人格武器完善

This commit is contained in:
2025-11-07 17:30:01 +08:00
parent 50364ca23b
commit c67371b3d0
8 changed files with 637 additions and 101 deletions

View File

@@ -20,41 +20,48 @@ namespace WulaFallenEmpire
// 上次检查时的技能经验
private float lastSkillExperience;
// 是否已初始化品质
private bool qualityInitialized;
// 是否已初始化
private bool initialized = false;
// 当前阈值索引
private int currentThresholdIndex = 0;
// 溢出的经验(超过最大阈值的部分)
private float overflowExperience = 0f;
public CompProperties_ExperienceCore Props => (CompProperties_ExperienceCore)props;
public float CurrentExperience => currentExperience;
public QualityCategory CurrentQuality => currentQuality;
public float OverflowExperience => overflowExperience;
// 获取最大经验阈值(最后一个阈值)
public float MaxExperienceThreshold
{
get
{
if (Props.experienceThresholds == null || Props.experienceThresholds.Count == 0)
return float.MaxValue;
return Props.experienceThresholds[Props.experienceThresholds.Count - 1].experienceRequired;
}
}
// 获取总经验(当前经验 + 溢出经验)
public float TotalExperience => currentExperience + overflowExperience;
// 检查是否已达到最大品质
public bool HasReachedMaxQuality => currentThresholdIndex >= Props.experienceThresholds.Count;
// 获取下一个品质阈值
public ExperienceThreshold NextThreshold
{
get
{
var thresholds = Props.experienceThresholds;
for (int i = 0; i < thresholds.Count; i++)
{
if (currentExperience < thresholds[i].experienceRequired)
return thresholds[i];
}
return null;
}
}
// 获取当前品质对应的经验阈值
public ExperienceThreshold CurrentThreshold
{
get
{
var thresholds = Props.experienceThresholds;
for (int i = thresholds.Count - 1; i >= 0; i--)
{
if (currentExperience >= thresholds[i].experienceRequired)
return thresholds[i];
}
return null;
if (Props.experienceThresholds == null || currentThresholdIndex >= Props.experienceThresholds.Count)
return null;
return Props.experienceThresholds[currentThresholdIndex];
}
}
@@ -62,15 +69,282 @@ namespace WulaFallenEmpire
{
base.Initialize(props);
// 如果武器已经有品质,使用现有品质
// 初始化当前品质
var qualityComp = parent.TryGetComp<CompQuality>();
if (qualityComp != null && !qualityInitialized)
if (qualityComp != null && !initialized)
{
// 如果武器已经有品质使用现有品质否则设置为Normal
currentQuality = qualityComp.Quality;
qualityInitialized = true;
initialized = true;
Log.Message($"[ExperienceCore] Initialized {parent.Label} with quality: {currentQuality}");
}
}
// 新增:获取命令按钮
public override IEnumerable<Gizmo> CompGetGizmosExtra()
{
foreach (Gizmo gizmo in base.CompGetGizmosExtra())
{
yield return gizmo;
}
// 弹出数据包按钮
if (Props.dataPackDef != null && TotalExperience > 0)
{
yield return new Command_Action
{
defaultLabel = "WULA_EjectDataPack".Translate(),
defaultDesc = "WULA_EjectDataPackDesc".Translate(),
icon = ContentFinder<Texture2D>.Get("UI/Commands/EjectDataPack"),
action = EjectDataPack
};
}
// 吸收数据包按钮
if (Props.dataPackDef != null)
{
yield return new Command_Action
{
defaultLabel = "WULA_AbsorbDataPack".Translate(),
defaultDesc = "WULA_AbsorbDataPackDesc".Translate(),
icon = ContentFinder<Texture2D>.Get("UI/Commands/AbsorbDataPack"),
action = AbsorbDataPack
};
}
}
// 弹出数据包方法
private void EjectDataPack()
{
