This commit is contained in:
2025-11-22 17:10:38 +08:00
parent 0536a94b01
commit b67a42ade1
3 changed files with 26 additions and 87 deletions

View File

@@ -10,6 +10,7 @@ namespace WulaFallenEmpire
{
private const TargetIndex TableIndex = TargetIndex.A;
private const TargetIndex IngredientIndex = TargetIndex.B;
private const TargetIndex IngredientPlaceCellIndex = TargetIndex.C;
protected Building_GlobalWorkTable Table => (Building_GlobalWorkTable)job.GetTarget(TableIndex).Thing;
@@ -18,68 +19,26 @@ namespace WulaFallenEmpire
if (!pawn.Reserve(Table, job, 1, -1, null, errorOnFailed))
return false;
// 预约所有材料
if (job.targetQueueB != null)
{
foreach (var target in job.targetQueueB)
{
if (!pawn.Reserve(target, job, 1, -1, null, errorOnFailed))
return false;
}
}
pawn.ReserveAsManyAsPossible(job.GetTargetQueue(IngredientIndex), job);
return true;
}
protected override IEnumerable<Toil> MakeNewToils()
{
// 1. 收集材料
Toil collect = Toils_General.DoAtomic(delegate
{
// 这是一个占位符,实际收集逻辑由下面的循环生成
});
foreach (var toil in CollectIngredientsToils())
this.FailOnDestroyedOrNull(TableIndex);
this.FailOnForbidden(TableIndex);
// 1. 前往工作台
yield return Toils_Goto.GotoThing(TableIndex, PathEndMode.InteractionCell);
// 2. 收集材料 (使用原版 JobDriver_DoBill 的逻辑)
// 参数: ingredientInd, billGiverInd, ingredientPlaceCellInd, subtractNumTakenFromJobCount, failIfStackCountLessThanJobCount, placeInBillGiver
foreach (Toil toil in JobDriver_DoBill.CollectIngredientsToils(IngredientIndex, TableIndex, IngredientPlaceCellIndex, false, true, true))
{
yield return toil;
}
// 2. 运送到工作台
yield return Toils_Goto.GotoThing(TableIndex, PathEndMode.Touch);
// 3. 放入材料
yield return new Toil
{
initAction = delegate
{
Pawn actor = GetActor();
Building_GlobalWorkTable table = Table;
// 将携带的所有相关材料放入工作台
// 注意:这里假设小人携带的都是为了这个任务
// 实际可能需要更精确的筛选
List<Thing> carriedThings = actor.inventory.innerContainer.ToList(); // 复制列表
foreach (var thing in carriedThings)
{
// 检查这个物品是否是订单需要的简单检查Def
// 这里简化处理:直接全部放入,多余的之后再处理或留在容器中
if (actor.inventory.innerContainer.TryTransferToContainer(thing, table.innerContainer, thing.stackCount) > 0)
{
// 成功放入
}
}
// 同时也处理手上拿着的(如果有)
if (actor.carryTracker.CarriedThing != null)
{
actor.carryTracker.innerContainer.TryTransferToContainer(actor.carryTracker.CarriedThing, table.innerContainer);
}
},
defaultCompleteMode = ToilCompleteMode.Instant
};
// 4. 检查并触发上传
// 3. 检查并触发上传
yield return new Toil
{
initAction = delegate
@@ -90,25 +49,6 @@ namespace WulaFallenEmpire
};
}
private IEnumerable<Toil> CollectIngredientsToils()
{
// 遍历队列中的所有材料
// 注意RimWorld的原版 JobDriver_DoBill 的收集逻辑非常复杂
// 这里使用简化版:走到目标 -> 拿起 -> 下一个
Toil extract = Toils_JobTransforms.ExtractNextTargetFromQueue(IngredientIndex);
yield return extract;
Toil gotoThing = Toils_Goto.GotoThing(IngredientIndex, PathEndMode.ClosestTouch);
yield return gotoThing;
Toil takeThing = Toils_Haul.StartCarryThing(IngredientIndex, false, true);
yield return takeThing;
// 循环直到队列为空
yield return Toils_Jump.JumpIfHaveTargetInQueue(IngredientIndex, extract);
}
private void CheckAndUpload()
{
var table = Table;
@@ -119,9 +59,6 @@ namespace WulaFallenEmpire
if (order == null) return;
// 检查是否满足需求
// 这里的逻辑需要结合云端库存和本地容器库存
// 如果 (云端 + 容器) >= 需求,则触发上传
var costList = order.GetProductCostList();
bool allSatisfied = true;
@@ -149,16 +86,11 @@ namespace WulaFallenEmpire
if (missingInCloud > 0)
{
// 从容器中移除并添加到云端
int taken = table.innerContainer.TryTransferToContainer(null, table.innerContainer, missingInCloud);
// 注意:上面的 TryTransferToContainer 用法不对,因为目标是云端(虚拟)
// 正确做法:
int toTake = missingInCloud;
while (toTake > 0)
{
Thing t = table.innerContainer.FirstOrDefault(x => x.def == kvp.Key);
if (t == null) break; // 理论上不应该发生,因为前面检查过了
if (t == null) break;
int num = UnityEngine.Mathf.Min(t.stackCount, toTake);
t.SplitOff(num).Destroy(); // 销毁实体

