✅ WulaLog.cs - 修改了DebugEnabled属性,仅检查enableDebugLogs设置(不检查DevMode) ✅ WulaFallenEmpireMod.cs - 在DoSettingsWindowContents中添加了UI复选框,显示"Enable Debug Logs"选项 ✅ 替换了所有848个Log.Message/Error/Warning调用为WulaLog.Debug()
598 lines
21 KiB
C#
598 lines
21 KiB
C#
using RimWorld;
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using Verse;
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using System.Collections.Generic;
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using UnityEngine;
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namespace WulaFallenEmpire
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{
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public class HediffCompProperties_NanoRepair : HediffCompProperties
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{
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public float activeSeverity = 0.5f; // 有能量且损伤时的严重性
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public float inactiveSeverity = 1.5f; // 其他情况的严重性
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public float minEnergyThreshold = 0.1f; // 最低能量阈值
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public float repairCostPerHP = 0.03f; // 每点生命值修复的能量消耗
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public int repairCooldownAfterDamage = 600; // 受到伤害后的修复冷却时间
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// 新增:与 StatDef 的关联
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public StatDef repairCostStatDef;
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public StatDef cooldownStatDef;
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public HediffCompProperties_NanoRepair()
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{
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compClass = typeof(HediffComp_NanoRepair);
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// 设置默认的 StatDef 引用
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repairCostStatDef = DefDatabase<StatDef>.GetNamedSilentFail("WULA_NanoRepairCostPerHP");
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cooldownStatDef = DefDatabase<StatDef>.GetNamedSilentFail("WULA_NanoRepairCooldownAfterDamage");
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}
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}
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public class HediffComp_NanoRepair : HediffComp
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{
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public HediffCompProperties_NanoRepair Props => (HediffCompProperties_NanoRepair)props;
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private int lastDamageTick = -9999;
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private const int CheckInterval = 60;
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private int debugCounter = 0;
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public bool repairSystemEnabled = true; // 默认开启修复系统
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// 获取可用的能量源
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private Need GetEnergyNeed()
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{
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if (Pawn?.needs == null) return null;
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// 优先尝试 WULA_Energy
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var wulaEnergy = Pawn.needs.TryGetNeed(DefDatabase<NeedDef>.GetNamedSilentFail("WULA_Energy"));
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if (wulaEnergy != null)
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{
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return wulaEnergy;
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}
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// 回退到 MechEnergy
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var mechEnergy = Pawn.needs?.TryGetNeed<Need_MechEnergy>();
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if (mechEnergy != null)
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{
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return mechEnergy;
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}
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return null;
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}
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// 获取能量源名称(用于显示)
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private string GetEnergyNeedName()
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{
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var energyNeed = GetEnergyNeed();
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if (energyNeed == null) return "Unknown";
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if (energyNeed.def.defName == "WULA_Energy")
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return "WULA Energy";
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else if (energyNeed is Need_MechEnergy)
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return "Mech Energy";
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else
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return energyNeed.def.defName;
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}
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public override void CompPostTick(ref float severityAdjustment)
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{
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base.CompPostTick(ref severityAdjustment);
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// 如果修复系统关闭,跳过所有修复逻辑
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if (!repairSystemEnabled)
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{
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// 如果系统关闭,设置为不活跃状态
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if (parent.Severity != Props.inactiveSeverity)
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{
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parent.Severity = Props.inactiveSeverity;
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}
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return;
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}
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// 每60 ticks检查一次状态
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if (Find.TickManager.TicksGame % CheckInterval == 0)
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{
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debugCounter++;
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UpdateSeverityAndRepair();
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}
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}
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private void UpdateSeverityAndRepair()
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{
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if (Pawn == null || Pawn.Dead)
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{
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return;
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}
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bool shouldBeActive = ShouldBeActive();
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float targetSeverity = shouldBeActive ? Props.activeSeverity : Props.inactiveSeverity;
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// 更新严重性
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if (parent.Severity != targetSeverity)
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{
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parent.Severity = targetSeverity;
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}
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// 如果处于活跃状态,执行修复
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if (shouldBeActive)
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{
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TryRepairDamage();
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}
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}
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private bool ShouldBeActive()
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{
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// 如果修复系统关闭,直接返回不活跃
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if (!repairSystemEnabled)
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{
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return false;
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}
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// 检查能量
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var energyNeed = GetEnergyNeed();
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if (energyNeed == null)
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{
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return false;
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}
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if (energyNeed.CurLevelPercentage < Props.minEnergyThreshold)
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{
