1
This commit is contained in:
@@ -63,7 +63,7 @@ namespace WulaFallenEmpire
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var pilotComp = this.TryGetComp<CompMechPilotHolder>();
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if (pilotComp != null && !pilotComp.HasPilots)
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{
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Messages.Message("DD_CannotDraftWithoutPilot".Translate(this.LabelShort),
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Messages.Message("WULA_CannotDraftWithoutPilot".Translate(this.LabelShort),
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this, MessageTypeDefOf.RejectInput);
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return;
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}
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@@ -101,7 +101,7 @@ namespace WulaFallenEmpire
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var pilotComp = this.TryGetComp<CompMechPilotHolder>();
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if (pilotComp != null && !pilotComp.HasPilots)
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{
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command_Toggle.Disable("DD_NoPilot".Translate());
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command_Toggle.Disable("WULA_NoPilot".Translate());
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}
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command_Toggle.tutorTag = ((!base.Drafted) ? "Draft" : "Undraft");
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@@ -1,195 +0,0 @@
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using RimWorld;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using UnityEngine;
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using Verse;
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using Verse.AI.Group;
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namespace WulaFallenEmpire
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{
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public class CompAutoMechCarrier : CompMechCarrier
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{
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#region Reflected Fields
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private static FieldInfo spawnedPawnsField;
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private static FieldInfo cooldownTicksRemainingField;
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private static FieldInfo innerContainerField;
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private List<Pawn> SpawnedPawns
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{
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get
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{
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if (spawnedPawnsField == null)
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spawnedPawnsField = typeof(CompMechCarrier).GetField("spawnedPawns", BindingFlags.NonPublic | BindingFlags.Instance);
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return (List<Pawn>)spawnedPawnsField.GetValue(this);
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}
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}
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private int CooldownTicksRemaining
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{
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get
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{
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if (cooldownTicksRemainingField == null)
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cooldownTicksRemainingField = typeof(CompMechCarrier).GetField("cooldownTicksRemaining", BindingFlags.NonPublic | BindingFlags.Instance);
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return (int)cooldownTicksRemainingField.GetValue(this);
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}
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set
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{
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if (cooldownTicksRemainingField == null)
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cooldownTicksRemainingField = typeof(CompMechCarrier).GetField("cooldownTicksRemaining", BindingFlags.NonPublic | BindingFlags.Instance);
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cooldownTicksRemainingField.SetValue(this, value);
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}
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}
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private ThingOwner InnerContainer
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{
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get
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{
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if (innerContainerField == null)
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innerContainerField = typeof(CompMechCarrier).GetField("innerContainer", BindingFlags.NonPublic | BindingFlags.Instance);
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return (ThingOwner)innerContainerField.GetValue(this);
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}
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}
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#endregion
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public CompProperties_AutoMechCarrier AutoProps => (CompProperties_AutoMechCarrier)props;
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private int TotalPawnCapacity => AutoProps.productionQueue.Sum(e => e.count);
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private int LiveSpawnedPawnsCount(PawnKindDef kind)
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{
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SpawnedPawns.RemoveAll(p => p == null || p.Destroyed);
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return SpawnedPawns.Count(p => p.kindDef == kind);
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}
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private AcceptanceReport CanSpawnNow(PawnKindDef kind)
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{
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if (parent is Pawn pawn && (pawn.IsSelfShutdown() || !pawn.Awake() || pawn.Downed || pawn.Dead || !pawn.Spawned))
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return false;
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if (CooldownTicksRemaining > 0)
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return "CooldownTime".Translate() + " " + CooldownTicksRemaining.ToStringSecondsFromTicks();
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PawnProductionEntry entry = AutoProps.productionQueue.First(e => e.pawnKind == kind);
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int cost = entry.cost ?? Props.costPerPawn;
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if (!AutoProps.freeProduction && InnerContainer.TotalStackCountOfDef(Props.fixedIngredient) < cost)
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return "MechCarrierNotEnoughResources".Translate();
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return true;
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}
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private void TrySpawnPawn(PawnKindDef kind)
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{
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PawnGenerationRequest request = new PawnGenerationRequest(kind, parent.Faction, PawnGenerationContext.NonPlayer, -1, forceGenerateNewPawn: true);
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Pawn pawn = PawnGenerator.GeneratePawn(request);
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GenSpawn.Spawn(pawn, parent.Position, parent.Map);
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SpawnedPawns.Add(pawn);
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if (parent is Pawn p && p.GetLord() != null)
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p.GetLord().AddPawn(pawn);
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if (!AutoProps.freeProduction)
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{
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PawnProductionEntry entry = AutoProps.productionQueue.First(e => e.pawnKind == kind);
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int costLeft = entry.cost ?? Props.costPerPawn;
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List<Thing> things = new List<Thing>(InnerContainer);
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for (int j = 0; j < things.Count; j++)
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{
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Thing thing = InnerContainer.Take(things[j], Mathf.Min(things[j].stackCount, costLeft));
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costLeft -= thing.stackCount;
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thing.Destroy();
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if (costLeft <= 0) break;
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}
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}
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PawnProductionEntry spawnEntry = AutoProps.productionQueue.First(e => e.pawnKind == kind);
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CooldownTicksRemaining = spawnEntry.cooldownTicks ?? Props.cooldownTicks;
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if (Props.spawnedMechEffecter != null)
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EffecterTrigger(Props.spawnedMechEffecter, Props.attachSpawnedMechEffecter, pawn);
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if (Props.spawnEffecter != null)
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EffecterTrigger(Props.spawnEffecter, Props.attachSpawnedEffecter, parent);
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}
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private void EffecterTrigger(EffecterDef effecterDef, bool attach, Thing target)
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{
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Effecter effecter = new Effecter(effecterDef);
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effecter.Trigger(attach ? ((TargetInfo)target) : new TargetInfo(target.Position, target.Map), TargetInfo.Invalid);
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effecter.Cleanup();
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}
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public override void CompTick()
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{
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base.CompTick();
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if (parent.IsHashIntervalTick(60)) // 每秒检查一次
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{
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// 检查是否有抑制生产的Hediff
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if (AutoProps.disableHediff != null && (parent as Pawn)?.health.hediffSet.HasHediff(AutoProps.disableHediff) == true)
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{
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return; // 有Hediff,停止生产
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}
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// 1. 先检查是否满员
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bool isFull = true;
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foreach (var entry in AutoProps.productionQueue)
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{
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if (LiveSpawnedPawnsCount(entry.pawnKind) < entry.count)
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{
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isFull = false;
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break;
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}
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}
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if (isFull)
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{
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return; // 如果已满员,则不进行任何操作,包括冷却计时
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}
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// 2. 如果未满员,才检查冷却时间
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if (CooldownTicksRemaining > 0) return;
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// 3. 寻找空位并生产
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foreach (var entry in AutoProps.productionQueue)
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{
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if (LiveSpawnedPawnsCount(entry.pawnKind) < entry.count)
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{
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if (CanSpawnNow(entry.pawnKind).Accepted)
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{
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TrySpawnPawn(entry.pawnKind);
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break; // 每次只生产一个
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}
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}
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}
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}
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}
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public override IEnumerable<Gizmo> CompGetGizmosExtra()
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{
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// 移除所有Gizmo逻辑
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return Enumerable.Empty<Gizmo>();
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}
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public override string CompInspectStringExtra()
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{
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SpawnedPawns.RemoveAll(p => p == null || p.Destroyed);
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string text = "Pawns: " + SpawnedPawns.Count + " / " + TotalPawnCapacity;
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foreach (var entry in AutoProps.productionQueue)
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{
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text += $"\n- {entry.pawnKind.LabelCap}: {LiveSpawnedPawnsCount(entry.pawnKind)} / {entry.count}";
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}
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if (CooldownTicksRemaining > 0)
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{
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text += "\n" + "CooldownTime".Translate() + ": " + CooldownTicksRemaining.ToStringSecondsFromTicks();
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}
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if (!AutoProps.freeProduction)
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{
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text += "\n" + base.CompInspectStringExtra();
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}
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return text;
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}
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}
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}
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@@ -1,54 +0,0 @@
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using RimWorld;
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using Verse;
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using System.Collections.Generic;
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namespace WulaFallenEmpire
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{
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public class CompProperties_AutoMechCarrier : CompProperties_MechCarrier
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{
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// XML中定义,生产是否消耗资源
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public bool freeProduction = false;
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// 如果单位拥有这个Hediff,则停止生产
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public HediffDef disableHediff;
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// 定义生产队列
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public List<PawnProductionEntry> productionQueue = new List<PawnProductionEntry>();
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public CompProperties_AutoMechCarrier()
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{
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// 确保这个属性类指向我们新的功能实现类
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compClass = typeof(CompAutoMechCarrier);
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}
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public override IEnumerable<string> ConfigErrors(ThingDef parentDef)
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{
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foreach (string error in base.ConfigErrors(parentDef))
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{
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yield return error;
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}
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if (productionQueue.NullOrEmpty())
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{
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yield return "CompProperties_AutoMechCarrier must have at least one entry in productionQueue.";
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}
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}
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public override void ResolveReferences(ThingDef parentDef)
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{
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base.ResolveReferences(parentDef);
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// Prevent division by zero if costPerPawn is not set, which the base game AI might try to access.
