This commit is contained in:
2025-11-03 12:04:10 +08:00
parent 242866bada
commit d72edae9a3
28 changed files with 1709 additions and 633 deletions

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@@ -24,6 +24,12 @@
<!-- 易燃性 -->
<Flammability>0.05</Flammability>
</statFactors>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>0.25</offset>
</li>
</capMods>
<!-- 免疫非纳米机械疾病 -->
<makeImmuneTo>
<li>Flu</li>
@@ -38,6 +44,7 @@
</makeImmuneTo>
<enablesNeeds>
<li>WULA_Energy</li>
<li>WULA_MaintenanceNeed</li>
</enablesNeeds>
<disablesNeeds>
<li>Food</li>
@@ -45,6 +52,11 @@
</disablesNeeds>
</li>
</stages>
<comps>
<li Class="WulaFallenEmpire.HediffCompProperties_MaintenanceDamage">
<damageToMaintenanceFactor>0.0025</damageToMaintenanceFactor> <!-- 1点伤害 = 0.25%维护度减少 -->
</li>
</comps>
</HediffDef>
<HediffDef>
<defName>WULA_ChargingHediff</defName>
@@ -68,73 +80,67 @@
</li>
</stages>
</HediffDef>
<HediffDef>
<defName>WULA_Maintenance_Neglect</defName>
<defName>WULA_Maintenance_MinorBreakdown</defName>
<label>维护</label>
<description>乌拉帝国合成人因为设计的过于繁琐,导致需要频繁维护。当她们处于良好维护状态时,各方面的能力都会有所上升,反之如果常年得不到维护或是短时间受到大量伤害,则其将变得难以自主运行甚至直接停机!</description>
<description>这台乌拉帝国合成人已经在环境恶劣的边缘世界活跃了一段时间,尽管总体状态良好但是已经有了一些小瑕疵。</description>
<hediffClass>Hediff_High</hediffClass>
<defaultLabelColor>(0.8, 0.35, 0.35)</defaultLabelColor>
<isBad>false</isBad>
<initialSeverity>0</initialSeverity>
<minSeverity>0</minSeverity>
<maxSeverity>2.0</maxSeverity>
<!--<lethalSeverity>2</lethalSeverity>-->
<comps>
<li Class="WulaFallenEmpire.HediffCompProperties_MaintenanceNeed">
<thresholdDays>60</thresholdDays>
<!-- 60天内严重性达到1.0 (1.0 / 60 = 0.0166) -->
<severityPerDayBeforeThreshold>0.0166</severityPerDayBeforeThreshold>
<!-- 达到阈值后在30天内从1.0增长到2.0 (1.0 / 30 ≈ 0.03333) -->
<severityPerDayAfterThreshold>0.03333</severityPerDayAfterThreshold>
</li>
<li Class="WulaFallenEmpire.HediffCompProperties_DamageResponse">
<severityIncreasePerDamage>0.005</severityIncreasePerDamage>
</li>
</comps>
<minSeverity>0.1</minSeverity>
<initialSeverity>0.5</initialSeverity>
<maxSeverity>1.0</maxSeverity>
<stages>
<li>
<label>极佳</label>
<label>轻微损坏</label>
<minSeverity>0</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>0.1</offset>
</li>
</capMods>
</li>
<li>
<label>稳定</label>
<minSeverity>0.5</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>0</offset>
</li>
</capMods>
</li>
<li>
<label>需要</label>
<minSeverity>0.75</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>-0.20</offset>
<offset>-0.25</offset>
</li>
</capMods>
</li>
</stages>
</HediffDef>
<HediffDef>
<defName>WULA_Maintenance_MajorBreakdown</defName>
<label>维护</label>
<description>这台乌拉帝国合成人有一段时间没有进行维护了,运行起来相当吃力。</description>
<hediffClass>Hediff_High</hediffClass>
<defaultLabelColor>(0.8, 0.35, 0.35)</defaultLabelColor>
<isBad>false</isBad>
<minSeverity>0.1</minSeverity>
<initialSeverity>0.5</initialSeverity>
<maxSeverity>1.0</maxSeverity>
<stages>
<li>
<label>损坏</label>
<minSeverity>1.0</minSeverity>
<minSeverity>0</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<setMax>0.5</setMax>
<offset>-0.25</offset>
</li>
</capMods>
</li>
</stages>
</HediffDef>
<HediffDef>
<defName>WULA_Maintenance_CriticalFailuren</defName>
<label>维护</label>
<description>这台乌拉帝国合成人几乎无法运作了,需要立刻进行维护,否则就只是一堆废铁。</description>
<hediffClass>Hediff_High</hediffClass>
<defaultLabelColor>(0.8, 0.35, 0.35)</defaultLabelColor>
<isBad>false</isBad>
<minSeverity>0.1</minSeverity>
<initialSeverity>0.5</initialSeverity>
<maxSeverity>1.0</maxSeverity>
<stages>
<li>
<label>崩坏</label>
<minSeverity>2.0</minSeverity>
<minSeverity>0</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
@@ -321,9 +327,9 @@
<activeSeverity>0.5</activeSeverity>
<inactiveSeverity>1.5</inactiveSeverity>
<minEnergyThreshold>0.1</minEnergyThreshold>
<repairCostPerHP>0.01</repairCostPerHP>
<repairCooldownAfterDamage>1200</repairCooldownAfterDamage>
<repairCostPerHP>0.02</repairCostPerHP>
<repairCooldownAfterDamage>600</repairCooldownAfterDamage>
</li>
</comps>
</comps>
</HediffDef>
</Defs>

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@@ -29,5 +29,4 @@
<allowOpportunisticPrefix>true</allowOpportunisticPrefix>
<casualInterruptible>false</casualInterruptible>
</JobDef>
</Defs>

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@@ -23,4 +23,28 @@
</li>
</modExtensions>
</NeedDef>
<!-- 维护需求定义 -->
<NeedDef>
<defName>WULA_MaintenanceNeed</defName>
<label>维护</label>
<needClass>WulaFallenEmpire.Need_Maintenance</needClass>
<description>乌拉帝国的合成人因为设计的过于繁琐,导致需要频繁维护。当她们处于良好维护状态时,各方面的能力都会有所上升,反之如果常年得不到维护或是短时间受到大量伤害,则其将变得难以自主运行甚至直接停机!</description>
<major>true</major>
<onlyIfCausedByHediff>true</onlyIfCausedByHediff>
<listPriority>799</listPriority>
<showOnNeedList>true</showOnNeedList>
<freezeWhileSleeping>false</freezeWhileSleeping>
<freezeInMentalState>false</freezeInMentalState>
<modExtensions>
<li Class="WulaFallenEmpire.MaintenanceNeedExtension">
<severityPerDayBeforeThreshold>0.05</severityPerDayBeforeThreshold> <!-- 严重退化前的速率 -->
<severityPerDayAfterThreshold>0.1</severityPerDayAfterThreshold> <!-- 严重退化前的速率 -->
<thresholdDays>5</thresholdDays> <!-- 严重退化预期天数 -->
<maintenanceWorkType>PatientBedRest</maintenanceWorkType>
<minorBreakdownHediff>WULA_Maintenance_MinorBreakdown</minorBreakdownHediff>
<majorBreakdownHediff>WULA_Maintenance_MajorBreakdown</majorBreakdownHediff>
<criticalFailureHediff>WULA_Maintenance_CriticalFailuren</criticalFailureHediff>
</li>
</modExtensions>
</NeedDef>
</Defs>

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@@ -147,9 +147,6 @@
<destroySound>BuildingDestroyed_Metal_Small</destroySound>
<turretBurstCooldownTime>3.5</turretBurstCooldownTime>
</building>
<thingCategories>
<li>BuildingsMisc</li>
</thingCategories>
<comps>
<li Class="WulaFallenEmpire.CompProperties_MechanoidRecycler">
<maxStorageCapacity>6</maxStorageCapacity>
@@ -230,4 +227,84 @@
</li>
</verbs>
</ThingDef>
<!-- 制造机 -->
<ThingDef ParentName="BenchBase">
<defName>WULA_Cube_Productor_BIO</defName>
<label>乌拉帝国编织体(生物能)</label>
<description>一台仿制乌拉帝国科技而建造的塑性构造体,不仅要消耗大量木头用以提供生物能,还只能生产基础的衣物和能源核心用以维持生存——不过它很轻,可以随探险队一起移动。</description>
<thingClass>WulaFallenEmpire.Building_GlobalWorkTable</thingClass>
<drawerType>MapMeshAndRealTime</drawerType>
<graphicData>
<texPath>Wula/Building/WULA_Cube_Productor_BIO</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(1,1)</drawSize>
<damageData>
<enabled>false</enabled>
</damageData>
<shadowData>
<volume>(0.75, 0.75, 0.5)</volume>
</shadowData>
</graphicData>
<constructEffect>ConstructMetal</constructEffect>
<costList>
<Steel>50</Steel>
</costList>
<altitudeLayer>Building</altitudeLayer>
<castEdgeShadows>false</castEdgeShadows>
<fillPercent>0.5</fillPercent>
<useHitPoints>True</useHitPoints>
<statBases>
<Mass>5</Mass>
<WorkToBuild>2000</WorkToBuild>
<MaxHitPoints>180</MaxHitPoints>
<Flammability>1.0</Flammability>
<WorkTableWorkSpeedFactor>0.5</WorkTableWorkSpeedFactor>
</statBases>
<size>(1,1)</size>
<designationCategory>WULA_Buildings</designationCategory>
<uiOrder>2120</uiOrder>
<passability>PassThroughOnly</passability>
<pathCost>50</pathCost>
<hasInteractionCell>True</hasInteractionCell>
<interactionCellOffset>(0,0,-1)</interactionCellOffset>
<surfaceType>Item</surfaceType>
<researchPrerequisites>
<li>WULA_Base_Technology</li>
</researchPrerequisites>
<!-- 可用配方 -->
<recipes>
<li>Make_WULA_Charge_Cube</li>
<li>Recharge_WULA_Charge_Cube</li>
<li MayRequire="Ludeon.RimWorld.Anomaly">Wula_Make_Zro</li>
</recipes>
<inspectorTabs>
<li>WulaFallenEmpire.ITab_GlobalBills</li>
</inspectorTabs>
<comps>
<li Class="CompProperties_Refuelable">
<fuelConsumptionRate>300.0</fuelConsumptionRate>
<fuelCapacity>150.0</fuelCapacity>
<fuelFilter>
<thingDefs>
<li>WoodLog</li>
</thingDefs>
</fuelFilter>
<consumeFuelOnlyWhenUsed>true</consumeFuelOnlyWhenUsed>
<showAllowAutoRefuelToggle>true</showAllowAutoRefuelToggle>
</li>
<li Class="CompProperties_HeatPusher">
<compClass>CompHeatPusherPowered</compClass>
<heatPerSecond>4</heatPerSecond>
</li>
</comps>
<placeWorkers>
<li>PlaceWorker_PreventInteractionSpotOverlap</li>
</placeWorkers>
<building>
<!-- <isMealSource>true</isMealSource> -->
<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
<heatPerTickWhileWorking>0.10</heatPerTickWhileWorking>
</building>
</ThingDef>
</Defs>

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@@ -807,18 +807,20 @@
<targetFuelLevelConfigurable>true</targetFuelLevelConfigurable>
</li>
<li Class="WulaFallenEmpire.CompProperties_MaintenancePod">
<baseDurationTicks>30000</baseDurationTicks> <!-- Merged from user feedback -->
<ticksPerSeverity>150000</ticksPerSeverity> <!-- Kept from previous change -->
<powerConsumptionRunning>500</powerConsumptionRunning>
<powerConsumptionIdle>25</powerConsumptionIdle>
<hediffToRemove>WULA_Maintenance_Neglect</hediffToRemove>
<componentCostPerSeverity>2</componentCostPerSeverity> <!-- 5 components per 100% severity -->
<baseComponentCost>1</baseComponentCost>
<!-- <minSeverityToMaintain>0.75</minSeverityToMaintain> -->
<hediffSeverityAfterCycle>0.01</hediffSeverityAfterCycle>
<enterSound>BiosculpterPod_Enter</enterSound>
<exitSound>BiosculpterPod_Exit</exitSound>
<operatingEffecter>BiosculpterPod_Operating</operatingEffecter>
<baseDurationTicks>30000</baseDurationTicks> <!-- 1天 -->
<ticksPerNeedLevel>150000</ticksPerNeedLevel> <!-- 每降低1点需求需要2天 -->
<powerConsumptionRunning>500</powerConsumptionRunning>
<powerConsumptionIdle>25</powerConsumptionIdle>
<componentCostPerNeedLevel>2</componentCostPerNeedLevel>
<baseComponentCost>1</baseComponentCost>
<minNeedLevelToMaintain>0.3</minNeedLevelToMaintain>
<needLevelAfterCycle>1.0</needLevelAfterCycle>
<healInjuries>true</healInjuries>
<healMissingParts>true</healMissingParts>
<maxInjuriesHealedPerCycle>5</maxInjuriesHealedPerCycle>
</li>
</comps>
<placeWorkers>