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return false;
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}
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// 检查是否在冷却期内
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int cooldownRemaining = ActualRepairCooldownAfterDamage - (Find.TickManager.TicksGame - lastDamageTick);
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if (cooldownRemaining > 0)
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{
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return false;
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}
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// 检查是否有需要修复的损伤
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if (!HasDamageToRepair())
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{
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return false;
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}
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return true;
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}
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private bool HasDamageToRepair()
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{
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if (Pawn.health == null || Pawn.health.hediffSet == null)
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{
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return false;
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}
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// 检查是否有缺失部件
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var missingParts = Pawn.health.hediffSet.GetMissingPartsCommonAncestors();
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if (missingParts.Count > 0)
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{
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return true;
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}
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// 检查是否有损伤
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if (HasDamagedParts())
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{
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return true;
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}
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// 不再检查疾病
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return false;
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}
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// 使用 GetPartHealth 检测损伤
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private bool HasDamagedParts()
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{
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var bodyParts = Pawn.RaceProps.body.AllParts;
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int damagedCount = 0;
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foreach (var part in bodyParts)
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{
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// 如果部位不是缺失的,但健康值小于最大健康值,说明有损伤
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if (!Pawn.health.hediffSet.PartIsMissing(part))
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{
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float maxHealth = part.def.GetMaxHealth(Pawn);
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float currentHealth = Pawn.health.hediffSet.GetPartHealth(part);
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// 不再使用修复容忍度,任何损伤都需要修复
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if (currentHealth < maxHealth)
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{
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damagedCount++;
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}
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}
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}
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return damagedCount > 0;
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}
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// 获取所有需要修复的部位
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private List<BodyPartRecord> GetDamagedParts()
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{
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var damagedParts = new List<BodyPartRecord>();
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var bodyParts = Pawn.RaceProps.body.AllParts;
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foreach (var part in bodyParts)
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{
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if (!Pawn.health.hediffSet.PartIsMissing(part))
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{
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float maxHealth = part.def.GetMaxHealth(Pawn);
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float currentHealth = Pawn.health.hediffSet.GetPartHealth(part);
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// 不再使用修复容忍度,任何损伤都需要修复
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if (currentHealth < maxHealth)
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{
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damagedParts.Add(part);
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}
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}
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}
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return damagedParts;
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}
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private void TryRepairDamage()
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{
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var energyNeed = GetEnergyNeed();
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if (energyNeed == null)
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{
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return;
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}
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// 优先修复缺失部件
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if (TryRepairMissingParts(energyNeed))
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{
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return;
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}
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// 然后修复损伤
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if (TryRepairDamagedParts(energyNeed))
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{
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return;
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}
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// 不再修复疾病
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}
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private bool TryRepairMissingParts(Need energyNeed)
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{
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var missingParts = Pawn.health.hediffSet.GetMissingPartsCommonAncestors();
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if (missingParts == null || missingParts.Count == 0)
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{
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return false;
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}
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// 选择最小的缺失部件进行修复(成本较低)
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Hediff_MissingPart partToRepair = null;
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float minHealth = float.MaxValue;
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foreach (var missingPart in missingParts)
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{
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float partHealth = missingPart.Part.def.GetMaxHealth(Pawn);
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if (partHealth < minHealth)
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{
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minHealth = partHealth;
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partToRepair = missingPart;
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}
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}
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if (partToRepair != null)
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{
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// 计算修复成本 - 使用正常损伤的修复成本
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float repairCost = minHealth * Props.repairCostPerHP;
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// 根据机械族的能量消耗属性调整成本
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var mechEnergyLoss = Pawn.GetStatValue(StatDefOf.MechEnergyLossPerHP);
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if (mechEnergyLoss > 0)
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{
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repairCost *= mechEnergyLoss;
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}
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if (energyNeed.CurLevel >= repairCost)