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if (costPerPawn <= 0)
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{
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costPerPawn = 1;
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}
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// 如果spawnPawnKind为空(因为我们用了新的队列系统),
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// 就从队列里取第一个作为“假”值,以防止基类方法在生成Gizmo标签时出错。
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if (spawnPawnKind == null && !productionQueue.NullOrEmpty())
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{
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spawnPawnKind = productionQueue[0].pawnKind;
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}
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}
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}
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}
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@@ -1,23 +0,0 @@
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using Verse;
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namespace WulaFallenEmpire
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{
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/// <summary>
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/// A data class to hold information about a pawn to be produced in a queue.
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/// Used in XML definitions.
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/// </summary>
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public class PawnProductionEntry
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{
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// The PawnKindDef of the unit to spawn.
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public PawnKindDef pawnKind;
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// The maximum number of this kind of unit to maintain.
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public int count = 1;
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// Optional: specific cooldown for this entry. If not set, the parent comp's cooldown is used.
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public int? cooldownTicks;
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// Optional: specific cost for this entry. If not set, the parent comp's costPerPawn is used.
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public int? cost;
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}
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}
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@@ -1,392 +0,0 @@
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using System.Collections.Generic;
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using RimWorld;
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using UnityEngine;
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using Verse;
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using Verse.AI;
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namespace WulaFallenEmpire
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{
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// 自定义条件节点:检查是否处于自主工作模式
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public class ThinkNode_ConditionalAutonomousMech : ThinkNode_Conditional
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{
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protected override bool Satisfied(Pawn pawn)
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{
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if (pawn == null || pawn.Dead || pawn.Downed)
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return false;
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// 检查是否被征召
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if (pawn.Drafted)
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return false;
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// 检查是否有机械师控制
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if (pawn.GetOverseer() != null)
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return false;
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// 检查是否有自主能力
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var comp = pawn.GetComp<CompAutonomousMech>();
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if (comp == null || !comp.CanWorkAutonomously)
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return false;
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return true;
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}
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}
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public class CompProperties_AutonomousMech : CompProperties
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{
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public bool enableAutonomousDrafting = true;
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public bool enableAutonomousWork = true;
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public bool requirePowerForAutonomy = true;
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public bool suppressUncontrolledWarning = true;
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// 保留能量管理设置供 ThinkNode 使用
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public float lowEnergyThreshold = 0.3f; // 低能量阈值
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public float criticalEnergyThreshold = 0.1f; // 临界能量阈值
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public float rechargeCompleteThreshold = 0.9f; // 充电完成阈值
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public MechWorkModeDef initialWorkMode;
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public CompProperties_AutonomousMech()
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{
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compClass = typeof(CompAutonomousMech);
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}
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}
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public class CompAutonomousMech : ThingComp
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{
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public CompProperties_AutonomousMech Props => (CompProperties_AutonomousMech)props;
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public Pawn MechPawn => parent as Pawn;
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private MechWorkModeDef currentWorkMode;
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public bool CanBeAutonomous
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{
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get