if (Props.dataPackDef == null)
{
Messages.Message("WULA_NoDataPackDef".Translate(), parent, MessageTypeDefOf.RejectInput);
return;
}
if (TotalExperience <= 0)
{
Messages.Message("WULA_NoExperienceToEject".Translate(), parent, MessageTypeDefOf.RejectInput);
return;
}
// 创建数据包
Thing dataPack = ThingMaker.MakeThing(Props.dataPackDef);
CompExperienceDataPack dataPackComp = dataPack.TryGetComp<CompExperienceDataPack>();
if (dataPackComp != null)
{
// 计算要存储的总经验(当前经验 + 溢出经验)
float experienceToStore = TotalExperience;
float retainedExperience = TotalExperience * Props.experienceRetentionOnEject;
dataPackComp.storedExperience = experienceToStore;
dataPackComp.sourceWeaponLabel = parent.Label;
// 生成数据包
GenPlace.TryPlaceThing(dataPack, parent.Position, parent.Map, ThingPlaceMode.Near);
// 重置武器状态,保留部分经验
ResetWeaponState(retainedExperience);
Messages.Message("WULA_DataPackEjected".Translate(experienceToStore.ToString("F0")), parent, MessageTypeDefOf.PositiveEvent);
Log.Message($"[ExperienceCore] Ejected data pack with {experienceToStore} experience, retained {retainedExperience}");
}
else
{
Messages.Message("WULA_DataPackCompMissing".Translate(), parent, MessageTypeDefOf.RejectInput);
}
}
// 吸收数据包方法 - 现在会吸收所有附近的数据包并处理溢出
private void AbsorbDataPack()
{
if (Props.dataPackDef == null)
{
Messages.Message("WULA_NoDataPackDef".Translate(), parent, MessageTypeDefOf.RejectInput);
return;
}
// 查找附近的所有数据包
List<Thing> dataPacks = FindNearbyDataPacks();
if (dataPacks.Count == 0)
{
Messages.Message("WULA_NoDataPackNearby".Translate(), parent, MessageTypeDefOf.RejectInput);
return;
}
// 计算总可吸收经验
float totalExperienceToAbsorb = 0f;
foreach (Thing dataPack in dataPacks)
{
CompExperienceDataPack dataPackComp = dataPack.TryGetComp<CompExperienceDataPack>();
if (dataPackComp != null && dataPackComp.storedExperience > 0)
{
totalExperienceToAbsorb += dataPackComp.storedExperience;
}
}
if (totalExperienceToAbsorb <= 0)
{
Messages.Message("WULA_DataPackEmpty".Translate(), parent, MessageTypeDefOf.RejectInput);
return;
}
// 计算实际可吸收的经验(不超过最大阈值)
float actualExperienceToAbsorb;
float overflowFromAbsorption = 0f;
if (HasReachedMaxQuality)
{
// 如果已经达到最大品质,所有吸收的经验都算作溢出
actualExperienceToAbsorb = 0f;
overflowFromAbsorption = totalExperienceToAbsorb;
}
else
{
float remainingToMax = MaxExperienceThreshold - currentExperience;
if (totalExperienceToAbsorb <= remainingToMax)
{
// 可以完全吸收
actualExperienceToAbsorb = totalExperienceToAbsorb;
overflowFromAbsorption = 0f;
}
else
{
// 只能吸收部分,其余溢出
actualExperienceToAbsorb = remainingToMax;
overflowFromAbsorption = totalExperienceToAbsorb - remainingToMax;
}
}
// 应用吸收
currentExperience += actualExperienceToAbsorb;
overflowExperience += overflowFromAbsorption;
// 销毁所有被吸收的数据包
foreach (Thing dataPack in dataPacks)
{
dataPack.Destroy();
}
// 检查升级
if (actualExperienceToAbsorb > 0)
{
CheckForQualityUpgrade();
}
// 处理溢出经验 - 如果吸收后有溢出,自动创建一个新的数据包
if (overflowFromAbsorption > 0)
{
CreateOverflowDataPack(overflowFromAbsorption);
}
// 发送消息
string messageText;
if (actualExperienceToAbsorb > 0 && overflowFromAbsorption > 0)
{
messageText = "WULA_DataPackPartiallyAbsorbed".Translate(
