313 lines
10 KiB
C#
313 lines
10 KiB
C#
using RimWorld;
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using System;
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using System.Collections.Generic;
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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 FloatMenuOptionProvider_EnterMech : FloatMenuOptionProvider
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{
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private static readonly List<Pawn> tmpPawns = new List<Pawn>();
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// 检查Thing是否为机甲
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private bool IsMech(Thing thing)
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{
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return thing is Wulamechunit || thing?.GetType()?.IsSubclassOf(typeof(Wulamechunit)) == true;
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}
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protected override bool Drafted => false; // 征召状态下不能进入机甲
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protected override bool Undrafted => true; // 非征召状态下可以进入
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protected override bool Multiselect => true; // 支持多选
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// 检查是否适用于当前上下文
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protected override bool AppliesInt(FloatMenuContext context)
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{
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// 必须有选中的殖民者
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if (context.FirstSelectedPawn == null)
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return false;
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// 检查点击的单元格中是否有机甲
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var clickedThings = context.ClickedThings;
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if (clickedThings == null || clickedThings.Count == 0)
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return false;
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// 查找第一个机甲
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Thing mech = null;
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foreach (var thing in clickedThings)
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{
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if (IsMech(thing))
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{
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mech = thing;
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break;
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}
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}
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if (mech == null)
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return false;
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// 检查机甲是否有驾驶员组件
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var comp = mech.TryGetComp<CompMechPilotHolder>();
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if (comp == null)
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return false;
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return true;
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}
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// 重写:获取选项
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public override IEnumerable<FloatMenuOption> GetOptionsFor(Thing clickedThing, FloatMenuContext context)
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{
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if (!AppliesInt(context))
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yield break;
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if (context.IsMultiselect)
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{
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var option = GetMultiselectEnterMechOption(clickedThing, context);
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if (option != null)
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yield return option;
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yield break;
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}
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var singleOption = GetSingleOptionFor(clickedThing, context);
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if (singleOption != null)
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yield return singleOption;
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}
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// 获取多选选项
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private FloatMenuOption GetMultiselectEnterMechOption(Thing clickedThing, FloatMenuContext context)
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{
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tmpPawns.Clear();
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var mech = clickedThing as Wulamechunit;
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var comp = mech?.TryGetComp<CompMechPilotHolder>();
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if (mech == null || comp == null)
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return null;
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// 收集所有可以进入机甲的Pawn
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foreach (var pawn in context.ValidSelectedPawns)
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{
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if (CanPawnEnterMech(pawn, mech, comp))
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{
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tmpPawns.Add(pawn);
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}
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}
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if (tmpPawns.Count == 0)
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return null;
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// 检查是否有机甲已满的情况
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string failStr = null;
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if (comp.IsFull)
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{
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failStr = "WULA_MechFull".Translate();
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}
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if (!failStr.NullOrEmpty())
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{
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return new FloatMenuOption(
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"WULA_EnterMech".Translate(mech.LabelShort) + ": " + failStr,
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null,
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MenuOptionPriority.DisabledOption
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);
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}
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// 计算可以进入的数量
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int canEnterCount = 0;
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foreach (var pawn in tmpPawns)
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{
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if (comp.HasRoom)
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{
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canEnterCount++;
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}
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else
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{
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break;
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}
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}
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string label = "WULA_EnterMech".Translate(mech.LabelShort);
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return new FloatMenuOption(label, () =>
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{
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FleckMaker.Static(mech.DrawPos, mech.MapHeld, FleckDefOf.FeedbackEquip);
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// 为每个可以进入的Pawn创建Job
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foreach (var pawn in tmpPawns)
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{
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if (comp.HasRoom && CanPawnEnterMech(pawn, mech, comp))
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{
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Job job = JobMaker.MakeJob(Wula_JobDefOf.WULA_EnterMech, mech);
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pawn.jobs.TryTakeOrderedJob(job, JobTag.Misc);
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}
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}
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}, MenuOptionPriority.High);
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}
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// 获取单个选项
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protected override FloatMenuOption GetSingleOptionFor(Thing clickedThing, FloatMenuContext context)
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{
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if (clickedThing == null || context.FirstSelectedPawn == null)
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return null;
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// 如果不是机甲,返回null
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if (!IsMech(clickedThing))
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return null;
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// 获取机甲和组件
