNamedSilentFail("WULA_AutonomousCombat");
if (autonomousCombat != null)
{
MechPawn.workSettings.SetPriority(autonomousCombat, 1);
}
}
public override void CompTick()
{
base.CompTick();
// 定期检查战斗状态
if (Find.TickManager.TicksGame % 60 == 0)
{
CheckCombatStatus();
}
}
private void CheckCombatStatus()
{
if (MechPawn.drafter?.Drafted == true && MechPawn.CurJob == null)
{
// 如果被征召但没有工作,强制进入自主战斗状态
ForceAutonomousCombat();
}
}
private void ForceAutonomousCombat()
{
JobDef autonomousCombatJob = DefDatabase<JobDef>.GetNamedSilentFail("WULA_AutonomousWaitCombat");
if (autonomousCombatJob != null)
{
Job job = JobMaker.MakeJob(autonomousCombatJob);
MechPawn.jobs.StartJob(job, JobCondition.InterruptForced);
}
}
public override void CompTick()
{
base.CompTick();
// 每60 tick检查一次能量状态
if (MechPawn != null && MechPawn.IsColonyMech && Find.TickManager.TicksGame % 60 == 0)
{
CheckEnergyStatus();
EnsureWorkSettings();
}
}
// 新增:能量状态检查
private void CheckEnergyStatus()
{
if (!CanWorkAutonomously)
return;
bool isLowEnergyNow = IsLowEnergy;
// 如果能量状态发生变化
if (isLowEnergyNow != wasLowEnergy)
{
if (isLowEnergyNow)
{
// 进入低能量状态
if (currentWorkMode == AutonomousWorkMode.Work)
{
// 自动切换到充电模式
SetWorkMode(AutonomousWorkMode.Recharge);
Messages.Message("WULA_LowEnergySwitchToRecharge".Translate(MechPawn.LabelCap),
MechPawn, MessageTypeDefOf.CautionInput);
}
}
else
{
// 恢复能量状态
if (currentWorkMode == AutonomousWorkMode.Recharge && IsFullyCharged)
{
// 充满电后自动切换回工作模式
SetWorkMode(AutonomousWorkMode.Work);
Messages.Message("WULA_FullyChargedSwitchToWork".Translate(MechPawn.LabelCap),
MechPawn, MessageTypeDefOf.PositiveEvent);
}
}
wasLowEnergy = isLowEnergyNow;
}
// 临界能量警告
if (IsCriticalEnergy && currentWorkMode != AutonomousWorkMode.Recharge && currentWorkMode != AutonomousWorkMode.Shutdown)
{
Messages.Message("WULA_CriticalEnergyLevels".Translate(MechPawn.LabelCap),
MechPawn, MessageTypeDefOf.ThreatBig);
// 强制切换到充电模式
SetWorkMode(AutonomousWorkMode.Recharge);
}
}
public override IEnumerable<Gizmo> CompGetGizmosExtra()
{
if (MechPawn == null || !CanBeAutonomous)
yield break;
// 自主征召按钮
yield return new Command_Toggle
{
defaultLabel = "Autonomous Mode",
defaultDesc = "Enable autonomous operation without mechanitor control",
icon = TexCommand.Draft,
isActive = () => MechPawn.Drafted,
toggleAction = () => ToggleAutonomousDraft(),
hotKey = KeyBindingDefOf.Misc1
};
// 工作模式切换按钮
if (CanWorkAutonomously)
{
string energyInfo = "WULA_EnergyInfo".Translate(GetEnergyLevel().ToStringPercent());
yield return new Command_Action
{
defaultLabel = "Work Mode: " + GetCurrentWorkModeDisplay(),
defaultDesc = "Switch autonomous work mode",
icon = TexCommand.Attack,
defaultLabel = "WULA_Mech_WorkMode".Translate(GetCurrentWorkModeDisplay()) + energyInfo,
defaultDesc = GetWorkModeDescription(),
icon = GetWorkModeIcon(),
action = () => ShowWorkModeMenu()
};
}
}
private void ToggleAutonomousDraft()
// 修改:返回包含能量信息的描述
private string GetWorkModeDescription()
{
if (MechPawn.drafter == null)
return;
string baseDesc = "WULA_Switch_Mech_WorkMode".Translate();
string energyInfo = "WULA_CurrentEnergy".Translate(GetEnergyLevel().ToStringPercent());
if (MechPawn.Drafted)
{
MechPawn.drafter.Drafted = false;
