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@@ -12,8 +12,12 @@
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<li>
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<label>继续事件</label>
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<effects>
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<li Class="WulaFallenEmpire.Effect_SetVariable">
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<name>wula_event_progress</name>
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<value>1</value>
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</li>
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<li Class="WulaFallenEmpire.Effect_ShowMessage">
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<message>你选择继续...</message>
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<message>你选择继续... (事件进度变量 'wula_event_progress' 已设为 1)</message>
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<messageTypeDef>PositiveEvent</messageTypeDef>
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</li>
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<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
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@@ -40,17 +44,37 @@
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<description>这是事件链的第二部分。你已经从第一个窗口来到了这里。</description>
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<options>
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<li>
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<label>完成事件 (获得一个新成员)</label>
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<label>完成事件 (获得新成员并改善帝国关系)</label>
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<effects>
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<li Class="WulaFallenEmpire.Effect_ShowMessage">
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<message>事件链已完成!一位流浪者加入了你的殖民地。</message>
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<message>事件链已完成!一位流浪者加入了你的殖民地,帝国对你的行为表示赞赏。</message>
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</li>
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<li Class="WulaFallenEmpire.Effect_FireIncident">
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<incident>WandererJoin</incident>
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</li>
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<li Class="WulaFallenEmpire.Effect_ChangeFactionRelation">
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<faction>Empire</faction>
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<goodwillChange>15</goodwillChange>
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</li>
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<li Class="WulaFallenEmpire.Effect_CloseDialog" />
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</effects>
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</li>
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<li>
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<label>特殊选项</label>
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<disabledReason>需要事件进度=1</disabledReason>
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<conditions>
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<li Class="WulaFallenEmpire.Condition_VariableEquals">
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<name>wula_event_progress</name>
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<value>1</value>
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</li>
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</conditions>
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<effects>
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<li Class="WulaFallenEmpire.Effect_ShowMessage">
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<message>你触发了特殊选项!</message>
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</li>
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<li Class="WulaFallenEmpire.Effect_CloseDialog" />
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</effects>
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</li>
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<li>
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<label>离开</label>
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<effects>
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255
Documentation/EventSystem_Documentation.md
Normal file
255
Documentation/EventSystem_Documentation.md
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@@ -0,0 +1,255 @@
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# 自定义UI事件系统文档
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## 1. 简介
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本事件系统旨在为RimWorld提供一个强大的、数据驱动的、类似视觉小说的事件和事件链创建框架。它的设计灵感来源于Stellaris等策略游戏,允许开发者在XML中定义复杂的UI窗口、交互选项、事件效果和触发条件。
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系统的核心由四个部分组成:
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- **`CustomUIDef`**: 定义一个独立事件(UI窗口)的所有内容。
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- **`Effect`**: 定义一个选项被点击后执行的具体动作(例如,给予物品、改变关系、打开新窗口等)。
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- **`Condition`**: 定义一个选项是否可选的前提条件(例如,需要某个变量达到特定值)。
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- **`EventContext`**: 一个全局的静态变量存储系统,允许在不同事件和效果之间传递数据。
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---
