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@@ -85,14 +85,22 @@
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<JobDef>
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<defName>WULA_EnterMech</defName>
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<driverClass>WulaFallenEmpire.JobDriver_EnterMech</driverClass>
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<reportString>Entering mech.</reportString>
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<reportString>驾驶构装体。</reportString>
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<!-- <checkOverrideOnDamage>true</checkOverrideOnDamage> -->
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<suspendable>false</suspendable>
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</JobDef>
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<!-- 新增:登上机甲作为乘员 -->
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<JobDef>
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<defName>WULA_BoardMech</defName>
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<driverClass>WulaFallenEmpire.JobDriver_BoardMech</driverClass>
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<reportString>作为乘员登上构装体。</reportString>
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<!-- <checkOverrideOnDamage>true</checkOverrideOnDamage> -->
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<suspendable>false</suspendable>
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</JobDef>
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<JobDef>
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<defName>WULA_RefuelMech</defName>
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<driverClass>WulaFallenEmpire.JobDriver_RefuelMech</driverClass>
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<reportString>Refuleing TargetA.</reportString>
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<reportString>为 TargetA 加注燃料。</reportString>
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<suspendable>false</suspendable>
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<!-- <canBeForcedByDuty>true</canBeForcedByDuty>
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<makeTargetPrisoner>false</makeTargetPrisoner> -->
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@@ -113,7 +121,7 @@
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<JobDef>
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<defName>WULA_RepairMech</defName>
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<driverClass>WulaFallenEmpire.JobDriver_RepairMech</driverClass>
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<reportString>Repairing TargetA.</reportString>
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<reportString>维修 TargetA。</reportString>
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<alwaysShowWeapon>false</alwaysShowWeapon>
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<suspendable>false</suspendable>
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</JobDef>
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@@ -127,12 +135,12 @@
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</requiredCapacities>
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<verb>Repair</verb>
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<gerund>Repair Mech</gerund>
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<label>Repair Mech</label>
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<label>维修构装体</label>
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</WorkGiverDef>
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<JobDef>
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<defName>WULA_ForceEjectPilot</defName>
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<driverClass>WulaFallenEmpire.JobDriver_ForceEjectPilot</driverClass>
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<reportString>Prise TargetA.</reportString>
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<reportString>撬开 TargetA。</reportString>
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<suspendable>false</suspendable>
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<!-- <canBeForcedByDuty>true</canBeForcedByDuty>
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<makeTargetPrisoner>false</makeTargetPrisoner> -->
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@@ -140,7 +148,7 @@
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<JobDef>
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<defName>WULA_CarryToMech</defName>
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<driverClass>WulaFallenEmpire.JobDriver_CarryToMech</driverClass>
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<reportString>carrying TargetA to TargetB.</reportString>
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<reportString>携带 TargetA 到 TargetB。</reportString>
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<suspendable>false</suspendable>
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</JobDef>
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</Defs>
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@@ -182,8 +182,9 @@
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<ThingDef ParentName="BuildingBase">
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<defName>WULA_ArmedShuttleWithPocket</defName>
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<label>CVe-3"渡鸦"</label>
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<description>乌拉帝国用于在舰队和地表构建联系的特种穿梭机,拥有巨大的货仓和一个内部折叠的生活区,因此载重量惊人且可以在内部活动。它同时还拥有一面高反射概率的反射盾和MLt-1"棱晶"涡轮激光炮 ,可以抵挡大部分袭击。</description>
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<thingClass>WulaFallenEmpire.Building_ArmedShuttleWithPocket</thingClass>
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<description>乌拉帝国用于在舰队和地表构建联系的特种穿梭机,拥有载重量惊人的货仓。它同时还拥有一面高反射概率的反射盾和MLt-1"棱晶"涡轮激光炮 ,可以抵挡大部分袭击。</description>
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<!-- <thingClass>WulaFallenEmpire.Building_ArmedShuttleWithPocket</thingClass> -->
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<thingClass>Building_TurretGun</thingClass>
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<preventDroppingThingsOn>true</preventDroppingThingsOn>
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<altitudeLayer>Building</altitudeLayer>
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<pathCost>50</pathCost>
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@@ -214,7 +215,7 @@
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<WULA_Alloy>500</WULA_Alloy>
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<WULA_Neutronium>150</WULA_Neutronium>
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<WULA_Dark_Matter_Item>25</WULA_Dark_Matter_Item>
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<ShuttleEngine>4</ShuttleEngine>
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<ShuttleEngine>2</ShuttleEngine>
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</costList>
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<canOverlapZones>true</canOverlapZones>
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<rotatable>true</rotatable>
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@@ -235,8 +236,6 @@
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<forcedCostLeavings>
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<li MayRequire="Ludeon.RimWorld.Odyssey">ShuttleEngine</li>
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<li MayRequire="Ludeon.RimWorld.Odyssey">ShuttleEngine</li>
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<li MayRequire="Ludeon.RimWorld.Odyssey">ShuttleEngine</li>
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<li MayRequire="Ludeon.RimWorld.Odyssey">ShuttleEngine</li>
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</forcedCostLeavings>
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<combatPower>1000</combatPower>
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@@ -269,7 +268,7 @@
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<cooldownEndedMessage>{0} is ready to launch again.</cooldownEndedMessage>
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</li>
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<li Class="CompProperties_Transporter">
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<massCapacity>5000</massCapacity>
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<massCapacity>5000000</massCapacity>
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<max1PerGroup>true</max1PerGroup>
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<canChangeAssignedThingsAfterStarting>true</canChangeAssignedThingsAfterStarting>
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<pawnLoadedSound>Shuttle_PawnLoaded</pawnLoadedSound>
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@@ -298,7 +297,7 @@
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<sound>ShuttleIdle_Ambience</sound>
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</li>
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<li Class="WulaFallenEmpire.CompProperties_AreaShield">
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<radius>15</radius>
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<radius>10</radius>
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<baseHitPoints>30</baseHitPoints>
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<rechargeDelay>2400</rechargeDelay>
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<rechargeHitPointsIntervalTicks>30</rechargeHitPointsIntervalTicks>
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@@ -318,55 +317,25 @@
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<!-- 反射设置 -->
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<canReflect>true</canReflect>
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<reflectChance>0.75</reflectChance>
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<reflectChance>0.5</reflectChance>
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<reflectAngleRange>30</reflectAngleRange>
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<reflectCost>0</reflectCost>
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<reflectEffecter>Interceptor_BlockedProjectile</reflectEffecter>
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</li>
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<li Class="WulaFallenEmpire.CompProperties_AreaDamage">
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<radius>15</radius>
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<damageIntervalTicks>30</damageIntervalTicks>
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<damageDef>Flame</damageDef>
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<damageAmount>1</damageAmount>
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<scaleWithPsychicSensitivity>false</scaleWithPsychicSensitivity>
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<affectFriendly>false</affectFriendly>
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<affectNeutral>false</affectNeutral>
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<affectHostile>true</affectHostile>
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<affectBuildings>false</affectBuildings>
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<ignoreFactionRelations>false</ignoreFactionRelations>
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<startEnabled>false</startEnabled>
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<toggleLabel>热辐射</toggleLabel>
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<toggleDescription>CVe-3"渡鸦"可以启动防御设施,蒸发胆敢进入反射立场内的敌军——这同时会使得它伤害附近所有的散落物品。</toggleDescription>
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<toggleIconPath>Wula/UI/Commands/Wula_Psi_Titan_AreaDamage</toggleIconPath>
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</li>
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<li Class="CompProperties_Power">
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<compClass>CompPowerPlant</compClass>
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<basePowerConsumption>-2000</basePowerConsumption>
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<transmitsPower>true</transmitsPower>
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</li>
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<li Class="CompProperties_Shuttle" />
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<li Class="CompProperties_Transporter">
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<massCapacity>2000</massCapacity>
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<max1PerGroup>true</max1PerGroup>
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<canChangeAssignedThingsAfterStarting>true</canChangeAssignedThingsAfterStarting>
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<showOverallStats>false</showOverallStats>
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<pawnLoadedSound>Shuttle_PawnLoaded</pawnLoadedSound>
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<pawnExitSound>Shuttle_PawnExit</pawnExitSound>
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</li>
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<li Class="CompProperties_AmbientSound">
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<sound>ShuttleIdle_Ambience</sound>
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</li>
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</comps>
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<modExtensions>
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<!-- <modExtensions>
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<li Class="WulaFallenEmpire.PocketMapProperties">
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<pocketMapGenerator>WULA_PocketSpace_Small</pocketMapGenerator>
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<exitDef>WULA_PocketMapExit</exitDef>
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<pocketMapSize>(25, 25)</pocketMapSize>
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<allowDirectAccess>true</allowDirectAccess>
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</li>
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</modExtensions>
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</modExtensions> -->
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<placeWorkers>
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<li>PlaceWorker_NotUnderRoof</li>
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<li>PlaceWorker_TurretTop</li>
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@@ -428,7 +397,6 @@
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</li>
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</comps>
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</ThingDef>
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<!-- 口袋空间退出点定义 -->
