✅ WulaLog.cs - 修改了DebugEnabled属性,仅检查enableDebugLogs设置(不检查DevMode) ✅ WulaFallenEmpireMod.cs - 在DoSettingsWindowContents中添加了UI复选框,显示"Enable Debug Logs"选项 ✅ 替换了所有848个Log.Message/Error/Warning调用为WulaLog.Debug()
390 lines
15 KiB
C#
390 lines
15 KiB
C#
using RimWorld;
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using System.Collections.Generic;
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using Verse;
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using System.Linq;
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using System.Text;
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using RimWorld.Planet;
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namespace WulaFallenEmpire
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{
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public class StorytellerComp_SimpleTechnologyTrigger : StorytellerComp
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{
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private StorytellerCompProperties_SimpleTechnologyTrigger SimpleProps =>
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(StorytellerCompProperties_SimpleTechnologyTrigger)props;
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private static int IntervalsPassed => Find.TickManager.TicksGame / 1000;
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public override IEnumerable<FiringIncident> MakeIntervalIncidents(IIncidentTarget target)
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{
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// 检查基础条件(天数)
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if (IntervalsPassed <= SimpleProps.fireAfterDaysPassed * 60)
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yield break;
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// 检查是否满足周期
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if (!PassesIntervalCheck())
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yield break;
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// 检查派系关系条件
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var factionCheckResult = PassesRequiredFactionCheck();
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// 根据派系关系结果决定触发哪个事件
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IncidentDef incidentToTrigger = GetIncidentBasedOnFactionRelation(factionCheckResult);
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if (incidentToTrigger == null)
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yield break;
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// 检查派系过滤条件
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if (!PassesFactionFilter(target))
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yield break;
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// 检查科技条件
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if (!PassesTechnologyCheck())
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yield break;
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// 检查是否防止重复任务
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if (SimpleProps.preventDuplicateQuests && HasActiveQuest(incidentToTrigger))
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yield break;
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// 触发事件
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if (incidentToTrigger.TargetAllowed(target))
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{
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if (SimpleProps.debugLogging)
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{
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WulaLog.Debug($"[SimpleTechnologyTrigger] Triggering incident {incidentToTrigger.defName} for technology {SimpleProps.technology.defName}");
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WulaLog.Debug($"[SimpleTechnologyTrigger] Faction relation status: {factionCheckResult}");
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}
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yield return new FiringIncident(incidentToTrigger, this, GenerateParms(incidentToTrigger.category, target));
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}
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}
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/// <summary>
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/// 根据派系关系状态决定触发哪个事件
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/// </summary>
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private IncidentDef GetIncidentBasedOnFactionRelation(FactionRelationResult factionCheckResult)
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{
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switch (factionCheckResult.Status)
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{
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case FactionRelationStatus.Valid:
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return SimpleProps.incident;
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case FactionRelationStatus.HostileButAllowed:
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// 如果配置了敌对情况下的替代事件,则使用替代事件
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if (SimpleProps.incidentIfHostile != null)
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{
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if (SimpleProps.debugLogging)
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{
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WulaLog.Debug($"[SimpleTechnologyTrigger] Using hostile alternative incident: {SimpleProps.incidentIfHostile.defName}");
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}
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return SimpleProps.incidentIfHostile;
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}
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// 如果没有配置替代事件,则使用原事件
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return SimpleProps.incident;
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case FactionRelationStatus.Invalid:
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default:
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return null;
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}
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}
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/// <summary>
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/// 检查必需派系关系条件
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/// </summary>
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private FactionRelationResult PassesRequiredFactionCheck()
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{
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// 如果没有配置必需派系,直接通过
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if (SimpleProps.requiredFaction == null)
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return FactionRelationResult.Valid();
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// 查找派系
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Faction requiredFactionInstance = Find.FactionManager.FirstFactionOfDef(SimpleProps.requiredFaction);
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// 检查派系是否存在
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if (SimpleProps.requireFactionExists)
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{
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if (requiredFactionInstance == null || requiredFactionInstance.defeated)
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{
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if (SimpleProps.debugLogging)
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{
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WulaLog.Debug($"[SimpleTechnologyTrigger] Required faction {SimpleProps.requiredFaction.defName} does not exist or is defeated");
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}
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return FactionRelationResult.Invalid("Faction does not exist or is defeated");
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}
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}
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// 检查派系关系
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if (requiredFactionInstance != null)
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{
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Faction playerFaction = Faction.OfPlayer;
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bool isHostile = requiredFactionInstance.HostileTo(playerFaction);
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if (isHostile)
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{
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if (SimpleProps.requireNonHostileRelation)
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{
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if (SimpleProps.debugLogging)
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{
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WulaLog.Debug($"[SimpleTechnologyTrigger] Required faction {SimpleProps.requiredFaction.defName} is hostile to player and requireNonHostileRelation is true");
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}
