feat(defs): add WULA_AreaTeleportBeacon and refactor csproj configuration

- Add WULA_AreaTeleportBeacon definition in WULA_Misc_Buildings.xml
- Update .csproj to use wildcard inclusion for source files
- Remove unused classes (PrefabSpawner, Letter_EventChoice, QuestNode_Root_EventLetter)
- Update assembly binary
This commit is contained in:
2025-12-07 17:15:29 +08:00
parent f1956d5961
commit 9065442518
9 changed files with 457 additions and 480 deletions

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@@ -1,5 +1,61 @@
<?xml version="1.0" encoding="utf-8"?>
<Defs>
<ThingDef ParentName="BuildingBase">
<defName>WULA_AreaTeleportBeacon</defName>
<label>乌拉区域传送信标</label>
<description>负责协调殖民地与轨道上的乌拉帝国舰队进行材料输送的信标,空投建筑会优先从信标覆盖区域吸纳资源完成空投。</description>
<thingClass>Building_OrbitalTradeBeacon</thingClass>
<thingCategories Inherit="False">
<li>BuildingsMisc</li>
</thingCategories>
<graphicData>
<texPath>Wula/Building/WULA_OrbitalTradeBeacon</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shadowData>
<volume>(0.3, 0.2, 0.3)</volume>
<offset>(0,0,-0.1)</offset>
</shadowData>
</graphicData>
<altitudeLayer>Building</altitudeLayer>
<minifiedDef>MinifiedThing</minifiedDef>
<statBases>
<MaxHitPoints>75</MaxHitPoints>
<WorkToBuild>800</WorkToBuild>
<Flammability>0.5</Flammability>
<Mass>5</Mass>
</statBases>
<drawerType>MapMeshAndRealTime</drawerType>
<drawPlaceWorkersWhileSelected>true</drawPlaceWorkersWhileSelected>
<fillPercent>0.15</fillPercent>
<costList>
<Steel>40</Steel>
<ComponentIndustrial>1</ComponentIndustrial>
</costList>
<building>
<destroySound>BuildingDestroyed_Metal_Small</destroySound>
</building>
<comps>
<li Class="WulaFallenEmpire.CompProperties_MapTeleporter">
<radius>7</radius>
<warmupTicks>120</warmupTicks>
<requiredResearch>WULA_Colony_License_LV1_Technology</requiredResearch>
</li>
</comps>
<leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
<pathCost>14</pathCost>
<designationCategory>WULA_Buildings</designationCategory>
<uiOrder>2100</uiOrder>
<rotatable>false</rotatable>
<placeWorkers>
<li>PlaceWorker_ShowTradeBeaconRadius</li>
</placeWorkers>
<designationHotKey>Misc2</designationHotKey>
<researchPrerequisites>
<li>WULA_Colony_License_LV1_Technology</li>
</researchPrerequisites>
</ThingDef>
<ThingDef ParentName="BuildingBase">
<defName>WULA_OrbitalTradeBeacon</defName>
<label>乌拉轨道输送信标</label>

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@@ -1,15 +0,0 @@
using Verse;
namespace WulaFallenEmpire
{
public class CompProperties_PrefabSpawner : CompProperties
{
public string prefabDefName;
public bool consumesMaterials = true;
public CompProperties_PrefabSpawner()
{
compClass = typeof(CompPrefabSpawner);
}
}
}

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@@ -0,0 +1,290 @@
using System;
using System.Collections.Generic;
using System.Linq;
using RimWorld;
using RimWorld.Planet;
using UnityEngine;
using Verse;
using Verse.AI;
using Verse.Sound;
namespace WulaFallenEmpire
{
public class CompMapTeleporter : ThingComp
{
public CompProperties_MapTeleporter Props => (CompProperties_MapTeleporter)props;
private bool isWarmingUp = false;
private int warmupTicksLeft = 0;
private GlobalTargetInfo target;
public override void PostExposeData()
{
base.PostExposeData();
Scribe_Values.Look(ref isWarmingUp, "isWarmingUp", false);
Scribe_Values.Look(ref warmupTicksLeft, "warmupTicksLeft", 0);
Scribe_TargetInfo.Look(ref target, "target");
}
public override void CompTick()
{
base.CompTick();
if (isWarmingUp)
{
warmupTicksLeft--;
if (warmupTicksLeft <= 0)
