整理scoure

This commit is contained in:
2025-10-31 09:57:45 +08:00
parent 9e6aa98830
commit 8fee1bcfba
103 changed files with 5547 additions and 916 deletions

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using System.Collections.Generic;
using System.Linq;
using RimWorld;
using Verse;
using Verse.AI.Group;
namespace WulaFallenEmpire
{
/// <summary>
/// Custom CompProperties for our ritual spot. It no longer needs a tag.
/// </summary>
public class CompProperties_WulaRitualSpot : CompProperties
{
public CompProperties_WulaRitualSpot()
{
this.compClass = typeof(CompWulaRitualSpot);
}
}
/// <summary>
/// The core component for the custom ritual spot. Generates its own gizmos
/// by specifically looking for Defs that inherit from our custom PsychicRitualDef_Wula base class.
/// </summary>
public class CompWulaRitualSpot : ThingComp
{
public CompProperties_WulaRitualSpot Props => (CompProperties_WulaRitualSpot)this.props;
public override IEnumerable<Gizmo> CompGetGizmosExtra()
{
foreach (Gizmo gizmo in base.CompGetGizmosExtra())
{
yield return gizmo;
}
// Find all rituals that are of our custom base class type.
foreach (PsychicRitualDef_Wula ritualDef in DefDatabase<PsychicRitualDef_Wula>.AllDefs)
{
if (ritualDef.Visible)
{
Command_Action command_Action = new Command_Action();
command_Action.defaultLabel = ritualDef.LabelCap.Resolve();
command_Action.defaultDesc = ritualDef.description;
command_Action.icon = ritualDef.uiIcon;
command_Action.action = delegate
{
// Mimic vanilla initialization
TargetInfo target = new TargetInfo(this.parent);
PsychicRitualRoleAssignments assignments = ritualDef.BuildRoleAssignments(target);
PsychicRitualCandidatePool candidatePool = ritualDef.FindCandidatePool();
ritualDef.InitializeCast(this.parent.Map);
Find.WindowStack.Add(new Dialog_BeginPsychicRitual(ritualDef, candidatePool, assignments, this.parent.Map));
};
// Corrected check for cooldown and other requirements
AcceptanceReport acceptanceReport = Find.PsychicRitualManager.CanInvoke(ritualDef, this.parent.Map);
if (!acceptanceReport.Accepted)
{
command_Action.Disable(acceptanceReport.Reason.CapitalizeFirst());
}
yield return command_Action;
}
}
}
}
}

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using System.Collections.Generic;
using Verse;
using Verse.AI.Group;
using RimWorld;
namespace WulaFallenEmpire
{
public class PsychicRitualDef_AddHediff : PsychicRitualDef_Wula
{
public HediffDef hediff;
public override List<PsychicRitualToil> CreateToils(PsychicRitual psychicRitual, PsychicRitualGraph parent)
{
List<PsychicRitualToil> list = base.CreateToils(psychicRitual, parent);
list.Add(new PsychicRitualToil_AddHediff(TargetRole, hediff));
list.Add(new PsychicRitualToil_TargetCleanup(InvokerRole, TargetRole));
return list;
}
}
}

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using RimWorld;
namespace WulaFallenEmpire
{
/// <summary>
/// This class serves as a custom base for all Wula rituals.
/// It inherits from PsychicRitualDef_InvocationCircle to retain all vanilla functionality,
/// but provides a unique type that our custom CompWulaRitualSpot can specifically look for,
/// ensuring these rituals only appear on our custom ritual spot.
/// </summary>
public class PsychicRitualDef_Wula : PsychicRitualDef_WulaBase
{
// This class can be expanded with Wula-specific ritual properties if needed in the future.
// For now, its existence is enough to separate our rituals from the vanilla ones.
