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// Building_GlobalWorkTable.cs (修复版)
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using RimWorld;
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using System.Collections.Generic;
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using Verse;
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namespace WulaFallenEmpire
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{
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public class Building_GlobalWorkTable : Building_WorkTable
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{
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public GlobalProductionOrderStack globalOrderStack;
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private CompPowerTrader powerComp;
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private int lastProcessTick = -1;
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private const int ProcessInterval = 60; // 每60tick处理一次
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public Building_GlobalWorkTable()
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{
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globalOrderStack = new GlobalProductionOrderStack(this);
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}
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public override void ExposeData()
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{
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base.ExposeData();
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Scribe_Deep.Look(ref globalOrderStack, "globalOrderStack", this);
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}
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public override void SpawnSetup(Map map, bool respawningAfterLoad)
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{
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base.SpawnSetup(map, respawningAfterLoad);
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powerComp = GetComp<CompPowerTrader>();
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}
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public override void Tick()
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{
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base.Tick();
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// 每60tick处理一次生产订单
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if (Find.TickManager.TicksGame % ProcessInterval == 0 &&
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Find.TickManager.TicksGame != lastProcessTick)
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{
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lastProcessTick = Find.TickManager.TicksGame;
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if (powerComp == null || powerComp.PowerOn)
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{
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Log.Message($"[DEBUG] Processing orders at tick {Find.TickManager.TicksGame}");
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globalOrderStack.ProcessOrders();
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}
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else
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{
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Log.Message("[DEBUG] No power, skipping order processing");
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}
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}
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}
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public bool CurrentlyUsableForGlobalBills()
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{
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return (powerComp == null || powerComp.PowerOn) &&
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(GetComp<CompBreakdownable>() == null || !GetComp<CompBreakdownable>().BrokenDown);
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}
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}
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}
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120
Source/WulaFallenEmpire/GlobalWorkTable/GlobalProductionOrder.cs
Normal file
120
Source/WulaFallenEmpire/GlobalWorkTable/GlobalProductionOrder.cs
Normal file
@@ -0,0 +1,120 @@
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// GlobalProductionOrder.cs (修复版)
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using RimWorld;
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using System.Collections.Generic;
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using Verse;
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namespace WulaFallenEmpire
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{
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public class GlobalProductionOrder : IExposable
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{
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public RecipeDef recipe;
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public int targetCount = 1;
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public int currentCount = 0;
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public bool paused = true; // 初始状态为暂停
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public float progress = 0f;
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// 生产状态
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public ProductionState state = ProductionState.Waiting;
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public enum ProductionState
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{
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Waiting, // 等待资源
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Producing, // 生产中
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Completed // 完成
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}
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public void ExposeData()
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{
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Scribe_Defs.Look(ref recipe, "recipe");
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Scribe_Values.Look(ref targetCount, "targetCount", 1);
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Scribe_Values.Look(ref currentCount, "currentCount", 0);
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Scribe_Values.Look(ref paused, "paused", true);
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Scribe_Values.Look(ref progress, "progress", 0f);
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Scribe_Values.Look(ref state, "state", ProductionState.Waiting);
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}
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public string Label => recipe.LabelCap;
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public string Description => $"{currentCount}/{targetCount} {recipe.products[0].thingDef.label}";
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// 检查是否有足够资源 - 修复逻辑,只检查costList
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public bool HasEnoughResources()
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{
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var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
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if (globalStorage == null)
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{
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Log.Warning("GlobalStorageWorldComponent not found");
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return false;
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}
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// 只检查costList,不检查ingredients
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if (recipe.costList != null && recipe.costList.Count > 0)
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{
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foreach (var cost in recipe.costList)
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{
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int required = cost.count;
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int available = globalStorage.GetInputStorageCount(cost.thingDef);
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Log.Message($"[DEBUG] Checking {cost.thingDef.defName}: required={required}, available={available}");
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if (available < required)
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{
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Log.Message($"[DEBUG] Insufficient {cost.thingDef.defName}");
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return false;
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}
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}
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Log.Message("[DEBUG] All resources available");
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return true;
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}
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else
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{
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Log.Warning($"Recipe {recipe.defName} has no costList");
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return false;
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}
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}
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// 消耗资源 - 修复逻辑,只消耗costList
