重构自主机械体系统:增强UI、AI和兼容性

1.  **核心架构重构**:
    *   将硬编码的 AutonomousWorkMode 枚举替换为基于 XML 定义的 DroneWorkModeDef,以提高扩展性。
    *   定义了基础工作模式:工作、充电、休眠、自动战斗。
    *   重构了 CompAutonomousMech 以支持新的 Def 系统。

2.  **UI 增强**:
    *   添加了 DroneGizmo:为选中的机械体提供控制面板,显示能量水平并允许切换模式。
    *   添加了 PawnColumnWorker_DroneWorkMode 和 PawnColumnWorker_DroneEnergy:在机械体列表中显示工作模式图标和能量条。
    *   通过 Harmony 补丁 Patch_MainTabWindow_Mechs_Pawns 将自主机械体集成到原版机械体主标签页中。
    *   扩展了 PawnTableDefOf.Mechs 以包含新的自定义列。

3.  **AI 与行为改进**:
    *   实现了 JobDriver_DroneSelfShutdown 和 JobGiver_DroneSelfShutdown:机械体现在会在低电量或被命令时寻找安全地点休眠。
    *   添加了 ThinkNode_ConditionalWorkMode_Drone 和 ThinkNode_ConditionalLowEnergy_Drone 用于行为树逻辑。

4.  **兼容性与修复**:
    *   添加了 Patch_MechanitorUtility_EverControllable:确保自主机械体始终可控,防止在没有监管者时失去控制。
    *   修复了机械体缺少监管者警报的误报问题。
This commit is contained in:
2025-11-23 14:58:13 +08:00
parent 44283c25b8
commit ea31c5f563
23 changed files with 698 additions and 193 deletions