}
}

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using System.Collections.Generic;
using System.Linq;
using System.Text;
using RimWorld;
using UnityEngine;
using Verse;
using Verse.AI.Group;
using Verse.AI;
namespace WulaFallenEmpire
{
public class PsychicRitualDef_WulaBase : PsychicRitualDef
{
public enum InvalidTargetReasonEnum
{
None,
AreaNotClear
}
private class RitualQualityOffsetCount
{
public float offset;
public int count;
public RitualQualityOffsetCount(int count, float offset)
{
this.count = count;
this.offset = offset;
}
}
public FloatRange hoursUntilHoraxEffect;
public FloatRange hoursUntilOutcome;
public float invocationCircleRadius = 3.9f;
[MustTranslate]
public string outcomeDescription;
public float psychicSensitivityPowerFactor = 0.25f;
protected PsychicRitualRoleDef invokerRole;
protected PsychicRitualRoleDef chanterRole;
protected PsychicRitualRoleDef targetRole;
protected PsychicRitualRoleDef defenderRole;
protected IngredientCount requiredOffering;
protected string timeAndOfferingLabelCached;
public static readonly SimpleCurve PsychicSensitivityToPowerFactor = new SimpleCurve
{
new CurvePoint(0f, 0f),
new CurvePoint(1f, 0.5f),
new CurvePoint(2f, 0.9f),
new CurvePoint(3f, 1f)
};
protected const int DurationTicksWaitPostEffect = 120;
private static Dictionary<PsychicRitualRoleDef, List<IntVec3>> tmpParticipants = new Dictionary<PsychicRitualRoleDef, List<IntVec3>>(8);
private List<Pawn> tmpGatheringPawns = new List<Pawn>(8);
public virtual PsychicRitualRoleDef InvokerRole => invokerRole;
public virtual PsychicRitualRoleDef ChanterRole => chanterRole;
public virtual PsychicRitualRoleDef TargetRole => targetRole;
public virtual PsychicRitualRoleDef DefenderRole => defenderRole;
public virtual IngredientCount RequiredOffering => requiredOffering;
public TaggedString CooldownLabel => "PsychicRitualCooldownLabel".Translate() + ": " + (cooldownHours * 2500).ToStringTicksToPeriod();
public override List<PsychicRitualRoleDef> Roles
{
get
{
List<PsychicRitualRoleDef> roles = base.Roles;
if (InvokerRole != null) roles.Add(InvokerRole);
if (TargetRole != null) roles.Add(TargetRole);
if (ChanterRole != null) roles.Add(ChanterRole);
if (DefenderRole != null) roles.Add(DefenderRole);
return roles;
}
}
public override void ResolveReferences()
{
base.ResolveReferences();
requiredOffering?.ResolveReferences();
invokerRole = invokerRole ?? PsychicRitualRoleDefOf.Invoker;
chanterRole = chanterRole ?? PsychicRitualRoleDefOf.Chanter;
}
public override List<PsychicRitualToil> CreateToils(PsychicRitual psychicRitual, PsychicRitualGraph parent)
{
float randomInRange = hoursUntilOutcome.RandomInRange;
IReadOnlyDictionary<PsychicRitualRoleDef, List<IntVec3>> readOnlyDictionary = GenerateRolePositions(psychicRitual.assignments);
return new List<PsychicRitualToil>
{
new PsychicRitualToil_GatherForInvocation_Wula(psychicRitual, this, readOnlyDictionary),
new PsychicRitualToil_InvokeHorax(InvokerRole, readOnlyDictionary.TryGetValue(InvokerRole), TargetRole, readOnlyDictionary.TryGetValue(TargetRole), ChanterRole, readOnlyDictionary.TryGetValue(ChanterRole), DefenderRole, readOnlyDictionary.TryGetValue(DefenderRole), RequiredOffering)
{
hoursUntilHoraxEffect = hoursUntilHoraxEffect.RandomInRange,
hoursUntilOutcome = randomInRange
},
new PsychicRitualToil_Wait(120)