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## 2. 如何创建事件 (`CustomUIDef`)
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每个事件都是一个 `CustomUIDef`。你需要在一个 `Defs` XML文件中定义它。
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**基本结构:**
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```xml
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<Defs>
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<WulaFallenEmpire.CustomUIDef>
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<defName>MyEvent_UniqueName</defName>
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<label>窗口标题</label>
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<portraitPath>Textures/UI/MyCharacter</portraitPath>
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<characterName>角色名称</characterName>
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<description>这里是事件的描述文本。</description>
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<options>
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<!-- 选项列表 -->
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</options>
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</WulaFallenEmpire.CustomUIDef>
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</Defs>
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```
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**字段说明:**
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- `defName`: 事件的唯一ID,用于在代码或其他事件中引用它。
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- `label`: 显示在窗口顶部的标题(当前版本未在UI中显示,但建议填写)。
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- `portraitPath`: 立绘的纹理路径(相对于`Resources`或`Textures`目录)。
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- `characterName`: 显示在名称框中的文本。
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- `description`: 显示在描述框中的主要文本。
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- `options`: 一个 `<li>` 列表,定义了所有的交互选项。
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---
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## 3. 核心概念:选项 (`CustomUIOption`)
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每个选项都在 `<options>` 列表中的一个 `<li>` 标签内定义。
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**字段说明:**
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- `label`: (必须) 按钮上显示的文本。
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- `effects`: (可选) 一个 `<li>` 列表,定义了点击此按钮后按顺序执行的所有 `Effect`。
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- `conditions`: (可选) 一个 `<li>` 列表,定义了此按钮可选所必须满足的所有 `Condition`。只有所有条件都满足,按钮才能被点击。
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- `disabledReason`: (可选) 一个字符串。当按钮因不满足`conditions`而禁用时,鼠标悬停在按钮上会显示此文本。如果未提供,则会自动显示第一个未满足的条件的原因。
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---
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## 4. 核心概念:效果 (`Effect`)
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效果定义了“做什么”。每个效果都在 `effects` 列表中的一个 `<li>` 标签内定义,并且必须有一个 `Class` 属性。
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### 已实现的 `Effect` 列表
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#### 4.1 `Effect_OpenCustomUI`
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- **功能**: 打开另一个自定义UI事件窗口。
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- **Class**: `WulaFallenEmpire.Effect_OpenCustomUI`
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- **字段**:
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- `defName`: (必须) 要打开的 `CustomUIDef` 的 `defName`。
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- **示例**:
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```xml
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<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
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<defName>MyEvent_Step2</defName>
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</li>
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```
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#### 4.2 `Effect_CloseDialog`
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- **功能**: 关闭当前的事件窗口。
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- **Class**: `WulaFallenEmpire.Effect_CloseDialog`
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- **字段**: 无
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- **示例**:
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```xml
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<li Class="WulaFallenEmpire.Effect_CloseDialog" />
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```
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#### 4.3 `Effect_ShowMessage`
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- **功能**: 在屏幕左上角显示一条游戏消息。
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- **Class**: `WulaFallenEmpire.Effect_ShowMessage`
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- **字段**:
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- `message`: (必须) 要显示的文本。
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- `messageTypeDef`: (可选) 消息类型 (例如 `PositiveEvent`, `NegativeEvent`, `NeutralEvent`)。默认为 `PositiveEvent`。
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||||
- **示例**:
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```xml
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<li Class="WulaFallenEmpire.Effect_ShowMessage">
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<message>你获得了一个物品!</message>
