添加基础的生产线内容-不少bug
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267
scripts/production/ProductionLineManager.cs
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267
scripts/production/ProductionLineManager.cs
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using Godot;
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using System.Collections.Generic;
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using System.Text.Json;
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public partial class ProductionLineManager : Node
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{
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public static ProductionLineManager Instance { get; private set; }
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public class ProductionRecipeItem
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{
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public string ItemId { get; set; }
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public int Quantity { get; set; }
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}
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public class ProductionRecipe
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{
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public List<ProductionRecipeItem> Inputs { get; set; } = new List<ProductionRecipeItem>();
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public List<ProductionRecipeItem> Outputs { get; set; } = new List<ProductionRecipeItem>();
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}
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public class ProductionLine
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{
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public string Id { get; set; }
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public string Name { get; set; }
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public string Category { get; set; }
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public string Description { get; set; }
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public float ProductionTime { get; set; }
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public int PowerConsumption { get; set; }
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public List<ProductionRecipeItem> BuildingRequirements { get; set; } = new List<ProductionRecipeItem>();
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public ProductionRecipe Recipe { get; set; } = new ProductionRecipe();
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}
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public class ProductionLineData
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{
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public List<ProductionLine> ProductionLines { get; set; } = new List<ProductionLine>();
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}
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// 活跃的产线实例
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public class ActiveProductionLine
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{
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public string ProductionLineId { get; set; }
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public int BuildingCount { get; set; } = 0; // 建筑数量
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public float RemainingTime { get; set; } = 0; // 当前循环剩余时间
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public bool IsActive { get; set; } = false; // 是否激活
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public float ProductionRate { get; set; } = 0; // 每秒产出率
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public int TotalPowerConsumption { get; set; } = 0; // 总功耗
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}
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private ProductionLineData productionLineData;
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private Dictionary<string, ProductionLine> productionLineMap = new Dictionary<string, ProductionLine>();
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private Dictionary<string, List<ProductionLine>> categoryMap = new Dictionary<string, List<ProductionLine>>();
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private Dictionary<string, ActiveProductionLine> activeProductionLines = new Dictionary<string, ActiveProductionLine>();
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public override void _Ready()
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{
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if (Instance == null)
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{
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Instance = this;
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LoadProductionLines();
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}
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else
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{
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QueueFree();
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}
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}
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private void LoadProductionLines()
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{
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string configPath = "res://data/config/production_lines.json";
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if (!FileAccess.FileExists(configPath))
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{
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GD.PrintErr($"自动产线配置文件不存在: {configPath}");
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return;
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}
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using var file = FileAccess.Open(configPath, FileAccess.ModeFlags.Read);
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if (file == null)
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{
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GD.PrintErr($"无法打开自动产线配置文件: {configPath}");
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return;
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}
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string jsonContent = file.GetAsText();
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try
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{
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var options = new JsonSerializerOptions
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{
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PropertyNameCaseInsensitive = true
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};
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productionLineData = JsonSerializer.Deserialize<ProductionLineData>(jsonContent, options);
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if (productionLineData?.ProductionLines != null)
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{
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// 构建产线映射
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foreach (var line in productionLineData.ProductionLines)
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{
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productionLineMap[line.Id] = line;
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// 按分类分组
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if (!categoryMap.ContainsKey(line.Category))
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{
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categoryMap[line.Category] = new List<ProductionLine>();
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}
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categoryMap[line.Category].Add(line);
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GD.Print($"加载自动产线: {line.Id} - {line.Name} ({line.Category})");
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}
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GD.Print($"成功加载 {productionLineData.ProductionLines.Count} 个自动产线");
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}
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}
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catch (JsonException e)
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{
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GD.PrintErr($"解析自动产线配置文件失败: {e.Message}");
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}
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}
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public List<ProductionLine> GetAllProductionLines()
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{
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return productionLineData?.ProductionLines ?? new List<ProductionLine>();
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}
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public ProductionLine GetProductionLine(string lineId)
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{
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return productionLineMap.GetValueOrDefault(lineId);
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}
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public List<ProductionLine> GetProductionLinesByCategory(string category)
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{
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return categoryMap.GetValueOrDefault(category) ?? new List<ProductionLine>();
