using RimWorld; using System.Collections.Generic; using Verse; using System.Linq; using System.Text; using RimWorld.Planet; namespace WulaFallenEmpire { public class StorytellerComp_SimpleTechnologyTrigger : StorytellerComp { private StorytellerCompProperties_SimpleTechnologyTrigger SimpleProps => (StorytellerCompProperties_SimpleTechnologyTrigger)props; // 重新实现基类的私有属性 private static int IntervalsPassed => Find.TickManager.TicksGame / 1000; public override IEnumerable MakeIntervalIncidents(IIncidentTarget target) { // 检查基础条件(天数) if (IntervalsPassed <= SimpleProps.fireAfterDaysPassed * 60) yield break; // 检查是否满足周期 if (!PassesIntervalCheck()) yield break; // 检查派系关系条件 - 新增检查 if (!PassesRequiredFactionCheck()) yield break; // 检查派系过滤条件 if (!PassesFactionFilter(target)) yield break; // 检查科技条件 if (!PassesTechnologyCheck()) yield break; // 检查是否防止重复任务 if (SimpleProps.preventDuplicateQuests && HasActiveQuest()) yield break; // 触发事件 IncidentDef techIncident = SimpleProps.incident; if (techIncident.TargetAllowed(target)) { if (SimpleProps.debugLogging) { Log.Message($"[SimpleTechnologyTrigger] Triggering incident {techIncident.defName} for technology {SimpleProps.technology.defName}"); } yield return new FiringIncident(techIncident, this, GenerateParms(techIncident.category, target)); } } /// /// 检查必需派系关系条件 - 新增方法 /// private bool PassesRequiredFactionCheck() { // 如果没有配置必需派系,直接通过 if (SimpleProps.requiredFaction == null) return true; // 查找派系 Faction requiredFactionInstance = Find.FactionManager.FirstFactionOfDef(SimpleProps.requiredFaction); // 检查派系是否存在 if (SimpleProps.requireFactionExists) { if (requiredFactionInstance == null || requiredFactionInstance.defeated) { if (SimpleProps.debugLogging) { Log.Message($"[SimpleTechnologyTrigger] Required faction {SimpleProps.requiredFaction.defName} does not exist or is defeated"); } return false; } } // 检查派系关系 if (SimpleProps.requireNonHostileRelation && requiredFactionInstance != null) { Faction playerFaction = Faction.OfPlayer; if (requiredFactionInstance.HostileTo(playerFaction)) { if (SimpleProps.debugLogging) { Log.Message($"[SimpleTechnologyTrigger] Required faction {SimpleProps.requiredFaction.defName} is hostile to player"); } return false; } } if (SimpleProps.debugLogging) { Log.Message($"[SimpleTechnologyTrigger] Required faction {SimpleProps.requiredFaction.defName} check passed"); } return true; } /// /// 检查是否满足触发周期 /// private bool PassesIntervalCheck() { // 简单的周期检查:每 X 天检查一次 int currentInterval = IntervalsPassed; int checkInterval = (int)(SimpleProps.checkIntervalDays * 60); // 如果检查间隔为0,则每个间隔都检查 if (checkInterval <= 0) return true; return currentInterval % checkInterval == 0; } /// /// 检查科技条件 /// private bool PassesTechnologyCheck() { if (SimpleProps.technology == null) { Log.Error("[SimpleTechnologyTrigger] No technology specified in props"); return false; } // 简单检查科技是否已研究完成 bool hasTechnology = SimpleProps.technology.IsFinished; if (SimpleProps.debugLogging) { Log.Message($"[SimpleTechnologyTrigger] Technology {SimpleProps.technology.defName} research status: {hasTechnology}"); } return hasTechnology; } /// /// 检查派系过滤条件 /// private bool PassesFactionFilter(IIncidentTarget target) { // 如果不启用派系过滤,直接通过 if (!SimpleProps.useFactionFilter) return true; // 获取目标的派系 Faction faction = GetTargetFaction(target); if (faction == null) return false; // 检查黑名单 if (SimpleProps.factionTypeBlacklist != null && SimpleProps.factionTypeBlacklist.Contains(faction.def)) { if (SimpleProps.debugLogging) { Log.Message($"[SimpleTechnologyTrigger] Faction {faction.def.defName} is in blacklist"); } return false; } // 