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<ThingDef ParentName="PocketMapExit">
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<defName>WULA_PocketMapExit</defName>
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<label>运输机升降平台</label>
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@@ -458,80 +426,6 @@
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</comps>
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</ThingDef>
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<ThingDef ParentName="BaseGun">
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<defName>WULA_Shuttle_Autocannon</defName>
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<label>SRc-22"四叶"</label>
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<description>由乌拉帝国的穿梭机所装备的自动炮,能够组织起高射速的弹幕压制杀伤大规模目标。</description>
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<techLevel>Ultra</techLevel>
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<relicChance>0</relicChance>
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<graphicData>
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<texPath>Wula/Weapon/WULA_Weapon_Empty</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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<drawSize>2</drawSize>
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</graphicData>
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<uiIconScale>0.5</uiIconScale>
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<tradeability>None</tradeability>
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<statBases>
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<WorkToMake>40000</WorkToMake>
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<Mass>150</Mass>
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<AccuracyTouch>0.5</AccuracyTouch>
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<AccuracyShort>0.5</AccuracyShort>
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<AccuracyMedium>0.4</AccuracyMedium>
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<AccuracyLong>0.35</AccuracyLong>
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<RangedWeapon_Cooldown>1.5</RangedWeapon_Cooldown>
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</statBases>
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<weaponTags>
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</weaponTags>
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<costList Inherit="False">
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<Steel>500</Steel>
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<Plasteel>150</Plasteel>
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<ComponentSpacer>8</ComponentSpacer>
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</costList>
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<verbs>
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<li>
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<verbClass>Verb_Shoot</verbClass>
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<hasStandardCommand>true</hasStandardCommand>
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<defaultProjectile>Bullet_WULA_Shuttle_Autocannon</defaultProjectile>
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<warmupTime>0.25</warmupTime>
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<range>24</range>
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<burstShotCount>10</burstShotCount>
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<forcedMissRadius>0.35</forcedMissRadius>
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<ticksBetweenBurstShots>6</ticksBetweenBurstShots>
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<soundCast>Shot_TurretSniper</soundCast>
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<soundCastTail>GunTail_Heavy</soundCastTail>
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<muzzleFlashScale>12</muzzleFlashScale>
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<targetParams>
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<canTargetPawns>true</canTargetPawns>
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<canTargetLocations>true</canTargetLocations>
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<canTargetBuildings>true</canTargetBuildings>
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</targetParams>
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</li>
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</verbs>
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</ThingDef>
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<ThingDef ParentName="BaseBullet">
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<defName>Bullet_WULA_Shuttle_Autocannon</defName>
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<label>四叶自动炮子弹</label>
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<thingClass>Projectile_Explosive</thingClass>
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<tickerType>Normal</tickerType>
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<neverMultiSelect>True</neverMultiSelect>
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<graphicData>
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<texPath>Wula/Projectile/WULA_Bullet_ChargeLanceShot_Red_Double</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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<!-- <color>(61,199,157,202)</color> -->
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<drawSize>(0.75,1)</drawSize>
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</graphicData>
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<projectile>
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<damageDef>WULA_Shuttle_Autocannon_Bullet</damageDef>
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<damageAmountBase>14</damageAmountBase>
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<speed>120</speed>
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<explosionRadius>2.4</explosionRadius>
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<arcHeightFactor>0.4</arcHeightFactor>
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<soundExplode>Explosion_Rocket</soundExplode>
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<armorPenetrationBase>0.75</armorPenetrationBase>
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<screenShakeFactor>0.1</screenShakeFactor>
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</projectile>
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</ThingDef>
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<ThingDef ParentName="ShuttleSkyfallerBase">
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<defName>ArmedShuttleIncoming_WULA</defName>
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<label>武装穿梭机 (接近中)</label>
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@@ -147,14 +147,6 @@
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</li>
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</renderNodeProperties>
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</li>
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<li Class="CompProperties_Shield">
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<startingTicksToReset>36000</startingTicksToReset><!-- 10 mins -->
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<minDrawSize>8.2</minDrawSize>
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<maxDrawSize>8.4</maxDrawSize>
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<energyLossPerDamage>0.02</energyLossPerDamage>
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<energyOnReset>4.0</energyOnReset>
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<blocksRangedWeapons>false</blocksRangedWeapons>
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</li>
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<li Class="WulaFallenEmpire.CompProperties_PawnFlight">
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<!-- 飞行触发条件:仅在征召时飞行 -->
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@@ -336,7 +328,7 @@
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<ThingDef ParentName="Wula_MechunitBase">
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<defName>Wula_AI_Rocket_Panzer</defName>
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<label>HRp-3"喷火战车"</label>
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<description>乌拉帝国的中型战争机械,以悬浮的方式穿梭于战场之上,拥有车体臼炮和两具可以发射大量燃烧火箭弹的转轮导弹巢,但是未像其姊妹型号那样装备护盾。</description>
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<description>乌拉帝国的中型战争机械,以悬浮的方式穿梭于战场之上,拥有车体臼炮和两具可以发射大量燃烧火箭弹的转轮导弹巢。</description>
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<statBases>
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<MoveSpeed>2</MoveSpeed>
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<EnergyShieldEnergyMax>2</EnergyShieldEnergyMax>
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@@ -208,12 +208,25 @@
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<WULA_PilotExitedMech>{0} 已经从 {1} 离开</WULA_PilotExitedMech>
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<WULA_SummonPilot>征召驾驶员···</WULA_SummonPilot>
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<WULA_SummonPilotDesc>指定一名驾驶员进入构装体</WULA_SummonPilotDesc>
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<WULA_RecallLastPilot>紧急登机</WULA_RecallLastPilot>
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<WULA_RecallLastPilotDesc>立刻召集上次驾驶过该构装体的驾驶员驾驶此构装体。</WULA_RecallLastPilotDesc>
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<WULA_EjectAllPilots>离开构装体</WULA_EjectAllPilots>
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<WULA_EjectAllPilotsDesc>让该构装体的驾驶员离开构装体</WULA_EjectAllPilotsDesc>
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<WULA_NoAvailablePilots>没有可以作为构装体驾驶员的殖民者</WULA_NoAvailablePilots>
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<WULA_Equipment_For_Other_Mech>此装备不能由此构装体使用</WULA_Equipment_For_Other_Mech>
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<WULA_Equipment_Not_Allow_For_Mech>此装备不是为构装体设计的</WULA_Equipment_Not_Allow_For_Mech>
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<WULA_Human_Cannot_Equip_Mech_Weapon>此装备是专为构装体设计的,非构装体单位无法装备</WULA_Human_Cannot_Equip_Mech_Weapon>
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<!-- 乘员系统翻译 -->
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<WULA_BoardCrew>快速装载</WULA_BoardCrew>
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<WULA_BoardCrewDesc>命令附近的殖民者和机械族作为乘员登上构装体,乘员不会参与构装体的驾驶。</WULA_BoardCrewDesc>
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<WULA_ExitCrew>释放乘员</WULA_ExitCrew>
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<WULA_ExitCrewDesc>命令所有乘员快速离开构装体。</WULA_ExitCrewDesc>
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<WULA_CrewBoarded>{0} 登上了 {1}</WULA_CrewBoarded>
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<WULA_CrewExited>{0} 离开了 {1}</WULA_CrewExited>
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<WULA_CrewOrderedToBoard>已命令 {0} 个单位登上 {1}</WULA_CrewOrderedToBoard>
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<WULA_CannotBecomeCrew>无法成为乘员</WULA_CannotBecomeCrew>
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<WULA_MechCrewFull>构装体乘员位已满</WULA_MechCrewFull>
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<WULA_BoardMech>登上构装体 {0}</WULA_BoardMech>
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<WULA_Startup>构装体重新启动</WULA_Startup>
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<WULA_NoColonistAvailable>没有可以执行操作的殖民者</WULA_NoColonistAvailable>
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@@ -274,4 +287,9 @@
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<Wula_GatherCatsDesc>使地堡发出号召,让地图上所有的乌拉猫猫自动进入征召状态并聚集到该地堡附近。</Wula_GatherCatsDesc>
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<Wula_GatherCooldown>集合能力冷却中</Wula_GatherCooldown>
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<Wula_BuildingBroken>地堡被停用,无法进行集结征召</Wula_BuildingBroken>
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<WULA_ToggleFlight>飞行姿态</WULA_ToggleFlight>
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<WULA_ToggleFlight_Desc>手动控制此单位是否保持飞行姿态。</WULA_ToggleFlight_Desc>
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<WULA_ToggleFlight_Enable>已启用飞行姿态</WULA_ToggleFlight_Enable>
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<WULA_ToggleFlight_Disable>停用飞行姿态</WULA_ToggleFlight_Disable>
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</LanguageData>
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Content/Textures/Wula/UI/Commands/WULA_FlightToggle.png
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Content/Textures/Wula/UI/Commands/WULA_FlightToggle.png
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After Width: | Height: | Size: 6.4 KiB |
@@ -1,7 +1,7 @@
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// File: Wulamechunit_Fixed.cs
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using RimWorld;
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using System.Collections.Generic;
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using Verse;
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using Verse.AI;
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using Verse.AI.Group;
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||||
namespace WulaFallenEmpire
|
||||
@@ -32,6 +32,16 @@ namespace WulaFallenEmpire
|
||||
}
|
||||
}
|
||||
|
||||
// 添加乘员相关的Gizmo
|
||||
var crewComp = this.TryGetComp<CompMechCrewHolder>();
|
||||
if (crewComp != null)
|
||||
{
|
||||
foreach (var gizmo in crewComp.CompGetGizmosExtra())
|
||||
{
|
||||
yield return gizmo;
|
||||
}
|
||||
}
|
||||
|
||||
// 原有的征兆Gizmo
|
||||
if (drafter == null)
|
||||
{
|
||||
@@ -121,34 +131,66 @@ namespace WulaFallenEmpire
|
||||
// 关键修复:重写死亡相关方法
|
||||
public override void Kill(DamageInfo? dinfo = null, Hediff exactCulprit = null)
|
||||
{
|
||||
// 在死亡前弹出所有驾驶员
|
||||
// 在死亡前弹出所有驾驶员和乘员
|
||||
var pilotComp = this.TryGetComp<CompMechPilotHolder>();
|
||||
if (pilotComp != null && pilotComp.HasPilots)
|
||||
{
|
||||
pilotComp.EjectAllPilotsOnDeath();
|
||||
}
|
||||
|
||||
var crewComp = this.TryGetComp<CompMechCrewHolder>();
|
||||
if (crewComp != null && crewComp.HasCrew)
|
||||
{
|
||||
crewComp.RemoveAllCrew();
|
||||
}
|
||||
|
||||
base.Kill(dinfo, exactCulprit);
|
||||
}
|
||||
|
||||
// 重写销毁方法
|
||||
public override void Destroy(DestroyMode mode = DestroyMode.Vanish)
|
||||
{
|
||||
// 在销毁前弹出所有驾驶员
|
||||
// 在销毁前弹出所有驾驶员和乘员
|
||||
var pilotComp = this.TryGetComp<CompMechPilotHolder>();
|
||||
if (pilotComp != null && pilotComp.HasPilots)
|
||||
{
|
||||
pilotComp.EjectAllPilotsOnDeath();
|
||||
}
|
||||
|
||||
var crewComp = this.TryGetComp<CompMechCrewHolder>();
|
||||
if (crewComp != null && crewComp.HasCrew)
|
||||
{
|
||||
crewComp.RemoveAllCrew();