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@@ -664,7 +664,7 @@
<!-- 血液,不流血 -->
<bloodDef>Filth_MachineBits</bloodDef>
<!-- 基础血量 -->
<baseHealthScale>1</baseHealthScale>
<baseHealthScale>1.2</baseHealthScale>
<!-- 解剖产物 -->
<leatherDef>Steel</leatherDef>
<specificMeatDef>Steel</specificMeatDef>

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@@ -110,4 +110,16 @@
</modExtensions>
</WorkGiverDef>
<!-- 维护工作 -->
<WorkGiverDef>
<defName>WULA_DoMaintenanceWork</defName>
<workType>PatientBedRest</workType>
<giverClass>WulaFallenEmpire.WorkGiver_DoMaintenance</giverClass>
<priorityInType>100</priorityInType>
<verb>接受维护于</verb>
<gerund>接受维护于</gerund>
<emergency>false</emergency>
<scanCells>true</scanCells>
<directOrderable>true</directOrderable>
</WorkGiverDef>
</Defs>

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@@ -92,4 +92,68 @@
<WULA_RoofBlockingDesc>该空投地点顶部有屋顶,无法进行空投</WULA_RoofBlockingDesc>
<WULA_BlockedByThickRoof>被厚岩顶阻挡</WULA_BlockedByThickRoof>
<WULA_BlockedByRoof>被屋顶阻挡</WULA_BlockedByRoof>
<!-- 维护舱状态 -->
<WULA_MaintenancePod_Status>维护舱状态</WULA_MaintenancePod_Status>
<WULA_MaintenancePod_State_Idle>空闲</WULA_MaintenancePod_State_Idle>
<WULA_MaintenancePod_State_Running>运行中</WULA_MaintenancePod_State_Running>
<!-- 维护舱交互 -->
<WULA_MaintenancePod_Enter>进入维护舱</WULA_MaintenancePod_Enter>
<WULA_MaintenancePod_EnterDesc>选择需要维护的合成人</WULA_MaintenancePod_EnterDesc>
<WULA_MaintenancePod_CancelDesc>取消当前维护周期</WULA_MaintenancePod_CancelDesc>
<WULA_MaintenancePod_NoOneNeeds>没有合成人需要维护</WULA_MaintenancePod_NoOneNeeds>
<WULA_MaintenancePod_NotEnoughComponents>需要 {0} 个零部件</WULA_MaintenancePod_NotEnoughComponents>
<!-- 维护效果消息 -->
<WULA_MaintenanceLevel>维护水平</WULA_MaintenanceLevel>
<WULA_MaintenanceCycleStarted>{0} 开始维护周期</WULA_MaintenanceCycleStarted>
<WULA_MaintenanceCycleComplete>{0} 维护完成</WULA_MaintenanceCycleComplete>
<WULA_MaintenanceHealedInjuries>修复了 {0} 的 {1} 处损伤</WULA_MaintenanceHealedInjuries>
<WULA_MaintenanceHealedParts>修复了 {0} 的缺失部位</WULA_MaintenanceHealedParts>
<WULA_MaintenanceCanceled>维护已取消</WULA_MaintenanceCanceled>
<WULA_NoHaulerAvailable>没有可用的搬运者</WULA_NoHaulerAvailable>
<WULA_NoMaintenanceNeed>无维护需求</WULA_NoMaintenanceNeed>
<!-- 维护需求相关 -->
<WULA_MaintenanceNeed>维护需求</WULA_MaintenanceNeed>
<WULA_MaintenanceStatus>状态: {0} (上次维护: {1}天前)</WULA_MaintenanceStatus>
<WULA_DegradationRate>退化速率: {0}/天</WULA_DegradationRate>
<WULA_MaintenanceCompleted>{0} 的维护已完成</WULA_MaintenanceCompleted>
<!-- 维护状态 -->
<WULA_Operational>运行正常</WULA_Operational>
<WULA_MinorBreakdown>轻微故障</WULA_MinorBreakdown>
<WULA_MajorBreakdown>严重故障</WULA_MajorBreakdown>
<WULA_CriticalFailure>完全故障</WULA_CriticalFailure>
<WULA_OperationalDesc>合成人运行在最佳状态</WULA_OperationalDesc>
<WULA_MinorBreakdownDesc>合成人出现轻微故障,工作效率降低</WULA_MinorBreakdownDesc>
<WULA_MajorBreakdownDesc>合成人出现严重故障,需要立即维护</WULA_MajorBreakdownDesc>
<WULA_CriticalFailureDesc>合成人完全故障,无法工作</WULA_CriticalFailureDesc>
<!-- 工作相关 -->
<WULA_SynthMaintenance>合成人维护</WULA_SynthMaintenance>
<WULA_DoMaintenance>执行维护</WULA_DoMaintenance>
<!-- 伤害相关翻译 -->
<WULA_DamageAffectsMaintenance>伤害会影响维护度({0}/点伤害)</WULA_DamageAffectsMaintenance>
<WULA_DamagePenalty>损伤惩罚</WULA_DamagePenalty>
<WULA_RecentDamageEvents>近期损伤事件</WULA_RecentDamageEvents>
<WULA_MaintenanceCompletedWithDamage>{0} 维护完成(修复了 {1} 损伤)</WULA_MaintenanceCompletedWithDamage>
<WULA_MaintenanceRepairedDamage>修复了 {0} 的结构损伤</WULA_MaintenanceRepairedDamage>
<WULA_DaysSinceMaintenance>距上次维护</WULA_DaysSinceMaintenance>
<!-- Global Production System -->
<WULA_GlobalBillsTab>全球生产</WULA_GlobalBillsTab>
<WULA_GlobalProduction>生产订单</WULA_GlobalProduction>
<WULA_AddProductionOrder>添加生产订单</WULA_AddProductionOrder>
<WULA_Resume>Resume</WULA_Resume>
<WULA_Pause>Pause</WULA_Pause>
<WULA_Delete>Delete</WULA_Delete>
<WULA_WaitingForResources>等待资源</WULA_WaitingForResources>
<WULA_Completed>Completed</WULA_Completed>
<WULA_Unknown>Unknown</WULA_Unknown>
<WULA_InsufficientResources>全球存储中的资源不足</WULA_InsufficientResources>
<WULA_NoAvailableRecipes>无可用配方</WULA_NoAvailableRecipes>
</LanguageData>

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@@ -0,0 +1,61 @@
// Building_GlobalWorkTable.cs (修复版)
using RimWorld;
using System.Collections.Generic;
using Verse;
namespace WulaFallenEmpire
{
public class Building_GlobalWorkTable : Building_WorkTable
{
public GlobalProductionOrderStack globalOrderStack;
private CompPowerTrader powerComp;
private int lastProcessTick = -1;
private const int ProcessInterval = 60; // 每60tick处理一次
public Building_GlobalWorkTable()
{
globalOrderStack = new GlobalProductionOrderStack(this);
}
public override void ExposeData()
{
base.ExposeData();
Scribe_Deep.Look(ref globalOrderStack, "globalOrderStack", this);
}
public override void SpawnSetup(Map map, bool respawningAfterLoad)
{
base.SpawnSetup(map, respawningAfterLoad);
powerComp = GetComp<CompPowerTrader>();
}
public override void Tick()
{
base.Tick();
// 每60tick处理一次生产订单
if (Find.TickManager.TicksGame % ProcessInterval == 0 &&
Find.TickManager.TicksGame != lastProcessTick)
{
lastProcessTick = Find.TickManager.TicksGame;
if (powerComp == null || powerComp.PowerOn)
{
Log.Message($"[DEBUG] Processing orders at tick {Find.TickManager.TicksGame}");
globalOrderStack.ProcessOrders();
}
else
{
Log.Message("[DEBUG] No power, skipping order processing");
}
}
}
public bool CurrentlyUsableForGlobalBills()
{
return (powerComp == null || powerComp.PowerOn) &&
(GetComp<CompBreakdownable>() == null || !GetComp<CompBreakdownable>().BrokenDown);
}
}
}

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@@ -0,0 +1,120 @@
// GlobalProductionOrder.cs (修复版)
using RimWorld;
using System.Collections.Generic;
using Verse;
namespace WulaFallenEmpire
{
public class GlobalProductionOrder : IExposable
{
public RecipeDef recipe;
public int targetCount = 1;
public int currentCount = 0;
public bool paused = true; // 初始状态为暂停
public float progress = 0f;
// 生产状态
public ProductionState state = ProductionState.Waiting;
public enum ProductionState
{
Waiting, // 等待资源
Producing, // 生产中
Completed // 完成
}
public void ExposeData()
{
Scribe_Defs.Look(ref recipe, "recipe");
Scribe_Values.Look(ref targetCount, "targetCount", 1);
Scribe_Values.Look(ref currentCount, "currentCount", 0);
Scribe_Values.Look(ref paused, "paused", true);
Scribe_Values.Look(ref progress, "progress", 0f);
Scribe_Values.Look(ref state, "state", ProductionState.Waiting);
}
public string Label => recipe.LabelCap;
public string Description => $"{currentCount}/{targetCount} {recipe.products[0].thingDef.label}";
// 检查是否有足够资源 - 修复逻辑只检查costList
public bool HasEnoughResources()
{
var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
if (globalStorage == null)
{
Log.Warning("GlobalStorageWorldComponent not found");
return false;
}
// 只检查costList不检查ingredients
if (recipe.costList != null && recipe.costList.Count > 0)
{
foreach (var cost in recipe.costList)
{
int required = cost.count;
int available = globalStorage.GetInputStorageCount(cost.thingDef);
Log.Message($"[DEBUG] Checking {cost.thingDef.defName}: required={required}, available={available}");
if (available < required)
{
Log.Message($"[DEBUG] Insufficient {cost.thingDef.defName}");
return false;
}
}
Log.Message("[DEBUG] All resources available");
return true;
}
else
{
Log.Warning($"Recipe {recipe.defName} has no costList");
return false;
}
}
// 消耗资源 - 修复逻辑只消耗costList
public bool ConsumeResources()
{
var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
if (globalStorage == null) return false;
// 只消耗costList中的资源
if (recipe.costList != null)
{
foreach (var cost in recipe.costList)
{
if (!globalStorage.RemoveFromInputStorage(cost.thingDef, cost.count))
{
Log.Warning($"Failed to consume {cost.count} {cost.thingDef.defName}");
return false;
}
Log.Message($"[DEBUG] Consumed {cost.count} {cost.thingDef.defName}");
}
return true;
}
return false;
}
// 生产一个产品
public void Produce()
{
var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
if (globalStorage == null) return;
foreach (var product in recipe.products)
{
globalStorage.AddToOutputStorage(product.thingDef, product.count);
Log.Message($"[DEBUG] Produced {product.count} {product.thingDef.defName}");
}
currentCount++;
progress = 0f;
if (currentCount >= targetCount)
{
state = ProductionState.Completed;
Log.Message("[DEBUG] Order completed");
}
}
}
}