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@@ -1,5 +1,6 @@
using System.Collections.Generic;
using RimWorld;
using UnityEngine;
using Verse;
using Verse.AI;
@@ -30,14 +31,6 @@ namespace WulaFallenEmpire
}
}
// 新增:自主工作模式枚举
public enum AutonomousWorkMode
{
Work, // 工作模式:通过 thinktree 寻找工作
Recharge, // 充电模式:优先充电,完成后休眠
Shutdown // 关机模式:立即休眠
}
public class CompProperties_AutonomousMech : CompProperties
{
public bool enableAutonomousDrafting = true;
@@ -50,6 +43,8 @@ namespace WulaFallenEmpire
public float criticalEnergyThreshold = 0.1f; // 临界能量阈值
public float rechargeCompleteThreshold = 0.9f; // 充电完成阈值
public DroneWorkModeDef initialWorkMode;
public CompProperties_AutonomousMech()
{
compClass = typeof(CompAutonomousMech);
@@ -62,7 +57,7 @@ namespace WulaFallenEmpire
public Pawn MechPawn => parent as Pawn;
private AutonomousWorkMode currentWorkMode = AutonomousWorkMode.Work;
private DroneWorkModeDef currentWorkMode;
private bool wasLowEnergy = false; // 记录上次是否处于低能量状态
public bool CanBeAutonomous
@@ -147,7 +142,7 @@ namespace WulaFallenEmpire
}
}
public AutonomousWorkMode CurrentWorkMode => currentWorkMode;
public DroneWorkModeDef CurrentWorkMode => currentWorkMode;
// 新增:能量状态检查方法
public float GetEnergyLevel()
@@ -164,6 +159,11 @@ namespace WulaFallenEmpire
{
base.PostSpawnSetup(respawningAfterLoad);
if (currentWorkMode == null)
{
currentWorkMode = Props.initialWorkMode ?? WulaDefOf.Work;
}
// 确保使用独立战斗系统
InitializeAutonomousCombat();
}
@@ -208,10 +208,10 @@ namespace WulaFallenEmpire
if (isLowEnergyNow)
{
// 进入低能量状态
if (currentWorkMode == AutonomousWorkMode.Work)
if (currentWorkMode == WulaDefOf.Work)
{
// 自动切换到充电模式
SetWorkMode(AutonomousWorkMode.Recharge);
SetWorkMode(WulaDefOf.Recharge);
Messages.Message("WULA_LowEnergySwitchToRecharge".Translate(MechPawn.LabelCap),
MechPawn, MessageTypeDefOf.CautionInput);
}
@@ -219,10 +219,10 @@ namespace WulaFallenEmpire
else
{
// 恢复能量状态
if (currentWorkMode == AutonomousWorkMode.Recharge && IsFullyCharged)
if (currentWorkMode == WulaDefOf.Recharge && IsFullyCharged)
{
// 充满电后自动切换回工作模式
SetWorkMode(AutonomousWorkMode.Work);
SetWorkMode(WulaDefOf.Work);
Messages.Message("WULA_FullyChargedSwitchToWork".Translate(MechPawn.LabelCap),
MechPawn, MessageTypeDefOf.PositiveEvent);
}
@@ -232,12 +232,12 @@ namespace WulaFallenEmpire
}
// 临界能量警告
if (IsCriticalEnergy && currentWorkMode != AutonomousWorkMode.Recharge && currentWorkMode != AutonomousWorkMode.Shutdown)
if (IsCriticalEnergy && currentWorkMode != WulaDefOf.Recharge && currentWorkMode != WulaDefOf.Shutdown)
{
Messages.Message("WULA_CriticalEnergyLevels".Translate(MechPawn.LabelCap),
MechPawn, MessageTypeDefOf.ThreatBig);
// 强制切换到充电模式
SetWorkMode(AutonomousWorkMode.Recharge);
SetWorkMode(WulaDefOf.Recharge);
}
}
@@ -249,77 +249,11 @@ namespace WulaFallenEmpire
// 工作模式切换按钮
if (CanWorkAutonomously)
{
string energyInfo = "WULA_EnergyInfo".Translate(GetEnergyLevel().ToStringPercent());
yield return new Command_Action
{
defaultLabel = "WULA_Mech_WorkMode".Translate(GetCurrentWorkModeDisplay()) + energyInfo,
defaultDesc = GetWorkModeDescription(),
icon = GetWorkModeIcon(),
action = () => ShowWorkModeMenu()
};
yield return new DroneGizmo(this);
}
}
// 修改:返回包含能量信息的描述
private string GetWorkModeDescription()
{
string baseDesc = "WULA_Switch_Mech_WorkMode".Translate();
string energyInfo = "WULA_CurrentEnergy".Translate(GetEnergyLevel().ToStringPercent());
if (IsLowEnergy)
energyInfo += "WULA_EnergyLow".Translate();
if (IsCriticalEnergy)
energyInfo += "WULA_EnergyCritical".Translate();
return baseDesc + "\n" + energyInfo;
}
// 新增:根据能量状态返回不同的图标
private UnityEngine.Texture2D GetWorkModeIcon()
{
if (IsCriticalEnergy)
return TexCommand.DesirePower;
else if (IsLowEnergy)
return TexCommand.ToggleVent;
else
return TexCommand.Attack;
}
private string GetCurrentWorkModeDisplay()
{
switch (currentWorkMode)
{
case AutonomousWorkMode.Work:
return "WULA_WorkMode_Work".Translate();
case AutonomousWorkMode.Recharge:
return "WULA_WorkMode_Recharge".Translate();
case AutonomousWorkMode.Shutdown:
return "WULA_WorkMode_Shutdown".Translate();
default:
return "WULA_WorkMode_Unknown".Translate();
}
}
private void ShowWorkModeMenu()
{
List<FloatMenuOption> list = new List<FloatMenuOption>();
// 工作模式
list.Add(new FloatMenuOption("WULA_WorkMode_Work_Desc".Translate(),
() => SetWorkMode(AutonomousWorkMode.Work)));
// 充电模式
list.Add(new FloatMenuOption("WULA_WorkMode_Recharge_Desc".Translate(),
() => SetWorkMode(AutonomousWorkMode.Recharge)));
// 休眠模式
list.Add(new FloatMenuOption("WULA_WorkMode_Shutdown_Desc".Translate(),
() => SetWorkMode(AutonomousWorkMode.Shutdown)));
Find.WindowStack.Add(new FloatMenu(list));
}
private void SetWorkMode(AutonomousWorkMode mode)
public void SetWorkMode(DroneWorkModeDef mode)
{
currentWorkMode = mode;
@@ -329,8 +263,7 @@ namespace WulaFallenEmpire
MechPawn.jobs.StopAll();
}
string modeName = GetCurrentWorkModeDisplay();
Messages.Message("WULA_SwitchedToMode".Translate(MechPawn.LabelCap, modeName),
Messages.Message("WULA_SwitchedToMode".Translate(MechPawn.LabelCap, mode.label),
MechPawn, MessageTypeDefOf.NeutralEvent);
}
@@ -352,13 +285,13 @@ namespace WulaFallenEmpire
if (MechPawn.Drafted)
return "WULA_Autonomous_Drafted".Translate() + energyInfo;
else
return "WULA_Autonomous_Mode".Translate(GetCurrentWorkModeDisplay()) + energyInfo;
return "WULA_Autonomous_Mode".Translate(currentWorkMode?.label ?? "Unknown") + energyInfo;
}
public override void PostExposeData()
{
base.PostExposeData();
Scribe_Values.Look(ref currentWorkMode, "currentWorkMode", AutonomousWorkMode.Work);
Scribe_Defs.Look(ref currentWorkMode, "currentWorkMode");
Scribe_Values.Look(ref wasLowEnergy, "wasLowEnergy", false);
}
}