View File

@@ -15,13 +15,13 @@ namespace WulaFallenEmpire
{
if (!(t is Building_GlobalWorkTable table) || !table.Spawned || table.IsForbidden(pawn))
{
// Log.Message($"[WULA_DEBUG] HasJobOnThing: Target invalid or forbidden. {t}");
if (forced) Log.Message($"[WULA_DEBUG] HasJobOnThing: Target invalid or forbidden. {t}");
return false;
}
if (!pawn.CanReserve(table, 1, -1, null, forced))
{
// Log.Message($"[WULA_DEBUG] HasJobOnThing: Cannot reserve table.");
if (forced) Log.Message($"[WULA_DEBUG] HasJobOnThing: Cannot reserve table.");
return false;
}
@@ -29,14 +29,21 @@ namespace WulaFallenEmpire
var order = table.globalOrderStack.orders.FirstOrDefault(o => o.state == GlobalProductionOrder.ProductionState.Gathering && !o.paused);
if (order == null)
{
// Log.Message($"[WULA_DEBUG] HasJobOnThing: No gathering order found.");
if (forced)
{
Log.Message($"[WULA_DEBUG] HasJobOnThing: No gathering order found. Total orders: {table.globalOrderStack.orders.Count}");
foreach (var o in table.globalOrderStack.orders)
{
Log.Message($" - Order: {o.Label}, State: {o.state}, Paused: {o.paused}");
}
}
return false;
}
// 检查是否已经有足够的材料在容器中或云端
if (order.HasEnoughResources())
{
// Log.Message($"[WULA_DEBUG] HasJobOnThing: Order has enough resources.");
if (forced) Log.Message($"[WULA_DEBUG] HasJobOnThing: Order has enough resources.");
return false;
}
@@ -78,7 +85,7 @@ namespace WulaFallenEmpire
// 获取所需材料清单
var neededMaterials = GetNeededMaterials(order, table, globalStorage);
// Log.Message($"[WULA_DEBUG] Needed materials for {order.Label}: {string.Join(", ", neededMaterials.Select(k => $"{k.Key.defName} x{k.Value}"))}");
Log.Message($"[WULA_DEBUG] Needed materials for {order.Label}: {string.Join(", ", neededMaterials.Select(k => $"{k.Key.defName} x{k.Value}"))}");
foreach (var kvp in neededMaterials)
{
@@ -105,7 +112,7 @@ namespace WulaFallenEmpire
}
}
// Log.Message($"[WULA_DEBUG] Found {currentCount}/{countNeeded} of {def.defName}");
Log.Message($"[WULA_DEBUG] Found {currentCount}/{countNeeded} of {def.defName}");
}
return result.Count > 0 ? result : null;