Files
WulaFallenEmpireRW/Source/WulaFallenEmpire/QuestNodes/QuestNode_CheckGlobalResource.cs
2025-11-19 17:30:22 +08:00

85 lines
3.2 KiB
C#

using RimWorld;
using RimWorld.Planet;
using System.Collections.Generic;
using Verse;
using RimWorld.QuestGen;
namespace WulaFallenEmpire
{
public class QuestNode_CheckGlobalResource : QuestNode
{
// 输入参数
public SlateRef<ThingDef> resourceDef;
public SlateRef<int> requiredCount;
public SlateRef<int> retryDelayTicks = 60; // 默认60 ticks (1秒)
public SlateRef<string> successSignal;
public SlateRef<string> failSignal;
public SlateRef<bool> deductOnSuccess = true;
public SlateRef<bool> useInputStorage = true; // true=输入存储, false=输出存储
// 保护参数不被序列化
[NoTranslate]
private string debugInfo;
protected override bool TestRunInt(Slate slate)
{
// 测试模式下只检查参数是否有效
if (resourceDef == null || resourceDef.GetValue(slate) == null)
{
Log.Error("QuestNode_CheckGlobalResource: resourceDef is null");
return false;
}
if (requiredCount.GetValue(slate) <= 0)
{
Log.Error("QuestNode_CheckGlobalResource: requiredCount must be positive");
return false;
}
// 测试全局存储组件是否存在
var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
if (globalStorage == null)
{
Log.Error("QuestNode_CheckGlobalResource: GlobalStorageWorldComponent not found");
return false;
}
return true;
}
protected override void RunInt()
{
Slate slate = QuestGen.slate;
Quest quest = QuestGen.quest;
ThingDef actualResourceDef = resourceDef.GetValue(slate);
int actualRequiredCount = requiredCount.GetValue(slate);
int actualRetryDelay = retryDelayTicks.GetValue(slate);
string actualSuccessSignal = successSignal.GetValue(slate);
string actualFailSignal = failSignal.GetValue(slate);
bool actualDeductOnSuccess = deductOnSuccess.GetValue(slate);
bool actualUseInputStorage = useInputStorage.GetValue(slate);
// 创建调试信息
debugInfo = $"Checking {actualRequiredCount} {actualResourceDef?.defName ?? "NULL"} in {(actualUseInputStorage ? "Input" : "Output")} Storage with retry delay {actualRetryDelay}";
// 添加任务部分
QuestPart_GlobalResourceCheck part = new QuestPart_GlobalResourceCheck
{
resourceDef = actualResourceDef,
requiredCount = actualRequiredCount,
retryDelayTicks = actualRetryDelay,
successSignal = actualSuccessSignal,
failSignal = actualFailSignal,
deductOnSuccess = actualDeductOnSuccess,
useInputStorage = actualUseInputStorage,
debugInfo = debugInfo
};
quest.AddPart(part);
Log.Message($"QuestNode_CheckGlobalResource: Added resource check for {actualRequiredCount} {actualResourceDef.defName} in {(actualUseInputStorage ? "Input" : "Output")} Storage");
}
}
}