View File

@@ -0,0 +1,98 @@
// GlobalProductionOrderStack.cs (修复版)
using RimWorld;
using System.Collections.Generic;
using Verse;
namespace WulaFallenEmpire
{
public class GlobalProductionOrderStack : IExposable
{
public Building_GlobalWorkTable table;
public List<GlobalProductionOrder> orders = new List<GlobalProductionOrder>();
public GlobalProductionOrderStack(Building_GlobalWorkTable table)
{
this.table = table;
}
public void ExposeData()
{
Scribe_References.Look(ref table, "table");
Scribe_Collections.Look(ref orders, "orders", LookMode.Deep);
}
public void AddOrder(GlobalProductionOrder order)
{
orders.Add(order);
// 添加到全局存储中统一管理
var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
if (globalStorage != null)
{
globalStorage.AddProductionOrder(order);
}
}
public void Delete(GlobalProductionOrder order)
{
orders.Remove(order);
var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
if (globalStorage != null)
{
globalStorage.RemoveProductionOrder(order);
}
}
public void ProcessOrders()
{
foreach (var order in orders)
{
if (order.paused || order.state == GlobalProductionOrder.ProductionState.Completed)
continue;
// 检查资源并更新状态
if (order.state == GlobalProductionOrder.ProductionState.Waiting)
{
if (order.HasEnoughResources())
{
order.state = GlobalProductionOrder.ProductionState.Producing;
Log.Message($"[DEBUG] Order {order.recipe.defName} started producing");
}
else
{
continue;
}
}
// 生产中
if (order.state == GlobalProductionOrder.ProductionState.Producing)
{
// 更清晰的进度计算
float progressPerTick = 1f / (order.recipe.workAmount * 5f); // 调整系数以控制生产速度
order.progress += progressPerTick;
if (order.progress >= 1f)
{
// 消耗资源并生产 - 在结束时扣除资源
if (order.ConsumeResources())
{
order.Produce();
}
else
{
// 资源被其他订单消耗,回到等待状态
order.state = GlobalProductionOrder.ProductionState.Waiting;
order.progress = 0f;
Log.Message("[DEBUG] Resources consumed by another order, returning to waiting state");
}
}
else
{
Log.Message($"[DEBUG] Order {order.recipe.defName} progress: {order.progress:P0}");
}
}
}
}
}
}

View File

@@ -0,0 +1,148 @@
using LudeonTK;
using RimWorld;
using RimWorld.Planet;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
using Verse;
namespace WulaFallenEmpire
{
public class GlobalStorageWorldComponent : WorldComponent
{
public Dictionary<ThingDef, int> inputStorage = new Dictionary<ThingDef, int>();
public Dictionary<ThingDef, int> outputStorage = new Dictionary<ThingDef, int>();
// 存储生产订单
public List<GlobalProductionOrder> productionOrders = new List<GlobalProductionOrder>();
public GlobalStorageWorldComponent(World world) : base(world) { }
public override void ExposeData()
{
base.ExposeData();
// 序列化输入存储
Scribe_Collections.Look(ref inputStorage, "inputStorage", LookMode.Def, LookMode.Value);
if (inputStorage == null) inputStorage = new Dictionary<ThingDef, int>();
// 序列化输出存储
Scribe_Collections.Look(ref outputStorage, "outputStorage", LookMode.Def, LookMode.Value);
if (outputStorage == null) outputStorage = new Dictionary<ThingDef, int>();
// 序列化生产订单
Scribe_Collections.Look(ref productionOrders, "productionOrders", LookMode.Deep);
if (productionOrders == null) productionOrders = new List<GlobalProductionOrder>();
}
// 输入存储方法
public void AddToInputStorage(ThingDef thingDef, int count)
{
if (inputStorage.ContainsKey(thingDef))
inputStorage[thingDef] += count;
else
inputStorage[thingDef] = count;
}
public bool RemoveFromInputStorage(ThingDef thingDef, int count)
{
if (inputStorage.ContainsKey(thingDef) && inputStorage[thingDef] >= count)
{
inputStorage[thingDef] -= count;
if (inputStorage[thingDef] <= 0)
inputStorage.Remove(thingDef);
return true;
}
return false;
}
public int GetInputStorageCount(ThingDef thingDef)
{
return inputStorage.ContainsKey(thingDef) ? inputStorage[thingDef] : 0;
}
// 输出存储方法
public void AddToOutputStorage(ThingDef thingDef, int count)
{
if (outputStorage.ContainsKey(thingDef))
outputStorage[thingDef] += count;
else
outputStorage[thingDef] = count;
}
public bool RemoveFromOutputStorage(ThingDef thingDef, int count)
{
if (outputStorage.ContainsKey(thingDef) && outputStorage[thingDef] >= count)
{
outputStorage[thingDef] -= count;
if (outputStorage[thingDef] <= 0)
outputStorage.Remove(thingDef);
return true;
}
return false;
}
public int GetOutputStorageCount(ThingDef thingDef)
{
return outputStorage.ContainsKey(thingDef) ? outputStorage[thingDef] : 0;
}
// 生产订单管理
public void AddProductionOrder(GlobalProductionOrder order)
{
productionOrders.Add(order);
}
public void RemoveProductionOrder(GlobalProductionOrder order)
{
productionOrders.Remove(order);
}
// 添加调试方法
[DebugAction("WULA", "Add Test Resources", actionType = DebugActionType.Action)]
public static void DebugAddTestResources()
{
var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
if (globalStorage != null)
{
globalStorage.AddToInputStorage(ThingDefOf.Steel, 200);
globalStorage.AddToInputStorage(ThingDefOf.ComponentIndustrial, 100);
Log.Message("Added test resources to global storage");
}
}
[DebugAction("WULA", "Spawn All Products", actionType = DebugActionType.Action)]
public static void DebugSpawnAllProducts()
{
var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
if (globalStorage != null)
{
// 查找任意工作台来生成物品
var workTable = Find.CurrentMap?.listerBuildings?.allBuildingsColonist?
.FirstOrDefault(b => b is Building_GlobalWorkTable) as Building_GlobalWorkTable;
if (workTable != null && workTable.Spawned)
{
foreach (var kvp in globalStorage.outputStorage.ToList()) // 使用ToList避免修改时枚举
{
ThingDef thingDef = kvp.Key;
int count = kvp.Value;
while (count > 0)
{
int stackSize = Mathf.Min(count, thingDef.stackLimit);
Thing thing = ThingMaker.MakeThing(thingDef);
thing.stackCount = stackSize;
GenPlace.TryPlaceThing(thing, workTable.Position, workTable.Map, ThingPlaceMode.Near);
globalStorage.RemoveFromOutputStorage(thingDef, stackSize);
count -= stackSize;
}
}
Log.Message("Spawned all output products");
}
}
}
}
}

View File

@@ -0,0 +1,285 @@
// ITab_GlobalBills.cs (修复版)
using System.Collections.Generic;
using RimWorld;
using UnityEngine;
using Verse;
using Verse.Sound;
namespace WulaFallenEmpire
{
public class ITab_GlobalBills : ITab
{
private float viewHeight = 1000f;
private Vector2 scrollPosition;
private GlobalProductionOrder mouseoverOrder;
private static readonly Vector2 WinSize = new Vector2(420f, 480f);
protected Building_GlobalWorkTable SelTable => (Building_GlobalWorkTable)base.SelThing;
public ITab_GlobalBills()
{
size = WinSize;
labelKey = "WULA_GlobalBillsTab";
tutorTag = "GlobalBills";
}
protected override void FillTab()
{
Rect mainRect = new Rect(0f, 0f, WinSize.x, WinSize.y).ContractedBy(10f);
// 标题
Text.Font = GameFont.Medium;
Widgets.Label(new Rect(mainRect.x, mainRect.y, mainRect.width, 30f), "WULA_GlobalProduction".Translate());
Text.Font = GameFont.Small;
// 开发模式按钮区域
if (Prefs.DevMode)
{
Rect devButtonRect = new Rect(mainRect.x, mainRect.y + 35f, mainRect.width, 25f);
DoDevButtons(devButtonRect);
}
// 订单列表区域 - 调整位置
float ordersRectY = Prefs.DevMode ? mainRect.y + 65f : mainRect.y + 35f;
Rect ordersRect = new Rect(mainRect.x, ordersRectY, mainRect.width, mainRect.height - (Prefs.DevMode ? 110f : 80f));
mouseoverOrder = DoOrdersListing(ordersRect);
// 添加订单按钮
Rect addButtonRect = new Rect(mainRect.x, mainRect.yMax - 35f, mainRect.width, 30f);
if (Widgets.ButtonText(addButtonRect, "WULA_AddProductionOrder".Translate()))
{
Find.WindowStack.Add(new FloatMenu(GenerateRecipeOptions()));
}
}
private void DoDevButtons(Rect rect)
{
Rect button1Rect = new Rect(rect.x, rect.y, rect.width / 2 - 5f, rect.height);
Rect button2Rect = new Rect(rect.x + rect.width / 2 + 5f, rect.y, rect.width / 2 - 5f, rect.height);
if (Widgets.ButtonText(button1Rect, "DEV: Add Resources"))
{
AddTestResources();
}
if (Widgets.ButtonText(button2Rect, "DEV: Spawn Products"))
{
SpawnOutputProducts();
}
}
private void AddTestResources()
{
var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
if (globalStorage != null)
{
// 添加200钢铁
ThingDef steelDef = ThingDefOf.Steel;
globalStorage.AddToInputStorage(steelDef, 200);
// 添加100零部件
ThingDef componentDef = ThingDefOf.ComponentIndustrial;
globalStorage.AddToInputStorage(componentDef, 100);
Messages.Message("Added 200 Steel and 100 Components to global storage", MessageTypeDefOf.PositiveEvent);
Log.Message("[DEBUG] Added test resources");
}
}
private void SpawnOutputProducts()
{
var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
if (globalStorage != null && SelTable != null && SelTable.Spawned)
{
Map map = SelTable.Map;
IntVec3 spawnCell = SelTable.Position;
int totalSpawned = 0;
// 复制列表以避免修改时枚举
var outputCopy = new Dictionary<ThingDef, int>(globalStorage.outputStorage);
foreach (var kvp in outputCopy)
{
ThingDef thingDef = kvp.Key;
int count = kvp.Value;
if (count > 0)
{
// 创建物品并放置到地图上
while (count > 0)
{
int stackSize = Mathf.Min(count, thingDef.stackLimit);
Thing thing = ThingMaker.MakeThing(thingDef);
thing.stackCount = stackSize;
if (GenPlace.TryPlaceThing(thing, spawnCell, map, ThingPlaceMode.Near))
{
globalStorage.RemoveFromOutputStorage(thingDef, stackSize);
count -= stackSize;
totalSpawned += stackSize;
}
else
{
break;
}
}
}
}
Messages.Message($"Spawned {totalSpawned} items at worktable location", MessageTypeDefOf.PositiveEvent);
Log.Message($"[DEBUG] Spawned {totalSpawned} output products");
}
}
private GlobalProductionOrder DoOrdersListing(Rect rect)
{
GlobalProductionOrder result = null;
Widgets.DrawMenuSection(rect);
Rect outRect = rect.ContractedBy(5f);
Rect viewRect = new Rect(0f, 0f, outRect.width - 16f, viewHeight);
Widgets.BeginScrollView(outRect, ref scrollPosition, viewRect);
float curY = 0f;
for (int i = 0; i < SelTable.globalOrderStack.orders.Count; i++)
{
var order = SelTable.globalOrderStack.orders[i];
// 增加订单行高度
Rect orderRect = new Rect(0f, curY, viewRect.width, 90f);
if (DoOrderRow(orderRect, order))
{
result = order;
}
curY += 95f; // 增加行间距
// 分隔线
if (i < SelTable.globalOrderStack.orders.Count - 1)
{
Widgets.DrawLineHorizontal(0f, curY - 2f, viewRect.width);
curY += 5f;
}
}
if (Event.current.type == EventType.Layout)
{
viewHeight = curY;
}
Widgets.EndScrollView();
return result;
}
private bool DoOrderRow(Rect rect, GlobalProductionOrder order)
{
Widgets.DrawHighlightIfMouseover(rect);
// 增加内边距和行高
float padding = 8f;
float lineHeight = 20f;
// 订单信息
Rect infoRect = new Rect(rect.x + padding, rect.y + padding, rect.width - 100f, lineHeight);
Widgets.Label(infoRect, order.Label);
Rect descRect = new Rect(rect.x + padding, rect.y + padding + lineHeight + 2f, rect.width - 100f, lineHeight);
Widgets.Label(descRect, order.Description);
// 状态显示区域
Rect statusRect = new Rect(rect.x + padding, rect.y + padding + (lineHeight + 2f) * 2, rect.width - 100f, lineHeight);
if (order.state == GlobalProductionOrder.ProductionState.Producing)
{
// 进度条
Rect progressRect = new Rect(rect.x + padding, rect.y + padding + (lineHeight + 2f) * 2, rect.width - 100f, 18f);
Widgets.FillableBar(progressRect, order.progress);
// 进度文本
Text.Anchor = TextAnchor.MiddleCenter;
Widgets.Label(progressRect, $"{order.progress:P0}");
Text.Anchor = TextAnchor.UpperLeft;
}
else
{
string statusText = order.state switch
{
GlobalProductionOrder.ProductionState.Waiting => "WULA_WaitingForResources".Translate(),
GlobalProductionOrder.ProductionState.Completed => "WULA_Completed".Translate(),
_ => "WULA_Unknown".Translate()
};
Widgets.Label(statusRect, statusText);
}
// 控制按钮
float buttonY = rect.y + padding;
Rect pauseButtonRect = new Rect(rect.xMax - 90f, buttonY, 40f, 25f);
if (Widgets.ButtonText(pauseButtonRect, order.paused ? "WULA_Resume".Translate() : "WULA_Pause".Translate()))
{
order.paused = !order.paused;
SoundDefOf.Click.PlayOneShotOnCamera();
}
Rect deleteButtonRect = new Rect(rect.xMax - 45f, buttonY, 40f, 25f);
if (Widgets.ButtonText(deleteButtonRect, "WULA_Delete".Translate()))
{
SelTable.globalOrderStack.Delete(order);
SoundDefOf.Click.PlayOneShotOnCamera();
}
// 资源检查提示 - 修复逻辑
bool shouldShowRedBorder = (order.state == GlobalProductionOrder.ProductionState.Waiting && !order.HasEnoughResources());
if (shouldShowRedBorder)
{
TooltipHandler.TipRegion(rect, "WULA_InsufficientResources".Translate());
GUI.color = Color.red;
Widgets.DrawBox(rect, 2);
GUI.color = Color.white;
}
return Mouse.IsOver(rect);
}
private List<FloatMenuOption> GenerateRecipeOptions()
{
var options = new List<FloatMenuOption>();
foreach (var recipe in SelTable.def.AllRecipes)
{
if (recipe.AvailableNow && recipe.AvailableOnNow(SelTable))
{
string label = recipe.LabelCap;
options.Add(new FloatMenuOption(label, () =>
{
var newOrder = new GlobalProductionOrder
{
recipe = recipe,
targetCount = 1,
paused = true // 初始暂停
};
SelTable.globalOrderStack.AddOrder(newOrder);
SoundDefOf.Click.PlayOneShotOnCamera();
Log.Message($"[DEBUG] Added order for {recipe.defName}");
}));
}
}
if (options.Count == 0)
{
options.Add(new FloatMenuOption("WULA_NoAvailableRecipes".Translate(), null));
}
return options;
}
public override void TabUpdate()
{
base.TabUpdate();
}
}
}

