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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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using Verse.AI.Group;
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using Verse.Sound;
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namespace WulaFallenEmpire
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{
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public class CompFighterInvisible : ThingComp
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{
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public CompProperties_FighterInvisible Props => (CompProperties_FighterInvisible)props;
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[Unsaved(false)]
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private HediffComp_Invisibility invisibility;
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private int lastDetectedTick = -99999;
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private int lastRevealedTick = -99999;
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private Pawn Sightstealer => (Pawn)parent;
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// 新增:记录最后一次检查敌人的时间
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private int lastEnemyCheckTick = -99999;
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// 新增:记录最后一次发信的时间
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private int lastLetterTick = -99999;
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public HediffDef GetTargetInvisibilityDef()
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{
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return Props.InvisibilityDef;
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}
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// 添加一个属性来检查是否有效
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private bool IsValid => Sightstealer?.health?.hediffSet != null &&
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GetTargetInvisibilityDef() != null &&
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!Sightstealer.IsShambler &&
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Sightstealer.Spawned &&
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Sightstealer.Map != null;
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private HediffComp_Invisibility Invisibility
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{
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get
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{
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if (!IsValid) return null;
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return invisibility ?? (invisibility = Sightstealer.health.hediffSet
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.GetFirstHediffOfDef(GetTargetInvisibilityDef())
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?.TryGetComp<HediffComp_Invisibility>());
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}
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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_Values.Look(ref lastDetectedTick, "lastDetectedTick", 0);
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Scribe_Values.Look(ref lastRevealedTick, "lastRevealedTick", 0);
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Scribe_Values.Look(ref lastEnemyCheckTick, "lastEnemyCheckTick", 0);
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Scribe_Values.Look(ref lastLetterTick, "lastLetterTick", 0);
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}
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public override void CompTick()
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{
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// 使用统一的有效性检查
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if (!IsValid || Invisibility == null) return;
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// 检查敌人
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CheckForEnemiesInSight();
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// 隐身恢复逻辑
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if (Sightstealer.IsHashIntervalTick(Props.CheckDetectedIntervalTicks))
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{
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if (Find.TickManager.TicksGame > lastDetectedTick + Props.stealthCooldownTicks)
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{
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Invisibility.BecomeInvisible();
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}
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}
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}
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public override void Notify_UsedVerb(Pawn pawn, Verb verb)
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{
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base.Notify_UsedVerb(pawn, verb);
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// 统一的 null 检查
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if (Invisibility == null) return;
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Invisibility.BecomeVisible();
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lastDetectedTick = Find.TickManager.TicksGame;
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// 触发显现事件
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TrySendLetter("attack");
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}
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/// <summary>
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/// 检查视线内是否有敌人
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/// </summary>
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private void CheckForEnemiesInSight()
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{
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// 检查频率:每30 tick检查一次(约0.5秒)
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if (!Sightstealer.IsHashIntervalTick(30) ||
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Find.TickManager.TicksGame <= lastEnemyCheckTick + 30)
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{
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return;
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}
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lastEnemyCheckTick = Find.TickManager.TicksGame;
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// 检查视线内是否有敌人
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bool enemyInSight = false;
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List<Pawn> enemiesInSight = new List<Pawn>();
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// 获取地图上所有Pawn
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IReadOnlyList<Pawn> allPawns = Sightstealer.Map.mapPawns.AllPawnsSpawned;
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foreach (Pawn otherPawn in allPawns)
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{
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// 跳过自身
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if (otherPawn == Sightstealer) continue;
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// 跳过自律机械
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if (otherPawn.GetComp<CompAutonomousMech>() != null) continue;
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// 跳过死亡的
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if (otherPawn.Dead) continue;
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// 跳过倒地的(如果配置为忽略)
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if (Props.ignoreDownedEnemies && otherPawn.Downed) continue;
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// 跳过睡着的(如果配置为忽略)
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if (Props.ignoreSleepingEnemies && otherPawn.CurJobDef == JobDefOf.LayDown) continue;
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// 检查是否为敌对关系
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if (!otherPawn.HostileTo(Sightstealer)) continue;
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// 检查敌人类型过滤器(如果有)
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if (Props.enemyTypeFilter != null && Props.enemyTypeFilter.Count > 0)
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{
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if (!Props.enemyTypeFilter.Contains(otherPawn.def)) continue;
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}
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// 关键修改:直接检查直线可见性,不使用距离限制
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if (GenSight.LineOfSight(Sightstealer.Position, otherPawn.Position, Sightstealer.Map))
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{
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enemiesInSight.Add(otherPawn);
