378 lines
13 KiB
C#
378 lines
13 KiB
C#
using System.Collections.Generic;
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using RimWorld;
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using Verse;
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using Verse.AI;
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namespace WulaFallenEmpire
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{
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// 自定义条件节点:检查是否处于自主工作模式
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public class ThinkNode_ConditionalAutonomousMech : ThinkNode_Conditional
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{
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protected override bool Satisfied(Pawn pawn)
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{
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if (pawn == null || pawn.Dead || pawn.Downed)
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return false;
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// 检查是否被征召
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if (pawn.Drafted)
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return false;
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// 检查是否有机械师控制
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if (pawn.GetOverseer() != null)
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return false;
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// 检查是否有自主能力
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var comp = pawn.GetComp<CompAutonomousMech>();
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if (comp == null || !comp.CanWorkAutonomously)
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return false;
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return true;
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}
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}
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// 新增:自主工作模式枚举
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public enum AutonomousWorkMode
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{
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Work, // 工作模式:通过 thinktree 寻找工作
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Recharge, // 充电模式:优先充电,完成后休眠
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Shutdown // 关机模式:立即休眠
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}
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public class CompProperties_AutonomousMech : CompProperties
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{
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public bool enableAutonomousDrafting = true;
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public bool enableAutonomousWork = true;
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public bool requirePowerForAutonomy = true;
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public bool suppressUncontrolledWarning = true;
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// 新增:能量管理设置
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public float lowEnergyThreshold = 0.3f; // 低能量阈值
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public float criticalEnergyThreshold = 0.1f; // 临界能量阈值
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public float rechargeCompleteThreshold = 0.9f; // 充电完成阈值
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public CompProperties_AutonomousMech()
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{
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compClass = typeof(CompAutonomousMech);
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}
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}
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public class CompAutonomousMech : ThingComp
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{
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public CompProperties_AutonomousMech Props => (CompProperties_AutonomousMech)props;
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public Pawn MechPawn => parent as Pawn;
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private AutonomousWorkMode currentWorkMode = AutonomousWorkMode.Work;
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private bool wasLowEnergy = false; // 记录上次是否处于低能量状态
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public bool CanBeAutonomous
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{
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get
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{
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if (MechPawn == null || MechPawn.Dead || MechPawn.Downed)
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return false;
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if (!Props.enableAutonomousDrafting)
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return false;
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if (MechPawn.GetOverseer() != null)
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return false;
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if (Props.requirePowerForAutonomy)
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{
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// 在临界能量下不允许自主模式
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if (GetEnergyLevel() < Props.criticalEnergyThreshold)
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return false;
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}
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return true;
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}
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}
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public bool CanWorkAutonomously
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{
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get
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{
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if (!Props.enableAutonomousWork)
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return false;
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if (!CanBeAutonomous)
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return false;
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if (MechPawn.Drafted)
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return false;
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return true;
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}
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}
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public bool ShouldSuppressUncontrolledWarning
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{
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get
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{
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if (!Props.suppressUncontrolledWarning)
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return false;
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return CanBeAutonomous;
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}
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}
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public AutonomousWorkMode CurrentWorkMode => currentWorkMode;
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// 新增:能量状态检查方法
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public float GetEnergyLevel()
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{
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var energyNeed = MechPawn.needs?.TryGetNeed<Need_MechEnergy>();
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return energyNeed?.CurLevelPercentage ?? 0f;
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}
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public bool IsLowEnergy => GetEnergyLevel() < Props.lowEnergyThreshold;
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public bool IsCriticalEnergy => GetEnergyLevel() < Props.criticalEnergyThreshold;
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public bool IsFullyCharged => GetEnergyLevel() >= Props.rechargeCompleteThreshold;
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// ... 现有代码 ...