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public bool ConsumeResources()
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{
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var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
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if (globalStorage == null) return false;
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// 只消耗costList中的资源
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if (recipe.costList != null)
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{
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foreach (var cost in recipe.costList)
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{
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if (!globalStorage.RemoveFromInputStorage(cost.thingDef, cost.count))
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{
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Log.Warning($"Failed to consume {cost.count} {cost.thingDef.defName}");
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return false;
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}
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Log.Message($"[DEBUG] Consumed {cost.count} {cost.thingDef.defName}");
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}
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return true;
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}
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return false;
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}
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// 生产一个产品
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public void Produce()
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{
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var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
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if (globalStorage == null) return;
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foreach (var product in recipe.products)
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{
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globalStorage.AddToOutputStorage(product.thingDef, product.count);
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Log.Message($"[DEBUG] Produced {product.count} {product.thingDef.defName}");
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}
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currentCount++;
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progress = 0f;
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if (currentCount >= targetCount)
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{
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state = ProductionState.Completed;
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Log.Message("[DEBUG] Order completed");
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}
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}
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}
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}
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@@ -0,0 +1,98 @@
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// GlobalProductionOrderStack.cs (修复版)
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using RimWorld;
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using System.Collections.Generic;
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using Verse;
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namespace WulaFallenEmpire
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{
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public class GlobalProductionOrderStack : IExposable
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{
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public Building_GlobalWorkTable table;
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public List<GlobalProductionOrder> orders = new List<GlobalProductionOrder>();
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public GlobalProductionOrderStack(Building_GlobalWorkTable table)
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{
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this.table = table;
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}
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public void ExposeData()
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{
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Scribe_References.Look(ref table, "table");
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Scribe_Collections.Look(ref orders, "orders", LookMode.Deep);
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}
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public void AddOrder(GlobalProductionOrder order)
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{
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orders.Add(order);
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// 添加到全局存储中统一管理
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var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
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if (globalStorage != null)
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{
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globalStorage.AddProductionOrder(order);
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}
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}
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public void Delete(GlobalProductionOrder order)
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{
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orders.Remove(order);
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var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
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if (globalStorage != null)
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{
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globalStorage.RemoveProductionOrder(order);
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}
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}
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public void ProcessOrders()
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{
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foreach (var order in orders)
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{
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if (order.paused || order.state == GlobalProductionOrder.ProductionState.Completed)
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continue;
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// 检查资源并更新状态
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if (order.state == GlobalProductionOrder.ProductionState.Waiting)
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{
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if (order.HasEnoughResources())
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{
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order.state = GlobalProductionOrder.ProductionState.Producing;
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Log.Message($"[DEBUG] Order {order.recipe.defName} started producing");
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}
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else
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{
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continue;
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}
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}
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// 生产中
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if (order.state == GlobalProductionOrder.ProductionState.Producing)
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{
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// 更清晰的进度计算
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float progressPerTick = 1f / (order.recipe.workAmount * 5f); // 调整系数以控制生产速度
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order.progress += progressPerTick;
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if (order.progress >= 1f)
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{
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// 消耗资源并生产 - 在结束时扣除资源
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if (order.ConsumeResources())
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{
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order.Produce();
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}
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else
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{
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// 资源被其他订单消耗,回到等待状态
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order.state = GlobalProductionOrder.ProductionState.Waiting;
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order.progress = 0f;
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Log.Message("[DEBUG] Resources consumed by another order, returning to waiting state");
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}
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}
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else
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{
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Log.Message($"[DEBUG] Order {order.recipe.defName} progress: {order.progress:P0}");
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}
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}