{
TryTeleport();
isWarmingUp = false;
}
else if (warmupTicksLeft % 60 == 0)
{
Props.warmupEffecter?.Spawn(parent, parent.Map).Cleanup();
}
}
}
public override IEnumerable<Gizmo> CompGetGizmosExtra()
{
foreach (var gizmo in base.CompGetGizmosExtra())
{
yield return gizmo;
}
if (parent.Faction != Faction.OfPlayer)
yield break;
if (isWarmingUp)
{
yield return new Command_Action
{
defaultLabel = "WULA_CancelTeleport".Translate(),
defaultDesc = "WULA_CancelTeleportDesc".Translate(),
icon = ContentFinder<Texture2D>.Get("UI/Designators/Cancel"),
action = CancelTeleport
};
}
else
{
string reason = GetDisabledReason();
Command_Action teleportCmd = new Command_Action
{
defaultLabel = "WULA_InitiateTeleport".Translate(),
defaultDesc = GetDescription(),
icon = ContentFinder<Texture2D>.Get("UI/Commands/LaunchShip"),
action = StartTargeting,
disabledReason = reason
};
if (!string.IsNullOrEmpty(reason))
{
teleportCmd.Disable(reason);
}
yield return teleportCmd;
}
}
private string GetDisabledReason()
{
if (Props.requiredResearch != null && !Props.requiredResearch.IsFinished)
{
return "WULA_MissingResearch".Translate(Props.requiredResearch.label);
}
return null;
}
private string GetDescription()
{
System.Text.StringBuilder sb = new System.Text.StringBuilder();
sb.Append("WULA_InitiateTeleportDesc".Translate());
if (Props.requiredResearch != null)
{
sb.AppendLine().Append("WULA_RequiresResearch".Translate(Props.requiredResearch.label));
}
return sb.ToString();
}
private void StartTargeting()
{
CameraJumper.TryJump(CameraJumper.GetWorldTarget(parent));
Find.WorldSelector.ClearSelection();
Find.WorldTargeter.BeginTargeting(ChoseWorldTarget, true, null, true, null, null);
}
private bool ChoseWorldTarget(GlobalTargetInfo targetInfo)
{
if (!targetInfo.IsValid) return false;
this.target = targetInfo;
MapParent mapParent = Find.WorldObjects.MapParentAt(targetInfo.Tile);
if (mapParent != null && mapParent.HasMap)
{
CameraJumper.TryJump(mapParent.Map.Center, mapParent.Map);
Find.DesignatorManager.Select(new Designator_TeleportArrival(this, mapParent.Map));
return true;
}
StartWarmup();
return true;
}
public void ConfirmArrival(IntVec3 cell, Map map)
{
this.target = new GlobalTargetInfo(cell, map);
StartWarmup();
}
private void StartWarmup()
{
isWarmingUp = true;
warmupTicksLeft = Props.warmupTicks;
Props.warmupSound?.PlayOneShot(parent);
Messages.Message("WULA_TeleportWarmupStarted".Translate(), parent, MessageTypeDefOf.NeutralEvent);
}
private void CancelTeleport()
{
isWarmingUp = false;
warmupTicksLeft = 0;
Messages.Message("WULA_TeleportCancelled".Translate(), parent, MessageTypeDefOf.NeutralEvent);
}
private void TryTeleport()
{
if (!target.IsValid)
{
CancelTeleport();
return;
}
Map targetMap = target.Map;
IntVec3 targetCell = target.Cell;
if (targetMap == null)
{
targetMap = GetOrGenerateTargetMap(target.Tile);
if (targetMap == null)
{
Log.Error("Failed to get or generate target map.");
CancelTeleport();
return;
}
targetCell = targetMap.Center;
}
TeleportContents(targetMap, targetCell);
}
private Map GetOrGenerateTargetMap(int tile)
{
MapParent mapParent = Find.WorldObjects.MapParentAt(tile);
if (mapParent == null)
{
SettleUtility.AddNewHome(tile, Faction.OfPlayer);
mapParent = Find.WorldObjects.MapParentAt(tile);
}
if (mapParent != null)
{
if (!mapParent.HasMap)
{
IntVec3 mapSize = Find.World.info.initialMapSize;
return GetOrGenerateMapUtility.GetOrGenerateMap(tile, mapSize, null);
}
return mapParent.Map;
}
return null;
}
private struct CellData
{
public IntVec3 relativePos;
public TerrainDef terrain;