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public override void PostSpawnSetup(bool respawningAfterLoad)
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{
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base.PostSpawnSetup(respawningAfterLoad);
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// 确保使用独立战斗系统
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InitializeAutonomousCombat();
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}
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private void InitializeAutonomousCombat()
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{
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// 确保有 draftController
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if (MechPawn.drafter == null)
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{
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MechPawn.drafter = new Pawn_DraftController(MechPawn);
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}
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// 强制启用 FireAtWill
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if (MechPawn.drafter != null)
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{
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MechPawn.drafter.FireAtWill = true;
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}
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// 确保工作设置不会干扰战斗
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EnsureCombatWorkSettings();
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}
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private void EnsureCombatWorkSettings()
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{
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if (MechPawn.workSettings == null)
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return;
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// 设置自主战斗工作类型(如果存在)
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WorkTypeDef autonomousCombat = DefDatabase<WorkTypeDef>.GetNamedSilentFail("WULA_AutonomousCombat");
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if (autonomousCombat != null)
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{
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MechPawn.workSettings.SetPriority(autonomousCombat, 1);
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}
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}
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public override void CompTick()
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{
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base.CompTick();
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// 定期检查战斗状态
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if (Find.TickManager.TicksGame % 60 == 0)
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{
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CheckCombatStatus();
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}
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}
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private void CheckCombatStatus()
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{
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if (MechPawn.drafter?.Drafted == true && MechPawn.CurJob == null)
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{
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// 如果被征召但没有工作,强制进入自主战斗状态
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ForceAutonomousCombat();
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}
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}
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private void ForceAutonomousCombat()
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{
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JobDef autonomousCombatJob = DefDatabase<JobDef>.GetNamedSilentFail("WULA_AutonomousWaitCombat");
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if (autonomousCombatJob != null)
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{
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Job job = JobMaker.MakeJob(autonomousCombatJob);
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MechPawn.jobs.StartJob(job, JobCondition.InterruptForced);
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}
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}
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public override void CompTick()
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{
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base.CompTick();
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// 每60 tick检查一次能量状态
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if (MechPawn != null && MechPawn.IsColonyMech && Find.TickManager.TicksGame % 60 == 0)
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{
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CheckEnergyStatus();
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EnsureWorkSettings();
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}
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}
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// 新增:能量状态检查
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private void CheckEnergyStatus()
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{
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if (!CanWorkAutonomously)
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return;
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bool isLowEnergyNow = IsLowEnergy;
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// 如果能量状态发生变化
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if (isLowEnergyNow != wasLowEnergy)
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{
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if (isLowEnergyNow)
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{
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// 进入低能量状态
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if (currentWorkMode == AutonomousWorkMode.Work)
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{
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// 自动切换到充电模式
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SetWorkMode(AutonomousWorkMode.Recharge);
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Messages.Message("WULA_LowEnergySwitchToRecharge".Translate(MechPawn.LabelCap),
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MechPawn, MessageTypeDefOf.CautionInput);
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}
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}
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else
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{
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// 恢复能量状态
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if (currentWorkMode == AutonomousWorkMode.Recharge && IsFullyCharged)
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{
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// 充满电后自动切换回工作模式
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SetWorkMode(AutonomousWorkMode.Work);
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Messages.Message("WULA_FullyChargedSwitchToWork".Translate(MechPawn.LabelCap),
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MechPawn, MessageTypeDefOf.PositiveEvent);
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}
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}
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wasLowEnergy = isLowEnergyNow;
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}
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// 临界能量警告
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if (IsCriticalEnergy && currentWorkMode != AutonomousWorkMode.Recharge && currentWorkMode != AutonomousWorkMode.Shutdown)
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{
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Messages.Message("WULA_CriticalEnergyLevels".Translate(MechPawn.LabelCap),
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MechPawn, MessageTypeDefOf.ThreatBig);
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// 强制切换到充电模式
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SetWorkMode(AutonomousWorkMode.Recharge);
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}
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}
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public override IEnumerable<Gizmo> CompGetGizmosExtra()