|
||||
}
|
||||
|
||||
base.Destroy(mode);
|
||||
}
|
||||
|
||||
// IThingHolder 接口实现
|
||||
public new ThingOwner GetDirectlyHeldThings()
|
||||
{
|
||||
// 合并驾驶员和乘员容器
|
||||
var pilotComp = this.TryGetComp<CompMechPilotHolder>();
|
||||
return pilotComp?.GetDirectlyHeldThings();
|
||||
var crewComp = this.TryGetComp<CompMechCrewHolder>();
|
||||
|
||||
if (pilotComp != null && crewComp != null)
|
||||
{
|
||||
// 合并两个容器
|
||||
var combined = new ThingOwner<Thing>(this);
|
||||
combined.TryAddRangeOrTransfer(pilotComp.innerContainer);
|
||||
combined.TryAddRangeOrTransfer(crewComp.innerContainer);
|
||||
return combined;
|
||||
}
|
||||
else if (pilotComp != null)
|
||||
{
|
||||
return pilotComp.innerContainer;
|
||||
}
|
||||
else if (crewComp != null)
|
||||
{
|
||||
return crewComp.innerContainer;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
public new void GetChildHolders(List<IThingHolder> outChildren)
|
||||
@@ -159,8 +201,6 @@ namespace WulaFallenEmpire
|
||||
public override void ExposeData()
|
||||
{
|
||||
base.ExposeData();
|
||||
|
||||
// 驾驶员容器的数据会在CompMechPilotHolder中自动保存
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,472 @@
|
||||
using RimWorld;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
using Verse;
|
||||
using Verse.AI;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
// 机甲乘员组件属性
|
||||
public class CompProperties_MechCrewHolder : CompProperties
|
||||
{
|
||||
public int maxCrew = 3; // 最大乘员数
|
||||
public float boardingRadius = 10f; // 登机半径
|
||||
public float maxPawnSize = 1.0f; // 最大装载体型大小
|
||||
public bool allowMechanoids = true; // 是否允许搭载机械族
|
||||
public bool draftOnExit = true; // 下车时是否进入征召状态
|
||||
|
||||
// 外观配置
|
||||
public string boardCrewIcon = "Wula/UI/Commands/WULA_BoardCrew";
|
||||
public string exitCrewIcon = "Wula/UI/Commands/WULA_ExitCrew";
|
||||
|
||||
// 工作配置
|
||||
public bool requireWorkTag = false; // 是否需要工作标签
|
||||
public string workTag = "CrewMember"; // 工作标签(如果需要)
|
||||
|
||||
public CompProperties_MechCrewHolder()
|
||||
{
|
||||
compClass = typeof(CompMechCrewHolder);
|
||||
}
|
||||
|
||||
// 获取图标
|
||||
public Texture2D GetBoardCrewIcon()
|
||||
{
|
||||
if (!string.IsNullOrEmpty(boardCrewIcon) &&
|
||||
ContentFinder<Texture2D>.Get(boardCrewIcon, false) != null)
|
||||
{
|
||||
return ContentFinder<Texture2D>.Get(boardCrewIcon);
|
||||
}
|
||||
return ContentFinder<Texture2D>.Get("UI/Commands/BoardCrew", false) ?? BaseContent.BadTex;
|
||||
}
|
||||
|
||||
public Texture2D GetExitCrewIcon()
|
||||
{
|
||||
if (!string.IsNullOrEmpty(exitCrewIcon) &&
|
||||
ContentFinder<Texture2D>.Get(exitCrewIcon, false) != null)
|
||||
{
|
||||
return ContentFinder<Texture2D>.Get(exitCrewIcon);
|
||||
}
|
||||
return ContentFinder<Texture2D>.Get("UI/Commands/ExitCrew", false) ?? BaseContent.BadTex;
|
||||
}
|
||||
}
|
||||
|
||||
// 机甲乘员组件实现
|
||||
public class CompMechCrewHolder : ThingComp, IThingHolder
|
||||
{
|
||||
public ThingOwner innerContainer;
|
||||
|
||||
private Command_Action cachedBoardGizmo;
|
||||
private Command_Action cachedExitGizmo;
|
||||
private bool gizmosInitialized = false;
|
||||
|
||||
// 属性
|
||||
public CompProperties_MechCrewHolder Props => (CompProperties_MechCrewHolder)props;
|
||||
|
||||
public int CurrentCrewCount => innerContainer.Count;
|
||||
public bool HasCrew => innerContainer.Count > 0;
|
||||
public bool HasRoom => innerContainer.Count < Props.maxCrew;
|
||||
public bool IsFull => innerContainer.Count >= Props.maxCrew;
|
||||
|
||||
// 初始化
|
||||
public CompMechCrewHolder()
|
||||
{
|
||||
innerContainer = new ThingOwner<Pawn>(this);
|
||||
}
|
||||
|
||||
public override void Initialize(CompProperties props)
|
||||
{
|
||||
base.Initialize(props);
|
||||
|
||||
if (innerContainer == null)
|
||||
{
|
||||
innerContainer = new ThingOwner<Pawn>(this);
|
||||
}
|
||||
}
|
||||
|
||||
// 检查是否可以添加乘员
|
||||
public bool CanAddCrew(Pawn pawn)
|
||||
{
|
||||
if (pawn == null || pawn.Dead)
|
||||
return false;
|
||||
|
||||
if (!HasRoom)
|
||||
return false;
|
||||
|
||||
if (innerContainer.Contains(pawn))
|
||||
return false;
|
||||
|
||||
// 检查体型大小
|
||||
if (pawn.BodySize > Props.maxPawnSize)
|
||||
return false;
|
||||
|
||||
// 检查是否允许机械族
|
||||
if (pawn.RaceProps.IsMechanoid && !Props.allowMechanoids)
|
||||
return false;
|
||||
|
||||
// 检查工作标签(如果需要)
|
||||
if (Props.requireWorkTag)
|
||||
{
|
||||
WorkTags tag;
|
||||
if (Enum.TryParse(Props.workTag, out tag))
|
||||
{
|
||||
if (pawn.WorkTagIsDisabled(tag))
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// 添加乘员
|
||||
public void AddCrew(Pawn pawn)
|
||||
{
|
||||
if (!CanAddCrew(pawn))
|
||||
return;
|
||||
|
||||
try
|
||||
{
|
||||
// 停止Pawn当前工作
|
||||
pawn.jobs?.StopAll();
|
||||
pawn.pather?.StopDead();
|
||||
|
||||
// 从地图移除并添加到容器
|
||||
if (pawn.Spawned)
|
||||
pawn.DeSpawn();
|
||||
|
||||
innerContainer.TryAdd(pawn, true);
|
||||
|
||||
// 触发事件
|
||||
Notify_CrewAdded(pawn);
|
||||
|
||||
// 记录日志
|
||||
if (Prefs.DevMode)
|
||||
{
|
||||
Log.Message($"[CompMechCrewHolder] {pawn.LabelShort} boarded {parent.LabelShort}");
|
||||
}
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Log.Error($"Error adding crew {pawn.LabelShort} to {parent.LabelShort}: {ex.Message}");
|
||||
}
|
||||
}
|
||||
|
||||
// 移除乘员
|
||||
public void RemoveCrew(Pawn pawn, IntVec3? exitPos = null)
|
||||
{
|
||||
if (!innerContainer.Contains(pawn))
|
||||
return;
|
||||
|
||||
try
|
||||
{
|
||||
// 从容器移除
|
||||
innerContainer.Remove(pawn);
|
||||
|
||||
// 生成到地图
|
||||
TrySpawnCrewAtPosition(pawn, exitPos ?? parent.Position);
|
||||
|
||||
// 如果设置为征召状态
|
||||
if (Props.draftOnExit && pawn.drafter != null)
|
||||
{
|
||||
pawn.drafter.Drafted = true;
|
||||
}
|
||||
|
||||
// 触发事件
|
||||
Notify_CrewRemoved(pawn);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Log.Error($"Error removing crew {pawn.LabelShort} from {parent.LabelShort}: {ex.Message}");
|
||||
}
|
||||
}
|
||||
|
||||
// 移除所有乘员
|
||||
public void RemoveAllCrew(IntVec3? exitPos = null)
|
||||
{
|
||||
var crewToRemove = innerContainer;
|
||||
|
||||
foreach (var thing in crewToRemove)
|
||||
{
|
||||
if (thing is Pawn pawn)
|
||||
{
|
||||
RemoveCrew(pawn, exitPos);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 获取所有符合条件的登机Pawn(半径内)
|
||||
public List<Pawn> GetEligiblePawnsInRadius()
|
||||
{
|
||||
var eligiblePawns = new List<Pawn>();
|
||||
|
||||
if (parent.Map == null || !parent.Spawned)
|
||||
return eligiblePawns;
|
||||
|
||||
// 获取半径内的所有Pawn
|
||||
var pawnsInRadius = parent.Map.mapPawns.AllPawnsSpawned
|
||||
.Where(p => p.Position.DistanceTo(parent.Position) <= Props.boardingRadius)
|
||||
.ToList();
|
||||
|
||||
foreach (var pawn in pawnsInRadius)
|
||||
{
|
||||
// 检查是否满足条件
|
||||
if (CanAddCrew(pawn) &&
|
||||
pawn.Faction == parent.Faction &&
|
||||
!pawn.Downed &&
|
||||
!pawn.Dead &&
|
||||
!pawn.IsPrisoner)
|
||||
{
|
||||
eligiblePawns.Add(pawn);
|
||||
}
|
||||
}
|
||||
|
||||
return eligiblePawns;
|
||||
}
|
||||
|
||||
// 命令所有符合条件的Pawn登机
|
||||
public void OrderAllEligibleToBoard()
|
||||
{
|
||||
var eligiblePawns = GetEligiblePawnsInRadius();
|
||||
|
||||
int count = 0;
|
||||
foreach (var pawn in eligiblePawns)
|
||||
{
|
||||
if (!HasRoom)
|
||||
break;
|
||||
|
||||
// 创建登机工作
|
||||
Job job = JobMaker.MakeJob(Wula_JobDefOf.WULA_BoardMech, parent);
|
||||
pawn.jobs.TryTakeOrderedJob(job, JobTag.Misc);
|
||||
count++;
|
||||
}
|
||||
|
||||
// 显示消息
|
||||
if (count > 0)
|
||||
{
|
||||
Messages.Message(
|
||||
"WULA_CrewOrderedToBoard".Translate(count, parent.LabelShort),
|
||||
parent,
|
||||
MessageTypeDefOf.NeutralEvent
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
// 生成乘员到指定位置
|
||||
private bool TrySpawnCrewAtPosition(Pawn pawn, IntVec3 position)
|
||||
{
|
||||
Map map = parent.Map;
|
||||
if (map == null)
|
||||
return false;
|
||||
|
||||
try
|
||||
{
|
||||
// 寻找安全位置
|
||||
if (!position.Walkable(map) || position.Fogged(map))
|
||||
{
|
||||
CellFinder.TryFindRandomCellNear(position, map, 3,
|
||||
c => c.Walkable(map) && !c.Fogged(map),
|
||||
out position);
|
||||
}
|
||||
|
||||
GenSpawn.Spawn(pawn, position, map, WipeMode.Vanish);
|
||||
return true;
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Log.Error($"Error spawning crew {pawn.LabelShort}: {ex.Message}");
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// 事件通知
|
||||
private void Notify_CrewAdded(Pawn crew)
|
||||
{
|
||||
if (crew.Faction == Faction.OfPlayer)
|
||||
{
|
||||
Messages.Message(
|
||||
"WULA_CrewBoarded".Translate(crew.LabelShort, parent.LabelShort),
|
||||
parent,
|
||||
MessageTypeDefOf.PositiveEvent
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
private void Notify_CrewRemoved(Pawn crew)
|
||||
{
|
||||
if (crew.Faction == Faction.OfPlayer)
|
||||
{
|
||||
Messages.Message(
|
||||
"WULA_CrewExited".Translate(crew.LabelShort, parent.LabelShort),
|
||||
parent,
|
||||
MessageTypeDefOf.NeutralEvent
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
// Gizmo显示
|
||||
public override IEnumerable<Gizmo> CompGetGizmosExtra()
|
||||
{
|
||||
// 只对玩家派系显示
|
||||
if (parent.Faction != Faction.OfPlayer)
|
||||
yield break;
|
||||
|
||||
// 延迟初始化Gizmo
|
||||
if (!gizmosInitialized)
|
||||
{
|
||||
InitializeGizmos();
|
||||
gizmosInitialized = true;
|
||||
}
|
||||
|
||||
// 登机按钮(如果有空间)
|
||||
if (HasRoom)
|
||||
{
|
||||
yield return cachedBoardGizmo;
|
||||
}
|
||||
|
||||
// 下机按钮(如果有乘员)
|
||||
if (HasCrew)
|
||||
{
|
||||
yield return cachedExitGizmo;
|
||||
}
|
||||
}
|
||||
|
||||
private void InitializeGizmos()
|
||||
{
|
||||
// 登机Gizmo
|
||||
cachedBoardGizmo = new Command_Action
|
||||
{
|
||||
defaultLabel = "WULA_BoardCrew".Translate(),
|
||||
defaultDesc = "WULA_BoardCrewDesc".Translate(),
|
||||
icon = Props.GetBoardCrewIcon(),
|
||||
action = OrderAllEligibleToBoard,
|
||||
hotKey = KeyBindingDefOf.Misc4
|
||||
};
|
||||
|
||||
// 下机Gizmo
|
||||
cachedExitGizmo = new Command_Action
|
||||
{
|
||||
defaultLabel = "WULA_ExitCrew".Translate(),
|
||||
defaultDesc = "WULA_ExitCrewDesc".Translate(),
|
||||
icon = Props.GetExitCrewIcon(),
|
||||
action = () => RemoveAllCrew(),
|
||||
hotKey = KeyBindingDefOf.Misc5
|
||||
};
|
||||
}
|
||||
|
||||
// 每帧更新
|
||||
public override void CompTick()
|
||||
{
|
||||
base.CompTick();
|
||||
|
||||
// 定期检查乘员状态
|
||||
if (Find.TickManager.TicksGame % 60 == 0)
|
||||
{
|
||||
CheckCrewStatus();
|
||||
}
|
||||
}
|
||||
|
||||
private void CheckCrewStatus()
|
||||
{
|
||||
var crewToRemove = new List<Pawn>();
|
||||
|
||||
foreach (var thing in innerContainer)
|
||||
{
|
||||
if (thing is Pawn pawn)
|
||||
{
|
||||
// 检查是否死亡
|
||||
if (pawn.Dead)
|
||||
{
|
||||
crewToRemove.Add(pawn);
|
||||
}
|
||||
|
||||
// 确保乘员不执行工作
|
||||
pawn.jobs?.StopAll();
|
||||
pawn.pather?.StopDead();
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var pawn in crewToRemove)
|
||||
{
|
||||
RemoveCrew(pawn);
|
||||
}
|
||||
}
|
||||
|
||||
// 数据保存/加载
|
||||
public override void PostExposeData()
|
||||
{
|
||||
base.PostExposeData();
|
||||
|
||||
Scribe_Deep.Look(ref innerContainer, "crewContainer", this);
|
||||
|
||||
if (Scribe.mode == LoadSaveMode.PostLoadInit)
|
||||
{
|
||||
// 重置Gizmo状态
|
||||
gizmosInitialized = false;
|
||||
cachedBoardGizmo = null;
|
||||
cachedExitGizmo = null;
|
||||
}
|
||||
}
|
||||
|
||||
// IThingHolder接口实现
|
||||
public ThingOwner GetDirectlyHeldThings()
|
||||
{
|
||||
return innerContainer;
|
||||
}
|
||||
|
||||
public void GetChildHolders(List<IThingHolder> outChildren)
|
||||
{
|
||||
ThingOwnerUtility.AppendThingHoldersFromThings(outChildren, GetDirectlyHeldThings());
|
||||
}
|
||||
|
||||
// 获取乘员列表
|
||||
public IEnumerable<Pawn> GetCrew()
|
||||
{
|
||||
foreach (var thing in innerContainer)
|
||||
{
|
||||
if (thing is Pawn pawn)
|
||||
yield return pawn;
|
||||
}
|
||||
}
|
||||
|
||||
// 死亡/销毁时处理
|
||||
public override void PostDestroy(DestroyMode mode, Map previousMap)
|
||||
{
|
||||
// 移除所有乘员
|
||||
if (HasCrew)
|
||||
{
|
||||
RemoveAllCrew();
|
||||
}
|
||||
|
||||
base.PostDestroy(mode, previousMap);
|
||||
}
|
||||
|
||||
// 死亡时处理
|
||||
public override void PostPostApplyDamage(DamageInfo dinfo, float totalDamageDealt)
|
||||
{
|
||||
base.PostPostApplyDamage(dinfo, totalDamageDealt);
|
||||
|
||||
// 如果机甲死亡,移除所有乘员
|
||||
if (parent is Pawn mech && mech.Dead && HasCrew)
|
||||
{
|
||||
RemoveAllCrew();
|
||||
}
|
||||
}
|
||||
|
||||
// 绘制效果(可选)
|
||||
public override void PostDraw()
|
||||
{
|
||||
base.PostDraw();
|
||||
|
||||
// 可以添加一些视觉效果,比如显示乘员数等
|
||||
if (parent.Spawned && HasCrew)
|
||||
{
|
||||
// 在机甲上方显示乘员数量
|
||||
Vector3 drawPos = parent.DrawPos;
|
||||
drawPos.y = AltitudeLayer.MetaOverlays.AltitudeFor();
|
||||
|
||||
GenMapUI.DrawThingLabel(drawPos, $"x{CurrentCrewCount}", Color.green);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,4 +1,3 @@
|
||||
// File: CompMechPilotHolder.cs (添加残疾殖民者搬运逻辑)
|
||||
using WulaFallenEmpire;
|
||||
using RimWorld;
|
||||
using System;
|
||||
@@ -15,26 +14,31 @@ namespace WulaFallenEmpire
|
||||
public int maxPilots = 1;
|
||||
public string pilotWorkTag = "MechPilot";
|
||||
|
||||
// 新增:驾驶员图标配置
|
||||
// 图标配置
|
||||
public string summonPilotIcon = "Wula/UI/Commands/WULA_Enter_Mech";
|
||||
public string ejectPilotIcon = "Wula/UI/Commands/WULA_Exit_Mech";
|
||||
public string recallPilotIcon = "Wula/UI/Commands/WULA_Recall_Pilot";
|
||||
|
||||
// 快速登机配置
|
||||
public bool enableQuickRecall = true;
|
||||
public float recallRadius = 30f;
|
||||
|
||||
public float ejectPilotHealthPercentThreshold = 0.1f; // 默认30%血量
|
||||
public bool allowEntryBelowThreshold = false; // 血量低于阈值时是否允许进入
|
||||
public float ejectPilotHealthPercentThreshold = 0.1f;
|
||||
public bool allowEntryBelowThreshold = false;
|
||||
|
||||
// 新增:Hediff同步配置
|
||||
public bool syncPilotHediffs = true; // 是否同步驾驶员的Hediff
|
||||
public List<string> syncedHediffDefs = null; // 需要同步的Hediff列表(null表示全部)
|
||||
public bool autoApplyHediffOnEntry = false; // 进入时自动添加指定的Hediff
|
||||
public HediffDef autoHediffDef = null; // 自动添加的Hediff
|
||||
public float autoHediffSeverity = 0.5f; // 自动添加的Hediff严重性
|
||||
// Hediff同步配置
|
||||
public bool syncPilotHediffs = true;
|
||||
public List<string> syncedHediffDefs = null;
|
||||
public bool autoApplyHediffOnEntry = false;
|
||||
public HediffDef autoHediffDef = null;
|
||||
public float autoHediffSeverity = 0.5f;
|
||||
|
||||
public CompProperties_MechPilotHolder()
|
||||
{
|
||||
this.compClass = typeof(CompMechPilotHolder);
|
||||
}
|
||||
|
||||
// 新增:加载图标的方法
|
||||
// 图标加载方法
|
||||
public Texture2D GetSummonPilotIcon()
|
||||
{
|
||||
if (!string.IsNullOrEmpty(summonPilotIcon) && ContentFinder<Texture2D>.Get(summonPilotIcon, false) != null)
|
||||
@@ -54,20 +58,28 @@ namespace WulaFallenEmpire
|
||||
return ContentFinder<Texture2D>.Get("UI/Commands/Eject", false) ??