View File

@@ -1,3 +1,4 @@
// HediffCompProperties_NanoRepair.cs
using RimWorld;
using Verse;
using System.Collections.Generic;
@@ -12,7 +13,6 @@ namespace WulaFallenEmpire
public float minEnergyThreshold = 0.1f; // 最低能量阈值
public float repairCostPerHP = 0.1f; // 每点生命值修复的能量消耗
public int repairCooldownAfterDamage = 300; // 受到伤害后的修复冷却时间
public float repairTolerance = 0f; // 修复容忍度,低于此值认为已完全修复
public HediffCompProperties_NanoRepair()
{
@@ -200,7 +200,7 @@ namespace WulaFallenEmpire
return true;
}
// 使用 GetPartHealth 检查是否有损伤
// 检查是否有损伤
if (HasDamagedParts())
{
if (debugCounter % 10 == 0)
@@ -208,14 +208,7 @@ namespace WulaFallenEmpire
return true;
}
// 检查是否有需要治疗的疾病
if (Pawn.health.hediffSet.HasTendableNonInjuryNonMissingPartHediff())
{
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] 检测到可治疗疾病");
return true;
}
// 不再检查疾病
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] 没有检测到任何需要修复的损伤");
return false;
@@ -235,12 +228,12 @@ namespace WulaFallenEmpire
float maxHealth = part.def.GetMaxHealth(Pawn);
float currentHealth = Pawn.health.hediffSet.GetPartHealth(part);
// 使用修复容忍度,只有当损伤大于容忍度时才认为需要修复
if (currentHealth < maxHealth - Props.repairTolerance)
// 不再使用修复容忍度,任何损伤都需要修复
if (currentHealth < maxHealth)
{
damagedCount++;
if (debugCounter % 10 == 0 && damagedCount == 1)
Log.Message($"[NanoRepair] 部位 {part.def.defName} 有损伤: {currentHealth}/{maxHealth} (容忍度: {Props.repairTolerance})");
Log.Message($"[NanoRepair] 部位 {part.def.defName} 有损伤: {currentHealth}/{maxHealth}");
}
}
}
@@ -264,8 +257,8 @@ namespace WulaFallenEmpire
float maxHealth = part.def.GetMaxHealth(Pawn);
float currentHealth = Pawn.health.hediffSet.GetPartHealth(part);
// 使用修复容忍度
if (currentHealth < maxHealth - Props.repairTolerance)
// 不再使用修复容忍度,任何损伤都需要修复
if (currentHealth < maxHealth)
{
damagedParts.Add(part);
if (debugCounter % 10 == 0 && damagedParts.Count <= 3)
@@ -309,13 +302,7 @@ namespace WulaFallenEmpire
return;
}
// 最后修复疾病
if (TryRepairDiseases(energyNeed))
{
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] 已修复疾病");
return;
}
// 不再修复疾病
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] 没有执行任何修复");
@@ -450,110 +437,18 @@ namespace WulaFallenEmpire
return false;
}
private bool TryRepairDiseases(Need energyNeed)
{
var diseases = Pawn.health.hediffSet.GetTendableNonInjuryNonMissingPartHediffs();
if (diseases == null)
{
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] 没有可治疗疾病");
return false;
}
int diseaseCount = 0;
foreach (var disease in diseases)
{
if (disease.TendableNow())
diseaseCount++;
}
if (diseaseCount == 0)
{
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] 没有可治疗的疾病");
return false;
}
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] 检查修复疾病,共有 {diseaseCount} 个");
foreach (var disease in diseases)
{
if (disease.TendableNow())
{
float repairCost = CalculateRepairCost(disease);
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] 尝试修复疾病 {disease.def.defName}, 严重性: {disease.Severity:F2}, 成本: {repairCost:F2}, 当前能量: {energyNeed.CurLevel:F2}");
if (energyNeed.CurLevel >= repairCost)
{
if (RepairDisease(disease, repairCost))
{
energyNeed.CurLevel -= repairCost;
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] 成功修复疾病 {disease.def.defName}, 消耗能量: {repairCost:F2}");
return true;
}
}
else
{
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] 能量不足修复疾病: {energyNeed.CurLevel:F2} < {repairCost:F2}");
}
}
}
return false;
}
private float CalculateRepairCost(Hediff hediff)
{
float baseCost = Props.repairCostPerHP;
// 根据机械族的能量消耗属性调整成本
var mechEnergyLoss = Pawn.GetStatValue(StatDefOf.MechEnergyLossPerHP);
if (mechEnergyLoss > 0)
{
baseCost *= mechEnergyLoss;
}
float severityMultiplier = 1.0f;
if (hediff is Hediff_Injury injury)
{
severityMultiplier = injury.Severity;
}
else if (hediff is Hediff_MissingPart)
{
// 缺失部件修复成本使用正常计算
severityMultiplier = 1.0f;
}
else
{
severityMultiplier = hediff.Severity * 1.5f;
}
float finalCost = baseCost * severityMultiplier;
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] 计算修复成本: 基础={Props.repairCostPerHP}, 机械族能耗系数={mechEnergyLoss}, 严重性系数={severityMultiplier}, 最终成本={finalCost:F2}");
return finalCost;
}
// 新的修复逻辑:完美修复所有伤口
private bool RepairDamagedPart(BodyPartRecord part, float repairCost)
{
try
{
float maxHealth = part.def.GetMaxHealth(Pawn);
float currentHealth = Pawn.health.hediffSet.GetPartHealth(part);
float healthToRepair = Mathf.Min(maxHealth - currentHealth, repairCost / Props.repairCostPerHP);
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] 开始修复部位 {part.def.defName}, 计划修复量: {healthToRepair:F1}");
Log.Message($"[NanoRepair] 开始修复部位 {part.def.defName}, 当前健康: {currentHealth:F1}/{maxHealth:F1}");
// 直接修复部位的健康值,而不是查找特定的hediff
// 找到该部位的所有hediff并尝试修复
// 获取该部位的所有hediff
var hediffsOnPart = new List<Hediff>();
foreach (var hediff in Pawn.health.hediffSet.hediffs)
{
@@ -575,17 +470,10 @@ namespace WulaFallenEmpire
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] 在部位 {part.def.defName} 上找到 {hediffsOnPart.Count} 个hediff");
// 按严重性排序先修复最严重的hediff
hediffsOnPart.Sort((a, b) => b.Severity.CompareTo(a.Severity));
float remainingRepair = healthToRepair;
bool anyRepairDone = false;
foreach (var hediff in hediffsOnPart)
{
if (remainingRepair <= 0)
break;
// 检查hediff是否可修复
if (!CanRepairHediff(hediff))
{
@@ -593,26 +481,29 @@ namespace WulaFallenEmpire
Log.Message($"[NanoRepair] 跳过不可修复的hediff: {hediff.def.defName}");
continue;
}
float healAmount = Mathf.Min(hediff.Severity, remainingRepair);
hediff.Severity -= healAmount;
remainingRepair -= healAmount;
anyRepairDone = true;
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] 修复hediff {hediff.def.defName}, 修复量: {healAmount:F1}, 剩余严重性: {hediff.Severity:F1}");
// 使用修复容忍度只有当严重性大于容忍度时才移除hediff
if (hediff.Severity <= Props.repairTolerance)
// 新的修复逻辑对于小于1的伤口直接删除
if (hediff.Severity < 1.0f)
{
Pawn.health.RemoveHediff(hediff);
anyRepairDone = true;
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] hediff {hediff.def.defName} 已完全修复并移除");
Log.Message($"[NanoRepair] 删除严重性小于1的hediff: {hediff.def.defName} (严重性: {hediff.Severity:F2})");
}
else
{
// 对于大于等于1的伤口完全修复
float originalSeverity = hediff.Severity;
hediff.Severity = 0f;
Pawn.health.RemoveHediff(hediff);
anyRepairDone = true;
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] 完全修复hediff: {hediff.def.defName} (严重性: {originalSeverity:F2} -> 0)");
}
}
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] 部位 {part.def.defName} 修复完成,总修复量: {healthToRepair - remainingRepair:F1}");
Log.Message($"[NanoRepair] 部位 {part.def.defName} 修复完成,执行了 {anyRepairDone} 次修复");
return anyRepairDone;
}
@@ -626,12 +517,16 @@ namespace WulaFallenEmpire
// 检查hediff是否可修复
private bool CanRepairHediff(Hediff hediff)
{
// 如果是机械族特有的hediff总是可以修复
if (IsMechSpecificHediff(hediff))
return true;
// 跳过疾病
if (IsDisease(hediff))
{
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] 跳过疾病: {hediff.def.defName}");
return false;
}
// 如果是可治疗的hediff可以修复
if (hediff.TendableNow())
// 如果是机械族特有的hediff可以修复
if (IsMechSpecificHediff(hediff))
return true;
// 如果是损伤类型的hediff可以修复
@@ -642,6 +537,26 @@ namespace WulaFallenEmpire
return false;
}
// 检查是否是疾病
private bool IsDisease(Hediff hediff)
{
// 这里可以定义哪些hediff被认为是疾病
// 常见的疾病类型
string[] diseaseKeywords = {
"Disease", "Flu", "Plague", "Infection", "Malaria",
"SleepingSickness", "FibrousMechanites", "SensoryMechanites",
"WoundInfection", "FoodPoisoning", "GutWorms", "MuscleParasites"
};
foreach (string keyword in diseaseKeywords)
{
if (hediff.def.defName.Contains(keyword))
return true;
}
return false;
}
// 将缺失部件转换为指定的hediff
private bool ConvertMissingPartToInjury(Hediff_MissingPart missingPart, float repairCost)
{
@@ -701,33 +616,6 @@ namespace WulaFallenEmpire
hediff.def.defName.Contains("Gunshot"); // 包括枪伤
}
private bool RepairDisease(Hediff disease, float repairCost)
{
try
{
// 修复疾病
float healAmount = Mathf.Min(disease.Severity, repairCost / (Props.repairCostPerHP * 1.5f));
disease.Severity -= healAmount;
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] 修复疾病 {disease.def.defName}, 修复量: {healAmount:F2}, 剩余严重性: {disease.Severity:F2}");
// 使用修复容忍度
if (disease.Severity <= Props.repairTolerance)
{
Pawn.health.RemoveHediff(disease);
if (debugCounter % 10 == 0)
Log.Message($"[NanoRepair] 疾病 {disease.def.defName} 已完全修复并移除");
}
return true;
}
catch (System.Exception ex)
{
Log.Error($"[NanoRepair] 修复疾病 {disease.def.defName} 时出错: {ex}");
return false;
}
}
public override void Notify_PawnPostApplyDamage(DamageInfo dinfo, float totalDamageDealt)
{
base.Notify_PawnPostApplyDamage(dinfo, totalDamageDealt);

