diff --git a/1.6/1.6/Assemblies/WulaFallenEmpire.dll b/1.6/1.6/Assemblies/WulaFallenEmpire.dll
index cb8b7889..86af74e6 100644
Binary files a/1.6/1.6/Assemblies/WulaFallenEmpire.dll and b/1.6/1.6/Assemblies/WulaFallenEmpire.dll differ
diff --git a/1.6/1.6/Defs/MapGeneration/MapGenerator_WULA_PocketSpace_Small.xml b/1.6/1.6/Defs/MapGeneration/MapGenerator_WULA_PocketSpace_Small.xml
index 5ac07594..a2472408 100644
--- a/1.6/1.6/Defs/MapGeneration/MapGenerator_WULA_PocketSpace_Small.xml
+++ b/1.6/1.6/Defs/MapGeneration/MapGenerator_WULA_PocketSpace_Small.xml
@@ -17,7 +17,7 @@
Underground_RocksFromGrid
Terrain
WULA_PocketSpace_Small
-
+ Fog
diff --git a/1.6/1.6/Defs/ThingDefs_Buildings/Building_WULA_ArmedShuttleWithPocket.xml b/1.6/1.6/Defs/ThingDefs_Buildings/Building_WULA_ArmedShuttleWithPocket.xml
index 21bb662d..4b77b3b7 100644
--- a/1.6/1.6/Defs/ThingDefs_Buildings/Building_WULA_ArmedShuttleWithPocket.xml
+++ b/1.6/1.6/Defs/ThingDefs_Buildings/Building_WULA_ArmedShuttleWithPocket.xml
@@ -1,9 +1,8 @@
-
WULA_ArmedShuttleWithPocket
-
+
An advanced chemfuel-powered shuttle with integrated pocket space technology. Equipped with a defensive turret and internal storage dimension that doesn't require hacking to access. Perfect for long-distance exploration and mobile operations.
WulaFallenEmpire.Building_ArmedShuttleWithPocket
true
@@ -27,28 +26,30 @@
- 6000
- 0.5
- 40000
- 150
- 0.65
+ 800
+ 0.4
+ 60000
+ 200
+ 0.75
Normal
Odyssey
- 8
+ 10
- 300
- 200
- 8
- 2
+ 400
+ 300
+ 12
+ 4
1
+ 1
true
- 60
- 60
- 5
- 4
+ 80
+ 90
+ 6
+ 6
+ 1
true
true
@@ -68,18 +69,30 @@
true
ShuttleEngine
+ VanometricPowerCore
- Gun_ChargeBlasterHeavyTurret
- 5.5
- 1.75
- (0, 0.05)
+ Gun_ChargeBlasterAdvancedTurret
+ 4.5
+ 1.0~1.5
+ 1.9
+ (0, 0.08)
+
+
+
+ WULA_PocketSpace_Small
+ WULA_PocketMapExit
+ (13, 13)
+ true
+
+
ITab_ContentsTransporter
ITab_Shells
Shuttles
+ VoidStructure
@@ -121,27 +134,19 @@
true
- CompPowerPlant
- -400
- true
+ CompPowerTrader
+ 200
+ false
ShuttleIdle_Ambience
-
-
- WULA_PocketSpace_Small
- WULA_PocketMapExit
- (13, 13)
- true
-
-
PlaceWorker_NotUnderRoof
PlaceWorker_TurretTop
- 2601
+ 2602
@@ -300,15 +305,13 @@
An exit portal that allows return from the pocket space to the main map.
WulaFallenEmpire.Building_PocketMapExit
- (3,3)
+ (1,1)
MapMeshAndRealTime
- Wula/Building/WULA_War_Machine_Recharger
- Graphic_Multi
- (3,3)
+ Graphic_Single
+ Things/Building/Misc/CaveExit/CaveExit
+ (1,1)
- (0,0,0)
- Standable
0
@@ -320,11 +323,6 @@
UndercaveMapExitLightshafts
-
- CompPowerPlant
- -400
- true
-
\ No newline at end of file
diff --git a/1.6/1.6/Languages/ChineseSimplified/Keyed/WULA_PocketShuttle.xml b/1.6/1.6/Languages/ChineseSimplified/Keyed/WULA_PocketShuttle.xml
index 23b9a7eb..0dfffac4 100644
--- a/1.6/1.6/Languages/ChineseSimplified/Keyed/WULA_PocketShuttle.xml
+++ b/1.6/1.6/Languages/ChineseSimplified/Keyed/WULA_PocketShuttle.xml
@@ -9,15 +9,7 @@
进入内部空间
- 传送人员到内部空间
进入穿梭机的内部口袋空间。无需骇入即可直接访问。选中的殖民者将被传送到内部空间。
- 创建内部空间
- 创建穿梭机的内部口袋空间。首次使用时需要创建。
- 内部空间创建成功!
- 取消进入
- 正在进入...
- 查看地图
- 切换到口袋空间地图查看内部情况。
切换到内部空间
直接切换视角到内部口袋空间。适用于已经有殖民者在内部空间时的快速切换。
diff --git a/1.6/1.6/Languages/English/Keyed/WULA_PocketShuttle.xml b/1.6/1.6/Languages/English/Keyed/WULA_PocketShuttle.xml
index 5165ca19..22372968 100644
--- a/1.6/1.6/Languages/English/Keyed/WULA_PocketShuttle.xml
+++ b/1.6/1.6/Languages/English/Keyed/WULA_PocketShuttle.xml
@@ -9,15 +9,7 @@
Enter pocket space
- Transport people to pocket space
Enter the shuttle's internal pocket space. Direct access without hacking required. Selected colonists will be transported to the internal space.
- Create pocket space
- Create the shuttle's internal pocket space. Required for first-time use.