actualExperienceToAbsorb.ToString("F0"),
overflowFromAbsorption.ToString("F0")
);
}
else if (actualExperienceToAbsorb > 0)
{
messageText = "WULA_DataPackAbsorbed".Translate(actualExperienceToAbsorb.ToString("F0"));
}
else
{
messageText = "WULA_DataPackOverflowOnly".Translate(overflowFromAbsorption.ToString("F0"));
}
Messages.Message(messageText, parent, MessageTypeDefOf.PositiveEvent);
Log.Message($"[ExperienceCore] {parent.Label} absorbed {actualExperienceToAbsorb} experience, overflow: {overflowFromAbsorption}, total: {currentExperience}, overflow total: {overflowExperience}");
}
// 创建溢出数据包
private void CreateOverflowDataPack(float overflowAmount)
{
if (Props.dataPackDef == null || overflowAmount <= 0)
return;
Thing overflowDataPack = ThingMaker.MakeThing(Props.dataPackDef);
CompExperienceDataPack dataPackComp = overflowDataPack.TryGetComp<CompExperienceDataPack>();
if (dataPackComp != null)
{
dataPackComp.storedExperience = overflowAmount;
dataPackComp.sourceWeaponLabel = parent.Label + " (Overflow)";
GenPlace.TryPlaceThing(overflowDataPack, parent.Position, parent.Map, ThingPlaceMode.Near);
Log.Message($"[ExperienceCore] Created overflow data pack with {overflowAmount} experience");
}
}
// 查找附近的所有数据包
private List<Thing> FindNearbyDataPacks()
{
List<Thing> foundDataPacks = new List<Thing>();
if (parent.Map == null)
return foundDataPacks;
// 在指定半径范围内查找所有相同类型的数据包
CellRect searchRect = CellRect.CenteredOn(parent.Position, Props.absorbRadius);
foreach (IntVec3 cell in searchRect)
{
if (cell.InBounds(parent.Map))
{
List<Thing> things = parent.Map.thingGrid.ThingsListAt(cell);
foreach (Thing thing in things)
{
if (thing.def == Props.dataPackDef &&
thing.TryGetComp<CompExperienceDataPack>() != null &&
!foundDataPacks.Contains(thing))
{
foundDataPacks.Add(thing);
}
}
}
}
Log.Message($"[ExperienceCore] Found {foundDataPacks.Count} data packs within {Props.absorbRadius} tiles");
return foundDataPacks;
}
// 重置武器状态
private void ResetWeaponState(float retainedExperience = 0f)
{
var oldTotalExperience = TotalExperience;
// 分配保留的经验
if (retainedExperience <= MaxExperienceThreshold)
{
currentExperience = retainedExperience;
overflowExperience = 0f;
}
else
{
currentExperience = MaxExperienceThreshold;
overflowExperience = retainedExperience - MaxExperienceThreshold;
}
currentQuality = QualityCategory.Normal;
currentThresholdIndex = 0;
// 更新品质组件
var qualityComp = parent.TryGetComp<CompQuality>();
if (qualityComp != null)
{
qualityComp.SetQuality(currentQuality, ArtGenerationContext.Outsider);
}
Log.Message($"[ExperienceCore] {parent.Label} reset from {oldTotalExperience} total experience to {currentExperience} + {overflowExperience} overflow");
}
public override void Notify_Equipped(Pawn pawn)
{
base.Notify_Equipped(pawn);
@@ -84,10 +358,9 @@ namespace WulaFallenEmpire
if (skill != null)
{
lastSkillExperience = skill.XpTotalEarned;
Log.Message($"[ExperienceCore] {parent.Label} equipped by {pawn.Name}, tracking {Props.trackedSkill.defName}, starting experience: {lastSkillExperience}");
}
}