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return FactionRelationResult.Invalid("Faction is hostile and requireNonHostileRelation is true");
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}
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else
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{
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// 不要求非敌对关系,但派系是敌对的 - 这是一个特殊状态
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if (SimpleProps.debugLogging)
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{
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WulaLog.Debug($"[SimpleTechnologyTrigger] Required faction {SimpleProps.requiredFaction.defName} is hostile but requireNonHostileRelation is false - allowing with possible alternative");
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}
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return FactionRelationResult.HostileButAllowed();
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}
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}
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}
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if (SimpleProps.debugLogging)
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{
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WulaLog.Debug($"[SimpleTechnologyTrigger] Required faction {SimpleProps.requiredFaction.defName} check passed");
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}
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return FactionRelationResult.Valid();
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}
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/// <summary>
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/// 检查是否满足触发周期
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/// </summary>
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private bool PassesIntervalCheck()
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{
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int currentInterval = IntervalsPassed;
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int checkInterval = (int)(SimpleProps.checkIntervalDays * 60);
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if (checkInterval <= 0)
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return true;
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return currentInterval % checkInterval == 0;
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}
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/// <summary>
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/// 检查科技条件
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/// </summary>
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private bool PassesTechnologyCheck()
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{
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if (SimpleProps.technology == null)
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{
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WulaLog.Debug("[SimpleTechnologyTrigger] No technology specified in props");
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return false;
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}
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bool hasTechnology = SimpleProps.technology.IsFinished;
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if (SimpleProps.debugLogging)
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{
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WulaLog.Debug($"[SimpleTechnologyTrigger] Technology {SimpleProps.technology.defName} research status: {hasTechnology}");
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}
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return hasTechnology;
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}
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/// <summary>
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/// 检查派系过滤条件
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/// </summary>
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private bool PassesFactionFilter(IIncidentTarget target)
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{
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if (!SimpleProps.useFactionFilter)
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return true;
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Faction faction = GetTargetFaction(target);
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if (faction == null)
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return false;
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if (SimpleProps.factionTypeBlacklist != null &&
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SimpleProps.factionTypeBlacklist.Contains(faction.def))
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{
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if (SimpleProps.debugLogging)
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{
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WulaLog.Debug($"[SimpleTechnologyTrigger] Faction {faction.def.defName} is in blacklist");
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}
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return false;
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}
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if (SimpleProps.factionTypeWhitelist != null &&
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SimpleProps.factionTypeWhitelist.Count > 0)
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{
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bool inWhitelist = SimpleProps.factionTypeWhitelist.Contains(faction.def);
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switch (SimpleProps.defaultBehavior)
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{
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case FactionFilterDefaultBehavior.Allow:
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return true;
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case FactionFilterDefaultBehavior.Deny:
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if (inWhitelist)
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{
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if (SimpleProps.debugLogging)
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{
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WulaLog.Debug($"[SimpleTechnologyTrigger] Faction {faction.def.defName} is in whitelist");
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}
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return true;
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}
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else
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{
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if (SimpleProps.debugLogging)
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{
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WulaLog.Debug($"[SimpleTechnologyTrigger] Faction {faction.def.defName} not in whitelist and default behavior is Deny");
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}
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return false;
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}
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}
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}
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switch (SimpleProps.defaultBehavior)
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{
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case FactionFilterDefaultBehavior.Allow:
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if (SimpleProps.debugLogging)
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{
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WulaLog.Debug($"[SimpleTechnologyTrigger] No whitelist, default behavior is Allow");
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}
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return true;
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case FactionFilterDefaultBehavior.Deny:
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if (SimpleProps.debugLogging)
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{
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WulaLog.Debug($"[SimpleTechnologyTrigger] No whitelist, default behavior is Deny");
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}
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return false;
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default:
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return true;
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}
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}
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/// <summary>
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/// 获取目标的派系
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/// </summary>
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private Faction GetTargetFaction(IIncidentTarget target)
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{
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if (target is Map map)
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{
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return map.ParentFaction ?? Faction.OfPlayer;
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}
