154 lines
5.9 KiB
C#
154 lines
5.9 KiB
C#
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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using RimWorld;
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namespace WulaFallenEmpire
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{
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public class CompCustomUniqueWeapon : CompUniqueWeapon
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{
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// 使用 'new' 关键字来明确隐藏基类成员,解决 CS0108 警告
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public new CompProperties_CustomUniqueWeapon Props => (CompProperties_CustomUniqueWeapon)props;
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private List<WeaponTraitDef> customTraits = new List<WeaponTraitDef>();
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// 使用 'new' 关键字隐藏基类属性,解决 CS0506 错误
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public new List<WeaponTraitDef> TraitsListForReading => customTraits;
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// PostExposeData 是 virtual 的,保留 override
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public override void PostExposeData()
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{
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base.PostExposeData();
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Scribe_Collections.Look(ref customTraits, "customTraits", LookMode.Def);
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if (Scribe.mode == LoadSaveMode.PostLoadInit)
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{
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if (customTraits == null) customTraits = new List<WeaponTraitDef>();
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SetupCustomTraits(fromSave: true);
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}
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}
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// PostPostMake 是 virtual 的,保留 override
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public override void PostPostMake()
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{
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InitializeCustomTraits();
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if (parent.TryGetComp<CompQuality>(out var comp))
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{
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comp.SetQuality(QualityUtility.GenerateQuality(QualityGenerator.Super), ArtGenerationContext.Outsider);
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}
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}
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private void InitializeCustomTraits()
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{
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if (customTraits == null) customTraits = new List<WeaponTraitDef>();
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customTraits.Clear();
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if (Props.forcedTraits != null)
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{
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foreach (var traitToForce in Props.forcedTraits)
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{
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if (customTraits.All(t => !t.Overlaps(traitToForce)))
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{
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customTraits.Add(traitToForce);
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}
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}
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}
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IntRange traitRange = Props.numTraitsRange ?? new IntRange(1, 3);
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int totalTraitsTarget = Mathf.Max(customTraits.Count, traitRange.RandomInRange);
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int missingTraits = totalTraitsTarget - customTraits.Count;
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if (missingTraits > 0)
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{
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// CanAddTrait 现在是我们自己的 'new' 方法
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IEnumerable<WeaponTraitDef> possibleTraits = DefDatabase<WeaponTraitDef>.AllDefs.Where(CanAddTrait);
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for (int i = 0; i < missingTraits; i++)
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{
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if (!possibleTraits.Any()) break;
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var chosenTrait = possibleTraits.RandomElementByWeight(t => t.commonality);
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customTraits.Add(chosenTrait);
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possibleTraits = possibleTraits.Where(t => t != chosenTrait && !t.Overlaps(chosenTrait));
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}
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}
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SetupCustomTraits(fromSave: false);
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}
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private void SetupCustomTraits(bool fromSave)
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{
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foreach (WeaponTraitDef trait in customTraits)
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{
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if (trait.abilityProps != null && parent.GetComp<CompEquippableAbilityReloadable>() is CompEquippableAbilityReloadable comp)
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{
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comp.props = trait.abilityProps;
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if (!fromSave)
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{
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comp.Notify_PropsChanged();
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}
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}
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}
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}
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// 使用 'new' 关键字隐藏基类方法,解决 CS0506 错误
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public new bool CanAddTrait(WeaponTraitDef trait)
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{
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if (customTraits.Any(t => t == trait || t.Overlaps(t)))
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return false;
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if (Props.weaponCategories != null && Props.weaponCategories.Any() && !Props.weaponCategories.Contains(trait.weaponCategory))
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return false;
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if (customTraits.Count == 0 && !trait.canGenerateAlone)
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return false;
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return true;
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}
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// --- 下面的方法都是 virtual 的,保留 override ---
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public override string TransformLabel(string label) => label;
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public override Color? ForceColor() => null;
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public override float GetStatOffset(StatDef stat) => customTraits.Sum(t => t.statOffsets.GetStatOffsetFromList(stat));
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public override float GetStatFactor(StatDef stat) => customTraits.Aggregate(1f, (current, t) => current * t.statFactors.GetStatFactorFromList(stat));
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public override string CompInspectStringExtra()
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{
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if (customTraits.NullOrEmpty()) return null;
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return "WeaponTraits".Translate() + ": " + customTraits.Select(t => t.label).ToCommaList().CapitalizeFirst();
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}
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public override string CompTipStringExtra()
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{
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if (customTraits.NullOrEmpty()) return base.CompTipStringExtra();
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return "WeaponTraits".Translate() + ": " + customTraits.Select(t => t.label).ToCommaList().CapitalizeFirst();
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}
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public override IEnumerable<StatDrawEntry> SpecialDisplayStats()
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{
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if (customTraits.NullOrEmpty()) yield break;
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var builder = new StringBuilder();
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builder.AppendLine("Stat_ThingUniqueWeaponTrait_Desc".Translate());
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builder.AppendLine();
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for (int i = 0; i < customTraits.Count; i++)
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{
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WeaponTraitDef trait = customTraits[i];
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builder.AppendLine(trait.LabelCap.Colorize(ColorLibrary.Yellow));
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builder.AppendLine(trait.description);
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if (i < customTraits.Count - 1) builder.AppendLine();
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}
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yield return new StatDrawEntry(
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parent.def.IsMeleeWeapon ? StatCategoryDefOf.Weapon_Melee : StatCategoryDefOf.Weapon_Ranged,
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"Stat_ThingUniqueWeaponTrait_Label".Translate(),
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customTraits.Select(t => t.label).ToCommaList().CapitalizeFirst(),
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builder.ToString(),
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1104);
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}
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}
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} |