Log.Message($"[ExperienceCore] {parent.Label} equipped by {pawn.Name}, tracking {Props.trackedSkill?.defName}");
}
public override void Notify_Unequipped(Pawn pawn)
@@ -128,9 +401,30 @@ namespace WulaFallenEmpire
{
// 应用倍率
float actualGained = gainedExperience * Props.experienceMultiplier;
currentExperience += actualGained;
Log.Message($"[ExperienceCore] {parent.Label} gained {actualGained:F1} experience (from {gainedExperience:F1} skill exp)");
// 分配经验:优先填充当前经验,超出部分转为溢出经验
if (HasReachedMaxQuality)
{
// 已经达到最大品质,所有新经验都算作溢出
overflowExperience += actualGained;
}
else
{
float remainingToMax = MaxExperienceThreshold - currentExperience;
if (actualGained <= remainingToMax)
{
// 可以完全添加到当前经验
currentExperience += actualGained;
}
else
{
// 部分添加到当前经验,其余转为溢出
currentExperience = MaxExperienceThreshold;
overflowExperience += (actualGained - remainingToMax);
}
}
Log.Message($"[ExperienceCore] {parent.Label} gained {actualGained:F1} experience (current: {currentExperience:F1}, overflow: {overflowExperience:F1})");
// 检查品质升级
CheckForQualityUpgrade();
@@ -143,9 +437,10 @@ namespace WulaFallenEmpire
private void CheckForQualityUpgrade()
{
var nextThreshold = NextThreshold;
if (nextThreshold != null && currentExperience >= nextThreshold.experienceRequired)
while (nextThreshold != null && currentExperience >= nextThreshold.experienceRequired)
{
UpgradeQuality(nextThreshold);
nextThreshold = NextThreshold; // 获取下一个阈值
}
}
@@ -153,27 +448,35 @@ namespace WulaFallenEmpire
{
var oldQuality = currentQuality;
currentQuality = threshold.quality;
currentThresholdIndex++; // 移动到下一个阈值
// 更新武器的品质组件
var qualityComp = parent.TryGetComp<CompQuality>();
if (qualityComp != null)
{
qualityComp.SetQuality(threshold.quality, ArtGenerationContext.Outsider);
}
// 发送升级消息
if (!threshold.messageKey.NullOrEmpty())
{
Messages.Message(threshold.messageKey.Translate(parent.Label, threshold.quality.GetLabel()),
parent, MessageTypeDefOf.PositiveEvent);
Log.Message($"[ExperienceCore] SUCCESS: {parent.Label} quality updated to {threshold.quality}");
}
else
{
Messages.Message("WULA_WeaponUpgraded".Translate(parent.Label, threshold.quality.GetLabel()),
parent, MessageTypeDefOf.PositiveEvent);
Log.Error($"[ExperienceCore] ERROR: {parent.Label} has no CompQuality component!");
return;
}
Log.Message($"[ExperienceCore] {parent.Label} upgraded from {oldQuality} to {threshold.quality}");
// 发送升级消息
string messageText;
if (!threshold.messageKey.NullOrEmpty())
{
messageText = threshold.messageKey.Translate(parent.Label, threshold.quality.GetLabel());
}
else
{
messageText = "WULA_WeaponUpgraded".Translate(parent.Label, threshold.quality.GetLabel());
}
Messages.Message(messageText, parent, MessageTypeDefOf.PositiveEvent);
Log.Message($"[ExperienceCore] {parent.Label} upgraded from {oldQuality} to {threshold.quality} at {currentExperience} experience");
}
public override string CompInspectStringExtra()
@@ -186,7 +489,13 @@ namespace WulaFallenEmpire
// 当前经验
sb.AppendLine("WULA_CurrentExperience".Translate(currentExperience.ToString("F0")));
// 下一个品质阈值
// 溢出经验(如果有)
if (overflowExperience > 0)
{
sb.AppendLine("WULA_OverflowExperience".Translate(overflowExperience.ToString("F0")));