检查白名单 if (SimpleProps.factionTypeWhitelist != null && SimpleProps.factionTypeWhitelist.Count > 0) { bool inWhitelist = SimpleProps.factionTypeWhitelist.Contains(faction.def); switch (SimpleProps.defaultBehavior) { case FactionFilterDefaultBehavior.Allow: // 白名单模式:在白名单中或默认允许 if (SimpleProps.debugLogging && !inWhitelist) { Log.Message($"[SimpleTechnologyTrigger] Faction {faction.def.defName} not in whitelist, but default behavior is Allow"); } return true; case FactionFilterDefaultBehavior.Deny: // 白名单模式:只有在白名单中才允许 if (inWhitelist) { if (SimpleProps.debugLogging) { Log.Message($"[SimpleTechnologyTrigger] Faction {faction.def.defName} is in whitelist"); } return true; } else { if (SimpleProps.debugLogging) { Log.Message($"[SimpleTechnologyTrigger] Faction {faction.def.defName} not in whitelist and default behavior is Deny"); } return false; } } } // 如果没有设置白名单,根据默认行为决定 switch (SimpleProps.defaultBehavior) { case FactionFilterDefaultBehavior.Allow: if (SimpleProps.debugLogging) { Log.Message($"[SimpleTechnologyTrigger] No whitelist, default behavior is Allow"); } return true; case FactionFilterDefaultBehavior.Deny: if (SimpleProps.debugLogging) { Log.Message($"[SimpleTechnologyTrigger] No whitelist, default behavior is Deny"); } return false; default: return true; } } /// /// 获取目标的派系 /// private Faction GetTargetFaction(IIncidentTarget target) { if (target is Map map) { return map.ParentFaction ?? Faction.OfPlayer; } else if (target is World world) { return Faction.OfPlayer; } else if (target is Caravan caravan) { return caravan.Faction; } return Faction.OfPlayer; } /// /// 检查是否存在活跃的相同任务 /// private bool HasActiveQuest() { if (SimpleProps.questDef == null) return false; bool hasActiveQuest = Find.QuestManager.QuestsListForReading.Any((Quest q) => q.root == SimpleProps.questDef && !q.Historical); if (SimpleProps.debugLogging && hasActiveQuest) { Log.Message($"[SimpleTechnologyTrigger] Active quest {SimpleProps.questDef.defName} found, skipping trigger"); } return hasActiveQuest; } /// /// 调试方法:显示当前科技触发状态 /// public string GetSimpleTechnologyTriggerStatus() { StringBuilder status = new StringBuilder(); status.AppendLine($"Simple Technology Trigger: {SimpleProps.technology?.defName ?? "NULL"}"); status.AppendLine($"Research Status: {(PassesTechnologyCheck() ? "✅ COMPLETED" : "❌ NOT COMPLETED")}"); status.AppendLine($"Required Faction: {SimpleProps.requiredFaction?.defName ?? "NONE"}"); status.AppendLine($"Faction Relation: {(PassesRequiredFactionCheck() ? "✅ VALID" : "❌ INVALID")}"); status.AppendLine($"Check Interval: {SimpleProps.checkIntervalDays} days"); status.AppendLine($"Current Interval: {IntervalsPassed}"); status.AppendLine($"Next Check: {GetNextCheckInterval()} intervals"); status.AppendLine($"Can Trigger Now: {PassesIntervalCheck() && PassesTechnologyCheck() && PassesRequiredFactionCheck()}"); // 详细派系信息 if (SimpleProps.requiredFaction != null) { Faction faction = Find.FactionManager.FirstFactionOfDef(SimpleProps.requiredFaction); if (faction != null) { status.AppendLine($"Required Faction Status: {(faction.defeated ? "DEFEATED" : "ACTIVE")}"); status.AppendLine($"Relation with Player: {(faction.HostileTo(Faction.OfPlayer) ? "HOSTILE" : "NON-HOSTILE")}"); } else { status.AppendLine($"Required Faction Status: NOT FOUND IN GAME"); } } return status.ToString(); } /// /// 计算下一次检查的间隔 /// private int GetNextCheckInterval() { int checkInterval = (int)(SimpleProps.checkIntervalDays * 60); if (checkInterval <= 0) return 0; int currentInterval = IntervalsPassed; return ((currentInterval / checkInterval) + 1) * checkInterval; } } }