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<messageTypeDef>PositiveEvent</messageTypeDef>
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</li>
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```
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#### 4.4 `Effect_FireIncident`
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- **功能**: 触发一个原版或Mod添加的游戏内事件。
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- **Class**: `WulaFallenEmpire.Effect_FireIncident`
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- **字段**:
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- `incident`: (必须) 要触发的 `IncidentDef` 的 `defName`。
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- **示例**:
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```xml
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<li Class="WulaFallenEmpire.Effect_FireIncident">
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<incident>RaidEnemy</incident>
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</li>
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```
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#### 4.5 `Effect_ChangeFactionRelation`
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- **功能**: 改变与指定派系的好感度。
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- **Class**: `WulaFallenEmpire.Effect_ChangeFactionRelation`
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- **字段**:
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- `faction`: (必须) 目标 `FactionDef` 的 `defName`。
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- `goodwillChange`: (必须) 好感度的改变量,可以是正数或负数。
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- **示例**:
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```xml
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<li Class="WulaFallenEmpire.Effect_ChangeFactionRelation">
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<faction>Empire</faction>
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<goodwillChange>15</goodwillChange>
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</li>
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```
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#### 4.6 `Effect_SetVariable`
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- **功能**: 在 `EventContext` 中设置或修改一个变量的值。
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- **Class**: `WulaFallenEmpire.Effect_SetVariable`
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- **字段**:
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- `name`: (必须) 变量的名称。
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- `value`: (必须) 变量的值。系统会尝试将其解析为整数或浮点数,如果失败则存为字符串。
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- **示例**:
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```xml
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<li Class="WulaFallenEmpire.Effect_SetVariable">
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<name>my_quest_progress</name>
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<value>1</value>
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</li>
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```
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||||
---
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||||
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## 5. 核心概念:条件 (`Condition`)
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条件定义了选项是否可选的“前提”。每个条件都在 `conditions` 列表中的一个 `<li>` 标签内定义,并且必须有一个 `Class` 属性。
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### 已实现的 `Condition` 列表
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#### 5.1 `Condition_VariableEquals`
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- **功能**: 检查一个变量是否等于指定的值。
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- **Class**: `WulaFallenEmpire.Condition_VariableEquals`
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||||
- **字段**:
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||||
- `name`: (必须) 要检查的变量的名称。
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||||
- `value`: (必须) 要比较的值(作为字符串)。
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||||
- **示例**:
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||||
```xml
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<li Class="WulaFallenEmpire.Condition_VariableEquals">
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<name>my_quest_progress</name>
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<value>1</value>
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</li>
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||||
```
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||||
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||||
#### 5.2 `Condition_VariableGreaterThan`
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- **功能**: 检查一个变量是否大于指定的值。
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- **Class**: `WulaFallenEmpire.Condition_VariableGreaterThan`
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||||
- **字段**:
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||||
- `name`: (必须) 要检查的变量的名称。
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||||
- `value`: (必须) 要比较的数值。
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||||
- **示例**:
|
||||
```xml
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<li Class="WulaFallenEmpire.Condition_VariableGreaterThan">