public List<Thing> things;
}
private void TeleportContents(Map targetMap, IntVec3 targetCenter)
{
IEnumerable<IntVec3> cells = GenRadial.RadialCellsAround(parent.Position, Props.radius, true);
List<CellData> dataToTeleport = new List<CellData>();
IntVec3 center = parent.Position;
// 1. 收集数据
foreach (IntVec3 cell in cells)
{
if (!cell.InBounds(parent.Map)) continue;
CellData data = new CellData
{
relativePos = cell - center,
terrain = cell.GetTerrain(parent.Map),
things = new List<Thing>()
};
List<Thing> thingList = parent.Map.thingGrid.ThingsListAt(cell);
for (int i = thingList.Count - 1; i >= 0; i--)
{
Thing t = thingList[i];
if (t.def.category == ThingCategory.Item ||
t.def.category == ThingCategory.Pawn ||
t.def.category == ThingCategory.Building)
{
if (t != parent && !t.def.destroyable) continue;
if (t != parent) data.things.Add(t);
}
}
dataToTeleport.Add(data);
}
// 2. 执行传送
foreach (CellData data in dataToTeleport)
{
IntVec3 newPos = targetCenter + data.relativePos;
newPos = newPos.ClampInsideMap(targetMap);
// 2.1 传送地形
if (data.terrain != null)
{
List<Thing> targetThings = targetMap.thingGrid.ThingsListAt(newPos);
for (int i = targetThings.Count - 1; i >= 0; i--)
{
if (targetThings[i].def.destroyable) targetThings[i].Destroy();
}
targetMap.terrainGrid.SetTerrain(newPos, data.terrain);
parent.Map.terrainGrid.SetTerrain(center + data.relativePos, TerrainDefOf.Soil);
}
// 2.2 传送物体
foreach (Thing t in data.things)
{
if (t.Destroyed) continue;
if (t.Spawned) t.DeSpawn();
GenSpawn.Spawn(t, newPos, targetMap, t.Rotation);
if (t is Pawn p)
{
p.jobs.StopAll();
}
}
}
// 3. 传送自身
if (parent.Spawned) parent.DeSpawn();
GenSpawn.Spawn(parent, targetCenter, targetMap, parent.Rotation);
// 4. 完成
CameraJumper.TryJump(targetCenter, targetMap);
Props.teleportSound?.PlayOneShot(new TargetInfo(targetCenter, targetMap, false));
Messages.Message("WULA_TeleportSuccessful".Translate(), new TargetInfo(targetCenter, targetMap, false), MessageTypeDefOf.PositiveEvent);
}
}
}

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using RimWorld;
using Verse;
namespace WulaFallenEmpire
{
public class CompProperties_MapTeleporter : CompProperties
{
public float radius = 5f;
public int warmupTicks = 120;
public EffecterDef warmupEffecter;
public SoundDef warmupSound;
public SoundDef teleportSound;
public ResearchProjectDef requiredResearch;
public CompProperties_MapTeleporter()
{
compClass = typeof(CompMapTeleporter);
}
}
}

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@@ -0,0 +1,89 @@
using System.Collections.Generic;
using RimWorld;
using UnityEngine;
using Verse;
namespace WulaFallenEmpire
{
public class Designator_TeleportArrival : Designator
{
private CompMapTeleporter teleporter;
private Map targetMap;
public override string Label => "WULA_SelectArrivalPoint".Translate();
public override string Desc => "WULA_SelectArrivalPointDesc".Translate();
public Designator_TeleportArrival(CompMapTeleporter teleporter, Map targetMap)
{
this.teleporter = teleporter;
this.targetMap = targetMap;
this.useMouseIcon = true;
this.soundDragSustain = SoundDefOf.Designate_DragStandard;
this.soundDragChanged = SoundDefOf.Designate_DragStandard_Changed;
this.soundSucceeded = SoundDefOf.Designate_PlaceBuilding;
}
public override AcceptanceReport CanDesignateCell(IntVec3 loc)
{
if (!loc.InBounds(targetMap)) return false;
// 检查半径区域是否有效
float radius = teleporter.Props.radius;
foreach (IntVec3 cell in GenRadial.RadialCellsAround(loc, radius, true))
{
if (!cell.InBounds(targetMap)) return "WULA_OutOfBounds".Translate();
