Files
WulaFallenEmpireRW/Source/WulaFallenEmpire/QuestNodes/QuestPart_GlobalResourceCheck.cs
ProjectKoi-Kalo\Kalo 98a0400c78 WulaFallenEmpireSettings.cs - 添加了 public bool enableDebugLogs = false; 字段和保存配置
 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()
2025-12-15 13:05:50 +08:00

252 lines
9.1 KiB
C#

using RimWorld;
using RimWorld.Planet;
using System;
using System.Collections.Generic;
using Verse;
using RimWorld.QuestGen;
namespace WulaFallenEmpire
{
public class QuestPart_GlobalResourceCheck : QuestPartActivable
{
// 配置参数
public ThingDef resourceDef;
public int requiredCount;
public int retryDelayTicks = 60;
[NoTranslate]
public string successSignal;
[NoTranslate]
public string failSignal;
public bool deductOnSuccess = true;
public bool useInputStorage = true;
public string debugInfo;
// 状态变量
public int nextRetryTick = -1;
private bool hasSucceeded = false;
private bool hasFailed = false;
private int retryCount = 0;
private const int MAX_RETRY_COUNT = 1000;
public override void AssignDebugData()
{
base.AssignDebugData();
resourceDef = ThingDefOf.Steel;
requiredCount = 100;
retryDelayTicks = 60;
successSignal = "TaxPaymentSuccess";
failSignal = "TaxPaymentFailed";
deductOnSuccess = true;
useInputStorage = true;
debugInfo = "Debug: Tax Collection Check";
}
protected override void Enable(SignalArgs receivedArgs)
{
base.Enable(receivedArgs);
// 激活时立即开始第一次检查
nextRetryTick = Find.TickManager.TicksGame;
WulaLog.Debug($"QuestPart_GlobalResourceCheck Enabled: Will check for {requiredCount} {resourceDef?.defName} in {(useInputStorage ? "Input" : "Output")} Storage");
}
public override void QuestPartTick()
{
base.QuestPartTick();
// 如果任务已经结束,停止处理
if (quest.State != QuestState.Ongoing)
{
return;
}
// 如果已经成功或失败,不再处理
if (hasSucceeded || hasFailed)
{
return;
}
// 检查是否到了重试时间
int currentTick = Find.TickManager.TicksGame;
if (nextRetryTick == -1 || currentTick < nextRetryTick)
{
return;
}
// 执行资源检查
CheckGlobalResource();
}
private void CheckGlobalResource()
{
try
{
// 更新下次重试时间
nextRetryTick = Find.TickManager.TicksGame + retryDelayTicks;
retryCount++;
// 获取全局资源储存器
GlobalStorageWorldComponent globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
if (globalStorage == null)
{
WulaLog.Debug("QuestPart_GlobalResourceCheck: GlobalStorageWorldComponent not found");
HandleFailure("Global storage component missing");
return;
}
if (resourceDef == null)
{
WulaLog.Debug("QuestPart_GlobalResourceCheck: resourceDef is null");
HandleFailure("Resource definition is null");
return;
}
// 检查资源是否足够
int currentAmount = useInputStorage ?
globalStorage.GetInputStorageCount(resourceDef) :
globalStorage.GetOutputStorageCount(resourceDef);
bool hasEnough = currentAmount >= requiredCount;
WulaLog.Debug($"GlobalResourceCheck [{retryCount}]: {currentAmount}/{requiredCount} {resourceDef.defName} in {(useInputStorage ? "Input" : "Output")} Storage - Enough: {hasEnough}");
if (hasEnough)
{
// 资源足够,处理成功
HandleSuccess(globalStorage);
}
else
{
// 资源不足,安排重试
HandleFailure($"Insufficient resources: {currentAmount}/{requiredCount}");
}
}
catch (Exception ex)
{
WulaLog.Debug($"GlobalResourceCheck: Exception during check - {ex}");
HandleFailure($"Exception: {ex.Message}");
}
}
private void HandleSuccess(GlobalStorageWorldComponent globalStorage)
{
hasSucceeded = true;
// 如果需要扣除资源
if (deductOnSuccess)
{
bool deducted = useInputStorage ?