|
||||
BaseContent.BadTex;
|
||||
}
|
||||
|
||||
public Texture2D GetRecallPilotIcon()
|
||||
{
|
||||
if (!string.IsNullOrEmpty(recallPilotIcon) && ContentFinder<Texture2D>.Get(recallPilotIcon, false) != null)
|
||||
{
|
||||
return ContentFinder<Texture2D>.Get(recallPilotIcon);
|
||||
}
|
||||
return ContentFinder<Texture2D>.Get("UI/Commands/SummonPilot", false) ??
|
||||
BaseContent.BadTex;
|
||||
}
|
||||
}
|
||||
|
||||
public class CompMechPilotHolder : ThingComp, IThingHolder, ISuspendableThingHolder
|
||||
{
|
||||
public ThingOwner innerContainer;
|
||||
|
||||
// 标记是否正在处理死亡/销毁事件,避免重复处理
|
||||
private bool isProcessingDestruction = false;
|
||||
|
||||
// 新增:记录是否已经因为低血量弹出过驾驶员
|
||||
private bool hasEjectedDueToLowHealth = false;
|
||||
|
||||
// 新增:存储驾驶员同步的Hediff
|
||||
private Dictionary<Pawn, List<Hediff>> syncedHediffs = new Dictionary<Pawn, List<Hediff>>();
|
||||
|
||||
// 新增:记录上一次的驾驶员
|
||||
private Pawn lastPilot = null;
|
||||
|
||||
public CompProperties_MechPilotHolder Props => (CompProperties_MechPilotHolder)props;
|
||||
|
||||
@@ -78,17 +90,15 @@ namespace WulaFallenEmpire
|
||||
|
||||
public bool IsContentsSuspended => true;
|
||||
|
||||
// 新增:获取精神状态定义
|
||||
// 精神状态定义
|
||||
private MentalStateDef MechNoPilotStateDef => WULA_MentalStateDefOf.WULA_MechNoPilot;
|
||||
|
||||
// 新增:检查并更新精神状态
|
||||
private void CheckAndUpdateMentalState()
|
||||
{
|
||||
var mech = parent as Pawn;
|
||||
if (mech == null || mech.Dead || MechNoPilotStateDef == null)
|
||||
return;
|
||||
|
||||
// 如果没有驾驶员,尝试进入待机状态
|
||||
if (!HasPilots)
|
||||
{
|
||||
if (mech.MentalStateDef != MechNoPilotStateDef && !mech.InMentalState)
|
||||
@@ -96,7 +106,6 @@ namespace WulaFallenEmpire
|
||||
mech.mindState.mentalStateHandler.TryStartMentalState(MechNoPilotStateDef, null, true);
|
||||
}
|
||||
}
|
||||
// 如果有驾驶员,确保退出待机状态
|
||||
else
|
||||
{
|
||||
if (mech.MentalStateDef == MechNoPilotStateDef)
|
||||
@@ -106,45 +115,43 @@ namespace WulaFallenEmpire
|
||||
}
|
||||
}
|
||||
|
||||
// 修改:添加驾驶员 - 添加Hediff同步功能
|
||||
// 添加驾驶员
|
||||
public void AddPilot(Pawn pawn)
|
||||
{
|
||||
if (!CanAddPilot(pawn))
|
||||
return;
|
||||
|
||||
// 将pawn添加到容器中
|
||||
// 记录驾驶员
|
||||
if (lastPilot != pawn)
|
||||
{
|
||||
lastPilot = pawn;
|
||||
}
|
||||
|
||||
if (pawn.Spawned)
|
||||
pawn.DeSpawnOrDeselect();
|
||||
|
||||
innerContainer.TryAdd(pawn, true);
|
||||
|
||||
// 停止pawn的移动
|
||||
pawn.pather?.StopDead();
|
||||
pawn.jobs?.StopAll();
|
||||
|
||||
// 触发事件
|
||||
Notify_PilotAdded(pawn);
|
||||
|
||||
// 更新机甲的精神状态
|
||||
CheckAndUpdateMentalState();
|
||||
|
||||
// 新增:同步驾驶员的Hediff
|
||||
if (Props.syncPilotHediffs)
|
||||
{
|
||||
SyncPilotHediffs(pawn);
|
||||
}
|
||||
|
||||
// 新增:自动添加Hediff
|
||||
if (Props.autoApplyHediffOnEntry && Props.autoHediffDef != null)
|
||||
{
|
||||
AddAutoHediff(pawn);
|
||||
}
|
||||
}
|
||||
|
||||
// 修改:移除驾驶员 - 添加Hediff取消同步功能
|
||||
// 移除驾驶员
|
||||
public void RemovePilot(Pawn pawn, IntVec3? exitPos = null)
|
||||
{
|
||||
// 新增:移除前,清理同步的Hediff
|
||||
if (Props.syncPilotHediffs)
|
||||
{
|
||||
UnsyncPilotHediffs(pawn);
|
||||
@@ -152,27 +159,16 @@ namespace WulaFallenEmpire
|
||||
|
||||
if (innerContainer.Contains(pawn))
|
||||
{
|
||||
// 从容器中移除
|
||||
innerContainer.Remove(pawn);
|
||||
|
||||
// 将pawn放回地图
|
||||
TrySpawnPilotAtPosition(pawn, exitPos ?? parent.Position);
|
||||
|
||||
// 触发事件
|
||||
Notify_PilotRemoved(pawn);
|
||||
|
||||
// 停止机甲的工作
|
||||
StopMechJobs();
|
||||
|
||||
// 更新机甲的精神状态
|
||||
CheckAndUpdateMentalState();
|
||||
}
|
||||
}
|
||||
|
||||
// 新增:同步驾驶员的Hediff
|
||||
private void SyncPilotHediffs(Pawn pawn)
|
||||
{
|
||||
// 修复:确保parent是Wulamechunit类型
|
||||
if (pawn == null || !(parent is Wulamechunit mech))
|
||||
return;
|
||||
|
||||
@@ -180,23 +176,19 @@ namespace WulaFallenEmpire
|
||||
{
|
||||
var hediffsToSync = new List<Hediff>();
|
||||
|
||||
// 收集需要同步的Hediff
|
||||
foreach (var hediff in pawn.health.hediffSet.hediffs)
|
||||
{
|
||||
if (ShouldSyncHediff(hediff))
|
||||
{
|
||||
hediffsToSync.Add(hediff);
|
||||
|
||||
// 激活Hediff的同步组件
|
||||
var syncComp = hediff.TryGetComp<HediffComp_SyncedWithMech>();
|
||||
if (syncComp != null)
|
||||
{
|
||||
syncComp.OnPilotEnteredMech(mech); // 这里现在应该可以了
|
||||
syncComp.OnPilotEnteredMech(mech);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 存储同步的Hediff
|
||||
if (hediffsToSync.Count > 0)
|
||||
{
|
||||
syncedHediffs[pawn] = hediffsToSync;
|
||||
@@ -208,7 +200,6 @@ namespace WulaFallenEmpire
|
||||
}
|
||||
}
|
||||
|
||||
// 新增:取消同步驾驶员的Hediff
|
||||
private void UnsyncPilotHediffs(Pawn pawn)
|
||||
{
|
||||
if (pawn == null || !syncedHediffs.ContainsKey(pawn))
|
||||
@@ -216,7 +207,6 @@ namespace WulaFallenEmpire
|
||||
|
||||
try
|
||||
{
|
||||
// 通知所有同步的Hediff断开连接
|
||||
foreach (var hediff in syncedHediffs[pawn])
|
||||
{
|
||||
var syncComp = hediff.TryGetComp<HediffComp_SyncedWithMech>();
|
||||
@@ -226,7 +216,6 @@ namespace WulaFallenEmpire
|
||||
}
|
||||
}
|
||||
|
||||
// 从记录中移除
|
||||
syncedHediffs.Remove(pawn);
|
||||
}
|
||||
catch (Exception ex)
|
||||
@@ -235,34 +224,27 @@ namespace WulaFallenEmpire
|
||||
}
|
||||
}
|
||||
|
||||
// 新增:判断Hediff是否需要同步
|
||||
private bool ShouldSyncHediff(Hediff hediff)
|
||||
{
|
||||
if (hediff == null)
|
||||
return false;
|
||||
|
||||
// 检查是否有同步组件
|
||||
var syncComp = hediff.TryGetComp<HediffComp_SyncedWithMech>();
|
||||
if (syncComp == null)
|
||||
return false;
|
||||
|
||||
// 检查是否在指定的同步列表中
|
||||
if (Props.syncedHediffDefs != null &&
|
||||
Props.syncedHediffDefs.Count > 0)
|
||||
if (Props.syncedHediffDefs != null && Props.syncedHediffDefs.Count > 0)
|
||||
{
|
||||
return Props.syncedHediffDefs.Contains(hediff.def.defName);
|
||||
}
|
||||
|
||||
// 默认同步所有有同步组件的Hediff
|
||||
return true;
|
||||
}
|
||||
|
||||
// 新增:自动添加Hediff
|
||||
private void AddAutoHediff(Pawn pawn)
|
||||
{
|
||||
try
|
||||
{
|
||||
// 检查是否已经有相同的Hediff
|
||||
var existingHediff = pawn.health.hediffSet.GetFirstHediffOfDef(Props.autoHediffDef);
|
||||
if (existingHediff == null)
|
||||
{
|
||||
@@ -277,27 +259,23 @@ namespace WulaFallenEmpire
|
||||
}
|
||||
}
|
||||
|
||||
// 修改:在CompTick中添加Hediff同步检查
|
||||
public override void CompTick()
|
||||
{
|
||||
base.CompTick();
|
||||
|
||||
try
|
||||
{
|
||||
// 每60帧检查一次血量和精神状态
|
||||
if (Find.TickManager.TicksGame % 60 == 0)
|
||||
{
|
||||
CheckLowHealth();
|
||||
CheckAndUpdateMentalState();
|
||||
}
|
||||
|
||||
// 每120帧检查一次Hediff同步状态
|
||||
if (Find.TickManager.TicksGame % 120 == 0)
|
||||
{
|
||||
CheckHediffSync();
|
||||
}
|
||||
|
||||
// 检查机甲是否死亡
|
||||
var mech = parent as Pawn;
|
||||
if (mech != null && mech.Dead && HasPilots)
|
||||
{
|
||||
@@ -305,11 +283,10 @@ namespace WulaFallenEmpire
|
||||
return;
|
||||
}
|
||||
|
||||
// 定期检查驾驶员状态
|
||||
var pilotsToRemove = new List<Pawn>();
|
||||
foreach (var thing in innerContainer)
|
||||
{
|
||||
if (thing is Pawn pawn && (pawn.Dead))
|
||||
if (thing is Pawn pawn && pawn.Dead)
|
||||
{
|
||||
pilotsToRemove.Add(pawn);
|
||||
}
|
||||
@@ -320,12 +297,10 @@ namespace WulaFallenEmpire
|
||||
RemovePilot(pawn);
|
||||
}
|
||||
|
||||
// 确保容器内的pawn处于正确状态
|
||||
foreach (var thing in innerContainer)
|
||||
{
|
||||
if (thing is Pawn pawn)
|
||||
{
|
||||
// 确保pawn在容器内不执行任何工作
|
||||
pawn.jobs?.StopAll();
|
||||
pawn.pather?.StopDead();
|
||||
}
|
||||
@@ -337,37 +312,30 @@ namespace WulaFallenEmpire
|
||||
}
|
||||
}
|
||||
|
||||
// 新增:检查Hediff同步状态
|
||||
private void CheckHediffSync()
|
||||
{
|
||||
// 修复:确保parent是Wulamechunit类型
|
||||
if (!Props.syncPilotHediffs || !(parent is Wulamechunit))
|
||||
return;
|
||||
|
||||
try
|
||||
{
|
||||
// 检查每个驾驶员的同步状态
|
||||
foreach (var pilot in GetPilots())
|
||||
{
|
||||
if (pilot == null || pilot.Dead || pilot.Destroyed)
|
||||
continue;
|
||||
|
||||
// 检查是否有新的需要同步的Hediff
|
||||
SyncPilotHediffs(pilot);
|
||||
|
||||
// 检查是否有需要移除的Hediff
|
||||
if (syncedHediffs.ContainsKey(pilot))
|
||||
{
|
||||
var currentHediffs = pilot.health.hediffSet.hediffs
|
||||
.Where(ShouldSyncHediff)
|
||||
.ToList();
|
||||
|
||||
// 找出不再存在的Hediff
|
||||
var removedHediffs = syncedHediffs[pilot]
|
||||
.Where(h => !currentHediffs.Contains(h))
|
||||
.ToList();
|
||||
|
||||
// 清理不再存在的Hediff
|
||||
foreach (var hediff in removedHediffs)
|
||||
{
|
||||
var syncComp = hediff.TryGetComp<HediffComp_SyncedWithMech>();
|
||||
@@ -377,7 +345,6 @@ namespace WulaFallenEmpire
|
||||
}
|
||||
}
|
||||
|
||||
// 更新记录
|
||||
syncedHediffs[pilot] = currentHediffs;
|
||||
}
|
||||
}
|
||||
@@ -388,7 +355,6 @@ namespace WulaFallenEmpire
|
||||
}
|
||||
}
|
||||
|
||||
// 修改:在生成后初始化精神状态
|
||||
public override void PostSpawnSetup(bool respawningAfterLoad)
|
||||
{
|
||||