Messages.Message($"{MechPawn.LabelCap} autonomous mode deactivated",
MechPawn, MessageTypeDefOf.NeutralEvent);
}
else
{
if (CanBeAutonomous)
{
MechPawn.drafter.Drafted = true;
Messages.Message($"{MechPawn.LabelCap} is now operating autonomously",
MechPawn, MessageTypeDefOf.PositiveEvent);
}
else
{
Messages.Message($"Cannot activate autonomous mode: {GetBlockReason()}",
MechPawn, MessageTypeDefOf.NegativeEvent);
}
}
if (IsLowEnergy)
energyInfo += "WULA_EnergyLow".Translate();
if (IsCriticalEnergy)
energyInfo += "WULA_EnergyCritical".Translate();
return baseDesc + "\n" + energyInfo;
}
// 新增:根据能量状态返回不同的图标
private UnityEngine.Texture2D GetWorkModeIcon()
{
if (IsCriticalEnergy)
return TexCommand.DesirePower;
else if (IsLowEnergy)
return TexCommand.ToggleVent;
else
return TexCommand.Attack;
}
// 修改:返回自定义工作模式的显示名称
private string GetCurrentWorkModeDisplay()
{
switch (currentWorkMode)
{
case AutonomousWorkMode.Work:
return "Work";
return "WULA_WorkMode_Work".Translate();
case AutonomousWorkMode.Recharge:
return "Recharge";
return "WULA_WorkMode_Recharge".Translate();
case AutonomousWorkMode.Shutdown:
return "Shutdown";
return "WULA_WorkMode_Shutdown".Translate();
default:
return "Unknown";
return "WULA_WorkMode_Unknown".Translate();
}
}
private void ShowWorkModeMenu()
{
List<FloatMenuOption> list = new List<FloatMenuOption>();
// 工作模式
list.Add(new FloatMenuOption("Work Mode - Perform assigned work tasks",
list.Add(new FloatMenuOption("WULA_WorkMode_Work_Desc".Translate(),
() => SetWorkMode(AutonomousWorkMode.Work)));
// 充电模式
list.Add(new FloatMenuOption("Recharge Mode - Charge and then shutdown",
list.Add(new FloatMenuOption("WULA_WorkMode_Recharge_Desc".Translate(),
() => SetWorkMode(AutonomousWorkMode.Recharge)));
// 休眠模式
list.Add(new FloatMenuOption("Shutdown Mode - Immediately shutdown",
list.Add(new FloatMenuOption("WULA_WorkMode_Shutdown_Desc".Translate(),
() => SetWorkMode(AutonomousWorkMode.Shutdown)));
Find.WindowStack.Add(new FloatMenu(list));
}
// 修改:设置自定义工作模式
private void SetWorkMode(AutonomousWorkMode mode)
{
currentWorkMode = mode;
// 清除当前工作,让机械族重新选择符合新模式的工作
if (MechPawn.CurJob != null && MechPawn.CurJob.def != JobDefOf.Wait_Combat)
{
MechPawn.jobs.StopAll();
}
string modeName = GetCurrentWorkModeDisplay();
Messages.Message($"{MechPawn.LabelCap} switched to {modeName} mode",
MechPawn, MessageTypeDefOf.NeutralEvent);
Log.Message($"AutonomousMech: {MechPawn.LabelCap} work mode set to {modeName}");
}
private string GetBlockReason()
{
if (MechPawn.Dead || MechPawn.Downed)
return "Mech is incapacitated";
if (MechPawn.GetOverseer() != null)
return "Mech is under mechanitor control";
if (Props.requirePowerForAutonomy)
{
var energyNeed = MechPawn.needs?.TryGetNeed<Need_MechEnergy>();
if (energyNeed != null && energyNeed.CurLevelPercentage < 0.1f)
return "Insufficient energy";
}
return "Autonomous mode disabled";
string modeName = GetCurrentWorkModeDisplay();
Messages.Message("WULA_SwitchedToMode".Translate(MechPawn.LabelCap, modeName),
MechPawn, MessageTypeDefOf.NeutralEvent);
}
private void EnsureWorkSettings()
@@ -264,18 +358,20 @@ namespace WulaFallenEmpire
{
if (!CanBeAutonomous)
return null;