globalStorage.RemoveFromInputStorage(resourceDef, requiredCount) :
globalStorage.RemoveFromOutputStorage(resourceDef, requiredCount);
if (!deducted)
{
WulaLog.Debug($"QuestPart_GlobalResourceCheck: Failed to deduct {requiredCount} {resourceDef.defName} from {(useInputStorage ? "Input" : "Output")} Storage");
}
}
WulaLog.Debug($"GlobalResourceCheck: SUCCESS - {(deductOnSuccess ? "Deducted" : "Found")} {requiredCount} {resourceDef.defName} from {(useInputStorage ? "Input" : "Output")} Storage");
// 发送成功信号
if (!successSignal.NullOrEmpty())
{
Find.SignalManager.SendSignal(new Signal(successSignal));
WulaLog.Debug($"GlobalResourceCheck: Sent success signal '{successSignal}'");
}
// 完成这个任务部分
Complete();
}
private void HandleFailure(string reason = "")
{
// 检查是否超过最大重试次数
if (retryCount >= MAX_RETRY_COUNT)
{
WulaLog.Debug($"GlobalResourceCheck: Max retry count ({MAX_RETRY_COUNT}) reached for {resourceDef.defName}. Reason: {reason}");
hasFailed = true;
// 发送失败信号
if (!failSignal.NullOrEmpty())
{
Find.SignalManager.SendSignal(new Signal(failSignal));
WulaLog.Debug($"GlobalResourceCheck: Sent fail signal '{failSignal}' after max retries");
}
Complete();
return;
}
// 安排下次重试
ScheduleRetry(reason);
}
private void ScheduleRetry(string reason = "")
{
nextRetryTick = Find.TickManager.TicksGame + retryDelayTicks;
// 记录重试信息
WulaLog.Debug($"GlobalResourceCheck: Scheduled retry #{retryCount + 1} in {retryDelayTicks} ticks for {requiredCount} {resourceDef.defName}. Reason: {reason}");
}
public override void ExposeData()
{
base.ExposeData();
Scribe_Defs.Look(ref resourceDef, "resourceDef");
Scribe_Values.Look(ref requiredCount, "requiredCount");
Scribe_Values.Look(ref retryDelayTicks, "retryDelayTicks");
Scribe_Values.Look(ref successSignal, "successSignal");
Scribe_Values.Look(ref failSignal, "failSignal");
Scribe_Values.Look(ref deductOnSuccess, "deductOnSuccess");
Scribe_Values.Look(ref useInputStorage, "useInputStorage");
Scribe_Values.Look(ref debugInfo, "debugInfo");
Scribe_Values.Look(ref nextRetryTick, "nextRetryTick");
Scribe_Values.Look(ref hasSucceeded, "hasSucceeded");
Scribe_Values.Look(ref hasFailed, "hasFailed");
Scribe_Values.Look(ref retryCount, "retryCount");
}
public override string DescriptionPart
{
get
{
if (State != QuestPartState.Enabled)
return "WULA_TaxCollection.Waiting".Translate(); // 等待激活
string statusKey = hasSucceeded ? "WULA_TaxCollection.Status.Succeeded" :
hasFailed ? "WULA_TaxCollection.Status.Failed" :
"";
string statusText;
if (hasSucceeded || hasFailed)
{
statusText = statusKey.Translate();
}
else
{
// 只有在调试模式下才显示下一次检查的tick
if (Prefs.DevMode)
{
statusText = statusKey.Translate(retryCount, Math.Max(0, nextRetryTick - Find.TickManager.TicksGame));
}
else
{
statusText = statusKey.Translate(retryCount);
}
}
// 硬编码状态文本颜色为 #820D13
string coloredStatusText = $"<color=#820D13>{statusText}</color>";
return "WULA_TaxCollection.Status".Translate(requiredCount, resourceDef?.label ?? "NULL", coloredStatusText);
}
}
}
}