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