feat(building): 增强防御塔功能并调整武器射程

更新了阿拉克涅虫族防御建筑的行为与配置:
- 将部分 turret 类型的 thingClass 替换为 Building_TurretGunHasSpeed,
  并添加 ModExt_HasSpeedTurret 扩展以支持旋转速度控制。
- 为多个炮塔添加射击偏移扩展 ModExtension_ShootWithOffset,
  并指定具体的坐标偏移量。
- 调整两种 needle gun 武器的射程从 22 提高至 28。
- 移除了已废弃的 ARA_Weapon_FireSpew.xml 配置文件。
- 在项目中引入新的构建类:Building_TurretGunHasSpeed 和 Verb_ShootWithOffset。
This commit is contained in:
2025-10-03 13:53:44 +08:00
parent 01c95d60a0
commit 134ce2214f
7 changed files with 1226 additions and 11 deletions

View File

@@ -0,0 +1,262 @@
using RimWorld;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
using Verse;
namespace ArachnaeSwarm
{
public class PlaceWorker_ShowTurretWithOffsetRadius : PlaceWorker
{
public override AcceptanceReport AllowsPlacing(BuildableDef checkingDef, IntVec3 loc, Rot4 rot, Map map, Thing thingToIgnore = null, Thing thing = null)
{
VerbProperties verbProperties = ((ThingDef)checkingDef).building.turretGunDef.Verbs.Find((VerbProperties v) => v.verbClass == typeof(Verb_ShootWithOffset));
if (verbProperties.range > 0f)
{
GenDraw.DrawRadiusRing(loc, verbProperties.range);
}
if (verbProperties.minRange > 0f)
{
GenDraw.DrawRadiusRing(loc, verbProperties.minRange);
}
return true;
}
}
public class ModExtension_ShootWithOffset : DefModExtension
{
public Vector2 GetOffsetFor(int index)
{
Vector2 result;
if (this.offsets.NullOrEmpty<Vector2>())
{
result = Vector2.zero;
}
else
{
int index2 = index % this.offsets.Count;
result = this.offsets[index2];
}
return result;
}
public List<Vector2> offsets = new List<Vector2>();
}
public class Verb_ShootWithOffset : Verb_Shoot
{
public int offset = 0;
protected override bool TryCastShot()
{
bool num = BaseTryCastShot();
if (num && CasterIsPawn)
{
CasterPawn.records.Increment(RecordDefOf.ShotsFired);
}
return num;
}
protected bool BaseTryCastShot()
{
if (currentTarget.HasThing && currentTarget.Thing.Map != caster.Map)
{
return false;
}
ThingDef projectile = Projectile;
if (projectile == null)
{
return false;
}
ShootLine resultingLine;
bool flag = TryFindShootLineFromTo(caster.Position, currentTarget, out resultingLine);
if (verbProps.stopBurstWithoutLos && !flag)
{
return false;
}
if (base.EquipmentSource != null)
{
base.EquipmentSource.GetComp<CompChangeableProjectile>()?.Notify_ProjectileLaunched();
base.EquipmentSource.GetComp<CompApparelVerbOwner_Charged>()?.UsedOnce();
}
lastShotTick = Find.TickManager.TicksGame;
Thing manningPawn = caster;
Thing equipmentSource = base.EquipmentSource;
CompMannable compMannable = caster.TryGetComp<CompMannable>();
if (compMannable?.ManningPawn != null)
{
manningPawn = compMannable.ManningPawn;
equipmentSource = caster;
}
Vector3 drawPos = caster.DrawPos;
drawPos = ApplyProjectileOffset(drawPos, equipmentSource);
Projectile projectile2 = (Projectile)GenSpawn.Spawn(projectile, resultingLine.Source, caster.Map);
if (equipmentSource.TryGetComp(out CompUniqueWeapon comp))
{
foreach (WeaponTraitDef item in comp.TraitsListForReading)
{
if (item.damageDefOverride != null)
{
projectile2.damageDefOverride = item.damageDefOverride;
}
if (!item.extraDamages.NullOrEmpty())
{
Projectile projectile3 = projectile2;
if (projectile3.extraDamages == null)
{
projectile3.extraDamages = new List<ExtraDamage>();
}
projectile2.extraDamages.AddRange(item.extraDamages);
}
}
}
if (verbProps.ForcedMissRadius > 0.5f)
{
float num = verbProps.ForcedMissRadius;
if (manningPawn is Pawn pawn)
{
num *= verbProps.GetForceMissFactorFor(equipmentSource, pawn);
}
float num2 = VerbUtility.CalculateAdjustedForcedMiss(num, currentTarget.Cell - caster.Position);
if (num2 > 0.5f)
{
IntVec3 forcedMissTarget = GetForcedMissTarget(num2);
if (forcedMissTarget != currentTarget.Cell)
{
ProjectileHitFlags projectileHitFlags = ProjectileHitFlags.NonTargetWorld;
