543 lines
21 KiB
C#
543 lines
21 KiB
C#
// ITab_GlobalBills.cs (添加图标支持)
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using RimWorld;
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using UnityEngine;
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using Verse;
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using Verse.Sound;
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namespace WulaFallenEmpire
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{
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public class ITab_GlobalBills : ITab
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{
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private float viewHeight = 1000f;
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private Vector2 scrollPosition;
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private GlobalProductionOrder mouseoverOrder;
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private static readonly Vector2 WinSize = new Vector2(420f, 480f);
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protected Building_GlobalWorkTable SelTable => (Building_GlobalWorkTable)base.SelThing;
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public ITab_GlobalBills()
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{
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size = WinSize;
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labelKey = "WULA_GlobalBillsTab";
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tutorTag = "GlobalBills";
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}
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protected override void FillTab()
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{
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Rect mainRect = new Rect(0f, 0f, WinSize.x, WinSize.y).ContractedBy(10f);
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// 标题
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Text.Font = GameFont.Medium;
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Widgets.Label(new Rect(mainRect.x, mainRect.y, mainRect.width, 30f), "WULA_GlobalProduction".Translate());
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Text.Font = GameFont.Small;
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// 存储查看按钮 - 放在标题旁边
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Rect storageButtonRect = new Rect(mainRect.xMax - 160f, mainRect.y, 120f, 25f);
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DoStorageButton(storageButtonRect);
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// 上帝模式按钮区域
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if (DebugSettings.godMode)
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{
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Rect godModeButtonRect = new Rect(mainRect.x, mainRect.y + 35f, mainRect.width, 25f);
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DoGodModeButtons(godModeButtonRect);
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}
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// 订单列表区域 - 调整位置
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float ordersRectY = DebugSettings.godMode ? mainRect.y + 65f : mainRect.y + 35f;
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Rect ordersRect = new Rect(mainRect.x, ordersRectY, mainRect.width, mainRect.height - (DebugSettings.godMode ? 110f : 80f));
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mouseoverOrder = DoOrdersListing(ordersRect);
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// 添加订单按钮
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Rect addButtonRect = new Rect(mainRect.x, mainRect.yMax - 35f, mainRect.width, 30f);
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if (Widgets.ButtonText(addButtonRect, "WULA_AddProductionOrder".Translate()))
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{
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Find.WindowStack.Add(new FloatMenu(GenerateRecipeOptions()));
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}
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// 绘制鼠标悬停信息 - 使用简单的Tooltip方式
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if (mouseoverOrder != null)
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{
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// 使用Tooltip显示材料信息,不绘制额外窗口
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// 信息已经在DoOrderRow中的TooltipHandler显示
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}
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}
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// 新增:存储查看按钮
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private void DoStorageButton(Rect rect)
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{
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// 绘制按钮
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if (Widgets.ButtonText(rect, "WULA_ViewStorage".Translate()))
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{
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// 点击按钮时也可以做一些事情,比如打开详细存储窗口
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// 暂时只显示Tooltip
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SoundDefOf.Click.PlayOneShotOnCamera();
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}
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// 鼠标悬停时显示存储信息Tooltip
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if (Mouse.IsOver(rect))
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{
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TooltipHandler.TipRegion(rect, GetStorageTooltip());
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}
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}
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// 新增:获取存储信息的Tooltip
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private string GetStorageTooltip()
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{
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var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
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if (globalStorage == null)
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return "WULA_NoGlobalStorage".Translate();
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StringBuilder sb = new StringBuilder();
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// 输入存储(原材料)
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sb.AppendLine("WULA_InputStorage".Translate() + ":");
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sb.AppendLine();
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var inputItems = globalStorage.inputStorage
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.Where(kvp => kvp.Value > 0)
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.OrderByDescending(kvp => kvp.Value)
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.ThenBy(kvp => kvp.Key.label)
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.ToList();
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if (inputItems.Count == 0)
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{
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sb.AppendLine("WULA_NoItems".Translate());
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}
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else
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{
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foreach (var kvp in inputItems)
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{
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sb.AppendLine($" {kvp.Value} {kvp.Key.label}");
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}
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}
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sb.AppendLine();
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// 输出存储(产品)
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sb.AppendLine("WULA_OutputStorage".Translate() + ":");
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sb.AppendLine();
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var outputItems = globalStorage.outputStorage
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.Where(kvp => kvp.Value > 0)
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.OrderByDescending(kvp => kvp.Value)
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.ThenBy(kvp => kvp.Key.label)
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.ToList();
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if (outputItems.Count == 0)
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{
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sb.AppendLine("WULA_NoItems".Translate());
