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WulaFallenEmpireRW/Source/WulaFallenEmpire/ThingComp/WULA_Shuttle/GenStep_WulaPocketSpaceSmall.cs
2025-10-31 09:57:45 +08:00

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using System;
using System.Collections.Generic;
using System.Linq;
using RimWorld;
using Verse;
namespace WulaFallenEmpire
{
/// <summary>
/// 13x13小型口袋空间生成器
/// 创建一个简单的13x13空间边缘是墙中间是空地适合作为穿梭机内部空间
/// </summary>
public class GenStep_WulaPocketSpaceSmall : GenStep
{
public override int SeedPart => 928735; // 不同于AncientStockpile的种子
// 允许通过XML配置指定要生成的预制件Def名称
public string prefabDefName;
public override void Generate(Map map, GenStepParams parms)
{
try
{
Log.Message($"[WULA] Generating WULA pocket space, map size: {map.Size}");
// 获取地图边界
IntVec3 mapSize = map.Size;
// 生成外围岩石墙壁
GenerateWalls(map);
// 生成内部地板
GenerateFloor(map);
Log.Message("[WULA] WULA pocket space generation completed");
// 添加预制件生成
// 如果指定了预制件Def名称则加载并生成
if (!string.IsNullOrEmpty(prefabDefName))
{
PrefabDef customPrefabDef = DefDatabase<PrefabDef>.GetNamed(prefabDefName, false);
if (customPrefabDef != null)
{
GeneratePrefab(map, customPrefabDef);
Log.Message($"[WULA] Generated custom prefab: {customPrefabDef.defName}");
}
else
{
Log.Warning($"[WULA] Custom prefab '{prefabDefName}' not found. Skipping prefab generation.");
}
}
}
catch (Exception ex)
{
Log.Error($"[WULA] Error generating WULA pocket space: {ex}");
}
}
/// <summary>
/// 生成外围墙壁
/// </summary>
private void GenerateWalls(Map map)
{
IntVec3 mapSize = map.Size;
// 获取地形和物品定义
TerrainDef roughTerrain = DefDatabase<TerrainDef>.GetNamed("Granite_Rough", false) ??
DefDatabase<TerrainDef>.GetNamed("Granite_Smooth", false) ??
DefDatabase<TerrainDef>.GetNamed("Sandstone_Rough", false);
ThingDef rockWallDef = DefDatabase<ThingDef>.GetNamed("Wall_Rock", false) ??
DefDatabase<ThingDef>.GetNamed("Wall", false);
// 遍历地图边缘放置WulaWall
for (int x = 0; x < mapSize.x; x++)
{
for (int z = 0; z < mapSize.z; z++)
{
// 如果是边缘位置放置WulaWall
if (x == 0 || x == mapSize.x - 1 || z == 0 || z == mapSize.z - 1)
{
IntVec3 pos = new IntVec3(x, 0, z);
// 设置地形为岩石基础
if (roughTerrain != null)
{
map.terrainGrid.SetTerrain(pos, roughTerrain);
}
// 放置WulaWall
ThingDef wallDef = DefDatabase<ThingDef>.GetNamed("WulaWall", false);
if (wallDef != null)
{
// WulaWall是madeFromStuff的建筑需要指定材料
ThingDef steelDef = DefDatabase<ThingDef>.GetNamed("Steel", false);
Thing wall = ThingMaker.MakeThing(wallDef, steelDef);
wall.SetFaction(null);
GenPlace.TryPlaceThing(wall, pos, map, ThingPlaceMode.Direct);
}
else if (rockWallDef != null)
{
// 如果WulaWall不存在使用原版岩石墙作为备选
Thing wall = ThingMaker.MakeThing(rockWallDef);
wall.SetFaction(null);
GenPlace.TryPlaceThing(wall, pos, map, ThingPlaceMode.Direct);
Log.Warning("[WULA] WulaWall not found, using fallback wall");
}
}
}
}
}
/// <summary>
/// 生成内部地板
/// </summary>
private void GenerateFloor(Map map)
{
IntVec3 mapSize = map.Size;
// 为内部区域设置WulaFloor
TerrainDef floorDef = DefDatabase<TerrainDef>.GetNamed("WulaFloor", false);
TerrainDef fallbackFloor = floorDef ??
DefDatabase<TerrainDef>.GetNamed("Steel", false) ??
DefDatabase<TerrainDef>.GetNamed("MetalTile", false) ??
