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@@ -132,36 +132,62 @@ namespace WulaFallenEmpire
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var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
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if (globalStorage == null) return false;
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// 检查资源是否足够
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if (!HasEnoughResources()) return false;
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// 扣除资源
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// 扣除资源(需要处理扣除失败的情况,避免出现“扣料失败但仍返回 true”的无成本生产)
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var productCostList = GetProductCostList();
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if (productCostList.Count > 0)
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{
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Dictionary<ThingDef, int> removed = new Dictionary<ThingDef, int>();
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foreach (var kvp in productCostList)
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{
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globalStorage.RemoveFromInputStorage(kvp.Key, kvp.Value);
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if (kvp.Value <= 0) continue;
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if (!globalStorage.RemoveFromInputStorage(kvp.Key, kvp.Value))
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{
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foreach (var r in removed)
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{
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globalStorage.AddToInputStorage(r.Key, r.Value);
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}
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return false;
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}
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removed[kvp.Key] = kvp.Value;
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}
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return true;
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return removed.Count > 0;
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}
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List<KeyValuePair<ThingDef, int>> removedIngredients = new List<KeyValuePair<ThingDef, int>>();
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foreach (var ingredient in recipe.ingredients)
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{
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bool removedForThisIngredient = false;
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foreach (var thingDef in ingredient.filter.AllowedThingDefs)
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{
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int requiredCount = ingredient.CountRequiredOfFor(thingDef, recipe);
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int availableCount = globalStorage.GetInputStorageCount(thingDef);
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if (availableCount >= requiredCount)
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if (requiredCount > 0 && availableCount >= requiredCount)
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{
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globalStorage.RemoveFromInputStorage(thingDef, requiredCount);
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break; // 只扣除一种满足条件的材料
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if (globalStorage.RemoveFromInputStorage(thingDef, requiredCount))
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{
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removedIngredients.Add(new KeyValuePair<ThingDef, int>(thingDef, requiredCount));
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removedForThisIngredient = true;
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break; // 只扣除一种满足条件的材料
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}
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}
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}
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if (!removedForThisIngredient)
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{
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foreach (var r in removedIngredients)
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{
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globalStorage.AddToInputStorage(r.Key, r.Value);
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}
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return false;
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}
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}
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return true;
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return removedIngredients.Count > 0;
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}
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// 修复:GetIngredientsTooltip 方法,显示正确的成本信息
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@@ -13,7 +13,7 @@ namespace WulaFallenEmpire
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// 修复:明确的工作量定义
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private const float WorkPerSecond = 60f; // 每秒60工作量(标准RimWorld速度)
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private const float TicksPerSecond = 60f;
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private const float WorkPerTick = WorkPerSecond / TicksPerSecond; // 每tick 1工作量
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private int lastProcessedTick = -1;
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public GlobalProductionOrderStack(Building_GlobalWorkTable table)
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{
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@@ -56,6 +56,13 @@ namespace WulaFallenEmpire
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public void ProcessOrders()
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{
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int currentTick = Find.TickManager.TicksGame;
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int deltaTicks = lastProcessedTick < 0 ? 1 : currentTick - lastProcessedTick;
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if (deltaTicks <= 0) deltaTicks = 1;
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lastProcessedTick = currentTick;
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float workThisStep = WorkPerSecond * (deltaTicks / TicksPerSecond);
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// 修复:使用倒序遍历避免修改集合问题
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for (int i = orders.Count - 1; i >= 0; i--)
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{
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@@ -70,7 +77,7 @@ namespace WulaFallenEmpire
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// 生产中
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if (order.state == GlobalProductionOrder.ProductionState.Producing)
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{
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ProcessProducingOrder(order, i);
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ProcessProducingOrder(order, i, workThisStep);
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}
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else if (order.state == GlobalProductionOrder.ProductionState.Gathering && !order.paused)
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{
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@@ -79,7 +86,7 @@ namespace WulaFallenEmpire
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}
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}
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private void ProcessProducingOrder(GlobalProductionOrder order, int index)