if (Rand.Chance(0.5f))
{
projectileHitFlags = ProjectileHitFlags.All;
}
if (!canHitNonTargetPawnsNow)
{
projectileHitFlags &= ~ProjectileHitFlags.NonTargetPawns;
}
projectile2.Launch(manningPawn, drawPos, forcedMissTarget, currentTarget, projectileHitFlags, preventFriendlyFire, equipmentSource);
return true;
}
}
}
ShotReport shotReport = ShotReport.HitReportFor(caster, this, currentTarget);
Thing randomCoverToMissInto = shotReport.GetRandomCoverToMissInto();
ThingDef targetCoverDef = randomCoverToMissInto?.def;
if (verbProps.canGoWild && !Rand.Chance(shotReport.AimOnTargetChance_IgnoringPosture))
{
bool flyOverhead = projectile2?.def?.projectile != null && projectile2.def.projectile.flyOverhead;
resultingLine.ChangeDestToMissWild(shotReport.AimOnTargetChance_StandardTarget, flyOverhead, caster.Map);
ProjectileHitFlags projectileHitFlags2 = ProjectileHitFlags.NonTargetWorld;
if (Rand.Chance(0.5f) && canHitNonTargetPawnsNow)
{
projectileHitFlags2 |= ProjectileHitFlags.NonTargetPawns;
}
projectile2.Launch(manningPawn, drawPos, resultingLine.Dest, currentTarget, projectileHitFlags2, preventFriendlyFire, equipmentSource, targetCoverDef);
return true;
}
if (currentTarget.Thing != null && currentTarget.Thing.def.CanBenefitFromCover && !Rand.Chance(shotReport.PassCoverChance))
{
ProjectileHitFlags projectileHitFlags3 = ProjectileHitFlags.NonTargetWorld;
if (canHitNonTargetPawnsNow)
{
projectileHitFlags3 |= ProjectileHitFlags.NonTargetPawns;
}
projectile2.Launch(manningPawn, drawPos, randomCoverToMissInto, currentTarget, projectileHitFlags3, preventFriendlyFire, equipmentSource, targetCoverDef);
return true;
}
ProjectileHitFlags projectileHitFlags4 = ProjectileHitFlags.IntendedTarget;
if (canHitNonTargetPawnsNow)
{
projectileHitFlags4 |= ProjectileHitFlags.NonTargetPawns;
}
if (!currentTarget.HasThing || currentTarget.Thing.def.Fillage == FillCategory.Full)
{
projectileHitFlags4 |= ProjectileHitFlags.NonTargetWorld;
}
if (currentTarget.Thing != null)
{
projectile2.Launch(manningPawn, drawPos, currentTarget, currentTarget, projectileHitFlags4, preventFriendlyFire, equipmentSource, targetCoverDef);
}
else
{
projectile2.Launch(manningPawn, drawPos, resultingLine.Dest, currentTarget, projectileHitFlags4, preventFriendlyFire, equipmentSource, targetCoverDef);
}
return true;
}
private Vector3 ApplyProjectileOffset(Vector3 originalDrawPos, Thing equipmentSource)
{
if (equipmentSource != null)
{
// 获取投射物偏移的模组扩展
ModExtension_ShootWithOffset offsetExtension =
equipmentSource.def.GetModExtension<ModExtension_ShootWithOffset>();
if (offsetExtension != null && offsetExtension.offsets != null && offsetExtension.offsets.Count > 0)
{
// 获取当前连发射击的剩余次数
int burstShotsLeft = GetBurstShotsLeft();
// 计算从发射者到目标的角度
Vector3 targetPos = currentTarget.CenterVector3;
Vector3 casterPos = caster.DrawPos;
float rimworldAngle = targetPos.AngleToFlat(casterPos);
// 将RimWorld角度转换为适合偏移计算的角度
float correctedAngle = ConvertRimWorldAngleToOffsetAngle(rimworldAngle);
// 应用偏移并旋转到正确方向
Vector2 offset = offsetExtension.GetOffsetFor(burstShotsLeft);
Vector2 rotatedOffset = offset.RotatedBy(correctedAngle);
// 将2D偏移转换为3D并应用到绘制位置
originalDrawPos += new Vector3(rotatedOffset.x, 0f, rotatedOffset.y);
}
}
return originalDrawPos;
}
/// <summary>
/// 获取当前连发射击剩余次数
/// </summary>
/// <returns>连发射击剩余次数</returns>
private int GetBurstShotsLeft()
{
if (burstShotsLeft >= 0)
{
return (int)burstShotsLeft;
}
return 0;
}
/// <summary>
/// 将RimWorld角度转换为偏移计算用的角度
/// RimWorld使用顺时针角度系统需要转换为标准的数学角度系统
/// </summary>
/// <param name="rimworldAngle">RimWorld角度</param>
/// <returns>转换后的角度</returns>
private float ConvertRimWorldAngleToOffsetAngle(float rimworldAngle)
{
// RimWorld角度0°=东90°=北180°=西270°=南
// 转换为0°=东90°=南180°=西270°=北
return -rimworldAngle - 90f;
}
}
}