普通的修理包

This commit is contained in:
2025-07-24 13:49:45 +08:00
parent 979eded2db
commit a02373059d
10 changed files with 269 additions and 44 deletions

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ThingDef ParentName="MechSerumBase">
<defName>WULA_MechRepairKit</defName>
<label>机械乌拉修理套件</label>
<description>一种一次性使用的堕落乌拉帝国修理套件,专门用来完全修复机械乌拉。</description>
<graphicData>
<texPath>Things/Item/Special/MechSerumHealer</texPath> <!-- Using original texture for now -->
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<stackLimit>10</stackLimit>
<statBases>
<MarketValue>1500</MarketValue> <!-- Slightly higher value -->
</statBases>
<thingCategories>
<li>Drugs</li>
</thingCategories>
<tradeability>Sellable</tradeability>
<comps>
<li Class="CompProperties_UseEffect">
<compClass>WulaFallenEmpire.CompUseEffect_FixAllHealthConditions</compClass>
</li>
<li Class="CompProperties_UseEffectPlaySound">
<soundOnUsed>MechSerumUsed</soundOnUsed>
</li>
<li Class="CompProperties_UseEffectDestroySelf" />
</comps>
<thingSetMakerTags>
<li>RewardStandardCore</li>
</thingSetMakerTags>
</ThingDef>
<RecipeDef>
<defName>AdministerWULA_MechRepairKit</defName>
<label>施用机械乌拉修理套件</label>
<description>施用一个机械乌拉修理套件,修复乌拉族目标的所有健康状况。</description>
<workerClass>WulaFallenEmpire.Recipe_AdministerWulaMechRepairKit</workerClass> <!-- 更改为自定义的 RecipeWorker -->
<jobString>正在施用机械乌拉修理套件。</jobString>
<workAmount>2500</workAmount> <!-- 增加工作量以适应手术 -->
<workSkill>Medicine</workSkill> <!-- 需要医疗技能 -->
<skillRequirements>
<Medicine>6</Medicine> <!-- 示例:需要医疗技能等级 6 -->
</skillRequirements>
<recipeUsers>
<li>WulaSpecies</li> <!-- 只能在乌拉族上执行 -->
</recipeUsers>
<targetsBodyPart>false</targetsBodyPart> <!-- 仍然作用于整个小人 -->
<anesthetize>false</anesthetize> <!-- 不需要麻醉 -->
<dontShowIfAnyIngredientMissing>true</dontShowIfAnyIngredientMissing>
<!-- 此处无需特定的 surgeryOutcomeEffect因为物品的 CompUseEffect 处理实际治疗 -->
<ingredients>
<li>
<filter>
<thingDefs>
<li>WULA_MechRepairKit</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>WULA_MechRepairKit</li>
</thingDefs>
</fixedIngredientFilter>
<!-- 可选:添加研究前置 -->
<!-- <researchPrerequisite>ComplexMedicines</researchPrerequisite> -->
</RecipeDef>
</Defs>

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@@ -486,29 +486,29 @@
<li>EMP</li> <li>EMP</li>
</adaptableDamageDefs> </adaptableDamageDefs>
</li> </li>
<li> <li MayRequire="Nals.FacialAnimation">
<compClass MayRequire="Nals.FacialAnimation">FacialAnimation.DrawFaceGraphicsComp</compClass> <compClass>FacialAnimation.DrawFaceGraphicsComp</compClass>
</li> </li>
<li> <li MayRequire="Nals.FacialAnimation">
<compClass MayRequire="Nals.FacialAnimation">FacialAnimation.HeadControllerComp</compClass> <compClass>FacialAnimation.HeadControllerComp</compClass>
</li> </li>
<li> <li MayRequire="Nals.FacialAnimation">
<compClass MayRequire="Nals.FacialAnimation">FacialAnimation.EyeballControllerComp</compClass> <compClass>FacialAnimation.EyeballControllerComp</compClass>
</li> </li>
<li> <li MayRequire="Nals.FacialAnimation">
<compClass MayRequire="Nals.FacialAnimation">FacialAnimation.LidControllerComp</compClass> <compClass>FacialAnimation.LidControllerComp</compClass>
</li> </li>
<li> <li MayRequire="Nals.FacialAnimation">
<compClass MayRequire="Nals.FacialAnimation">FacialAnimation.BrowControllerComp</compClass> <compClass>FacialAnimation.BrowControllerComp</compClass>
</li> </li>
<li> <li MayRequire="Nals.FacialAnimation">
<compClass MayRequire="Nals.FacialAnimation">FacialAnimation.MouthControllerComp</compClass> <compClass>FacialAnimation.MouthControllerComp</compClass>
</li> </li>
<li> <li MayRequire="Nals.FacialAnimation">
<compClass MayRequire="Nals.FacialAnimation">FacialAnimation.SkinControllerComp</compClass> <compClass>FacialAnimation.SkinControllerComp</compClass>
</li> </li>
<li> <li MayRequire="Nals.FacialAnimation">
<compClass MayRequire="Nals.FacialAnimation">FacialAnimation.FacialAnimationControllerComp</compClass> <compClass>FacialAnimation.FacialAnimationControllerComp</compClass>
</li> </li>
<!--<li> <!--<li>
<compClass>FacialAnimation.EmotionControllerComp</compClass> <compClass>FacialAnimation.EmotionControllerComp</compClass>