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else if (target is World world)
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{
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return Faction.OfPlayer;
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}
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else if (target is Caravan caravan)
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{
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return caravan.Faction;
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}
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return Faction.OfPlayer;
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}
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/// <summary>
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/// 检查是否存在活跃的相同任务
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/// </summary>
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private bool HasActiveQuest(IncidentDef incident)
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{
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// 如果配置了防止重复,检查是否有相同根源的任务
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if (SimpleProps.preventDuplicateQuests && SimpleProps.questDef != null)
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{
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bool hasActiveQuest = Find.QuestManager.QuestsListForReading.Any((Quest q) =>
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q.root == SimpleProps.questDef && !q.Historical);
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if (SimpleProps.debugLogging && hasActiveQuest)
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{
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WulaLog.Debug($"[SimpleTechnologyTrigger] Active quest {SimpleProps.questDef.defName} found, skipping trigger");
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}
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return hasActiveQuest;
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}
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return false;
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}
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/// <summary>
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/// 调试方法:显示当前科技触发状态
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/// </summary>
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public string GetSimpleTechnologyTriggerStatus()
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{
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StringBuilder status = new StringBuilder();
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status.AppendLine($"Simple Technology Trigger: {SimpleProps.technology?.defName ?? "NULL"}");
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var factionCheck = PassesRequiredFactionCheck();
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status.AppendLine($"Faction Relation Status: {factionCheck.Status}");
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if (!factionCheck.IsValid)
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{
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status.AppendLine($"Faction Relation Reason: {factionCheck.Reason}");
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}
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status.AppendLine($"Research Status: {(PassesTechnologyCheck() ? "✅ COMPLETED" : "❌ NOT COMPLETED")}");
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status.AppendLine($"Required Faction: {SimpleProps.requiredFaction?.defName ?? "NONE"}");
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status.AppendLine($"Hostile Alternative: {SimpleProps.incidentIfHostile?.defName ?? "NONE"}");
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status.AppendLine($"Check Interval: {SimpleProps.checkIntervalDays} days");
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status.AppendLine($"Current Interval: {IntervalsPassed}");
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status.AppendLine($"Next Check: {GetNextCheckInterval()} intervals");
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bool canTrigger = PassesIntervalCheck() && PassesTechnologyCheck() && factionCheck.IsValid;
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status.AppendLine($"Can Trigger Now: {canTrigger}");
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// 详细派系信息
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if (SimpleProps.requiredFaction != null)
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{
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Faction faction = Find.FactionManager.FirstFactionOfDef(SimpleProps.requiredFaction);
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if (faction != null)
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{
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status.AppendLine($"Required Faction Status: {(faction.defeated ? "DEFEATED" : "ACTIVE")}");
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status.AppendLine($"Relation with Player: {(faction.HostileTo(Faction.OfPlayer) ? "HOSTILE" : "NON-HOSTILE")}");
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}
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else
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{
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status.AppendLine($"Required Faction Status: NOT FOUND IN GAME");
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}
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}
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return status.ToString();
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}
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/// <summary>
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/// 计算下一次检查的间隔
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/// </summary>
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private int GetNextCheckInterval()
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{
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int checkInterval = (int)(SimpleProps.checkIntervalDays * 60);
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if (checkInterval <= 0) return 0;
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int currentInterval = IntervalsPassed;
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return ((currentInterval / checkInterval) + 1) * checkInterval;
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}
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}
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/// <summary>
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/// 派系关系检查结果
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/// </summary>
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public struct FactionRelationResult
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{
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public FactionRelationStatus Status { get; }
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public string Reason { get; }
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public bool IsValid => Status == FactionRelationStatus.Valid || Status == FactionRelationStatus.HostileButAllowed;
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public FactionRelationResult(FactionRelationStatus status, string reason = "")
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{
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Status = status;
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Reason = reason;
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}
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public static FactionRelationResult Valid() => new FactionRelationResult(FactionRelationStatus.Valid);
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public static FactionRelationResult HostileButAllowed() => new FactionRelationResult(FactionRelationStatus.HostileButAllowed);
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public static FactionRelationResult Invalid(string reason) => new FactionRelationResult(FactionRelationStatus.Invalid, reason);
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public override string ToString()
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{
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return $"{Status}{(string.IsNullOrEmpty(Reason) ? "" : $" ({Reason})")}";
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}
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}
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/// <summary>
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/// 派系关系状态枚举
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/// </summary>
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public enum FactionRelationStatus
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{
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Valid, // 关系有效,可以触发原事件
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HostileButAllowed, // 关系敌对但允许,可以触发替代事件
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Invalid // 关系无效,不触发任何事件
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}
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}
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