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{
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if (MechPawn == null || MechPawn.Dead )
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return false;
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if (!Props.enableAutonomousDrafting)
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return false;
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if (MechPawn.GetOverseer() != null)
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return false;
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return true;
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}
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}
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public bool CanWorkAutonomously
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{
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get
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{
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if (!Props.enableAutonomousWork)
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return false;
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if (!CanBeAutonomous)
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return false;
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if (MechPawn.Drafted)
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return false;
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return true;
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}
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}
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public bool ShouldSuppressUncontrolledWarning
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{
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get
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{
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if (!Props.suppressUncontrolledWarning)
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return false;
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return CanBeAutonomous;
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}
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}
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public bool IsInCombatMode
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{
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get
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{
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if (MechPawn == null || MechPawn.Dead || MechPawn.Downed)
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return false;
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// 被征召或处于自主战斗模式
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return MechPawn.Drafted || (CanFightAutonomously && MechPawn.mindState?.duty?.def == DutyDefOf.AssaultColony);
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}
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}
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// 在 CompAutonomousMech 类中添加这个新属性
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public bool CanFightAutonomously
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{
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get
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{
|
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if (MechPawn == null || MechPawn.Dead || MechPawn.Downed)
|
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return false;
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||||
|
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if (!Props.enableAutonomousDrafting)
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return false;
|
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|
||||
if (MechPawn.GetOverseer() != null)
|
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return false;
|
||||
|
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if (!MechPawn.drafter?.Drafted == true)
|
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return false;
|
||||
|
||||
if (Props.requirePowerForAutonomy)
|
||||
{
|
||||
if (GetEnergyLevel() < Props.criticalEnergyThreshold)
|
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return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
public MechWorkModeDef CurrentWorkMode => currentWorkMode;
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||||
|
||||
// 新增:能量状态检查方法
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||||
public float GetEnergyLevel()
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{
|
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var energyNeed = MechPawn.needs?.TryGetNeed<Need_MechEnergy>();
|
||||
return energyNeed?.CurLevelPercentage ?? 0f;
|
||||
}
|
||||
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||||
public bool IsLowEnergy => GetEnergyLevel() < Props.lowEnergyThreshold;
|
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public bool IsCriticalEnergy => GetEnergyLevel() < Props.criticalEnergyThreshold;
|
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public bool IsFullyCharged => GetEnergyLevel() >= Props.rechargeCompleteThreshold;
|
||||
|
||||
public override void PostSpawnSetup(bool respawningAfterLoad)
|
||||
{
|
||||
base.PostSpawnSetup(respawningAfterLoad);
|
||||
|
||||
if (currentWorkMode == null)
|
||||
{
|
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currentWorkMode = Props.initialWorkMode ?? MechWorkModeDefOf.Work;
|
||||
}
|
||||
|
||||
// 确保使用独立战斗系统
|
||||
InitializeAutonomousCombat();
|
||||
}
|
||||
|
||||
private void InitializeAutonomousCombat()
|
||||
{
|
||||
// 确保有 draftController
|
||||
if (MechPawn.drafter == null)
|
||||
{
|
||||
MechPawn.drafter = new Pawn_DraftController(MechPawn);
|
||||
}
|
||||
|
||||
// 强制启用 FireAtWill
|
||||
if (MechPawn.drafter != null)
|
||||
{
|
||||
MechPawn.drafter.FireAtWill = true;
|
||||
}
|
||||
}
|
||||
|
||||
public override void CompTick()
|
||||
{
|
||||
base.CompTick();
|
||||
|
||||
// 每60 tick检查一次能量状态
|
||||
if (MechPawn != null && MechPawn.IsColonyMech && Find.TickManager.TicksGame % 60 == 0)
|
||||
{
|
||||
// 删除了自动切换模式的 CheckEnergyStatus 调用
|
||||
EnsureWorkSettings();
|
||||
}
|
||||
}
|
||||
|
||||
// 删除了整个 CheckEnergyStatus 方法,因为充电逻辑在 ThinkNode 中处理
|
||||
|
||||
public override IEnumerable<Gizmo> CompGetGizmosExtra()
|
||||
{
|
||||
if (MechPawn == null || !CanBeAutonomous)
|
||||
yield break;
|
||||
|
||||
// 工作模式切换按钮
|
||||
if (CanWorkAutonomously)
|
||||
{
|
||||
DroneGizmo droneGizmo = new DroneGizmo(this);
|
||||
if (droneGizmo != null)
|
||||
{
|
||||
yield return droneGizmo;
|
||||
}
|
||||
}
|
||||
// 更换武器按钮 - 确保不返回null
|
||||
Gizmo weaponSwitchGizmo = CreateWeaponSwitchGizmo();
|
||||
if (weaponSwitchGizmo != null)
|
||||
{
|
||||