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<name>player_reputation</name>
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<value>50</value>
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</li>
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||||
```
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||||
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||||
---
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||||
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## 6. 核心概念:变量系统 (`EventContext`)
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`EventContext` 是一个全局的静态字典,用于在事件链的不同部分之间传递信息。
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- **设置变量**: 使用 `Effect_SetVariable` 在XML中设置变量。
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- **检查变量**: 使用 `Condition_VariableEquals` 或其他条件类来检查变量的值,从而控制事件流程。
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- **使用变量**: 一些特殊的 `Effect` (例如 `Effect_ChangeFactionRelation_FromVariable`) 可以被设计为从 `EventContext` 中读取值来执行操作。
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|
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**注意**: 当前 `EventContext` 是全局共享的。在一个事件链结束后,最好能有一个 `Effect` 来清理掉设置的变量,以避免对其他不相关的事件产生影响(此功能待实现)。
|
||||
|
||||
---
|
||||
|
||||
## 7. 完整示例
|
||||
|
||||
以下是一个演示了事件链、变量和条件的完整示例。
|
||||
|
||||
```xml
|
||||
<Defs>
|
||||
|
||||
<!-- Event 1: 开始 -->
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||||
<WulaFallenEmpire.CustomUIDef>
|
||||
<defName>Wula_ExampleUI</defName>
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||||
<label>事件链示例 - 1</label>
|
||||
<description>这是一个事件链的开端。</description>
|
||||
<options>
|
||||
<li>
|
||||
<label>继续事件</label>
|
||||
<effects>
|
||||
<!-- 设置一个变量来追踪进度 -->
|
||||
<li Class="WulaFallenEmpire.Effect_SetVariable">
|
||||
<name>wula_event_progress</name>
|
||||
<value>1</value>
|
||||
</li>
|
||||
<!-- 打开下一个事件 -->
|
||||
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
|
||||
<defName>Wula_ExampleUI_Next</defName>
|
||||
</li>
|
||||
<!-- 关闭当前窗口 -->
|
||||
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
|
||||
</effects>
|
||||
</li>
|
||||
</options>
|
||||
</WulaFallenEmpire.CustomUIDef>
|
||||
|
||||
<!-- Event 2: 中段 -->
|
||||
<WulaFallenEmpire.CustomUIDef>
|
||||
<defName>Wula_ExampleUI_Next</defName>
|
||||
<label>事件链示例 - 2</label>
|
||||
<description>这是事件链的第二部分。</description>
|
||||
<options>
|
||||
<li>
|
||||
<label>完成事件</label>
|
||||
<effects>
|
||||
<li Class="WulaFallenEmpire.Effect_ShowMessage">
|
||||
<message>事件链已完成!</message>
|
||||
</li>
|
||||
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
|
||||
</effects>
|
||||
</li>
|
||||
<li>
|
||||
<label>特殊选项</label>
|
||||
<disabledReason>需要事件进度=1</disabledReason>
|
||||
<!-- 这个选项只有在变量 'wula_event_progress' 等于 1 时才可选 -->
|
||||
<conditions>
|
||||
<li Class="WulaFallenEmpire.Condition_VariableEquals">
|
||||
<name>wula_event_progress</name>
|
||||
<value>1</value>
|
||||
</li>
|
||||
</conditions>
|
||||
<effects>
|
||||
<li Class="WulaFallenEmpire.Effect_ShowMessage">
|
||||
<message>你触发了特殊选项!</message>
|
||||
</li>
|
||||
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
|
||||
</effects>
|
||||
</li>
|
||||
</options>
|
||||
</WulaFallenEmpire.CustomUIDef>
|
||||
|
||||
</Defs>
|
||||
Binary file not shown.
@@ -7,7 +7,7 @@
|
||||
"RelativeMoniker": "D:0:0:{F5AE8C3B-0221-4C16-A128-9A62D521A8FF}|WulaFallenEmpire.csproj|solutionrelative:debugactions.cs||{A6C744A8-0E4A-4FC6-886A-064283054674}"
|
||||
},
|
||||
{
|
||||
"AbsoluteMoniker": "D:0:0:{F5AE8C3B-0221-4C16-A128-9A62D521A8FF}|WulaFallenEmpire.csproj|c:\\steam\\steamapps\\common\\rimworld\\mods\\3516260226\\source\\wulafallenempire\\mentalstate_brokenpersonality.cs||{A6C744A8-0E4A-4FC6-886A-064283054674}",
|
||||
"AbsoluteMoniker": "D:0:0:{F5AE8C3B-0221-4C16-A128-9A62D521A8FF}|WulaFallenEmpire.csproj|C:\\Steam\\steamapps\\common\\RimWorld\\Mods\\3516260226\\Source\\WulaFallenEmpire\\mentalstate_brokenpersonality.cs||{A6C744A8-0E4A-4FC6-886A-064283054674}",
|
||||
"RelativeMoniker": "D:0:0:{F5AE8C3B-0221-4C16-A128-9A62D521A8FF}|WulaFallenEmpire.csproj|solutionrelative:mentalstate_brokenpersonality.cs||{A6C744A8-0E4A-4FC6-886A-064283054674}"
|
||||
},
|
||||
{
|
||||
@@ -91,8 +91,7 @@
|
||||
"RelativeToolTip": "MentalState_BrokenPersonality.cs",
|
||||
"ViewState": "AQIAABMAAAAAAAAAAAAAwEsAAAAjAAAA",
|
||||
"Icon": "ae27a6b0-e345-4288-96df-5eaf394ee369.000738|",
|
||||
"WhenOpened": "2025-07-25T13:51:03.13Z",
|
||||
"EditorCaption": ""
|
||||
"WhenOpened": "2025-07-25T13:51:03.13Z"
|
||||
},
|
||||
{
|
||||
"$type": "Document",
|
||||
|
||||
64
Source/WulaFallenEmpire/Condition.cs
Normal file
64
Source/WulaFallenEmpire/Condition.cs
Normal file
@@ -0,0 +1,64 @@
|
||||
using Verse;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
public abstract class Condition
|
||||
{
|
||||
public abstract bool IsMet(out string reason);
|
||||
}
|
||||
|
||||
public class Condition_VariableEquals : Condition
|
||||
{
|
||||
public string name;
|
||||
public string value;
|
||||
|
||||
public override bool IsMet(out string reason)
|
||||
{
|
||||
object variable = EventContext.GetVariable<object>(name);
|
||||
if (variable == null)
|
||||
{
|
||||
reason = $"Variable '{name}' not set.";
|
||||
return false;
|
||||
}
|
||||
|
||||
// Simple string comparison for now. Can be expanded.
