暂存feat(maintenance): 实现维护舱功能及可配置性

This commit is contained in:
2025-08-09 12:47:50 +08:00
parent a1998ba80e
commit f4fe41e24e
10 changed files with 49 additions and 31 deletions

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@@ -28,6 +28,7 @@
<requiredWorkTags>None</requiredWorkTags>
<forcedHediffs>
<li>Wula_Synth</li>
<li>WULA_Maintenance_Neglect</li>
<li>WULA_Addons_Antenna_Hediff_Base</li>
<!--<li>MechlinkImplant</li>-->
</forcedHediffs>

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@@ -0,0 +1,18 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<JobDef>
<defName>WULA_HaulToMaintenancePod</defName>
<driverClass>WulaFallenEmpire.JobDriver_HaulToMaintenancePod</driverClass>
<reportString>正在为维护舱补充修复组件。</reportString>
<allowOpportunisticPrefix>true</allowOpportunisticPrefix>
</JobDef>
<JobDef>
<defName>WULA_EnterMaintenancePod</defName>
<driverClass>WulaFallenEmpire.JobDriver_EnterMaintenancePod</driverClass>
<reportString>正在进入维护舱。</reportString>
<allowOpportunisticPrefix>true</allowOpportunisticPrefix>
</JobDef>
</Defs>

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@@ -1,11 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<JobDef>
<defName>WULA_HaulToMaintenancePod</defName>
<driverClass>WulaFallenEmpire.JobDriver_HaulToMaintenancePod</driverClass>
<reportString>hauling TargetA to TargetB.</reportString>
<allowOpportunisticPrefix>true</allowOpportunisticPrefix>
</JobDef>
</Defs>

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@@ -59,12 +59,14 @@
<li Class="WulaFallenEmpire.CompProperties_MaintenancePod">
<durationTicks>60000</durationTicks> <!-- 1 day -->
<powerConsumptionRunning>250</powerConsumptionRunning>
<powerConsumptionIdle>50</powerConsumptionIdle>
<powerConsumptionIdle>5</powerConsumptionIdle>
<hediffToRemove>WULA_Maintenance_Neglect</hediffToRemove>
<componentDef>ComponentIndustrial</componentDef>
<componentCostPerSeverity>5</componentCostPerSeverity> <!-- 5 components per 100% severity -->
<baseComponentCost>0</baseComponentCost>
<minSeverityToMaintain>0.75</minSeverityToMaintain>
<capacity>5</capacity>
<hediffSeverityAfterCycle>0.01</hediffSeverityAfterCycle>
<enterSound>BiosculpterPod_Enter</enterSound>
<exitSound>BiosculpterPod_Exit</exitSound>
<operatingEffecter>BiosculpterPod_Operating</operatingEffecter>
@@ -75,4 +77,4 @@
</placeWorkers>
</ThingDef>
</Defs>
</Defs>

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@@ -1,11 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<JobDef>
<defName>WULA_HaulToMaintenancePod</defName>
<driverClass>WulaFallenEmpire.JobDriver_HaulToMaintenancePod</driverClass>
<reportString>hauling TargetA to TargetB.</reportString>
<allowOpportunisticPrefix>true</allowOpportunisticPrefix>
</JobDef>
</Defs>

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@@ -0,0 +1,18 @@
<?xml version="1.0" encoding="utf-8" ?>
<LanguageData>
<!-- Maintenance Pod -->
<WULA_MaintenancePod_Status>状态</WULA_MaintenancePod_Status>
<WULA_MaintenancePod_State_Idle>空闲</WULA_MaintenancePod_State_Idle>
<WULA_MaintenancePod_State_Running>运行中</WULA_MaintenancePod_State_Running>
<WULA_MaintenancePod_StoredComponents>储存的零部件</WULA_MaintenancePod_StoredComponents>
<WULA_MaintenancePod_Enter>进入维护</WULA_MaintenancePod_Enter>
<WULA_MaintenancePod_EnterDesc>命令一个需要维护的殖民者进入维护舱。</WULA_MaintenancePod_EnterDesc>
<WULA_MaintenancePod_NotEnoughComponents>需要 {0} 零部件</WULA_MaintenancePod_NotEnoughComponents>
<WULA_MaintenancePod_NoOneNeeds>没有殖民者需要维护。</WULA_MaintenancePod_NoOneNeeds>
<WULA_MaintenancePod_CancelDesc>中止维护并弹出殖民者。</WULA_MaintenancePod_CancelDesc>
<WULA_MaintenanceComplete>{PAWN_nameDef} 的维护已完成。</WULA_MaintenanceComplete>
<WULA_MaintenanceCanceled>维护已取消。</WULA_MaintenanceCanceled>
<WULA_NoComponentsToHaul>没有可用的零部件来搬运。</WULA_NoComponentsToHaul>
</LanguageData>

