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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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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;
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if (Props.requirePowerForAutonomy)
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{
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if (GetEnergyLevel() < Props.criticalEnergyThreshold)
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return false;
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}
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return true;
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}
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}
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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>();
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return energyNeed?.CurLevelPercentage ?? 0f;
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}
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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;
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public override void PostSpawnSetup(bool respawningAfterLoad)
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{
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base.PostSpawnSetup(respawningAfterLoad);
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if (currentWorkMode == null)
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{
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currentWorkMode = Props.initialWorkMode ?? MechWorkModeDefOf.Work;
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}
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// 确保使用独立战斗系统
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InitializeAutonomousCombat();
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}
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private void InitializeAutonomousCombat()
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{
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// 确保有 draftController
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if (MechPawn.drafter == null)
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{
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MechPawn.drafter = new Pawn_DraftController(MechPawn);
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}
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// 强制启用 FireAtWill
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if (MechPawn.drafter != null)
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{
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MechPawn.drafter.FireAtWill = true;
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}
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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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// 每60 tick检查一次能量状态
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if (MechPawn != null && MechPawn.IsColonyMech && Find.TickManager.TicksGame % 60 == 0)
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{
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// 删除了自动切换模式的 CheckEnergyStatus 调用
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EnsureWorkSettings();
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}
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}
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// 删除了整个 CheckEnergyStatus 方法,因为充电逻辑在 ThinkNode 中处理
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public override IEnumerable<Gizmo> CompGetGizmosExtra()
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{
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if (MechPawn == null || !CanBeAutonomous)
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yield break;
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// 工作模式切换按钮
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if (CanWorkAutonomously)
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{
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DroneGizmo droneGizmo = new DroneGizmo(this);
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if (droneGizmo != null)
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{
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yield return droneGizmo;
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}
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}
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// 更换武器按钮 - 确保不返回null
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Gizmo weaponSwitchGizmo = CreateWeaponSwitchGizmo();
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if (weaponSwitchGizmo != null)
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{
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yield return weaponSwitchGizmo;
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}
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}
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/// <summary>
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/// 创建更换武器的Gizmo
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/// </summary>
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private Gizmo CreateWeaponSwitchGizmo()
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{
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try
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{
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// 检查Pawn是否属于玩家派系
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if (MechPawn?.Faction != Faction.OfPlayer)
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{
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return null; // 非玩家派系时不显示
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}
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// 检查Pawn是否有效
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if (MechPawn == null || MechPawn.Dead || MechPawn.Destroyed)
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{
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return null;
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}
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// 检查equipment是否有效
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if (MechPawn.equipment == null)
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{
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return null;
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}
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Command_Action switchWeaponCommand = new Command_Action
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{
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defaultLabel = "WULA_SwitchWeapon".Translate(),
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defaultDesc = "WULA_SwitchWeapon_Desc".Translate(),
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icon = ContentFinder<Texture2D>.Get("Wula/UI/Abilities/WULA_WeaponSwitchAbility", false) ?? BaseContent.BadTex,
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action = SwitchWeapon,
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};
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// 确保Command不为null
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if (switchWeaponCommand == null)
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{
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WulaLog.Debug($"Failed to create weapon switch gizmo for {MechPawn?.LabelCap}");
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return null;
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}
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return switchWeaponCommand;
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}
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catch (System.Exception ex)
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{
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WulaLog.Debug($"Error creating weapon switch gizmo: {ex}");
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return null;
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}
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}
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/// <summary>
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/// 更换武器逻辑
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/// </summary>
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private void SwitchWeapon()
