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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@@ -1,94 +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;
}
}
}