整理一下
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using RimWorld;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using UnityEngine;
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using Verse;
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using Verse.AI.Group;
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namespace WulaFallenEmpire
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{
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public class CompAutoMechCarrier : CompMechCarrier
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{
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#region Reflected Fields
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private static FieldInfo spawnedPawnsField;
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private static FieldInfo cooldownTicksRemainingField;
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private static FieldInfo innerContainerField;
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private List<Pawn> SpawnedPawns
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{
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get
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{
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if (spawnedPawnsField == null)
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spawnedPawnsField = typeof(CompMechCarrier).GetField("spawnedPawns", BindingFlags.NonPublic | BindingFlags.Instance);
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return (List<Pawn>)spawnedPawnsField.GetValue(this);
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}
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}
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private int CooldownTicksRemaining
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{
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get
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{
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if (cooldownTicksRemainingField == null)
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cooldownTicksRemainingField = typeof(CompMechCarrier).GetField("cooldownTicksRemaining", BindingFlags.NonPublic | BindingFlags.Instance);
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return (int)cooldownTicksRemainingField.GetValue(this);
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}
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set
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{
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if (cooldownTicksRemainingField == null)
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cooldownTicksRemainingField = typeof(CompMechCarrier).GetField("cooldownTicksRemaining", BindingFlags.NonPublic | BindingFlags.Instance);
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cooldownTicksRemainingField.SetValue(this, value);
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}
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}
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private ThingOwner InnerContainer
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{
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get
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{
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if (innerContainerField == null)
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innerContainerField = typeof(CompMechCarrier).GetField("innerContainer", BindingFlags.NonPublic | BindingFlags.Instance);
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return (ThingOwner)innerContainerField.GetValue(this);
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}
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}
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#endregion
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public CompProperties_AutoMechCarrier AutoProps => (CompProperties_AutoMechCarrier)props;
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private int TotalPawnCapacity => AutoProps.productionQueue.Sum(e => e.count);
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private int LiveSpawnedPawnsCount(PawnKindDef kind)
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{
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SpawnedPawns.RemoveAll(p => p == null || p.Destroyed);
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return SpawnedPawns.Count(p => p.kindDef == kind);
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}
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private AcceptanceReport CanSpawnNow(PawnKindDef kind)
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{
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if (parent is Pawn pawn && (pawn.IsSelfShutdown() || !pawn.Awake() || pawn.Downed || pawn.Dead || !pawn.Spawned))
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return false;
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if (CooldownTicksRemaining > 0)
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return "CooldownTime".Translate() + " " + CooldownTicksRemaining.ToStringSecondsFromTicks();
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PawnProductionEntry entry = AutoProps.productionQueue.First(e => e.pawnKind == kind);
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int cost = entry.cost ?? Props.costPerPawn;
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if (!AutoProps.freeProduction && InnerContainer.TotalStackCountOfDef(Props.fixedIngredient) < cost)
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return "MechCarrierNotEnoughResources".Translate();
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return true;
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}
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private void TrySpawnPawn(PawnKindDef kind)
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{
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PawnGenerationRequest request = new PawnGenerationRequest(kind, parent.Faction, PawnGenerationContext.NonPlayer, -1, forceGenerateNewPawn: true);
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Pawn pawn = PawnGenerator.GeneratePawn(request);
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GenSpawn.Spawn(pawn, parent.Position, parent.Map);
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SpawnedPawns.Add(pawn);
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if (parent is Pawn p && p.GetLord() != null)
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p.GetLord().AddPawn(pawn);
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if (!AutoProps.freeProduction)
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{
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PawnProductionEntry entry = AutoProps.productionQueue.First(e => e.pawnKind == kind);
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int costLeft = entry.cost ?? Props.costPerPawn;
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List<Thing> things = new List<Thing>(InnerContainer);
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for (int j = 0; j < things.Count; j++)
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{
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Thing thing = InnerContainer.Take(things[j], Mathf.Min(things[j].stackCount, costLeft));
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costLeft -= thing.stackCount;
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thing.Destroy();
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if (costLeft <= 0) break;
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}
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}
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PawnProductionEntry spawnEntry = AutoProps.productionQueue.First(e => e.pawnKind == kind);
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CooldownTicksRemaining = spawnEntry.cooldownTicks ?? Props.cooldownTicks;
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if (Props.spawnedMechEffecter != null)
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EffecterTrigger(Props.spawnedMechEffecter, Props.attachSpawnedMechEffecter, pawn);
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if (Props.spawnEffecter != null)
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EffecterTrigger(Props.spawnEffecter, Props.attachSpawnedEffecter, parent);
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}
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private void EffecterTrigger(EffecterDef effecterDef, bool attach, Thing target)
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{
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Effecter effecter = new Effecter(effecterDef);
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effecter.Trigger(attach ? ((TargetInfo)target) : new TargetInfo(target.Position, target.Map), TargetInfo.Invalid);
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effecter.Cleanup();
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}
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public override void CompTick()
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{
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base.CompTick();
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if (parent.IsHashIntervalTick(60)) // 每秒检查一次
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{
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// 检查是否有抑制生产的Hediff
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if (AutoProps.disableHediff != null && (parent as Pawn)?.health.hediffSet.HasHediff(AutoProps.disableHediff) == true)
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{
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return; // 有Hediff,停止生产
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}
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// 1. 先检查是否满员
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bool isFull = true;
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foreach (var entry in AutoProps.productionQueue)
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{
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if (LiveSpawnedPawnsCount(entry.pawnKind) < entry.count)
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{
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isFull = false;
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break;
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}
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}
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if (isFull)
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{
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return; // 如果已满员,则不进行任何操作,包括冷却计时
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}
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// 2. 如果未满员,才检查冷却时间
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if (CooldownTicksRemaining > 0) return;
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// 3. 寻找空位并生产
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foreach (var entry in AutoProps.productionQueue)
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{
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if (LiveSpawnedPawnsCount(entry.pawnKind) < entry.count)
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{
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if (CanSpawnNow(entry.pawnKind).Accepted)
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{
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TrySpawnPawn(entry.pawnKind);
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break; // 每次只生产一个
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}
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}
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}
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}
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}
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public override IEnumerable<Gizmo> CompGetGizmosExtra()
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{
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// 移除所有Gizmo逻辑
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return Enumerable.Empty<Gizmo>();
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}
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public override string CompInspectStringExtra()
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{
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SpawnedPawns.RemoveAll(p => p == null || p.Destroyed);
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string text = "Pawns: " + SpawnedPawns.Count + " / " + TotalPawnCapacity;
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foreach (var entry in AutoProps.productionQueue)
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{
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text += $"\n- {entry.pawnKind.LabelCap}: {LiveSpawnedPawnsCount(entry.pawnKind)} / {entry.count}";
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}
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if (CooldownTicksRemaining > 0)
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{
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text += "\n" + "CooldownTime".Translate() + ": " + CooldownTicksRemaining.ToStringSecondsFromTicks();
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}
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if (!AutoProps.freeProduction)
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{
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text += "\n" + base.CompInspectStringExtra();
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}
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return text;
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}
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}
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}
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