yield return weaponSwitchGizmo;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 创建更换武器的Gizmo
|
||||
/// </summary>
|
||||
private Gizmo CreateWeaponSwitchGizmo()
|
||||
{
|
||||
try
|
||||
{
|
||||
// 检查Pawn是否属于玩家派系
|
||||
if (MechPawn?.Faction != Faction.OfPlayer)
|
||||
{
|
||||
return null; // 非玩家派系时不显示
|
||||
}
|
||||
// 检查Pawn是否有效
|
||||
if (MechPawn == null || MechPawn.Dead || MechPawn.Destroyed)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
// 检查equipment是否有效
|
||||
if (MechPawn.equipment == null)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
Command_Action switchWeaponCommand = new Command_Action
|
||||
{
|
||||
defaultLabel = "WULA_SwitchWeapon".Translate(),
|
||||
defaultDesc = "WULA_SwitchWeapon_Desc".Translate(),
|
||||
icon = ContentFinder<Texture2D>.Get("Wula/UI/Abilities/WULA_WeaponSwitchAbility", false) ?? BaseContent.BadTex,
|
||||
action = SwitchWeapon,
|
||||
};
|
||||
// 确保Command不为null
|
||||
if (switchWeaponCommand == null)
|
||||
{
|
||||
WulaLog.Debug($"Failed to create weapon switch gizmo for {MechPawn?.LabelCap}");
|
||||
return null;
|
||||
}
|
||||
return switchWeaponCommand;
|
||||
}
|
||||
catch (System.Exception ex)
|
||||
{
|
||||
WulaLog.Debug($"Error creating weapon switch gizmo: {ex}");
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 更换武器逻辑
|
||||
/// </summary>
|
||||
private void SwitchWeapon()
|
||||
{
|
||||
if (MechPawn == null || MechPawn.Destroyed || !MechPawn.Spawned)
|
||||
return;
|
||||
|
||||
try
|
||||
{
|
||||
// 1. 扔掉当前武器
|
||||
ThingWithComps currentWeapon = MechPawn.equipment?.Primary;
|
||||
if (currentWeapon != null)
|
||||
{
|
||||
// 将武器扔在地上
|
||||
MechPawn.equipment.TryDropEquipment(currentWeapon, out ThingWithComps droppedWeapon, MechPawn.Position, true);
|
||||
|
||||
if (Prefs.DevMode)
|
||||
{
|
||||
WulaLog.Debug($"[CompAutonomousMech] {MechPawn.LabelCap} dropped weapon: {currentWeapon.LabelCap}");
|
||||
}
|
||||
}
|
||||
|
||||
// 2. 从PawnKind允许的武器中生成新武器
|
||||
ThingDef newWeaponDef = GetRandomWeaponFromPawnKind();
|
||||
if (newWeaponDef != null)
|
||||
{
|
||||
// 生成新武器
|
||||
Thing newWeapon = ThingMaker.MakeThing(newWeaponDef);
|
||||
if (newWeapon is ThingWithComps newWeaponWithComps)
|
||||
{
|
||||
// 使用 AddEquipment 方法装备新武器
|
||||
MechPawn.equipment.AddEquipment(newWeaponWithComps);
|
||||
|
||||
Messages.Message("WULA_WeaponSwitched".Translate(MechPawn.LabelCap, newWeaponDef.LabelCap),
|
||||
MechPawn, MessageTypeDefOf.PositiveEvent);
|
||||
|
||||
if (Prefs.DevMode)
|
||||
{
|
||||
WulaLog.Debug($"[CompAutonomousMech] {MechPawn.LabelCap} equipped new weapon: {newWeaponDef.LabelCap}");
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Messages.Message("WULA_NoWeaponAvailable".Translate(MechPawn.LabelCap),
|
||||
MechPawn, MessageTypeDefOf.NegativeEvent);
|
||||
}
|
||||
}
|
||||
catch (System.Exception ex)
|
||||
{
|
||||
WulaLog.Debug($"[CompAutonomousMech] Error switching weapon for {MechPawn?.LabelCap}: {ex}");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 从PawnKind允许的武器中随机获取一个武器定义
|
||||
/// </summary>
|
||||
private ThingDef GetRandomWeaponFromPawnKind()
|
||||
{
|
||||
if (MechPawn.kindDef?.weaponTags == null || MechPawn.kindDef.weaponTags.Count == 0)
|
||||
return null;
|
||||
|
||||
// 收集所有匹配的武器
|
||||
List<ThingDef> availableWeapons = new List<ThingDef>();
|
||||
|
||||
foreach (string weaponTag in MechPawn.kindDef.weaponTags)
|
||||
{
|
||||
foreach (ThingDef thingDef in DefDatabase<ThingDef>.AllDefs)
|
||||
{
|
||||
if (thingDef.IsWeapon && thingDef.weaponTags != null && thingDef.weaponTags.Contains(weaponTag))
|
||||
{
|
||||
availableWeapons.Add(thingDef);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (availableWeapons.Count == 0)
|
||||
return null;
|
||||
|
||||
// 随机选择一个武器
|
||||
return availableWeapons.RandomElement();
|
||||
}
|
||||
|
||||
public void SetWorkMode(MechWorkModeDef mode)
|
||||
{
|
||||
currentWorkMode = mode;
|
||||
|
||||
// 清除当前工作,让机械族重新选择符合新模式的工作
|
||||
if (MechPawn.CurJob != null && MechPawn.CurJob.def != JobDefOf.Wait_Combat)
|
||||
{
|
||||
MechPawn.jobs.StopAll();
|
||||
}
|
||||
|
||||
Messages.Message("WULA_SwitchedToMode".Translate(MechPawn.LabelCap, mode.label),
|
||||
MechPawn, MessageTypeDefOf.NeutralEvent);
|
||||
}
|
||||
|
||||
private void EnsureWorkSettings()
|
||||
{
|
||||
if (MechPawn.workSettings == null)
|
||||
{
|
||||
MechPawn.workSettings = new Pawn_WorkSettings(MechPawn);
|
||||
}
|
||||
}
|
||||
|
||||
public string GetAutonomousStatusString()
|
||||
{
|
||||
if (!CanBeAutonomous)
|
||||
return null;
|
||||
|
||||
string energyInfo = "WULA_EnergyInfoShort".Translate(GetEnergyLevel().ToStringPercent());
|
||||
|
||||
if (MechPawn.Drafted)
|
||||
return "WULA_Autonomous_Drafted".Translate() + energyInfo;
|
||||
else
|
||||
return "WULA_Autonomous_Mode".Translate(currentWorkMode?.label ?? "Unknown") + energyInfo;
|
||||
}
|
||||
|
||||
public override void PostExposeData()
|
||||
{
|
||||
base.PostExposeData();
|
||||
Scribe_Defs.Look(ref currentWorkMode, "currentWorkMode");
|
||||
// 删除了 wasLowEnergy 的序列化
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,115 +0,0 @@
|
||||
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 (MechWorkModeDef mode in DefDatabase<MechWorkModeDef>.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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,20 +0,0 @@
|
||||
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))
|
||||
{
|
||||
result = pawn.Position;
|
||||
}
|
||||
Job job = JobMaker.MakeJob(JobDefOf.SelfShutdown, result);
|
||||
job.forceSleep = true;
|
||||
return job;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,42 +0,0 @@
|
||||
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));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,42 +0,0 @@
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,36 +0,0 @@
|
||||
using RimWorld;
|
||||
using Verse;
|
||||
using Verse.AI;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
public class ThinkNode_ConditionalAutonomousWorkMode : ThinkNode_Conditional
|
||||
{
|
||||
public MechWorkModeDef requiredMode;
|
||||
|
||||
protected override bool Satisfied(Pawn pawn)
|
||||
{
|
||||
try
|
||||
{
|
||||
if (pawn == null || pawn.Dead || pawn.Downed)
|
||||
return false;
|
||||
|
||||
// 检查是否有自主机械组件
|
||||
var comp = pawn.GetComp<CompAutonomousMech>();
|
||||
if (comp == null)
|
||||
return false;
|
||||
|
||||
// 检查当前工作模式是否匹配要求
|
||||
if (comp.CurrentWorkMode != requiredMode)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
catch (System.Exception ex)
|
||||
{
|
||||
WulaLog.Debug($"[WULA] Exception in ThinkNode_ConditionalAutonomousWorkMode.Satisfied for pawn {pawn?.LabelShort}: {ex}");
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,18 +0,0 @@