// 检查地图边缘
if (cell.InNoBuildEdgeArea(targetMap))
{
return "WULA_InNoBuildArea".Translate();
}
// 检查迷雾
if (cell.Fogged(targetMap))
{
return "WULA_BlockedByFog".Translate();
}
// 检查是否有不可覆盖的建筑
List<Thing> things = targetMap.thingGrid.ThingsListAt(cell);
foreach (Thing t in things)
{
if (t.def.category == ThingCategory.Building)
{
if (!t.def.destroyable)
{
return "WULA_BlockedByIndestructible".Translate(t.Label);
}
}
}
// 检查地形是否支持建造
TerrainDef terrain = cell.GetTerrain(targetMap);
if (terrain.passability == Traversability.Impassable && !terrain.IsWater)
{
return "WULA_TerrainImpassable".Translate();
}
}
return true;
}
public override void DesignateSingleCell(IntVec3 c)
{
teleporter.ConfirmArrival(c, targetMap);
Find.DesignatorManager.Deselect();
}
public override void Selected()
{
GenDraw.DrawRadiusRing(UI.MouseCell(), teleporter.Props.radius);
}
public override void DrawMouseAttachments()
{
base.DrawMouseAttachments();
GenDraw.DrawRadiusRing(UI.MouseCell(), teleporter.Props.radius);
}
}
}

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@@ -1,94 +0,0 @@
using RimWorld;
using RimWorld.QuestGen;
using System;
using System.Collections.Generic;
using Verse;
namespace WulaFallenEmpire
{
public class Letter_EventChoice : ChoiceLetter
{
// These fields are now inherited from the base Letter class
// public string letterLabel;
// public string letterTitle;
// public string letterText;
public List<QuestNode_Root_EventLetter.Option> options;
public new Quest quest;
public override IEnumerable<DiaOption> Choices
{
get
{
if (options.NullOrEmpty())
{
yield break;
}
foreach (var optionDef in options)
{
var currentOption = optionDef;
Action choiceAction = delegate
{
if (!currentOption.optionEffects.NullOrEmpty())
{
foreach (var conditionalEffect in currentOption.optionEffects)
{
string reason;
if (AreConditionsMet(conditionalEffect.conditions, out reason))
{
conditionalEffect.Execute(null);
}
}
}
if (quest != null && !quest.hidden && !quest.Historical)
{
quest.End(QuestEndOutcome.Success);
}
Find.LetterStack.RemoveLetter(this);
};
var diaOption = new DiaOption(currentOption.label.Translate())
{
action = choiceAction,
resolveTree = true
};
yield return diaOption;
}
}
}
public override bool CanDismissWithRightClick => false;
private bool AreConditionsMet(List<Condition> conditions, out string reason)
{
reason = "";
if (conditions.NullOrEmpty())
{
return true;
}
foreach (var condition in conditions)
{
if (!condition.IsMet(out string singleReason))
{
reason = singleReason;
return false;
}
}
return true;
}
public override void ExposeData()
{
base.ExposeData();
// Scribe_Values.Look(ref letterLabel, "letterLabel"); // Now uses base.label
// Scribe_Values.Look(ref letterTitle, "letterTitle"); // Now uses base.title
// Scribe_Values.Look(ref letterText, "letterText"); // Now uses base.text
Scribe_Collections.Look(ref options, "options", LookMode.Deep);
if (Scribe.mode != LoadSaveMode.Saving || quest != null)
{
Scribe_References.Look(ref quest, "quest");
}
}
}
}

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@@ -1,49 +0,0 @@
using RimWorld;
using RimWorld.QuestGen;
using System;
using System.Collections.Generic;
using Verse;
namespace WulaFallenEmpire
{
public class QuestNode_Root_EventLetter : QuestNode
{
// Fields to be set from the QuestScriptDef XML
public SlateRef<string> letterLabel;
public SlateRef<string> letterTitle;
public SlateRef<string> letterText;
public List<Option> options = new List<Option>();
// This is a root node, so it doesn't have a parent signal.
