Merge branch 'main' of https://git.ra3battle.cn/Kalospacer/WulaFallenEmpireRW
This commit is contained in:
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.gitignore
vendored
1
.gitignore
vendored
@@ -34,4 +34,3 @@ Source/MCP/pid.txt
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*.log
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*.log
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MCP/vector_cache/*.txt
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MCP/vector_cache/*.txt
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MCP/mcpserver.log
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MCP/mcpserver.log
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Source/ai_studio_code.txt
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@@ -5,7 +5,7 @@
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<defName>WULA_Fleshtype</defName>
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<defName>WULA_Fleshtype</defName>
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<corpseCategory>CorpsesMechanoid</corpseCategory>
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<corpseCategory>CorpsesMechanoid</corpseCategory>
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<damageEffecter>Damage_HitMechanoid</damageEffecter>
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<damageEffecter>Damage_HitMechanoid</damageEffecter>
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<isOrganic>false</isOrganic>
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<isOrganic>true</isOrganic>
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<genericWounds>
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<genericWounds>
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<li>
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<li>
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<texture>Things/Pawn/Wounds/WoundMechA</texture>
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<texture>Things/Pawn/Wounds/WoundMechA</texture>
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@@ -21,6 +21,77 @@
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<li>
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<li>
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<texture>Wula/Things/WulaSpecies/Wounds/WULA_Species_Wound_None</texture>
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<texture>Wula/Things/WulaSpecies/Wounds/WULA_Species_Wound_None</texture>
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</li>
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</li>
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<!-- <li>
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<texture>Things/Pawn/Wounds/BandagedB</texture>
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</li>
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<li>
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<texture>Things/Pawn/Wounds/BandagedC</texture>
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</li> -->
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</bandagedWounds>
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</bandagedWounds>
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<!-- <hediffWounds>
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<li MayRequire="Ludeon.RimWorld.Ideology">
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<hediff>Scarification</hediff>
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<wounds>
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<li>
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<texture>Things/Pawn/Wounds/ScarificationA</texture>
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<tintWithSkinColor>true</tintWithSkinColor>
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<displayOverApparel>false</displayOverApparel>
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<displayPermanent>false</displayPermanent>
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<drawOffsetSouth>(0, 0.001, -0.24)</drawOffsetSouth>
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<drawOffsetEastWest>(-0.03, 0.001, -0.24)</drawOffsetEastWest>
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</li>
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<li>
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<texture>Things/Pawn/Wounds/ScarificationB</texture>
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<tintWithSkinColor>true</tintWithSkinColor>
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<displayOverApparel>false</displayOverApparel>
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<displayPermanent>false</displayPermanent>
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<drawOffsetSouth>(0, 0.001, -0.24)</drawOffsetSouth>
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<drawOffsetEastWest>(-0.03, 0.001, -0.24)</drawOffsetEastWest>
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</li>
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<li>
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<texture>Things/Pawn/Wounds/ScarificationC</texture>
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<tintWithSkinColor>true</tintWithSkinColor>
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<displayOverApparel>false</displayOverApparel>
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<displayPermanent>false</displayPermanent>
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<drawOffsetSouth>(0, 0.001, -0.24)</drawOffsetSouth>
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<drawOffsetEastWest>(-0.03, 0.001, -0.24)</drawOffsetEastWest>
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</li>
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</wounds>
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</li>
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<li>
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<hediff>MissingBodyPart</hediff>
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<wounds>
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<li>
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<textureSouth>Things/Pawn/Wounds/MissingEye_Scar_south</textureSouth>
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<textureNorth>Things/Pawn/Wounds/MissingEye_Scar_south</textureNorth>
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<textureEast>Things/Pawn/Wounds/MissingEye_Scar_east</textureEast>
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<textureWest>Things/Pawn/Wounds/MissingEye_Scar_east</textureWest>
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<flipWest>true</flipWest>
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<onlyOnPart>Eye</onlyOnPart>
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<flipOnWoundAnchorTag>LeftEye</flipOnWoundAnchorTag>
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<flipOnRotation>South</flipOnRotation>
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<tintWithSkinColor>true</tintWithSkinColor>
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<missingBodyPartFresh>false</missingBodyPartFresh>
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<scale>0.7</scale>
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<drawOffsetSouth>(0, -0.001, -0.24)</drawOffsetSouth>
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<drawOffsetEastWest>(0, -0.001, -0.24)</drawOffsetEastWest>
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</li>
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<li>
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<textureSouth>Things/Pawn/Wounds/MissingEye_Fresh</textureSouth>
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<textureNorth>Things/Pawn/Wounds/MissingEye_Fresh</textureNorth>
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<textureEast>Things/Pawn/Wounds/MissingEye_Fresh</textureEast>
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<textureWest>Things/Pawn/Wounds/MissingEye_Fresh</textureWest>
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<flipWest>true</flipWest>
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<onlyOnPart>Eye</onlyOnPart>
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<flipOnWoundAnchorTag>LeftEye</flipOnWoundAnchorTag>
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<flipOnRotation>South</flipOnRotation>
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<missingBodyPartFresh>true</missingBodyPartFresh>
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<scale>0.7</scale>
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<drawOffsetSouth>(0, -0.001, -0.24)</drawOffsetSouth>
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<drawOffsetEastWest>(0, -0.001, -0.24)</drawOffsetEastWest>
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</li>
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</wounds>
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</li>
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</hediffWounds> -->
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</FleshTypeDef>
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</FleshTypeDef>
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</Defs>
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</Defs>
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@@ -20,6 +20,12 @@ namespace WulaFallenEmpire
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return 0f;
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return 0f;
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}
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}
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// 如果Pawn已经有充电Hediff,则不需要充电
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if (pawn.health.hediffSet.HasHediff(HediffDef.Named("WULA_ChargingHediff")))
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{
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return 0f;
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}
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// 如果能量已充满,则不需要充电
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// 如果能量已充满,则不需要充电
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if (energyNeed.CurLevel >= energyNeed.MaxLevel)
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if (energyNeed.CurLevel >= energyNeed.MaxLevel)
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{
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{
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