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}
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else
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{
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foreach (var kvp in outputItems)
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{
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sb.AppendLine($" {kvp.Value} {kvp.Key.label}");
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}
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}
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// 添加存储统计信息
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sb.AppendLine();
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sb.AppendLine("WULA_StorageStats".Translate());
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sb.AppendLine($" {inputItems.Count} {("WULA_InputItems".Translate())}");
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sb.AppendLine($" {outputItems.Count} {("WULA_OutputItems".Translate())}");
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return sb.ToString();
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}
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// 修改:将开发者模式按钮改为上帝模式按钮
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private void DoGodModeButtons(Rect rect)
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{
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Rect button1Rect = new Rect(rect.x, rect.y, rect.width / 2 - 5f, rect.height);
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Rect button2Rect = new Rect(rect.x + rect.width / 2 + 5f, rect.y, rect.width / 2 - 5f, rect.height);
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if (Widgets.ButtonText(button1Rect, "GOD: Add Resources"))
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{
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AddTestResources();
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}
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if (Widgets.ButtonText(button2Rect, "GOD: Spawn Products"))
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{
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SpawnOutputProducts();
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}
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}
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private void AddTestResources()
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{
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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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// 添加200钢铁
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ThingDef steelDef = ThingDefOf.Steel;
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globalStorage.AddToInputStorage(steelDef, 200);
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// 添加100零部件
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ThingDef componentDef = ThingDefOf.ComponentIndustrial;
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globalStorage.AddToInputStorage(componentDef, 100);
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Messages.Message("Added 200 Steel and 100 Components to global storage", MessageTypeDefOf.PositiveEvent);
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Log.Message("[GOD MODE] Added test resources");
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}
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}
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private void SpawnOutputProducts()
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{
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var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
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if (globalStorage != null && SelTable != null && SelTable.Spawned)
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{
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Map map = SelTable.Map;
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IntVec3 spawnCell = SelTable.Position;
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int totalSpawned = 0;
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// 复制列表以避免修改时枚举
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var outputCopy = new Dictionary<ThingDef, int>(globalStorage.outputStorage);
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foreach (var kvp in outputCopy)
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{
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ThingDef thingDef = kvp.Key;
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int count = kvp.Value;
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if (count > 0)
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{
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// 创建物品并放置到地图上
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while (count > 0)
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{
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int stackSize = Mathf.Min(count, thingDef.stackLimit);
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Thing thing = ThingMaker.MakeThing(thingDef);
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thing.stackCount = stackSize;
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if (GenPlace.TryPlaceThing(thing, spawnCell, map, ThingPlaceMode.Near))
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{
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globalStorage.RemoveFromOutputStorage(thingDef, stackSize);
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count -= stackSize;
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totalSpawned += stackSize;
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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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}
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}
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Messages.Message($"Spawned {totalSpawned} items at worktable location", MessageTypeDefOf.PositiveEvent);
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Log.Message($"[GOD MODE] Spawned {totalSpawned} output products");
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}
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}
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private GlobalProductionOrder DoOrdersListing(Rect rect)
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{
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GlobalProductionOrder result = null;
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Widgets.DrawMenuSection(rect);
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Rect outRect = rect.ContractedBy(5f);
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Rect viewRect = new Rect(0f, 0f, outRect.width - 16f, viewHeight);
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Widgets.BeginScrollView(outRect, ref scrollPosition, viewRect);
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float curY = 0f;
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for (int i = 0; i < SelTable.globalOrderStack.orders.Count; i++)
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{
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var order = SelTable.globalOrderStack.orders[i];
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// 增加订单行高度
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Rect orderRect = new Rect(0f, curY, viewRect.width, 90f);
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if (DoOrderRow(orderRect, order))
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{
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result = order;
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}
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curY += 95f; // 增加行间距
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// 分隔线
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if (i < SelTable.globalOrderStack.orders.Count - 1)
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{
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Widgets.DrawLineHorizontal(0f, curY - 2f, viewRect.width);
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curY += 5f;
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}
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}
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if (Event.current.type == EventType.Layout)
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{
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viewHeight = curY;
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}
