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1.6/1.6/Defs/Thing_Misc/Weapons/ARA_Weapon_Laser.xml
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1.6/1.6/Defs/Thing_Misc/Weapons/ARA_Weapon_Laser.xml
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<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<!-- 暗物质步枪 (已修改为电弧链式攻击) -->
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<ThingDef ParentName="BaseHumanMakeableGun">
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<defName>WULA_RW_DM_AR_Arc</defName>
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<label>DMa-8 "陨硫" (电弧型)</label>
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<description>乌拉帝国一线部队所使用的由暗物质驱动的常规步枪的改造版。现在它发射的能量束会在命中后寻找并跳跃到附近的其他敌人身上,形成致命的能量链。</description>
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<techLevel>Ultra</techLevel>
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<graphicData>
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<texPath>Wula/Weapon/WULA_RW_DM_AR</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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<drawSize>1.2</drawSize>
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</graphicData>
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<weaponTags>
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<li>Wula_Ranged_Weapon_T4</li>
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</weaponTags>
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<uiIconScale>0.9</uiIconScale>
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<soundInteract>Interact_ChargeRifle</soundInteract>
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<recipeMaker>
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<recipeUsers Inherit="False">
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<li>WULA_Cube_Productor_Energy</li>
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</recipeUsers>
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<researchPrerequisite>WULA_Synth_Weapon_4_DM_Base_Technology</researchPrerequisite>
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<unfinishedThingDef>UnfinishedWeapon</unfinishedThingDef>
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</recipeMaker>
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<costList Inherit="False">
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<Steel>400</Steel>
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<Plasteel>200</Plasteel>
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<WULA_Dark_Matter_Item>4</WULA_Dark_Matter_Item>
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</costList>
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<statBases>
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<WorkToMake>40000</WorkToMake>
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<Mass>4.5</Mass>
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<AccuracyTouch>1</AccuracyTouch>
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<AccuracyShort>1</AccuracyShort>
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<AccuracyMedium>1</AccuracyMedium>
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<AccuracyLong>1</AccuracyLong>
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<RangedWeapon_Cooldown>1.25</RangedWeapon_Cooldown>
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</statBases>
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<verbs>
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<li Class="ArachnaeSwarm.VerbProperties_BeamArc">
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<verbClass>ArachnaeSwarm.Verb_ShootBeamArc</verbClass>
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<!-- 基础射线参数 -->
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<hasStandardCommand>true</hasStandardCommand>
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<warmupTime>1</warmupTime>
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<range>36</range>
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<burstShotCount>6</burstShotCount>
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<ticksBetweenBurstShots>10</ticksBetweenBurstShots>
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<beamDamageDef>Wula_Dark_Matter_Beam</beamDamageDef>
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<beamTotalDamage>90</beamTotalDamage>
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<!-- 视觉和音效 -->
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<muzzleFlashScale>0</muzzleFlashScale>
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<soundCastBeam>BeamGraser_Shooting</soundCastBeam>
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<beamGroundFleckDef>Fleck_BeamBurn</beamGroundFleckDef>
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<beamFleckChancePerTick>0.32</beamFleckChancePerTick>
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<beamMoteDef>Mote_Wula_Dark_Matter_Beam</beamMoteDef>
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<beamEndEffecterDef>GraserBeam_End</beamEndEffecterDef>
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<screenShakeFactor>0.35</screenShakeFactor>
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<!-- 火焰效果 -->
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<beamChanceToStartFire>0.6</beamChanceToStartFire>
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<beamChanceToAttachFire>0.6</beamChanceToAttachFire>
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<beamFireSizeRange>0.25</beamFireSizeRange>
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<!-- 攻击目标设置 -->
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<targetParams>
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<canTargetLocations>true</canTargetLocations>
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</targetParams>
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<!-- 电弧链属性 -->
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<conductNum>4</conductNum>
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<conductRange>30</conductRange>
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<secondaryDamageFactor>0.7</secondaryDamageFactor>
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<chainMoteDef>Mote_Wula_Dark_Matter_Beam</chainMoteDef>
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</li>
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</verbs>
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<tradeability>None</tradeability>
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<thingSetMakerTags>
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<li>RewardStandardQualitySuper</li>
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</thingSetMakerTags>
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</ThingDef>
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</Defs>
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@@ -233,6 +233,7 @@
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<Compile Include="Verbs\Projectiles\Projectile_WulaPenetratingBullet.cs" />
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<Compile Include="Verbs\Projectiles\TrackingBulletDef.cs" />
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<Compile Include="Verbs\Verb_ShootArc.cs" />
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<Compile Include="Verbs\Verb_ShootBeamArc.cs" />
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<Compile Include="Verbs\Verb_ShootMeltBeam.cs" />
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<Compile Include="Verbs\Verb_ShootShotgun.cs" />
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<Compile Include="Verbs\Verb_ShootShotgunWithOffset.cs" />