// It runs immediately when the quest starts.
protected override void RunInt()
{
// Get the current slate
Slate slate = QuestGen.slate;
var letter = (Letter_EventChoice)LetterMaker.MakeLetter(DefDatabase<LetterDef>.GetNamed("Wula_EventChoiceLetter"));
letter.Label = letterLabel.GetValue(slate);
letter.title = letterTitle.GetValue(slate);
letter.Text = letterText.GetValue(slate);
letter.options = options;
letter.quest = QuestGen.quest;
letter.lookTargets = slate.Get<LookTargets>("lookTargets");
Find.LetterStack.ReceiveLetter(letter);
}
protected override bool TestRunInt(Slate slate)
{
// This node can always run as long as the slate refs are valid.
// We can add more complex checks here if needed.
return true;
}
// Inner class to hold option data from XML
public class Option
{
public string label;
public List<ConditionalEffects> optionEffects;
}
}
}

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@@ -70,328 +70,7 @@
<HintPath>..\..\..\..\..\..\common\RimWorld\RimWorldWin64_Data\Managed\UnityEngine.TextRenderingModule.dll</HintPath>
<Private>False</Private>
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="Ability\CompAbilityEffect_LaunchMultiProjectile.cs" />
<Compile Include="Ability\CompAbilityEffect_ResearchPrereq.cs" />
<Compile Include="Ability\CompAbilityEffect_RequiresNonHostility.cs" />
<Compile Include="Ability\WULA_AbilityAreaDestruction\CompAbilityEffect_AreaDestruction.cs" />
<Compile Include="Ability\WULA_AbilityAreaDestruction\CompProperties_AbilityAreaDestruction.cs" />
<Compile Include="Ability\WULA_AbilityBombardment\CompAbilityEffect_Bombardment.cs" />
<Compile Include="Ability\WULA_AbilityBombardment\CompProperties_AbilityBombardment.cs" />
<Compile Include="Ability\WULA_AbilityCircularBombardment\CompAbilityEffect_CircularBombardment.cs" />
<Compile Include="Ability\WULA_AbilityCircularBombardment\CompProperties_AbilityCircularBombardment.cs" />
<Compile Include="Ability\WULA_AbilityDeleteTarget\CompAbilityEffect_DeleteTarget.cs" />
<Compile Include="Ability\WULA_AbilityDeleteTarget\CompProperties_AbilityDeleteTarget.cs" />
<Compile Include="Ability\WULA_AbilityEnergyLance\AbilityWeaponDefExtension.cs" />
<Compile Include="Ability\WULA_AbilityEnergyLance\CompAbilityEffect_EnergyLance.cs" />
<Compile Include="Ability\WULA_AbilityEnergyLance\CompProperties_AbilityEnergyLance.cs" />
<Compile Include="Ability\WULA_AbilityEnergyLance\EnergyLance.cs" />
<Compile Include="Ability\WULA_AbilityEnergyLance\EnergyLanceExtension.cs" />
<Compile Include="Ability\WULA_AbilityCallSkyfaller\CompAbilityEffect_CallSkyfaller.cs" />
<Compile Include="Ability\WULA_AbilitySpawnAligned\CompAbilityEffect_SpawnAligned.cs" />
<Compile Include="Ability\WULA_AbilitySpawnAligned\CompProperties_AbilitySpawnAligned.cs" />
<Compile Include="Ability\WULA_AbilityTeleportSelf\CompAbilityEffect_TeleportSelf.cs" />
<Compile Include="Ability\WULA_AbilityTeleportSelf\CompProperties_AbilityTeleportSelf.cs" />
<Compile Include="Ability\WULA_AbilityStunKnockback\CompAbilityEffect_StunKnockback.cs" />
<Compile Include="Ability\WULA_AbilityStunKnockback\CompProperties_StunKnockback.cs" />
<Compile Include="Ability\WULA_EquippableAbilities\CompEquippableAbilities.cs" />