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{
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if (MechPawn == null || MechPawn.Destroyed || !MechPawn.Spawned)
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return;
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try
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{
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// 1. 扔掉当前武器
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ThingWithComps currentWeapon = MechPawn.equipment?.Primary;
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if (currentWeapon != null)
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{
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// 将武器扔在地上
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MechPawn.equipment.TryDropEquipment(currentWeapon, out ThingWithComps droppedWeapon, MechPawn.Position, true);
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if (Prefs.DevMode)
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{
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WulaLog.Debug($"[CompAutonomousMech] {MechPawn.LabelCap} dropped weapon: {currentWeapon.LabelCap}");
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}
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}
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// 2. 从PawnKind允许的武器中生成新武器
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ThingDef newWeaponDef = GetRandomWeaponFromPawnKind();
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if (newWeaponDef != null)
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{
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// 生成新武器
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Thing newWeapon = ThingMaker.MakeThing(newWeaponDef);
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if (newWeapon is ThingWithComps newWeaponWithComps)
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{
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// 使用 AddEquipment 方法装备新武器
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MechPawn.equipment.AddEquipment(newWeaponWithComps);
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Messages.Message("WULA_WeaponSwitched".Translate(MechPawn.LabelCap, newWeaponDef.LabelCap),
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MechPawn, MessageTypeDefOf.PositiveEvent);
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if (Prefs.DevMode)
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{
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WulaLog.Debug($"[CompAutonomousMech] {MechPawn.LabelCap} equipped new weapon: {newWeaponDef.LabelCap}");
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}
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}
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}
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else
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{
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Messages.Message("WULA_NoWeaponAvailable".Translate(MechPawn.LabelCap),
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MechPawn, MessageTypeDefOf.NegativeEvent);
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}
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}
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catch (System.Exception ex)
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{
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WulaLog.Debug($"[CompAutonomousMech] Error switching weapon for {MechPawn?.LabelCap}: {ex}");
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}
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}
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/// <summary>
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/// 从PawnKind允许的武器中随机获取一个武器定义
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/// </summary>
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private ThingDef GetRandomWeaponFromPawnKind()
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{
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if (MechPawn.kindDef?.weaponTags == null || MechPawn.kindDef.weaponTags.Count == 0)
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return null;
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// 收集所有匹配的武器
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List<ThingDef> availableWeapons = new List<ThingDef>();
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foreach (string weaponTag in MechPawn.kindDef.weaponTags)
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{
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foreach (ThingDef thingDef in DefDatabase<ThingDef>.AllDefs)
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{
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if (thingDef.IsWeapon && thingDef.weaponTags != null && thingDef.weaponTags.Contains(weaponTag))
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{
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availableWeapons.Add(thingDef);
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}
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}
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}
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if (availableWeapons.Count == 0)
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return null;
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// 随机选择一个武器
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return availableWeapons.RandomElement();
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}
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public void SetWorkMode(MechWorkModeDef mode)
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{
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currentWorkMode = mode;
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// 清除当前工作,让机械族重新选择符合新模式的工作
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if (MechPawn.CurJob != null && MechPawn.CurJob.def != JobDefOf.Wait_Combat)
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{
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MechPawn.jobs.StopAll();
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}
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Messages.Message("WULA_SwitchedToMode".Translate(MechPawn.LabelCap, mode.label),
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MechPawn, MessageTypeDefOf.NeutralEvent);
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}
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private void EnsureWorkSettings()
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{
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if (MechPawn.workSettings == null)
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{
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MechPawn.workSettings = new Pawn_WorkSettings(MechPawn);
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}
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}
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public string GetAutonomousStatusString()
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{
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if (!CanBeAutonomous)
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return null;
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string energyInfo = "WULA_EnergyInfoShort".Translate(GetEnergyLevel().ToStringPercent());
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if (MechPawn.Drafted)
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return "WULA_Autonomous_Drafted".Translate() + energyInfo;
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else
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return "WULA_Autonomous_Mode".Translate(currentWorkMode?.label ?? "Unknown") + energyInfo;
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}
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public override void PostExposeData()
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{
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base.PostExposeData();
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Scribe_Defs.Look(ref currentWorkMode, "currentWorkMode");
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// 删除了 wasLowEnergy 的序列化
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}
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}
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}
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