Files
WulaFallenEmpireRW/Source/WulaFallenEmpire/JobGiver_WulaGetEnergy.cs
2025-08-14 16:45:40 +08:00

105 lines
3.6 KiB
C#

using RimWorld;
using System.Linq;
using Verse;
using Verse.AI;
namespace WulaFallenEmpire
{
public class JobGiver_WulaGetEnergy : ThinkNode_JobGiver
{
public float minEnergyLevelPercentage = 0.3f;
public float maxEnergyLevelPercentage = 0.9f;
public override float GetPriority(Pawn pawn)
{
var energyNeed = pawn.needs.TryGetNeed<Need_WulaEnergy>();
if (energyNeed == null || energyNeed.CurLevelPercentage >= minEnergyLevelPercentage)
{
return 0f;
}
return 9.5f;
}
protected override Job TryGiveJob(Pawn pawn)
{
var energyNeed = pawn.needs.TryGetNeed<Need_WulaEnergy>();
if (energyNeed == null || energyNeed.CurLevelPercentage >= maxEnergyLevelPercentage)
{
return null;
}
if (!TryFindBestEnergySourceFor(pawn, out var energySource))
{
return null;
}
if (energySource is Building_Bed)
{
return JobMaker.MakeJob(DefDatabase<JobDef>.GetNamed("WULA_LayDownToCharge"), energySource);
}
var job = JobMaker.MakeJob(DefDatabase<JobDef>.GetNamed("WULA_IngestWulaEnergy"), energySource);
job.count = 1;
return job;
}
private bool TryFindBestEnergySourceFor(Pawn pawn, out Thing energySource)
{
// 优先寻找可用的充电床
energySource = FindChargingBed(pawn);
if (energySource != null)
{
return true;
}
// 优先从背包中寻找
Thing thing = pawn.inventory.innerContainer.FirstOrFallback(t => t.def.GetModExtension<ThingDefExtension_EnergySource>() != null && t.IngestibleNow);
if (thing != null)
{
energySource = thing;
return true;
}
// 否则,在地图上寻找
energySource = GenClosest.ClosestThingReachable(
pawn.Position,
pawn.Map,
ThingRequest.ForGroup(ThingRequestGroup.HaulableEver),
PathEndMode.ClosestTouch,
TraverseParms.For(pawn),
9999f,
t => t.def.GetModExtension<ThingDefExtension_EnergySource>() != null && t.IngestibleNow && !t.IsForbidden(pawn) && pawn.CanReserve(t)
);
return energySource != null;
}
private Building_Bed FindChargingBed(Pawn pawn)
{
// 寻找附近可用的 WULA_Charging_Station_Synth
Building_Bed bed = (Building_Bed)GenClosest.ClosestThingReachable(
pawn.Position,
pawn.Map,
ThingRequest.ForGroup(ThingRequestGroup.BuildingArtificial),
PathEndMode.InteractionCell,
TraverseParms.For(pawn),
9999f,
b =>
{
if (!(b is Building_Bed bed_internal)) return false;
if (bed_internal.GetComp<CompChargingBed>() == null) return false;
var powerComp = bed_internal.GetComp<CompPowerTrader>();
// 使用 pawn.CanReserve 是最可靠的方法,它包含了对 ملكية، حظر، منطقة، الخ 的所有检查。
return powerComp != null &&
powerComp.PowerOn &&
pawn.CanReserve(bed_internal);
}
);
return bed;
}
}
}