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private void ProcessProducingOrder(GlobalProductionOrder order, int index, float workThisStep)
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{
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// 修复:使用正确的方法获取工作量
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float workAmount = GetWorkAmountForOrder(order);
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@@ -93,8 +100,8 @@ namespace WulaFallenEmpire
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return;
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}
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// 修复:正确计算进度增量
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float progressIncrement = WorkPerTick / workAmount;
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// 修复:按两次 ProcessOrders 调用间隔的 tick 计算,避免调用频率变化导致生产速度偏差
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float progressIncrement = workThisStep / workAmount;
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// 修复:确保进度不会变成负数
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float newProgress = Mathf.Max(0f, order.progress + progressIncrement);
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@@ -152,15 +159,22 @@ namespace WulaFallenEmpire
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private void ProcessWaitingOrder(GlobalProductionOrder order)
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{
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// 检查是否应该开始生产
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// 注意:这里不能在不扣料的情况下把 Gathering 直接切到 Producing(会绕过 TryDeductResources)
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if (order.HasEnoughResources())
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{
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order.state = GlobalProductionOrder.ProductionState.Producing;
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order.progress = 0f;
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if (Find.TickManager.TicksGame % 600 == 0) // 每10秒记录一次
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if (order.TryDeductResources())
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{
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Log.Message($"[INFO] Order {order.recipe.defName} started producing");
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order.state = GlobalProductionOrder.ProductionState.Producing;
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order.progress = 0f;
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if (Find.TickManager.TicksGame % 600 == 0) // 每10秒记录一次
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{
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Log.Message($"[INFO] Order {order.recipe.defName} started producing");
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}
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}
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else
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{
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Log.Warning($"[WULA] Order {order.recipe.defName} had enough resources but failed to deduct them; staying in Gathering.");
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}
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}
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else if (Find.TickManager.TicksGame % 1200 == 0) // 每20秒检查一次
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@@ -185,7 +199,7 @@ namespace WulaFallenEmpire
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if (order.currentCount >= order.targetCount)
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{
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order.state = GlobalProductionOrder.ProductionState.Completed;
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orders.RemoveAt(index);
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Delete(order); // 同步 GlobalStorageWorldComponent.productionOrders
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Log.Message($"[COMPLETE] Order {order.recipe.defName} completed and removed");
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}
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else
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@@ -225,7 +239,7 @@ namespace WulaFallenEmpire
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if (order.recipe == null)
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{
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Log.Warning($"Removing order with null recipe");
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orders.RemoveAt(i);
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Delete(order); // 同步 GlobalStorageWorldComponent.productionOrders
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continue;
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}
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@@ -126,6 +126,8 @@ namespace WulaFallenEmpire
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var totalRequired = order.GetProductCostList();
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if (totalRequired.Count == 0)
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{
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totalRequired = new Dictionary<ThingDef, int>();
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// 处理配方原料 (Ingredients) - 简化处理,假设配方只使用固定材料
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// 实际情况可能更复杂,需要处理过滤器
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foreach (var ingredient in order.recipe.ingredients)
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@@ -133,19 +135,20 @@ namespace WulaFallenEmpire
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// 这里简化:只取第一个允许的物品作为需求
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// 更好的做法是动态匹配,但这需要更复杂的逻辑
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var def = ingredient.filter.AllowedThingDefs.FirstOrDefault();
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if (def != null)
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{
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int count = (int)ingredient.GetBaseCount();
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if (needed.ContainsKey(def)) needed[def] += count;
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else needed[def] = count;
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}
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if (def == null) continue;
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int count = ingredient.CountRequiredOfFor(def, order.recipe);
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if (count <= 0) continue;
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if (totalRequired.ContainsKey(def)) totalRequired[def] += count;
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else totalRequired[def] = count;
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}
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}
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// 2. 减去云端已有的
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foreach (var kvp in totalRequired)
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{
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int cloudCount = storage.GetInputStorageCount(kvp.Key);
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int cloudCount = storage?.GetInputStorageCount(kvp.Key) ?? 0;
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int remaining = kvp.Value - cloudCount;
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// 3. 减去工作台容器中已有的
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@@ -161,4 +164,4 @@ namespace WulaFallenEmpire
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return needed;
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}
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}
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}
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}
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