Files
WulaFallenEmpireRW/Source/WulaFallenEmpire/MentalState_BrokenPersonality.cs
2025-07-25 23:11:42 +08:00

94 lines
3.3 KiB
C#

using RimWorld;
using Verse;
using Verse.AI;
using Verse.AI.Group;
namespace WulaFallenEmpire
{
public class MentalState_BrokenPersonality : MentalState
{
public override void PostStart(string reason)
{
base.PostStart(reason);
// 发送信件
if (PawnUtility.ShouldSendNotificationAbout(pawn))
{
// 手动实现备用逻辑:如果信件标题(beginLetterLabel)为空,则使用精神状态的通用标签(label)
string labelText = def.beginLetterLabel;
if (string.IsNullOrEmpty(labelText))
{
labelText = def.label;
}
TaggedString letterLabel = labelText.Formatted(pawn.LabelShort, pawn.Named("PAWN")).CapitalizeFirst();
TaggedString letterText = def.beginLetter.Formatted(pawn.LabelShort, pawn.Named("PAWN")).CapitalizeFirst();
if (reason != null)
{
letterText += "\n\n" + reason;
}
Find.LetterStack.ReceiveLetter(letterLabel, letterText, LetterDefOf.ThreatBig, pawn);
}
var extension = def.GetModExtension<MentalStateDefExtension_BrokenPersonality>();
if (extension != null)
{
bool alreadyBroken = pawn.story.traits.HasTrait(extension.traitToAdd);
if (!alreadyBroken)
{
// 移除所有技能热情
foreach (SkillRecord skill in pawn.skills.skills)
{
skill.passion = Passion.None;
}
// 所有技能等级减半
foreach (SkillRecord skill in pawn.skills.skills)
{
int currentLevel = skill.Level;
skill.Level = (int)(currentLevel * extension.skillLevelFactor);
}
}
// 改变派系
Faction newFaction = Find.FactionManager.FirstFactionOfDef(extension.factionToJoin);
if (newFaction == null)
{
newFaction = Find.FactionManager.FirstFactionOfDef(FactionDefOf.AncientsHostile);
}
if (newFaction != null)
{
pawn.SetFaction(newFaction, null);
}
}
// 离开地图
Lord lord = pawn.GetLord();
if (lord == null)
{
LordJob_ExitMapBest lordJob = new LordJob_ExitMapBest(LocomotionUrgency.Jog, canDig: true, canDefendSelf: true);
lord = LordMaker.MakeNewLord(pawn.Faction, lordJob, pawn.Map, Gen.YieldSingle(pawn));
}
else
{
lord.ReceiveMemo("PawnBroken");
}
// 强制恢复以避免状态无限持续
this.forceRecoverAfterTicks = 150;
}
public override void MentalStateTick(int delta)
{
base.MentalStateTick(delta);
// 确保在下一帧就恢复,因为所有效果都已经应用
if (age > 0)
{
RecoverFromState();
}
}
}
}