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@@ -0,0 +1,115 @@
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Verse;
namespace WulaFallenEmpire
{
[StaticConstructorOnStartup]
public class DroneGizmo : Gizmo
{
private CompAutonomousMech comp;
private HashSet<CompAutonomousMech> groupedComps;
private static readonly Texture2D BarTex = SolidColorMaterials.NewSolidColorTexture(new Color(0.34f, 0.42f, 0.43f));
private static readonly Texture2D BarHighlightTex = SolidColorMaterials.NewSolidColorTexture(new Color(0.43f, 0.54f, 0.55f));
private static readonly Texture2D EmptyBarTex = SolidColorMaterials.NewSolidColorTexture(new Color(0.03f, 0.035f, 0.05f));
// private static readonly Texture2D DragBarTex = SolidColorMaterials.NewSolidColorTexture(new Color(0.74f, 0.97f, 0.8f));
// private static bool draggingBar;
public DroneGizmo(CompAutonomousMech comp)
{
this.comp = comp;
}
public override float GetWidth(float maxWidth)
{
return 160f;
}
public override GizmoResult GizmoOnGUI(Vector2 topLeft, float maxWidth, GizmoRenderParms parms)
{
Rect rect = new Rect(topLeft.x, topLeft.y, GetWidth(maxWidth), 75f);
Rect rect2 = rect.ContractedBy(10f);
Widgets.DrawWindowBackground(rect);
string text = "WULA_AutonomousMech".Translate();
Rect rect3 = new Rect(rect2.x, rect2.y, rect2.width, Text.CalcHeight(text, rect2.width) + 8f);
Text.Font = GameFont.Small;
Widgets.Label(rect3, text);
Rect rect4 = new Rect(rect2.x, rect3.yMax, rect2.width, rect2.height - rect3.height);
DraggableBarForGroup(rect4);
Text.Anchor = TextAnchor.MiddleCenter;
string energyText = comp.GetEnergyLevel().ToStringPercent();
Widgets.Label(rect4, energyText);
Text.Anchor = TextAnchor.UpperLeft;
TooltipHandler.TipRegion(rect4, () => "WULA_EnergyInfo".Translate(energyText), Gen.HashCombineInt(comp.GetHashCode(), 34242419));
// Work Mode Button
Rect rect6 = new Rect(rect2.x + rect2.width - 24f, rect2.y, 24f, 24f);
if (Widgets.ButtonImageFitted(rect6, comp.CurrentWorkMode?.uiIcon ?? BaseContent.BadTex))
{
Find.WindowStack.Add(new FloatMenu(GetWorkModeOptions(comp, groupedComps).ToList()));
}
TooltipHandler.TipRegion(rect6, "WULA_Switch_Mech_WorkMode".Translate());
Widgets.DrawHighlightIfMouseover(rect6);
return new GizmoResult(GizmoState.Clear);
}
private void DraggableBarForGroup(Rect rect)
{
// We are not actually dragging the energy level, but maybe a threshold?
// For now, just display the energy level.
// If we want to set recharge threshold, we need a property in CompAutonomousMech for that.
// Assuming we want to visualize energy level:
Widgets.FillableBar(rect, comp.GetEnergyLevel(), BarTex, EmptyBarTex, false);
}
public static IEnumerable<FloatMenuOption> GetWorkModeOptions(CompAutonomousMech comp, HashSet<CompAutonomousMech> groupedComps = null)
{
foreach (DroneWorkModeDef mode in DefDatabase<DroneWorkModeDef>.AllDefs.OrderBy(d => d.uiOrder))
{
yield return new FloatMenuOption(mode.LabelCap, delegate
{
comp.SetWorkMode(mode);
if (groupedComps != null)
{
foreach (CompAutonomousMech groupedComp in groupedComps)
{
groupedComp.SetWorkMode(mode);
}
}
}, mode.uiIcon, Color.white);
}
}
public override bool GroupsWith(Gizmo other)
{
return other is DroneGizmo;
}
public override void MergeWith(Gizmo other)
{
base.MergeWith(other);
if (other is DroneGizmo droneGizmo)
{
if (groupedComps == null)
{
groupedComps = new HashSet<CompAutonomousMech>();
}
groupedComps.Add(droneGizmo.comp);
if (droneGizmo.groupedComps != null)
{
groupedComps.AddRange(droneGizmo.groupedComps);
}
}
}
}
}

