Files
WulaFallenEmpireRW/Source/WulaFallenEmpire/JobGiver_WulaGetEnergy.cs
2025-07-22 16:36:01 +08:00

119 lines
4.3 KiB
C#

using RimWorld;
using Verse;
using Verse.AI;
using System.Linq; // For FirstOrDefault
namespace WulaFallenEmpire
{
public class JobGiver_WulaGetEnergy : ThinkNode_JobGiver
{
public float minEnergyLevelPercentage = 0.3f;
public float emergencyThreshold = 0.1f;
public float normalPriority = 5f;
public float emergencyPriority = 9.5f;
public float searchRadius = 20f; // 添加 searchRadius
public int ingestCount = 1; // 添加 ingestCount
public override ThinkNode DeepCopy(bool resolve = true)
{
JobGiver_WulaGetEnergy obj = (JobGiver_WulaGetEnergy)base.DeepCopy(resolve);
obj.minEnergyLevelPercentage = minEnergyLevelPercentage;
obj.emergencyThreshold = emergencyThreshold;
obj.normalPriority = normalPriority;
obj.emergencyPriority = emergencyPriority;
obj.searchRadius = searchRadius;
obj.ingestCount = ingestCount;
return obj;
}
public override float GetPriority(Pawn pawn)
{
Need_WulaEnergy energyNeed = pawn.needs.TryGetNeed<Need_WulaEnergy>();
if (energyNeed == null)
{
return 0f;
}
// 如果能量充足,则不需要寻找能量核心
if (energyNeed.CurLevelPercentage > minEnergyLevelPercentage)
{
return 0f;
}
// 如果能量非常低,给予高优先级
if (energyNeed.CurLevelPercentage < emergencyThreshold)
{
return emergencyPriority;
}
// 否则,给予中等优先级
return normalPriority;
}
protected override Job TryGiveJob(Pawn pawn)
{
if (pawn.Downed)
{
return null;
}
Need_WulaEnergy energyNeed = pawn.needs.TryGetNeed<Need_WulaEnergy>();
if (energyNeed == null || energyNeed.CurLevelPercentage > minEnergyLevelPercentage)
{
return null;
}
// 优先检查小人背包中的能量核心
foreach (Thing t in pawn.inventory.innerContainer)
{
ThingDefExtension_EnergySource energySourceExt = t.def.GetModExtension<ThingDefExtension_EnergySource>();
if (energySourceExt != null && t.IngestibleNow)
{
Job job = JobMaker.MakeJob(DefDatabase<JobDef>.GetNamed("WULA_IngestWulaEnergy"), t);
job.count = ingestCount;
return job;
}
}
// 如果背包中没有,则寻找最佳能量核心
Thing bestEnergySource = GenClosest.ClosestThingReachable(
pawn.Position,
pawn.Map,
ThingRequest.ForGroup(ThingRequestGroup.HaulableEver), // 扫描所有可搬运的物品
PathEndMode.ClosestTouch,
TraverseParms.For(pawn, Danger.Deadly, TraverseMode.ByPawn, false),
searchRadius, // 使用类中的 searchRadius
(Thing t) =>
{
// 检查物品是否是能量核心
ThingDefExtension_EnergySource energySourceExt = t.def.GetModExtension<ThingDefExtension_EnergySource>();
if (energySourceExt == null)
{
return false;
}
// 检查物品是否可摄取
if (!t.IngestibleNow)
{
return false;
}
// 检查物品是否被禁止或无法预留
if (t.IsForbidden(pawn) || !pawn.CanReserve(t, 1, -1, null, false))
{
return false;
}
return true;
}
);
if (bestEnergySource != null)
{
// 创建摄取能量核心的Job
Job job = JobMaker.MakeJob(DefDatabase<JobDef>.GetNamed("WULA_IngestWulaEnergy"), bestEnergySource);
job.count = ingestCount; // 使用类中的 ingestCount
return job;
}
return null;
}
}
}