开火点偏移

This commit is contained in:
Tourswen
2025-10-30 22:08:56 +08:00
parent f8f221828e
commit 392a114f17
10 changed files with 672 additions and 103 deletions

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@@ -89,8 +89,8 @@
<AbilityDef> <AbilityDef>
<defName>ARA_Spawn_ARA_HiveCorvette_DiveBomb</defName> <defName>ARA_Spawn_ARA_HiveCorvette_DiveBomb</defName>
<label>天巫巡航:天灾轰炸</label> <label>天巫巡航:天灾轰炸</label>
<description>引航种指挥阿拉克涅天巫种兽虫,高速掠过战场,使用其附带阿拉克涅虫酸效果的天灾导弹对目标区域发起打击。\n\n在飞行期间它会使用血链棘刺炮打击遇到的敌人由于攻击区间较少血链棘刺炮只能打击前7个遇到的目标</description> <description>引航种指挥阿拉克涅天巫种兽虫,高速掠过战场,使用其附带阿拉克涅虫酸效果的天灾导弹对目标区域发起打击。\n\n该支援导致的冷却较其他支援长得多,但是威力也是毋庸置疑的</description>
<iconPath>ArachnaeSwarm/UI/Abilities/ARA_Spawn_ARA_HiveCorvette_Rocket</iconPath> <iconPath>ArachnaeSwarm/UI/Abilities/ARA_Spawn_ARA_HiveCorvette_DiveBomb</iconPath>
<cooldownTicksRange>1</cooldownTicksRange> <cooldownTicksRange>1</cooldownTicksRange>
<hotKey>Misc12</hotKey> <hotKey>Misc12</hotKey>
<casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence> <casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
@@ -109,7 +109,7 @@
<comps> <comps>
<li Class="ArachnaeSwarm.CompProperties_AircraftStrike"> <li Class="ArachnaeSwarm.CompProperties_AircraftStrike">
<requiredAircraftType>ARA_HiveCorvette_Entity</requiredAircraftType> <requiredAircraftType>ARA_HiveCorvette_Entity</requiredAircraftType>
<aircraftCooldownTicks>5000</aircraftCooldownTicks> <!-- 2小时冷却 --> <aircraftCooldownTicks>48000</aircraftCooldownTicks> <!-- 2小时冷却 -->
<aircraftsPerUse>1</aircraftsPerUse> <aircraftsPerUse>1</aircraftsPerUse>
</li> </li>
<li Class="ArachnaeSwarm.CompProperties_AbilitySpawnFlyOver"> <li Class="ArachnaeSwarm.CompProperties_AbilitySpawnFlyOver">
@@ -137,7 +137,7 @@
<strafePreviewColor>(1.0,0.3,0.1,0.2)</strafePreviewColor> <strafePreviewColor>(1.0,0.3,0.1,0.2)</strafePreviewColor>
<!-- 预览配置 --> <!-- 预览配置 -->
<showSectorPreview>true</showSectorPreview> <showSectorPreview>false</showSectorPreview>
<sectorPreviewColor>(0.3,0.7,1.0,0.3)</sectorPreviewColor> <sectorPreviewColor>(0.3,0.7,1.0,0.3)</sectorPreviewColor>
</li> </li>
</comps> </comps>

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@@ -1883,7 +1883,8 @@
<li>ARA_SpawnFlyOverTest</li> <li>ARA_SpawnFlyOverTest</li>
<li>ARA_Spawn_ARA_HiveCorvette_Rocket</li> <li>ARA_Spawn_ARA_HiveCorvette_Rocket</li>
<li>ARA_Spawn_ARA_HiveCorvette_Bombardment</li> <li>ARA_Spawn_ARA_HiveCorvette_Bombardment</li>
<li>ARA_HiveCorvette_Strike</li> <li>ARA_Spawn_ARA_HiveCorvette_Strike</li>
<li>ARA_Spawn_ARA_HiveCorvette_DiveBomb</li>
</abilityDefs> </abilityDefs>
</li> </li>
</comps> </comps>

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@@ -519,6 +519,23 @@
<li Class="ArachnaeSwarm.CompProperties_GroundStrafing"> <li Class="ArachnaeSwarm.CompProperties_GroundStrafing">
<projectileDef>Proj_ARA_HiveCorvette</projectileDef> <projectileDef>Proj_ARA_HiveCorvette</projectileDef>