|
||||
bool met = variable.ToString() == value;
|
||||
if (!met)
|
||||
{
|
||||
reason = $"Requires {name} = {value} (Current: {variable})";
|
||||
}
|
||||
else
|
||||
{
|
||||
reason = "";
|
||||
}
|
||||
return met;
|
||||
}
|
||||
}
|
||||
|
||||
public class Condition_VariableGreaterThan : Condition
|
||||
{
|
||||
public string name;
|
||||
public float value;
|
||||
|
||||
public override bool IsMet(out string reason)
|
||||
{
|
||||
float variable = EventContext.GetVariable<float>(name, float.MinValue);
|
||||
if (variable == float.MinValue)
|
||||
{
|
||||
reason = $"Variable '{name}' not set.";
|
||||
return false;
|
||||
}
|
||||
|
||||
bool met = variable > value;
|
||||
if (!met)
|
||||
{
|
||||
reason = $"Requires {name} > {value} (Current: {variable})";
|
||||
}
|
||||
else
|
||||
{
|
||||
reason = "";
|
||||
}
|
||||
return met;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -15,5 +15,7 @@ namespace WulaFallenEmpire
|
||||
{
|
||||
public string label;
|
||||
public List<Effect> effects;
|
||||
public List<Condition> conditions;
|
||||
public string disabledReason; // Custom text to show if conditions aren't met
|
||||
}
|
||||
}
|
||||
|
||||
@@ -31,27 +31,42 @@ namespace WulaFallenEmpire
|
||||
|
||||
public override void DoWindowContents(Rect inRect)
|
||||
{
|
||||
// Top-left defName
|
||||
// Top-left defName and Label
|
||||
Text.Font = GameFont.Tiny;
|
||||
GUI.color = Color.gray;
|
||||
Widgets.Label(new Rect(0, 0, inRect.width, 30f), def.defName);
|
||||
Widgets.Label(new Rect(5, 5, inRect.width - 10, 20f), def.defName);
|
||||
GUI.color = Color.white;
|
||||
|
||||
Text.Font = GameFont.Small;
|
||||
Widgets.Label(new Rect(5, 20f, inRect.width - 10, 30f), def.label);
|
||||
|
||||
// Scaling factor to fit the new window size while maintaining layout proportions.
|
||||
float scale = 0.65f;
|
||||
|
||||
// The original CSS was based on a large canvas. We create a virtual canvas inside our window.
|
||||
// Center the main content block.
|
||||
float contentWidth = 1200f * scale;
|
||||
float contentHeight = 1100f * scale;
|
||||
Rect contentRect = new Rect((inRect.width - contentWidth) / 2, (inRect.height - contentHeight) / 2, contentWidth, contentHeight);
|
||||
// Define virtual total size from the CSS layout
|
||||
float virtualWidth = 500f + 650f; // lihui + text
|
||||
float virtualHeight = 800f; // lihui height
|
||||
|
||||
// All original positions are now relative to this contentRect and scaled.