- Pocket space created successfully!
- Cancel enter
- Entering...
- View map
- Switch to pocket space map to view internal conditions.
Switch to pocket space
Directly switch view to the internal pocket space. Useful for quick switching when colonists are already inside.
diff --git a/MCP/vector_cache/knowledge_cache.json b/MCP/vector_cache/knowledge_cache.json
index 3a0d95b6..38282d29 100644
--- a/MCP/vector_cache/knowledge_cache.json
+++ b/MCP/vector_cache/knowledge_cache.json
@@ -2066,5 +2066,3112 @@
],
"result": "--- 结果 1 (相似度: 1.000) ---\n文件路径: C:\\Steam\\steamapps\\common\\RimWorld\\Data\\dll1.6\\Verse\\Verb.txt\n\npublic abstract class Verb : ITargetingSource, IExposable, ILoadReferenceable\n{\n\tpublic VerbProperties verbProps;\n\n\tpublic VerbTracker verbTracker;\n\n\tpublic ManeuverDef maneuver;\n\n\tpublic Tool tool;\n\n\tpublic Thing caster;\n\n\tpublic MechanitorControlGroup controlGroup;\n\n\tpublic string loadID;\n\n\tpublic VerbState state;\n\n\tprotected LocalTargetInfo currentTarget;\n\n\tprotected LocalTargetInfo currentDestination;\n\n\tprotected int burstShotsLeft;\n\n\tprotected int ticksToNextBurstShot;\n\n\tprotected int lastShotTick = -999999;\n\n\tprotected bool surpriseAttack;\n\n\tprotected bool canHitNonTargetPawnsNow = true;\n\n\tpublic bool preventFriendlyFire;\n\n\tprotected bool nonInterruptingSelfCast;\n\n\tpublic Action castCompleteCallback;\n\n\tprivate Texture2D commandIconCached;\n\n\tprivate readonly List> maintainedEffecters = new List>();\n\n\tprivate int? cachedTicksBetweenBurstShots;\n\n\tprivate int? cachedBurstShotCount;\n\n\tprivate static readonly List tempLeanShootSources = new List();\n\n\tprivate static readonly List tempDestList = new List();\n\n\tpublic IVerbOwner DirectOwner => verbTracker.directOwner;\n\n\tpublic ImplementOwnerTypeDef ImplementOwnerType => verbTracker.directOwner.ImplementOwnerTypeDef;\n\n\tpublic CompEquippable EquipmentCompSource => DirectOwner as CompEquippable;\n\n\tpublic CompApparelReloadable ReloadableCompSource => DirectOwner as CompApparelReloadable;\n\n\tpublic CompApparelVerbOwner_Charged VerbOwner_ChargedCompSource => DirectOwner as CompApparelVerbOwner_Charged;\n\n\tpublic ThingWithComps EquipmentSource\n\t{\n\t\tget\n\t\t{\n\t\t\tif (EquipmentCompSource != null)\n\t\t\t{\n\t\t\t\treturn EquipmentCompSource.parent;\n\t\t\t}\n\t\t\tif (ReloadableCompSource != null)\n\t\t\t{\n\t\t\t\treturn ReloadableCompSource.parent;\n\t\t\t}\n\t\t\tif (VerbOwner_ChargedCompSource != null)\n\t\t\t{\n\t\t\t\treturn VerbOwner_ChargedCompSource.parent;\n\t\t\t}\n\t\t\treturn null;\n\t\t}\n\t}\n\n\tpublic HediffComp_VerbGiver HediffCompSource => DirectOwner as HediffComp_VerbGiver;\n\n\tpublic Hediff HediffSource\n\t{\n\t\tget\n\t\t{\n\t\t\tif (HediffCompSource == null)\n\t\t\t{\n\t\t\t\treturn null;\n\t\t\t}\n\t\t\treturn HediffCompSource.parent;\n\t\t}\n\t}\n\n\tpublic Pawn_MeleeVerbs_TerrainSource TerrainSource => DirectOwner as Pawn_MeleeVerbs_TerrainSource;\n\n\tpublic TerrainDef TerrainDefSource\n\t{\n\t\tget\n\t\t{\n\t\t\tif (TerrainSource == null)\n\t\t\t{\n\t\t\t\treturn null;\n\t\t\t}\n\t\t\treturn TerrainSource.def;\n\t\t}\n\t}\n\n\tpublic virtual Thing Caster => caster;\n\n\tpublic virtual Pawn CasterPawn => caster as Pawn;\n\n\tpublic virtual Verb GetVerb => this;\n\n\tpublic virtual bool CasterIsPawn => caster is Pawn;\n\n\tpublic virtual bool Targetable => verbProps.targetable;\n\n\tpublic virtual bool MultiSelect => false;\n\n\tpublic virtual bool HidePawnTooltips => false;\n\n\tpublic LocalTargetInfo CurrentTarget => currentTarget;\n\n\tpublic LocalTargetInfo CurrentDestination => currentDestination;\n\n\tpublic int LastShotTick => lastShotTick;\n\n\tpublic virtual TargetingParameters targetParams => verbProps.targetParams;\n\n\tpublic virtual ITargetingSource DestinationSelector => null;\n\n\tprotected virtual int ShotsPerBurst => 1;\n\n\tpublic