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,60 +0,0 @@
|
||||
using RimWorld;
|
||||
using Verse;
|
||||
using Verse.AI;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
// 检查机械族是否需要充电
|
||||
public class ThinkNode_ConditionalNeedRecharge : ThinkNode_Conditional
|
||||
{
|
||||
public float energyThreshold = 0.3f;
|
||||
|
||||
protected override bool Satisfied(Pawn pawn)
|
||||
{
|
||||
if (pawn == null || pawn.Dead || pawn.Downed)
|
||||
return false;
|
||||
|
||||
var energyNeed = pawn.needs?.TryGetNeed<Need_MechEnergy>();
|
||||
if (energyNeed == null)
|
||||
return false;
|
||||
|
||||
return energyNeed.CurLevelPercentage < energyThreshold;
|
||||
}
|
||||
}
|
||||
|
||||
// 检查机械族是否紧急需要充电
|
||||
public class ThinkNode_ConditionalEmergencyRecharge : ThinkNode_Conditional
|
||||
{
|
||||
public float emergencyThreshold = 0.1f;
|
||||
|
||||
protected override bool Satisfied(Pawn pawn)
|
||||
{
|
||||
if (pawn == null || pawn.Dead || pawn.Downed)
|
||||
return false;
|
||||
|
||||
var energyNeed = pawn.needs?.TryGetNeed<Need_MechEnergy>();
|
||||
if (energyNeed == null)
|
||||
return false;
|
||||
|
||||
return energyNeed.CurLevelPercentage < emergencyThreshold;
|
||||
}
|
||||
}
|
||||
|
||||
// 检查机械族是否充满电
|
||||
public class ThinkNode_ConditionalFullyCharged : ThinkNode_Conditional
|
||||
{
|
||||
public float fullChargeThreshold = 0.9f;
|
||||
|
||||
protected override bool Satisfied(Pawn pawn)
|
||||
{
|
||||
if (pawn == null || pawn.Dead || pawn.Downed)
|
||||
return false;
|
||||
|
||||
var energyNeed = pawn.needs?.TryGetNeed<Need_MechEnergy>();
|
||||
if (energyNeed == null)
|
||||
return false;
|
||||
|
||||
return energyNeed.CurLevelPercentage >= fullChargeThreshold;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,32 +0,0 @@
|
||||
using RimWorld;
|
||||
using Verse;
|
||||
using Verse.AI;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
public class ThinkNode_ConditionalWorkMode_Drone : ThinkNode_Conditional
|
||||
{
|
||||
public MechWorkModeDef 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;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,26 +0,0 @@
|
||||
using RimWorld;
|
||||
using Verse;
|
||||
using Verse.AI;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
public class MentalBreakWorker_BrokenPersonality : MentalBreakWorker
|
||||
{
|
||||
public override bool TryStart(Pawn pawn, string reason, bool causedByMood)
|
||||
{
|
||||
// 先尝试启动精神状态
|
||||
if (base.TryStart(pawn, reason, causedByMood))
|
||||
{
|
||||
// 成功启动后,执行附加逻辑
|
||||
var extension = def.mentalState.GetModExtension<MentalStateDefExtension_BrokenPersonality>();
|
||||
if (extension != null && extension.traitToAdd != null && !pawn.story.traits.HasTrait(extension.traitToAdd))
|
||||
{
|
||||
pawn.story.traits.GainTrait(new Trait(extension.traitToAdd));
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,12 +0,0 @@
|
||||
using RimWorld;
|
||||
using Verse;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
public class MentalStateDefExtension_BrokenPersonality : DefModExtension
|
||||
{
|
||||
public TraitDef traitToAdd;
|
||||
public FactionDef factionToJoin;
|
||||
public float skillLevelFactor = 1f;
|
||||
}
|
||||
}
|
||||
@@ -1,93 +0,0 @@
|
||||
using RimWorld;
|
||||
using Verse;
|
||||
using Verse.AI;
|
||||
using Verse.AI.Group;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
public class MentalState_BrokenPersonality : MentalState
|
||||
{
|
||||
public override void PostStart(string reason)
|
||||
{
|
||||
base.PostStart(reason);
|
||||
|
||||
// 发送信件
|
||||
if (PawnUtility.ShouldSendNotificationAbout(pawn))
|
||||
{
|
||||
// 手动实现备用逻辑:如果信件标题(beginLetterLabel)为空,则使用精神状态的通用标签(label)
|
||||
string labelText = def.beginLetterLabel;
|
||||
if (string.IsNullOrEmpty(labelText))
|
||||
{
|
||||
labelText = def.label;
|
||||
}
|
||||
TaggedString letterLabel = labelText.Formatted(pawn.LabelShort, pawn.Named("PAWN")).CapitalizeFirst();
|
||||
TaggedString letterText = def.beginLetter.Formatted(pawn.LabelShort, pawn.Named("PAWN")).CapitalizeFirst();
|
||||
if (reason != null)
|
||||
{
|
||||
letterText += "\n\n" + reason;
|
||||
}
|
||||
Find.LetterStack.ReceiveLetter(letterLabel, letterText, LetterDefOf.ThreatBig, pawn);
|
||||
}
|
||||
|
||||
var extension = def.GetModExtension<MentalStateDefExtension_BrokenPersonality>();
|
||||
if (extension != null)
|
||||
{
|
||||
bool alreadyBroken = pawn.story.traits.HasTrait(extension.traitToAdd);
|
||||
|
||||
if (!alreadyBroken)
|
||||
{
|
||||
// 移除所有技能热情
|
||||
foreach (SkillRecord skill in pawn.skills.skills)
|
||||
{
|
||||
skill.passion = Passion.None;
|
||||
}
|
||||
|
||||
// 所有技能等级减半
|
||||
foreach (SkillRecord skill in pawn.skills.skills)
|
||||
{
|
||||
int currentLevel = skill.Level;
|
||||
skill.Level = (int)(currentLevel * extension.skillLevelFactor);
|
||||
}
|
||||
}
|
||||
|
||||
// 改变派系
|
||||
Faction newFaction = Find.FactionManager.FirstFactionOfDef(extension.factionToJoin);
|
||||
if (newFaction == null)
|
||||
{
|
||||
newFaction = Find.FactionManager.FirstFactionOfDef(FactionDefOf.AncientsHostile);
|
||||
}
|
||||
|
||||
if (newFaction != null)
|
||||
{
|
||||
pawn.SetFaction(newFaction, null);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// 离开地图
|
||||
Lord lord = pawn.GetLord();
|
||||
if (lord == null)
|
||||
{
|
||||
LordJob_ExitMapBest lordJob = new LordJob_ExitMapBest(LocomotionUrgency.Jog, canDig: true, canDefendSelf: true);
|
||||
lord = LordMaker.MakeNewLord(pawn.Faction, lordJob, pawn.Map, Gen.YieldSingle(pawn));
|
||||
}
|
||||
else
|
||||
{
|
||||
lord.ReceiveMemo("PawnBroken");
|
||||
}
|
||||
|
||||
// 强制恢复以避免状态无限持续
|
||||
this.forceRecoverAfterTicks = 150;
|
||||
}
|
||||
|
||||
public override void MentalStateTick(int delta)
|
||||
{
|
||||
base.MentalStateTick(delta);
|
||||
// 确保在下一帧就恢复,因为所有效果都已经应用
|
||||
if (age > 0)
|
||||
{
|
||||
RecoverFromState();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,281 +0,0 @@
|
||||
using System.Collections.Generic;
|
||||
using RimWorld;
|
||||
using UnityEngine;
|
||||
using Verse;
|
||||
using Verse.AI;
|
||||
using Verse.AI.Group;
|
||||
using Verse.Sound;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
public class CompFighterInvisible : ThingComp
|
||||
{
|
||||
public CompProperties_FighterInvisible Props => (CompProperties_FighterInvisible)props;
|
||||
[Unsaved(false)]
|
||||
private HediffComp_Invisibility invisibility;
|
||||
private int lastDetectedTick = -99999;
|
||||
private int lastRevealedTick = -99999;
|
||||
private Pawn Sightstealer => (Pawn)parent;
|
||||
|
||||
// 新增:记录最后一次检查敌人的时间
|
||||
private int lastEnemyCheckTick = -99999;
|
||||
|
||||
// 新增:记录最后一次发信的时间
|
||||
private int lastLetterTick = -99999;
|
||||
|
||||
public HediffDef GetTargetInvisibilityDef()