};
}
public override bool IsValidTarget(TargetInfo target, out AnyEnum reason)
{
foreach (IntVec3 item in GenRadial.RadialCellsAround(target.Cell, invocationCircleRadius, useCenter: true))
{
if (!item.Standable(target.Map))
{
reason = AnyEnum.FromEnum(InvalidTargetReasonEnum.AreaNotClear);
return false;
}
}
reason = AnyEnum.None;
return true;
}
public override TaggedString InvalidTargetReason(AnyEnum reason)
{
InvalidTargetReasonEnum? invalidTargetReasonEnum = reason.As<InvalidTargetReasonEnum>();
if (invalidTargetReasonEnum.HasValue)
{
InvalidTargetReasonEnum valueOrDefault = invalidTargetReasonEnum.GetValueOrDefault();
return valueOrDefault switch
{
InvalidTargetReasonEnum.None => TaggedString.Empty,
InvalidTargetReasonEnum.AreaNotClear => "PsychicRitualDef_InvocationCircle_AreaMustBeClear".Translate(),
_ => throw new System.InvalidOperationException($"Unknown reason {valueOrDefault}"),
};
}
return base.InvalidTargetReason(reason);
}
public override TaggedString OutcomeDescription(FloatRange qualityRange, string qualityNumber, PsychicRitualRoleAssignments assignments)
{
return outcomeDescription.Formatted();
}
public override IEnumerable<TaggedString> OutcomeWarnings(PsychicRitualRoleAssignments assignments)
{
foreach (Pawn item in assignments.AssignedPawns(TargetRole))
{
if (item.HomeFaction != null && item.HomeFaction != Faction.OfPlayer && item.HomeFaction.def.humanlikeFaction && !item.HomeFaction.def.PermanentlyHostileTo(FactionDefOf.PlayerColony) && !item.HomeFaction.temporary && !item.HomeFaction.Hidden)
{
yield return "PsychicRitualFactionWarning".Translate(item.Named("PAWN"), item.HomeFaction.Named("FACTION")).Colorize(ColoredText.WarningColor);
}
}
}
public override TaggedString TimeAndOfferingLabel()
{
if (timeAndOfferingLabelCached != null)
{
return timeAndOfferingLabelCached;
}
StringBuilder stringBuilder = new StringBuilder();
stringBuilder.AppendLine(DurationLabel());
stringBuilder.Append(CooldownLabel);
if (!OfferingLabel().NullOrEmpty())
{
stringBuilder.AppendLine();
stringBuilder.Append(OfferingLabel());
}
timeAndOfferingLabelCached = stringBuilder.ToString();
return timeAndOfferingLabelCached;
}
private TaggedString OfferingLabel()
{
StringBuilder stringBuilder = new StringBuilder();
if (RequiredOffering != null)
{
stringBuilder.Append("PsychicRitualRequiredOffering".Translate().CapitalizeFirst());
stringBuilder.Append(": ");
stringBuilder.Append(RequiredOffering.SummaryFilterFirst);
}
return stringBuilder.ToString();
}
public TaggedString DurationLabel()
{
string value = ((int)(hoursUntilOutcome.Average * 2500f)).ToStringTicksToPeriod();
TaggedString taggedString = ((hoursUntilOutcome.min != hoursUntilOutcome.max) ? "ExpectedLordJobDuration".Translate().CapitalizeFirst() : "PsychicRitualExpectedDurationLabel".Translate().CapitalizeFirst());
StringBuilder stringBuilder = new StringBuilder();
stringBuilder.Append(taggedString);
stringBuilder.Append(": ");
stringBuilder.Append(value);
return stringBuilder.ToString();
}
private IReadOnlyDictionary<PsychicRitualRoleDef, List<IntVec3>> GenerateRolePositions(PsychicRitualRoleAssignments assignments)
{
tmpParticipants.ClearAndPoolValueLists();
foreach (PsychicRitualRoleDef role in Roles)
{
tmpParticipants[role] = SimplePool<List<IntVec3>>.Get();
}