View File

@@ -1,35 +1,32 @@
// Building_MaintenancePod.cs
using RimWorld;
using Verse;
namespace WulaFallenEmpire
{
public class CompProperties_MaintenanceCycle : CompProperties_BiosculpterPod_BaseCycle
public class Building_MaintenancePod : Building
{
public HediffDef hediffToRemove;
public CompMaintenancePod MaintenanceComp => GetComp<CompMaintenancePod>();
public CompProperties_MaintenanceCycle()
protected override void Tick()
{
compClass = typeof(CompMaintenanceCycle);
base.Tick();
// 建筑级别的特殊逻辑可以在这里添加
}
}
public class CompMaintenanceCycle : CompBiosculpterPod_Cycle
{
public new CompProperties_MaintenanceCycle Props => (CompProperties_MaintenanceCycle)props;
public override void CycleCompleted(Pawn pawn)
public override string GetInspectString()
{
if (pawn == null)
string baseString = base.GetInspectString();
string maintenanceString = MaintenanceComp?.CompInspectStringExtra();
if (!string.IsNullOrEmpty(maintenanceString))
{
return;
if (!string.IsNullOrEmpty(baseString))
return baseString + "\n" + maintenanceString;
return maintenanceString;
}
Hediff hediff = pawn.health.hediffSet.GetFirstHediffOfDef(Props.hediffToRemove);
if (hediff != null)
{
hediff.Severity = 0f;
Messages.Message("WULA_MaintenanceCycleComplete".Translate(pawn.Named("PAWN")), pawn, MessageTypeDefOf.PositiveEvent);
}
return baseString;
}
}
}
}