|
||||
{
|
||||
return Props.InvisibilityDef;
|
||||
}
|
||||
|
||||
// 添加一个属性来检查是否有效
|
||||
private bool IsValid => Sightstealer?.health?.hediffSet != null &&
|
||||
GetTargetInvisibilityDef() != null &&
|
||||
!Sightstealer.IsShambler &&
|
||||
Sightstealer.Spawned &&
|
||||
Sightstealer.Map != null;
|
||||
|
||||
private HediffComp_Invisibility Invisibility
|
||||
{
|
||||
get
|
||||
{
|
||||
if (!IsValid) return null;
|
||||
return invisibility ?? (invisibility = Sightstealer.health.hediffSet
|
||||
.GetFirstHediffOfDef(GetTargetInvisibilityDef())
|
||||
?.TryGetComp<HediffComp_Invisibility>());
|
||||
}
|
||||
}
|
||||
|
||||
public override void PostExposeData()
|
||||
{
|
||||
base.PostExposeData();
|
||||
Scribe_Values.Look(ref lastDetectedTick, "lastDetectedTick", 0);
|
||||
Scribe_Values.Look(ref lastRevealedTick, "lastRevealedTick", 0);
|
||||
Scribe_Values.Look(ref lastEnemyCheckTick, "lastEnemyCheckTick", 0);
|
||||
Scribe_Values.Look(ref lastLetterTick, "lastLetterTick", 0);
|
||||
}
|
||||
|
||||
public override void CompTick()
|
||||
{
|
||||
// 使用统一的有效性检查
|
||||
if (!IsValid || Invisibility == null) return;
|
||||
|
||||
// 检查敌人
|
||||
CheckForEnemiesInSight();
|
||||
|
||||
// 隐身恢复逻辑
|
||||
if (Sightstealer.IsHashIntervalTick(Props.CheckDetectedIntervalTicks))
|
||||
{
|
||||
if (Find.TickManager.TicksGame > lastDetectedTick + Props.stealthCooldownTicks)
|
||||
{
|
||||
Invisibility.BecomeInvisible();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override void Notify_UsedVerb(Pawn pawn, Verb verb)
|
||||
{
|
||||
base.Notify_UsedVerb(pawn, verb);
|
||||
|
||||
// 统一的 null 检查
|
||||
if (Invisibility == null) return;
|
||||
|
||||
Invisibility.BecomeVisible();
|
||||
lastDetectedTick = Find.TickManager.TicksGame;
|
||||
|
||||
// 触发显现事件
|
||||
TrySendLetter("attack");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 检查视线内是否有敌人
|
||||
/// </summary>
|
||||
private void CheckForEnemiesInSight()
|
||||
{
|
||||
// 检查频率:每30 tick检查一次(约0.5秒)
|
||||
if (!Sightstealer.IsHashIntervalTick(30) ||
|
||||
Find.TickManager.TicksGame <= lastEnemyCheckTick + 30)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
lastEnemyCheckTick = Find.TickManager.TicksGame;
|
||||
|
||||
// 检查视线内是否有敌人
|
||||
bool enemyInSight = false;
|
||||
List<Pawn> enemiesInSight = new List<Pawn>();
|
||||
|
||||
// 获取地图上所有Pawn
|
||||
IReadOnlyList<Pawn> allPawns = Sightstealer.Map.mapPawns.AllPawnsSpawned;
|
||||
|
||||
foreach (Pawn otherPawn in allPawns)
|
||||
{
|
||||
// 跳过自身
|
||||
if (otherPawn == Sightstealer) continue;
|
||||
|
||||
// 跳过自律机械
|
||||
if (otherPawn.GetComp<CompAutonomousMech>() != null) continue;
|
||||
|
||||
// 跳过死亡的
|
||||
if (otherPawn.Dead) continue;
|
||||
|
||||
// 跳过倒地的(如果配置为忽略)
|
||||
if (Props.ignoreDownedEnemies && otherPawn.Downed) continue;
|
||||
|
||||
// 跳过睡着的(如果配置为忽略)
|
||||
if (Props.ignoreSleepingEnemies && otherPawn.CurJobDef == JobDefOf.LayDown) continue;
|
||||
|
||||
// 检查是否为敌对关系
|
||||
if (!otherPawn.HostileTo(Sightstealer)) continue;
|
||||
|
||||
// 检查敌人类型过滤器(如果有)
|
||||
if (Props.enemyTypeFilter != null && Props.enemyTypeFilter.Count > 0)
|
||||
{
|
||||
if (!Props.enemyTypeFilter.Contains(otherPawn.def)) continue;
|
||||
}
|
||||
|
||||
// 关键修改:直接检查直线可见性,不使用距离限制
|
||||
if (GenSight.LineOfSight(Sightstealer.Position, otherPawn.Position, Sightstealer.Map))
|
||||
{
|
||||
enemiesInSight.Add(otherPawn);
|
||||
enemyInSight = true;
|
||||
|
||||
// 如果只需要知道是否有敌人,且已经找到一个,可以提前退出循环
|
||||
if (Props.minEnemiesToReveal <= 1)
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 如果启用敌人检测后解除隐身,并且发现了足够数量的敌人
|
||||
if (enemyInSight && Props.revealOnEnemyInSight && enemiesInSight.Count >= Props.minEnemiesToReveal)
|
||||
{
|
||||
// 立即解除隐身
|
||||
Invisibility.BecomeVisible();
|
||||
lastDetectedTick = Find.TickManager.TicksGame;
|
||||
lastRevealedTick = Find.TickManager.TicksGame;
|
||||
|
||||
// 触发显现事件
|
||||
TrySendLetter("detected", enemiesInSight);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 尝试发送信件
|
||||
/// </summary>
|
||||
private void TrySendLetter(string cause, List<Pawn> enemies = null)
|
||||
{
|
||||
// 检查是否应该发送信件
|
||||
if (!ShouldSendLetter())
|
||||
return;
|
||||
|
||||
// 发送信件
|
||||
SendLetter(cause, enemies);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 检查是否应该发送信件
|
||||
/// </summary>
|
||||
private bool ShouldSendLetter()
|
||||
{
|
||||
// 如果配置为不发信,直接返回false
|
||||
if (!Props.sendLetterOnReveal)
|
||||
return false;
|
||||
|
||||
// 检查发送间隔
|
||||
int currentTick = Find.TickManager.TicksGame;
|
||||
if (currentTick < lastLetterTick + Props.letterIntervalTicks)
|
||||
{
|
||||
// 还没到发送间隔
|
||||
return false;
|
||||
}
|
||||
|
||||
// 检查Pawn是否非玩家控制
|
||||
if (Sightstealer.Faction == Faction.OfPlayer)
|
||||
{
|
||||
// 玩家控制的Pawn,不发送信件
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 发送信件
|
||||
/// </summary>
|
||||
private void SendLetter(string cause, List<Pawn> enemies = null)
|
||||
{
|
||||
try
|
||||
{
|
||||
int currentTick = Find.TickManager.TicksGame;
|
||||
|
||||
// 获取信件标题和内容
|
||||
string title = Props.letterTitle;
|
||||
string text = Props.letterText;
|
||||
|
||||
// 如果标题或内容为空,使用默认值
|
||||
if (string.IsNullOrEmpty(title))
|
||||
title = "隐身单位现身";
|
||||
|
||||
if (string.IsNullOrEmpty(text))
|
||||
{
|
||||
string enemyInfo = "";
|
||||
if (enemies != null && enemies.Count > 0)
|
||||
{
|
||||
if (enemies.Count == 1)
|
||||
{
|
||||
enemyInfo = $"被 {enemies[0].LabelCap} 发现";
|
||||
}
|
||||
else
|
||||
{
|
||||
enemyInfo = $"被 {enemies.Count} 个敌人发现";
|
||||
}
|
||||
}
|
||||
else if (cause == "attack")
|
||||
{
|
||||
enemyInfo = "发动了攻击";
|
||||
}
|
||||
|
||||
text = $"{Sightstealer.LabelCap}({Sightstealer.Faction?.Name ?? "未知派系"})在 {Sightstealer.Map?.Parent?.LabelCap ?? "未知位置"} 现身了。\n\n{enemyInfo}\n位置:{Sightstealer.Position}";
|
||||
}
|
||||
|
||||
// 发送信件
|
||||
Letter letter = LetterMaker.MakeLetter(
|
||||
title,
|
||||
text,
|
||||
LetterDefOf.NeutralEvent,
|
||||
new LookTargets(Sightstealer)
|
||||
);
|
||||
|
||||
Find.LetterStack.ReceiveLetter(letter);
|
||||
|
||||
// 更新最后发信时间
|
||||
lastLetterTick = currentTick;
|
||||
}
|
||||
catch (System.Exception ex)
|
||||
{
|
||||
WulaLog.Debug($"CompFighterInvisible: Error sending letter for {Sightstealer?.LabelCap}: {ex}");
|
||||
}
|
||||
}
|
||||
|
||||
// ... 其他方法保持不变 ...
|
||||
|
||||
/// <summary>
|
||||
/// 手动触发解除隐身(供外部调用)
|
||||
/// </summary>
|
||||
public void ForceReveal()
|
||||
{
|
||||
if (Invisibility == null) return;
|
||||
|
||||
Invisibility.BecomeVisible();
|
||||
lastDetectedTick = Find.TickManager.TicksGame;
|
||||
lastRevealedTick = Find.TickManager.TicksGame;
|
||||
|
||||
// 尝试发送信件
|
||||
TrySendLetter("manual");
|
||||
}
|
||||
|
||||
// ... 其他方法保持不变 ...
