318 lines
12 KiB
C#
318 lines
12 KiB
C#
// GlobalProductionOrder.cs (修复版)
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using RimWorld;
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using System.Collections.Generic;
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using System.Text;
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using UnityEngine;
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using Verse;
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namespace WulaFallenEmpire
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{
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public class GlobalProductionOrder : IExposable
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{
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public RecipeDef recipe;
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public int targetCount = 1;
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public int currentCount = 0;
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public bool paused = true; // 初始状态为暂停
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// 生产状态
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public ProductionState state = ProductionState.Waiting;
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public enum ProductionState
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{
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Waiting, // 等待资源
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Producing, // 生产中
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Completed // 完成
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}
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public string Label => recipe.LabelCap;
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public string Description => $"{currentCount}/{targetCount} {recipe.products[0].thingDef.label}"; private float _progress = 0f;
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public float progress
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{
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get => _progress;
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set
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{
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// 确保进度在有效范围内
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_progress = Mathf.Clamp01(value);
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// 如果检测到异常值,记录警告
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if (value < 0f || value > 1f)
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{
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Log.Warning($"Progress clamped from {value} to {_progress} for {recipe?.defName ?? "unknown"}");
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}
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}
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}
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public void ExposeData()
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{
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Scribe_Defs.Look(ref recipe, "recipe");
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Scribe_Values.Look(ref targetCount, "targetCount", 1);
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Scribe_Values.Look(ref currentCount, "currentCount", 0);
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Scribe_Values.Look(ref paused, "paused", true);
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Scribe_Values.Look(ref _progress, "progress", 0f); // 序列化私有字段
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Scribe_Values.Look(ref state, "state", ProductionState.Waiting);
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// 修复:加载后验证数据
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if (Scribe.mode == LoadSaveMode.PostLoadInit)
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{
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// 使用属性设置器来钳制值
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progress = _progress;
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// 确保状态正确
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UpdateState();
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}
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}
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// 修复:改进状态更新逻辑
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public void UpdateState()
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{
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if (state == ProductionState.Completed)
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return;
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if (currentCount >= targetCount)
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{
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state = ProductionState.Completed;
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progress = 0f;
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return;
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}
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if (HasEnoughResources())
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{
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if (state == ProductionState.Waiting && !paused)
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{
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state = ProductionState.Producing;
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progress = 0f; // 开始生产时重置进度
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}
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}
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else
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{
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if (state == ProductionState.Producing)
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{
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state = ProductionState.Waiting;
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progress = 0f; // 资源不足时重置进度
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}
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}
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}
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// 修复:改进生产完成逻辑
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public void Produce()
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{
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var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
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if (globalStorage == null)
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return;
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foreach (var product in recipe.products)
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{
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// 检查产物是否为Pawn
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if (product.thingDef.race != null)
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{
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// 对于Pawn,我们存储的是Pawn的ThingDef,在释放时再随机生成PawnKind
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globalStorage.AddToOutputStorage(product.thingDef, product.count);
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}
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else
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{
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// 对于普通物品,正常存储
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globalStorage.AddToOutputStorage(product.thingDef, product.count);
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}
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}
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currentCount++;
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progress = 0f; // 生产完成后重置进度
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if (currentCount >= targetCount)
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{
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state = ProductionState.Completed;
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}
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}
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// 检查是否有足够资源 - 修复逻辑
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public bool HasEnoughResources()
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{
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var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
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if (globalStorage == null) return false;
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// 遍历所有配料要求
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foreach (var ingredient in recipe.ingredients)
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{
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bool hasEnoughForThisIngredient = false;
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// 检查这个配料的所有允许物品类型
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foreach (var thingDef in ingredient.filter.AllowedThingDefs)
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{
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int requiredCount = ingredient.CountRequiredOfFor(thingDef, recipe);
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int availableCount = globalStorage.GetInputStorageCount(thingDef);
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if (availableCount >= requiredCount)
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{
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hasEnoughForThisIngredient = true;
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break; // 这个配料有足够的资源
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}
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}
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// 如果任何一个配料没有足够资源,整个配方就无法生产
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if (!hasEnoughForThisIngredient)
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return false;
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}
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return true;
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}
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// 消耗资源 - 修复逻辑
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public bool ConsumeResources()
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{
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var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
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if (globalStorage == null) return false;
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// 遍历所有配料要求
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foreach (var ingredient in recipe.ingredients)
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{
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bool consumedThisIngredient = false;
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// 尝试消耗这个配料的允许物品类型
