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