<Compile Include="Ability\WULA_EquippableAbilities\CompProperties_EquippableAbilities.cs" />
<Compile Include="Ability\WULA_PullTarget\CompAbilityEffect_PullTarget.cs" />
<Compile Include="Ability\WULA_PullTarget\CompProperties_AbilityPullTarget.cs" />
<Compile Include="BuildingComp\Building_ExtraGraphics.cs" />
<Compile Include="BuildingComp\Building_MapObserver.cs" />
<Compile Include="BuildingComp\CompPathCostUpdater.cs" />
<Compile Include="BuildingComp\WULA_BuildingBombardment\CompBuildingBombardment.cs" />
<Compile Include="Ability\WULA_AbilityCallSkyfaller\CompProperties_AbilityCallSkyfaller.cs" />
<Compile Include="BuildingComp\WULA_BuildingBombardment\CompProperties_BuildingBombardment.cs" />
<Compile Include="Ability\WULA_AbilityCallSkyfaller\MapComponent_SkyfallerDelayed.cs" />
<Compile Include="BuildingComp\Building_TurretGunHasSpeed.cs" />
<Compile Include="BuildingComp\WULA_BuildingSpawner\CompBuildingSpawner.cs" />
<Compile Include="BuildingComp\WULA_BuildingSpawner\CompProperties_BuildingSpawner.cs" />
<Compile Include="BuildingComp\WULA_EnergyLanceTurret\CompEnergyLanceTurret.cs" />
<Compile Include="BuildingComp\WULA_EnergyLanceTurret\CompProperties_EnergyLanceTurret.cs" />
<Compile Include="BuildingComp\WULA_InitialFaction\CompProperties_InitialFaction.cs" />
<Compile Include="BuildingComp\WULA_MechanoidRecycler\Building_MechanoidRecycler.cs" />
<Compile Include="BuildingComp\WULA_MechanoidRecycler\CompProperties_MechanoidRecycler.cs" />
<Compile Include="BuildingComp\WULA_MechanoidRecycler\JobDriver_RecycleMechanoid.cs" />
<Compile Include="BuildingComp\WULA_Shuttle\ArmedShuttleIncoming.cs" />
<Compile Include="BuildingComp\WULA_Shuttle\Building_ArmedShuttle.cs" />
<Compile Include="BuildingComp\WULA_Shuttle\Building_ArmedShuttleWithPocket.cs" />
<Compile Include="BuildingComp\WULA_Shuttle\Building_PocketMapExit.cs" />
<Compile Include="BuildingComp\WULA_Shuttle\Dialog_ArmedShuttleTransfer.cs" />
<Compile Include="BuildingComp\WULA_Shuttle\GenStep_WulaPocketSpaceSmall.cs" />
<Compile Include="BuildingComp\WULA_Shuttle\PocketSpaceThingHolder.cs" />
<Compile Include="BuildingComp\WULA_SkyfallerCaller\CompProperties_SkyfallerCaller.cs" />
<Compile Include="BuildingComp\WULA_SkyfallerCaller\CompSkyfallerCaller.cs" />
<Compile Include="BuildingComp\WULA_SkyfallerCaller\CompPrefabSkyfallerCaller.cs" />
<Compile Include="BuildingComp\WULA_SkyfallerCaller\CompProperties_PrefabSkyfallerCaller.cs" />
<Compile Include="BuildingComp\WULA_SkyfallerCaller\DebugActions_PrefabSkyfallerCaller.cs" />
<Compile Include="BuildingComp\WULA_SkyfallerCaller\Skyfaller_PrefabSpawner.cs" />
<Compile Include="BuildingComp\WULA_SkyfallerCaller\WulaSkyfallerWorldComponent.cs" />
<Compile Include="BuildingComp\WULA_SkyfallerCaller\WULA_SkyfallerFactioncs\CompProperties_SkyfallerFaction.cs" />
<Compile Include="BuildingComp\WULA_SkyfallerCaller\WULA_SkyfallerFactioncs\CompSkyfallerFaction.cs" />
<Compile Include="BuildingComp\WULA_StorageTurret\CompProperties_StorageTurret.cs" />
<Compile Include="BuildingComp\WULA_StorageTurret\CompStorageTurret.cs" />
<Compile Include="BuildingComp\WULA_TransformAtFullCapacity\CompProperties_TransformAtFullCapacity.cs" />