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193
Source/ArachnaeSwarm/Verbs/Verb_ShootBeamArc.cs
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Source/ArachnaeSwarm/Verbs/Verb_ShootBeamArc.cs
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using System.Collections.Generic;
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using RimWorld;
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using UnityEngine;
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using Verse;
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using Verse.AI;
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using Verse.Sound;
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using System.Linq;
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namespace ArachnaeSwarm
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{
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public class VerbProperties_BeamArc : VerbProperties
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{
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public int conductNum;
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public float conductRange;
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public float secondaryDamageFactor = 0.5f;
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public ThingDef chainMoteDef;
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public VerbProperties_BeamArc()
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{
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this.verbClass = typeof(Verb_ShootBeamArc);
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}
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}
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// This class is a modified copy of Verb_ShootBeam to implement chain-lightning functionality.
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public class Verb_ShootBeamArc : Verb
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{
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// --- Fields from original Verb_ShootBeam ---
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private int ticksToNextPathStep;
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private MoteDualAttached mote; // This will be the main beam
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private Effecter endEffecter;
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private Sustainer sustainer;
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// --- Custom fields for chain logic ---
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protected List<Thing> chainedTargets = new List<Thing>();
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protected List<MoteDualAttached> chainMotes = new List<MoteDualAttached>();
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private VerbProperties_BeamArc Props => this.verbProps as VerbProperties_BeamArc;
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protected override int ShotsPerBurst => base.BurstShotCount;
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public override void WarmupComplete()
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{
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// --- Chain Target Finding Logic ---
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chainedTargets.Clear();
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foreach (MoteDualAttached m in chainMotes) { m.Destroy(); }
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chainMotes.Clear();
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if (this.Props != null && this.Props.conductNum > 0 && this.currentTarget.HasThing)
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{
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Thing currentTargetThing = this.currentTarget.Thing;
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chainedTargets.Add(currentTargetThing);
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Thing lastTarget = currentTargetThing;
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for (int i = 0; i < this.Props.conductNum; i++)
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{
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Thing nextTarget = AttackTargetFinder.BestAttackTarget(lastTarget as Pawn, TargetScanFlags.NeedLOSToAll, (Thing t) =>
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t is Pawn p && !p.Downed && !chainedTargets.Contains(t) && t.Position.InHorDistOf(lastTarget.Position, this.Props.conductRange) && this.Caster.HostileTo(t),
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0f, 9999f, default(IntVec3), this.Props.conductRange) as Thing;
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if (nextTarget != null)
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{
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chainedTargets.Add(nextTarget);
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lastTarget = nextTarget;
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}
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else { break; }
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}
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}
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// --- Original Verb_ShootBeam Logic (simplified) ---
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burstShotsLeft = ShotsPerBurst;
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state = VerbState.Bursting;
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// Create main beam mote
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if (verbProps.beamMoteDef != null && this.currentTarget.Thing != null)
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{
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mote = MoteMaker.MakeInteractionOverlay(verbProps.beamMoteDef, caster, this.currentTarget.Thing);
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}
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// Create chain motes
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if (chainedTargets.Count > 1)
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{
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for (int i = 0; i < chainedTargets.Count - 1; i++)
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{
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ThingDef moteDef = this.Props.chainMoteDef ?? this.verbProps.beamMoteDef;
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if (moteDef != null)
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{
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MoteDualAttached chainLinkMote = MoteMaker.MakeInteractionOverlay(moteDef, chainedTargets[i], chainedTargets[i + 1]);
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chainMotes.Add(chainLinkMote);
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}
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}
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}
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TryCastNextBurstShot();
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ticksToNextPathStep = verbProps.ticksBetweenBurstShots;
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endEffecter?.Cleanup();
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if (verbProps.soundCastBeam != null)
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{
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sustainer = verbProps.soundCastBeam.TrySpawnSustainer(SoundInfo.InMap(caster, MaintenanceType.PerTick));
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}
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}