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foreach (var thingDef in ingredient.filter.AllowedThingDefs)
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{
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int requiredCount = ingredient.CountRequiredOfFor(thingDef, recipe);
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int availableCount = globalStorage.GetInputStorageCount(thingDef);
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if (availableCount >= requiredCount)
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{
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if (globalStorage.RemoveFromInputStorage(thingDef, requiredCount))
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{
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consumedThisIngredient = true;
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break; // 成功消耗这个配料
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}
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}
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}
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// 如果任何一个配料无法消耗,整个生产失败
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if (!consumedThisIngredient)
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return false;
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}
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return true;
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}
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// 修复:添加获取正确工作量的方法
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public float GetWorkAmount()
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{
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if (recipe == null)
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return 1000f;
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// 如果配方有明确的工作量且大于0,使用配方的工作量
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if (recipe.workAmount > 0)
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return recipe.workAmount;
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// 否则,使用第一个产品的WorkToMake属性
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if (recipe.products != null && recipe.products.Count > 0)
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{
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ThingDef productDef = recipe.products[0].thingDef;
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if (productDef != null)
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{
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// 获取产品的WorkToMake统计值
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float workToMake = productDef.GetStatValueAbstract(StatDefOf.WorkToMake);
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if (workToMake > 0)
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return workToMake;
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// 如果WorkToMake也是0或无效,使用产品的市场价值作为估算
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float marketValue = productDef.GetStatValueAbstract(StatDefOf.MarketValue);
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if (marketValue > 0)
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return marketValue * 10f; // 基于市场价值的估算
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}
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}
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return 1000f; // 默认工作量
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}
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// 修复:在信息显示中使用正确的工作量
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public string GetIngredientsInfo()
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{
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StringBuilder sb = new StringBuilder();
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// 添加标题
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sb.AppendLine("WULA_RequiredIngredients".Translate() + ":");
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var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
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foreach (var ingredient in recipe.ingredients)
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{
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bool firstAllowedThing = true;
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foreach (var thingDef in ingredient.filter.AllowedThingDefs)
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{
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int requiredCount = ingredient.CountRequiredOfFor(thingDef, recipe);
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int availableCount = globalStorage?.GetInputStorageCount(thingDef) ?? 0;
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if (firstAllowedThing)
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{
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sb.Append(" - ");
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firstAllowedThing = false;
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}
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else
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{
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sb.Append(" / ");
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}
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sb.Append($"{requiredCount} {thingDef.label}");
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// 添加可用数量信息
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if (availableCount < requiredCount)
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{
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sb.Append($" (<color=red>{availableCount}</color>/{requiredCount})");
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}
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else
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{
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sb.Append($" ({availableCount}/{requiredCount})");
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}
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}
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sb.AppendLine();
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}
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// 添加产品信息
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sb.AppendLine();
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sb.AppendLine("WULA_Products".Translate() + ":");
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foreach (var product in recipe.products)
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{
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sb.AppendLine($" - {product.count} {product.thingDef.label}");
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}
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// 修复:使用正确的工作量信息
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sb.AppendLine();
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sb.AppendLine("WULA_WorkAmount".Translate() + ": " + GetWorkAmount().ToStringWorkAmount());
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return sb.ToString();
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}
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// 修复:在Tooltip中也使用正确的工作量
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public string GetIngredientsTooltip()
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{
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StringBuilder sb = new StringBuilder();
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sb.AppendLine(recipe.LabelCap);
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sb.AppendLine();
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// 材料需求
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sb.AppendLine("WULA_RequiredIngredients".Translate() + ":");
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var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
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foreach (var ingredient in recipe.ingredients)
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{
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bool ingredientSatisfied = false;
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StringBuilder ingredientSB = new StringBuilder();
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foreach (var thingDef in ingredient.filter.AllowedThingDefs)
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{
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int requiredCount = ingredient.CountRequiredOfFor(thingDef, recipe);
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int availableCount = globalStorage?.GetInputStorageCount(thingDef) ?? 0;
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if (ingredientSB.Length > 0)
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ingredientSB.Append(" / ");
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ingredientSB.Append($"{requiredCount} {thingDef.label}");
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if (availableCount >= requiredCount)
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{
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ingredientSatisfied = true;
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}
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}
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if (ingredientSatisfied)
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{
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sb.AppendLine($" <color=green>{ingredientSB}</color>");
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}
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else
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{
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sb.AppendLine($" <color=red>{ingredientSB}</color>");
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}
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}
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// 产品
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sb.AppendLine();
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sb.AppendLine("WULA_Products".Translate() + ":");
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foreach (var product in recipe.products)
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{
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sb.AppendLine($" {product.count} {product.thingDef.label}");
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}
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// 修复:使用正确的工作量
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sb.AppendLine();
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sb.AppendLine("WULA_WorkAmount".Translate() + ": " + GetWorkAmount().ToStringWorkAmount());
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return sb.ToString();
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}
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}
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}
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