Mod: mining rig, graphics cards, trading terminal, nightly settlement

First playable slice, tested in game on the test save:
- Network upgrade "Mining Access" (300) delivers a trading terminal, a
  mining rig and an RZX 50.
- The rig is a machine with a battery slot and four card slots; each night
  it draws its total power from the battery and its cards mine PSCoin.
  Cards show hashrate, power draw and condition, wear every night and can
  burn out. All state lives on item tags or in the mod save data.
- Trading terminal with wallet, trade (four pairs, deposit credits as CRC,
  withdraw CRC through the compliance desk) and report pages.
- Nightly log lines; exchange opening and halving news on the paper.
- English and Chinese text; sprites generated by art/sprites.py.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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ZHU MINCHAOandClaude Opus 5.5 committed 2026-11-03 09:11:46 +08:00
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text.RegularExpressions;
using Decentralized.Domain;
using UnityEngine;
namespace Decentralized
{
/// <summary>
/// mod 物品:交易终端、矿架、显卡(每个型号一个物品 id)。显卡的健康度、假卡、翻新、烧毁存在物品标签上,随存档保存。
/// 读档时游戏按 id 重新调用工厂,再把存档里的标签与子物品(矿架里的显卡、电池)恢复回去。
/// </summary>
public static class Items
{
public const string Terminal = "pd_terminal";
public const string Rig = "pd_rig";
public const string GpuPrefix = "pd_gpu_";
public const string HealthTag = "PD_HEALTH";
public const string FakeTag = "PD_FAKE_OF";
public const string RefurbTag = "PD_REFURBISHED";
public const string DeadTag = "PD_DEAD";
public static Action OpenTerminal;
public static void Subscribe() => ModHook.OnModItemDirectoryInit += Register;
public static void Unsubscribe() => ModHook.OnModItemDirectoryInit -= Register;
public static string GpuId(string model) => GpuPrefix + model.ToLowerInvariant();
public static bool IsGpu(GameItem item) => item != null && item.identifier != null && item.identifier.StartsWith(GpuPrefix);
private static void Register(ModItemDirectory dir)
{
dir.Add(Terminal, CreateTerminal);
dir.Add(Rig, CreateRig);
foreach (var spec in Hardware.Specs.Values.Where(s => !s.Asic))
{
var s = spec;
dir.Add(GpuId(s.Model), () => CreateGpu(s));
}
}
// ---------- 交易终端 ----------
private static GameItem CreateTerminal()
{
var item = ItemDirectory.CreateEmptyItem(Terminal);
item.SetSpriteAndShapeFromMod(ModInfo.Id, "terminal");
item.name = L.T("item.terminal.name");
item.shortDescription = L.T("item.terminal.desc");
item.unitValue = 0;
item.EnableTag(GeneralHelper.IMPORTANT_TAG);
item.EnableTag(TypeHelper.NOT_FOR_RESALE);
item.mayActivateSlotItemFunc = (_, _, _) => true;
item.canActivateSlotItemFunc = (_, _, _) => true;
item.onActivateSlotItemFunc = (_, _, _) => Log.Guard("打开交易终端", () => OpenTerminal?.Invoke());
ModHelper.SetSource(item, ModInfo.Id, ModInfo.Name);
return item;
}
// ---------- 显卡 ----------
/// <summary>RZX70 → "RZX 70",RZX80Ti → "RZX 80 Ti",RZ6800 → "RZ 6800"。</summary>
public static string DisplayModel(string model) => Regex.Replace(Regex.Replace(model, @"(?<=[A-Za-z])(?=\d)", " "), @"(?<=\d)(?=[A-Z])", " ");
private static GameItem CreateGpu(HardwareSpec spec)
{
var item = ItemDirectory.CreateEmptyItem(GpuId(spec.Model));
item.SetSpriteAndShapeFromMod(ModInfo.Id, spec.Brand == Hardware.Probidia ? "gpu_probidia" : "gpu_pmd");
item.SetGameItemType("ELECTRONIC");
item.onLoaded = Refresh;
ModHelper.SetSource(item, ModInfo.Id, ModInfo.Name);
Refresh(item);
return item;
}
public static Unit ToUnit(GameItem item)
{
string model = item.identifier.Substring(GpuPrefix.Length);
model = Hardware.Specs.Keys.First(k => k.ToLowerInvariant() == model);
var u = new Unit { Model = model, Health = 100 };