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}
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public List<string> GetAllCategories()
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{
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return new List<string>(categoryMap.Keys);
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}
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// 建筑管理
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public void AddBuilding(string productionLineId, int count = 1)
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{
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var productionLine = GetProductionLine(productionLineId);
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if (productionLine == null)
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{
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GD.PrintErr($"找不到产线: {productionLineId}");
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return;
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}
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// 检查建筑需求
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if (productionLine.BuildingRequirements == null || productionLine.BuildingRequirements.Count == 0)
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{
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GD.PrintErr($"产线 {productionLine.Name} 没有定义建筑需求");
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return;
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}
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// 检查是否有足够的建筑材料
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var inventoryManager = InventoryManager.Instance;
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if (inventoryManager == null)
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{
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GD.PrintErr("InventoryManager实例为null");
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return;
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}
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// 验证所有建筑需求
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foreach (var requirement in productionLine.BuildingRequirements)
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{
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int available = inventoryManager.GetItemQuantity(requirement.ItemId);
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int needed = requirement.Quantity * count;
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if (available < needed)
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{
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var itemData = GameData.Instance?.GetItem(requirement.ItemId);
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string itemName = itemData?.Name ?? requirement.ItemId;
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GD.Print($"建筑材料不足,需要 {needed} 个 {itemName},当前只有 {available} 个");
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return;
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}
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}
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// 扣除建筑材料
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foreach (var requirement in productionLine.BuildingRequirements)
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{
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int consumeAmount = requirement.Quantity * count;
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inventoryManager.RemoveItem(requirement.ItemId, consumeAmount);
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}
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// 添加到活跃产线
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if (!activeProductionLines.ContainsKey(productionLineId))
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{
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activeProductionLines[productionLineId] = new ActiveProductionLine
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{
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ProductionLineId = productionLineId
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};
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}
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var activeLine = activeProductionLines[productionLineId];
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activeLine.BuildingCount += count;
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activeLine.IsActive = true;
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activeLine.ProductionRate = activeLine.BuildingCount / productionLine.ProductionTime; // 每秒产出率
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activeLine.TotalPowerConsumption = activeLine.BuildingCount * productionLine.PowerConsumption;
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GD.Print($"成功添加 {count} 个设备到产线 {productionLine.Name}");
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GD.Print($"当前产线状态: {activeLine.BuildingCount} 个建筑, 产出率: {activeLine.ProductionRate:F2}/s, 功耗: {activeLine.TotalPowerConsumption}W");
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}
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public void RemoveBuilding(string productionLineId, int count = 1)
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{
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if (!activeProductionLines.ContainsKey(productionLineId))
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{
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GD.Print($"产线 {productionLineId} 没有建筑可移除");
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return;
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}
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var activeLine = activeProductionLines[productionLineId];
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var productionLine = GetProductionLine(productionLineId);
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count = Mathf.Min(count, activeLine.BuildingCount);
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if (count <= 0) return;
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activeLine.BuildingCount -= count;
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if (activeLine.BuildingCount <= 0)
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{
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activeLine.IsActive = false;
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activeLine.ProductionRate = 0;
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activeLine.TotalPowerConsumption = 0;
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}
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else
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{
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activeLine.ProductionRate = activeLine.BuildingCount / productionLine.ProductionTime;
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activeLine.TotalPowerConsumption = activeLine.BuildingCount * productionLine.PowerConsumption;
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}
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// 归还建筑材料到库存
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var inventoryManager = InventoryManager.Instance;
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if (inventoryManager != null && productionLine.BuildingRequirements != null)
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{
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foreach (var requirement in productionLine.BuildingRequirements)
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{
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int returnAmount = requirement.Quantity * count;
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inventoryManager.AddItem(requirement.ItemId, returnAmount);
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}
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}
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GD.Print($"移除 {count} 个设备从产线 {productionLine.Name}");
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GD.Print($"当前产线状态: {activeLine.BuildingCount} 个建筑, 产出率: {activeLine.ProductionRate:F2}/s, 功耗: {activeLine.TotalPowerConsumption}W");
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}
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public ActiveProductionLine GetActiveProductionLine(string productionLineId)
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{
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return activeProductionLines.GetValueOrDefault(productionLineId);
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}
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public Dictionary<string, ActiveProductionLine> GetAllActiveProductionLines()
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{
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return activeProductionLines;
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}
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public override void _ExitTree()
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{
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if (Instance == this)
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{
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Instance = null;
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}
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}
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}
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