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using System.Collections.Generic;
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using Verse;
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using RimWorld;
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using UnityEngine;
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namespace WulaFallenEmpire
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{
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public class Effect_CallSkyfaller : EffectBase
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{
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public ThingDef skyfallerDef;
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public int delayTicks = 120;
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public bool checkClearance = true;
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public int clearanceRadius = 3;
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public string letterLabel;
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public string letterText;
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public LetterDef letterDef;
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public override void Execute(Window dialog = null)
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{
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Map currentMap = Find.CurrentMap;
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if (currentMap == null)
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{
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Log.Error("[WulaFallenEmpire] Effect_CallSkyfaller cannot execute without a current map.");
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return;
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}
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if (skyfallerDef == null)
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{
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Log.Error("[WulaFallenEmpire] Effect_CallSkyfaller has a null skyfallerDef.");
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return;
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}
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// 寻找合适的掉落点
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IntVec3 dropCenter;
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if (checkClearance)
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{
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dropCenter = FindDropSpotWithClearance(currentMap, clearanceRadius);
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}
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else
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{
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dropCenter = DropCellFinder.RandomDropSpot(currentMap);
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}
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if (!dropCenter.IsValid)
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{
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Log.Error("[WulaFallenEmpire] Effect_CallSkyfaller could not find a valid drop spot.");
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return;
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}
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// 创建延时召唤
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CallSkyfallerDelayed(dropCenter, currentMap);
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// 发送通知信件
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if (!string.IsNullOrEmpty(letterLabel) && !string.IsNullOrEmpty(letterText))
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{
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Find.LetterStack.ReceiveLetter(letterLabel, letterText, letterDef ?? LetterDefOf.NeutralEvent);
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}
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Log.Message($"[WulaFallenEmpire] Scheduled skyfaller '{skyfallerDef.defName}' at {dropCenter} with {delayTicks} ticks delay");
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}
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private IntVec3 FindDropSpotWithClearance(Map map, int radius)
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{
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// 优先在殖民地附近寻找
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IntVec3 result;
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if (RCellFinder.TryFindRandomCellNearTheCenterOfTheMapWith(
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(IntVec3 c) => IsValidDropSpotWithClearance(c, map, radius) && map.reachability.CanReachColony(c),
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map, out result))
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{
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return result;
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}
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// 如果找不到,放宽条件
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if (CellFinder.TryFindRandomCellNear(map.Center, map, Mathf.Max(map.Size.x / 4, 10),
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(IntVec3 c) => IsValidDropSpotWithClearance(c, map, radius), out result))
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{
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return result;
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}
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// 最后尝试任何有效位置
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if (CellFinder.TryFindRandomCellNear(map.Center, map, map.Size.x / 2,
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(IntVec3 c) => IsValidDropSpotWithClearance(c, map, radius), out result))
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{
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return result;
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}
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return IntVec3.Invalid;
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}
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private bool IsValidDropSpotWithClearance(IntVec3 center, Map map, int radius)
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{
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// 检查中心点是否有效
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if (!center.IsValid || !center.InBounds(map) || !center.Standable(map) || center.Fogged(map))
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return false;
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// 检查指定半径内的所有单元格
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foreach (IntVec3 cell in GenRadial.RadialCellsAround(center, radius, true))
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{
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if (!cell.InBounds(map) || !cell.Walkable(map) || cell.Fogged(map))
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return false;
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// 检查是否有建筑物阻挡
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Building building = cell.GetEdifice(map);
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if (building != null && building.def.passability == Traversability.Impassable)
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return false;
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// 检查是否有屋顶(可选,根据需求调整)
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if (cell.Roofed(map))
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return false;
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}
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return true;
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}
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private void CallSkyfallerDelayed(IntVec3 targetCell, Map map)
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{
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// 获取或创建延时组件
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var delayedComponent = map.GetComponent<MapComponent_SkyfallerDelayed>();
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if (delayedComponent == null)
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{
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delayedComponent = new MapComponent_SkyfallerDelayed(map);
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map.components.Add(delayedComponent);
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}
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// 安排延时召唤
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delayedComponent.ScheduleSkyfaller(skyfallerDef, targetCell, delayTicks);
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}
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}
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}
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