324 lines
11 KiB
C#
324 lines
11 KiB
C#
// GlobalProductionOrder.cs (修复成本计算,使用产物的costList)
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using RimWorld;
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using System.Collections.Generic;
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using System.Linq;
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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 = false;
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// 生产状态
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public ProductionState state = ProductionState.Gathering;
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public enum ProductionState
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{
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Gathering, // 准备材料(小人搬运中)
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Producing, // 生产中(云端倒计时)
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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 => $"{currentCount}/{targetCount} {recipe.products[0].thingDef.label}";
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private float _progress = 0f;
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public float progress
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{
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get => _progress;
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set
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{
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_progress = Mathf.Clamp01(value);
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if (value < 0f || value > 1f)
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{
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Log.Warning($"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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// 修正:获取产物的ThingDef
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public ThingDef ProductDef => recipe?.products?.Count > 0 ? recipe.products[0].thingDef : null;
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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", false);
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Scribe_Values.Look(ref _progress, "progress", 0f);
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Scribe_Values.Look(ref state, "state", ProductionState.Gathering);
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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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progress = _progress;
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UpdateState();
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}
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}
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// 新增:获取产物的成本列表
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public Dictionary<ThingDef, int> GetProductCostList()
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{
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var costDict = new Dictionary<ThingDef, int>();
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if (ProductDef?.costList != null)
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{
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foreach (var cost in ProductDef.costList)
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{
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if (costDict.ContainsKey(cost.thingDef))
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costDict[cost.thingDef] += cost.count;
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else
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costDict[cost.thingDef] = cost.count;
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}
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}
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return costDict;
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}
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// 修复:HasEnoughResources 方法,使用产物的costList
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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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// 首先检查产物的costList(对于武器等物品)
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var productCostList = GetProductCostList();
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if (productCostList.Count > 0)
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{
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foreach (var kvp in productCostList)
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{
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int requiredCount = kvp.Value;
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int availableCount = globalStorage.GetInputStorageCount(kvp.Key);
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if (availableCount < requiredCount)
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return false;
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}
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return true;
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}
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// 如果没有costList,则回退到配方的ingredients(对于加工类配方)
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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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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;
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}
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}
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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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// 修复:TryDeductResources 方法,尝试扣除资源
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public bool TryDeductResources()
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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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// 检查资源是否足够
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if (!HasEnoughResources()) return false;
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// 扣除资源
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var productCostList = GetProductCostList();
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if (productCostList.Count > 0)
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{
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foreach (var kvp in productCostList)
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{
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globalStorage.RemoveFromInputStorage(kvp.Key, kvp.Value);
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}
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return true;
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}
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foreach (var ingredient in recipe.ingredients)
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{
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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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globalStorage.RemoveFromInputStorage(thingDef, requiredCount);
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break; // 只扣除一种满足条件的材料
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}
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}
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}
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return true;
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}
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// 修复:GetIngredientsTooltip 方法,显示正确的成本信息
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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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var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
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// 首先显示产物的costList(对于武器等物品)
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var productCostList = GetProductCostList();
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if (productCostList.Count > 0)
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{
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sb.AppendLine("WULA_FixedIngredients".Translate() + ":");
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foreach (var kvp in productCostList)
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{
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ThingDef thingDef = kvp.Key;
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int requiredCount = kvp.Value;
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int availableCount = globalStorage?.GetInputStorageCount(thingDef) ?? 0;
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string itemDisplay = $"{requiredCount} {thingDef.LabelCap}";
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if (availableCount >= requiredCount)
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{
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sb.AppendLine($" <color=green>{itemDisplay}</color>");
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}
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else
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{
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sb.AppendLine($" <color=red>{itemDisplay}</color>");
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}
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}
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}
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else
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{
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// 如果没有costList,显示配方的ingredients(对于加工类配方)
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sb.AppendLine("WULA_FixedIngredients".Translate() + ":");
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foreach (var ingredient in recipe.ingredients)
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{
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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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string itemDisplay = $"{requiredCount} {thingDef.LabelCap}";
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if (availableCount >= requiredCount)
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{
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sb.AppendLine($" <color=green>{itemDisplay}</color>");
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}
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else
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{
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sb.AppendLine($" <color=red>{itemDisplay}</color>");
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}
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}
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}
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}
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// 产品
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sb.AppendLine();
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sb.AppendLine("WULA_Products".Translate() + ":");
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foreach (var product in recipe.products)
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{
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sb.AppendLine($" {product.count} {product.thingDef.LabelCap}");
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}
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// 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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// 其余方法保持不变...
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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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// 自动状态切换逻辑(仅用于从Gathering切换到Producing)
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// 注意:现在资源的扣除是显式的,所以这里只检查是否可以开始
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if (state == ProductionState.Gathering && !paused)
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{
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if (HasEnoughResources())
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{
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// 尝试扣除资源并开始生产
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if (TryDeductResources())
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{
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state = ProductionState.Producing;
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progress = 0f;
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}
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}
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}
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}
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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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if (product.thingDef.race != null)
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{
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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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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;
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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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public float GetWorkAmount()
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{
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if (recipe == null)
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return 1000f;
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if (recipe.workAmount > 0)
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return recipe.workAmount;
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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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float workToMake = productDef.GetStatValueAbstract(StatDefOf.WorkToMake);
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if (workToMake > 0)
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return workToMake;
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float marketValue = productDef.GetStatValueAbstract(StatDefOf.MarketValue);
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if (marketValue > 0)
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return marketValue * 10f;
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}
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}
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return 1000f;
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}
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}
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}
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