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}
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}
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}
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}
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@@ -0,0 +1,148 @@
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using LudeonTK;
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using RimWorld;
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using RimWorld.Planet;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using UnityEngine;
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using Verse;
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namespace WulaFallenEmpire
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{
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public class GlobalStorageWorldComponent : WorldComponent
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{
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public Dictionary<ThingDef, int> inputStorage = new Dictionary<ThingDef, int>();
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public Dictionary<ThingDef, int> outputStorage = new Dictionary<ThingDef, int>();
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// 存储生产订单
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public List<GlobalProductionOrder> productionOrders = new List<GlobalProductionOrder>();
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public GlobalStorageWorldComponent(World world) : base(world) { }
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public override void ExposeData()
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{
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base.ExposeData();
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// 序列化输入存储
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Scribe_Collections.Look(ref inputStorage, "inputStorage", LookMode.Def, LookMode.Value);
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if (inputStorage == null) inputStorage = new Dictionary<ThingDef, int>();
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// 序列化输出存储
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Scribe_Collections.Look(ref outputStorage, "outputStorage", LookMode.Def, LookMode.Value);
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if (outputStorage == null) outputStorage = new Dictionary<ThingDef, int>();
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// 序列化生产订单
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Scribe_Collections.Look(ref productionOrders, "productionOrders", LookMode.Deep);
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if (productionOrders == null) productionOrders = new List<GlobalProductionOrder>();
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}
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// 输入存储方法
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public void AddToInputStorage(ThingDef thingDef, int count)
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{
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if (inputStorage.ContainsKey(thingDef))
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inputStorage[thingDef] += count;
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else
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inputStorage[thingDef] = count;
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}
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public bool RemoveFromInputStorage(ThingDef thingDef, int count)
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{
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if (inputStorage.ContainsKey(thingDef) && inputStorage[thingDef] >= count)
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{
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inputStorage[thingDef] -= count;
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if (inputStorage[thingDef] <= 0)
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inputStorage.Remove(thingDef);
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return true;
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}
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return false;
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}
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public int GetInputStorageCount(ThingDef thingDef)
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{
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return inputStorage.ContainsKey(thingDef) ? inputStorage[thingDef] : 0;
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}
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// 输出存储方法
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public void AddToOutputStorage(ThingDef thingDef, int count)
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{
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if (outputStorage.ContainsKey(thingDef))
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outputStorage[thingDef] += count;
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else
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outputStorage[thingDef] = count;
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}
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public bool RemoveFromOutputStorage(ThingDef thingDef, int count)
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{
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if (outputStorage.ContainsKey(thingDef) && outputStorage[thingDef] >= count)
|
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{
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outputStorage[thingDef] -= count;
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if (outputStorage[thingDef] <= 0)
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outputStorage.Remove(thingDef);
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return true;
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}
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return false;
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}
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public int GetOutputStorageCount(ThingDef thingDef)
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{
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return outputStorage.ContainsKey(thingDef) ? outputStorage[thingDef] : 0;
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}
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// 生产订单管理
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public void AddProductionOrder(GlobalProductionOrder order)
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{
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productionOrders.Add(order);
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}
|
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|
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public void RemoveProductionOrder(GlobalProductionOrder order)
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{
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productionOrders.Remove(order);
|
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}
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|
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// 添加调试方法
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[DebugAction("WULA", "Add Test Resources", actionType = DebugActionType.Action)]
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public static void DebugAddTestResources()
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{
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var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
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if (globalStorage != null)
|
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{
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globalStorage.AddToInputStorage(ThingDefOf.Steel, 200);
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globalStorage.AddToInputStorage(ThingDefOf.ComponentIndustrial, 100);
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Log.Message("Added test resources to global storage");
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}
|
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}
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[DebugAction("WULA", "Spawn All Products", actionType = DebugActionType.Action)]
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public static void DebugSpawnAllProducts()
|
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{
|
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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?
|
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.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);
|
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Thing thing = ThingMaker.MakeThing(thingDef);
|
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thing.stackCount = stackSize;
|
||||
|
||||
GenPlace.TryPlaceThing(thing, workTable.Position, workTable.Map, ThingPlaceMode.Near);
|
||||
|
||||
globalStorage.RemoveFromOutputStorage(thingDef, stackSize);
|
||||
count -= stackSize;
|
||||
}
|
||||
}
|
||||
Log.Message("Spawned all output products");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
285
Source/WulaFallenEmpire/GlobalWorkTable/ITab_GlobalBills.cs
Normal file
285
Source/WulaFallenEmpire/GlobalWorkTable/ITab_GlobalBills.cs
Normal 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();
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user