}
// 下一个品质阈值或最大品质信息
var nextThreshold = NextThreshold;
if (nextThreshold != null)
{
@@ -199,6 +508,10 @@ namespace WulaFallenEmpire
else
{
sb.AppendLine("WULA_MaxQuality".Translate(currentQuality.GetLabel()));
if (overflowExperience > 0)
{
sb.AppendLine("WULA_OverflowStored".Translate());
}
}
// 追踪的技能
@@ -216,12 +529,24 @@ namespace WulaFallenEmpire
{
yield return new StatDrawEntry(
StatCategoryDefOf.Basics,
"WULA_CurrentExperience".Translate(),
"WULA_CurrentExperienceStat".Translate(),
currentExperience.ToString("F0"),
"WULA_CurrentExperienceDesc".Translate(),
2100
);
// 溢出经验统计
if (overflowExperience > 0)
{
yield return new StatDrawEntry(
StatCategoryDefOf.Basics,
"WULA_OverflowExperienceStat".Translate(),
overflowExperience.ToString("F0"),
"WULA_OverflowExperienceDesc".Translate(),
2095
);
}
var nextThreshold = NextThreshold;
if (nextThreshold != null)
{
@@ -251,9 +576,22 @@ namespace WulaFallenEmpire
Scribe_Values.Look(ref currentExperience, "currentExperience", 0f);
Scribe_Values.Look(ref currentQuality, "currentQuality", QualityCategory.Normal);
Scribe_Values.Look(ref qualityInitialized, "qualityInitialized", false);
Scribe_Values.Look(ref initialized, "initialized", false);
Scribe_Values.Look(ref lastSkillExperience, "lastSkillExperience", 0f);
Scribe_Values.Look(ref currentThresholdIndex, "currentThresholdIndex", 0);
Scribe_Values.Look(ref overflowExperience, "overflowExperience", 0f);
Scribe_References.Look(ref equippedPawn, "equippedPawn");
// 修复:加载后重新初始化品质
if (Scribe.mode == LoadSaveMode.PostLoadInit)
{
var qualityComp = parent.TryGetComp<CompQuality>();
if (qualityComp != null && qualityComp.Quality != currentQuality)
{
qualityComp.SetQuality(currentQuality, ArtGenerationContext.Outsider);
Log.Message($"[ExperienceCore] PostLoad: Updated {parent.Label} quality to {currentQuality}");
}
}
}
}
}

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@@ -0,0 +1,33 @@
using RimWorld;
using Verse;
namespace WulaFallenEmpire
{
public class CompExperienceDataPack : ThingComp
{
public float storedExperience;
public string sourceWeaponLabel;
public CompProperties_ExperienceDataPack Props => (CompProperties_ExperienceDataPack)props;
public override void PostExposeData()
{
base.PostExposeData();
Scribe_Values.Look(ref storedExperience, "storedExperience", 0f);
Scribe_Values.Look(ref sourceWeaponLabel, "sourceWeaponLabel");
}
public override string CompInspectStringExtra()
{
return "WULA_DataPackExperience".Translate(storedExperience.ToString("F0"), sourceWeaponLabel ?? "Unknown");
}
}
public class CompProperties_ExperienceDataPack : CompProperties
{
public CompProperties_ExperienceDataPack()
{
compClass = typeof(CompExperienceDataPack);
}
}
}

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@@ -18,6 +18,15 @@ namespace WulaFallenEmpire
// 是否显示经验信息
public bool showExperienceInfo = true;
// 数据包定义
public ThingDef dataPackDef;
// 弹出数据包时保留的经验比例 (0-1)
public float experienceRetentionOnEject = 0f;
// 吸收数据包时的搜索半径
public int absorbRadius = 3;
public CompProperties_ExperienceCore()
{
compClass = typeof(CompExperienceCore);