View File

@@ -15,16 +15,25 @@ namespace WulaFallenEmpire
public SoundDef enterSound;
public SoundDef exitSound;
public EffecterDef operatingEffecter;
public int baseDurationTicks = 60000;
public float ticksPerSeverity = 0f;
// 时间相关
public int baseDurationTicks = 60000; // 基础维护时间1天
public float ticksPerNeedLevel = 120000f; // 每点需求降低需要的时间
// 电力消耗
public float powerConsumptionRunning = 250f;
public float powerConsumptionIdle = 50f;
public HediffDef hediffToRemove;
public float componentCostPerSeverity = 1f;
public int baseComponentCost = 0;
public float minSeverityToMaintain = 0.75f;
public float hediffSeverityAfterCycle = 0.01f;
// 组件消耗
public float componentCostPerNeedLevel = 2f;
public int baseComponentCost = 1;
// 维护效果
public float minNeedLevelToMaintain = 0.3f; // 低于此值才需要维护
public float needLevelAfterCycle = 1.0f; // 维护后的需求水平
public bool healInjuries = true; // 是否治疗损伤
public bool healMissingParts = true; // 是否修复缺失部位
public int maxInjuriesHealedPerCycle = 5; // 每次维护最多治疗的损伤数量
public CompProperties_MaintenancePod()
{
compClass = typeof(CompMaintenancePod);
@@ -40,45 +49,55 @@ namespace WulaFallenEmpire
private CompRefuelable refuelableComp;
private int ticksRemaining;
private MaintenancePodState state = MaintenancePodState.Idle;
private Effecter operatingEffecter;
private static readonly Texture2D CancelIcon = ContentFinder<Texture2D>.Get("UI/Designators/Cancel");
private static readonly Texture2D EnterIcon = ContentFinder<Texture2D>.Get("UI/Commands/PodEject");
// ===================== Properties =====================
public CompProperties_MaintenancePod Props => (CompProperties_MaintenancePod)props;
public MaintenancePodState State => state;
public Pawn Occupant => innerContainer.FirstOrDefault() as Pawn;
public bool PowerOn => powerComp != null && powerComp.PowerOn;
public float RequiredComponents(Pawn pawn)
public float RequiredComponents
{
if (pawn == null || Props.hediffToRemove == null) return Props.baseComponentCost;
Hediff hediff = pawn.health.hediffSet.GetFirstHediffOfDef(Props.hediffToRemove);
if (hediff == null) return Props.baseComponentCost;
return Props.baseComponentCost + (int)(hediff.Severity * Props.componentCostPerSeverity);
}
get
{
var occupant = Occupant;
if (occupant == null) return Props.baseComponentCost;
public int RequiredDuration(Pawn pawn)
var maintenanceNeed = occupant.needs?.TryGetNeed<Need_Maintenance>();
if (maintenanceNeed == null) return Props.baseComponentCost;
// 计算基于当前需求水平的组件需求
float needDeficit = 1.0f - maintenanceNeed.CurLevel;
return Props.baseComponentCost + (needDeficit * Props.componentCostPerNeedLevel);
}
}
public int RequiredDuration
{
if (pawn == null || Props.hediffToRemove == null) return Props.baseDurationTicks;
Hediff hediff = pawn.health.hediffSet.GetFirstHediffOfDef(Props.hediffToRemove);
if (hediff == null) return Props.baseDurationTicks;
return Props.baseDurationTicks + (int)(hediff.Severity * Props.ticksPerSeverity);
}
get
{
var occupant = Occupant;
if (occupant == null) return Props.baseDurationTicks;
var maintenanceNeed = occupant.needs?.TryGetNeed<Need_Maintenance>();
if (maintenanceNeed == null) return Props.baseDurationTicks;
// 计算基于当前需求水平的维护时间
float needDeficit = 1.0f - maintenanceNeed.CurLevel;
return Props.baseDurationTicks + (int)(needDeficit * Props.ticksPerNeedLevel);
}
}
// ===================== Setup =====================
public CompMaintenancePod()
{
innerContainer = new ThingOwner<Thing>(this, false, LookMode.Deep);
}
public override void PostSpawnSetup(bool respawningAfterLoad)
{
base.PostSpawnSetup(respawningAfterLoad);
powerComp = parent.TryGetComp<CompPowerTrader>();
refuelableComp = parent.TryGetComp<CompRefuelable>();
}
public override void PostExposeData()
{
base.PostExposeData();
@@ -86,361 +105,335 @@ namespace WulaFallenEmpire
Scribe_Values.Look(ref ticksRemaining, "ticksRemaining", 0);
Scribe_Deep.Look(ref innerContainer, "innerContainer", this);
}
public override void PostDestroy(DestroyMode mode, Map previousMap)
{
base.PostDestroy(mode, previousMap);
// If the pod is deconstructed or destroyed, eject the occupant to prevent deletion.
if (mode == DestroyMode.Deconstruct || mode == DestroyMode.KillFinalize)
{
Log.Warning($"[WulaPodDebug] Pod destroyed (mode: {mode}). Ejecting pawn.");
EjectPawn();
}
}
// ===================== IThingHolder Implementation =====================
public void GetChildHolders(List<IThingHolder> outChildren)
{
ThingOwnerUtility.AppendThingHoldersFromThings(outChildren, GetDirectlyHeldThings());
}
public ThingOwner GetDirectlyHeldThings()
{
return innerContainer;
}
// ===================== Core Logic =====================
public override void CompTick()
{
base.CompTick();
if (!parent.Spawned) return;
if (state == MaintenancePodState.Running)
{
if (PowerOn)
{
ticksRemaining--;
if (ticksRemaining <= 0)
{
CycleFinished();
}
}
}
// 更新电力消耗
if (powerComp != null)
{
powerComp.PowerOutput = -(state == MaintenancePodState.Running ? Props.powerConsumptionRunning : Props.powerConsumptionIdle);
}
}
// 运行维护周期
if (state == MaintenancePodState.Running && PowerOn)
{
ticksRemaining--;
// 更新效果器
if (Props.operatingEffecter != null)
{
if (operatingEffecter == null)
{
operatingEffecter = Props.operatingEffecter.Spawn();
}
operatingEffecter.EffectTick(parent, Occupant);
}
if (ticksRemaining <= 0)
{
CycleFinished();
}
}
else if (operatingEffecter != null)
{
operatingEffecter.Cleanup();
operatingEffecter = null;
}
}
public void StartCycle(Pawn pawn)
{
Log.Warning($"[WulaPodDebug] StartCycle called for pawn: {pawn.LabelShortCap}");
float required = RequiredComponents(pawn);
if (refuelableComp.Fuel < required)
if (pawn == null) return;
// 检查组件是否足够
float requiredComponents = RequiredComponents;
if (refuelableComp.Fuel < requiredComponents)
{
Log.Error($"[WulaPodDebug] ERROR: Tried to start cycle for {pawn.LabelShort} without enough components.");
Messages.Message("WULA_MaintenancePod_NotEnoughComponents".Translate(requiredComponents.ToString("F0")), MessageTypeDefOf.RejectInput);
return;
}
if (required > 0)
// 消耗组件
if (requiredComponents > 0)
{
refuelableComp.ConsumeFuel(required);
refuelableComp.ConsumeFuel(requiredComponents);
}
Log.Warning($"[WulaPodDebug] Pawn state before action: holdingOwner is {(pawn.holdingOwner == null ? "NULL" : "NOT NULL")}, Spawned is {pawn.Spawned}");
// THE ACTUAL FIX: A pawn, whether held or not, must be despawned before being put in a container.
// 将 pawn 放入容器
if (pawn.Spawned)
{
Log.Warning($"[WulaPodDebug] Pawn is spawned. Despawning...");
pawn.DeSpawn(DestroyMode.Vanish);
}
Log.Warning($"[WulaPodDebug] Attempting to add/transfer pawn to container.");
innerContainer.TryAddOrTransfer(pawn);
// 开始维护周期
state = MaintenancePodState.Running;
ticksRemaining = RequiredDuration(pawn);
Log.Warning($"[WulaPodDebug] Cycle started. Ticks remaining: {ticksRemaining}");
}
ticksRemaining = RequiredDuration;
// 播放进入音效
if (Props.enterSound != null)
{
Props.enterSound.PlayOneShot(new TargetInfo(parent.Position, parent.Map));
}
Messages.Message("WULA_MaintenanceCycleStarted".Translate(pawn.LabelShortCap), MessageTypeDefOf.PositiveEvent);
}
private void CycleFinished()
{
Pawn occupant = Occupant;
Log.Warning($"[WulaPodDebug] CycleFinished. Occupant: {(occupant == null ? "NULL" : occupant.LabelShortCap)}");
var occupant = Occupant;
if (occupant == null)
{
Log.Error("[WulaPodDebug] ERROR: Maintenance cycle finished, but no one was inside.");
state = MaintenancePodState.Idle;
return;
}
// 执行维护效果
PerformMaintenanceEffects(occupant);
// 1. Fix the maintenance hediff
bool maintenanceDone = false;
if (Props.hediffToRemove != null)
// 弹出 pawn
EjectPawn();
Messages.Message("WULA_MaintenanceCycleComplete".Translate(occupant.LabelShortCap), MessageTypeDefOf.PositiveEvent);
}
private void PerformMaintenanceEffects(Pawn pawn)
{
var maintenanceNeed = pawn.needs?.TryGetNeed<Need_Maintenance>();
// 1. 恢复维护需求
if (maintenanceNeed != null)
{
Hediff hediff = occupant.health.hediffSet.GetFirstHediffOfDef(Props.hediffToRemove);
if (hediff != null)
{
hediff.Severity = Props.hediffSeverityAfterCycle;
Messages.Message("WULA_MaintenanceComplete".Translate(occupant.Named("PAWN")), occupant, MessageTypeDefOf.PositiveEvent);
maintenanceDone = true;
}
maintenanceNeed.PerformMaintenance(Props.needLevelAfterCycle);
}
// 2. Heal all other injuries and missing parts
// 2. 治疗损伤(如果启用)
if (Props.healInjuries)
{
HealInjuries(pawn);
}
// 3. 修复缺失部位(如果启用)
if (Props.healMissingParts)
{
HealMissingParts(pawn);
}
}
private void HealInjuries(Pawn pawn)
{
int injuriesHealed = 0;
// Loop until no more health conditions can be fixed
while (HealthUtility.TryGetWorstHealthCondition(occupant, out var hediffToFix, out var _))
var injuries = pawn.health.hediffSet.hediffs
.Where(h => h.def.isBad && h.Visible && h.def != HediffDefOf.BloodLoss)
.ToList();
foreach (var injury in injuries)
{
// Ensure we don't try to "heal" the maintenance hediff itself, as it's handled separately.
if (hediffToFix != null && hediffToFix.def == Props.hediffToRemove)
{
if (injuriesHealed >= Props.maxInjuriesHealedPerCycle)
break;
}
// Store the state before attempting to fix
int initialHediffCount = occupant.health.hediffSet.hediffs.Count;
var hediffsBefore = new HashSet<Hediff>(occupant.health.hediffSet.hediffs);
// Attempt to fix the worst condition
HealthUtility.FixWorstHealthCondition(occupant);
// Check if a change actually occurred
bool conditionFixed = initialHediffCount > occupant.health.hediffSet.hediffs.Count ||
!hediffsBefore.SetEquals(occupant.health.hediffSet.hediffs);
if (conditionFixed)
{
injuriesHealed++;
}
else
{
// If FixWorstHealthCondition did nothing, it means it can't handle
// the current worst condition. We must break to avoid an infinite loop.
Log.Warning($"[WulaPodDebug] Halting healing loop. FixWorstHealthCondition did not resolve: {hediffToFix?.LabelCap ?? "a missing part"}.");
break;
}
pawn.health.RemoveHediff(injury);
injuriesHealed++;
}
if (injuriesHealed > 0)
{
Messages.Message("WULA_MaintenanceHealedAllWounds".Translate(occupant.Named("PAWN")), occupant, MessageTypeDefOf.PositiveEvent);
Messages.Message("WULA_MaintenanceHealedInjuries".Translate(pawn.LabelShortCap, injuriesHealed), MessageTypeDefOf.PositiveEvent);
}
}
private void HealMissingParts(Pawn pawn)
{
var missingParts = pawn.health.hediffSet.GetMissingPartsCommonAncestors();
int partsHealed = 0;
foreach (var missingPart in missingParts)
{
if (partsHealed >= 1) // 每次最多修复一个缺失部位
break;
pawn.health.RemoveHediff(missingPart);
partsHealed++;
}
if (partsHealed > 0)
{
Messages.Message("WULA_MaintenanceHealedParts".Translate(pawn.LabelShortCap), MessageTypeDefOf.PositiveEvent);
}
else if (!maintenanceDone)
{
// If nothing was done at all, give a neutral message
Messages.Message("WULA_MaintenanceNoEffect".Translate(occupant.Named("PAWN")), occupant, MessageTypeDefOf.NeutralEvent);
}
EjectPawn();
}
public void EjectPawn(bool interrupted = false)
{
Pawn occupant = Occupant;
Log.Warning($"[WulaPodDebug] EjectPawn. Occupant: {(occupant == null ? "NULL" : occupant.LabelShortCap)}");
var occupant = Occupant;
if (occupant != null)
{
Map mapToUse = parent.Map ?? Find.CurrentMap;
if (mapToUse == null)
// 弹出到交互单元格
innerContainer.TryDropAll(parent.InteractionCell, parent.Map, ThingPlaceMode.Near);
// 播放退出音效
if (Props.exitSound != null)
{
// Try to find the map from nearby things
mapToUse = GenClosest.ClosestThing_Global(occupant.Position, Gen.YieldSingle(parent), 99999f, (thing) => thing.Map != null)?.Map;
Props.exitSound.PlayOneShot(new TargetInfo(parent.Position, parent.Map));
}
if (mapToUse != null)
{
innerContainer.TryDropAll(parent.InteractionCell, mapToUse, ThingPlaceMode.Near);
if (Props.exitSound != null)
{
SoundStarter.PlayOneShot(Props.exitSound, new TargetInfo(parent.Position, mapToUse));
}
}
else
{
Log.Error($"[WulaPodDebug] EjectPawn FAILED: No valid map found to eject {occupant.LabelShortCap}. The pawn will be lost.");
}
// Additional logic to handle occupant if needed
// 如果被中断,应用负面效果
if (interrupted)
{
occupant.needs?.mood.thoughts.memories.TryGainMemory(ThoughtDefOf.SoakingWet);
occupant.health?.AddHediff(HediffDefOf.BiosculptingSickness);
occupant.needs?.mood?.thoughts?.memories?.TryGainMemory(ThoughtDefOf.SoakingWet);
}
}
innerContainer.Clear();
state = MaintenancePodState.Idle;
Log.Warning($"[WulaPodDebug] EjectPawn finished. State set to Idle.");
}
// 清理效果器
if (operatingEffecter != null)
{
operatingEffecter.Cleanup();
operatingEffecter = null;
}
}
// ===================== UI & Gizmos =====================
public override string CompInspectStringExtra()
{
StringBuilder sb = new StringBuilder();
sb.AppendLine("WULA_MaintenancePod_Status".Translate() + ": " + $"WULA_MaintenancePod_State_{state}".Translate());
if (state == MaintenancePodState.Running)
if (state == MaintenancePodState.Running && Occupant != null)
{
if (Occupant != null)
{
sb.AppendLine("Contains".Translate() + ": " + Occupant.NameShortColored.Resolve());
}
sb.AppendLine("Contains".Translate() + ": " + Occupant.NameShortColored.Resolve());
sb.AppendLine("TimeLeft".Translate() + ": " + ticksRemaining.ToStringTicksToPeriod());
var maintenanceNeed = Occupant.needs?.TryGetNeed<Need_Maintenance>();
if (maintenanceNeed != null)
{
// 直接显示 CurLevel确保与 Need 显示一致
sb.AppendLine("WULA_MaintenanceLevel".Translate() + ": " + maintenanceNeed.CurLevel.ToStringPercent());
}
}
if (!PowerOn)
{
sb.AppendLine("NoPower".Translate().Colorize(Color.red));
}
return sb.ToString().TrimEnd();
}
public override IEnumerable<Gizmo> CompGetGizmosExtra()
{
foreach (var gizmo in base.CompGetGizmosExtra())
{
yield return gizmo;
}
// 进入维护舱的按钮
if (state == MaintenancePodState.Idle && PowerOn)
{
var enterCommand = new Command_Action
yield return new Command_Action
{
defaultLabel = "WULA_MaintenancePod_Enter".Translate(),
defaultDesc = "WULA_MaintenancePod_EnterDesc".Translate(),
icon = EnterIcon,
action = () =>
{
List<FloatMenuOption> options = GetPawnOptions();
if (options.Any())
{
Find.WindowStack.Add(new FloatMenu(options));
}
else
{
Messages.Message("WULA_MaintenancePod_NoOneNeeds".Translate(), MessageTypeDefOf.RejectInput);
}
}
action = () => ShowPawnSelectionMenu()
};
yield return enterCommand;
}
// 取消维护的按钮
if (state == MaintenancePodState.Running)
{
var cancelCommand = new Command_Action
yield return new Command_Action
{
defaultLabel = "CommandCancelConstructionLabel".Translate(),
defaultDesc = "WULA_MaintenancePod_CancelDesc".Translate(),
icon = CancelIcon,
action = () =>
{
EjectPawn();
EjectPawn(true);
Messages.Message("WULA_MaintenanceCanceled".Translate(), MessageTypeDefOf.NegativeEvent);
}
};
yield return cancelCommand;
}
// DEV GIZMO
if (DebugSettings.godMode && state == MaintenancePodState.Running)
{
var finishCommand = new Command_Action
{
defaultLabel = "DEV: Finish Cycle",
action = () =>
{
Log.Warning("[WulaPodDebug] DEV: Force finishing cycle.");
CycleFinished();
}
};
yield return finishCommand;
}
}
private void ShowPawnSelectionMenu()
{
var options = GetPawnOptions();
if (options.Any())
{
Find.WindowStack.Add(new FloatMenu(options));
}
else
{
Messages.Message("WULA_MaintenancePod_NoOneNeeds".Translate(), MessageTypeDefOf.RejectInput);
}
}
private List<FloatMenuOption> GetPawnOptions()
{
List<FloatMenuOption> options = new List<FloatMenuOption>();
// Now iterates over all pawns on the map, not just colonists.
foreach (Pawn p in parent.Map.mapPawns.AllPawns.Where(pawn => pawn.def.defName == "WulaSpecies" || pawn.def.defName == "WulaSpeciesReal"))
{
if (p.health.hediffSet.HasHediff(Props.hediffToRemove))
{
// If the pawn is downed or not a free colonist, they need to be brought to the pod.
if (p.Downed || !p.IsFreeColonist)
{
float required = RequiredComponents(p);
if (refuelableComp.Fuel < required)
{
options.Add(new FloatMenuOption(p.LabelShortCap + " (" + p.KindLabel + ", " + "WULA_MaintenancePod_NotEnoughComponents".Translate(required.ToString("F0")) + ")", null));
}
else
{
// Find colonists who can haul the pawn.
var potentialHaulers = parent.Map.mapPawns.FreeColonistsSpawned.Where(colonist =>
!colonist.Downed && colonist.CanReserveAndReach(p, PathEndMode.OnCell, Danger.Deadly) && colonist.CanReserveAndReach(parent, PathEndMode.InteractionCell, Danger.Deadly));
var options = new List<FloatMenuOption>();
var map = parent.Map;
if (!potentialHaulers.Any())
{
// If no one can haul, then it's unreachable.
options.Add(new FloatMenuOption(p.LabelShortCap + " (" + p.KindLabel + ", " + "CannotReach".Translate() + ")", null));
}
else
{
Action action = delegate
{
// Create a menu to select which colonist should do the hauling.
var haulerOptions = new List<FloatMenuOption>();
foreach (var hauler in potentialHaulers)
{
haulerOptions.Add(new FloatMenuOption(hauler.LabelCap, delegate
{
var haulJob = JobMaker.MakeJob(JobDefOf_WULA.WULA_HaulToMaintenancePod, p, parent);
haulJob.count = 1;
hauler.jobs.TryTakeOrderedJob(haulJob, JobTag.Misc);
}));
}
Find.WindowStack.Add(new FloatMenu(haulerOptions));
};
options.Add(new FloatMenuOption(p.LabelShortCap + " (" + p.KindLabel + ")", action));
}
}
}
// If the pawn is a free colonist and can walk, they can go on their own.
else
{
if (!p.CanReach(parent, PathEndMode.InteractionCell, Danger.Deadly))
{
options.Add(new FloatMenuOption(p.LabelShortCap + " (" + "CannotReach".Translate() + ")", null));
}
else
{
float required = RequiredComponents(p);
if (refuelableComp.Fuel >= required)
{
options.Add(new FloatMenuOption(p.LabelShortCap, () =>
{
Job job = JobMaker.MakeJob(JobDefOf_WULA.WULA_EnterMaintenancePod, parent);
p.jobs.TryTakeOrderedJob(job, JobTag.Misc);
}));
}
else
{
options.Add(new FloatMenuOption(p.LabelShortCap + " (" + "WULA_MaintenancePod_NotEnoughComponents".Translate(required.ToString("F0")) + ")", null));
}
}
}
foreach (var pawn in map.mapPawns.AllPawnsSpawned)
{
// 首先检查是否有维护需求
var maintenanceNeed = pawn.needs?.TryGetNeed<Need_Maintenance>();
if (maintenanceNeed == null)
{
// 这个Pawn没有维护需求跳过
continue;
}
// 检查是否真的需要维护
if (maintenanceNeed.CurLevel > Props.minNeedLevelToMaintain && !DebugSettings.godMode)
continue;
// 创建选项
var option = CreatePawnOption(pawn, maintenanceNeed);
if (option != null)
options.Add(option);
}
return options;
}
}
private FloatMenuOption CreatePawnOption(Pawn pawn, Need_Maintenance need)
{
string label = $"{pawn.LabelShortCap} ({need.CurLevel.ToStringPercent()})";
float requiredComponents = RequiredComponents;
// 检查组件是否足够
if (refuelableComp.Fuel < requiredComponents)
{
return new FloatMenuOption(label + " (" + "WULA_MaintenancePod_NotEnoughComponents".Translate(requiredComponents.ToString("F0")) + ")", null);
}
// 检查是否可以到达
if (!pawn.CanReach(parent, PathEndMode.InteractionCell, Danger.Deadly))
{
return new FloatMenuOption(label + " (" + "CannotReach".Translate() + ")", null);
}
return new FloatMenuOption(label, () =>
{
if (pawn.Downed || !pawn.IsFreeColonist)
{
// 需要搬运
var haulJob = JobMaker.MakeJob(JobDefOf_WULA.WULA_HaulToMaintenancePod, pawn, parent);
var hauler = FindBestHauler(pawn);
if (hauler != null)
{
hauler.jobs.TryTakeOrderedJob(haulJob);
}
else
{
Messages.Message("WULA_NoHaulerAvailable".Translate(), MessageTypeDefOf.RejectInput);
}
}
else
{
// 自己进入
var enterJob = JobMaker.MakeJob(JobDefOf_WULA.WULA_EnterMaintenancePod, parent);
pawn.jobs.TryTakeOrderedJob(enterJob);
}
});
}
private Pawn FindBestHauler(Pawn target)
{
return parent.Map.mapPawns.FreeColonistsSpawned
.Where(colonist => !colonist.Downed &&
colonist.CanReserveAndReach(target, PathEndMode.OnCell, Danger.Deadly) &&
colonist.CanReserveAndReach(parent, PathEndMode.InteractionCell, Danger.Deadly))
.OrderBy(colonist => colonist.Position.DistanceTo(target.Position))
.FirstOrDefault();
}
}
public enum MaintenancePodState
{
Idle,
Running,
Running
}
}