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enemyInSight = true;
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// 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
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if (Props.minEnemiesToReveal <= 1)
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{
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break;
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}
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}
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}
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// 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
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if (enemyInSight && Props.revealOnEnemyInSight && enemiesInSight.Count >= Props.minEnemiesToReveal)
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{
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// 立即解除隐身
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Invisibility.BecomeVisible();
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lastDetectedTick = Find.TickManager.TicksGame;
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lastRevealedTick = Find.TickManager.TicksGame;
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// 触发显现事件
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TrySendLetter("detected", enemiesInSight);
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}
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}
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/// <summary>
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/// 尝试发送信件
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/// </summary>
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private void TrySendLetter(string cause, List<Pawn> enemies = null)
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{
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// 检查是否应该发送信件
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if (!ShouldSendLetter())
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return;
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// 发送信件
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SendLetter(cause, enemies);
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}
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/// <summary>
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/// 检查是否应该发送信件
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/// </summary>
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private bool ShouldSendLetter()
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{
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// 如果配置为不发信,直接返回false
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if (!Props.sendLetterOnReveal)
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return false;
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// 检查发送间隔
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int currentTick = Find.TickManager.TicksGame;
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if (currentTick < lastLetterTick + Props.letterIntervalTicks)
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{
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// 还没到发送间隔
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return false;
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}
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// 检查Pawn是否非玩家控制
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if (Sightstealer.Faction == Faction.OfPlayer)
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{
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// 玩家控制的Pawn,不发送信件
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return false;
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}
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return true;
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}
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/// <summary>
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/// 发送信件
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/// </summary>
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private void SendLetter(string cause, List<Pawn> enemies = null)
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{
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try
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{
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int currentTick = Find.TickManager.TicksGame;
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// 获取信件标题和内容
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string title = Props.letterTitle;
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string text = Props.letterText;
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// 如果标题或内容为空,使用默认值
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if (string.IsNullOrEmpty(title))
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title = "隐身单位现身";
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if (string.IsNullOrEmpty(text))
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{
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string enemyInfo = "";
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if (enemies != null && enemies.Count > 0)
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{
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if (enemies.Count == 1)
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{
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enemyInfo = $"被 {enemies[0].LabelCap} 发现";
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}
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else
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{
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enemyInfo = $"被 {enemies.Count} 个敌人发现";
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}
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}
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else if (cause == "attack")
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{
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enemyInfo = "发动了攻击";
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}
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text = $"{Sightstealer.LabelCap}({Sightstealer.Faction?.Name ?? "未知派系"})在 {Sightstealer.Map?.Parent?.LabelCap ?? "未知位置"} 现身了。\n\n{enemyInfo}\n位置:{Sightstealer.Position}";
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}
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// 发送信件
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Letter letter = LetterMaker.MakeLetter(
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title,
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text,
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LetterDefOf.NeutralEvent,
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new LookTargets(Sightstealer)
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);
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Find.LetterStack.ReceiveLetter(letter);
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// 更新最后发信时间
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lastLetterTick = currentTick;
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}
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catch (System.Exception ex)
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{
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WulaLog.Debug($"CompFighterInvisible: Error sending letter for {Sightstealer?.LabelCap}: {ex}");
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}
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}
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// ... 其他方法保持不变 ...
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/// <summary>
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/// 手动触发解除隐身(供外部调用)
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/// </summary>
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public void ForceReveal()
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{
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if (Invisibility == null) return;
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Invisibility.BecomeVisible();
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lastDetectedTick = Find.TickManager.TicksGame;
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lastRevealedTick = Find.TickManager.TicksGame;
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// 尝试发送信件
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TrySendLetter("manual");
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}
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// ... 其他方法保持不变 ...
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}
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}
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