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{
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if (ConvertMissingPartToInjury(partToRepair, repairCost))
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{
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energyNeed.CurLevel -= repairCost;
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return true;
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}
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}
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}
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return false;
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}
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private bool TryRepairDamagedParts(Need energyNeed)
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{
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var damagedParts = GetDamagedParts();
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if (damagedParts.Count == 0)
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{
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return false;
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}
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// 选择健康值最低的部位进行修复
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BodyPartRecord partToRepair = null;
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float minHealthRatio = float.MaxValue;
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foreach (var part in damagedParts)
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{
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float maxHealth = part.def.GetMaxHealth(Pawn);
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float currentHealth = Pawn.health.hediffSet.GetPartHealth(part);
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float healthRatio = currentHealth / maxHealth;
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if (healthRatio < minHealthRatio)
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{
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minHealthRatio = healthRatio;
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partToRepair = part;
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}
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}
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if (partToRepair != null)
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{
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float maxHealth = partToRepair.def.GetMaxHealth(Pawn);
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float currentHealth = Pawn.health.hediffSet.GetPartHealth(partToRepair);
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float healthToRepair = maxHealth - currentHealth;
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// 计算修复成本
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float repairCost = healthToRepair * ActualRepairCostPerHP;
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// 根据机械族的能量消耗属性调整成本
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var mechEnergyLoss = Pawn.GetStatValue(StatDefOf.MechEnergyLossPerHP);
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if (mechEnergyLoss > 0)
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{
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repairCost *= mechEnergyLoss;
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}
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if (energyNeed.CurLevel >= repairCost)
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{
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if (RepairDamagedPart(partToRepair, repairCost))
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{
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energyNeed.CurLevel -= repairCost;
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return true;
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}
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}
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}
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return false;
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}
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// 新的修复逻辑:完美修复所有伤口
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private bool RepairDamagedPart(BodyPartRecord part, float repairCost)
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{
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try
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{
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float maxHealth = part.def.GetMaxHealth(Pawn);
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float currentHealth = Pawn.health.hediffSet.GetPartHealth(part);
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// 获取该部位的所有hediff
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var hediffsOnPart = new List<Hediff>();
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foreach (var hediff in Pawn.health.hediffSet.hediffs)
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{
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if (hediff.Part == part)
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{
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hediffsOnPart.Add(hediff);
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}
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}
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if (hediffsOnPart.Count == 0)
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{
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return false;
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}
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bool anyRepairDone = false;
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foreach (var hediff in hediffsOnPart)
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{
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// 检查hediff是否可修复
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if (!CanRepairHediff(hediff))
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{
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continue;
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}
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// 新的修复逻辑:对于小于1的伤口,直接删除
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if (hediff.Severity < 1.0f)
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{
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Pawn.health.RemoveHediff(hediff);
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anyRepairDone = true;
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}
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else
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{
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// 对于大于等于1的伤口,完全修复
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float originalSeverity = hediff.Severity;
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hediff.Severity = 0f;
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Pawn.health.RemoveHediff(hediff);
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anyRepairDone = true;
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}
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}
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return anyRepairDone;
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}
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catch (System.Exception ex)
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{
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WulaLog.Debug($"[NanoRepair] 修复部位 {part.def.defName} 时出错: {ex}");
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return false;
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}
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}
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// 检查hediff是否可修复
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private bool CanRepairHediff(Hediff hediff)
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{
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// 跳过疾病
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if (IsDisease(hediff))
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{
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return false;
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}
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// 如果是机械族特有的hediff,可以修复
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if (IsMechSpecificHediff(hediff))
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return true;
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// 如果是损伤类型的hediff,可以修复
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if (hediff is Hediff_Injury)
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return true;
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// 其他情况不可修复
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return false;
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}
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// 检查是否是疾病
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private bool IsDisease(Hediff hediff)