|
||||
Rect mainBodySRect = new Rect(contentRect.x + 200f * scale, contentRect.y + 400f * scale, 1050f * scale, 1000f * scale);
|
||||
// Calculate scale to fit the window, maintaining aspect ratio
|
||||
float scaleX = inRect.width / virtualWidth;
|
||||
float scaleY = inRect.height / virtualHeight;
|
||||
float scale = Mathf.Min(scaleX, scaleY) * 0.95f; // Use 95% of space to leave some margin
|
||||
|
||||
// Calculate scaled dimensions
|
||||
float scaledLihuiWidth = 500f * scale;
|
||||
float scaledLihuiHeight = 800f * scale;
|
||||
float scaledNameWidth = 260f * scale;
|
||||
float scaledNameHeight = 130f * scale;
|
||||
float scaledTextWidth = 650f * scale;
|
||||
float scaledTextHeight = 250f * scale;
|
||||
float scaledOptionsWidth = 610f * scale;
|
||||
|
||||
// Center the whole content block
|
||||
float totalContentWidth = scaledLihuiWidth + scaledTextWidth;
|
||||
float totalContentHeight = scaledLihuiHeight;
|
||||
float startX = (inRect.width - totalContentWidth) / 2;
|
||||
float startY = (inRect.height - totalContentHeight) / 2;
|
||||
|
||||
// lihui (Portrait)
|
||||
Rect lihuiRect = new Rect(mainBodySRect.x - 150f * scale, mainBodySRect.y - 200f * scale, 500f * scale, 800f * scale);
|
||||
Rect lihuiRect = new Rect(startX, startY, scaledLihuiWidth, scaledLihuiHeight);
|
||||
if (portrait != null)
|
||||
{
|
||||
GUI.DrawTexture(lihuiRect, portrait, ScaleMode.ScaleToFit);
|
||||
@@ -62,7 +77,7 @@ namespace WulaFallenEmpire
|
||||
|
||||
|
||||
// name
|
||||
Rect nameRect = new Rect(lihuiRect.xMax, mainBodySRect.y - 30f * scale, 260f * scale, 130f * scale);
|
||||
Rect nameRect = new Rect(lihuiRect.xMax, lihuiRect.y, scaledNameWidth, scaledNameHeight);
|
||||
GUI.color = Color.white;
|
||||
Widgets.DrawBox(nameRect);
|
||||
GUI.color = Color.white; // Reset color
|
||||
@@ -73,7 +88,7 @@ namespace WulaFallenEmpire
|
||||
Text.Anchor = TextAnchor.UpperLeft;
|
||||
|
||||
// text (Description)
|
||||
Rect textRect = new Rect(nameRect.x, nameRect.yMax + 50f * scale, 650f * scale, 250f * scale);
|
||||
Rect textRect = new Rect(nameRect.x, nameRect.yMax + 20f * scale, scaledTextWidth, scaledTextHeight);
|
||||
GUI.color = Color.white;
|
||||
Widgets.DrawBox(textRect);
|
||||
GUI.color = Color.white; // Reset color
|
||||
@@ -81,7 +96,7 @@ namespace WulaFallenEmpire
|
||||
Widgets.Label(textInnerRect, def.description);
|
||||
|
||||
// option (Buttons)
|
||||
Rect optionRect = new Rect(nameRect.x, textRect.yMax, 610f * scale, 300f * scale);
|
||||
Rect optionRect = new Rect(nameRect.x, textRect.yMax + 20f * scale, scaledOptionsWidth, lihuiRect.height - nameRect.height - textRect.height - 40f * scale);
|
||||
// No need to draw a box for the options area, the buttons will be listed inside.