base.PostSpawnSetup(respawningAfterLoad);
|
||||
@@ -398,16 +364,13 @@ namespace WulaFallenEmpire
|
||||
Log.Warning($"[WULA] CompMechPilotHolder attached to non-mech: {parent}");
|
||||
}
|
||||
|
||||
// 确保加载后恢复状态
|
||||
if (innerContainer == null)
|
||||
{
|
||||
innerContainer = new ThingOwner<Pawn>(this);
|
||||
}
|
||||
|
||||
// 初始化精神状态
|
||||
CheckAndUpdateMentalState();
|
||||
|
||||
// 新增:加载后重新同步Hediff
|
||||
if (Props.syncPilotHediffs)
|
||||
{
|
||||
foreach (var pilot in GetPilots())
|
||||
@@ -417,7 +380,6 @@ namespace WulaFallenEmpire
|
||||
}
|
||||
}
|
||||
|
||||
// 修改:在数据保存和加载时处理Hediff同步
|
||||
public override void PostExposeData()
|
||||
{
|
||||
base.PostExposeData();
|
||||
@@ -425,17 +387,15 @@ namespace WulaFallenEmpire
|
||||
Scribe_Deep.Look(ref innerContainer, "innerContainer", this);
|
||||
Scribe_Values.Look(ref isProcessingDestruction, "isProcessingDestruction", false);
|
||||
Scribe_Values.Look(ref hasEjectedDueToLowHealth, "hasEjectedDueToLowHealth", false);
|
||||
Scribe_Collections.Look(ref syncedHediffs, "syncedHediffs",
|
||||
LookMode.Reference, LookMode.Deep);
|
||||
Scribe_Collections.Look(ref syncedHediffs, "syncedHediffs", LookMode.Reference, LookMode.Deep);
|
||||
Scribe_References.Look(ref lastPilot, "lastPilot");
|
||||
|
||||
// 加载后检查精神状态和Hediff同步
|
||||
if (Scribe.mode == LoadSaveMode.PostLoadInit)
|
||||
{
|
||||
CheckAndUpdateMentalState();
|
||||
|
||||
if (Props.syncPilotHediffs)
|
||||
{
|
||||
// 重新同步所有驾驶员的Hediff
|
||||
foreach (var pilot in GetPilots())
|
||||
{
|
||||
SyncPilotHediffs(pilot);
|
||||
@@ -444,34 +404,25 @@ namespace WulaFallenEmpire
|
||||
}
|
||||
}
|
||||
|
||||
// 新增:停止机甲所有工作
|
||||
private void StopMechJobs()
|
||||
{
|
||||
var mech = parent as Pawn;
|
||||
if (mech == null)
|
||||
return;
|
||||
|
||||
// 停止所有工作
|
||||
mech.jobs?.StopAll();
|
||||
|
||||
// 停止移动
|
||||
mech.pather?.StopDead();
|
||||
|
||||
// 取消征召
|
||||
var drafter = mech.drafter;
|
||||
if (drafter != null && mech.Drafted)
|
||||
{
|
||||
mech.drafter.Drafted = false;
|
||||
}
|
||||
|
||||
// 停止当前所有工作队列
|
||||
mech.jobs?.ClearQueuedJobs();
|
||||
|
||||
// 清除敌人目标
|
||||
mech.mindState.enemyTarget = null;
|
||||
}
|
||||
|
||||
// 获取机甲当前血量百分比
|
||||
public float CurrentHealthPercent
|
||||
{
|
||||
get
|
||||
@@ -484,30 +435,21 @@ namespace WulaFallenEmpire
|
||||
}
|
||||
}
|
||||
|
||||
// 检查机甲是否低于血量阈值
|
||||
public bool IsBelowHealthThreshold
|
||||
{
|
||||
get
|
||||
{
|
||||
return CurrentHealthPercent < Props.ejectPilotHealthPercentThreshold;
|
||||
}
|
||||
}
|
||||
public bool IsBelowHealthThreshold => CurrentHealthPercent < Props.ejectPilotHealthPercentThreshold;
|
||||
|
||||
// 修改 CanAddPilot 方法,添加血量检查
|
||||
public bool CanAddPilot(Pawn pawn)
|
||||
{
|
||||
if (pawn == null || pawn.Dead)
|
||||
return false;
|
||||
|
||||
// 允许无法行动但还活着的殖民者
|
||||
if (pawn.Downed)
|
||||
return true; // 这是新增的关键修改
|
||||
return true;
|
||||
|
||||
if (!HasRoom)
|
||||
return false;
|
||||
if (innerContainer.Contains(pawn))
|
||||
return false;
|
||||
// 检查工作标签
|
||||
|
||||
if (!string.IsNullOrEmpty(Props.pilotWorkTag))
|
||||
{
|
||||
WorkTags tag;
|
||||
@@ -518,7 +460,6 @@ namespace WulaFallenEmpire
|
||||
}
|
||||
}
|
||||
|
||||
// 新增:检查血量阈值
|
||||
if (!Props.allowEntryBelowThreshold && IsBelowHealthThreshold)
|
||||
{
|
||||
return false;
|
||||
@@ -526,45 +467,36 @@ namespace WulaFallenEmpire
|
||||
return true;
|
||||
}
|
||||
|
||||
// 修改:检查殖民者是否能够自行移动到机甲
|
||||
private bool CanPawnMoveToMech(Pawn pawn, Wulamechunit mech)
|
||||
{
|
||||
if (pawn == null || mech == null)
|
||||
return false;
|
||||
|
||||
// 如果殖民者无法行动,需要搬运
|
||||
if (pawn.Downed)
|
||||
return false;
|
||||
|
||||
// 检查殖民者是否能到达机甲
|
||||
return pawn.CanReach(mech, PathEndMode.Touch, Danger.Deadly);
|
||||
}
|
||||
|
||||
// 修改 CompMechPilotHolder 的 CheckLowHealth 方法
|
||||
private void CheckLowHealth()
|
||||
{
|
||||
if (IsBelowHealthThreshold && HasPilots)
|
||||
{
|
||||
// 如果低于阈值且有驾驶员,弹出所有驾驶员
|
||||
EjectPilotsDueToLowHealth();
|
||||
}
|
||||
else if (!IsBelowHealthThreshold)
|
||||
{
|
||||
// 如果恢复到阈值以上,重置标记
|
||||
hasEjectedDueToLowHealth = false;
|
||||
}
|
||||
}
|
||||
|
||||
// 新增:因为低血量弹出驾驶员
|
||||
private void EjectPilotsDueToLowHealth()
|
||||
{
|
||||
if (hasEjectedDueToLowHealth)
|
||||
return;
|
||||
|
||||
// 弹出所有驾驶员
|
||||
RemoveAllPilots();
|
||||
|
||||
// 发送消息
|
||||
if (parent.Faction == Faction.OfPlayer)
|
||||
{
|
||||
Messages.Message("WULA_PilotsEjectedDueToLowHealth".Translate(parent.LabelShort,
|
||||
@@ -575,12 +507,10 @@ namespace WulaFallenEmpire
|
||||
hasEjectedDueToLowHealth = true;
|
||||
}
|
||||
|
||||
// 新增:在承受伤害后检查血量
|
||||
public override void PostPostApplyDamage(DamageInfo dinfo, float totalDamageDealt)
|
||||
{
|
||||
base.PostPostApplyDamage(dinfo, totalDamageDealt);
|
||||
|
||||
// 如果机甲死亡,弹出驾驶员
|
||||
var mech = parent as Pawn;
|
||||
if (mech != null && mech.Dead)
|
||||
{
|
||||
@@ -588,19 +518,27 @@ namespace WulaFallenEmpire
|
||||
}
|
||||
else
|
||||
{
|
||||
// 检查是否因为伤害导致血量过低
|
||||
CheckLowHealth();
|
||||
}
|
||||
}
|
||||
|
||||
// 修改 Gizmo 显示,添加血量信息和Hediff同步状态
|
||||
// 修改Gizmo显示:只在条件满足时显示快速登机按钮
|
||||
public override IEnumerable<Gizmo> CompGetGizmosExtra()
|
||||
{
|
||||
// 修复:确保parent是Wulamechunit类型
|
||||
if (!(parent is Wulamechunit mech) || mech.Faction != Faction.OfPlayer)
|
||||
yield break;
|
||||
|
||||
// 召唤驾驶员Gizmo
|
||||
// 快速登机按钮(只有在所有条件都满足时才显示)
|
||||
if (Props.enableQuickRecall && HasRoom && !IsBelowHealthThreshold)
|
||||
{
|
||||
var recallGizmo = CreateRecallGizmo();
|
||||
if (recallGizmo != null)
|
||||
{
|
||||
yield return recallGizmo;
|
||||
}
|
||||
}
|
||||
|
||||
// 召唤驾驶员按钮
|
||||
if (HasRoom)
|
||||
{
|
||||
Command_Action summonCommand = new Command_Action
|
||||
@@ -615,7 +553,6 @@ namespace WulaFallenEmpire
|
||||
hotKey = KeyBindingDefOf.Misc2
|
||||
};
|
||||
|
||||
// 如果血量低于阈值且不允许进入,禁用按钮
|
||||
if (!Props.allowEntryBelowThreshold && IsBelowHealthThreshold)
|
||||
{
|
||||
summonCommand.Disable("WULA_MechTooDamagedForEntry".Translate());
|
||||
@@ -640,22 +577,82 @@ namespace WulaFallenEmpire
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
// 创建快速登机Gizmo(只有条件完全满足时才创建)
|
||||
private Command_Action CreateRecallGizmo()
|
||||
{
|
||||
// 检查是否有上次驾驶员
|
||||
if (lastPilot == null)
|
||||
return null;
|
||||
|
||||
// 检查驾驶员是否可用
|
||||
if (!IsPilotAvailableForRecall(lastPilot))
|
||||
return null;
|
||||
|
||||
// 创建并返回Gizmo
|
||||
return new Command_Action
|
||||
{
|
||||
defaultLabel = "WULA_RecallLastPilot".Translate(),
|
||||
defaultDesc = "WULA_RecallLastPilotDesc".Translate(),
|
||||
icon = Props.GetRecallPilotIcon(),
|
||||
action = () =>
|
||||
{
|
||||
RecallLastPilot();
|
||||
},
|
||||
hotKey = KeyBindingDefOf.Misc3
|
||||
};
|
||||
}
|
||||
|
||||
// 检查驾驶员是否可用于快速登机
|
||||
private bool IsPilotAvailableForRecall(Pawn pilot)
|
||||
{
|
||||
if (pilot == null || pilot.Dead || pilot.Destroyed)
|
||||
return false;
|
||||
|
||||
if (innerContainer.Contains(pilot))
|
||||
return false;
|
||||
|
||||
if (!CanAddPilot(pilot))
|
||||
return false;
|
||||
|
||||
if (parent.Map == null || !pilot.Spawned || pilot.Map != parent.Map)
|
||||
return false;
|
||||
|
||||
if (pilot.Position.DistanceTo(parent.Position) > Props.recallRadius)
|
||||
return false;
|
||||
|
||||
if (!pilot.CanReach(parent, PathEndMode.Touch, Danger.Deadly))
|
||||
return false;
|
||||
|
||||
if (pilot.IsPrisoner || pilot.IsSlave)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// 召回上次驾驶员
|
||||
private void RecallLastPilot()
|
||||
{
|
||||
if (lastPilot == null || IsFull || !IsPilotAvailableForRecall(lastPilot))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Job job = JobMaker.MakeJob(Wula_JobDefOf.WULA_EnterMech, parent);
|
||||
lastPilot.jobs.TryTakeOrderedJob(job, JobTag.Misc);
|
||||
}
|
||||
|
||||
public CompMechPilotHolder()
|
||||
{
|
||||
innerContainer = new ThingOwner<Pawn>(this);
|
||||
}
|
||||
|
||||
// 修改:弹出所有驾驶员时取消Hediff同步
|
||||
public void RemoveAllPilots(IntVec3? exitPos = null)
|
||||
{
|
||||
// 记录是否有驾驶员
|
||||
bool hadPilots = HasPilots;
|
||||
|
||||
// 复制列表以避免迭代时修改的问题
|
||||
var pilotsToRemove = innerContainer.ToList();
|
||||
|
||||
// 先取消所有Hediff同步
|
||||
foreach (var thing in pilotsToRemove)
|
||||
{
|
||||
if (thing is Pawn pawn)
|
||||
@@ -664,7 +661,6 @@ namespace WulaFallenEmpire
|
||||
}
|
||||
}
|
||||
|
||||
// 然后移除所有驾驶员
|
||||
foreach (var thing in pilotsToRemove)
|
||||
{
|
||||
if (thing is Pawn pawn)
|
||||
@@ -673,14 +669,12 @@ namespace WulaFallenEmpire
|
||||
}
|
||||
}
|
||||
|
||||
// 如果有机甲并且原来有驾驶员,现在没有了,停止工作
|
||||
if (hadPilots && parent is Pawn mech)
|
||||
{
|
||||
StopMechJobs();
|
||||
}
|
||||
}
|
||||
|
||||
// 修改:专门用于死亡/销毁时弹出驾驶员的方法,取消Hediff同步