string energyInfo = "WULA_EnergyInfoShort".Translate(GetEnergyLevel().ToStringPercent());
if (MechPawn.Drafted)
return "Operating autonomously";
return "WULA_Autonomous_Drafted".Translate() + energyInfo;
else
return $"Autonomous mode: {GetCurrentWorkModeDisplay()}";
return "WULA_Autonomous_Mode".Translate(GetCurrentWorkModeDisplay()) + energyInfo;
}
// 新增:保存和加载工作模式
public override void PostExposeData()
{
base.PostExposeData();
Scribe_Values.Look(ref currentWorkMode, "currentWorkMode", AutonomousWorkMode.Work);
Scribe_Values.Look(ref wasLowEnergy, "wasLowEnergy", false);
}
}
}

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@@ -0,0 +1,234 @@
// JobDriver_AutonomousWaitCombat.cs
using System;
using System.Collections.Generic;
using RimWorld;
using Verse;
using Verse.AI;
namespace WulaFallenEmpire
{
public class JobDriver_AutonomousWaitCombat : JobDriver
{
private const int TargetSearchInterval = 4;
private bool collideWithPawns;
private JobExtension_AutonomousCombat CombatExtension =>
job.def.GetModExtension<JobExtension_AutonomousCombat>();
public override bool TryMakePreToilReservations(bool errorOnFailed)
{
return true;
}
protected override IEnumerable<Toil> MakeNewToils()
{
Toil waitToil = new Toil();
waitToil.initAction = delegate
{
if (pawn.Spawned)
{
pawn.Map.pawnDestinationReservationManager.Reserve(pawn, job, pawn.Position);
pawn.pather?.StopDead();
}
// 初始化战斗设置
InitializeCombatSettings();
// 立即检查攻击目标
CheckForAutoAttack();
};
waitToil.tickAction = delegate
{
// 定期检查攻击目标
if (Find.TickManager.TicksGame % TargetSearchInterval == 0)
{
CheckForAutoAttack();
}
// 处理朝向
HandleFacing();
};
waitToil.defaultCompleteMode = ToilCompleteMode.Never;
yield return waitToil;
}
private void InitializeCombatSettings()
{
var comp = pawn.GetComp<CompAutonomousMech>();
if (comp?.CanWorkAutonomously == true)
{
// 确保征召设置正确
if (pawn.drafter != null)
{
pawn.drafter.FireAtWill = CombatExtension?.forceFireAtWill ?? true;
}
}
}
private void HandleFacing()
{
// 如果有指定朝向,就面向该方向
if (job.overrideFacing != Rot4.Invalid)
{
pawn.rotationTracker.FaceTarget(pawn.Position + job.overrideFacing.FacingCell);
return;
}
// 如果有职责焦点,就面向焦点
if (pawn.mindState?.duty?.focus != null)
{
pawn.rotationTracker.FaceTarget(pawn.mindState.duty.focus);
return;
}
// 自动寻找敌人并面向它
Thing enemyTarget = FindNearestEnemy();
if (enemyTarget != null)
{
pawn.rotationTracker.FaceTarget(enemyTarget);
}
}
private void CheckForAutoAttack()
{
if (!CanAutoAttack())
return;
// 先检查近战攻击
if (CheckMeleeAttack())
return;
// 再检查远程攻击
CheckRangedAttack();
}
private bool CanAutoAttack()
{
// 基础状态检查
if (pawn.Downed || pawn.stances.FullBodyBusy || pawn.IsCarryingPawn())
return false;
var comp = pawn.GetComp<CompAutonomousMech>();
if (comp?.CanWorkAutonomously != true)
return false;
// 检查扩展设置
if (CombatExtension?.autoAttackEnabled != true)
return false;
// 忽略工作标签检查,因为这是独立系统
if (!CombatExtension.ignoreWorkTags)
{
if (pawn.WorkTagIsDisabled(WorkTags.Violent))
return false;
}
return true;
}
private bool CheckMeleeAttack()
{
if (!pawn.kindDef.canMeleeAttack)
return false;
// 检查相邻格子的敌人
for (int i = 0; i < 9; i++)
{
IntVec3 cell = pawn.Position + GenAdj.AdjacentCellsAndInside[i];
if (!cell.InBounds(pawn.Map))