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{
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if (MechPawn == null || !CanBeAutonomous)
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yield break;
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// 工作模式切换按钮
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if (CanWorkAutonomously)
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{
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string energyInfo = "WULA_EnergyInfo".Translate(GetEnergyLevel().ToStringPercent());
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yield return new Command_Action
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{
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defaultLabel = "WULA_Mech_WorkMode".Translate(GetCurrentWorkModeDisplay()) + energyInfo,
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defaultDesc = GetWorkModeDescription(),
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icon = GetWorkModeIcon(),
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action = () => ShowWorkModeMenu()
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};
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}
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}
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// 修改:返回包含能量信息的描述
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private string GetWorkModeDescription()
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{
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string baseDesc = "WULA_Switch_Mech_WorkMode".Translate();
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string energyInfo = "WULA_CurrentEnergy".Translate(GetEnergyLevel().ToStringPercent());
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if (IsLowEnergy)
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energyInfo += "WULA_EnergyLow".Translate();
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if (IsCriticalEnergy)
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energyInfo += "WULA_EnergyCritical".Translate();
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return baseDesc + "\n" + energyInfo;
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}
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// 新增:根据能量状态返回不同的图标
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private UnityEngine.Texture2D GetWorkModeIcon()
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{
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if (IsCriticalEnergy)
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return TexCommand.DesirePower;
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else if (IsLowEnergy)
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return TexCommand.ToggleVent;
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else
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return TexCommand.Attack;
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}
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private string GetCurrentWorkModeDisplay()
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{
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switch (currentWorkMode)
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{
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case AutonomousWorkMode.Work:
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return "WULA_WorkMode_Work".Translate();
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case AutonomousWorkMode.Recharge:
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return "WULA_WorkMode_Recharge".Translate();
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case AutonomousWorkMode.Shutdown:
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return "WULA_WorkMode_Shutdown".Translate();
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default:
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return "WULA_WorkMode_Unknown".Translate();
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}
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}
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private void ShowWorkModeMenu()
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{
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List<FloatMenuOption> list = new List<FloatMenuOption>();
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// 工作模式
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list.Add(new FloatMenuOption("WULA_WorkMode_Work_Desc".Translate(),
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() => SetWorkMode(AutonomousWorkMode.Work)));
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// 充电模式
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list.Add(new FloatMenuOption("WULA_WorkMode_Recharge_Desc".Translate(),
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() => SetWorkMode(AutonomousWorkMode.Recharge)));
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// 休眠模式
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list.Add(new FloatMenuOption("WULA_WorkMode_Shutdown_Desc".Translate(),
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() => SetWorkMode(AutonomousWorkMode.Shutdown)));
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Find.WindowStack.Add(new FloatMenu(list));
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}
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private void SetWorkMode(AutonomousWorkMode mode)
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{
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currentWorkMode = mode;
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// 清除当前工作,让机械族重新选择符合新模式的工作
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if (MechPawn.CurJob != null && MechPawn.CurJob.def != JobDefOf.Wait_Combat)
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{
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MechPawn.jobs.StopAll();
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}
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string modeName = GetCurrentWorkModeDisplay();
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Messages.Message("WULA_SwitchedToMode".Translate(MechPawn.LabelCap, modeName),
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MechPawn, MessageTypeDefOf.NeutralEvent);
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}
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private void EnsureWorkSettings()
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{
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if (MechPawn.workSettings == null)
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{
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MechPawn.workSettings = new Pawn_WorkSettings(MechPawn);
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}
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}
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public string GetAutonomousStatusString()
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{
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if (!CanBeAutonomous)
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return null;
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string energyInfo = "WULA_EnergyInfoShort".Translate(GetEnergyLevel().ToStringPercent());
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if (MechPawn.Drafted)
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return "WULA_Autonomous_Drafted".Translate() + energyInfo;
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else
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return "WULA_Autonomous_Mode".Translate(GetCurrentWorkModeDisplay()) + energyInfo;
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}
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public override void PostExposeData()
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{
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base.PostExposeData();
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Scribe_Values.Look(ref currentWorkMode, "currentWorkMode", AutonomousWorkMode.Work);
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Scribe_Values.Look(ref wasLowEnergy, "wasLowEnergy", false);
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}
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}
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}
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