|
||||
|
||||
Listing_Standard listing = new Listing_Standard();
|
||||
@@ -90,9 +105,22 @@ namespace WulaFallenEmpire
|
||||
{
|
||||
foreach (var option in def.options)
|
||||
{
|
||||
if (listing.ButtonText(option.label))
|
||||
string reason;
|
||||
bool conditionsMet = AreConditionsMet(option.conditions, out reason);
|
||||
|
||||
if (conditionsMet)
|
||||
{
|
||||
HandleAction(option.effects);
|
||||
if (listing.ButtonText(option.label))
|
||||
{
|
||||
HandleAction(option.effects);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Draw a disabled button and add a tooltip
|
||||
Rect rect = listing.GetRect(30f);
|
||||
Widgets.ButtonText(rect, option.label, false, true, false);
|
||||
TooltipHandler.TipRegion(rect, GetDisabledReason(option, reason));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -111,5 +139,33 @@ namespace WulaFallenEmpire
|
||||
effect.Execute(this);
|
||||
}
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
private string GetDisabledReason(CustomUIOption option, string reason)
|
||||
{
|
||||
if (!option.disabledReason.NullOrEmpty())
|
||||
{
|
||||
return option.disabledReason;
|
||||
}
|
||||
return reason;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,3 +1,5 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Verse;
|
||||
using RimWorld;
|
||||
|
||||
@@ -87,4 +89,101 @@ namespace WulaFallenEmpire
|
||||
return;
|
||||
}
|
||||
|
||||
Faction.OfPlayer.TryAffectGoodwillWith(faction, goodwillChange, canSendMessage: true, canSendHostilityLetter: true, reason: HistoryEventDefOf.QuestGoodwill, lookTarget: null);
|
||||
Faction targetFaction = Find.FactionManager.FirstFactionOfDef(faction);
|
||||
if (targetFaction == null)
|
||||
{
|
||||
Log.Warning($"[WulaFallenEmpire] Could not find an active faction for FactionDef '{faction.defName}'.");
|
||||
return;
|
||||
}
|
||||
|
||||
Faction.OfPlayer.TryAffectGoodwillWith(targetFaction, goodwillChange, canSendMessage: true, canSendHostilityLetter: true, reason: null, lookTarget: null);
|
||||
}
|
||||
}
|
||||
|
||||
public class Effect_SetVariable : Effect
|
||||
{
|
||||
public string name;
|
||||
public string value;
|
||||
|
||||
public override void Execute(Dialog_CustomDisplay dialog)
|
||||
{
|
||||
// Try to parse as int, then float, otherwise keep as string
|
||||
if (int.TryParse(value, out int intValue))
|
||||
{
|
||||
EventContext.SetVariable(name, intValue);
|
||||
}
|
||||
else if (float.TryParse(value, out float floatValue))
|
||||
{
|
||||
EventContext.SetVariable(name, floatValue);
|
||||
}
|
||||
else
|
||||
{
|
||||
EventContext.SetVariable(name, value);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public class Effect_ChangeFactionRelation_FromVariable : Effect
|
||||
{
|
||||
public FactionDef faction;
|
||||
public string goodwillVariableName;
|
||||
|
||||
public override void Execute(Dialog_CustomDisplay dialog)
|
||||
{
|
||||
if (faction == null)
|
||||
{
|
||||
Log.Error("[WulaFallenEmpire] Effect_ChangeFactionRelation_FromVariable has a null faction Def.");
|
||||
return;
|
||||
}
|
||||
|
||||
Faction targetFaction = Find.FactionManager.FirstFactionOfDef(faction);
|
||||
if (targetFaction == null)
|
||||
{
|
||||
Log.Warning($"[WulaFallenEmpire] Could not find an active faction for FactionDef '{faction.defName}'.");
|
||||
return;
|
||||
}
|
||||
|
||||
int goodwillChange = EventContext.GetVariable<int>(goodwillVariableName);
