Files
WulaFallenEmpireRW/Source/WulaFallenEmpire/Pawn/WULA_AutonomousMech/CompAutonomousMech.cs
ProjectKoi-Kalo\Kalo ea31c5f563 重构自主机械体系统:增强UI、AI和兼容性
1.  **核心架构重构**:
    *   将硬编码的 AutonomousWorkMode 枚举替换为基于 XML 定义的 DroneWorkModeDef,以提高扩展性。
    *   定义了基础工作模式:工作、充电、休眠、自动战斗。
    *   重构了 CompAutonomousMech 以支持新的 Def 系统。

2.  **UI 增强**:
    *   添加了 DroneGizmo:为选中的机械体提供控制面板,显示能量水平并允许切换模式。
    *   添加了 PawnColumnWorker_DroneWorkMode 和 PawnColumnWorker_DroneEnergy:在机械体列表中显示工作模式图标和能量条。
    *   通过 Harmony 补丁 Patch_MainTabWindow_Mechs_Pawns 将自主机械体集成到原版机械体主标签页中。
    *   扩展了 PawnTableDefOf.Mechs 以包含新的自定义列。

3.  **AI 与行为改进**:
    *   实现了 JobDriver_DroneSelfShutdown 和 JobGiver_DroneSelfShutdown:机械体现在会在低电量或被命令时寻找安全地点休眠。
    *   添加了 ThinkNode_ConditionalWorkMode_Drone 和 ThinkNode_ConditionalLowEnergy_Drone 用于行为树逻辑。

4.  **兼容性与修复**:
    *   添加了 Patch_MechanitorUtility_EverControllable:确保自主机械体始终可控,防止在没有监管者时失去控制。
    *   修复了机械体缺少监管者警报的误报问题。
2025-11-23 14:58:13 +08:00