<range>50</range> <range>50</range>
<!-- 横向偏移配置(左右) -->
<lateralOffsetDistance>13</lateralOffsetDistance>
<lateralInitialOffsetAngle>0</lateralInitialOffsetAngle>
<lateralMaxOffsetAngle>0</lateralMaxOffsetAngle>
<lateralAngleIncrement>0</lateralAngleIncrement>
<lateralOffsetMode>Alternating</lateralOffsetMode>
<!-- 纵向偏移配置(前后) -->
<longitudinalInitialOffset>13</longitudinalInitialOffset>
<longitudinalMinOffset>13</longitudinalMinOffset>
<longitudinalMaxOffset>13</longitudinalMaxOffset>
<longitudinalOffsetMode>Fixed</longitudinalOffsetMode>
<!-- 视觉效果 -->
<spawnOffsetEffect>true</spawnOffsetEffect>
<offsetEffectDef>Mote_SparkSimple</offsetEffectDef>
</li> </li>
<li Class="ArachnaeSwarm.CompProperties_SectorSurveillance"> <li Class="ArachnaeSwarm.CompProperties_SectorSurveillance">
<projectileDef>Bullet_ARA_HiveCorvette</projectileDef> <projectileDef>Bullet_ARA_HiveCorvette</projectileDef>
@@ -527,6 +544,23 @@
<shotCount>3</shotCount> <!-- 发射次数 --> <shotCount>3</shotCount> <!-- 发射次数 -->
<shotInterval>0.3</shotInterval> <!-- 发射间隔 --> <shotInterval>0.3</shotInterval> <!-- 发射间隔 -->
<maxProjectiles>24</maxProjectiles><!-- 最大射弹数量限制--> <maxProjectiles>24</maxProjectiles><!-- 最大射弹数量限制-->
<!-- 横向偏移配置(左右) -->
<lateralOffsetDistance>13</lateralOffsetDistance>
<lateralInitialOffsetAngle>0</lateralInitialOffsetAngle>
<lateralMaxOffsetAngle>0</lateralMaxOffsetAngle>
<lateralAngleIncrement>0</lateralAngleIncrement>
<lateralOffsetMode>Alternating</lateralOffsetMode>
<!-- 纵向偏移配置(前后) -->
<longitudinalInitialOffset>13</longitudinalInitialOffset>
<longitudinalMinOffset>13</longitudinalMinOffset>
<longitudinalMaxOffset>13</longitudinalMaxOffset>
<longitudinalOffsetMode>Fixed</longitudinalOffsetMode>
<!-- 视觉效果 -->
<spawnOffsetEffect>true</spawnOffsetEffect>
<offsetEffectDef>Mote_SparkSimple</offsetEffectDef>
</li> </li>
</comps> </comps>
</ThingDef> </ThingDef>
@@ -573,14 +607,23 @@
<li Class="ArachnaeSwarm.CompProperties_GroundStrafing"> <li Class="ArachnaeSwarm.CompProperties_GroundStrafing">
<projectileDef>Projectile_CatastropheMissile</projectileDef> <projectileDef>Projectile_CatastropheMissile</projectileDef>
<range>50</range> <range>50</range>
</li>
<li Class="ArachnaeSwarm.CompProperties_SectorSurveillance"> <!-- 横向偏移配置(左右) -->
<projectileDef>Bullet_ARA_HiveCorvette</projectileDef> <lateralOffsetDistance>13</lateralOffsetDistance>
<sectorAngle>30</sectorAngle> <!-- 扇形角度 --> <lateralInitialOffsetAngle>0</lateralInitialOffsetAngle>
<sectorRange>50</sectorRange> <!-- 射程 --> <lateralMaxOffsetAngle>0</lateralMaxOffsetAngle>
<shotCount>3</shotCount> <!-- 发射次数 --> <lateralAngleIncrement>0</lateralAngleIncrement>
<shotInterval>0.3</shotInterval> <!-- 发射间隔 --> <lateralOffsetMode>Alternating</lateralOffsetMode>
<maxProjectiles>24</maxProjectiles><!-- 最大射弹数量限制-->
<!-- 纵向偏移配置(前后) -->
