This commit is contained in:
2025-12-14 11:52:17 +08:00
parent 84ec62a12f
commit 98c30201c5
3 changed files with 74 additions and 31 deletions

View File

@@ -13,7 +13,7 @@ namespace WulaFallenEmpire
// 修复:明确的工作量定义
private const float WorkPerSecond = 60f; // 每秒60工作量标准RimWorld速度
private const float TicksPerSecond = 60f;
private const float WorkPerTick = WorkPerSecond / TicksPerSecond; // 每tick 1工作量
private int lastProcessedTick = -1;
public GlobalProductionOrderStack(Building_GlobalWorkTable table)
{
@@ -56,6 +56,13 @@ namespace WulaFallenEmpire
public void ProcessOrders()
{
int currentTick = Find.TickManager.TicksGame;
int deltaTicks = lastProcessedTick < 0 ? 1 : currentTick - lastProcessedTick;
if (deltaTicks <= 0) deltaTicks = 1;
lastProcessedTick = currentTick;
float workThisStep = WorkPerSecond * (deltaTicks / TicksPerSecond);
// 修复:使用倒序遍历避免修改集合问题
for (int i = orders.Count - 1; i >= 0; i--)
{
@@ -70,7 +77,7 @@ namespace WulaFallenEmpire
// 生产中
if (order.state == GlobalProductionOrder.ProductionState.Producing)
{
ProcessProducingOrder(order, i);
ProcessProducingOrder(order, i, workThisStep);
}
else if (order.state == GlobalProductionOrder.ProductionState.Gathering && !order.paused)
{
@@ -79,7 +86,7 @@ namespace WulaFallenEmpire
}
}
private void ProcessProducingOrder(GlobalProductionOrder order, int index)
private void ProcessProducingOrder(GlobalProductionOrder order, int index, float workThisStep)
{
// 修复:使用正确的方法获取工作量
float workAmount = GetWorkAmountForOrder(order);
@@ -93,8 +100,8 @@ namespace WulaFallenEmpire
return;
}
// 修复:正确计算进度增量
float progressIncrement = WorkPerTick / workAmount;
// 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
float progressIncrement = workThisStep / workAmount;
// 修复:确保进度不会变成负数
float newProgress = Mathf.Max(0f, order.progress + progressIncrement);
@@ -152,15 +159,22 @@ namespace WulaFallenEmpire
private void ProcessWaitingOrder(GlobalProductionOrder order)
{
// 检查是否应该开始生产
// 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
if (order.HasEnoughResources())
{
order.state = GlobalProductionOrder.ProductionState.Producing;
order.progress = 0f;
if (Find.TickManager.TicksGame % 600 == 0) // 每10秒记录一次
if (order.TryDeductResources())
{
Log.Message($"[INFO] Order {order.recipe.defName} started producing");
order.state = GlobalProductionOrder.ProductionState.Producing;
order.progress = 0f;
if (Find.TickManager.TicksGame % 600 == 0) // 每10秒记录一次
{
Log.Message($"[INFO] Order {order.recipe.defName} started producing");
}
}
else
{
Log.Warning($"[WULA] Order {order.recipe.defName} had enough resources but failed to deduct them; staying in Gathering.");
}
}
else if (Find.TickManager.TicksGame % 1200 == 0) // 每20秒检查一次
@@ -185,7 +199,7 @@ namespace WulaFallenEmpire
if (order.currentCount >= order.targetCount)
{
order.state = GlobalProductionOrder.ProductionState.Completed;
orders.RemoveAt(index);
Delete(order); // 同步 GlobalStorageWorldComponent.productionOrders
Log.Message($"[COMPLETE] Order {order.recipe.defName} completed and removed");
}
else
@@ -225,7 +239,7 @@ namespace WulaFallenEmpire
if (order.recipe == null)
{
Log.Warning($"Removing order with null recipe");
orders.RemoveAt(i);
Delete(order); // 同步 GlobalStorageWorldComponent.productionOrders
continue;
}