132 lines
5.0 KiB
C#
132 lines
5.0 KiB
C#
using RimWorld;
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using System.Linq;
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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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public class JobGiver_WulaGetEnergy : ThinkNode_JobGiver
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{
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public float minEnergyLevelPercentage = 0.3f;
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public float maxEnergyLevelPercentage = 0.9f;
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public float emergencyPriority = 9.5f;
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public override float GetPriority(Pawn pawn)
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{
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if (pawn.health.hediffSet.HasHediff(DefDatabase<HediffDef>.GetNamed("WULA_ChargingHediff")))
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{
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Log.Message($"[JobGiver_WulaGetEnergy] {pawn.Name.ToStringShort} already has charging hediff. Priority 0.");
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return 0f;
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}
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Need_WulaEnergy energyNeed = pawn.needs.TryGetNeed<Need_WulaEnergy>();
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if (energyNeed == null)
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{
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return 0f;
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}
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if (energyNeed.CurLevelPercentage < minEnergyLevelPercentage)
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{
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return emergencyPriority;
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}
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return 0f;
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}
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protected override Job TryGiveJob(Pawn pawn)
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{
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Log.Message($"[JobGiver_WulaGetEnergy] Trying to give job to {pawn.Name.ToStringShort}.");
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if (pawn.health.hediffSet.HasHediff(DefDatabase<HediffDef>.GetNamed("WULA_ChargingHediff")))
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{
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Log.Message($"[JobGiver_WulaGetEnergy] {pawn.Name.ToStringShort} already has charging hediff. Job cancelled.");
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return null;
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}
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Need_WulaEnergy energyNeed = pawn.needs.TryGetNeed<Need_WulaEnergy>();
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if (energyNeed == null || energyNeed.CurLevelPercentage >= maxEnergyLevelPercentage)
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{
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Log.Message($"[JobGiver_WulaGetEnergy] Energy level for {pawn.Name.ToStringShort} is sufficient. Job cancelled.");
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return null;
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}
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if (!TryFindBestEnergySourceFor(pawn, out Thing energySource))
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{
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Log.Message($"[JobGiver_WulaGetEnergy] No energy source found for {pawn.Name.ToStringShort}. Job cancelled.");
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return null;
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}
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if (energySource is Building_Bed)
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{
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Log.Message($"[JobGiver_WulaGetEnergy] Found bed for {pawn.Name.ToStringShort}. Creating WULA_LayDownToCharge job.");
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return JobMaker.MakeJob(DefDatabase<JobDef>.GetNamed("WULA_LayDownToCharge"), energySource);
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}
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Job job = JobMaker.MakeJob(DefDatabase<JobDef>.GetNamed("WULA_IngestWulaEnergy"), energySource);
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job.count = 1;
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return job;
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}
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private bool TryFindBestEnergySourceFor(Pawn pawn, out Thing energySource)
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{
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// 优先寻找可用的充电床
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energySource = FindChargingBed(pawn);
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if (energySource != null)
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{
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return true;
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}
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// 优先从背包中寻找
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Thing thing = pawn.inventory.innerContainer.FirstOrFallback(t => t.def.GetModExtension<ThingDefExtension_EnergySource>() != null && t.IngestibleNow);
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if (thing != null)
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{
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energySource = thing;
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return true;
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}
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// 否则,在地图上寻找
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energySource = GenClosest.ClosestThingReachable(
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pawn.Position,
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pawn.Map,
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ThingRequest.ForGroup(ThingRequestGroup.HaulableEver),
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PathEndMode.ClosestTouch,
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TraverseParms.For(pawn),
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9999f,
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t => t.def.GetModExtension<ThingDefExtension_EnergySource>() != null && t.IngestibleNow && !t.IsForbidden(pawn) && pawn.CanReserve(t)
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);
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return energySource != null;
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}
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private Building_Bed FindChargingBed(Pawn pawn)
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{
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// 寻找附近可用的 WULA_Charging_Station_Synth
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Building_Bed bed = (Building_Bed)GenClosest.ClosestThingReachable(
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pawn.Position,
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pawn.Map,
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ThingRequest.ForGroup(ThingRequestGroup.BuildingArtificial),
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PathEndMode.InteractionCell,
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TraverseParms.For(pawn),
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9999f,
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b =>
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{
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Building_Bed bed_internal = b as Building_Bed;
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if (bed_internal == null) return false;
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var chargingComp = bed_internal.GetComp<CompChargingBed>();
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if (chargingComp == null) return false;
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var powerComp = bed_internal.GetComp<CompPowerTrader>();
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return !bed_internal.IsForbidden(pawn) &&
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pawn.CanReserve(bed_internal) &&
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!bed_internal.Medical &&
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!bed_internal.IsBurning() &&
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powerComp != null &&
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powerComp.PowerOn &&
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!bed_internal.CurOccupants.Any();
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}
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);
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return bed;
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}
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}
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}
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