<Compile Include="BuildingComp\WULA_TransformAtFullCapacity\CompProperties_TransformIntoBuilding.cs" />
<Compile Include="BuildingComp\WULA_TransformAtFullCapacity\CompTransformAtFullCapacity.cs" />
<Compile Include="BuildingComp\WULA_TransformAtFullCapacity\CompTransformIntoBuilding.cs" />
<Compile Include="BuildingComp\WULA_TransformAtFullCapacity\TransformValidationUtility.cs" />
<Compile Include="BuildingComp\WULA_TrapLauncher\CompProperties_TrapLauncher.cs" />
<Compile Include="BuildingComp\WULA_TrapLauncher\CompTrapLauncher.cs" />
<Compile Include="Damage\DamageDef_ExtraDamageExtension.cs" />
<Compile Include="Damage\DamageWorker_ExtraDamage.cs" />
<Compile Include="EventSystem\CompOpenCustomUI.cs" />
<Compile Include="EventSystem\Condition\ConditionBase.cs" />
<Compile Include="EventSystem\Condition\Condition_FlagExists.cs" />
<Compile Include="EventSystem\DebugActions.cs" />
<Compile Include="EventSystem\DelayedActionManager.cs" />
<Compile Include="EventSystem\Dialog_CustomDisplay.cs" />
<Compile Include="EventSystem\Dialog_ManageEventVariables.cs" />
<Compile Include="EventSystem\Effect\EffectBase.cs" />
<Compile Include="EventSystem\Effect\Effect_CallSkyfaller.cs" />
<Compile Include="EventSystem\Effect\Effect_SetTimedFlag.cs" />
<Compile Include="EventSystem\EventDef.cs" />
<Compile Include="EventSystem\EventUIButtonConfigDef.cs" />
<Compile Include="EventSystem\EventUIConfigDef.cs" />
<Compile Include="EventSystem\EventVariableManager.cs" />
<Compile Include="EventSystem\QuestNode\QuestNode_EventLetter.cs" />
<Compile Include="EventSystem\QuestNode\QuestNode_Root_EventLetter.cs" />
<Compile Include="Flyover\ThingclassFlyOver.cs" />
<Compile Include="Flyover\WULA_AircraftHangar\CompAbilityEffect_AircraftStrike.cs" />
<Compile Include="Flyover\WULA_AircraftHangar\CompAircraftHangar.cs" />
<Compile Include="Flyover\WULA_AircraftHangar\WorldComponent_AircraftManager.cs" />
<Compile Include="Flyover\WULA_BlockedByFlyOverFacility\CompAbilityEffect_BlockedByFlyOverFacility.cs" />
<Compile Include="Flyover\WULA_DestroyFlyOverByFacilities\CompProperties_DestroyFlyOverByFacilities.cs" />
<Compile Include="Flyover\WULA_FlyOverDropPod\CompProperties_FlyOverDropPod.cs" />
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<Compile Include="Flyover\WULA_FlyOverEscort\CompProperties_FlyOverEscort.cs" />
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<Compile Include="Flyover\WULA_SendLetterAfterTicks\CompSendLetterAfterTicks.cs" />
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<Compile Include="Flyover\WULA_ShipArtillery\CompShipArtillery.cs" />
<Compile Include="Flyover\WULA_SpawnFlyOver\CompAbilityEffect_SpawnFlyOver.cs" />
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<Compile Include="GlobalWorkTable\Building_GlobalWorkTable.cs" />
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<Compile Include="GlobalWorkTable\GlobalWorkTableAirdropExtension.cs" />
<Compile Include="GlobalWorkTable\ITab_GlobalBills.cs" />
<Compile Include="GlobalWorkTable\WorkGiver_GlobalWorkTable.cs" />
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<Compile Include="HarmonyPatches\WULA_AutonomousMech\Patch_CaravanFormingUtility_AllSendablePawns.cs" />
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