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@@ -3,5 +3,9 @@
<WULA_SkillTrainer_TargetSkillGained>{0}的{1}技能获得了经验。</WULA_SkillTrainer_TargetSkillGained> <WULA_SkillTrainer_TargetSkillGained>{0}的{1}技能获得了经验。</WULA_SkillTrainer_TargetSkillGained>
<WULA_SkillTrainer_SkillLoss>{0}的{1}技能经验减少了。</WULA_SkillTrainer_SkillLoss> <WULA_SkillTrainer_SkillLoss>{0}的{1}技能经验减少了。</WULA_SkillTrainer_SkillLoss>
<WULA_MechSerumHealerAllFixed>{0}的健康状况已全部修复。</WULA_MechSerumHealerAllFixed>
<WULA_MechSerumHealerNoConditionsFixed>{0}没有可修复的健康状况。</WULA_MechSerumHealerNoConditionsFixed>
<WULA_MechSerumHealerNotWula>{0}不是机械乌拉,无法使用此修理套件。</WULA_MechSerumHealerNotWula>
<WULA_WulaMechRepairKit>机械乌拉修理套件</WULA_WulaMechRepairKit>
</LanguageData> </LanguageData>

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@@ -0,0 +1,69 @@
using Verse;
using RimWorld;
using System.Collections.Generic; // Added for List
namespace WulaFallenEmpire
{
public class CompUseEffect_FixAllHealthConditions : CompUseEffect
{
public override AcceptanceReport CanBeUsedBy(Pawn p)
{
// 检查是否有可修复的健康状况。
// 注意:这里的 'p' 是尝试使用物品的小人(如果直接使用)或被施用物品的小人(如果通过配方施用)。
// 种族检查将在 DoEffect 中进行,以允许任何种族的小人尝试使用(但只有乌拉族会生效)。
if (!HealthUtility.TryGetWorstHealthCondition(p, out var _, out var _))
{
return "AbilityCannotCastNoHealableInjury".Translate(p.Named("PAWN")).Resolve().StripTags() ?? "";
}
return true;
}
public override void DoEffect(Pawn usedBy)
{
base.DoEffect(usedBy);
// 检查被施用物品的小人是否是乌拉族。
if (usedBy.def.defName != "WulaSpecies")
{
if (PawnUtility.ShouldSendNotificationAbout(usedBy))
{
Messages.Message("WULA_MechSerumHealerNotWula".Translate(usedBy.Named("PAWN")).Resolve().StripTags() ?? "", usedBy, MessageTypeDefOf.NegativeEvent);
}
return; // 如果不是乌拉族,则不执行修复。
}
int fixedCount = 0;
// List<Hediff> fixedHediffs = new List<Hediff>(); // 此行不再需要,因为我们只计数
// 持续修复最严重的健康状况,直到没有更多可修复的状况。
// HealthUtility.FixWorstHealthCondition 如果没有修复任何状况,会返回 null。
while (HealthUtility.TryGetWorstHealthCondition(usedBy, out var hediffToFix, out var partToFix))
{
int initialHediffCount = usedBy.health.hediffSet.hediffs.Count;
TaggedString currentFixedMessage = HealthUtility.FixWorstHealthCondition(usedBy);
// 如果返回了消息,或者 Hediff 数量减少,或者特定的 Hediff 不再存在,则表示已修复。
if (currentFixedMessage != null || usedBy.health.hediffSet.hediffs.Count < initialHediffCount || !usedBy.health.hediffSet.hediffs.Contains(hediffToFix))
{
fixedCount++;
}
else
{
// 如果 FixWorstHealthCondition 返回 null 且未检测到变化,
// 则表示此方法无法再修复更多状况。跳出循环。
break;
}
}
if (fixedCount > 0 && PawnUtility.ShouldSendNotificationAbout(usedBy))
{
Messages.Message("WULA_MechSerumHealerAllFixed".Translate(usedBy.Named("PAWN")), usedBy, MessageTypeDefOf.PositiveEvent);
}
else if (fixedCount == 0 && PawnUtility.ShouldSendNotificationAbout(usedBy))
{
Messages.Message("WULA_MechSerumHealerNoConditionsFixed".Translate(usedBy.Named("PAWN")), usedBy, MessageTypeDefOf.NegativeEvent);
}
}
}
}