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var mech = clickedThing as Wulamechunit;
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var comp = mech?.TryGetComp<CompMechPilotHolder>();
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if (mech == null || comp == null)
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return null;
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// 检查殖民者是否已经在机甲内
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if (IsPawnInMech(context.FirstSelectedPawn, mech))
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return null;
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// 检查各种条件,生成相应的菜单选项
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return CreateEnterMechOption(mech, context.FirstSelectedPawn, comp);
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}
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// 检查殖民者是否已经在机甲内
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private bool IsPawnInMech(Pawn pawn, Thing mech)
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{
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var comp = mech.TryGetComp<CompMechPilotHolder>();
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if (comp == null)
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return false;
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// 尝试通过内部容器检查
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var holder = comp as IThingHolder;
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if (holder != null)
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{
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var things = holder.GetDirectlyHeldThings();
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if (things != null && things.Contains(pawn))
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return true;
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}
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return false;
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}
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// 创建进入机甲的菜单选项
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private FloatMenuOption CreateEnterMechOption(Wulamechunit mech, Pawn pawn, CompMechPilotHolder comp)
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{
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string label = "WULA_EnterMech".Translate(mech.LabelShort);
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string disabledReason = "";
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// 检查条件是否允许进入
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bool canEnter = CanPawnEnterMech(pawn, mech, comp, ref disabledReason);
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// 如果条件允许,创建可点击的选项
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if (canEnter)
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{
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return new FloatMenuOption(label, () =>
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{
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// 创建进入机甲的工作
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Job job = JobMaker.MakeJob(Wula_JobDefOf.WULA_EnterMech, mech);
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pawn.jobs.TryTakeOrderedJob(job, JobTag.Misc);
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// 播放音效
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FleckMaker.Static(mech.DrawPos, mech.MapHeld, FleckDefOf.FeedbackEquip);
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}, MenuOptionPriority.High);
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}
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else
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{
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// 创建禁用的选项,显示原因
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return new FloatMenuOption(
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"WULA_EnterMech".Translate(mech.LabelShort) + ": " + disabledReason,
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null,
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MenuOptionPriority.DisabledOption);
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}
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}
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// 检查殖民者是否可以进入机甲(带原因)
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private bool CanPawnEnterMech(Pawn pawn, Wulamechunit mech, CompMechPilotHolder comp, ref string disabledReason)
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{
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// 检查机甲是否已满
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if (comp.IsFull)
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{
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disabledReason = "WULA_MechFull".Translate();
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return false;
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}
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// 检查殖民者是否可以成为驾驶员
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if (!comp.CanAddPilot(pawn))
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{
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disabledReason = "WULA_CannotBecomePilot".Translate();
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return false;
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}
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// 检查殖民者是否已经在机甲内
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if (IsPawnInMech(pawn, mech))
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{
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disabledReason = "AlreadyInMech".Translate();
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return false;
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}
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// 检查距离
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if (!pawn.CanReach(mech, PathEndMode.Touch, Danger.Deadly))
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{
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disabledReason = "NoPath".Translate();
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return false;
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}
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// 检查殖民者状态
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if (pawn.Downed)
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{
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disabledReason = "Downed".Translate();
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return false;
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}
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if (pawn.Dead)
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{
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disabledReason = "Dead".Translate();
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return false;
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}
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// 检查是否为囚犯
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if (pawn.IsPrisoner)
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{
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disabledReason = "Prisoner".Translate();
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return false;
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}
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// 检查是否为奴隶
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if (pawn.IsSlave)
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{
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disabledReason = "Slave".Translate();
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return false;
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}
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// 检查机甲状态
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if (mech.Downed)
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{
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disabledReason = "Downed".Translate();
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return false;
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}
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if (mech.Dead)
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{
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disabledReason = "Dead".Translate();
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return false;
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}
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// 检查是否被征召(驾驶员不能是征召状态)
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if (pawn.Drafted)
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{
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disabledReason = "Drafted".Translate();
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return false;
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}
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return true;
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}
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// 检查殖民者是否可以进入机甲(简化版)
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private bool CanPawnEnterMech(Pawn pawn, Wulamechunit mech, CompMechPilotHolder comp)
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{
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string disabledReason = "";
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return CanPawnEnterMech(pawn, mech, comp, ref disabledReason);
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}
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}
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}
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