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@@ -24,6 +24,8 @@ namespace WulaFallenEmpire
public float componentCostPerSeverity = 1f; // How many components per 1.0 severity
public int baseComponentCost = 0; // A flat cost in addition to severity cost
public float minSeverityToMaintain = 0.75f; // The hediff severity required to trigger maintenance
public int capacity = 50;
public float hediffSeverityAfterCycle = 0.01f;
public CompProperties_MaintenancePod()
{
@@ -39,7 +41,6 @@ namespace WulaFallenEmpire
private CompPowerTrader powerComp;
private StorageSettings allowedComponentSettings;
public float storedComponents = 0f;
public int capacity = 50; // Let's define a capacity
private int ticksRemaining;
private MaintenancePodState state = MaintenancePodState.Idle;
@@ -59,7 +60,7 @@ namespace WulaFallenEmpire
return Props.baseComponentCost + (int)(hediff.Severity * Props.componentCostPerSeverity);
}
public bool CanAcceptComponents(int count) => storedComponents + count <= capacity;
public bool CanAcceptComponents(int count) => storedComponents + count <= Props.capacity;
// ===================== Setup =====================
public CompMaintenancePod()
@@ -172,7 +173,7 @@ namespace WulaFallenEmpire
Hediff hediff = occupant.health.hediffSet.GetFirstHediffOfDef(Props.hediffToRemove);
if (hediff != null)
{
hediff.Severity = 0.01f;
hediff.Severity = Props.hediffSeverityAfterCycle;
Messages.Message("WULA_MaintenanceComplete".Translate(occupant.Named("PAWN")), occupant, MessageTypeDefOf.PositiveEvent);
}
}
@@ -215,7 +216,7 @@ namespace WulaFallenEmpire
sb.AppendLine("TimeLeft".Translate() + ": " + ticksRemaining.ToStringTicksToPeriod());
}
sb.AppendLine("WULA_MaintenancePod_StoredComponents".Translate() + ": " + storedComponents.ToString("F0") + " / " + capacity.ToString("F0"));
sb.AppendLine("WULA_MaintenancePod_StoredComponents".Translate() + ": " + storedComponents.ToString("F0") + " / " + Props.capacity.ToString("F0"));
if (!PowerOn)
{

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@@ -12,7 +12,7 @@ namespace WulaFallenEmpire
private const TargetIndex PodInd = TargetIndex.B;
protected Thing Component => job.GetTarget(ComponentInd).Thing;
protected Building_Storage Pod => (Building_Storage)job.GetTarget(PodInd).Thing;
protected Building Pod => (Building)job.GetTarget(PodInd).Thing;
public override bool TryMakePreToilReservations(bool errorOnFailed)
{

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@@ -29,7 +29,7 @@ namespace WulaFallenEmpire
}
// Check if it needs more components
if (comp.storedComponents >= comp.capacity)
if (comp.storedComponents >= comp.Props.capacity)
{
return false;
}
@@ -55,7 +55,7 @@ namespace WulaFallenEmpire
}
Job job = JobMaker.MakeJob(JobDefOf_WULA.WULA_HaulToMaintenancePod, component, t);
job.count = Math.Min(component.stackCount, (int)(comp.capacity - comp.storedComponents));
job.count = Math.Min(component.stackCount, (int)(comp.Props.capacity - comp.storedComponents));
return job;
}