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@@ -0,0 +1,47 @@
using RimWorld;
using Verse;
using System.Collections.Generic;
namespace WulaFallenEmpire
{
public class Recipe_AdministerWulaMechRepairKit : Recipe_Surgery
{
public override void ApplyOnPawn(Pawn pawn, BodyPartRecord part, Pawn billDoer, List<Thing> ingredients, Bill bill)
{
// 调用基类的 ApplyOnPawn 方法,处理手术的通用逻辑
base.ApplyOnPawn(pawn, part, billDoer, ingredients, bill);
// 查找作为成分的 WULA_MechRepairKit
Thing mechRepairKit = null;
foreach (Thing ingredient in ingredients)
{
if (ingredient.def.defName == "WULA_MechRepairKit")
{
mechRepairKit = ingredient;
break;
}
}
if (mechRepairKit != null)
{
// 获取物品上的 CompUseEffect_FixAllHealthConditions 组件
CompUseEffect_FixAllHealthConditions compUseEffect = mechRepairKit.TryGetComp<CompUseEffect_FixAllHealthConditions>();
if (compUseEffect != null)
{
// 手动调用 DoEffect 方法,将病人作为 usedBy 传入
compUseEffect.DoEffect(pawn);
}
else
{
Log.Error($"WULA_MechRepairKit is missing CompUseEffect_FixAllHealthConditions. This should not happen.");
}
// 物品将由 CompProperties_UseEffectDestroySelf 销毁,因此此处无需手动销毁。
}
else
{
Log.Error($"Recipe_AdministerWulaMechRepairKit could not find WULA_MechRepairKit in ingredients for pawn {pawn.LabelShort}.");
}
}
}
}

View File

@@ -94,6 +94,24 @@ namespace WulaFallenEmpire
return false; return false;
} }
// Check if there's already an energy source in the eater's room that the eater can reach and use.
Thing existingEnergyInRoom = GenClosest.ClosestThingReachable(
eater.Position, // Start search from eater's position
eater.Map,
ThingRequest.ForDef(Ext.energySourceDef),
PathEndMode.OnCell,
TraverseParms.For(eater, Danger.Deadly, TraverseMode.ByPawn, false), // Use eater's traverse parms
9999f,
(Thing x) => !x.IsForbidden(eater) && eater.CanReserve(x) && x.GetRoom() == eater.GetRoom()
);
if (existingEnergyInRoom != null)
{
// If there's already an energy source in the room, no need for the warden to bring another.
return false;
}
// Search for an energy source anywhere, now that we've confirmed none are in the room.
foodSource = GenClosest.ClosestThingReachable( foodSource = GenClosest.ClosestThingReachable(
getter.Position, getter.Position,
getter.Map, getter.Map,
@@ -101,7 +119,7 @@ namespace WulaFallenEmpire
PathEndMode.OnCell, PathEndMode.OnCell,
TraverseParms.For(getter), TraverseParms.For(getter),
9999f, 9999f,
(Thing x) => !x.IsForbidden(getter) && getter.CanReserve(x) && x.GetRoom() != eater.GetRoom() (Thing x) => !x.IsForbidden(getter) && getter.CanReserve(x)
); );
if (foodSource != null) if (foodSource != null)

View File

@@ -86,6 +86,8 @@
<Compile Include="JobDriver_FeedWulaPatient.cs" /> <Compile Include="JobDriver_FeedWulaPatient.cs" />
<Compile Include="WulaStatDefOf.cs" /> <Compile Include="WulaStatDefOf.cs" />
<Compile Include="CompUseEffect_WulaSkillTrainer.cs" /> <Compile Include="CompUseEffect_WulaSkillTrainer.cs" />
<Compile Include="CompUseEffect_FixAllHealthConditions.cs" />
<Compile Include="Recipe_AdministerWulaMechRepairKit.cs" />
<Compile Include="Verb_ShootBeamExplosive.cs" /> <Compile Include="Verb_ShootBeamExplosive.cs" />
<Compile Include="VerbPropertiesExplosiveBeam.cs" /> <Compile Include="VerbPropertiesExplosiveBeam.cs" />
<Compile Include="HediffComp_WulaCharging.cs" /> <Compile Include="HediffComp_WulaCharging.cs" />