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{
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// 这里可以定义哪些hediff被认为是疾病
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// 常见的疾病类型
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string[] diseaseKeywords = {
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"Disease", "Flu", "Plague", "Infection", "Malaria",
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"SleepingSickness", "FibrousMechanites", "SensoryMechanites",
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"WoundInfection", "FoodPoisoning", "GutWorms", "MuscleParasites"
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};
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foreach (string keyword in diseaseKeywords)
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{
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if (hediff.def.defName.Contains(keyword))
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return true;
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}
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return false;
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}
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// 将缺失部件转换为指定的hediff
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private bool ConvertMissingPartToInjury(Hediff_MissingPart missingPart, float repairCost)
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{
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try
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{
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float partMaxHealth = missingPart.Part.def.GetMaxHealth(Pawn);
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// 关键修复:确保转换后的损伤不会导致部位再次缺失
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// 我们设置损伤严重性为最大健康值-1,这样部位健康值至少为1
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float injurySeverity = partMaxHealth - 1;
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// 如果最大健康值为1,则设置为0.5,确保部位健康值大于0
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if (partMaxHealth <= 1)
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{
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injurySeverity = 0.5f;
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}
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// 移除缺失部件hediff
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Pawn.health.RemoveHediff(missingPart);
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// 添加指定的hediff (Crush)
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HediffDef injuryDef = DefDatabase<HediffDef>.GetNamedSilentFail("Crush");
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if (injuryDef == null)
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{
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WulaLog.Debug($"[NanoRepair] 找不到指定的hediff定义: Crush");
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return false;
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}
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// 创建损伤
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Hediff injury = HediffMaker.MakeHediff(injuryDef, Pawn, missingPart.Part);
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injury.Severity = injurySeverity;
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Pawn.health.AddHediff(injury);
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return true;
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}
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catch (System.Exception ex)
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{
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WulaLog.Debug($"[NanoRepair] 转换缺失部件 {missingPart.Part.def.defName} 时出错: {ex}");
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return false;
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}
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}
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// 检查是否是机械族特有的hediff(可能不可治疗但需要修复)
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private bool IsMechSpecificHediff(Hediff hediff)
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{
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// 机械族的损伤可能不是标准的Hediff_Injury
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// 这里可以根据需要添加更多机械族特有的hediff判断
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return hediff.def.defName.Contains("Mech") ||
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hediff.def.defName.Contains("Mechanical") ||
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hediff.def.defName.Contains("Gunshot"); // 包括枪伤
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}
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public override void Notify_PawnPostApplyDamage(DamageInfo dinfo, float totalDamageDealt)
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{
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base.Notify_PawnPostApplyDamage(dinfo, totalDamageDealt);
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// 记录最后一次受到伤害的时间
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lastDamageTick = Find.TickManager.TicksGame;
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}
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// 新增:动态获取属性值的方法
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public float ActualRepairCostPerHP
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{
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get
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{
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if (Props.repairCostStatDef != null && Pawn != null)
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{
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return Pawn.GetStatValue(Props.repairCostStatDef);
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}
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return Props.repairCostPerHP;
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}
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}
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public int ActualRepairCooldownAfterDamage
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{
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get
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{
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if (Props.cooldownStatDef != null && Pawn != null)
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{
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return (int)Pawn.GetStatValue(Props.cooldownStatDef);
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}
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return Props.repairCooldownAfterDamage;
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}
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}
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// 添加Gizmo(小工具)用于切换修复系统
|
||
public override IEnumerable<Gizmo> CompGetGizmos()
|
||
{
|
||
// 只有玩家派系的机械族才显示Gizmo
|
||
if (Pawn.Faction == Faction.OfPlayer)
|
||
{
|
||
Command_Toggle toggleCommand = new Command_Toggle
|
||
{
|
||
defaultLabel = repairSystemEnabled ? "WULA_NanoRepair_Disable".Translate() : "WULA_NanoRepair_Enable".Translate(),
|
||
defaultDesc = repairSystemEnabled ? "WULA_NanoRepair_DisableDesc".Translate() : "WULA_NanoRepair_EnableDesc".Translate(),
|
||
icon = ContentFinder<Texture2D>.Get("Wula/UI/Commands/WULA_NanoRepairHediff_Switch"),
|
||
isActive = () => repairSystemEnabled,
|
||
toggleAction = () => {
|
||
repairSystemEnabled = !repairSystemEnabled;
|
||
Messages.Message(
|
||
repairSystemEnabled ?
|
||
"WULA_NanoRepair_EnabledMsg".Translate(Pawn.LabelShort) :
|
||
"WULA_NanoRepair_DisabledMsg".Translate(Pawn.LabelShort),
|
||
MessageTypeDefOf.SilentInput
|
||
);
|
||
},
|
||
hotKey = KeyBindingDefOf.Misc1
|
||
};
|
||
|
||
yield return toggleCommand;
|
||
}
|
||
}
|
||
|
||
public override string CompTipStringExtra
|
||
{
|
||
get
|
||
{
|
||
string status = repairSystemEnabled ?
|
||
(ShouldBeActive() ?
|
||
"WULA_NanoRepair_Active".Translate() :
|
||
"WULA_NanoRepair_Inactive".Translate()) :
|
||
"WULA_NanoRepair_Disabled".Translate();
|
||
|
||
var energyNeed = GetEnergyNeed();
|
||
|
||
string damageInfo = HasDamageToRepair() ?
|
||
"WULA_DamageDetected".Translate() :
|
||
"WULA_NoDamage".Translate();
|
||
|
||
string cooldownInfo = "";
|
||
int cooldownRemaining = ActualRepairCooldownAfterDamage - (Find.TickManager.TicksGame - lastDamageTick);
|
||
if (cooldownRemaining > 0)
|
||
{
|
||
cooldownInfo = "\n" + "WULA_RepairCooldown".Translate((cooldownRemaining / 60f).ToString("F1"));
|
||
}
|
||
// 添加修复成本信息
|
||
string costInfo = "\n" + "WULA_RepairCostPerHP".Translate(ActualRepairCostPerHP.ToStringPercent());
|
||
return status + "\n" + damageInfo + cooldownInfo + costInfo;
|
||
}
|
||
}
|
||
|
||
public override void CompExposeData()
|
||
{
|
||
base.CompExposeData();
|
||
Scribe_Values.Look(ref lastDamageTick, "lastDamageTick", -9999);
|
||
Scribe_Values.Look(ref repairSystemEnabled, "repairSystemEnabled", true);
|
||
}
|
||
}
|
||
}
|