暂存feat(maintenance): 实现维护舱功能及可配置性
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@@ -28,6 +28,7 @@
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<requiredWorkTags>None</requiredWorkTags>
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<forcedHediffs>
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<li>Wula_Synth</li>
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<li>WULA_Maintenance_Neglect</li>
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<li>WULA_Addons_Antenna_Hediff_Base</li>
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<!--<li>MechlinkImplant</li>-->
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</forcedHediffs>
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18
1.6/Defs/JobDefs/WULA_JobDefs.xml
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18
1.6/Defs/JobDefs/WULA_JobDefs.xml
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@@ -0,0 +1,18 @@
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<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<JobDef>
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<defName>WULA_HaulToMaintenancePod</defName>
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<driverClass>WulaFallenEmpire.JobDriver_HaulToMaintenancePod</driverClass>
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<reportString>正在为维护舱补充修复组件。</reportString>
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<allowOpportunisticPrefix>true</allowOpportunisticPrefix>
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</JobDef>
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<JobDef>
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<defName>WULA_EnterMaintenancePod</defName>
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<driverClass>WulaFallenEmpire.JobDriver_EnterMaintenancePod</driverClass>
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<reportString>正在进入维护舱。</reportString>
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<allowOpportunisticPrefix>true</allowOpportunisticPrefix>
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</JobDef>
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</Defs>
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@@ -1,11 +0,0 @@
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<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<JobDef>
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<defName>WULA_HaulToMaintenancePod</defName>
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<driverClass>WulaFallenEmpire.JobDriver_HaulToMaintenancePod</driverClass>
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<reportString>hauling TargetA to TargetB.</reportString>
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<allowOpportunisticPrefix>true</allowOpportunisticPrefix>
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</JobDef>
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</Defs>
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@@ -59,12 +59,14 @@
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<li Class="WulaFallenEmpire.CompProperties_MaintenancePod">
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<durationTicks>60000</durationTicks> <!-- 1 day -->
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<powerConsumptionRunning>250</powerConsumptionRunning>
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<powerConsumptionIdle>50</powerConsumptionIdle>
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<powerConsumptionIdle>5</powerConsumptionIdle>
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<hediffToRemove>WULA_Maintenance_Neglect</hediffToRemove>
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<componentDef>ComponentIndustrial</componentDef>
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<componentCostPerSeverity>5</componentCostPerSeverity> <!-- 5 components per 100% severity -->
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<baseComponentCost>0</baseComponentCost>
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<minSeverityToMaintain>0.75</minSeverityToMaintain>
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<capacity>5</capacity>
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<hediffSeverityAfterCycle>0.01</hediffSeverityAfterCycle>
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<enterSound>BiosculpterPod_Enter</enterSound>
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<exitSound>BiosculpterPod_Exit</exitSound>
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<operatingEffecter>BiosculpterPod_Operating</operatingEffecter>
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@@ -75,4 +77,4 @@
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</placeWorkers>
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</ThingDef>
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</Defs>
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</Defs>
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@@ -1,11 +0,0 @@
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<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<JobDef>
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<defName>WULA_HaulToMaintenancePod</defName>
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<driverClass>WulaFallenEmpire.JobDriver_HaulToMaintenancePod</driverClass>
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<reportString>hauling TargetA to TargetB.</reportString>
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<allowOpportunisticPrefix>true</allowOpportunisticPrefix>
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</JobDef>
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</Defs>
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18
Languages/ChineseSimplified (简体中文)/Keyed/WULA_Keyed.xml
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Languages/ChineseSimplified (简体中文)/Keyed/WULA_Keyed.xml
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<?xml version="1.0" encoding="utf-8" ?>
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<LanguageData>
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<!-- Maintenance Pod -->
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<WULA_MaintenancePod_Status>状态</WULA_MaintenancePod_Status>
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<WULA_MaintenancePod_State_Idle>空闲</WULA_MaintenancePod_State_Idle>
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<WULA_MaintenancePod_State_Running>运行中</WULA_MaintenancePod_State_Running>
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<WULA_MaintenancePod_StoredComponents>储存的零部件</WULA_MaintenancePod_StoredComponents>
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<WULA_MaintenancePod_Enter>进入维护</WULA_MaintenancePod_Enter>
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<WULA_MaintenancePod_EnterDesc>命令一个需要维护的殖民者进入维护舱。</WULA_MaintenancePod_EnterDesc>