298 lines
9.2 KiB
C#

using System.Collections.Generic;
using RimWorld;
using UnityEngine;
using Verse;
using Verse.AI;
namespace WulaFallenEmpire
{
// 自定义条件节点:检查是否处于自主工作模式
public class ThinkNode_ConditionalAutonomousMech : ThinkNode_Conditional
{
protected override bool Satisfied(Pawn pawn)
{
if (pawn == null || pawn.Dead || pawn.Downed)
return false;
// 检查是否被征召
if (pawn.Drafted)
return false;
// 检查是否有机械师控制
if (pawn.GetOverseer() != null)
return false;
// 检查是否有自主能力
var comp = pawn.GetComp<CompAutonomousMech>();
if (comp == null || !comp.CanWorkAutonomously)
return false;
return true;
}
}
public class CompProperties_AutonomousMech : CompProperties
{
public bool enableAutonomousDrafting = true;
public bool enableAutonomousWork = true;
public bool requirePowerForAutonomy = true;
public bool suppressUncontrolledWarning = true;
// 新增:能量管理设置
public float lowEnergyThreshold = 0.3f; // 低能量阈值
public float criticalEnergyThreshold = 0.1f; // 临界能量阈值
public float rechargeCompleteThreshold = 0.9f; // 充电完成阈值
public DroneWorkModeDef initialWorkMode;
public CompProperties_AutonomousMech()
{
compClass = typeof(CompAutonomousMech);
}
}
public class CompAutonomousMech : ThingComp
{
public CompProperties_AutonomousMech Props => (CompProperties_AutonomousMech)props;
public Pawn MechPawn => parent as Pawn;
private DroneWorkModeDef currentWorkMode;
private bool wasLowEnergy = false; // 记录上次是否处于低能量状态
public bool CanBeAutonomous
{
get
{
if (MechPawn == null || MechPawn.Dead )
return false;
if (!Props.enableAutonomousDrafting)
return false;
if (MechPawn.GetOverseer() != null)
return false;
return true;
}
}
public bool CanWorkAutonomously
{
get
{
if (!Props.enableAutonomousWork)
return false;
if (!CanBeAutonomous)
return false;
if (MechPawn.Drafted)
return false;
return true;
}
}
public bool ShouldSuppressUncontrolledWarning
{
get
{
if (!Props.suppressUncontrolledWarning)
return false;
return CanBeAutonomous;
}
}
public bool IsInCombatMode
{
get
{
if (MechPawn == null || MechPawn.Dead || MechPawn.Downed)
return false;
// 被征召或处于自主战斗模式
return MechPawn.Drafted || (CanFightAutonomously && MechPawn.mindState?.duty?.def == DutyDefOf.AssaultColony);
}
}
// 在 CompAutonomousMech 类中添加这个新属性
public bool CanFightAutonomously
{
get
{
if (MechPawn == null || MechPawn.Dead || MechPawn.Downed)
return false;
if (!Props.enableAutonomousDrafting)
return false;
if (MechPawn.GetOverseer() != null)
return false;
if (!MechPawn.drafter?.Drafted == true)
return false;
if (Props.requirePowerForAutonomy)
{
if (GetEnergyLevel() < Props.criticalEnergyThreshold)
return false;
}
return true;
}
}
public DroneWorkModeDef CurrentWorkMode => currentWorkMode;
// 新增:能量状态检查方法
public float GetEnergyLevel()
{
var energyNeed = MechPawn.needs?.TryGetNeed<Need_MechEnergy>();
return energyNeed?.CurLevelPercentage ?? 0f;
}
public bool IsLowEnergy => GetEnergyLevel() < Props.lowEnergyThreshold;
public bool IsCriticalEnergy => GetEnergyLevel() < Props.criticalEnergyThreshold;
public bool IsFullyCharged => GetEnergyLevel() >= Props.rechargeCompleteThreshold;
public override void PostSpawnSetup(bool respawningAfterLoad)
{
base.PostSpawnSetup(respawningAfterLoad);
if (currentWorkMode == null)
{
currentWorkMode = Props.initialWorkMode ?? WulaDefOf.Work;
}
// 确保使用独立战斗系统
InitializeAutonomousCombat();
}
private void InitializeAutonomousCombat()
{
// 确保有 draftController
if (MechPawn.drafter == null)
{
MechPawn.drafter = new Pawn_DraftController(MechPawn);
}
// 强制启用 FireAtWill
if (MechPawn.drafter != null)
{
MechPawn.drafter.FireAtWill = true;
}
}
public override void CompTick()
{
base.CompTick();
// 每60 tick检查一次能量状态
if (MechPawn != null && MechPawn.IsColonyMech && Find.TickManager.TicksGame % 60 == 0)
{
CheckEnergyStatus();
EnsureWorkSettings();
}
}
// 新增:能量状态检查
private void CheckEnergyStatus()
{
if (!CanWorkAutonomously)
return;
bool isLowEnergyNow = IsLowEnergy;
// 如果能量状态发生变化
if (isLowEnergyNow != wasLowEnergy)
{
if (isLowEnergyNow)
{
// 进入低能量状态
if (currentWorkMode == WulaDefOf.Work)
{
// 自动切换到充电模式
SetWorkMode(WulaDefOf.Recharge);
Messages.Message("WULA_LowEnergySwitchToRecharge".Translate(MechPawn.LabelCap),
MechPawn, MessageTypeDefOf.CautionInput);
}
}
else
{
// 恢复能量状态
if (currentWorkMode == WulaDefOf.Recharge && IsFullyCharged)
{
// 充满电后自动切换回工作模式
SetWorkMode(WulaDefOf.Work);
Messages.Message("WULA_FullyChargedSwitchToWork".Translate(MechPawn.LabelCap),
MechPawn, MessageTypeDefOf.PositiveEvent);
}
}
wasLowEnergy = isLowEnergyNow;
}
// 临界能量警告
if (IsCriticalEnergy && currentWorkMode != WulaDefOf.Recharge && currentWorkMode != WulaDefOf.Shutdown)
{
Messages.Message("WULA_CriticalEnergyLevels".Translate(MechPawn.LabelCap),
MechPawn, MessageTypeDefOf.ThreatBig);
// 强制切换到充电模式
SetWorkMode(WulaDefOf.Recharge);
}
}
public override IEnumerable<Gizmo> CompGetGizmosExtra()
{
if (MechPawn == null || !CanBeAutonomous)
yield break;
// 工作模式切换按钮
if (CanWorkAutonomously)
{
yield return new DroneGizmo(this);
}
}
public void SetWorkMode(DroneWorkModeDef mode)
{
currentWorkMode = mode;
// 清除当前工作,让机械族重新选择符合新模式的工作
if (MechPawn.CurJob != null && MechPawn.CurJob.def != JobDefOf.Wait_Combat)
{
MechPawn.jobs.StopAll();
}
Messages.Message("WULA_SwitchedToMode".Translate(MechPawn.LabelCap, mode.label),
MechPawn, MessageTypeDefOf.NeutralEvent);
}
private void EnsureWorkSettings()
{
if (MechPawn.workSettings == null)
{
MechPawn.workSettings = new Pawn_WorkSettings(MechPawn);
}
}
public string GetAutonomousStatusString()
{
if (!CanBeAutonomous)
return null;
string energyInfo = "WULA_EnergyInfoShort".Translate(GetEnergyLevel().ToStringPercent());
if (MechPawn.Drafted)
return "WULA_Autonomous_Drafted".Translate() + energyInfo;
else
return "WULA_Autonomous_Mode".Translate(currentWorkMode?.label ?? "Unknown") + energyInfo;
}
public override void PostExposeData()
{
base.PostExposeData();
Scribe_Defs.Look(ref currentWorkMode, "currentWorkMode");
Scribe_Values.Look(ref wasLowEnergy, "wasLowEnergy", false);
}
}
}