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Widgets.EndScrollView();
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return result;
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}
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private bool DoOrderRow(Rect rect, GlobalProductionOrder order)
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{
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Widgets.DrawHighlightIfMouseover(rect);
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// 增加内边距和行高
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float padding = 8f;
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float lineHeight = 20f;
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// 图标区域 - 添加在左侧
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float iconSize = 32f;
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Rect iconRect = new Rect(rect.x + padding, rect.y + padding, iconSize, iconSize);
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// 绘制配方图标
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if (order.recipe.UIIconThing != null)
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{
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Widgets.ThingIcon(iconRect, order.recipe.UIIconThing);
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}
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else if (order.recipe.UIIcon != null)
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{
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GUI.DrawTexture(iconRect, order.recipe.UIIcon);
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}
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// 订单信息区域 - 向右偏移图标宽度
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float infoX = rect.x + padding + iconSize + 8f;
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float infoWidth = rect.width - (padding * 2 + iconSize + 8f + 100f); // 减去控制按钮区域
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Rect infoRect = new Rect(infoX, rect.y + padding, infoWidth, lineHeight);
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Widgets.Label(infoRect, order.Label);
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Rect descRect = new Rect(infoX, rect.y + padding + lineHeight + 2f, infoWidth, lineHeight);
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Widgets.Label(descRect, order.Description);
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// 状态显示区域
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Rect statusRect = new Rect(infoX, rect.y + padding + (lineHeight + 2f) * 2, infoWidth, lineHeight);
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if (order.state == GlobalProductionOrder.ProductionState.Producing)
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{
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// 进度条
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Rect progressRect = new Rect(infoX, rect.y + padding + (lineHeight + 2f) * 2, infoWidth, 18f);
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Widgets.FillableBar(progressRect, order.progress);
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// 进度文本
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Text.Anchor = TextAnchor.MiddleCenter;
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Widgets.Label(progressRect, $"{order.progress:P0}");
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Text.Anchor = TextAnchor.UpperLeft;
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}
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else
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{
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string statusText = order.state switch
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{
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GlobalProductionOrder.ProductionState.Waiting => "WULA_WaitingForResources".Translate(),
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GlobalProductionOrder.ProductionState.Completed => "WULA_Completed".Translate(),
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_ => "WULA_Unknown".Translate()
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};
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// 如果暂停,在状态前添加暂停标识
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if (order.paused && order.state != GlobalProductionOrder.ProductionState.Completed)
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{
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statusText = $"[||] {statusText}";
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}
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Widgets.Label(statusRect, statusText);
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}
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// 控制按钮
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float buttonY = rect.y + padding;
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float buttonWidth = 40f;
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float buttonSpacing = 5f;
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// 计算按钮位置(从右向左排列)
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float currentX = rect.xMax;
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// 删除按钮(最右边)
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Rect deleteButtonRect = new Rect(currentX - buttonWidth, buttonY, buttonWidth, 25f);
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currentX -= (buttonWidth + buttonSpacing);
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// 暂停/恢复按钮
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Rect pauseButtonRect = new Rect(currentX - buttonWidth, buttonY, buttonWidth, 25f);
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currentX -= (buttonWidth + buttonSpacing);
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// 上帝模式:立刻完成按钮(在暂停按钮左边)
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Rect completeButtonRect = new Rect(currentX - buttonWidth, buttonY, buttonWidth, 25f);
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// 绘制删除按钮
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if (Widgets.ButtonText(deleteButtonRect, "WULA_Delete".Translate()))
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{
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SelTable.globalOrderStack.Delete(order);
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SoundDefOf.Click.PlayOneShotOnCamera();
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}
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// 绘制暂停/恢复按钮
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string pauseButtonText = order.paused ? "WULA_Resume".Translate() : "WULA_Pause".Translate();
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if (Widgets.ButtonText(pauseButtonRect, pauseButtonText))
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{
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order.paused = !order.paused;
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// 暂停/恢复时更新状态
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order.UpdateState();
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SoundDefOf.Click.PlayOneShotOnCamera();
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}
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// 绘制上帝模式按钮(仅上帝模式下可见)
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if (DebugSettings.godMode && order.state != GlobalProductionOrder.ProductionState.Completed)
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{
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if (Widgets.ButtonText(completeButtonRect, "GOD: Complete"))
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{
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CompleteOrderImmediately(order);
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SoundDefOf.Click.PlayOneShotOnCamera();
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}
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// 为上帝模式按钮添加Tooltip
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if (Mouse.IsOver(completeButtonRect))
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{
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TooltipHandler.TipRegion(completeButtonRect, "Instantly complete this order (God Mode Only)");
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}
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}
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// 资源检查提示 - 只在等待资源且不暂停时显示红色边框
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if (!order.HasEnoughResources() &&
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order.state == GlobalProductionOrder.ProductionState.Waiting &&