|
||||
public void EjectAllPilotsOnDeath()
|
||||
{
|
||||
if (isProcessingDestruction)
|
||||
@@ -695,7 +689,6 @@ namespace WulaFallenEmpire
|
||||
return;
|
||||
}
|
||||
|
||||
// 先取消所有Hediff同步
|
||||
var pilots = innerContainer.ToList();
|
||||
foreach (var thing in pilots)
|
||||
{
|
||||
@@ -705,26 +698,14 @@ namespace WulaFallenEmpire
|
||||
}
|
||||
}
|
||||
|
||||
// 获取安全位置
|
||||
IntVec3 ejectPos = FindSafeEjectPosition();
|
||||
|
||||
// 弹出所有驾驶员
|
||||
foreach (var thing in pilots)
|
||||
{
|
||||
if (thing is Pawn pawn)
|
||||
{
|
||||
// 从容器中移除
|
||||
innerContainer.Remove(pawn);
|
||||
|
||||
// 尝试生成到地图上
|
||||
if (TrySpawnPilotAtPosition(pawn, ejectPos))
|
||||
{
|
||||
// 驾驶员成功弹出
|
||||
}
|
||||
else
|
||||
{
|
||||
Log.Error($"[WULA] 无法弹出驾驶员: {pawn.LabelShort}");
|
||||
}
|
||||
TrySpawnPilotAtPosition(pawn, ejectPos);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -744,10 +725,8 @@ namespace WulaFallenEmpire
|
||||
if (map == null)
|
||||
return parent.Position;
|
||||
|
||||
// 优先选择机甲周围的安全位置
|
||||
IntVec3 pos = parent.Position;
|
||||
|
||||
// 如果当前位置不安全,查找周围安全位置
|
||||
if (!pos.Walkable(map) || pos.Fogged(map))
|
||||
{
|
||||
for (int i = 1; i <= 5; i++)
|
||||
@@ -762,7 +741,6 @@ namespace WulaFallenEmpire
|
||||
}
|
||||
}
|
||||
|
||||
// 如果周围没有安全位置,使用随机位置
|
||||
if (!pos.Walkable(map) || pos.Fogged(map))
|
||||
{
|
||||
CellFinder.TryFindRandomCellNear(pos, map, 10,
|
||||
@@ -782,7 +760,6 @@ namespace WulaFallenEmpire
|
||||
return false;
|
||||
}
|
||||
|
||||
// 尝试在指定位置生成
|
||||
try
|
||||
{
|
||||
if (GenGrid.InBounds(position, map) && position.Walkable(map) && !position.Fogged(map))
|
||||
@@ -791,7 +768,6 @@ namespace WulaFallenEmpire
|
||||
return true;
|
||||
}
|
||||
|
||||
// 如果指定位置不行,找附近的位置
|
||||
IntVec3 spawnPos;
|
||||
if (RCellFinder.TryFindRandomCellNearWith(position,
|
||||
cell => cell.Walkable(map) && !cell.Fogged(map),
|
||||
@@ -801,7 +777,6 @@ namespace WulaFallenEmpire
|
||||
return true;
|
||||
}
|
||||
|
||||
// 实在找不到位置,就在任意位置生成
|
||||
CellFinder.TryFindRandomCellNear(position, map, 20,
|
||||
cell => cell.Walkable(map) && !cell.Fogged(map),
|
||||
out spawnPos);
|
||||
@@ -855,10 +830,8 @@ namespace WulaFallenEmpire
|
||||
}
|
||||
}
|
||||
|
||||
// 关键修复:重写销毁相关方法
|
||||
public override void PostDestroy(DestroyMode mode, Map previousMap)
|
||||
{
|
||||
// 先弹出所有驾驶员并取消Hediff同步
|
||||
if (HasPilots)
|
||||
{
|
||||
EjectAllPilotsOnDeath();
|
||||
@@ -867,7 +840,6 @@ namespace WulaFallenEmpire
|
||||
base.PostDestroy(mode, previousMap);
|
||||
}
|
||||
|
||||
// IThingHolder 接口实现
|
||||
public ThingOwner GetDirectlyHeldThings()
|
||||
{
|
||||
return innerContainer;
|
||||
@@ -878,32 +850,26 @@ namespace WulaFallenEmpire
|
||||
ThingOwnerUtility.AppendThingHoldersFromThings(outChildren, GetDirectlyHeldThings());
|
||||
}
|
||||
|
||||
// 修改:显示驾驶员选择菜单,包含无法行动的殖民者
|
||||
private void ShowPilotSelectionMenu()
|
||||
{
|
||||
// 修复:确保parent是Wulamechunit类型
|
||||
if (!(parent is Wulamechunit mech))
|
||||
return;
|
||||
|
||||
List<FloatMenuOption> options = new List<FloatMenuOption>();
|
||||
|
||||
// 获取所有可用的殖民者(包括无法行动的)
|
||||
var allColonists = mech.Map.mapPawns.FreeColonists
|
||||
.Where(p => CanAddPilot(p))
|
||||
.ToList();
|
||||
|
||||
// 分类:能够行动和无法行动的
|
||||
var ableColonists = allColonists.Where(p => CanPawnMoveToMech(p, mech)).ToList();
|
||||
var disabledColonists = allColonists.Where(p => !CanPawnMoveToMech(p, mech)).ToList();
|
||||
|
||||
// 为能够行动的殖民者创建选项
|
||||
if (ableColonists.Count == 0 && disabledColonists.Count == 0)
|
||||
{
|
||||
options.Add(new FloatMenuOption("WULA_NoAvailablePilots".Translate(), null));
|
||||
}
|
||||
else
|
||||
{
|
||||
// 能够行动的殖民者:直接进入
|
||||
foreach (var colonist in ableColonists)
|
||||
{
|
||||
string colonistLabel = colonist.LabelShortCap;
|
||||
@@ -914,20 +880,12 @@ namespace WulaFallenEmpire
|
||||
action,
|
||||
colonist,
|
||||
Color.white,
|
||||
MenuOptionPriority.Default,
|
||||
null,
|
||||
null,
|
||||
0f,
|
||||
null,
|
||||
null,
|
||||
true,
|
||||
0
|
||||
MenuOptionPriority.Default
|
||||
);
|
||||
|
||||
options.Add(option);
|
||||
}
|
||||
|
||||
// 无法行动的殖民者:需要搬运
|
||||
foreach (var colonist in disabledColonists)
|
||||
{
|
||||
string colonistLabel = colonist.LabelShortCap + " " + "WULA_DisabledColonistRequiresCarry".Translate();
|
||||
@@ -938,14 +896,7 @@ namespace WulaFallenEmpire
|
||||
action,
|
||||
colonist,
|
||||
Color.yellow,
|
||||
MenuOptionPriority.Default,
|
||||
null,
|
||||
null,
|
||||
0f,
|
||||
null,
|
||||
null,
|
||||
true,
|
||||
0
|
||||
MenuOptionPriority.Default
|
||||
);
|
||||
|
||||
options.Add(option);
|
||||
@@ -957,22 +908,18 @@ namespace WulaFallenEmpire
|
||||
|
||||
private void OrderColonistToEnterMech(Pawn colonist)
|
||||
{
|
||||
// 修复:确保parent是Wulamechunit类型
|
||||
if (!(parent is Wulamechunit mech) || colonist == null)
|
||||
return;
|
||||
|
||||
// 为殖民者安排进入机甲的工作
|
||||
Job job = JobMaker.MakeJob(Wula_JobDefOf.WULA_EnterMech, mech);
|
||||
colonist.jobs.TryTakeOrderedJob(job, JobTag.Misc);
|
||||
}
|
||||
|
||||
// 新增:为残疾殖民者安排搬运工作
|
||||
private void OrderCarryDisabledColonistToMech(Pawn disabledColonist)
|
||||
{
|
||||
if (!(parent is Wulamechunit mech) || disabledColonist == null)
|
||||
return;
|
||||
|
||||
// 寻找最近的、能够搬运的殖民者
|
||||
Pawn carrier = FindClosestAvailableCarrier(disabledColonist, mech);
|
||||
|
||||
if (carrier == null)
|
||||
@@ -982,7 +929,6 @@ namespace WulaFallenEmpire
|
||||
return;
|
||||
}
|
||||
|
||||
// 为搬运者安排搬运工作
|
||||
Job job = JobMaker.MakeJob(Wula_JobDefOf.WULA_CarryToMech, disabledColonist, mech);
|
||||
carrier.jobs.TryTakeOrderedJob(job, JobTag.Misc);
|
||||
|
||||
@@ -990,13 +936,11 @@ namespace WulaFallenEmpire
|
||||
parent, MessageTypeDefOf.PositiveEvent);
|
||||
}
|
||||
|
||||
// 新增:寻找最近的可用搬运者
|
||||
private Pawn FindClosestAvailableCarrier(Pawn disabledColonist, Wulamechunit mech)
|
||||
{
|
||||
if (disabledColonist.Map == null)
|
||||
return null;
|
||||
|
||||
// 寻找能够行动的殖民者,并且能够搬运
|
||||
var potentialCarriers = disabledColonist.Map.mapPawns.FreeColonists
|
||||
.Where(p => p != disabledColonist && !p.Downed &&
|
||||
p.CanReserveAndReach(disabledColonist, PathEndMode.OnCell, Danger.Deadly, 1, -1, null, false) &&
|
||||
@@ -1006,7 +950,6 @@ namespace WulaFallenEmpire
|
||||
if (potentialCarriers.Count == 0)
|
||||
return null;
|
||||
|
||||
// 选择最近的殖民者
|
||||
return potentialCarriers
|
||||
.OrderBy(p => p.Position.DistanceTo(disabledColonist.Position))
|
||||
.FirstOrDefault();
|
||||
|
||||
@@ -25,10 +25,10 @@ namespace WulaFallenEmpire
|
||||
{
|
||||
yield return new Command_Toggle
|
||||
{
|
||||
defaultLabel = "Toggle Flight",
|
||||
defaultDesc = "Toggle flight mode on or off.",
|
||||
defaultLabel = "WULA_ToggleFlight".Translate(),
|
||||
defaultDesc = "WULA_ToggleFlight_Desc".Translate() + (flightEnabled ? "WULA_ToggleFlight_Enable".Translate() : "WULA_ToggleFlight_Disable".Translate()),
|
||||
Order = 100f,
|
||||
icon = ContentFinder<UnityEngine.Texture2D>.Get("Wula/UI/Commands/WFE_FlightToggle", false)
|
||||
icon = ContentFinder<UnityEngine.Texture2D>.Get("Wula/UI/Commands/WULA_FlightToggle", false)
|
||||
?? RimWorld.TexCommand.GatherSpotActive,
|
||||
isActive = () => flightEnabled,
|
||||
toggleAction = () =>
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
using System.Collections.Generic;
|
||||
using RimWorld;
|
||||
using System.Collections.Generic;
|
||||
using System.Runtime.Remoting.Messaging;
|
||||
using UnityEngine;
|
||||
using Verse;
|
||||
|
||||
@@ -23,10 +24,20 @@ namespace WulaFallenEmpire
|
||||
public override void CompTick()
|
||||
{
|
||||
base.CompTick();
|
||||
|
||||
if (!parent.Spawned || !enabled)
|
||||
|
||||
if (!enabled)
|
||||
return;
|
||||
|
||||
if (parent is Pawn pawn && (pawn.IsSelfShutdown() || !pawn.Awake() || pawn.Dead || pawn.Downed || !pawn.Spawned || pawn.Destroyed))
|
||||
return;
|
||||
|
||||
//对于mechunit,需要判定有没有驾驶员
|
||||
var MechPilotComp = parent.TryGetComp<CompMechPilotHolder>();
|
||||
if (MechPilotComp != null && !MechPilotComp.HasPilots)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
ticksUntilNextDamage--;
|
||||
if (ticksUntilNextDamage <= 0)
|
||||
{
|
||||
|
||||
@@ -1,16 +1,16 @@
|
||||
using RimWorld;
|
||||
using Verse;
|
||||
using UnityEngine;
|
||||
using Verse.Sound;
|
||||
using HarmonyLib;
|
||||
using RimWorld;
|
||||
using System.Collections.Generic;
|
||||
using HarmonyLib;
|
||||
using UnityEngine;
|
||||
using Verse;
|
||||
using Verse.Sound;
|
||||
using static RimWorld.MechClusterSketch;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
[StaticConstructorOnStartup]
|
||||
public class ThingComp_AreaShield : ThingComp
|
||||
{
|
||||
// 现有的字段保持不变...
