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WulaFallenEmpireRW/Source/WulaFallenEmpire/QuestNodes/QuestNode_SpawnPrefabSkyfallerCaller.cs
Tourswen 4c7fd3c60f 1
2025-12-01 00:26:52 +08:00

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using System.Collections.Generic;
using System.Linq;
using RimWorld;
using RimWorld.Planet;
using UnityEngine;
using Verse;
using RimWorld.QuestGen;
namespace WulaFallenEmpire
{
public class QuestNode_SpawnPrefabSkyfallerCaller : QuestNode
{
[NoTranslate]
public SlateRef<string> inSignal;
public SlateRef<ThingDef> thingDef;
public SlateRef<Faction> faction;
public SlateRef<int> spawnCount = 1;
public SlateRef<Map> map;
public SlateRef<bool> sendMessageOnSuccess = true;
public SlateRef<bool> sendMessageOnFailure = true;
protected override bool TestRunInt(Slate slate)
{
// 在测试运行中只检查基本条件
if (thingDef.GetValue(slate) == null)
{
Log.Warning("[QuestNode] ThingDef is null in TestRun");
return false;
}
var mapValue = map.GetValue(slate) ?? Find.CurrentMap;
if (mapValue == null)
{
Log.Warning("[QuestNode] Map is null in TestRun");
return false;
}
var compProps = thingDef.GetValue(slate).comps?.OfType<CompProperties_PrefabSkyfallerCaller>().FirstOrDefault();
if (compProps == null)
{
Log.Warning($"[QuestNode] ThingDef {thingDef.GetValue(slate).defName} does not have CompProperties_PrefabSkyfallerCaller");
return false;
}
return true;
}
protected override void RunInt()
{
Slate slate = QuestGen.slate;
// 获取参数值
ThingDef targetThingDef = thingDef.GetValue(slate);
Faction targetFaction = faction.GetValue(slate);
int targetSpawnCount = spawnCount.GetValue(slate);
Map targetMap = map.GetValue(slate) ?? Find.CurrentMap;
bool doSendMessageOnSuccess = sendMessageOnSuccess.GetValue(slate);
bool doSendMessageOnFailure = sendMessageOnFailure.GetValue(slate);
if (targetThingDef == null)
{
Log.Error("[QuestNode] ThingDef is null in RunInt");
return;
}
if (targetMap == null)
{
Log.Error("[QuestNode] Map is null in RunInt");
return;
}
// 获取组件属性
var compProps = targetThingDef.comps?.OfType<CompProperties_PrefabSkyfallerCaller>().FirstOrDefault();
if (compProps == null)
{
Log.Error($"[QuestNode] ThingDef {targetThingDef.defName} does not have CompProperties_PrefabSkyfallerCaller");
return;
}
Log.Message($"[QuestNode] Attempting to spawn {targetSpawnCount} {targetThingDef.defName} on map {targetMap}");
// 执行生成
int successCount = SpawnThingsAtValidLocations(targetThingDef, targetFaction, targetSpawnCount, targetMap);
// 发送结果消息
if (successCount > 0)
{
if (doSendMessageOnSuccess)
{
Messages.Message($"[Quest] Successfully spawned {successCount} {targetThingDef.label}", MessageTypeDefOf.PositiveEvent);
}
Log.Message($"[QuestNode] Successfully spawned {successCount}/{targetSpawnCount} {targetThingDef.defName}");
}
else
{
if (doSendMessageOnFailure)
{
Messages.Message($"[Quest] Failed to spawn any {targetThingDef.label}", MessageTypeDefOf.NegativeEvent);
}
Log.Warning($"[QuestNode] Failed to spawn any {targetThingDef.defName}");