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!order.paused)
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{
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TooltipHandler.TipRegion(rect, "WULA_InsufficientResources".Translate());
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GUI.color = Color.red;
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Widgets.DrawBox(rect, 2);
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GUI.color = Color.white;
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}
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// 添加材料信息的Tooltip - 这是核心功能
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if (Mouse.IsOver(rect))
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{
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TooltipHandler.TipRegion(rect, order.GetIngredientsTooltip());
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}
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return Mouse.IsOver(rect);
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}
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// 新增:立刻完成订单的方法
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private void CompleteOrderImmediately(GlobalProductionOrder order)
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{
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if (order.state == GlobalProductionOrder.ProductionState.Completed)
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return;
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var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
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if (globalStorage == null)
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return;
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// 检查是否有足够资源
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bool hasEnoughResources = order.HasEnoughResources();
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if (!hasEnoughResources)
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{
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// 上帝模式下,如果没有足够资源,显示确认对话框
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Find.WindowStack.Add(new Dialog_MessageBox(
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"This order doesn't have enough resources. Complete anyway? (God Mode)",
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"Yes, Complete Anyway",
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() => ForceCompleteOrder(order),
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"Cancel",
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null,
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"Complete Without Resources",
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false,
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null,
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null
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));
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}
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else
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{
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// 有足够资源,正常完成
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ForceCompleteOrder(order);
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}
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}
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// 强制完成订单(上帝模式)
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private void ForceCompleteOrder(GlobalProductionOrder order)
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{
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var globalStorage = Find.World.GetComponent<GlobalStorageWorldComponent>();
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if (globalStorage == null)
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return;
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// 计算需要完成的数量
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int remainingCount = order.targetCount - order.currentCount;
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if (remainingCount <= 0)
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return;
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// 尝试消耗资源(如果可能)
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bool resourcesConsumed = order.ConsumeResources();
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if (!resourcesConsumed)
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{
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Log.Message($"[GOD MODE] Could not consume resources for {order.recipe.defName}, completing without resource consumption");
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}
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// 添加产品到输出存储
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foreach (var product in order.recipe.products)
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{
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int totalCount = product.count * remainingCount;
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globalStorage.AddToOutputStorage(product.thingDef, totalCount);
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}
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// 更新订单状态
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order.currentCount = order.targetCount;
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order.state = GlobalProductionOrder.ProductionState.Completed;
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order.progress = 0f;
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// 显示完成消息
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Messages.Message($"GOD MODE: Completed order for {order.recipe.LabelCap} ({remainingCount} units)", MessageTypeDefOf.PositiveEvent);
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Log.Message($"[GOD MODE] Force completed order: {order.recipe.defName}, produced {remainingCount} units");
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}
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private List<FloatMenuOption> GenerateRecipeOptions()
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{
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var options = new List<FloatMenuOption>();
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foreach (var recipe in SelTable.def.AllRecipes)
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{
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// 移除对Pawn配方的过滤,允许所有配方
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if (recipe.AvailableNow && recipe.AvailableOnNow(SelTable))
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{
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string label = recipe.LabelCap;
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// 使用原版风格的FloatMenuOption构造函数,包含图标
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options.Add(new FloatMenuOption(
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label: label,
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action: () =>
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{
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var newOrder = new GlobalProductionOrder
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{
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recipe = recipe,
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targetCount = 1,
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paused = true // 初始暂停
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};
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SelTable.globalOrderStack.AddOrder(newOrder);
|
||
SoundDefOf.Click.PlayOneShotOnCamera();
|
||
Log.Message($"[DEBUG] Added order for {recipe.defName}");
|
||
},
|
||
shownItemForIcon: recipe.UIIconThing, // 使用配方的图标ThingDef
|
||
thingStyle: null,
|
||
forceBasicStyle: false,
|
||
priority: MenuOptionPriority.Default,
|
||
mouseoverGuiAction: null,
|
||
revalidateClickTarget: null,
|
||
extraPartWidth: 29f, // 为信息卡按钮留出空间
|
||
extraPartOnGUI: (Rect rect) =>
|
||
{
|
||
// 绘制信息卡按钮,像原版一样
|
||
return Widgets.InfoCardButton(rect.x + 5f, rect.y + (rect.height - 24f) / 2f, recipe);
|
||
},
|
||
revalidateWorldClickTarget: null,
|
||
playSelectionSound: true,
|
||
orderInPriority: -recipe.displayPriority // 使用配方的显示优先级
|
||
));
|
||
}
|
||
}
|
||
|
||
if (options.Count == 0)
|
||
{
|
||
options.Add(new FloatMenuOption("WULA_NoAvailableRecipes".Translate(), null));
|
||
}
|
||
|
||
return options;
|
||
}
|
||
|
||
public override void TabUpdate()
|
||
{
|
||
base.TabUpdate();
|
||
}
|
||
}
|
||
}
|