DefDatabase<TerrainDef>.GetNamed("Concrete", false);
if (floorDef == null)
{
Log.Warning("[WULA] WulaFloor not found, using fallback floor");
}
// 清理内部区域并设置正确的地板
for (int x = 1; x < mapSize.x - 1; x++)
{
for (int z = 1; z < mapSize.z - 1; z++)
{
IntVec3 pos = new IntVec3(x, 0, z);
// 清理该位置的所有岩石和阻挡物
ClearCellAndSetFloor(map, pos, fallbackFloor);
}
}
Log.Message($"[WULA] Set floor for internal area ({mapSize.x-2}x{mapSize.z-2}) to {(floorDef?.defName ?? fallbackFloor?.defName)}");
}
/// <summary>
/// 清理单元格并设置地板
/// </summary>
private void ClearCellAndSetFloor(Map map, IntVec3 pos, TerrainDef floorDef)
{
if (!pos.InBounds(map)) return;
try
{
// 获取该位置的所有物品
List<Thing> thingsAtPos = pos.GetThingList(map).ToList(); // 创建副本避免修改时出错
// 清理所有建筑物和岩石(强力清理,确保地板可以放置)
foreach (Thing thing in thingsAtPos)
{
bool shouldRemove = false;
// 检查是否为建筑物
if (thing.def.category == ThingCategory.Building)
{
// 如果是自然岩石
if (thing.def.building?.isNaturalRock == true)
{
shouldRemove = true;
}
// 或者是岩石相关的建筑
else if (thing.def.defName.Contains("Rock") ||
thing.def.defName.Contains("Slate") ||
thing.def.defName.Contains("Granite") ||
thing.def.defName.Contains("Sandstone") ||
thing.def.defName.Contains("Limestone") ||
thing.def.defName.Contains("Marble") ||
thing.def.defName.Contains("Quartzite") ||
thing.def.defName.Contains("Jade"))
{
shouldRemove = true;
}
// 或者是其他阻挡的建筑物(除了我们的乌拉墙)
else if (!thing.def.defName.Contains("Wula") && thing.def.Fillage == FillCategory.Full)
{
shouldRemove = true;
}
}
if (shouldRemove)
{
if (Prefs.DevMode) // 只在开发模式下输出详细日志
{
Log.Message($"[WULA] Removing {thing.def.defName} at {pos} to make space for floor");
}
thing.Destroy(DestroyMode.Vanish);
}
}
// 在清理后稍微延迟,再检查一次(确保彻底清理)
thingsAtPos = pos.GetThingList(map).ToList();
foreach (Thing thing in thingsAtPos)
{
if (thing.def.category == ThingCategory.Building && thing.def.Fillage == FillCategory.Full)
{
Log.Warning($"[WULA] Force removing remaining building {thing.def.defName} at {pos}");
thing.Destroy(DestroyMode.Vanish);
}
}
// 设置地板地形
if (floorDef != null)
{
map.terrainGrid.SetTerrain(pos, floorDef);
if (Prefs.DevMode)
{
Log.Message($"[WULA] Set terrain at {pos} to {floorDef.defName}");
}
}
}
catch (Exception ex)
{
Log.Error($"[WULA] Error clearing cell at {pos}: {ex}");
}
}
/// <summary>
/// 生成预制件
/// </summary>
private void GeneratePrefab(Map map, PrefabDef prefabDef)
{
if (prefabDef == null)
{
Log.Error("[WULA] PrefabDef is null, cannot generate prefab.");
return;
}
// 获取预制件的中心点,将其放置在口袋空间的中心
IntVec3 mapCenter = map.Center;
IntVec3 prefabOrigin = mapCenter - new IntVec3(prefabDef.size.x / 2, 0, prefabDef.size.z / 2);
// 生成物品
foreach (var thingData in prefabDef.GetThings())
{
IntVec3 thingPos = prefabOrigin + thingData.cell;
if (thingPos.InBounds(map))
{
Thing thing = ThingMaker.MakeThing(thingData.data.def, thingData.data.stuff);
if (thing != null)
{
// PrefabThingData 不包含 factionDef派系通常在生成时由上下文决定
// thing.SetFaction(thingData.data.factionDef != null ? Faction.OfPlayerSilentFail : null);
GenPlace.TryPlaceThing(thing, thingPos, map, ThingPlaceMode.Direct);
}
}
}
// 生成地形
foreach (var terrainData in prefabDef.GetTerrain())
{
IntVec3 terrainPos = prefabOrigin + terrainData.cell;
if (terrainPos.InBounds(map))
{
map.terrainGrid.SetTerrain(terrainPos, terrainData.data.def);
}
}
// 递归生成子预制件(如果存在)
foreach (var subPrefabData in prefabDef.GetPrefabs())
{
// 这里需要递归调用GeneratePrefab但为了简化暂时只处理顶层
// 实际项目中,可能需要更复杂的逻辑来处理子预制件的位置和旋转
Log.Warning($"[WULA] Sub-prefabs are not fully supported in this simple generator: {subPrefabData.data.def.defName}");
}
}
}
}