|
||||
Faction.OfPlayer.TryAffectGoodwillWith(targetFaction, goodwillChange, canSendMessage: true, canSendHostilityLetter: true, reason: null, lookTarget: null);
|
||||
}
|
||||
}
|
||||
|
||||
public class Effect_SpawnPawnAndStore : Effect
|
||||
{
|
||||
public PawnKindDef kindDef;
|
||||
public int count = 1;
|
||||
public string storeAs;
|
||||
|
||||
public override void Execute(Dialog_CustomDisplay dialog)
|
||||
{
|
||||
if (kindDef == null)
|
||||
{
|
||||
Log.Error("[WulaFallenEmpire] Effect_SpawnPawnAndStore has a null kindDef.");
|
||||
return;
|
||||
}
|
||||
if (storeAs.NullOrEmpty())
|
||||
{
|
||||
Log.Error("[WulaFallenEmpire] Effect_SpawnPawnAndStore needs a 'storeAs' variable name.");
|
||||
return;
|
||||
}
|
||||
|
||||
List<Pawn> spawnedPawns = new List<Pawn>();
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
Pawn newPawn = PawnGenerator.GeneratePawn(kindDef, Faction.OfPlayer);
|
||||
IntVec3 loc = CellFinder.RandomSpawnCellForPawnNear(Find.CurrentMap.mapPawns.FreeColonists.First().Position, Find.CurrentMap, 10);
|
||||
GenSpawn.Spawn(newPawn, loc, Find.CurrentMap);
|
||||
spawnedPawns.Add(newPawn);
|
||||
}
|
||||
|
||||
if (count == 1)
|
||||
{
|
||||
EventContext.SetVariable(storeAs, spawnedPawns.First());
|
||||
}
|
||||
else
|
||||
{
|
||||
EventContext.SetVariable(storeAs, spawnedPawns);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
52
Source/WulaFallenEmpire/EventContext.cs
Normal file
52
Source/WulaFallenEmpire/EventContext.cs
Normal file
@@ -0,0 +1,52 @@
|
||||
using System.Collections.Generic;
|
||||
using Verse;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
public static class EventContext
|
||||
{
|
||||
private static Dictionary<string, object> variables = new Dictionary<string, object>();
|
||||
|
||||
public static void SetVariable(string name, object value)
|
||||
{
|
||||
if (variables.ContainsKey(name))
|
||||
{
|
||||
variables[name] = value;
|
||||
}
|
||||
else
|
||||
{
|
||||
variables.Add(name, value);
|
||||
}
|
||||
Log.Message($"[EventContext] Set variable '{name}' to '{value}'.");
|
||||
}
|
||||
|
||||
public static T GetVariable<T>(string name, T defaultValue = default)
|
||||
{
|
||||
if (variables.TryGetValue(name, out object value))
|
||||
{
|
||||
if (value is T typedValue)
|
||||
{
|
||||
return typedValue;
|
||||
}
|
||||
// Try to convert, e.g., from int to float
|
||||
try
|
||||
{
|
||||
return (T)System.Convert.ChangeType(value, typeof(T));
|
||||
}
|
||||
catch (System.Exception)
|
||||
{
|
||||
Log.Warning($"[EventContext] Variable '{name}' is of type {value.GetType()} but could not be converted to {typeof(T)}.");
|
||||
return defaultValue;
|
||||
}
|
||||
}
|
||||
Log.Warning($"[EventContext] Variable '{name}' not found. Returning default value.");
|
||||
return defaultValue;
|
||||
}
|
||||
|
||||
public static void Clear()
|
||||
{
|
||||
variables.Clear();
|
||||
Log.Message("[EventContext] All variables cleared.");
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -106,6 +106,8 @@
|
||||
<Compile Include="CustomUIDef.cs" />
|
||||
<Compile Include="Effect.cs" />
|
||||
<Compile Include="DebugActions.cs" />
|
||||
<Compile Include="EventContext.cs" />
|
||||
<Compile Include="Condition.cs" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
|
||||
|
||||
Reference in New Issue
Block a user