}
// 将结果存储到Slate中供后续节点使用
QuestGen.slate.Set("prefabSpawnSuccessCount", successCount);
QuestGen.slate.Set("prefabSpawnRequestedCount", targetSpawnCount);
}
/// <summary>
/// 在有效位置生成多个建筑
/// </summary>
private int SpawnThingsAtValidLocations(ThingDef thingDef, Faction faction, int spawnCount, Map targetMap)
{
int successCount = 0;
int attempts = 0;
const int maxAttempts = 100; // 最大尝试次数
var compProps = thingDef.comps.OfType<CompProperties_PrefabSkyfallerCaller>().FirstOrDefault();
if (compProps == null)
{
Log.Error($"[QuestNode] Could not find CompProperties_PrefabSkyfallerCaller for {thingDef.defName}");
return 0;
}
for (int i = 0; i < spawnCount && attempts < maxAttempts; i++)
{
attempts++;
IntVec3 spawnPos = FindSpawnPositionForSkyfaller(targetMap, thingDef, compProps);
if (spawnPos.IsValid)
{
Thing thing = ThingMaker.MakeThing(thingDef);
if (faction != null)
{
thing.SetFaction(faction);
}
GenSpawn.Spawn(thing, spawnPos, targetMap);
successCount++;
Log.Message($"[QuestNode] Successfully spawned {thingDef.defName} at {spawnPos} for faction {faction?.Name ?? "None"}");
}
else
{
Log.Warning($"[QuestNode] Failed to find valid spawn position for {thingDef.defName} (attempt {attempts})");
}
}
return successCount;
}
/// <summary>
/// 查找适合Skyfaller空投的位置
/// </summary>
private IntVec3 FindSpawnPositionForSkyfaller(Map map, ThingDef thingDef, CompProperties_SkyfallerCaller compProps)
{
var potentialCells = new List<IntVec3>();
// 策略1首先尝试玩家基地附近的开放区域
var baseCells = GetOpenAreaCellsNearBase(map, thingDef.Size);
foreach (var cell in baseCells)
{
if (IsValidForSkyfallerDrop(map, cell, thingDef, compProps))
{
potentialCells.Add(cell);
}
if (potentialCells.Count > 20) break;
}
if (potentialCells.Count > 0)
{
return potentialCells.RandomElement();
}
// 策略2搜索整个地图的开阔区域
var openAreas = FindOpenAreas(map, thingDef.Size, 500);
foreach (var cell in openAreas)
{
if (IsValidForSkyfallerDrop(map, cell, thingDef, compProps))
{
potentialCells.Add(cell);
}
if (potentialCells.Count > 10) break;
}
if (potentialCells.Count > 0)
{
return potentialCells.RandomElement();
}
// 策略3使用随机采样
for (int i = 0; i < 300; i++)
{
IntVec3 randomCell = new IntVec3(
Rand.Range(thingDef.Size.x, map.Size.x - thingDef.Size.x),
0,
Rand.Range(thingDef.Size.z, map.Size.z - thingDef.Size.z)
);
if (randomCell.InBounds(map) && IsValidForSkyfallerDrop(map, randomCell, thingDef, compProps))
{
potentialCells.Add(randomCell);
}
if (potentialCells.Count > 5) break;
}
if (potentialCells.Count > 0)
{
return potentialCells.RandomElement();
}
Log.Warning($"[QuestNode] No valid positions found for {thingDef.defName} after exhaustive search");
return IntVec3.Invalid;
}
/// <summary>
/// 基于Skyfaller实际行为的有效性检查
/// </summary>
private bool IsValidForSkyfallerDrop(Map map, IntVec3 cell, ThingDef thingDef, CompProperties_SkyfallerCaller compProps)
{
// 1. 检查边界
if (!cell.InBounds(map))
return false;
// 2. 检查整个建筑区域
CellRect occupiedRect = GenAdj.OccupiedRect(cell, Rot4.North, thingDef.Size);