|
||||
private int lastInterceptTicks = -999999;
|
||||
public int ticksToReset = 0;
|
||||
public int currentHitPoints;
|
||||
@@ -122,7 +122,6 @@ namespace WulaFallenEmpire
|
||||
}
|
||||
}
|
||||
|
||||
// 现有的其他方法保持不变...
|
||||
private float GetCurrentAlpha()
|
||||
{
|
||||
// 多个透明度来源叠加,取最大值
|
||||
@@ -220,14 +219,21 @@ namespace WulaFallenEmpire
|
||||
if (Holder == null || !Holder.Spawned || Holder.Destroyed)
|
||||
return false;
|
||||
|
||||
if (Holder is Pawn pawn && (pawn.Dead || pawn.Downed))
|
||||
if (Holder is Pawn pawn && (pawn.IsSelfShutdown() || !pawn.Awake() || pawn.Dead || pawn.Downed || !pawn.Spawned))
|
||||
return false;
|
||||
|
||||
if (IsOnCooldown)
|
||||
return false;
|
||||
|
||||
|
||||
//对于mechunit,需要判定有没有驾驶员
|
||||
var MechPilotComp = Holder.TryGetComp<CompMechPilotHolder>();
|
||||
if (MechPilotComp != null && !MechPilotComp.HasPilots)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// 装备:只有在立定时才激活
|
||||
if (IsEquipment && IsHolderMoving)
|
||||
if (IsHolderMoving)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
@@ -338,7 +344,6 @@ namespace WulaFallenEmpire
|
||||
}
|
||||
}
|
||||
|
||||
// 现有的其他方法保持不变...
|
||||
private void ApplyCosts(int cost = 1)
|
||||
{
|
||||
currentHitPoints -= cost;
|
||||
@@ -359,7 +364,7 @@ namespace WulaFallenEmpire
|
||||
|
||||
if (currentHitPoints <= 0)
|
||||
return false;
|
||||
|
||||
|
||||
try
|
||||
{
|
||||
if (!GenGeo.IntersectLineCircleOutline(Holder.Position.ToVector2(), Props.radius, lastExactPos.ToVector2(), newExactPos.ToVector2()))
|
||||
|
||||
@@ -0,0 +1,293 @@
|
||||
using RimWorld;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Verse;
|
||||
using Verse.AI;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
public class FloatMenuOptionProvider_BoardMech : FloatMenuOptionProvider
|
||||
{
|
||||
private static readonly List<Pawn> tmpPawns = new List<Pawn>();
|
||||
|
||||
protected override bool Drafted => false; // 征召状态下不能登机
|
||||
protected override bool Undrafted => true; // 非征召状态下可以登机
|
||||
protected override bool Multiselect => true; // 支持多选
|
||||
|
||||
// 检查Thing是否为机甲
|
||||
private bool IsMech(Thing thing)
|
||||
{
|
||||
// 检查是否有CompMechCrewHolder组件
|
||||
return thing?.TryGetComp<CompMechCrewHolder>() != null;
|
||||
}
|
||||
|
||||
// 检查Pawn是否在机甲内
|
||||
private bool IsPawnInMech(Pawn pawn, Thing mech)
|
||||
{
|
||||
var comp = mech.TryGetComp<CompMechCrewHolder>();
|
||||
if (comp == null)
|
||||
return false;
|
||||
|
||||
// 检查内部容器
|
||||
var holder = comp as IThingHolder;
|
||||
if (holder != null)
|
||||
{
|
||||
var things = holder.GetDirectlyHeldThings();
|
||||
if (things != null && things.Contains(pawn))
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
protected override bool AppliesInt(FloatMenuContext context)
|
||||
{
|
||||
// 必须有选中的殖民者
|
||||
if (context.FirstSelectedPawn == null)
|
||||
return false;
|
||||
|
||||
// 检查点击的单元格中是否有机甲
|
||||
var clickedThings = context.ClickedThings;
|
||||
if (clickedThings == null || clickedThings.Count == 0)
|
||||
return false;
|
||||
|
||||
// 查找第一个有机甲乘员组件的Thing
|
||||
Thing mech = null;
|
||||
foreach (var thing in clickedThings)
|
||||
{
|
||||
if (IsMech(thing))
|
||||
{
|
||||
mech = thing;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (mech == null)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// 重写:获取选项
|
||||
public override IEnumerable<FloatMenuOption> GetOptionsFor(Thing clickedThing, FloatMenuContext context)
|
||||
{
|
||||
if (!AppliesInt(context))
|
||||
yield break;
|
||||
|
||||
if (context.IsMultiselect)
|
||||
{
|
||||
var option = GetMultiselectBoardMechOption(clickedThing, context);
|
||||
if (option != null)
|
||||
yield return option;
|
||||
yield break;
|
||||
}
|
||||
|
||||
var singleOption = GetSingleOptionFor(clickedThing, context);
|
||||
if (singleOption != null)
|
||||
yield return singleOption;
|
||||
}
|
||||
|
||||
// 获取多选选项
|
||||
private FloatMenuOption GetMultiselectBoardMechOption(Thing clickedThing, FloatMenuContext context)
|
||||
{
|
||||
tmpPawns.Clear();
|
||||
|
||||
var comp = clickedThing.TryGetComp<CompMechCrewHolder>();
|
||||
if (comp == null)
|
||||
return null;
|
||||
|
||||
// 收集所有可以登机的Pawn
|
||||
foreach (var pawn in context.ValidSelectedPawns)
|
||||
{
|
||||
if (CanPawnBoardMech(pawn, clickedThing, comp))
|
||||
{
|
||||
tmpPawns.Add(pawn);
|
||||
}
|
||||
}
|
||||
|
||||
if (tmpPawns.Count == 0)
|
||||
return null;
|
||||
|
||||
// 检查是否有机甲已满的情况
|
||||
string failStr = null;
|
||||
if (comp.IsFull)
|
||||
{
|
||||
failStr = "WULA_MechFull".Translate();
|
||||
}
|
||||
|
||||
if (!failStr.NullOrEmpty())
|
||||
{
|
||||
return new FloatMenuOption(
|
||||
"WULA_BoardMech".Translate(clickedThing.LabelShort) + ": " + failStr,
|
||||
null,
|
||||
MenuOptionPriority.DisabledOption
|
||||
);
|
||||
}
|
||||
|
||||
// 计算可以登机的数量
|
||||
int canBoardCount = 0;
|
||||
foreach (var pawn in tmpPawns)
|
||||
{
|
||||
if (comp.HasRoom)
|
||||
{
|
||||
canBoardCount++;
|
||||
}
|
||||
else
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
string label = "WULA_BoardMech".Translate(clickedThing.LabelShort);
|
||||
|
||||
return new FloatMenuOption(label, () =>
|
||||
{
|
||||
FleckMaker.Static(clickedThing.DrawPos, clickedThing.MapHeld, FleckDefOf.FeedbackEquip);
|
||||
|
||||
// 为每个可以登机的Pawn创建Job
|
||||
foreach (var pawn in tmpPawns)
|
||||
{
|
||||
if (comp.HasRoom && CanPawnBoardMech(pawn, clickedThing, comp))
|
||||
{
|
||||
Job job = JobMaker.MakeJob(Wula_JobDefOf.WULA_BoardMech, clickedThing);
|
||||
pawn.jobs.TryTakeOrderedJob(job, JobTag.Misc);
|
||||
}
|
||||
}
|
||||
}, MenuOptionPriority.High);
|
||||
}
|
||||
|
||||
// 获取单个选项
|
||||
protected override FloatMenuOption GetSingleOptionFor(Thing clickedThing, FloatMenuContext context)
|
||||
{
|
||||
if (clickedThing == null || context.FirstSelectedPawn == null)
|
||||
return null;
|
||||
|
||||
// 检查是否有乘员组件
|
||||
var comp = clickedThing.TryGetComp<CompMechCrewHolder>();
|
||||
if (comp == null)
|
||||
return null;
|
||||
|
||||
// 创建菜单选项
|
||||
return CreateBoardMechOption(clickedThing, context.FirstSelectedPawn, comp);
|
||||
}
|
||||
|
||||
// 创建登机菜单选项
|
||||
private FloatMenuOption CreateBoardMechOption(Thing mech, Pawn pawn, CompMechCrewHolder comp)
|
||||
{
|
||||
string label = "WULA_BoardMech".Translate(mech.LabelShort);
|
||||
string disabledReason = "";
|
||||
|
||||
// 检查条件
|
||||
bool canBoard = CanPawnBoardMech(pawn, mech, comp, ref disabledReason);
|
||||
|
||||
if (canBoard)
|
||||
{
|
||||
return new FloatMenuOption(label, () =>
|
||||
{
|
||||
// 创建登机工作
|
||||
Job job = JobMaker.MakeJob(Wula_JobDefOf.WULA_BoardMech, mech);
|
||||
pawn.jobs.TryTakeOrderedJob(job, JobTag.Misc);
|
||||
|
||||
// 播放音效
|
||||
FleckMaker.Static(mech.DrawPos, mech.MapHeld, FleckDefOf.FeedbackEquip);
|
||||
}, MenuOptionPriority.High);
|
||||
}
|
||||
else
|
||||
{
|
||||
return new FloatMenuOption(
|
||||
label + ": " + disabledReason,
|
||||
null,
|
||||
MenuOptionPriority.DisabledOption);
|
||||
}
|
||||
}
|
||||
|
||||
// 检查是否可以登机(带原因)
|
||||
private bool CanPawnBoardMech(Pawn pawn, Thing mech, CompMechCrewHolder comp, ref string disabledReason)
|
||||
{
|
||||
// 检查机甲是否已满
|
||||
if (comp.IsFull)
|
||||
{
|
||||
disabledReason = "WULA_MechCrewFull".Translate();
|
||||
return false;
|
||||
}
|
||||
|
||||
// 检查Pawn是否可以成为乘员
|
||||
if (!comp.CanAddCrew(pawn))
|
||||
{
|
||||
disabledReason = "WULA_CannotBecomeCrew".Translate();
|
||||
return false;
|
||||
}
|
||||
|
||||
// 检查Pawn是否已经在机甲内
|
||||
if (IsPawnInMech(pawn, mech))
|
||||
{
|
||||
disabledReason = "AlreadyInMech".Translate();
|
||||
return false;
|
||||
}
|
||||
|
||||
// 检查距离
|
||||
if (!pawn.CanReach(mech, PathEndMode.Touch, Danger.Deadly))
|
||||
{
|
||||
disabledReason = "NoPath".Translate();
|
||||
return false;
|
||||
}
|
||||
|
||||
// 检查Pawn状态
|
||||
if (pawn.Downed)
|
||||
{
|
||||
disabledReason = "Downed".Translate();
|
||||
return false;
|
||||
}
|
||||
|
||||
if (pawn.Dead)
|
||||
{
|
||||
disabledReason = "Dead".Translate();
|
||||
return false;
|
||||
}
|
||||
|
||||
// 检查是否为囚犯
|
||||
if (pawn.IsPrisoner)
|
||||
{
|
||||
disabledReason = "Prisoner".Translate();
|
||||
return false;
|
||||
}
|
||||
|
||||
// 检查是否为奴隶
|
||||
if (pawn.IsSlave)
|
||||
{
|
||||
disabledReason = "Slave".Translate();
|
||||
return false;
|
||||
}
|
||||
|
||||
// 检查机甲状态
|
||||
if (mech is Pawn mechPawn && mechPawn.Downed)
|
||||
{
|
||||
disabledReason = "Downed".Translate();
|
||||
return false;
|
||||
}
|
||||
|
||||
if (mech is Pawn mechPawn2 && mechPawn2.Dead)
|
||||
{
|
||||
disabledReason = "Dead".Translate();
|
||||
return false;
|
||||
}
|
||||
|
||||
// 检查是否被征召(乘员不能是征召状态)
|
||||
if (pawn.Drafted)
|
||||
{
|
||||
disabledReason = "Drafted".Translate();
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// 检查是否可以登机(简化版)
|
||||
private bool CanPawnBoardMech(Pawn pawn, Thing mech, CompMechCrewHolder comp)
|
||||
{
|
||||
string disabledReason = "";
|
||||
return CanPawnBoardMech(pawn, mech, comp, ref disabledReason);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,67 @@
|
||||
using System.Collections.Generic;
|
||||
using Verse;
|
||||
using Verse.AI;
|
||||
using RimWorld;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
public class JobDriver_BoardMech : JobDriver
|
||||
{
|
||||
private const TargetIndex MechIndex = TargetIndex.A;
|
||||
|
||||
private CompMechCrewHolder CrewComp => job.targetA.Thing?.TryGetComp<CompMechCrewHolder>();
|
||||
|
||||
public override bool TryMakePreToilReservations(bool errorOnFailed)
|
||||
{
|
||||
// 预留目标机甲
|
||||
if (!pawn.Reserve(job.targetA, job, 1, -1, null, errorOnFailed))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
