using System; using System.Collections.Generic; using System.Linq; using RimWorld; using Verse; namespace WulaFallenEmpire { /// /// 13x13小型口袋空间生成器 /// 创建一个简单的13x13空间,边缘是墙,中间是空地,适合作为穿梭机内部空间 /// public class GenStep_WulaPocketSpaceSmall : GenStep { public override int SeedPart => 928735; // 不同于AncientStockpile的种子 public override void Generate(Map map, GenStepParams parms) { try { Log.Message($"[WULA] Generating WULA pocket space, map size: {map.Size}"); // 获取地图边界 IntVec3 mapSize = map.Size; // 生成外围岩石墙壁 GenerateWalls(map); // 生成内部地板 GenerateFloor(map); // 生成一些基础设施(照明等) GenerateBasicInfrastructure(map); Log.Message("[WULA] WULA pocket space generation completed"); } catch (Exception ex) { Log.Error($"[WULA] Error generating WULA pocket space: {ex}"); } } /// /// 生成外围墙壁 /// private void GenerateWalls(Map map) { IntVec3 mapSize = map.Size; // 获取地形和物品定义 TerrainDef roughTerrain = DefDatabase.GetNamed("Granite_Rough", false) ?? DefDatabase.GetNamed("Granite_Smooth", false) ?? DefDatabase.GetNamed("Sandstone_Rough", false); ThingDef rockWallDef = DefDatabase.GetNamed("Wall_Rock", false) ?? DefDatabase.GetNamed("Wall", false); // 遍历地图边缘,放置WulaWall for (int x = 0; x < mapSize.x; x++) { for (int z = 0; z < mapSize.z; z++) { // 如果是边缘位置,放置WulaWall if (x == 0 || x == mapSize.x - 1 || z == 0 || z == mapSize.z - 1) { IntVec3 pos = new IntVec3(x, 0, z); // 设置地形为岩石基础 if (roughTerrain != null) { map.terrainGrid.SetTerrain(pos, roughTerrain); } // 放置WulaWall ThingDef wallDef = DefDatabase.GetNamed("WulaWall", false); if (wallDef != null) { Thing wall = ThingMaker.MakeThing(wallDef); wall.SetFaction(null); GenPlace.TryPlaceThing(wall, pos, map, ThingPlaceMode.Direct); } else if (rockWallDef != null) { // 如果WulaWall不存在,使用原版岩石墙作为备选 Thing wall = ThingMaker.MakeThing(rockWallDef); wall.SetFaction(null); GenPlace.TryPlaceThing(wall, pos, map, ThingPlaceMode.Direct); Log.Warning("[WULA] WulaWall not found, using fallback wall"); } } } } } /// /// 生成内部地板 /// private void GenerateFloor(Map map) { IntVec3 mapSize = map.Size; // 为内部区域设置WulaFloor TerrainDef floorDef = DefDatabase.GetNamed("WulaFloor", false); TerrainDef fallbackFloor = floorDef ?? DefDatabase.GetNamed("Steel", false) ?? DefDatabase.GetNamed("MetalTile", false) ?? DefDatabase.GetNamed("Concrete", false); if (floorDef == null) { Log.Warning("[WULA] WulaFloor not found, using fallback floor"); } // 清理内部区域并设置正确的地板 for (int x = 1; x < mapSize.x - 1; x++) { for (int z = 1; z < mapSize.z - 1; z++) { IntVec3 pos = new IntVec3(x, 0, z); // 清理该位置的所有岩石和阻挡物 ClearCellAndSetFloor(map, pos, fallbackFloor); } } Log.Message($"[WULA] Set floor for internal area ({mapSize.x-2}x{mapSize.z-2}) to {(floorDef?.defName ?? fallbackFloor?.defName)}"); } /// /// 清理单元格并设置地板 /// private void ClearCellAndSetFloor(Map map, IntVec3 pos, TerrainDef floorDef) { if (!pos.InBounds(map)) return; try { // 获取该位置的所有物品 List thingsAtPos = pos.GetThingList(map).ToList(); // 创建副本避免修改时出错 // 清理所有建筑物和岩石(强力清理,确保地板可以放置) foreach (Thing thing in thingsAtPos) { bool shouldRemove = false; // 检查是否为建筑物 if (thing.def.category == ThingCategory.Building) { // 如果是自然岩石 if (thing.def.building?.isNaturalRock == true) { shouldRemove = true; } // 或者是岩石相关的建筑 else if (thing.def.defName.Contains("Rock") || thing.def.defName.Contains("Slate") || thing.def.defName.Contains("Granite") || thing.def.defName.Contains("Sandstone") || thing.def.defName.Contains("Limestone") || thing.def.defName.Contains("Marble") || thing.def.defName.Contains("Quartzite") || thing.def.defName.Contains("Jade")) { shouldRemove = true; } // 或者是其他阻挡的建筑物(除了我们的乌拉墙) else if (!thing.def.defName.Contains("Wula") && thing.def.Fillage == FillCategory.Full) { shouldRemove = true; } } if (shouldRemove) { if (Prefs.DevMode) // 只在开发模式下输出详细日志 { Log.Message($"[WULA] Removing {thing.def.defName} at {pos} to make space for floor"); } thing.Destroy(DestroyMode.Vanish); } } // 在清理后稍微延迟,再检查一次(确保彻底清理) thingsAtPos = pos.GetThingList(map).ToList(); foreach (Thing thing in thingsAtPos) { if (thing.def.category == ThingCategory.Building && thing.def.Fillage == FillCategory.Full) { Log.Warning($"[WULA] Force removing remaining building {thing.def.defName} at {pos}"); thing.Destroy(DestroyMode.Vanish); } } // 设置地板地形 if (floorDef != null) { map.terrainGrid.SetTerrain(pos, floorDef); if (Prefs.DevMode) { Log.Message($"[WULA] Set terrain at {pos} to {floorDef.defName}"); } } } catch (Exception ex) { Log.Error($"[WULA] Error clearing cell at {pos}: {ex}"); } } /// /// 生成基础设施 /// private void GenerateBasicInfrastructure(Map map) { IntVec3 mapSize = map.Size; IntVec3 center = map.Center; // 获取灯具定义 ThingDef lampDef = DefDatabase.GetNamed("StandingLamp", false) ?? DefDatabase.GetNamed("TorchLamp", false) ?? DefDatabase.GetNamed("Campfire", false); if (lampDef == null) { Log.Warning("[WULA] No lamp definition found, skipping lighting generation"); return; } // 在四个角落放置照明设备 var lightPositions = new List { new IntVec3(2, 0, 2), // 左下角 new IntVec3(mapSize.x - 3, 0, 2), // 右下角 new IntVec3(2, 0, mapSize.z - 3), // 左上角 new IntVec3(mapSize.x - 3, 0, mapSize.z - 3) // 右上角 }; foreach (IntVec3 pos in lightPositions) { if (pos.InBounds(map) && pos.Standable(map)) { // 放置立式灯 Thing lamp = ThingMaker.MakeThing(lampDef); lamp.SetFaction(null); GenPlace.TryPlaceThing(lamp, pos, map, ThingPlaceMode.Direct); } } // 在中心区域留出空间,这里将放置退出点 // 不在这里放置退出点,因为这会由Building_ArmedShuttleWithPocket来处理 } } }