|
||||
}
|
||||
}
|
||||
@@ -1,80 +0,0 @@
|
||||
using RimWorld;
|
||||
using System.Collections.Generic;
|
||||
using Verse;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
public class CompProperties_FighterInvisible : CompProperties
|
||||
{
|
||||
public float BaseVisibleRadius = 14f;
|
||||
public int UndetectedTimeout = 120;
|
||||
public int CheckDetectedIntervalTicks = 7;
|
||||
public float FirstDetectedRadius = 30f;
|
||||
public int RevealedLetterDelayTicks = 6;
|
||||
public int AmbushCallMTBTicks = 600;
|
||||
|
||||
// 修改:一个可定义的提供隐身的hediff
|
||||
public HediffDef InvisibilityDef;
|
||||
|
||||
// 隐身冷却
|
||||
public int stealthCooldownTicks = 1200;
|
||||
|
||||
// 新增:是否在视线内出现敌人时解除隐身
|
||||
public bool revealOnEnemyInSight = false;
|
||||
|
||||
// 新增:解除隐身的检测半径(默认为FirstDetectedRadius)
|
||||
public float revealDetectionRadius = 500f;
|
||||
|
||||
// 新增:是否显示解除隐身效果
|
||||
public bool showRevealEffect = true;
|
||||
|
||||
// 新增:解除隐身时的声音
|
||||
public SoundDef revealSound;
|
||||
|
||||
// 新增:是否发送解除隐身消息
|
||||
public bool sendRevealMessage = false;
|
||||
|
||||
// 新增:解除隐身的最小敌人数量(默认为1)
|
||||
public int minEnemiesToReveal = 1;
|
||||
|
||||
// 新增:敌人类型过滤器(空表示所有敌人)
|
||||
public List<ThingDef> enemyTypeFilter;
|
||||
|
||||
// 新增:是否只在战斗状态时检查敌人
|
||||
public bool onlyCheckInCombat = false;
|
||||
|
||||
// 新增:是否忽略某些状态的敌人(如倒地、死亡等)
|
||||
public bool ignoreDownedEnemies = true;
|
||||
public bool ignoreSleepingEnemies = false;
|
||||
|
||||
|
||||
// 新增:简化发信配置
|
||||
public bool sendLetterOnReveal = false;
|
||||
public string letterTitle = "";
|
||||
public string letterText = "";
|
||||
public int letterIntervalTicks = 1200;
|
||||
|
||||
public CompProperties_FighterInvisible()
|
||||
{
|
||||
compClass = typeof(CompFighterInvisible);
|
||||
}
|
||||
|
||||
public override IEnumerable<string> ConfigErrors(ThingDef parentDef)
|
||||
{
|
||||
foreach (string error in base.ConfigErrors(parentDef))
|
||||
{
|
||||
yield return error;
|
||||
}
|
||||
|
||||
if (InvisibilityDef == null)
|
||||
{
|
||||
yield return "InvisibilityDef is not defined for CompProperties_FighterInvisible";
|
||||
}
|
||||
|
||||
if (revealDetectionRadius <= 0)
|
||||
{
|
||||
revealDetectionRadius = FirstDetectedRadius;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,70 +0,0 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Verse;
|
||||
using RimWorld;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
public class CompHediffGiver : ThingComp
|
||||
{
|
||||
private bool hediffsApplied = false; // 新增:标记是否已经应用过hediff
|
||||
|
||||
public CompProperties_HediffGiver Props => (CompProperties_HediffGiver)this.props;
|
||||
|
||||
public override void PostSpawnSetup(bool respawningAfterLoad)
|
||||
{
|
||||
base.PostSpawnSetup(respawningAfterLoad);
|
||||
|
||||
// 只有当thing是pawn时才添加hediff
|
||||
if (this.parent is Pawn pawn)
|
||||
{
|
||||
// 新增:检查是否已经应用过hediff,或者是否是读档
|
||||
if (!hediffsApplied && !respawningAfterLoad)
|
||||
{
|
||||
AddHediffsToPawn(pawn);
|
||||
hediffsApplied = true; // 标记为已应用
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void AddHediffsToPawn(Pawn pawn)
|
||||
{
|
||||
// 检查是否有hediff列表
|
||||
if (Props.hediffs == null || Props.hediffs.Count == 0)
|
||||
return;
|
||||
|
||||
// 检查概率
|
||||
if (Props.addChance < 1.0f && Rand.Value > Props.addChance)
|
||||
return;
|
||||
|
||||
// 为每个hediff添加到pawn
|
||||
foreach (HediffDef hediffDef in Props.hediffs)
|
||||
{
|
||||
// 检查是否允许重复添加
|
||||
if (!Props.allowDuplicates && pawn.health.hediffSet.HasHediff(hediffDef))
|
||||
continue;
|
||||
|
||||
// 添加hediff
|
||||
pawn.health.AddHediff(hediffDef);
|
||||
}
|
||||
}
|
||||
|
||||
// 新增:序列化hediffsApplied标记
|
||||
public override void PostExposeData()
|
||||
{
|
||||
base.PostExposeData();
|
||||
Scribe_Values.Look(ref hediffsApplied, "hediffsApplied", false);
|
||||
}
|
||||
|
||||
// 新增:调试方法,用于手动触发hediff添加(仅开发模式)
|
||||
public void DebugApplyHediffs()
|
||||
{
|
||||
if (this.parent is Pawn pawn && !hediffsApplied)
|
||||
{
|
||||
AddHediffsToPawn(pawn);
|
||||
hediffsApplied = true;
|
||||
WulaLog.Debug($"Debug: Applied hediffs to {pawn.Label}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,23 +0,0 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Verse;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
public class CompProperties_HediffGiver : CompProperties
|
||||
{
|
||||
// 要添加的hediff列表
|
||||
public List<HediffDef> hediffs;
|
||||
|
||||
// 添加hediff的概率(0-1之间)
|
||||
public float addChance = 1.0f;
|
||||
|
||||
// 是否允许重复添加相同的hediff
|
||||
public bool allowDuplicates = false;
|
||||
|
||||
public CompProperties_HediffGiver()
|
||||
{
|
||||
this.compClass = typeof(CompHediffGiver);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,14 +0,0 @@
|
||||
using Verse;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
/// <summary>
|
||||
/// A marker component that holds custom flight properties.
|
||||
/// The actual flight logic is handled by Harmony patches that check for this component
|
||||
/// and use its properties to override or trigger vanilla flight behavior.
|
||||
/// </summary>
|
||||
public class CompPawnFlight : ThingComp
|
||||
{
|
||||
public CompProperties_PawnFlight Props => (CompProperties_PawnFlight)props;
|
||||
}
|
||||
}
|
||||
@@ -1,55 +0,0 @@
|
||||
using Verse;
|
||||
using RimWorld;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
public enum FlightCondition
|
||||
{
|
||||
Drafted,
|
||||
MechAlwaysExceptSpecialJobs // 新增:机械族在非特殊工作状态下始终飞行
|
||||
}
|
||||
|
||||
public class CompProperties_PawnFlight : CompProperties
|
||||
{
|
||||
// --- Custom Flight Logic ---
|
||||
public FlightCondition flightCondition = FlightCondition.Drafted;
|
||||
|
||||
// --- 新增:机械族特殊工作检查 ---
|
||||
public List<JobDef> mechForbiddenJobs = new List<JobDef>
|
||||
{
|
||||
JobDefOf.MechCharge, // 充电工作
|
||||
JobDefOf.SelfShutdown // 关机工作
|
||||
};
|
||||
|
||||
// --- Vanilla PawnKindDef Flight Parameters ---
|
||||
[NoTranslate]
|
||||
public string flyingAnimationFramePathPrefix;
|
||||
|
||||
[NoTranslate]
|
||||
public string flyingAnimationFramePathPrefixFemale;
|
||||
|
||||
public int flyingAnimationFrameCount;
|
||||
|
||||
public int flyingAnimationTicksPerFrame = -1;
|
||||
|
||||
public float flyingAnimationDrawSize = 1f;
|
||||
|
||||
public bool flyingAnimationDrawSizeIsMultiplier;
|
||||
|
||||
public bool flyingAnimationInheritColors;
|
||||
|
||||
// --- Vanilla PawnKindLifeStage Flight Parameters ---
|
||||
public AnimationDef flyingAnimationEast;
|
||||
public AnimationDef flyingAnimationNorth;
|
||||
public AnimationDef flyingAnimationSouth;
|
||||
public AnimationDef flyingAnimationEastFemale;
|
||||
public AnimationDef flyingAnimationNorthFemale;
|
||||
public AnimationDef flyingAnimationSouthFemale;
|
||||
|
||||
public CompProperties_PawnFlight()
|
||||
{
|
||||
compClass = typeof(CompPawnFlight);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,22 +0,0 @@
|
||||
using Verse;
|
||||
using UnityEngine;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
public class PawnRenderNodeWorker_AttachmentBody_NoFlight : PawnRenderNodeWorker_AttachmentBody
|
||||
{
|
||||
public override bool CanDrawNow(PawnRenderNode node, PawnDrawParms parms)
|
||||
{
|
||||
if (parms.pawn.Flying)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
return base.CanDrawNow(node, parms);
|
||||
}
|
||||
|
||||
public override Vector3 ScaleFor(PawnRenderNode node, PawnDrawParms parms)
|
||||
{
|
||||
return base.ScaleFor(node, parms);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,81 +0,0 @@
|
||||
using HarmonyLib;
|
||||
using Verse;
|
||||
using RimWorld;
|
||||
using Verse.AI;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
[HarmonyPatch]
|
||||
public static class FlightHarmonyPatches
|
||||
{
|
||||
// Corrected Patch 1: The method signature now correctly matches the static target method.
