99 lines
3.4 KiB
C#
99 lines
3.4 KiB
C#
// GlobalProductionOrderStack.cs (修复版)
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using RimWorld;
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using System.Collections.Generic;
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using Verse;
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namespace WulaFallenEmpire
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{
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public class GlobalProductionOrderStack : IExposable
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{
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public Building_GlobalWorkTable table;
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public List<GlobalProductionOrder> orders = new List<GlobalProductionOrder>();
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public GlobalProductionOrderStack(Building_GlobalWorkTable table)
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{
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this.table = table;
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}
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public void ExposeData()
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{
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Scribe_References.Look(ref table, "table");
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Scribe_Collections.Look(ref orders, "orders", LookMode.Deep);
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}
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public void AddOrder(GlobalProductionOrder order)
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{
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orders.Add(order);
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// 添加到全局存储中统一管理
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var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
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if (globalStorage != null)
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{
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globalStorage.AddProductionOrder(order);
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}
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}
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public void Delete(GlobalProductionOrder order)
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{
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orders.Remove(order);
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var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
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if (globalStorage != null)
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{
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globalStorage.RemoveProductionOrder(order);
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}
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}
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public void ProcessOrders()
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{
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foreach (var order in orders)
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{
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if (order.paused || order.state == GlobalProductionOrder.ProductionState.Completed)
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continue;
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// 检查资源并更新状态
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if (order.state == GlobalProductionOrder.ProductionState.Waiting)
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{
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if (order.HasEnoughResources())
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{
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order.state = GlobalProductionOrder.ProductionState.Producing;
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Log.Message($"[DEBUG] Order {order.recipe.defName} started producing");
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}
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else
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{
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continue;
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}
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}
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// 生产中
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if (order.state == GlobalProductionOrder.ProductionState.Producing)
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{
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// 更清晰的进度计算
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float progressPerTick = 1f / (order.recipe.workAmount * 5f); // 调整系数以控制生产速度
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order.progress += progressPerTick;
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if (order.progress >= 1f)
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{
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// 消耗资源并生产 - 在结束时扣除资源
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if (order.ConsumeResources())
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{
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order.Produce();
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}
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else
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{
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// 资源被其他订单消耗,回到等待状态
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order.state = GlobalProductionOrder.ProductionState.Waiting;
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order.progress = 0f;
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Log.Message("[DEBUG] Resources consumed by another order, returning to waiting state");
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}
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}
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else
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{
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Log.Message($"[DEBUG] Order {order.recipe.defName} progress: {order.progress:P0}");
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}
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}
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}
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}
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}
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}
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