protected override IEnumerable<Toil> MakeNewToils()
|
||||
{
|
||||
// 第0步:添加失败条件
|
||||
AddFailCondition(() =>
|
||||
{
|
||||
var mech = TargetThingA as Pawn;
|
||||
if (mech == null || mech.Destroyed || mech.Dead)
|
||||
return true;
|
||||
|
||||
var comp = CrewComp;
|
||||
if (comp == null || comp.IsFull || !comp.CanAddCrew(pawn))
|
||||
return true;
|
||||
|
||||
if (pawn.Downed || pawn.Dead)
|
||||
return true;
|
||||
|
||||
return false;
|
||||
});
|
||||
|
||||
// 第1步:走到机甲旁边
|
||||
yield return Toils_Goto.GotoThing(MechIndex, PathEndMode.Touch);
|
||||
|
||||
// 第2步:等待短暂时间(可选)
|
||||
yield return Toils_General.Wait(10).WithProgressBarToilDelay(MechIndex);
|
||||
|
||||
// 第3步:登上机甲
|
||||
Toil boardToil = new Toil();
|
||||
boardToil.initAction = () =>
|
||||
{
|
||||
var mech = TargetThingA as Pawn;
|
||||
if (mech == null)
|
||||
return;
|
||||
|
||||
var comp = CrewComp;
|
||||
if (comp != null && comp.CanAddCrew(pawn))
|
||||
{
|
||||
comp.AddCrew(pawn);
|
||||
}
|
||||
};
|
||||
boardToil.defaultCompleteMode = ToilCompleteMode.Instant;
|
||||
yield return boardToil;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,6 +1,7 @@
|
||||
// File: FloatMenuOptionProvider_EnterMech.cs
|
||||
using RimWorld;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Verse;
|
||||
using Verse.AI;
|
||||
|
||||
@@ -8,6 +9,7 @@ namespace WulaFallenEmpire
|
||||
{
|
||||
public class FloatMenuOptionProvider_EnterMech : FloatMenuOptionProvider
|
||||
{
|
||||
private static readonly List<Pawn> tmpPawns = new List<Pawn>();
|
||||
|
||||
// 检查Thing是否为机甲
|
||||
private bool IsMech(Thing thing)
|
||||
@@ -15,9 +17,9 @@ namespace WulaFallenEmpire
|
||||
return thing is Wulamechunit || thing?.GetType()?.IsSubclassOf(typeof(Wulamechunit)) == true;
|
||||
}
|
||||
|
||||
protected override bool Drafted => true; // 征召状态下不能进入机甲
|
||||
protected override bool Drafted => false; // 征召状态下不能进入机甲
|
||||
protected override bool Undrafted => true; // 非征召状态下可以进入
|
||||
protected override bool Multiselect => true; // 不支持多选
|
||||
protected override bool Multiselect => true; // 支持多选
|
||||
|
||||
// 检查是否适用于当前上下文
|
||||
protected override bool AppliesInt(FloatMenuContext context)
|
||||
@@ -50,40 +52,97 @@ namespace WulaFallenEmpire
|
||||
if (comp == null)
|
||||
return false;
|
||||
|
||||
// 检查殖民者是否已经在机甲内
|
||||
// 由于CompMechPilotHolder没有ContainsPilot方法,我们需要通过其他方式检查
|
||||
if (IsPawnInMech(context.FirstSelectedPawn, mech))
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// 检查殖民者是否已经在机甲内(替代ContainsPilot)
|
||||
private bool IsPawnInMech(Pawn pawn, Thing mech)
|
||||
// 重写:获取选项
|
||||
public override IEnumerable<FloatMenuOption> GetOptionsFor(Thing clickedThing, FloatMenuContext context)
|
||||
{
|
||||
var comp = mech.TryGetComp<CompMechPilotHolder>();
|
||||
if (comp == null)
|
||||
return false;
|
||||
|
||||
// 尝试通过内部容器检查
|
||||
var holder = comp as IThingHolder;
|
||||
if (holder != null)
|
||||
if (!AppliesInt(context))
|
||||
yield break;
|
||||
|
||||
if (context.IsMultiselect)
|
||||
{
|
||||
var things = holder.GetDirectlyHeldThings();
|
||||
if (things != null && things.Contains(pawn))
|
||||
return true;
|
||||
var option = GetMultiselectEnterMechOption(clickedThing, context);
|
||||
if (option != null)
|
||||
yield return option;
|
||||
yield break;
|
||||
}
|
||||
|
||||
// 或者尝试通过其他属性检查
|
||||
// 这里假设CompMechPilotHolder有HasPilots属性
|
||||
if (comp.HasPilots)
|
||||
var singleOption = GetSingleOptionFor(clickedThing, context);
|
||||
if (singleOption != null)
|
||||
yield return singleOption;
|
||||
}
|
||||
|
||||
// 获取多选选项
|
||||
private FloatMenuOption GetMultiselectEnterMechOption(Thing clickedThing, FloatMenuContext context)
|
||||
{
|
||||
tmpPawns.Clear();
|
||||
|
||||
var mech = clickedThing as Wulamechunit;
|
||||
var comp = mech?.TryGetComp<CompMechPilotHolder>();
|
||||
|
||||
if (mech == null || comp == null)
|
||||
return null;
|
||||
|
||||
// 收集所有可以进入机甲的Pawn
|
||||
foreach (var pawn in context.ValidSelectedPawns)
|
||||
{
|
||||
// 如果有必要,可以通过反射或其他方式检查具体驾驶员
|
||||
// 暂时返回false,假设不在机甲内
|
||||
return false;
|
||||
if (CanPawnEnterMech(pawn, mech, comp))
|
||||
{
|
||||
tmpPawns.Add(pawn);
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
if (tmpPawns.Count == 0)
|
||||
return null;
|
||||
|
||||
// 检查是否有机甲已满的情况
|
||||
string failStr = null;
|
||||
if (comp.IsFull)
|
||||
{
|
||||
failStr = "WULA_MechFull".Translate();
|
||||
}
|
||||
|
||||
if (!failStr.NullOrEmpty())
|
||||
{
|
||||
return new FloatMenuOption(
|
||||
"WULA_EnterMech".Translate(mech.LabelShort) + ": " + failStr,
|
||||
null,
|
||||
MenuOptionPriority.DisabledOption
|
||||
);
|
||||
}
|
||||
|
||||
// 计算可以进入的数量
|
||||
int canEnterCount = 0;
|
||||
foreach (var pawn in tmpPawns)
|
||||
{
|
||||
if (comp.HasRoom)
|
||||
{
|
||||
canEnterCount++;
|
||||
}
|
||||
else
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
string label = "WULA_EnterMech".Translate(mech.LabelShort);
|
||||
|
||||
return new FloatMenuOption(label, () =>
|
||||
{
|
||||
FleckMaker.Static(mech.DrawPos, mech.MapHeld, FleckDefOf.FeedbackEquip);
|
||||
|
||||
// 为每个可以进入的Pawn创建Job
|
||||
foreach (var pawn in tmpPawns)
|
||||
{
|
||||
if (comp.HasRoom && CanPawnEnterMech(pawn, mech, comp))
|
||||
{
|
||||
Job job = JobMaker.MakeJob(Wula_JobDefOf.WULA_EnterMech, mech);
|
||||
pawn.jobs.TryTakeOrderedJob(job, JobTag.Misc);
|
||||
}
|
||||
}
|
||||
}, MenuOptionPriority.High);
|
||||
}
|
||||
|
||||
// 获取单个选项
|
||||
@@ -111,6 +170,25 @@ namespace WulaFallenEmpire
|
||||
return CreateEnterMechOption(mech, context.FirstSelectedPawn, comp);
|
||||
}
|
||||
|
||||
// 检查殖民者是否已经在机甲内
|
||||
private bool IsPawnInMech(Pawn pawn, Thing mech)
|
||||
{
|
||||
var comp = mech.TryGetComp<CompMechPilotHolder>();
|
||||
if (comp == null)
|
||||
return false;
|
||||
|
||||
// 尝试通过内部容器检查
|
||||
var holder = comp as IThingHolder;
|
||||
if (holder != null)
|
||||
{
|
||||
var things = holder.GetDirectlyHeldThings();
|
||||
if (things != null && things.Contains(pawn))
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// 创建进入机甲的菜单选项
|
||||
private FloatMenuOption CreateEnterMechOption(Wulamechunit mech, Pawn pawn, CompMechPilotHolder comp)
|
||||
{
|
||||
@@ -118,7 +196,7 @@ namespace WulaFallenEmpire
|
||||
string disabledReason = "";
|
||||
|
||||
// 检查条件是否允许进入
|
||||
bool canEnter = CanEnterMech(mech, pawn, comp, ref disabledReason);
|
||||
bool canEnter = CanPawnEnterMech(pawn, mech, comp, ref disabledReason);
|
||||
|
||||
// 如果条件允许,创建可点击的选项
|
||||
if (canEnter)
|
||||
@@ -129,7 +207,7 @@ namespace WulaFallenEmpire
|
||||
Job job = JobMaker.MakeJob(Wula_JobDefOf.WULA_EnterMech, mech);
|
||||
pawn.jobs.TryTakeOrderedJob(job, JobTag.Misc);
|
||||
|
||||
// 播放音效(如果有的话)
|
||||
// 播放音效
|
||||
FleckMaker.Static(mech.DrawPos, mech.MapHeld, FleckDefOf.FeedbackEquip);
|
||||
}, MenuOptionPriority.High);
|
||||
}
|
||||
@@ -143,8 +221,8 @@ namespace WulaFallenEmpire
|
||||
}
|
||||
}
|
||||
|
||||
// 检查殖民者是否可以进入机甲
|
||||
private bool CanEnterMech(Wulamechunit mech, Pawn pawn, CompMechPilotHolder comp, ref string disabledReason)
|
||||
// 检查殖民者是否可以进入机甲(带原因)
|
||||
private bool CanPawnEnterMech(Pawn pawn, Wulamechunit mech, CompMechPilotHolder comp, ref string disabledReason)
|
||||
{
|
||||
// 检查机甲是否已满
|
||||
if (comp.IsFull)
|
||||
@@ -160,6 +238,13 @@ namespace WulaFallenEmpire
|
||||
return false;
|
||||
}
|
||||
|
||||
// 检查殖民者是否已经在机甲内
|
||||
if (IsPawnInMech(pawn, mech))
|
||||
{
|
||||
disabledReason = "AlreadyInMech".Translate();
|
||||
return false;
|
||||
}
|
||||
|
||||
// 检查距离
|
||||
if (!pawn.CanReach(mech, PathEndMode.Touch, Danger.Deadly))
|
||||
{
|
||||
@@ -207,7 +292,21 @@ namespace WulaFallenEmpire
|
||||
return false;
|
||||
}
|
||||
|
||||
// 检查是否被征召(驾驶员不能是征召状态)
|
||||
if (pawn.Drafted)
|
||||
{
|
||||
disabledReason = "Drafted".Translate();
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// 检查殖民者是否可以进入机甲(简化版)
|
||||
private bool CanPawnEnterMech(Pawn pawn, Wulamechunit mech, CompMechPilotHolder comp)
|
||||
{
|
||||
string disabledReason = "";
|
||||
return CanPawnEnterMech(pawn, mech, comp, ref disabledReason);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -31,7 +31,7 @@ namespace WulaFallenEmpire
|
||||
public static JobDef WULA_ForceEjectPilot;
|
||||
public static JobDef WULA_CarryToMech;
|
||||
public static JobDef WULA_TransformPawn;
|
||||
|
||||
public static JobDef WULA_BoardMech;
|
||||
static Wula_JobDefOf()
|
||||
{
|
||||
DefOfHelper.EnsureInitializedInCtor(typeof(Wula_JobDefOf));
|
||||
|
||||
@@ -102,8 +102,11 @@
|
||||
<Compile Include="MentalState\MentalState_MechNoPilot.cs" />
|
||||
<Compile Include="Pawn_Comps\AutonomousCat\CompAutonomousCat.cs" />
|
||||
<Compile Include="Pawn_Comps\AutonomousCat\JobDriver_TransformPawn.cs" />
|
||||
<Compile Include="Pawn_Comps\MechCrewHolder\CompProperties_MechCrewHolder.cs" />
|
||||
<Compile Include="Pawn_Comps\PawnRenderExtra\Comp_PawnRenderExtra.cs" />
|
||||
<Compile Include="Pawn_Comps\HighSpeedCollision\CompHighSpeedCollision.cs" />
|
||||
<Compile Include="Work\BoardMech\FloatMenuOptionProvider_BoardMech.cs" />
|
||||
<Compile Include="Work\BoardMech\JobDriver_BoardMech.cs" />
|
||||
<Compile Include="Work\EnterMech\FloatMenuOptionProvider_EnterMech.cs" />
|
||||
<Compile Include="Work\EnterMech\JobDriver_EnterMech.cs" />
|
||||
<Compile Include="Work\EnterMech\WorkGiver_EnterMech.cs" />
|
||||
|
||||
BIN
美术与文本源文件/Wula/UI/Commands/WULA_FlightToggle.sai2
Normal file
BIN
美术与文本源文件/Wula/UI/Commands/WULA_FlightToggle.sai2
Normal file
Binary file not shown.
Reference in New Issue
Block a user