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<WULA_MaintenancePod_NotEnoughComponents>需要 {0} 零部件</WULA_MaintenancePod_NotEnoughComponents>
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<WULA_MaintenancePod_NoOneNeeds>没有殖民者需要维护。</WULA_MaintenancePod_NoOneNeeds>
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<WULA_MaintenancePod_CancelDesc>中止维护并弹出殖民者。</WULA_MaintenancePod_CancelDesc>
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<WULA_MaintenanceComplete>{PAWN_nameDef} 的维护已完成。</WULA_MaintenanceComplete>
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<WULA_MaintenanceCanceled>维护已取消。</WULA_MaintenanceCanceled>
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<WULA_NoComponentsToHaul>没有可用的零部件来搬运。</WULA_NoComponentsToHaul>
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</LanguageData>
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@@ -24,6 +24,8 @@ namespace WulaFallenEmpire
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public float componentCostPerSeverity = 1f; // How many components per 1.0 severity
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public int baseComponentCost = 0; // A flat cost in addition to severity cost
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public float minSeverityToMaintain = 0.75f; // The hediff severity required to trigger maintenance
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public int capacity = 50;
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public float hediffSeverityAfterCycle = 0.01f;
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public CompProperties_MaintenancePod()
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{
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@@ -39,7 +41,6 @@ namespace WulaFallenEmpire
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private CompPowerTrader powerComp;
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private StorageSettings allowedComponentSettings;
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public float storedComponents = 0f;
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public int capacity = 50; // Let's define a capacity
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private int ticksRemaining;
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private MaintenancePodState state = MaintenancePodState.Idle;
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@@ -59,7 +60,7 @@ namespace WulaFallenEmpire
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return Props.baseComponentCost + (int)(hediff.Severity * Props.componentCostPerSeverity);
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}
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public bool CanAcceptComponents(int count) => storedComponents + count <= capacity;
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public bool CanAcceptComponents(int count) => storedComponents + count <= Props.capacity;
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// ===================== Setup =====================
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public CompMaintenancePod()
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@@ -172,7 +173,7 @@ namespace WulaFallenEmpire
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Hediff hediff = occupant.health.hediffSet.GetFirstHediffOfDef(Props.hediffToRemove);
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if (hediff != null)
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{
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hediff.Severity = 0.01f;
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hediff.Severity = Props.hediffSeverityAfterCycle;
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Messages.Message("WULA_MaintenanceComplete".Translate(occupant.Named("PAWN")), occupant, MessageTypeDefOf.PositiveEvent);
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}
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}
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@@ -215,7 +216,7 @@ namespace WulaFallenEmpire
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sb.AppendLine("TimeLeft".Translate() + ": " + ticksRemaining.ToStringTicksToPeriod());
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}
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sb.AppendLine("WULA_MaintenancePod_StoredComponents".Translate() + ": " + storedComponents.ToString("F0") + " / " + capacity.ToString("F0"));
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sb.AppendLine("WULA_MaintenancePod_StoredComponents".Translate() + ": " + storedComponents.ToString("F0") + " / " + Props.capacity.ToString("F0"));
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if (!PowerOn)
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{
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@@ -12,7 +12,7 @@ namespace WulaFallenEmpire
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private const TargetIndex PodInd = TargetIndex.B;
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protected Thing Component => job.GetTarget(ComponentInd).Thing;
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protected Building_Storage Pod => (Building_Storage)job.GetTarget(PodInd).Thing;
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protected Building Pod => (Building)job.GetTarget(PodInd).Thing;
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public override bool TryMakePreToilReservations(bool errorOnFailed)
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{
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@@ -29,7 +29,7 @@ namespace WulaFallenEmpire
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}
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// Check if it needs more components
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if (comp.storedComponents >= comp.capacity)
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if (comp.storedComponents >= comp.Props.capacity)
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{
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return false;
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}
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@@ -55,7 +55,7 @@ namespace WulaFallenEmpire
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}
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Job job = JobMaker.MakeJob(JobDefOf_WULA.WULA_HaulToMaintenancePod, component, t);
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job.count = Math.Min(component.stackCount, (int)(comp.capacity - comp.storedComponents));
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job.count = Math.Min(component.stackCount, (int)(comp.Props.capacity - comp.storedComponents));
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return job;
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}
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