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public override void BurstingTick()
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{
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// --- Update Visuals ---
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mote?.Maintain();
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foreach (MoteDualAttached m in chainMotes) { m.Maintain(); }
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// --- Original ground/end effect logic (simplified to target) ---
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if (this.currentTarget.Thing != null)
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{
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Vector3 endPoint = this.currentTarget.Thing.DrawPos;
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IntVec3 endCell = this.currentTarget.Cell;
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if (verbProps.beamGroundFleckDef != null && Rand.Chance(verbProps.beamFleckChancePerTick))
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{
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FleckMaker.Static(endPoint, caster.Map, verbProps.beamGroundFleckDef);
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}
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if (endEffecter == null && verbProps.beamEndEffecterDef != null)
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{
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endEffecter = verbProps.beamEndEffecterDef.Spawn(endCell, caster.Map, Vector3.zero);
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}
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if (endEffecter != null)
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{
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endEffecter.EffectTick(new TargetInfo(endCell, caster.Map), TargetInfo.Invalid);
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endEffecter.ticksLeft--;
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}
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}
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sustainer?.Maintain();
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}
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protected override bool TryCastShot()
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{
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if (this.currentTarget.HasThing && this.currentTarget.Thing.Map != this.caster.Map) { return false; }
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if (base.EquipmentSource != null)
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{
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base.EquipmentSource.GetComp<CompChangeableProjectile>()?.Notify_ProjectileLaunched();
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base.EquipmentSource.GetComp<CompApparelReloadable>()?.UsedOnce();
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}
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// --- Apply Damage to Chain ---
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if (this.chainedTargets.Any())
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{
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this.ApplyChainDamage(this.chainedTargets[0], 1.0f);
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for (int i = 1; i < this.chainedTargets.Count; i++)
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{
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this.ApplyChainDamage(this.chainedTargets[i], this.Props.secondaryDamageFactor);
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}
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}
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else if(this.currentTarget.Thing != null)
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{
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this.ApplyChainDamage(this.currentTarget.Thing, 1.0f);
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}
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return true;
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}
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private void ApplyChainDamage(Thing thing, float damageFactor)
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{
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Map map = this.caster.Map;
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if (thing == null || this.verbProps.beamDamageDef == null) { return; }
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float angleFlat = (this.currentTarget.Cell - this.caster.Position).AngleFlat;
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BattleLogEntry_RangedImpact log = new BattleLogEntry_RangedImpact(this.caster, thing, this.currentTarget.Thing, base.EquipmentSource.def, null, null);
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DamageInfo dinfo;
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if (this.verbProps.beamTotalDamage > 0f)
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{
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float damagePerShot = this.verbProps.beamTotalDamage / (float)this.ShotsPerBurst;
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dinfo = new DamageInfo(this.verbProps.beamDamageDef, damagePerShot * damageFactor, this.verbProps.beamDamageDef.defaultArmorPenetration, angleFlat, this.caster, null, base.EquipmentSource.def, DamageInfo.SourceCategory.ThingOrUnknown, this.currentTarget.Thing);
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}
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else
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{
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float amount = (float)this.verbProps.beamDamageDef.defaultDamage * damageFactor;
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dinfo = new DamageInfo(this.verbProps.beamDamageDef, amount, this.verbProps.beamDamageDef.defaultArmorPenetration, angleFlat, this.caster, null, base.EquipmentSource.def, DamageInfo.SourceCategory.ThingOrUnknown, this.currentTarget.Thing);
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}
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thing.TakeDamage(dinfo).AssociateWithLog(log);
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if (thing.CanEverAttachFire())
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{
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float chance = this.verbProps.flammabilityAttachFireChanceCurve?.Evaluate(thing.GetStatValue(StatDefOf.Flammability)) ?? this.verbProps.beamChanceToAttachFire;
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if (Rand.Chance(chance))
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{
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thing.TryAttachFire(this.verbProps.beamFireSizeRange.RandomInRange, this.caster);
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}
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}
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else if (Rand.Chance(this.verbProps.beamChanceToStartFire))
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{
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FireUtility.TryStartFireIn(thing.Position, map, this.verbProps.beamFireSizeRange.RandomInRange, this.caster, this.verbProps.flammabilityAttachFireChanceCurve);
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}
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}
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}
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}
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