if (item.IsTag(HealthTag)) u.Health = item.GetTagReadonly(HealthTag).GetDouble();
if (item.IsTag(FakeTag)) u.FakeOf = item.GetTagReadonly(FakeTag).GetString();
u.Refurbished = item.IsTag(RefurbTag);
u.Dead = item.IsTag(DeadTag);
return u;
}
public static void Store(GameItem item, Unit u)
{
item.ModifyTag(HealthTag, s => s.Enable().SetDouble(u.Health));
if (u.FakeOf != null) item.ModifyTag(FakeTag, s => s.Enable().SetString(u.FakeOf));
if (u.Refurbished) item.EnableTag(RefurbTag);
if (u.Dead) item.EnableTag(DeadTag);
Refresh(item);
}
/// <summary>按标签更新名字、说明、价值和图:显示的是标签上的型号(假卡也显示被冒充的型号)。</summary>
public static void Refresh(GameItem item)
{
var u = ToUnit(item);
var label = u.Label;
if (u.Dead)
{
item.name = L.T("item.gpu.burnt.name", label.Brand, DisplayModel(label.Model));
item.shortDescription = L.T("item.gpu.burnt.desc");
item.unitValue = Math.Max(1, label.Price / 20);
item.SetSpriteAndShapeFromMod(ModInfo.Id, "gpu_burnt");
return;
}
item.name = L.T("item.gpu.name", label.Brand, DisplayModel(label.Model));
item.shortDescription = L.T("item.gpu.desc", Fmt.Num(label.DisplayHash), Fmt.Num(label.Kj), Mathf.RoundToInt((float)u.Health));
item.unitValue = Math.Max(1, (long)Math.Round(label.Price * u.Health / 100));
}
// ---------- 矿架 ----------
private static GameItem CreateRig()
{
var battery = new GameSlotInventory();
var cards = new GameGridInventory(2, 4);
var window = MachineHelper.CreateMachineryWindow(true,
MachineHelper.PowerPanel(battery),
MachineHelper.Panel(L.T("rig.label.cards"), cards, "cards"));
var rig = ItemDirectory.CreateEmptyItem(Rig).SetContentWindow(window);
rig.SetSpriteAndShapeFromMod(ModInfo.Id, "rig");
rig.name = L.T("item.rig.name");
rig.unitValue = Tuning.RigPrice;
MachineHelper.SetupBatterySlot(battery, rig);
rig.EnableTag("CONTAINER_TAG");
rig.EnableTag("STANDARD_MACHINE_TAG");
MachineryHelper.InitMachinery(rig, Tuning.RigKj);
cards.mayInventoryAddItemFunc = (item, _) => GeneralHelper.IsItemOwned(item) && IsGpu(item) && !item.IsTag(DeadTag);
cards.onSlotAddItemEndFunc = (_, _, _) => UpdateRig(rig, cards);
cards.onSlotRemoveItemEndFunc = (_, _, _) => UpdateRig(rig, cards);
rig.onLoaded = _ => UpdateRig(rig, cards);
rig.onCycleEndEarlySlotItemFunc = (_, _, _) => Log.Guard("矿架扣电", () => NightDraw(rig, battery, cards));
ModHelper.SetSource(rig, ModInfo.Id, ModInfo.Name);
UpdateRig(rig, cards);
return rig;
}
public static List<GameItem> Cards(GameInventory cards) => cards.childItems.Where(IsGpu).ToList();
private static int RigKj(GameInventory cards) =>
Tuning.RigKj + Mathf.CeilToInt((float)Cards(cards).Select(ToUnit).Sum(u => u.Kj(false)));
private static void UpdateRig(GameItem rig, GameInventory cards)
{
int kj = RigKj(cards);
rig.ModifyTag(MachineryHelper.MACHINERY_DRAWN_POWER, s => s.Enable().SetInt(kj));
double hash = Cards(cards).Select(ToUnit).Sum(u => u.Hash(false));
rig.shortDescription = L.T("item.rig.desc", Fmt.Num(hash * 10), kj);
}
/// <summary>夜间早段:按矿架上的显卡总耗电从电池扣电;扣电成功,登记今晚参与挖矿的显卡。</summary>
private static void NightDraw(GameItem rig, GameSlotInventory battery, GameInventory cards)
{
var list = Cards(cards).Where(c => !c.IsTag(DeadTag)).ToList();
Session.TonightRigs++;
if (list.Count == 0) return;
int kj = RigKj(cards);
if (battery.childItems.Count == 0 || !PowerHelper.DrawPowerSource(battery.childItem, kj)) return;
Session.TonightPoweredRigs++;
Session.TonightKj += kj;
Session.TonightCards.AddRange(list);
UpdateRig(rig, cards);
}
/// <summary>
/// 放进储藏区(游戏 EmporiumTryAdd 的默认目标,放不下时游戏自己找位置)。
/// 不放柜台:测试中柜台上的物品过夜后会消失(未在正常流程中确认);ModHelper.MoveItemTo* 放满时会静默失败。
/// </summary>
public static void Give(GameItem item)
{
GeneralHelper.SetItemOwned(item, true);
GraphUtils.EmporiumTryAdd(item);
}
}
}