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@@ -0,0 +1,26 @@
using UnityEngine;
using Verse;
namespace WulaFallenEmpire
{
public class DroneWorkModeDef : Def
{
[NoTranslate]
public string iconPath;
public Texture2D uiIcon;
public int uiOrder;
public override void PostLoad()
{
if (!string.IsNullOrEmpty(iconPath))
{
LongEventHandler.ExecuteWhenFinished(delegate
{
uiIcon = ContentFinder<Texture2D>.Get(iconPath);
});
}
}
}
}

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@@ -0,0 +1,45 @@
using System.Collections.Generic;
using RimWorld;
using Verse;
using Verse.AI;
namespace WulaFallenEmpire
{
public class JobDriver_DroneSelfShutdown : JobDriver
{
public const TargetIndex RestSpotIndex = TargetIndex.A;
public override bool TryMakePreToilReservations(bool errorOnFailed)
{
return pawn.Reserve(base.TargetA, job, 1, -1, null, errorOnFailed);
}
protected override IEnumerable<Toil> MakeNewToils()
{
yield return Toils_Goto.GotoCell(TargetIndex.A, PathEndMode.OnCell);
Toil layDown = SelfShutdown();
layDown.PlaySoundAtStart(SoundDefOf.MechSelfShutdown);
yield return layDown;
}
public static Toil SelfShutdown()
{
Toil layDown = ToilMaker.MakeToil("WULA_DroneSelfShutdown");
layDown.initAction = delegate
{
Pawn actor = layDown.actor;
actor.pather?.StopDead();
JobDriver curDriver = actor.jobs.curDriver;
actor.jobs.posture = PawnPosture.Standing;
actor.mindState.lastBedDefSleptIn = null;
curDriver.asleep = true;
};
layDown.defaultCompleteMode = ToilCompleteMode.Never;
layDown.AddFinishAction(delegate
{
layDown.actor.jobs.curDriver.asleep = false;
});
return layDown;
}
}
}

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@@ -0,0 +1,20 @@
using RimWorld;
using Verse;
using Verse.AI;
namespace WulaFallenEmpire
{
public class JobGiver_DroneSelfShutdown : ThinkNode_JobGiver
{
protected override Job TryGiveJob(Pawn pawn)
{
if (RCellFinder.TryFindNearbyMechSelfShutdownSpot(pawn.Position, pawn, pawn.Map, out var result, allowForbidden: true))
{
Job job = JobMaker.MakeJob(WulaDefOf.WULA_DroneSelfShutdown, result);
job.forceSleep = true;
return job;
}
return null;
}
}
}