int num = assignments.RoleAssignedCount(ChanterRole) + assignments.RoleAssignedCount(InvokerRole);
int num2 = 0;
foreach (Pawn item in assignments.AssignedPawns(InvokerRole))
{
_ = item;
int num3 = 0;
IntVec3 cell;
do
{
cell = assignments.Target.Cell;
cell += IntVec3.FromPolar(360f * (float)num2++ / (float)num, invocationCircleRadius);
}
while (!cell.Walkable(assignments.Target.Map) && num3++ <= 10);
if (num3 >= 10)
{
cell = assignments.Target.Cell;
}
tmpParticipants[InvokerRole].Add(cell);
}
foreach (Pawn item2 in assignments.AssignedPawns(ChanterRole))
{
_ = item2;
IntVec3 cell2 = assignments.Target.Cell;
cell2 += IntVec3.FromPolar(360f * (float)num2++ / (float)num, invocationCircleRadius);
tmpParticipants[ChanterRole].Add(cell2);
}
foreach (Pawn item3 in assignments.AssignedPawns(TargetRole))
{
_ = item3;
tmpParticipants[TargetRole].Add(assignments.Target.Cell);
}
if (DefenderRole != null)
{
num2 = 0;
int num4 = assignments.RoleAssignedCount(DefenderRole);
bool playerRitual = assignments.AllAssignedPawns.Any((Pawn x) => x.Faction == Faction.OfPlayer);
foreach (Pawn item4 in assignments.AssignedPawns(DefenderRole))
{
_ = item4;
IntVec3 cell3 = assignments.Target.Cell;
cell3 += IntVec3.FromPolar(360f * (float)num2++ / (float)num4, invocationCircleRadius + 5f);
cell3 = GetBestStandableRolePosition(playerRitual, cell3, assignments.Target.Cell, assignments.Target.Map);
tmpParticipants[DefenderRole].Add(cell3);
}
}
return tmpParticipants;
}
public override IEnumerable<string> BlockingIssues(PsychicRitualRoleAssignments assignments, Map map)
{
using (new ProfilerBlock("PsychicRitualDef.BlockingIssues"))
{
tmpGatheringPawns.Clear();
foreach (var (psychicRitualRoleDef2, collection) in assignments.RoleAssignments)
{
if (psychicRitualRoleDef2.CanHandleOfferings)
{
tmpGatheringPawns.AddRange(collection);
}
}
tmpGatheringPawns.RemoveAll(map, (Map _map, Pawn _pawn) => _pawn.MapHeld != _map);
if (TargetRole != null && InvokerRole != null)
{
Pawn pawn = assignments.FirstAssignedPawn(TargetRole);
if (pawn != null)
{
Pawn pawn2 = assignments.FirstAssignedPawn(InvokerRole);
if (pawn2 != null && pawn.IsPrisoner && !map.reachability.CanReach(assignments.Target.Cell, pawn.PositionHeld, PathEndMode.Touch, TraverseParms.For(pawn2)))
{
yield return "PsychicRitualTargetUnreachableByInvoker".Translate(pawn.Named("TARGET"), pawn2.Named("INVOKER"));
}
}
}
if (RequiredOffering != null && !PsychicRitualDef.OfferingReachable(map, tmpGatheringPawns, RequiredOffering, out var reachableCount))
{
yield return "PsychicRitualOfferingsInsufficient".Translate(RequiredOffering.SummaryFilterFirst, reachableCount);
}
}
}
public override void CalculateMaxPower(PsychicRitualRoleAssignments assignments, List<QualityFactor> powerFactorsOut, out float power)
{
power = 0f;
foreach (Pawn item in assignments.AssignedPawns(InvokerRole))
{
float statValue = item.GetStatValue(StatDefOf.PsychicSensitivity);
float num = PsychicSensitivityToPowerFactor.Evaluate(statValue);
num *= psychicSensitivityPowerFactor;
powerFactorsOut?.Add(new QualityFactor
{
label = "PsychicRitualDef_InvocationCircle_QualityFactor_PsychicSensitivity".Translate(item.Named("PAWN")),
positive = (statValue >= 1f),
count = statValue.ToStringPercent(),
quality = num,
toolTip = "PsychicRitualDef_InvocationCircle_QualityFactor_PsychicSensitivity_Tooltip".Translate(item.Named("PAWN"))