continue;
foreach (Thing thing in cell.GetThingList(pawn.Map))
{
if (thing is Pawn targetPawn && IsValidMeleeTarget(targetPawn))
{
pawn.meleeVerbs.TryMeleeAttack(targetPawn);
collideWithPawns = true;
return true;
}
}
}
return false;
}
private bool IsValidMeleeTarget(Pawn target)
{
return !target.ThreatDisabled(pawn) &&
pawn.HostileTo(target) &&
GenHostility.IsActiveThreatTo(target, pawn.Faction) &&
!pawn.ThreatDisabledBecauseNonAggressiveRoamer(target);
}
private void CheckRangedAttack()
{
if (!CanUseRangedWeapon())
return;
Verb verb = pawn.CurrentEffectiveVerb;
if (verb == null || verb.verbProps.IsMeleeAttack)
return;
Thing shootTarget = FindRangedTarget();
if (shootTarget != null)
{
pawn.TryStartAttack(shootTarget);
collideWithPawns = true;
}
}
private bool CanUseRangedWeapon()
{
if (!CombatExtension?.canUseRangedWeapon ?? false)
return false;
// 检查武器
if (pawn.equipment?.Primary == null || !pawn.equipment.Primary.def.IsRangedWeapon)
return false;
// 检查 FireAtWill 设置
if (pawn.drafter != null && !pawn.drafter.FireAtWill)
return false;
return true;
}
private Thing FindRangedTarget()
{
int searchRadius = CombatExtension?.attackSearchRadius ?? 25;
TargetScanFlags flags = TargetScanFlags.NeedLOSToAll |
TargetScanFlags.NeedThreat |
TargetScanFlags.NeedAutoTargetable;
if (pawn.CurrentEffectiveVerb?.IsIncendiary_Ranged() == true)
{
flags |= TargetScanFlags.NeedNonBurning;
}
return (Thing)AttackTargetFinder.BestShootTargetFromCurrentPosition(
pawn, flags, null, 0f, searchRadius);
}
private Thing FindNearestEnemy()
{
int searchRadius = CombatExtension?.attackSearchRadius ?? 25;
return (Thing)AttackTargetFinder.BestAttackTarget(
pawn,
TargetScanFlags.NeedThreat,
x => x is Pawn p && pawn.HostileTo(p),
0f, searchRadius,
default,
float.MaxValue,
canTakeTargets: true);
}
public override string GetReport()
{
return "WULA_StandingGuard".Translate(); // 自定义报告文本
}
}
}

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@@ -0,0 +1,14 @@
// JobExtension_AutonomousCombat.cs
using Verse;
namespace WulaFallenEmpire
{
public class JobExtension_AutonomousCombat : DefModExtension
{
public bool canUseRangedWeapon = true;
public bool autoAttackEnabled = true;
public int attackSearchRadius = 25;
public bool ignoreWorkTags = true;
public bool forceFireAtWill = true;
}
}

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@@ -0,0 +1,42 @@
// JobGiver_AutonomousCombat.cs
using RimWorld;
using Verse;
using Verse.AI;
namespace WulaFallenEmpire
{
public class JobGiver_AutonomousCombat : ThinkNode_JobGiver
{
public float priority = 8f;
public int expiryInterval = 30;
public override float GetPriority(Pawn pawn)
{
// 只有在征召状态下才有优先级
if (pawn.drafter?.Drafted == true &&
pawn.GetComp<CompAutonomousMech>()?.CanWorkAutonomously == true)
{
return priority;
}
return 0f;
}
protected override Job TryGiveJob(Pawn pawn)
{
// 确保是自主机械族且被征召
var comp = pawn.GetComp<CompAutonomousMech>();
if (comp?.CanWorkAutonomously != true || pawn.drafter?.Drafted != true)
return null;
// 创建自主战斗工作
Job job = JobMaker.MakeJob(DefDatabase<JobDef>.GetNamed("WULA_AutonomousWaitCombat"));
job.expiryInterval = expiryInterval;
job.checkOverrideOnDamage = true;
// 设置工作标签,确保不会被其他工作干扰
