暂存feat(maintenance): 添加维护舱及相关需求机制
为乌拉族引入了新的“机体维护”需求,通过`WULA_Maintenance_Neglect`健康状况(Hediff)体现。该状况会随时间推移而恶化,影响角色能力。 新增建筑“维护舱”(`WULA_MaintenancePod`),乌拉族成员可进入其中进行维护,以清除“维护疏忽”的负面效果。维护过程需要消耗电力和零部件,所需零部件数量与负面效果的严重程度相关。 实现了配套的自动化工作逻辑: - 当维护需求达到阈值时,角色会自动进入维护舱。 - 当维护舱缺少零部件时,搬运工会自动为其装填。 此外,事件系统中增加了一个新的条件 `Condition_FactionExists`。
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1.6/Defs/ThingDefs_Buildings/WULA_Buildings_Maintenance.xml
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1.6/Defs/ThingDefs_Buildings/WULA_Buildings_Maintenance.xml
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<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<ThingDef ParentName="BuildingBase">
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<defName>WULA_MaintenancePod</defName>
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<label>维护舱</label>
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<description>一个为乌拉族设计的全自动维护舱。乌拉族需要定期进入其中进行身体机能的维护和校准,否则他们的身体会逐渐衰弱。维护过程需要消耗零部件。</description>
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<containedPawnsSelectable>true</containedPawnsSelectable>
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<graphicData>
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<texPath>Things/Building/Misc/BiosculpterPod/BiosculpterPod</texPath>
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<graphicClass>Graphic_Multi</graphicClass>
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<shadowData>
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<volume>(2.9,0.6,1.9)</volume>
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</shadowData>
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<drawSize>(3, 2)</drawSize>
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</graphicData>
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<drawerType>RealtimeOnly</drawerType>
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<drawGUIOverlay>true</drawGUIOverlay>
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<defaultPlacingRot>South</defaultPlacingRot>
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<altitudeLayer>Building</altitudeLayer>
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<passability>PassThroughOnly</passability>
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<pathCost>42</pathCost>
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<blockWind>true</blockWind>
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<fillPercent>0.5</fillPercent>
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<canOverlapZones>false</canOverlapZones>
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<statBases>
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<MaxHitPoints>250</MaxHitPoints>
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<WorkToBuild>20000</WorkToBuild>
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<Mass>50</Mass>
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<Flammability>0.5</Flammability>
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<Beauty>-5</Beauty>
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</statBases>
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<size>(3,2)</size>
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<interactionCellOffset>(0,0,2)</interactionCellOffset>
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<hasInteractionCell>true</hasInteractionCell>
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<costList>
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<Steel>150</Steel>
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<ComponentIndustrial>10</ComponentIndustrial>
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<ComponentSpacer>2</ComponentSpacer>
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</costList>
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<constructionSkillPrerequisite>8</constructionSkillPrerequisite>
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<building>
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<destroySound>BuildingDestroyed_Metal_Big</destroySound>
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<uninstallWork>1800</uninstallWork>
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<defaultStorageSettings>
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<filter>
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<thingDefs>
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<li>ComponentIndustrial</li>
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</thingDefs>
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</filter>
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</defaultStorageSettings>
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</building>
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<designationCategory>Misc</designationCategory>
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<minifiedDef>MinifiedThing</minifiedDef>
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<thingCategories>
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<li>BuildingsMisc</li>
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</thingCategories>
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<tickerType>Normal</tickerType>
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<comps>
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<li Class="CompProperties_Power">
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<compClass>CompPowerTrader</compClass>
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<basePowerConsumption>50</basePowerConsumption> <!-- This is now idle power -->
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</li>
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<li Class="CompProperties_Flickable"/>
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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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<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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<enterSound>BiosculpterPod_Enter</enterSound>
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<exitSound>BiosculpterPod_Exit</exitSound>
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<operatingEffecter>BiosculpterPod_Operating</operatingEffecter>
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</li>
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</comps>
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<placeWorkers>
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<li>PlaceWorker_PreventInteractionSpotOverlap</li>
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</placeWorkers>
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<inspectorTabs>
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<li>ITab_Storage</li>
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</inspectorTabs>
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</ThingDef>
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</Defs>
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