virtual Texture2D UIIcon\n\t{\n\t\tget\n\t\t{\n\t\t\tif (verbProps.commandIcon != null)\n\t\t\t{\n\t\t\t\tif (commandIconCached == null)\n\t\t\t\t{\n\t\t\t\t\tcommandIconCached = ContentFinder.Get(verbProps.commandIcon);\n\t\t\t\t}\n\t\t\t\treturn commandIconCached;\n\t\t\t}\n\t\t\tif (EquipmentSource != null)\n\t\t\t{\n\t\t\t\treturn EquipmentSource.def.uiIcon;\n\t\t\t}\n\t\t\treturn BaseContent.BadTex;\n\t\t}\n\t}\n\n\tpublic bool Bursting => burstShotsLeft > 0;\n\n\tpublic virtual bool IsMeleeAttack => verbProps.IsMeleeAttack;\n\n\tpublic bool BuggedAfterLoading => verbProps == null;\n\n\tpublic bool WarmingUp => WarmupStance != null;\n\n\tpublic Stance_Warmup WarmupStance\n\t{\n\t\tget\n\t\t{\n\t\t\tif (CasterPawn == null || !CasterPawn.Spawned)\n\t\t\t{\n\t\t\t\treturn null;\n\t\t\t}\n\t\t\tif (!(CasterPawn.stances.curStance is Stance_Warmup stance_Warmup) || stance_Warmup.verb != this)\n\t\t\t{\n\t\t\t\treturn null;\n\t\t\t}\n\t\t\treturn stance_Warmup;\n\t\t}\n\t}\n\n\tpublic int WarmupTicksLeft\n\t{\n\t\tget\n\t\t{\n\t\t\tif (WarmupStance == null)\n\t\t\t{\n\t\t\t\treturn 0;\n\t\t\t}\n\t\t\treturn WarmupStance.ticksLeft;\n\t\t}\n\t}\n\n\tpublic float WarmupProgress => 1f - WarmupTicksLeft.TicksToSeconds() / verbProps.warmupTime;\n\n\tpublic virtual string ReportLabel => verbProps.label;\n\n\tpublic virtual float EffectiveRange => verbProps.AdjustedRange(this, Caster);\n\n\tpublic virtual float? AimAngleOverride => null;\n\n\tpublic bool NonInterruptingSelfCast\n\t{\n\t\tget\n\t\t{\n\t\t\tif (!verbProps.nonInterruptingSelfCast)\n\t\t\t{\n\t\t\t\treturn nonInterruptingSelfCast;\n\t\t\t}\n\t\t\treturn true;\n\t\t}\n\t}\n\n\tpublic int TicksBetweenBurstShots\n\t{\n\t\tget\n\t\t{\n\t\t\tif (!cachedTicksBetweenBurstShots.HasValue)\n\t\t\t{\n\t\t\t\tfloat num = verbProps.ticksBetweenBurstShots;\n\t\t\t\tif (EquipmentSource != null && EquipmentSource.TryGetComp(out var comp))\n\t\t\t\t{\n\t\t\t\t\tforeach (WeaponTraitDef item in comp.TraitsListForReading)\n\t\t\t\t\t{\n\t\t\t\t\t\tnum /= item.burstShotSpeedMultiplier;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tcachedTicksBetweenBurstShots = Mathf.RoundToInt(num);\n\t\t\t}\n\t\t\treturn cachedTicksBetweenBurstShots.Value;\n\t\t}\n\t}\n\n\tpublic int BurstShotCount\n\t{\n\t\tget\n\t\t{\n\t\t\tif (!cachedBurstShotCount.HasValue)\n\t\t\t{\n\t\t\t\tfloat num = verbProps.burstShotCount;\n\t\t\t\tif (EquipmentSource != null && EquipmentSource.TryGetComp(out var comp))\n\t\t\t\t{\n\t\t\t\t\tforeach (WeaponTraitDef item in comp.TraitsListForReading)\n\t\t\t\t\t{\n\t\t\t\t\t\tnum *= item.burstShotCountMultiplier;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tcachedBurstShotCount = Mathf.CeilToInt(num);\n\t\t\t}\n\t\t\treturn cachedBurstShotCount.Value;\n\t\t}\n\t}\n\n\tpublic bool IsStillUsableBy(Pawn pawn)\n\t{\n\t\tif (!Available())\n\t\t{\n\t\t\treturn false;\n\t\t}\n\t\tif (!DirectOwner.VerbsStillUsableBy(pawn))\n\t\t{\n\t\t\treturn false;\n\t\t}\n\t\tif (verbProps.GetDamageFactorFor(this, pawn) == 0f)\n\t\t{\n\t\t\treturn false;\n\t\t}\n\t\tif (pawn.IsSubhuman && verbProps.category == VerbCategory.Ignite)\n\t\t{\n\t\t\treturn false;\n\t\t}\n\t\treturn true;\n\t}\n\n\tpublic virtual bool IsUsableOn(Thing target)\n\t{\n\t\treturn true;\n\t}\n\n\tpublic virtual void ExposeData()\n\t{\n\t\tScribe_Values.Look(ref loadID, \"loadID\");\n\t\tScribe_Values.Look(ref state, \"state\", VerbState.Idle);\n\t\tScribe_TargetInfo.Look(ref currentTarget, \"currentTarget\");\n\t\tScribe_TargetInfo.Look(ref currentDestination, \"currentDestination\");\n\t\tScribe_Values.Look(ref burstShotsLeft, \"burstShotsLeft\", 0);\n\t\tScribe_Values.Look(ref ticksToNextBurstShot, \"ticksToNextBurstShot\", 0);\n\t\tScribe_Values.Look(ref lastShotTick, \"lastShotTick\", 0);\n\t\tScribe_Values.Look(ref surpriseAttack, \"surpriseAttack\", defaultValue: false);\n\t\tScribe_Values.Look(ref