View File

@@ -0,0 +1,36 @@
// HediffComp_MaintenanceDamage.cs
using RimWorld;
using Verse;
namespace WulaFallenEmpire
{
public class HediffCompProperties_MaintenanceDamage : HediffCompProperties
{
public float damageToMaintenanceFactor = 0.01f; // 每点伤害扣除的维护度比例
public HediffCompProperties_MaintenanceDamage()
{
compClass = typeof(HediffComp_MaintenanceDamage);
}
}
public class HediffComp_MaintenanceDamage : HediffComp
{
private HediffCompProperties_MaintenanceDamage Props => (HediffCompProperties_MaintenanceDamage)props;
public override void Notify_PawnPostApplyDamage(DamageInfo dinfo, float totalDamageDealt)
{
base.Notify_PawnPostApplyDamage(dinfo, totalDamageDealt);
// 获取维护需求
var maintenanceNeed = Pawn.needs?.TryGetNeed<Need_Maintenance>();
if (maintenanceNeed == null)
return;
// 直接应用伤害惩罚
maintenanceNeed.ApplyDamagePenalty(totalDamageDealt);
}
public override string CompTipStringExtra => "WULA_DamageAffectsMaintenance".Translate(Props.damageToMaintenanceFactor.ToStringPercent());
}
}

View File

@@ -1,40 +0,0 @@
using Verse;
namespace WulaFallenEmpire
{
public class HediffCompProperties_MaintenanceNeed : HediffCompProperties
{
public float severityPerDayBeforeThreshold = 0.0f;
public float severityPerDayAfterThreshold = 0.0f;
public float thresholdDays = 0.0f;
public HediffCompProperties_MaintenanceNeed()
{
compClass = typeof(HediffComp_MaintenanceNeed);
}
}
public class HediffComp_MaintenanceNeed : HediffComp
{
private HediffCompProperties_MaintenanceNeed Props => (HediffCompProperties_MaintenanceNeed)props;
public override void CompPostTick(ref float severityAdjustment)
{
base.CompPostTick(ref severityAdjustment);
// We adjust severity once per game day (60000 ticks)
if (parent.ageTicks % 60000 == 0)
{
float ageInDays = (float)parent.ageTicks / 60000f;
if (ageInDays < Props.thresholdDays)
{
severityAdjustment += Props.severityPerDayBeforeThreshold;
}
else
{
severityAdjustment += Props.severityPerDayAfterThreshold;
}
}
}
}
}

View File

@@ -1,18 +0,0 @@
using RimWorld;
using Verse;
namespace WulaFallenEmpire
{
[DefOf]
public static class JobDefOf_WULA
{
public static JobDef WULA_EnterMaintenancePod;
public static JobDef WULA_HaulToMaintenancePod;
static JobDefOf_WULA()
{
DefOfHelper.EnsureInitializedInCtor(typeof(JobDefOf_WULA));
}
}
}

View File

@@ -1,5 +1,5 @@
// JobDriver_EnterMaintenancePod.cs (更新版)
using RimWorld;
using System;
using System.Collections.Generic;
using Verse;
using Verse.AI;
@@ -11,6 +11,7 @@ namespace WulaFallenEmpire
private const TargetIndex PodIndex = TargetIndex.A;
protected Thing Pod => job.GetTarget(PodIndex).Thing;
protected CompMaintenancePod PodComp => Pod?.TryGetComp<CompMaintenancePod>();
public override bool TryMakePreToilReservations(bool errorOnFailed)
{
@@ -19,29 +20,24 @@ namespace WulaFallenEmpire
protected override IEnumerable<Toil> MakeNewToils()
{
Log.Warning($"[WulaPodDebug] JobDriver_EnterMaintenancePod started for pawn: {pawn.LabelShortCap}");
this.FailOnDespawnedNullOrForbidden(PodIndex);
this.FailOnBurningImmobile(PodIndex);
this.FailOn(() => PodComp == null || PodComp.State != MaintenancePodState.Idle || !PodComp.PowerOn);
var podComp = Pod.TryGetComp<CompMaintenancePod>();
this.FailOn(() => podComp == null || podComp.State != MaintenancePodState.Idle || !podComp.PowerOn);
// 移动到维护舱
yield return Toils_Goto.GotoThing(PodIndex, PathEndMode.InteractionCell);
// Go to the pod's interaction cell
Toil goToPod = Toils_Goto.GotoThing(PodIndex, PathEndMode.InteractionCell);
goToPod.AddPreInitAction(() => Log.Warning($"[WulaPodDebug] EnterJob: Pawn {pawn.LabelShortCap} is going to the pod."));
yield return goToPod;
// Enter the pod
Toil enterToil = new Toil
// 进入维护舱
yield return new Toil
{
initAction = () =>
{
Log.Warning($"[WulaPodDebug] EnterJob: Pawn {pawn.LabelShortCap} has arrived and is entering the pod.");
podComp.StartCycle(pawn);
if (PodComp != null)
{
PodComp.StartCycle(pawn);
}
},
defaultCompleteMode = ToilCompleteMode.Instant
};
yield return enterToil;
}
}
}
}

View File

@@ -1,3 +1,4 @@
// JobDriver_HaulToMaintenancePod.cs (修复版)
using System.Collections.Generic;
using RimWorld;
using Verse;
@@ -12,52 +13,70 @@ namespace WulaFallenEmpire
protected Pawn Takee => (Pawn)job.GetTarget(TakeeIndex).Thing;
protected Building Pod => (Building)job.GetTarget(PodIndex).Thing;
protected CompMaintenancePod PodComp => Pod.TryGetComp<CompMaintenancePod>();
protected CompMaintenancePod PodComp => Pod?.TryGetComp<CompMaintenancePod>();
public override bool TryMakePreToilReservations(bool errorOnFailed)
{
// 修复明确指定计数为1
return pawn.Reserve(Takee, job, 1, -1, null, errorOnFailed)
&& pawn.Reserve(Pod, job, 1, -1, null, errorOnFailed);
}
protected override IEnumerable<Toil> MakeNewToils()
{
Log.Warning($"[WulaPodDebug] JobDriver_HaulToMaintenancePod started. Hauler: {pawn.LabelShortCap}, Takee: {Takee.LabelShortCap}");
// Standard failure conditions
this.FailOnDestroyedOrNull(TakeeIndex);
this.FailOnDestroyedOrNull(PodIndex);
this.FailOnAggroMentalStateAndHostile(TakeeIndex);
this.FailOn(() => PodComp == null);
this.FailOn(() => !pawn.CanReach(Pod, PathEndMode.InteractionCell, Danger.Deadly));
this.FailOn(() => !Takee.Downed);
this.FailOn(() => PodComp == null || PodComp.State != MaintenancePodState.Idle);
// Go to the pawn to be rescued
Toil goToTakee = Toils_Goto.GotoThing(TakeeIndex, PathEndMode.ClosestTouch)
.FailOnDespawnedNullOrForbidden(TakeeIndex)
.FailOnDespawnedNullOrForbidden(PodIndex)
.FailOnSomeonePhysicallyInteracting(TakeeIndex);
goToTakee.AddPreInitAction(() => Log.Warning($"[WulaPodDebug] HaulJob: {pawn.LabelShortCap} is going to pick up {Takee.LabelShortCap}."));
yield return goToTakee;
// 前往目标 pawn
yield return Toils_Goto.GotoThing(TakeeIndex, PathEndMode.ClosestTouch);
// Start carrying the pawn
Toil startCarrying = Toils_Haul.StartCarryThing(TakeeIndex, false, true, false);
startCarrying.AddPreInitAction(() => Log.Warning($"[WulaPodDebug] HaulJob: {pawn.LabelShortCap} is now carrying {Takee.LabelShortCap}."));
yield return startCarrying;
// Go to the maintenance pod
Toil goToPod = Toils_Goto.GotoThing(PodIndex, PathEndMode.InteractionCell);
goToPod.AddPreInitAction(() => Log.Warning($"[WulaPodDebug] HaulJob: {pawn.LabelShortCap} is hauling {Takee.LabelShortCap} to the pod."));
yield return goToPod;
// Place the pawn inside the pod
Toil placeInPod = ToilMaker.MakeToil("PlaceInPod");
placeInPod.initAction = delegate
// 开始搬运 - 修复计数问题
yield return new Toil
{
Log.Warning($"[WulaPodDebug] HaulJob: {pawn.LabelShortCap} has arrived and is placing {Takee.LabelShortCap} in the pod.");
PodComp.StartCycle(Takee);
initAction = () =>
{
// 明确设置搬运数量为1
if (pawn.carryTracker.CarriedThing == null)
{
if (Takee == null || Takee.Destroyed)
{
Log.Error("试图搬运不存在的Pawn");
return;
}
// 使用TryStartCarryThing并明确指定数量
if (pawn.carryTracker.TryStartCarry(Takee, 1) <= 0)
{
Log.Error($"无法搬运Pawn: {Takee.Label}");
EndJobWith(JobCondition.Incompletable);
}
}
},
defaultCompleteMode = ToilCompleteMode.Instant
};
// 前往维护舱
yield return Toils_Goto.GotoThing(PodIndex, PathEndMode.InteractionCell);
// 放入维护舱
yield return new Toil
{
initAction = () =>
{
if (PodComp != null && Takee != null)
{
// 确保Pawn被放下
if (pawn.carryTracker.CarriedThing == Takee)
{
pawn.carryTracker.TryDropCarriedThing(pawn.Position, ThingPlaceMode.Near, out _);
}
PodComp.StartCycle(Takee);
}
},
defaultCompleteMode = ToilCompleteMode.Instant
};
placeInPod.defaultCompleteMode = ToilCompleteMode.Instant;
yield return placeInPod;
}
}
}
}

View File

@@ -1,21 +0,0 @@
using RimWorld;
using Verse;
using Verse.AI;
namespace WulaFallenEmpire
{
public class WorkGiver_DoMaintenance : WorkGiver_Scanner
{
public override ThingRequest PotentialWorkThingRequest => ThingRequest.ForDef(ThingDef.Named("WULA_MaintenancePod"));
public override bool HasJobOnThing(Pawn pawn, Thing t, bool forced = false)
{
return pawn.CanReserve(t, 1, -1, null, forced);
}
public override Job JobOnThing(Pawn pawn, Thing t, bool forced = false)
{
return JobMaker.MakeJob(DefDatabase<JobDef>.GetNamed("WULA_EnterMaintenancePod"), t);
}
}
}