|
||||
[HarmonyPrefix]
|
||||
[HarmonyPatch(typeof(Pawn_FlightTracker), "GetBestFlyAnimation")]
|
||||
public static bool GetBestFlyAnimation_Prefix(Pawn pawn, ref AnimationDef __result) // Correct parameters: Pawn pawn, not __instance and ___pawn
|
||||
{
|
||||
var flightComp = pawn?.TryGetComp<CompPawnFlight>();
|
||||
if (flightComp == null) // No props check needed, as the crash was due to wrong signature
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
var compProps = flightComp.Props;
|
||||
AnimationDef selectedAnim = null;
|
||||
|
||||
if (pawn.gender == Gender.Female && compProps.flyingAnimationNorthFemale != null)
|
||||
{
|
||||
switch (pawn.Rotation.AsInt)
|
||||
{
|
||||
case 0: selectedAnim = compProps.flyingAnimationNorthFemale; break;
|
||||
case 1: selectedAnim = compProps.flyingAnimationEastFemale; break;
|
||||
case 2: selectedAnim = compProps.flyingAnimationSouthFemale; break;
|
||||
case 3: selectedAnim = compProps.flyingAnimationEastFemale ?? compProps.flyingAnimationEast; break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
switch (pawn.Rotation.AsInt)
|
||||
{
|
||||
case 0: selectedAnim = compProps.flyingAnimationNorth; break;
|
||||
case 1: selectedAnim = compProps.flyingAnimationEast; break;
|
||||
case 2: selectedAnim = compProps.flyingAnimationSouth; break;
|
||||
case 3: selectedAnim = compProps.flyingAnimationEast; break;
|
||||
}
|
||||
}
|
||||
|
||||
if (selectedAnim != null)
|
||||
{
|
||||
__result = selectedAnim;
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
// Patch 2 remains correct as Notify_JobStarted is a non-static method.
|
||||
[HarmonyPrefix]
|
||||
[HarmonyPatch(typeof(Pawn_FlightTracker), "Notify_JobStarted")]
|
||||
public static bool Notify_JobStarted_Prefix(Job job, Pawn_FlightTracker __instance, Pawn ___pawn)
|
||||
{
|
||||
var flightComp = ___pawn?.TryGetComp<CompPawnFlight>();
|
||||
if (flightComp == null || __instance == null || !__instance.CanEverFly || ___pawn == null || ___pawn.Dead)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
var compProps = flightComp.Props;
|
||||
bool shouldBeFlying = (compProps.flightCondition == FlightCondition.Drafted && ___pawn.Drafted);
|
||||
|
||||
if (shouldBeFlying)
|
||||
{
|
||||
if (!__instance.Flying) __instance.StartFlying();
|
||||
job.flying = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (__instance.Flying) __instance.ForceLand();
|
||||
job.flying = false;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,128 +0,0 @@
|
||||
using System;
|
||||
using System.Reflection.Emit;
|
||||
using System.Runtime.Remoting.Messaging;
|
||||
using RimWorld;
|
||||
using UnityEngine;
|
||||
using Verse;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
public class CompProperties_PawnRenderExtra : CompProperties
|
||||
{
|
||||
public CompProperties_PawnRenderExtra()
|
||||
{
|
||||
this.compClass = typeof(Comp_PawnRenderExtra);
|
||||
}
|
||||
|
||||
public string path;
|
||||
|
||||
public Vector3 size;
|
||||
|
||||
public Color colorAlly;
|
||||
|
||||
public Color colorEnemy;
|
||||
|
||||
public ShaderTypeDef shader;
|
||||
|
||||
public DrawData drawData;
|
||||
}
|
||||
[StaticConstructorOnStartup]
|
||||
public class Comp_PawnRenderExtra : ThingComp
|
||||
{
|
||||
public CompProperties_PawnRenderExtra Props
|
||||
{
|
||||
get
|
||||
{
|
||||
return this.props as CompProperties_PawnRenderExtra;
|
||||
}
|
||||
}
|
||||
|
||||
private Pawn ParentPawn
|
||||
{
|
||||
get
|
||||
{
|
||||
return this.parent as Pawn;
|
||||
}
|
||||
}
|
||||
|
||||
public override void PostDraw()
|
||||
{
|
||||
base.PostDraw();
|
||||
if (!this.ParentPawn.Dead && !this.ParentPawn.Downed && this.ParentPawn.CurJobDef != JobDefOf.MechCharge && this.ParentPawn.CurJobDef != JobDefOf.SelfShutdown)
|
||||
{
|
||||
this.DrawPawnRenderExtra();
|
||||
}
|
||||
}
|
||||
|
||||
public void DrawPawnRenderExtra()
|
||||
{
|
||||
Vector3 pos = this.ParentPawn.DrawPos;
|
||||
if (this.ParentPawn.Faction == Faction.OfPlayer || !this.ParentPawn.Faction.HostileTo(Faction.OfPlayer))
|
||||
{
|
||||
this.color = this.Props.colorAlly;
|
||||
}
|
||||
else
|
||||
{
|
||||
this.color = this.Props.colorEnemy;
|
||||
}
|
||||
string graphic = this.GetPawnRenderExtra();
|
||||
Vector3 offset = GetOffsetByRot();
|
||||
float layer = GetLayerByRot();
|
||||
pos.y = AltitudeLayer.Pawn.AltitudeFor(layer);
|
||||
|
||||
Matrix4x4 matrix = default(Matrix4x4);
|
||||
matrix.SetTRS(pos + offset, Quaternion.AngleAxis(0f, Vector3.up), this.Props.size);
|
||||
Material material = MaterialPool.MatFrom(graphic, this.Props.shader.Shader, this.color);
|
||||
Graphics.DrawMesh(MeshPool.plane10, matrix, material, (int)layer);
|
||||
}
|
||||
|
||||
public Vector3 GetOffsetByRot()
|
||||
{
|
||||
Vector3 result;
|
||||
if (this.Props.drawData != null)
|
||||
{
|
||||
result = this.Props.drawData.OffsetForRot(this.ParentPawn.Rotation);
|
||||
}
|
||||
else
|
||||
{
|
||||
result = Vector3.zero;
|
||||
}
|
||||
return result;
|
||||
}
|
||||
public float GetLayerByRot()
|
||||
{
|
||||
float result;
|
||||
if (this.Props.drawData != null)
|
||||
{
|
||||
result = this.Props.drawData.LayerForRot(this.ParentPawn.Rotation, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
result = 0;
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
public string GetPawnRenderExtra()
|
||||
{
|
||||
if (this.ParentPawn.Rotation.AsInt == 0)
|
||||
{
|
||||
return this.Props.path + "_north";
|
||||
}
|
||||
if (this.ParentPawn.Rotation.AsInt == 1)
|
||||
{
|
||||
return this.Props.path + "_east";
|
||||
}
|
||||
if (this.ParentPawn.Rotation.AsInt == 2)
|
||||
{
|
||||
return this.Props.path + "_south";
|
||||
}
|
||||
if (this.ParentPawn.Rotation.AsInt == 3)
|
||||
{
|
||||
return this.Props.path + "_west";
|
||||
}
|
||||
return null;
|
||||
}
|
||||
public Color color;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user