});
power += num;
}
base.CalculateMaxPower(assignments, powerFactorsOut, out var power2);
power += power2;
if (assignments.Target.Thing is Building building)
{
CalculateFacilityQualityOffset(powerFactorsOut, ref power, building);
}
power = Mathf.Clamp01(power);
}
private static void CalculateFacilityQualityOffset(List<QualityFactor> powerFactorsOut, ref float power, Building building)
{
Dictionary<ThingDef, RitualQualityOffsetCount> dictionary = new Dictionary<ThingDef, RitualQualityOffsetCount>();
List<Thing> linkedFacilitiesListForReading = building.GetComp<CompAffectedByFacilities>().LinkedFacilitiesListForReading;
for (int i = 0; i < linkedFacilitiesListForReading.Count; i++)
{
Thing thing = linkedFacilitiesListForReading[i];
CompFacility compFacility = thing.TryGetComp<CompFacility>();
if (compFacility?.StatOffsets == null)
{
continue;
}
for (int j = 0; j < compFacility.StatOffsets.Count; j++)
{
StatModifier statModifier = compFacility.StatOffsets[j];
if (statModifier.stat == StatDefOf.PsychicRitualQuality)
{
if (dictionary.TryGetValue(thing.def, out var value))
{
value.count++;
value.offset += statModifier.value;
}
else
{
dictionary.Add(thing.def, new RitualQualityOffsetCount(1, statModifier.value));
}
}
}
}
foreach (KeyValuePair<ThingDef, RitualQualityOffsetCount> item in dictionary)
{
powerFactorsOut?.Add(new QualityFactor
{
label = Find.ActiveLanguageWorker.Pluralize(item.Key.label).CapitalizeFirst(),
positive = true,
count = item.Value.count + " / " + item.Key.GetCompProperties<CompProperties_Facility>().maxSimultaneous,
quality = item.Value.offset,
toolTip = "PsychicRitualDef_InvocationCircle_QualityFactor_Increase_Tooltip".Translate().CapitalizeFirst().EndWithPeriod()
});
power += item.Value.offset;
}
}
public override IEnumerable<StatDrawEntry> SpecialDisplayStats(StatRequest req)
{
foreach (StatDrawEntry item in base.SpecialDisplayStats(req))
{
yield return item;
}
if (requiredOffering != null)
{
yield return new StatDrawEntry(StatCategoryDefOf.PsychicRituals, "StatsReport_Offering".Translate(), requiredOffering.SummaryFilterFirst, "StatsReport_Offering_Desc".Translate(), 1000);
}
yield return new StatDrawEntry(StatCategoryDefOf.PsychicRituals, "StatsReport_RitualDuration".Translate(), Mathf.FloorToInt(hoursUntilOutcome.min * 2500f).ToStringTicksToPeriod(), "StatsReport_RitualDuration_Desc".Translate(), 500);
yield return new StatDrawEntry(StatCategoryDefOf.PsychicRituals, "StatsReport_RitualCooldown".Translate(), (cooldownHours * 2500).ToStringTicksToPeriod(), "StatsReport_RitualCooldown_Desc".Translate(), 100);
}
public override void CheckPsychicRitualCancelConditions(PsychicRitual psychicRitual)
{
base.CheckPsychicRitualCancelConditions(psychicRitual);
if (!psychicRitual.canceled && invokerRole != null)
{
Pawn pawn = psychicRitual.assignments.FirstAssignedPawn(InvokerRole);
if (pawn != null && pawn.DeadOrDowned)
{
psychicRitual.CancelPsychicRitual("PsychicRitualDef_InvocationCircle_InvokerLost".Translate(pawn.Named("PAWN")));
}
}
}
}
}

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using System.Collections.Generic;
using RimWorld;
using Verse;
using Verse.AI.Group;
namespace WulaFallenEmpire
{
public class PsychicRitualToil_AddHediff : PsychicRitualToil
{
public PsychicRitualRoleDef targetRole;
public HediffDef hediff;