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@@ -0,0 +1,42 @@
using RimWorld;
using UnityEngine;
using Verse;
namespace WulaFallenEmpire
{
[StaticConstructorOnStartup]
public class PawnColumnWorker_DroneEnergy : PawnColumnWorker
{
private const int Width = 120;
private const int BarPadding = 4;
public static readonly Texture2D EnergyBarTex = SolidColorMaterials.NewSolidColorTexture(new Color32(252, byte.MaxValue, byte.MaxValue, 65));
public override void DoCell(Rect rect, Pawn pawn, PawnTable table)
{
CompAutonomousMech comp = pawn.TryGetComp<CompAutonomousMech>();
if (comp == null || !comp.CanBeAutonomous)
{
return;
}
Widgets.FillableBar(rect.ContractedBy(4f), comp.GetEnergyLevel(), EnergyBarTex, BaseContent.ClearTex, doBorder: false);
Text.Font = GameFont.Small;
Text.Anchor = TextAnchor.MiddleCenter;
Widgets.Label(rect, comp.GetEnergyLevel().ToStringPercent());
Text.Anchor = TextAnchor.UpperLeft;
Text.Font = GameFont.Small;
}
public override int GetMinWidth(PawnTable table)
{
return Mathf.Max(base.GetMinWidth(table), 120);
}
public override int GetMaxWidth(PawnTable table)
{
return Mathf.Min(base.GetMaxWidth(table), GetMinWidth(table));
}
}
}

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@@ -0,0 +1,42 @@
using System.Linq;
using RimWorld;
using UnityEngine;
using Verse;
namespace WulaFallenEmpire
{
public class PawnColumnWorker_DroneWorkMode : PawnColumnWorker_Icon
{
protected override int Padding => 0;
public override void DoCell(Rect rect, Pawn pawn, PawnTable table)
{
CompAutonomousMech comp = pawn.TryGetComp<CompAutonomousMech>();
if (comp == null || !comp.CanBeAutonomous)
{
return;
}
if (Widgets.ButtonInvisible(rect))
{
Find.WindowStack.Add(new FloatMenu(DroneGizmo.GetWorkModeOptions(comp).ToList()));
}
base.DoCell(rect, pawn, table);
}
protected override Texture2D GetIconFor(Pawn pawn)
{
return pawn?.TryGetComp<CompAutonomousMech>()?.CurrentWorkMode?.uiIcon;
}
protected override string GetIconTip(Pawn pawn)
{
string text = pawn.TryGetComp<CompAutonomousMech>()?.CurrentWorkMode?.description;
if (!text.NullOrEmpty())
{
return text;
}
return null;
}
}
}

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@@ -6,7 +6,7 @@ namespace WulaFallenEmpire
{
public class ThinkNode_ConditionalAutonomousWorkMode : ThinkNode_Conditional
{
public AutonomousWorkMode requiredMode = AutonomousWorkMode.Work;
public DroneWorkModeDef requiredMode;
protected override bool Satisfied(Pawn pawn)
{

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@@ -0,0 +1,18 @@
using Verse;
using Verse.AI;
namespace WulaFallenEmpire
{
public class ThinkNode_ConditionalLowEnergy_Drone : ThinkNode_Conditional
{
protected override bool Satisfied(Pawn pawn)
{
CompAutonomousMech compDrone = pawn.TryGetComp<CompAutonomousMech>();
if (compDrone != null && compDrone.IsLowEnergy)
{
return true;
}
return false;
}
}
}

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@@ -0,0 +1,32 @@
using RimWorld;
using Verse;
using Verse.AI;
namespace WulaFallenEmpire
{
public class ThinkNode_ConditionalWorkMode_Drone : ThinkNode_Conditional
{
public DroneWorkModeDef workMode;
public override ThinkNode DeepCopy(bool resolve = true)
{
ThinkNode_ConditionalWorkMode_Drone thinkNode_ConditionalWorkMode_Drone = (ThinkNode_ConditionalWorkMode_Drone)base.DeepCopy(resolve);
thinkNode_ConditionalWorkMode_Drone.workMode = workMode;
return thinkNode_ConditionalWorkMode_Drone;
}
protected override bool Satisfied(Pawn pawn)
{
if (!pawn.RaceProps.IsMechanoid || pawn.Faction != Faction.OfPlayer)
{
return false;
}
CompAutonomousMech compDrone = pawn.TryGetComp<CompAutonomousMech>();
if (compDrone == null)
{
return false;
}
return compDrone.CurrentWorkMode == workMode;
}
}
}