Files
WulaFallenEmpireRW/Source/WulaFallenEmpire/EventSystem/EventDef.cs
2025-10-31 09:57:45 +08:00

149 lines
4.7 KiB
C#

using System; // Add this line
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Verse;
namespace WulaFallenEmpire
{
public enum DescriptionSelectionMode
{
Random,
Sequential
}
public class EventDef : Def
{
public string portraitPath;
public string characterName;
// New system: list of descriptions
public List<string> descriptions;
public DescriptionSelectionMode descriptionMode = DescriptionSelectionMode.Random;
public bool hiddenWindow = false;
// Backwards compatibility: old single description field
public new string description = null;
public Vector2 windowSize = Vector2.zero;
public Type windowType = typeof(Dialog_CustomDisplay); // 默认窗口类型
public List<EventOption> options;
public string backgroundImagePath;
public List<ConditionalEffects> immediateEffects;
public List<ConditionalEffects> dismissEffects;
public List<ConditionalDescription> conditionalDescriptions;
public override void PostLoad()
{
base.PostLoad();
#pragma warning disable 0618
// If the old description field is used, move its value to the new list for processing.
if (!description.NullOrEmpty())
{
if (descriptions.NullOrEmpty())
{
descriptions = new List<string>();
}
descriptions.Insert(0, description);
description = null; // Clear the old field to prevent confusion
}
#pragma warning restore 0618
// If hiddenWindow is true, merge immediateEffects into dismissEffects at load time.
if (hiddenWindow && !immediateEffects.NullOrEmpty())
{
if (dismissEffects.NullOrEmpty())
{
dismissEffects = new List<ConditionalEffects>();
}
dismissEffects.AddRange(immediateEffects);
immediateEffects = null; // Clear to prevent double execution
}
}
}
public class EventOption
{
public string label;
public List<ConditionalEffects> optionEffects;
public List<Condition> conditions;
public string disabledReason;
public bool hideWhenDisabled = false;
}
public class LoopEffects
{
public int count = 1;
public string countVariableName;
public List<Effect> effects;
}
public class ConditionalEffects
{
public List<Condition> conditions;
public List<Effect> effects;
public List<Effect> randomlistEffects;
public List<LoopEffects> loopEffects;
public void Execute(Window dialog)
{
// Execute all standard effects
if (!effects.NullOrEmpty())
{
foreach (var effect in effects)
{
effect.Execute(dialog);
}
}
// Execute one random effect from the random list
if (!randomlistEffects.NullOrEmpty())
{
float totalWeight = randomlistEffects.Sum(e => e.weight);
float randomPoint = Rand.Value * totalWeight;
foreach (var effect in randomlistEffects)
{
if (randomPoint < effect.weight)
{
effect.Execute(dialog);
break;
}
randomPoint -= effect.weight;
}
}
// Execute looped effects
if (!loopEffects.NullOrEmpty())
{
var eventVarManager = Find.World.GetComponent<EventVariableManager>();
foreach (var loop in loopEffects)
{
int loopCount = loop.count;
if (!loop.countVariableName.NullOrEmpty() && eventVarManager.HasVariable(loop.countVariableName))
{
loopCount = eventVarManager.GetVariable<int>(loop.countVariableName);
}
for (int i = 0; i < loopCount; i++)
{
if (!loop.effects.NullOrEmpty())
{
foreach (var effect in loop.effects)
{
effect.Execute(dialog);
}
}
}
}
}
}
}
public class ConditionalDescription
{
public List<Condition> conditions;
public string text;
}
}