private static List<Pawn> tmpTargetPawns = new List<Pawn>(4);
public PsychicRitualToil_AddHediff()
{
}
public PsychicRitualToil_AddHediff(PsychicRitualRoleDef targetRole, HediffDef hediff)
{
this.targetRole = targetRole;
this.hediff = hediff;
}
public override void Start(PsychicRitual psychicRitual, PsychicRitualGraph graph)
{
tmpTargetPawns.Clear();
tmpTargetPawns.AddRange(psychicRitual.assignments.AssignedPawns(targetRole));
foreach (Pawn tmpTargetPawn in tmpTargetPawns)
{
ApplyOutcome(psychicRitual, tmpTargetPawn);
}
}
private void ApplyOutcome(PsychicRitual psychicRitual, Pawn pawn)
{
if (hediff != null)
{
pawn.health.AddHediff(hediff);
}
if (PawnUtility.ShouldSendNotificationAbout(pawn))
{
Find.LetterStack.ReceiveLetter("PsychicRitualCompleteLabel".Translate(psychicRitual.def.label), ((PsychicRitualDef_AddHediff)psychicRitual.def).outcomeDescription.Formatted(pawn.Named("PAWN")), LetterDefOf.NeutralEvent, pawn);
}
}
public override void ExposeData()
{
base.ExposeData();
Scribe_Defs.Look(ref targetRole, "targetRole");
Scribe_Defs.Look(ref hediff, "hediff");
}
}
}

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using System.Collections.Generic;
using System.Linq;
using RimWorld;
using Verse;
using Verse.AI;
using Verse.AI.Group;
namespace WulaFallenEmpire
{
public class PsychicRitualToil_GatherForInvocation_Wula : PsychicRitualToil_Multiplex
{
protected PsychicRitualToil_Goto fallbackToil;
protected PsychicRitualGraph invokerToil;
protected PsychicRitualToil_Goto invokerFinalToil;
private static List<Pawn> blockingPawns = new List<Pawn>(16);
protected PsychicRitualToil_GatherForInvocation_Wula() { }
protected PsychicRitualToil_GatherForInvocation_Wula(PsychicRitualDef_WulaBase def, PsychicRitualToil_Goto fallbackToil, PsychicRitualGraph invokerToil)
: base(new Dictionary<PsychicRitualRoleDef, PsychicRitualToil> { { def.InvokerRole, invokerToil } }, fallbackToil)
{
this.fallbackToil = fallbackToil;
this.invokerToil = invokerToil;
invokerFinalToil = (PsychicRitualToil_Goto)invokerToil.GetToil(invokerToil.ToilCount - 1);
}
public PsychicRitualToil_GatherForInvocation_Wula(PsychicRitual psychicRitual, PsychicRitualDef_WulaBase def, IReadOnlyDictionary<PsychicRitualRoleDef, List<IntVec3>> rolePositions)
: this(def, FallbackToil(psychicRitual, def, rolePositions), InvokerToil(def, rolePositions))
{
}
public override void ExposeData()
{
base.ExposeData();
Scribe_References.Look(ref fallbackToil, "fallbackToil");
Scribe_References.Look(ref invokerToil, "invokerToil");
Scribe_References.Look(ref invokerFinalToil, "invokerFinalToil");
}
public override string GetReport(PsychicRitual psychicRitual, PsychicRitualGraph parent)
{
blockingPawns.Clear();
blockingPawns.AddRange(fallbackToil.BlockingPawns);
if (invokerToil.CurrentToil == invokerFinalToil)
{
blockingPawns.AddRange(invokerFinalToil.BlockingPawns);
}
else
{
blockingPawns.AddRange(invokerFinalToil.ControlledPawns(psychicRitual));
}
string text = "PsychicRitualToil_GatherForInvocation_Report".Translate();
string text2 = blockingPawns.Select((Pawn pawn) => pawn.LabelShortCap).ToCommaList();
return text + ": " + text2;
}
public static PsychicRitualToil_Goto FallbackToil(PsychicRitual psychicRitual, PsychicRitualDef_WulaBase def, IReadOnlyDictionary<PsychicRitualRoleDef, List<IntVec3>> rolePositions)