canHitNonTargetPawnsNow, \"canHitNonTargetPawnsNow\", defaultValue: false);\n\t\tScribe_Values.Look(ref preventFriendlyFire, \"preventFriendlyFire\", defaultValue: false);\n\t\tScribe_Values.Look(ref nonInterruptingSelfCast, \"nonInterruptingSelfCast\", defaultValue: false);\n\t}\n\n\tpublic string GetUniqueLoadID()\n\t{\n\t\treturn \"Verb_\" + loadID;\n\t}\n\n\tpublic static string CalculateUniqueLoadID(IVerbOwner owner, Tool tool, ManeuverDef maneuver)\n\t{\n\t\treturn string.Format(\"{0}_{1}_{2}\", owner.UniqueVerbOwnerID(), (tool != null) ? tool.id : \"NT\", (maneuver != null) ? maneuver.defName : \"NM\");\n\t}\n\n\tpublic static string CalculateUniqueLoadID(IVerbOwner owner, int index)\n\t{\n\t\treturn $\"{owner.UniqueVerbOwnerID()}_{index}\";\n\t}\n\n\tpublic bool TryStartCastOn(LocalTargetInfo castTarg, bool surpriseAttack = false, bool canHitNonTargetPawns = true, bool preventFriendlyFire = false, bool nonInterruptingSelfCast = false)\n\t{\n\t\treturn TryStartCastOn(castTarg, LocalTargetInfo.Invalid, surpriseAttack, canHitNonTargetPawns, preventFriendlyFire, nonInterruptingSelfCast);\n\t}\n\n\tpublic virtual bool TryStartCastOn(LocalTargetInfo castTarg, LocalTargetInfo destTarg, bool surpriseAttack = false, bool canHitNonTargetPawns = true, bool preventFriendlyFire = false, bool nonInterruptingSelfCast = false)\n\t{\n\t\tif (caster == null)\n\t\t{\n\t\t\tLog.Error(\"Verb \" + GetUniqueLoadID() + \" needs caster to work (possibly lost during saving/loading).\");\n\t\t\treturn false;\n\t\t}\n\t\tif (!caster.Spawned)\n\t\t{\n\t\t\treturn false;\n\t\t}\n\t\tif (state == VerbState.Bursting || !CanHitTarget(castTarg))\n\t\t{\n\t\t\treturn false;\n\t\t}\n\t\tif (CausesTimeSlowdown(castTarg))\n\t\t{\n\t\t\tFind.TickManager.slower.SignalForceNormalSpeed();\n\t\t}\n\t\tthis.surpriseAttack = surpriseAttack;\n\t\tcanHitNonTargetPawnsNow = canHitNonTargetPawns;\n\t\tthis.preventFriendlyFire = preventFriendlyFire;\n\t\tthis.nonInterruptingSelfCast = nonInterruptingSelfCast;\n\t\tcurrentTarget = castTarg;\n\t\tcurrentDestination = destTarg;\n\t\tif (CasterIsPawn && verbProps.warmupTime > 0f)\n\t\t{\n\t\t\tif (!TryFindShootLineFromTo(caster.Position, castTarg, out var resultingLine))\n\t\t\t{\n\t\t\t\treturn false;\n\t\t\t}\n\t\t\tCasterPawn.Drawer.Notify_WarmingCastAlongLine(resultingLine, caster.Position);\n\t\t\tfloat statValue = CasterPawn.GetStatValue(StatDefOf.AimingDelayFactor);\n\t\t\tint ticks = (verbProps.warmupTime * statValue).SecondsToTicks();\n\t\t\tCasterPawn.stances.SetStance(new Stance_Warmup(ticks, castTarg, this));\n\t\t\tif (verbProps.stunTargetOnCastStart && castTarg.Pawn != null)\n\t\t\t{\n\t\t\t\tcastTarg.Pawn.stances.stunner.StunFor(ticks, null, addBattleLog: false);\n\t\t\t}\n\t\t}\n\t\telse\n\t\t{\n\t\t\tif (verbTracker.directOwner is Ability ability)\n\t\t\t{\n\t\t\t\tability.lastCastTick = Find.TickManager.TicksGame;\n\t\t\t}\n\t\t\tWarmupComplete();\n\t\t}\n\t\treturn true;\n\t}\n\n\tpublic virtual void WarmupComplete()\n\t{\n\t\tburstShotsLeft = ShotsPerBurst;\n\t\tstate = VerbState.Bursting;\n\t\tTryCastNextBurstShot();\n\t}\n\n\tpublic void VerbTick()\n\t{\n\t\tif (state == VerbState.Bursting)\n\t\t{\n\t\t\tif (!caster.Spawned || (caster is Pawn pawn && pawn.stances.stunner.Stunned))\n\t\t\t{\n\t\t\t\tReset();\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tticksToNextBurstShot--;\n\t\t\t\tif (ticksToNextBurstShot <= 0)\n\t\t\t\t{\n\t\t\t\t\tTryCastNextBurstShot();\n\t\t\t\t}\n\t\t\t\tBurstingTick();\n\t\t\t}\n\t\t}\n\t\tfor (int num = maintainedEffecters.Count - 1; num >= 0; num--)\n\t\t{\n\t\t\tEffecter item = maintainedEffecters[num].Item1;\n\t\t\tif (item.ticksLeft > 0)\n\t\t\t{\n\t\t\t\tTargetInfo item2 = maintainedEffecters[num].Item2;\n\t\t\t\tTargetInfo item3 = maintainedEffecters[num].Item3;\n\t\t\t\titem.EffectTick(item2, item3);\n\t\t\t\titem.ticksLeft--;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\titem.Cleanup();\n\t\t\t\tmaintainedEffecters.RemoveAt(num);\n\t\t\t}\n\t\t}\n\t}\n\n\tpublic virtual void BurstingTick()\n\t{\n\t}\n\n\tpublic void AddEffecterToMaintain(Effecter eff, IntVec3 pos, int ticks, Map map = null)\n\t{\n\t\teff.ticksLeft = ticks;\n\t\tTargetInfo targetInfo = new TargetInfo(pos, map ?? caster.Map);\n\t\tmaintainedEffecters.Add(new Tuple(eff, targetInfo, targetInfo));\n\t}\n\n\tpublic void AddEffecterToMaintain(Effecter eff, IntVec3 posA, IntVec3 posB, int ticks, Map map = null)\n\t{\n\t\teff.ticksLeft = ticks;\n\t\tTargetInfo item = new TargetInfo(posA, map ?? caster.Map);\n\t\tTargetInfo item2 = new TargetInfo(posB, map ?? caster.Map);\n\t\tmaintainedEffecters.Add(new Tuple(eff, item, item2));\n\t}\n\n\tpublic virtual bool Available()\n\t{\n\t\tif (verbProps.consumeFuelPerShot > 0f)\n\t\t{\n\t\t\tCompRefuelable compRefuelable = caster.TryGetComp();\n\t\t\tif (compRefuelable != null && compRefuelable.Fuel < verbProps.consumeFuelPerShot)\n\t\t\t{\n\t\t\t\treturn false;\n\t\t\t}\n\t\t}\n\t\tCompApparelVerbOwner compApparelVerbOwner = EquipmentSource?.GetComp();\n\t\tif (compApparelVerbOwner != null && !compApparelVerbOwner.CanBeUsed(out var reason))\n\t\t{\n\t\t\treturn false;\n\t\t}\n\t\tif (CasterIsPawn && EquipmentSource != null && EquipmentUtility.RolePreventsFromUsing(CasterPawn, EquipmentSource, out reason))\n\t\t{\n\t\t\treturn false;\n\t\t}\n\t\treturn true;\n\t}\n\n\tprotected void TryCastNextBurstShot()\n\t{\n\t\tLocalTargetInfo localTargetInfo = currentTarget;\n\t\tif (Available() && TryCastShot())\n\t\t{\n\t\t\tif (verbProps.muzzleFlashScale > 0.01f)\n\t\t\t{\n\t\t\t\tFleckMaker.Static(caster.Position, caster.Map, FleckDefOf.ShotFlash, verbProps.muzzleFlashScale);\n\t\t\t}\n\t\t\tif (verbProps.soundCast != null)\n\t\t\t{\n\t\t\t\tverbProps.soundCast.PlayOneShot(new TargetInfo(caster.Position, caster.MapHeld));\n\t\t\t}\n\t\t\tif (verbProps.soundCastTail != null)\n\t\t\t{\n\t\t\t\tverbProps.soundCastTail.PlayOneShotOnCamera(caster.Map);\n\t\t\t}\n\t\t\tif (CasterIsPawn)\n\t\t\t{\n\t\t\t\tCasterPawn.Notify_UsedVerb(CasterPawn, this);\n\t\t\t\tif (CasterPawn.thinker != null && localTargetInfo == CasterPawn.mindState.enemyTarget)\n\t\t\t\t{\n\t\t\t\t\tCasterPawn.mindState.Notify_EngagedTarget();\n\t\t\t\t}\n\t\t\t\tif (CasterPawn.mindState != null)\n\t\t\t\t{\n\t\t\t\t\tCasterPawn.mindState.Notify_AttackedTarget(localTargetInfo);\n\t\t\t\t}\n\t\t\t\tif (CasterPawn.MentalState != null)\n\t\t\t\t{\n\t\t\t\t\tCasterPawn.MentalState.Notify_AttackedTarget(localTargetInfo);\n\t\t\t\t}\n\t\t\t\tif (TerrainDefSource != null)\n\t\t\t\t{\n\t\t\t\t\tCasterPawn.meleeVerbs.Notify_UsedTerrainBasedVerb();\n\t\t\t\t}\n\t\t\t\tif (CasterPawn.health != null)\n\t\t\t\t{\n\t\t\t\t\tCasterPawn.health.Notify_UsedVerb(this, localTargetInfo);\n\t\t\t\t}\n\t\t\t\tif (EquipmentSource != null)\n\t\t\t\t{\n\t\t\t\t\tEquipmentSource.Notify_UsedWeapon(CasterPawn);\n\t\t\t\t}\n\t\t\t\tif (!CasterPawn.Spawned)\n\t\t\t\t{\n\t\t\t\t\tReset();\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t}\n\t\t\tif (verbProps.consumeFuelPerShot > 0f)\n\t\t\t{\n\t\t\t\tcaster.TryGetComp()?.ConsumeFuel(verbProps.consumeFuelPerShot);\n\t\t\t}\n\t\t\tburstShotsLeft--;\n\t\t}\n\t\telse\n\t\t{\n\t\t\tburstShotsLeft = 0;\n\t\t}\n\t\tif (burstShotsLeft > 0)\n\t\t{\n\t\t\tticksToNextBurstShot = TicksBetweenBurstShots;\n\t\t\tif (CasterIsPawn && !NonInterruptingSelfCast)\n\t\t\t{\n\t\t\t\tCasterPawn.stances.SetStance(new Stance_Cooldown(TicksBetweenBurstShots + 1, currentTarget, this));\n\t\t\t}\n\t\t\treturn;\n\t\t}\n\t\tstate = VerbState.Idle;\n\t\tif (CasterIsPawn && !NonInterruptingSelfCast)\n\t\t{\n\t\t\tCasterPawn.stances.SetStance(new Stance_Cooldown(verbProps.AdjustedCooldownTicks(this, CasterPawn), currentTarget, this));\n\t\t}\n\t\tif (castCompleteCallback != null)\n\t\t{\n\t\t\tcastCompleteCallback();\n\t\t}\n\t\tif (verbProps.consumeFuelPerBurst > 0f)\n\t\t{\n\t\t\tcaster.TryGetComp()?.ConsumeFuel(verbProps.consumeFuelPerBurst);\n\t\t}\n\t}\n\n\tpublic virtual void OrderForceTarget(LocalTargetInfo target)\n\t{\n\t\tif (verbProps.IsMeleeAttack)\n\t\t{\n\t\t\tJob job = JobMaker.MakeJob(JobDefOf.AttackMelee, target);\n\t\t\tjob.playerForced = true;\n\t\t\tif (target.Thing is Pawn pawn)\n\t\t\t{\n\t\t\t\tjob.killIncappedTarget = pawn.Downed;\n\t\t\t}\n\t\t\tCasterPawn.jobs.TryTakeOrderedJob(job, JobTag.Misc);\n\t\t\treturn;\n\t\t}\n\t\tfloat num = verbProps.EffectiveMinRange(target, CasterPawn);\n\t\tif ((float)CasterPawn.Position.DistanceToSquared(target.Cell) < num * num && CasterPawn.Position.AdjacentTo8WayOrInside(target.Cell))\n\t\t{\n\t\t\tMessages.Message(\"MessageCantShootInMelee\".Translate(), CasterPawn, MessageTypeDefOf.RejectInput, historical: false);\n\t\t\treturn;\n\t\t}\n\t\tJob job2 = JobMaker.MakeJob(verbProps.ai_IsWeapon ? JobDefOf.AttackStatic : JobDefOf.UseVerbOnThing);\n\t\tjob2.verbToUse = this;\n\t\tjob2.targetA = target;\n\t\tjob2.endIfCantShootInMelee = true;\n\t\tCasterPawn.jobs.TryTakeOrderedJob(job2, JobTag.Misc);\n\t}\n\n\tprotected abstract bool TryCastShot();\n\n\tpublic void Notify_PickedUp()\n\t{\n\t\tReset();\n\t}\n\n\tpublic virtual void Reset()\n\t{\n\t\tstate = VerbState.Idle;\n\t\tcurrentTarget = null;\n\t\tcurrentDestination = null;\n\t\tburstShotsLeft = 0;\n\t\tticksToNextBurstShot = 0;\n\t\tcastCompleteCallback = null;\n\t\tsurpriseAttack = false;\n\t\tpreventFriendlyFire = false;\n\t}\n\n\tpublic virtual void Notify_EquipmentLost()\n\t{\n\t\tif (!CasterIsPawn)\n\t\t{\n\t\t\treturn;\n\t\t}\n\t\tPawn casterPawn = CasterPawn;\n\t\tif (casterPawn.Spawned)\n\t\t{\n\t\t\tif (casterPawn.stances.curStance is Stance_Warmup stance_Warmup && stance_Warmup.verb == this)\n\t\t\t{\n\t\t\t\tcasterPawn.stances.CancelBusyStanceSoft();\n\t\t\t}\n\t\t\tif (casterPawn.CurJob != null && casterPawn.CurJob.def == JobDefOf.AttackStatic)\n\t\t\t{\n\t\t\t\tcasterPawn.jobs.EndCurrentJob(JobCondition.Incompletable);\n\t\t\t}\n\t\t}\n\t}\n\n\tpublic virtual float HighlightFieldRadiusAroundTarget(out bool needLOSToCenter)\n\t{\n\t\tneedLOSToCenter = false;\n\t\treturn 0f;\n\t}\n\n\tprivate bool CausesTimeSlowdown(LocalTargetInfo castTarg)\n\t{\n\t\tif (!verbProps.CausesTimeSlowdown)\n\t\t{\n\t\t\treturn false;\n\t\t}\n\t\tif (!castTarg.HasThing)\n\t\t{\n\t\t\treturn false;\n\t\t}\n\t\tThing thing = castTarg.Thing;\n\t\tif (thing.def.category != ThingCategory.Pawn && (thing.def.building == null || !thing.def.building.IsTurret))\n\t\t{\n\t\t\treturn false;\n\t\t}\n\t\tPawn pawn = thing as Pawn;\n\t\tbool flag = pawn?.Downed ?? false;\n\t\tif ((CasterPawn != null && CasterPawn.Faction == Faction.OfPlayer && CasterPawn.IsShambler) || (pawn != null && pawn.Faction == Faction.OfPlayer && pawn.IsShambler))\n\t\t{\n\t\t\treturn false;\n\t\t}\n\t\tif (thing.Faction != Faction.OfPlayer || !caster.HostileTo(Faction.OfPlayer))\n\t\t{\n\t\t\tif (caster.Faction == Faction.OfPlayer && thing.HostileTo(Faction.OfPlayer))\n\t\t\t{\n\t\t\t\treturn !flag;\n\t\t\t}\n\t\t\treturn false;\n\t\t}\n\t\treturn true;\n\t}\n\n\tpublic virtual bool CanHitTarget(LocalTargetInfo targ)\n\t{\n\t\tif (caster == null || !caster.Spawned)\n\t\t{\n\t\t\treturn false;\n\t\t}\n\t\tif (targ == caster)\n\t\t{\n\t\t\treturn true;\n\t\t}\n\t\treturn CanHitTargetFrom(caster.Position, targ);\n\t}\n\n\tpublic virtual bool ValidateTarget(LocalTargetInfo target, bool showMessages = true)\n\t{\n\t\tif (CasterIsPawn && target.Thing is Pawn p && (p.InSameExtraFaction(caster as Pawn, ExtraFactionType.HomeFaction) || p.InSameExtraFaction(caster as Pawn, ExtraFactionType.MiniFaction)))\n\t\t{\n\t\t\treturn false;\n\t\t}\n\t\tif (CasterIsPawn && target.Thing is Pawn victim && HistoryEventUtility.IsKillingInnocentAnimal(CasterPawn, victim) && !new