feat: 添加循环效果和随机效果到事件系统

添加了循环效果和随机效果到事件系统,允许更复杂的事件逻辑。
This commit is contained in:
2025-08-16 09:16:50 +08:00
parent eed43cc6ff
commit c2be626ed5
7 changed files with 203 additions and 21 deletions

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@@ -0,0 +1,79 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<WulaFallenEmpire.EventDef>
<defName>WULA_Example_Loop</defName>
<characterName>循环大师</characterName>
<description>这是一个演示循环效果列表功能的事件。
首先,设置一个循环次数,然后看看会发生什么!</description>
<options>
<li>
<label>设置循环次数为 3</label>
<optionEffects>
<li Class="WulaFallenEmpire.ConditionalEffects">
<effects>
<li Class="WulaFallenEmpire.Effect_SetVariable">
<name>LoopCount</name>
<value>3</value>
</li>
<li Class="WulaFallenEmpire.Effect_ShowMessage">
<message>变量 'LoopCount' 已被设置为 3。</message>
<messageTypeDef>PositiveEvent</messageTypeDef>
</li>
</effects>
</li>
</optionEffects>
</li>
<li>
<label>执行循环(使用变量)</label>
<optionEffects>
<li Class="WulaFallenEmpire.ConditionalEffects">
<loopEffects>
<li Class="WulaFallenEmpire.LoopEffects">
<countVariableName>LoopCount</countVariableName>
<!-- 如果LoopCount变量不存在将默认执行1次 -->
<count>1</count>
<effects>
<li Class="WulaFallenEmpire.Effect_GiveThing">
<thingDef>Silver</thingDef>
<count>10</count>
</li>
</effects>
</li>
</loopEffects>
</li>
</optionEffects>
</li>
<li>
<label>执行循环(固定次数)</label>
<optionEffects>
<li Class="WulaFallenEmpire.ConditionalEffects">
<loopEffects>
<li Class="WulaFallenEmpire.LoopEffects">
<count>5</count>
<effects>
<li Class="WulaFallenEmpire.Effect_GiveThing">
<thingDef>Steel</thingDef>
<count>20</count>
</li>
</effects>
</li>
</loopEffects>
</li>
</optionEffects>
</li>
<li>
<label>关闭</label>
<optionEffects>
<li Class="WulaFallenEmpire.ConditionalEffects">
<effects>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
</options>
</WulaFallenEmpire.EventDef>
</Defs>

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@@ -0,0 +1,56 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<WulaFallenEmpire.EventDef>
<defName>WULA_Example_RandomList</defName>
<characterName>系统管理员</characterName>
<description>这是一个演示随机效果列表功能的事件。
点击下面的选项,你会看到一条固定消息,然后会随机获得一件物品。</description>
<options>
<li>
<label>试一试!</label>
<optionEffects>
<li Class="WulaFallenEmpire.ConditionalEffects">
<!-- 这个列表中的效果会全部执行 -->
<effects>
<li Class="WulaFallenEmpire.Effect_ShowMessage">
<message>你总是会看到这条消息!</message>
<messageTypeDef>PositiveEvent</messageTypeDef>
</li>
</effects>
<!-- 系统会从这个列表中根据权重随机选择一个执行 -->
<randomlistEffects>
<li Class="WulaFallenEmpire.Effect_GiveThing">
<thingDef>Silver</thingDef>
<count>100</count>
<weight>3.0</weight> <!-- 获得白银的权重更高 -->
</li>
<li Class="WulaFallenEmpire.Effect_GiveThing">
<thingDef>Gold</thingDef>
<count>10</count>
<weight>1.0</weight> <!-- 获得黄金的权重较低 -->
</li>
<li Class="WulaFallenEmpire.Effect_GiveThing">
<thingDef>ComponentIndustrial</thingDef>
<count>5</count>
<weight>1.5</weight> <!-- 获得零件的权重居中 -->
</li>
</randomlistEffects>
</li>
</optionEffects>
</li>
<li>
<label>关闭</label>
<optionEffects>
<li Class="WulaFallenEmpire.ConditionalEffects">
<effects>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
</li>
</options>
</WulaFallenEmpire.EventDef>
</Defs>

View File

@@ -216,13 +216,7 @@ namespace WulaFallenEmpire
{
if (AreConditionsMet(ce.conditions, out _))
{
if (!ce.effects.NullOrEmpty())
{
foreach (var effect in ce.effects)
{
effect.Execute(this);
}
}
ce.Execute(this);
}
}
}

View File

@@ -8,6 +8,7 @@ namespace WulaFallenEmpire
{
public abstract class Effect
{
public float weight = 1.0f;
public abstract void Execute(Dialog_CustomDisplay dialog = null);
}
@@ -50,13 +51,7 @@ namespace WulaFallenEmpire
string reason;
if (AreConditionsMet(conditionalEffect.conditions, out reason))
{
if (!conditionalEffect.effects.NullOrEmpty())
{
foreach (var effect in conditionalEffect.effects)
{
effect.Execute(null);
}
}
conditionalEffect.Execute(null);
}
}
}

View File

@@ -1,4 +1,5 @@
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Verse;
@@ -68,10 +69,73 @@ namespace WulaFallenEmpire
public bool hideWhenDisabled = false;
}
public class LoopEffects
{
public int count = 1;
public string countVariableName;
public List<Effect> effects;
}
public class ConditionalEffects
{
public List<Condition> conditions;
public List<Effect> effects;
public List<Effect> randomlistEffects;
public List<LoopEffects> loopEffects;
public void Execute(Dialog_CustomDisplay dialog)
{
// Execute all standard effects
if (!effects.NullOrEmpty())
{
foreach (var effect in effects)
{
effect.Execute(dialog);
}
}
// Execute one random effect from the random list
if (!randomlistEffects.NullOrEmpty())
{
float totalWeight = randomlistEffects.Sum(e => e.weight);
float randomPoint = Rand.Value * totalWeight;
foreach (var effect in randomlistEffects)
{
if (randomPoint < effect.weight)
{
effect.Execute(dialog);
break;
}
randomPoint -= effect.weight;
}
}
// Execute looped effects
if (!loopEffects.NullOrEmpty())
{
var eventVarManager = Find.World.GetComponent<EventVariableManager>();
foreach (var loop in loopEffects)
{
int loopCount = loop.count;
if (!loop.countVariableName.NullOrEmpty() && eventVarManager.HasVariable(loop.countVariableName))
{
loopCount = eventVarManager.GetVariable<int>(loop.countVariableName);
}
for (int i = 0; i < loopCount; i++)
{
if (!loop.effects.NullOrEmpty())
{
foreach (var effect in loop.effects)
{
effect.Execute(dialog);
}
}
}
}
}
}
}
public class ConditionalDescription

View File

@@ -36,13 +36,7 @@ namespace WulaFallenEmpire
string reason;
if (AreConditionsMet(conditionalEffect.conditions, out reason))
{
if (!conditionalEffect.effects.NullOrEmpty())
{
foreach (var effect in conditionalEffect.effects)
{
effect.Execute(null);
}
}
conditionalEffect.Execute(null);
}
}
}