{
return new PsychicRitualToil_Goto(rolePositions.Slice(rolePositions.Keys.Except(def.InvokerRole)));
}
public static PsychicRitualGraph InvokerToil(PsychicRitualDef_WulaBase def, IReadOnlyDictionary<PsychicRitualRoleDef, List<IntVec3>> rolePositions)
{
return new PsychicRitualGraph(InvokerGatherPhaseToils(def, rolePositions))
{
willAdvancePastLastToil = false
};
}
public static IEnumerable<PsychicRitualToil> InvokerGatherPhaseToils(PsychicRitualDef_WulaBase def, IReadOnlyDictionary<PsychicRitualRoleDef, List<IntVec3>> rolePositions)
{
if (def.RequiredOffering != null)
{
yield return new PsychicRitualToil_GatherOfferings(def.InvokerRole, def.RequiredOffering);
}
if (def.TargetRole != null)
{
yield return new PsychicRitualToil_CarryAndGoto(def.InvokerRole, def.TargetRole, rolePositions);
}
yield return new PsychicRitualToil_Goto(rolePositions.Slice(def.InvokerRole));
}
}
}

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using System.Collections.Generic;
using System.Linq;
using RimWorld;
using Verse;
using Verse.AI.Group;
namespace WulaFallenEmpire
{
// 用于在XML中定义祭品
public class OfferingItem
{
public ThingDef thingDef;
public float power;
}
public class QualityThreshold
{
public float threshold;
public QualityCategory quality;
}
public class PsychicRitual_TechOffering : PsychicRitualDef_Wula
{
// 从XML加载的额外祭品列表
public List<OfferingItem> extraOfferings = new List<OfferingItem>();
// 从XML加载的奖励池
public List<ThingDef> rewardWeaponPool = new List<ThingDef>();
// 从XML加载的品质阈值
public List<QualityThreshold> qualityThresholds = new List<QualityThreshold>();
// 重写计算最大能量的方法
public override void CalculateMaxPower(PsychicRitualRoleAssignments assignments, List<QualityFactor> powerFactorsOut, out float power)
{
// 首先调用基类方法
base.CalculateMaxPower(assignments, powerFactorsOut, out power);
IntVec3 center = assignments.Target.Cell;
Map map = assignments.Target.Map;
float offeringRadius = 8f;
var thingsInRadius = GenRadial.RadialDistinctThingsAround(center, map, offeringRadius, useCenter: true).ToList();
// 创建一个可变的必需品计数器
var requiredCounts = new Dictionary<ThingDef, int>();
if (this.requiredOffering != null)
{
foreach (ThingDef thingDef in this.requiredOffering.filter.AllowedThingDefs)
{
requiredCounts[thingDef] = (int)this.requiredOffering.GetBaseCount();
}
}
float extraPowerFromOfferings = 0f;
int offeringItemsCount = 0;
if (!extraOfferings.NullOrEmpty())
{
var extraOfferingInfo = extraOfferings.ToDictionary(o => o.thingDef, o => o.power);
// 遍历仪式范围内的所有物品
foreach (Thing thing in thingsInRadius)
{
// 检查这个物品是否可以作为额外祭品
if (extraOfferingInfo.TryGetValue(thing.def, out float powerPerItem))
{
int countInStack = thing.stackCount;
// 检查这个物品是否是必需品,并扣除相应数量
if (requiredCounts.TryGetValue(thing.def, out int requiredCount) && requiredCount > 0)
{
int numToFulfillRequirement = System.Math.Min(countInStack, requiredCount);
requiredCounts[thing.def] -= numToFulfillRequirement;
countInStack -= numToFulfillRequirement;
}
// 任何剩余的物品都算作额外祭品
if (countInStack > 0)
{
extraPowerFromOfferings += powerPerItem * countInStack;
offeringItemsCount += countInStack;
}
}
}
// 添加UI显示元素
powerFactorsOut?.Add(new QualityFactor
{
label = "WULA_ExtraOfferings".Translate(),
positive = offeringItemsCount > 0,
quality = extraPowerFromOfferings,
toolTip = "WULA_ExtraOfferings_Tooltip".Translate(),