HistoryEvent(HistoryEventDefOf.KilledInnocentAnimal, CasterPawn.Named(HistoryEventArgsNames.Doer)).Notify_PawnAboutToDo())\n\t\t{\n\t\t\treturn false;\n\t\t}\n\t\tif (CasterIsPawn && target.Thing is Pawn pawn && CasterPawn.Ideo != null && CasterPawn.Ideo.IsVeneratedAnimal(pawn) && !new HistoryEvent(HistoryEventDefOf.HuntedVeneratedAnimal, CasterPawn.Named(HistoryEventArgsNames.Doer)).Notify_PawnAboutToDo())\n\t\t{\n\t\t\treturn false;\n\t\t}\n\t\treturn true;\n\t}\n\n\tpublic virtual void DrawHighlight(LocalTargetInfo target)\n\t{\n\t\tverbProps.DrawRadiusRing(caster.Position, this);\n\t\tif (target.IsValid)\n\t\t{\n\t\t\tGenDraw.DrawTargetHighlight(target);\n\t\t\tDrawHighlightFieldRadiusAroundTarget(target);\n\t\t}\n\t}\n\n\tprotected void DrawHighlightFieldRadiusAroundTarget(LocalTargetInfo target)\n\t{\n\t\tbool needLOSToCenter;\n\t\tfloat num = HighlightFieldRadiusAroundTarget(out needLOSToCenter);\n\t\tif (!(num > 0.2f) || !TryFindShootLineFromTo(caster.Position, target, out var resultingLine))\n\t\t{\n\t\t\treturn;\n\t\t}\n\t\tif (needLOSToCenter)\n\t\t{\n\t\t\tGenExplosion.RenderPredictedAreaOfEffect(resultingLine.Dest, num, verbProps.explosionRadiusRingColor);\n\t\t\treturn;\n\t\t}\n\t\tGenDraw.DrawFieldEdges((from x in GenRadial.RadialCellsAround(resultingLine.Dest, num, useCenter: true)\n\t\t\twhere x.InBounds(Find.CurrentMap)\n\t\t\tselect x).ToList(), verbProps.explosionRadiusRingColor);\n\t}\n\n\tpublic virtual void OnGUI(LocalTargetInfo target)\n\t{\n\t\tTexture2D icon = ((!target.IsValid) ? TexCommand.CannotShoot : ((!(UIIcon != BaseContent.BadTex)) ? TexCommand.Attack : UIIcon));\n\t\tGenUI.DrawMouseAttachment(icon);\n\t}\n\n\tpublic virtual bool CanHitTargetFrom(IntVec3 root, LocalTargetInfo targ)\n\t{\n\t\tif (targ.Thing != null && targ.Thing == caster)\n\t\t{\n\t\t\treturn targetParams.canTargetSelf;\n\t\t}\n\t\tif (targ.Pawn != null && targ.Pawn.IsPsychologicallyInvisible() && caster.HostileTo(targ.Pawn))\n\t\t{\n\t\t\treturn false;\n\t\t}\n\t\tif (ApparelPreventsShooting())\n\t\t{\n\t\t\treturn false;\n\t\t}\n\t\tShootLine resultingLine;\n\t\treturn TryFindShootLineFromTo(root, targ, out resultingLine);\n\t}\n\n\tpublic bool ApparelPreventsShooting()\n\t{\n\t\treturn FirstApparelPreventingShooting() != null;\n\t}\n\n\tpublic Apparel FirstApparelPreventingShooting()\n\t{\n\t\tif (CasterIsPawn && CasterPawn.apparel != null)\n\t\t{\n\t\t\tList wornApparel = CasterPawn.apparel.WornApparel;\n\t\t\tfor (int i = 0; i < wornApparel.Count; i++)\n\t\t\t{\n\t\t\t\tif (!wornApparel[i].AllowVerbCast(this))\n\t\t\t\t{\n\t\t\t\t\treturn wornApparel[i];\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\treturn null;\n\t}\n\n\tpublic bool TryFindShootLineFromTo(IntVec3 root, LocalTargetInfo targ, out ShootLine resultingLine, bool ignoreRange = false)\n\t{\n\t\tif (targ.HasThing && targ.Thing.Map != caster.Map)\n\t\t{\n\t\t\tresultingLine = default(ShootLine);\n\t\t\treturn false;\n\t\t}\n\t\tif (verbProps.IsMeleeAttack || EffectiveRange <= 1.42f)\n\t\t{\n\t\t\tresultingLine = new ShootLine(root, targ.Cell);\n\t\t\treturn ReachabilityImmediate.CanReachImmediate(root, targ, caster.Map, PathEndMode.Touch, null);\n\t\t}\n\t\tCellRect occupiedRect = (targ.HasThing ? targ.Thing.OccupiedRect() : CellRect.SingleCell(targ.Cell));\n\t\tif (!ignoreRange && OutOfRange(root, targ, occupiedRect))\n\t\t{\n\t\t\tresultingLine = new ShootLine(root, targ.Cell);\n\t\t\treturn false;\n\t\t}\n\t\tif (!verbProps.requireLineOfSight)\n\t\t{\n\t\t\tresultingLine = new ShootLine(root, targ.Cell);\n\t\t\treturn true;\n\t\t}\n\t\tIntVec3 goodDest;\n\t\tif (CasterIsPawn)\n\t\t{\n\t\t\tif (CanHitFromCellIgnoringRange(root, targ, out goodDest))\n\t\t\t{\n\t\t\t\tresultingLine = new ShootLine(root, goodDest);\n\t\t\t\treturn true;\n\t\t\t}\n\t\t\tShootLeanUtility.LeanShootingSourcesFromTo(root, occupiedRect.ClosestCellTo(root), caster.Map, tempLeanShootSources);\n\t\t\tfor (int i = 0; i < tempLeanShootSources.Count; i++)\n\t\t\t{\n\t\t\t\tIntVec3 intVec = tempLeanShootSources[i];\n\t\t\t\tif (CanHitFromCellIgnoringRange(intVec, targ, out goodDest))\n\t\t\t\t{\n\t\t\t\t\tresultingLine = new ShootLine(intVec, goodDest);\n\t\t\t\t\treturn true;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\telse\n\t\t{\n\t\t\tforeach (IntVec3 item in caster.OccupiedRect())\n\t\t\t{\n\t\t\t\tif (CanHitFromCellIgnoringRange(item, targ, out goodDest))\n\t\t\t\t{\n\t\t\t\t\tresultingLine = new ShootLine(item, goodDest);\n\t\t\t\t\treturn true;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\tresultingLine = new ShootLine(root, targ.Cell);\n\t\treturn false;\n\t}\n\n\tpublic bool OutOfRange(IntVec3 root, LocalTargetInfo targ, CellRect occupiedRect)\n\t{\n\t\tfloat num = verbProps.EffectiveMinRange(targ, caster);\n\t\tfloat num2 = occupiedRect.ClosestDistSquaredTo(root);\n\t\tif (num2 > EffectiveRange * EffectiveRange || num2 < num * num)\n\t\t{\n\t\t\treturn true;\n\t\t}\n\t\treturn false;\n\t}\n\n\tprivate bool CanHitFromCellIgnoringRange(IntVec3 sourceCell, LocalTargetInfo targ, out IntVec3 goodDest)\n\t{\n\t\tif (targ.Thing != null)\n\t\t{\n\t\t\tif (targ.Thing.Map != caster.Map)\n\t\t\t{\n\t\t\t\tgoodDest = IntVec3.Invalid;\n\t\t\t\treturn false;\n\t\t\t}\n\t\t\tShootLeanUtility.CalcShootableCellsOf(tempDestList, targ.Thing, sourceCell);\n\t\t\tfor (int i = 0; i < tempDestList.Count; i++)\n\t\t\t{\n\t\t\t\tif (CanHitCellFromCellIgnoringRange(sourceCell, tempDestList[i], targ.Thing.def.Fillage == FillCategory.Full))\n\t\t\t\t{\n\t\t\t\t\tgoodDest = tempDestList[i];\n\t\t\t\t\treturn true;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\telse if (CanHitCellFromCellIgnoringRange(sourceCell, targ.Cell))\n\t\t{\n\t\t\tgoodDest = targ.Cell;\n\t\t\treturn true;\n\t\t}\n\t\tgoodDest = IntVec3.Invalid;\n\t\treturn false;\n\t}\n\n\tprivate bool CanHitCellFromCellIgnoringRange(IntVec3 sourceSq, IntVec3 targetLoc, bool includeCorners = false)\n\t{\n\t\tif (verbProps.mustCastOnOpenGround && (!targetLoc.Standable(caster.Map) || caster.Map.thingGrid.CellContains(targetLoc, ThingCategory.Pawn)))\n\t\t{\n\t\t\treturn false;\n\t\t}\n\t\tif (verbProps.requireLineOfSight)\n\t\t{\n\t\t\tif (!includeCorners)\n\t\t\t{\n\t\t\t\tif (!GenSight.LineOfSight(sourceSq, targetLoc, caster.Map, skipFirstCell: true))\n\t\t\t\t{\n\t\t\t\t\treturn false;\n\t\t\t\t}\n\t\t\t}\n\t\t\telse if (!GenSight.LineOfSightToEdges(sourceSq, targetLoc, caster.Map, skipFirstCell: true))\n\t\t\t{\n\t\t\t\treturn false;\n\t\t\t}\n\t\t}\n\t\treturn true;\n\t}\n\n\tpublic override string ToString()\n\t{\n\t\tstring text = ((verbProps == null) ? \"null\" : ((!verbProps.label.NullOrEmpty()) ? verbProps.label : ((HediffCompSource != null) ? HediffCompSource.Def.label : ((EquipmentSource != null) ? EquipmentSource.def.label : ((verbProps.AdjustedLinkedBodyPartsGroup(tool) == null) ? \"unknown\" : verbProps.AdjustedLinkedBodyPartsGroup(tool).defName)))));\n\t\tif (tool != null)\n\t\t{\n\t\t\ttext = text + \"/\" + loadID;\n\t\t}\n\t\treturn $\"{GetType()}({text})\";\n\t}\n}\n\n",
"timestamp": "2025-08-22 19:48:28,843"
+ },
+ "Game-deactivate-map-remove": {
+ "keywords": [
+ "Game",
+ "remove",
+ "deactivate",
+ "map"
+ ],
+ "question": "Game method to remove or deactivate map",
+ "embedding": [
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+ "result": "--- 结果 1 (相似度: 1.000) ---\n文件路径: C:\\Steam\\steamapps\\common\\RimWorld\\Data\\dll1.6\\Verse\\Game.txt\n\npublic class Game : IExposable, IDisposable\n{\n\tprivate GameInitData initData;\n\n\tprivate Gravship gravshipInt;\n\n\tpublic sbyte currentMapIndex = -1;\n\n\tprivate GameInfo info = new GameInfo();\n\n\tpublic List components = new List();\n\n\tprivate GameRules rules = new GameRules();\n\n\tprivate Scenario scenarioInt;\n\n\tprivate World worldInt;\n\n\tprivate List