foreach (IntVec3 occupiedCell in occupiedRect)
{
if (!occupiedCell.InBounds(map))
return false;
// 3. 检查厚岩顶 - 绝对不允许
RoofDef roof = occupiedCell.GetRoof(map);
if (roof != null && roof.isThickRoof)
{
if (!compProps.allowThickRoof)
return false;
}
// 4. 检查水体 - 不允许
TerrainDef terrain = occupiedCell.GetTerrain(map);
if (terrain != null && terrain.IsWater)
return false;
// 5. 检查建筑 - 不允许(但自然物体如树、石头是允许的)
var things = map.thingGrid.ThingsListAtFast(occupiedCell);
foreach (var thing in things)
{
// 允许自然物体(树、石头等),它们会被空投清除
if (thing.def.category == ThingCategory.Plant ||
thing.def.category == ThingCategory.Item ||
thing.def.category == ThingCategory.Filth)
{
continue;
}
// 不允许建筑、蓝图、框架等
if (thing.def.category == ThingCategory.Building ||
thing.def.IsBlueprint ||
thing.def.IsFrame)
{
return false;
}
// 不允许其他不可清除的物体
if (thing.def.passability == Traversability.Impassable &&
thing.def.category != ThingCategory.Plant)
{
return false;
}
}
// 6. 检查薄岩顶和普通屋顶的条件
if (roof != null && !roof.isThickRoof)
{
if (!compProps.allowThinRoof)
return false;
}
}
return true;
}
/// <summary>
/// 获取基地附近的开阔区域
/// </summary>
private IEnumerable<IntVec3> GetOpenAreaCellsNearBase(Map map, IntVec2 size)
{
var homeArea = map.areaManager.Home;
IntVec3 searchCenter;
if (homeArea != null && homeArea.ActiveCells.Any())
{
searchCenter = homeArea.ActiveCells.First();
}
else
{
searchCenter = new IntVec3(map.Size.x / 2, 0, map.Size.z / 2);
}
int searchRadius = 50;
var searchArea = CellRect.CenteredOn(searchCenter, searchRadius);
foreach (var cell in searchArea.Cells)
{
if (!cell.InBounds(map)) continue;
if (IsAreaMostlyOpen(map, cell, size, 0.8f))
{
yield return cell;
}
}
}
/// <summary>
/// 查找地图上的开阔区域
/// </summary>
private IEnumerable<IntVec3> FindOpenAreas(Map map, IntVec2 size, int maxCellsToCheck)
{
int cellsChecked = 0;
var allCells = map.AllCells.Where(c => c.InBounds(map)).ToList();
foreach (var cell in allCells)
{
if (cellsChecked >= maxCellsToCheck) yield break;
cellsChecked++;
if (!cell.InBounds(map) || cell.GetTerrain(map).IsWater)
continue;
if (IsAreaMostlyOpen(map, cell, size, 0.7f))
{
yield return cell;
}
}
}
/// <summary>
/// 检查区域是否大部分是开阔的
/// </summary>
private bool IsAreaMostlyOpen(Map map, IntVec3 center, IntVec2 size, float openThreshold)
{
CellRect area = GenAdj.OccupiedRect(center, Rot4.North, size);
int totalCells = area.Area;
int openCells = 0;
foreach (IntVec3 cell in area)
{
if (!cell.InBounds(map))
{
continue;
}
bool hasBlockingBuilding = false;
var things = map.thingGrid.ThingsListAtFast(cell);
foreach (var thing in things)
{
if (thing.def.category == ThingCategory.Building ||
thing.def.IsBlueprint ||
thing.def.IsFrame ||
(thing.def.passability == Traversability.Impassable &&
thing.def.category != ThingCategory.Plant))
{
hasBlockingBuilding = true;
break;
}
}
bool isWater = cell.GetTerrain(map).IsWater;
if (!hasBlockingBuilding && !isWater)
{
openCells++;
}
}
float openRatio = (float)openCells / totalCells;
return openRatio >= openThreshold;
}
}
}