pawn.mindState?.prioritizedWork?.Clear();
return job;
}
}
}

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@@ -0,0 +1,37 @@
// JobGiver_AutonomousWaitCombat.cs
using RimWorld;
using Verse;
using Verse.AI;
namespace WulaFallenEmpire
{
public class JobGiver_AutonomousWaitCombat : ThinkNode_JobGiver
{
public bool canUseRangedWeapon = true;
public override float GetPriority(Pawn pawn)
{
// 只有在征召状态下才有高优先级
if (pawn.drafter?.Drafted == true)
{
return 9.5f; // 比常规工作低,但比空闲高
}
return 0f;
}
protected override Job TryGiveJob(Pawn pawn)
{
// 只有在征召状态下才使用 Wait_Combat
if (pawn.drafter?.Drafted == true &&
pawn.GetComp<CompAutonomousMech>()?.CanWorkAutonomously == true)
{
Job job = JobMaker.MakeJob(JobDefOf.Wait_Combat);
job.canUseRangedWeapon = canUseRangedWeapon;
job.expiryInterval = 30; // 短时间,便于重新评估
return job;
}
return null;
}
}
}

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@@ -0,0 +1,60 @@
using RimWorld;
using Verse;
using Verse.AI;
namespace WulaFallenEmpire
{
// 检查机械族是否需要充电
public class ThinkNode_ConditionalNeedRecharge : ThinkNode_Conditional
{
public float energyThreshold = 0.3f;
protected override bool Satisfied(Pawn pawn)
{
if (pawn == null || pawn.Dead || pawn.Downed)
return false;
var energyNeed = pawn.needs?.TryGetNeed<Need_MechEnergy>();
if (energyNeed == null)
return false;
return energyNeed.CurLevelPercentage < energyThreshold;
}
}
// 检查机械族是否紧急需要充电
public class ThinkNode_ConditionalEmergencyRecharge : ThinkNode_Conditional
{
public float emergencyThreshold = 0.1f;
protected override bool Satisfied(Pawn pawn)
{
if (pawn == null || pawn.Dead || pawn.Downed)
return false;
var energyNeed = pawn.needs?.TryGetNeed<Need_MechEnergy>();
if (energyNeed == null)
return false;
return energyNeed.CurLevelPercentage < emergencyThreshold;
}
}
// 检查机械族是否充满电
public class ThinkNode_ConditionalFullyCharged : ThinkNode_Conditional
{
public float fullChargeThreshold = 0.9f;
protected override bool Satisfied(Pawn pawn)
{
if (pawn == null || pawn.Dead || pawn.Downed)
return false;
var energyNeed = pawn.needs?.TryGetNeed<Need_MechEnergy>();
if (energyNeed == null)
return false;
return energyNeed.CurLevelPercentage >= fullChargeThreshold;
}
}
}

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@@ -105,9 +105,11 @@
<Compile Include="Pawn\WULA_AutoMechCarrier\CompProperties_AutoMechCarrier.cs" />
<Compile Include="Pawn\WULA_AutoMechCarrier\PawnProductionEntry.cs" />
<Compile Include="Pawn\WULA_AutonomousMech\CompAutonomousMech.cs" />
<Compile Include="Pawn\WULA_AutonomousMech\JobGiver_AutonomousWaitCombat.cs" />
<Compile Include="Pawn\WULA_AutonomousMech\Patch_MechanitorUtility_CanDraftMech.cs" />
<Compile Include="Pawn\WULA_AutonomousMech\Patch_UncontrolledMechDrawPulse.cs" />
<Compile Include="Pawn\WULA_AutonomousMech\ThinkNode_ConditionalAutonomousWorkMode.cs" />
<Compile Include="Pawn\WULA_AutonomousMech\ThinkNode_ConditionalNeedRecharge.cs" />
<Compile Include="Pawn\WULA_BrokenPersonality\MentalBreakWorker_BrokenPersonality.cs" />
<Compile Include="Pawn\WULA_BrokenPersonality\MentalStateDefExtension_BrokenPersonality.cs" />
<Compile Include="Pawn\WULA_BrokenPersonality\MentalState_BrokenPersonality.cs" />