View File

@@ -0,0 +1,26 @@
// MaintenanceNeedExtension.cs
using Verse;
namespace WulaFallenEmpire
{
public class MaintenanceNeedExtension : DefModExtension
{
// 基础退化设置
public float severityPerDayBeforeThreshold = 0.05f;
public float severityPerDayAfterThreshold = 0.1f;
public float thresholdDays = 5f;
// 状态阈值
public float minorBreakdownThreshold = 0.3f;
public float majorBreakdownThreshold = 0.1f;
public float criticalFailureThreshold = 0.01f;
// 伤害相关设置 - 简化
public float damageToMaintenanceFactor = 0.01f; // 每点伤害扣除的维护度
// 维护效果相关的 HediffDefs
public HediffDef minorBreakdownHediff = null;
public HediffDef majorBreakdownHediff = null;
public HediffDef criticalFailureHediff = null;
}
}

View File

@@ -0,0 +1,237 @@
// Need_Maintenance.cs
using RimWorld;
using Verse;
using System.Linq;
using System;
namespace WulaFallenEmpire
{
public class Need_Maintenance : Need
{
private MaintenanceNeedExtension Extension => def.GetModExtension<MaintenanceNeedExtension>();
// 上次维护的天数
private float daysSinceLastMaintenance = 0f;
// 当前维护状态
public MaintenanceStatus Status
{
get
{
if (CurLevel <= Extension?.criticalFailureThreshold) return MaintenanceStatus.CriticalFailure;
if (CurLevel <= Extension?.majorBreakdownThreshold) return MaintenanceStatus.MajorBreakdown;
if (CurLevel <= Extension?.minorBreakdownThreshold) return MaintenanceStatus.MinorBreakdown;
return MaintenanceStatus.Operational;
}
}
public float DaysSinceLastMaintenance => daysSinceLastMaintenance;
public Need_Maintenance(Pawn pawn) : base(pawn)
{
}
public override void SetInitialLevel()
{
CurLevel = 1.0f;
daysSinceLastMaintenance = 0f;
}
public override void NeedInterval()
{
if (pawn.Dead || !pawn.Spawned)
return;
// 每150 ticks 更新一次Need 的标准间隔)
if (IsFrozen)
return;
// 增加天数计数
daysSinceLastMaintenance += 150f / 60000f; // 150 ticks 占一天的比例
// 计算退化速率
float degradationRate = CalculateDegradationRate();
// 应用退化
CurLevel -= degradationRate * (150f / 60000f); // 转换为每天的比例
// 确保数值在有效范围内
CurLevel = ClampNeedLevel(CurLevel);
// 检查状态变化
CheckStatusChanges();
}
private float CalculateDegradationRate()
{
if (Extension == null)
return 0f;
if (daysSinceLastMaintenance < Extension.thresholdDays)
{
return Extension.severityPerDayBeforeThreshold;
}
else
{
return Extension.severityPerDayAfterThreshold;
}
}
private void CheckStatusChanges()
{
if (Extension == null)
return;
// 检查是否需要应用故障效果
var currentStatus = Status;
// 移除旧的维护相关 Hediff
RemoveMaintenanceHediffs();
// 根据状态添加相应的 Hediff
switch (currentStatus)
{
case MaintenanceStatus.MinorBreakdown:
if (Extension.minorBreakdownHediff != null)
pawn.health.AddHediff(Extension.minorBreakdownHediff);
break;
case MaintenanceStatus.MajorBreakdown:
if (Extension.majorBreakdownHediff != null)
pawn.health.AddHediff(Extension.majorBreakdownHediff);
break;
case MaintenanceStatus.CriticalFailure:
if (Extension.criticalFailureHediff != null)
pawn.health.AddHediff(Extension.criticalFailureHediff);
break;
}
}
private void RemoveMaintenanceHediffs()
{
if (Extension == null)
return;
// 移除所有维护相关的 Hediff
var hediffsToRemove = pawn.health.hediffSet.hediffs.FindAll(h =>
h.def == Extension.minorBreakdownHediff ||
h.def == Extension.majorBreakdownHediff ||
h.def == Extension.criticalFailureHediff);
foreach (var hediff in hediffsToRemove)
{
pawn.health.RemoveHediff(hediff);
}
}
// 执行维护操作
public void PerformMaintenance(float maintenanceAmount = 1.0f)
{
CurLevel += maintenanceAmount;
CurLevel = ClampNeedLevel(CurLevel);
daysSinceLastMaintenance = 0f;
// 移除所有维护相关的负面效果
RemoveMaintenanceHediffs();
// 触发维护完成的效果
OnMaintenancePerformed(maintenanceAmount);
}
// 应用伤害惩罚 - 简单的线性减少
public void ApplyDamagePenalty(float damageAmount)
{
if (Extension == null) return;
// 直接线性减少维护度
float reduction = damageAmount * Extension.damageToMaintenanceFactor;
CurLevel = Math.Max(0f, CurLevel - reduction);
// 立即检查状态变化
CheckStatusChanges();
if (pawn.IsColonistPlayerControlled && reduction > 0.01f)
{
Messages.Message("WULA_MaintenanceReducedDueToDamage".Translate(pawn.LabelShort, reduction.ToStringPercent()),
pawn, MessageTypeDefOf.NegativeEvent);
}
}
private void OnMaintenancePerformed(float amount)
{
// 这里可以添加维护完成时的特殊效果
if (pawn.IsColonistPlayerControlled)
{
Messages.Message("WULA_MaintenanceCompleted".Translate(pawn.LabelShort), pawn, MessageTypeDefOf.PositiveEvent);
}
}
private float ClampNeedLevel(float level)
{
return level < 0f ? 0f : (level > 1f ? 1f : level);
}
public override string GetTipString()
{
string baseTip = base.GetTipString();
string statusText = "WULA_MaintenanceStatus".Translate(Status.GetLabel(), daysSinceLastMaintenance.ToString("F1"));
string degradationText = "WULA_DegradationRate".Translate(CalculateDegradationRate().ToString("F3"));
return $"{baseTip}\n\n{statusText}\n{degradationText}";
}
public override void ExposeData()
{
base.ExposeData();
Scribe_Values.Look(ref daysSinceLastMaintenance, "daysSinceLastMaintenance", 0f);
}
}
// 维护状态枚举
public enum MaintenanceStatus
{
Operational,
MinorBreakdown,
MajorBreakdown,
CriticalFailure
}
public static class MaintenanceStatusExtensions
{
public static string GetLabel(this MaintenanceStatus status)
{
switch (status)
{
case MaintenanceStatus.Operational:
return "WULA_Operational".Translate();
case MaintenanceStatus.MinorBreakdown:
return "WULA_MinorBreakdown".Translate();
case MaintenanceStatus.MajorBreakdown:
return "WULA_MajorBreakdown".Translate();
case MaintenanceStatus.CriticalFailure:
return "WULA_CriticalFailure".Translate();
default:
return "Unknown";
}
}
public static string GetDescription(this MaintenanceStatus status)
{
switch (status)
{
case MaintenanceStatus.Operational:
return "WULA_OperationalDesc".Translate();
case MaintenanceStatus.MinorBreakdown:
return "WULA_MinorBreakdownDesc".Translate();
case MaintenanceStatus.MajorBreakdown:
return "WULA_MajorBreakdownDesc".Translate();
case MaintenanceStatus.CriticalFailure:
return "WULA_CriticalFailureDesc".Translate();
default:
return "Unknown";
}
}
}
}

View File

@@ -0,0 +1,49 @@
// WorkGiver_DoMaintenance.cs (修复版)
using RimWorld;
using Verse;
using Verse.AI;
namespace WulaFallenEmpire
{
public class WorkGiver_DoMaintenance : WorkGiver_Scanner
{
public override ThingRequest PotentialWorkThingRequest =>
ThingRequest.ForDef(ThingDef.Named("WULA_MaintenancePod"));
public override PathEndMode PathEndMode => PathEndMode.Touch;
public override bool HasJobOnThing(Pawn pawn, Thing t, bool forced = false)
{
// 检查维护舱是否可用
if (!pawn.CanReserve(t, 1, -1, null, forced))
return false;
var podComp = t.TryGetComp<CompMaintenancePod>();
if (podComp == null || podComp.State != MaintenancePodState.Idle || !podComp.PowerOn)
return false;
// 检查当前pawn是否有维护需求且需要维护
return PawnNeedsMaintenance(pawn);
}
public override Job JobOnThing(Pawn pawn, Thing t, bool forced = false)
{
return JobMaker.MakeJob(JobDefOf_WULA.WULA_EnterMaintenancePod, t);
}
// 检查单个Pawn是否需要维护
private bool PawnNeedsMaintenance(Pawn pawn)
{
// 检查是否有维护需求组件
var maintenanceNeed = pawn.needs?.TryGetNeed<Need_Maintenance>();
if (maintenanceNeed == null)
{
// 这个Pawn没有维护需求不应该使用维护舱
return false;
}
// 检查维护水平是否低于阈值
return maintenanceNeed.CurLevel <= 0.3f; // 需要维护的阈值
}
}
}

View File

@@ -15,4 +15,16 @@ namespace WulaFallenEmpire
DefOfHelper.EnsureInitializedInCtor(typeof(ThingDefOf_WULA));
}
}
[DefOf]
public static class JobDefOf_WULA
{
public static JobDef WULA_EnterMaintenancePod;
public static JobDef WULA_HaulToMaintenancePod;
static JobDefOf_WULA()
{
DefOfHelper.EnsureInitializedInCtor(typeof(JobDefOf_WULA));
}
}
}

View File

@@ -106,6 +106,11 @@
<Compile Include="Flyover\WULA_ShipArtillery\CompShipArtillery.cs" />
<Compile Include="Flyover\WULA_SpawnFlyOver\CompAbilityEffect_SpawnFlyOver.cs" />
<Compile Include="Flyover\WULA_SpawnFlyOver\CompProperties_AbilitySpawnFlyOver.cs" />
<Compile Include="GlobalWorkTable\Building_GlobalWorkTable.cs" />
<Compile Include="GlobalWorkTable\GlobalProductionOrder.cs" />
<Compile Include="GlobalWorkTable\GlobalProductionOrderStack.cs" />
<Compile Include="GlobalWorkTable\GlobalStorageWorldComponent.cs" />
<Compile Include="GlobalWorkTable\ITab_GlobalBills.cs" />
<Compile Include="HediffComp\HediffCompProperties_NanoRepair.cs" />
<Compile Include="HediffComp\WULA_HediffDamgeShield\DRMDamageShield.cs" />
<Compile Include="HediffComp\WULA_HediffDamgeShield\Hediff_DamageShield.cs" />
@@ -142,11 +147,12 @@
<Compile Include="Pawn\WULA_Energy\WulaStatDefOf.cs" />
<Compile Include="Pawn\WULA_Maintenance\Building_MaintenancePod.cs" />
<Compile Include="Pawn\WULA_Maintenance\CompMaintenancePod.cs" />
<Compile Include="Pawn\WULA_Maintenance\HediffComp_MaintenanceNeed.cs" />
<Compile Include="Pawn\WULA_Maintenance\JobDefOf_WULA.cs" />
<Compile Include="Pawn\WULA_Maintenance\HediffCompProperties_MaintenanceDamage.cs" />
<Compile Include="Pawn\WULA_Maintenance\JobDriver_EnterMaintenancePod.cs" />
<Compile Include="Pawn\WULA_Maintenance\JobDriver_HaulToMaintenancePod.cs" />
<Compile Include="Pawn\WULA_Maintenance\Job_Maintenance.cs" />
<Compile Include="Pawn\WULA_Maintenance\MaintenanceNeedExtension.cs" />
<Compile Include="Pawn\WULA_Maintenance\Need_Maintenance.cs" />
<Compile Include="Pawn\WULA_Maintenance\WorkGiver_DoMaintenance.cs" />
<Compile Include="ThingComp\CompAndPatch_GiveHediffOnShot.cs" />
<Compile Include="ThingComp\CompApparelInterceptor.cs" />
<Compile Include="ThingComp\CompPsychicScaling.cs" />