count = offeringItemsCount > 0 ? "✓" : "✗" // 使用对勾/叉号来清晰显示状态
});
}
power += extraPowerFromOfferings;
power = UnityEngine.Mathf.Clamp01(power);
}
// 重写创建仪式步骤的方法
public override List<PsychicRitualToil> CreateToils(PsychicRitual psychicRitual, PsychicRitualGraph parent)
{
// 获取基类的仪式步骤,这其中已经包含了等待 hoursUntilOutcome 的逻辑
List<PsychicRitualToil> toils = base.CreateToils(psychicRitual, parent);
// 在所有基类步骤之后,添加我们自定义的奖励步骤
toils.Add(new PsychicRitualToil_TechOfferingOutcome(this));
return toils;
}
}
// 自定义的仪式步骤,用于处理奖励
public class PsychicRitualToil_TechOfferingOutcome : PsychicRitualToil
{
private PsychicRitual_TechOffering ritualDef;
// 需要一个无参构造函数用于序列化
public PsychicRitualToil_TechOfferingOutcome() { }
public PsychicRitualToil_TechOfferingOutcome(PsychicRitual_TechOffering def)
{
this.ritualDef = def;
}
public override void ExposeData()
{
base.ExposeData();
Scribe_Defs.Look(ref ritualDef, "ritualDef");
}
public override void Start(PsychicRitual psychicRitual, PsychicRitualGraph graph)
{
float power = psychicRitual.PowerPercent;
// 消耗祭品
IntVec3 center = psychicRitual.assignments.Target.Cell;
Map map = psychicRitual.assignments.Target.Map;
float offeringRadius = 8f;
if (!ritualDef.extraOfferings.NullOrEmpty())
{
var offeringThings = new Dictionary<ThingDef, float>();
foreach(var offering in ritualDef.extraOfferings)
{
offeringThings[offering.thingDef] = offering.power;
}
foreach (Thing thing in GenRadial.RadialDistinctThingsAround(center, map, offeringRadius, useCenter: true))
{
if (offeringThings.ContainsKey(thing.def))
{
thing.Destroy(DestroyMode.Vanish);
}
}
}
// 从奖励池中随机选择一个武器
if (ritualDef.rewardWeaponPool.NullOrEmpty())
{
Log.Error($"[WulaFallenEmpire] Reward weapon pool is empty for {ritualDef.defName}");
return;
}
ThingDef weaponDef = ritualDef.rewardWeaponPool.RandomElement();
if (weaponDef == null)
{
Log.Error($"[WulaFallenEmpire] Could not find weapon Def in reward pool for {ritualDef.defName}");
return;
}
// 根据能量值决定物品品质
QualityCategory quality = QualityCategory.Awful; // 默认最低品质
if (!ritualDef.qualityThresholds.NullOrEmpty())
{
var sortedThresholds = ritualDef.qualityThresholds.OrderByDescending(t => t.threshold).ToList();
foreach (var threshold in sortedThresholds)
{
if (power >= threshold.threshold)
{
quality = threshold.quality;
break;
}
}
}
else
{
if (power >= 1.0f) { quality = QualityCategory.Legendary; }
else if (power >= 0.8f) { quality = QualityCategory.Masterwork; }
else if (power >= 0.5f) { quality = QualityCategory.Excellent; }
else if (power >= 0.2f) { quality = QualityCategory.Normal; }
else { quality = QualityCategory.Poor; }
}
// 创建物品并设置品质
Thing reward = ThingMaker.MakeThing(weaponDef);
if (reward.TryGetComp<CompQuality>() is CompQuality compQuality)
{
compQuality.SetQuality(quality, ArtGenerationContext.Colony);
}
// 在仪式中心点生成奖励物品
GenPlace.TryPlaceThing(reward, psychicRitual.assignments.Target.Cell, map, ThingPlaceMode.Near);
// 发送消息通知玩家
Find.LetterStack.ReceiveLetter(
"WULA_RitualReward_Label".Translate(),
"WULA_RitualReward_Description".Translate(reward.Label, quality.GetLabel()),
LetterDefOf.PositiveEvent,
new LookTargets(psychicRitual.assignments.Target.Cell, map)
);
}
}
}

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using Verse;
namespace WulaFallenEmpire
{
public class RitualTagExtension : DefModExtension
{
public string ritualTag;
}
}