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using RimWorld;
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using Verse;
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namespace WulaFallenEmpire
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{
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public class CompProperties_FactionSetter : CompProperties
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{
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// 派系配置
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public FactionDef factionDef = null; // 指定的派系定义
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public bool usePlayerFactionIfNull = true; // 如果没有指定派系,是否使用玩家派系
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public bool overrideExistingFaction = true; // 是否覆盖已有的派系归属
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public CompProperties_FactionSetter()
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{
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compClass = typeof(CompFactionSetter);
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}
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}
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public class CompFactionSetter : ThingComp
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{
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private bool factionSet = false;
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public CompProperties_FactionSetter Props => (CompProperties_FactionSetter)props;
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public override void PostSpawnSetup(bool respawningAfterLoad)
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{
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base.PostSpawnSetup(respawningAfterLoad);
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if (!respawningAfterLoad && !factionSet)
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{
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SetFaction();
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factionSet = true;
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}
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}
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public override void PostExposeData()
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{
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base.PostExposeData();
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Scribe_Values.Look(ref factionSet, "factionSet", false);
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}
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private void SetFaction()
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{
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// 如果不需要覆盖已有派系且建筑已有派系,则跳过
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if (!Props.overrideExistingFaction && parent.Faction != null)
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return;
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Faction faction = GetTargetFaction();
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if (faction != null && faction != parent.Faction)
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{
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parent.SetFaction(faction);
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Log.Message($"Set faction for {parent.Label} to {faction.Name}");
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}
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}
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private Faction GetTargetFaction()
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{
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// 1. 如果指定了派系定义,使用该派系
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if (Props.factionDef != null)
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{
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Faction faction = Find.FactionManager.FirstFactionOfDef(Props.factionDef);
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if (faction != null)
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return faction;
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}
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// 2. 默认使用玩家派系
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if (Props.usePlayerFactionIfNull)
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return Faction.OfPlayer;
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return null;
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}
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public override string CompInspectStringExtra()
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{
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return base.CompInspectStringExtra();
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}
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}
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}
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