<longitudinalInitialOffset>13</longitudinalInitialOffset>
<longitudinalMinOffset>13</longitudinalMinOffset>
<longitudinalMaxOffset>13</longitudinalMaxOffset>
<longitudinalOffsetMode>Fixed</longitudinalOffsetMode>
<!-- 视觉效果 -->
<spawnOffsetEffect>true</spawnOffsetEffect>
<offsetEffectDef>Mote_Smoke</offsetEffectDef>
</li> </li>
</comps> </comps>
</ThingDef> </ThingDef>
@@ -627,6 +670,23 @@
<li Class="ArachnaeSwarm.CompProperties_GroundStrafing"> <li Class="ArachnaeSwarm.CompProperties_GroundStrafing">
<projectileDef>Bullet_ARA_RW_Acid_Mortar</projectileDef> <projectileDef>Bullet_ARA_RW_Acid_Mortar</projectileDef>
<range>15</range> <range>15</range>
<!-- 横向偏移配置(左右) -->
<lateralOffsetDistance>11</lateralOffsetDistance>
<lateralInitialOffsetAngle>0</lateralInitialOffsetAngle>
<lateralMaxOffsetAngle>0</lateralMaxOffsetAngle>
<lateralAngleIncrement>0</lateralAngleIncrement>
<lateralOffsetMode>Alternating</lateralOffsetMode>
<!-- 纵向偏移配置(前后) -->
<longitudinalInitialOffset>11</longitudinalInitialOffset>
<longitudinalMinOffset>3</longitudinalMinOffset>
<longitudinalMaxOffset>11</longitudinalMaxOffset>
<longitudinalOffsetMode>Progressive</longitudinalOffsetMode>
<!-- 视觉效果 -->
<spawnOffsetEffect>true</spawnOffsetEffect>
<offsetEffectDef>Mote_Smoke</offsetEffectDef>
</li> </li>
<li Class="ArachnaeSwarm.CompProperties_SectorSurveillance"> <li Class="ArachnaeSwarm.CompProperties_SectorSurveillance">
<projectileDef>Bullet_ARA_HiveCorvette</projectileDef> <projectileDef>Bullet_ARA_HiveCorvette</projectileDef>
@@ -635,6 +695,23 @@
<shotCount>1</shotCount> <!-- 发射次数 --> <shotCount>1</shotCount> <!-- 发射次数 -->
<shotInterval>0.5</shotInterval> <!-- 发射间隔 --> <shotInterval>0.5</shotInterval> <!-- 发射间隔 -->
<maxProjectiles>-1</maxProjectiles><!-- 最大射弹数量限制--> <maxProjectiles>-1</maxProjectiles><!-- 最大射弹数量限制-->
<!-- 横向偏移配置(左右) -->
<lateralOffsetDistance>13</lateralOffsetDistance>
<lateralInitialOffsetAngle>0</lateralInitialOffsetAngle>
<lateralMaxOffsetAngle>0</lateralMaxOffsetAngle>
<lateralAngleIncrement>0</lateralAngleIncrement>
<lateralOffsetMode>Alternating</lateralOffsetMode>
<!-- 纵向偏移配置(前后) -->
<longitudinalInitialOffset>13</longitudinalInitialOffset>
<longitudinalMinOffset>13</longitudinalMinOffset>
<longitudinalMaxOffset>13</longitudinalMaxOffset>
<longitudinalOffsetMode>Fixed</longitudinalOffsetMode>
<!-- 视觉效果 -->
<spawnOffsetEffect>true</spawnOffsetEffect>
<offsetEffectDef>Mote_SparkSimple</offsetEffectDef>
</li> </li>
</comps> </comps>
</ThingDef> </ThingDef>
@@ -685,6 +762,23 @@
<shotCount>10</shotCount> <!-- 发射次数 --> <shotCount>10</shotCount> <!-- 发射次数 -->
<shotInterval>0.5</shotInterval> <!-- 发射间隔 --> <shotInterval>0.5</shotInterval> <!-- 发射间隔 -->
<maxProjectiles>-1</maxProjectiles><!-- 最大射弹数量限制--> <maxProjectiles>-1</maxProjectiles><!-- 最大射弹数量限制-->
<!-- 横向偏移配置(左右) -->
<lateralOffsetDistance>13</lateralOffsetDistance>
<lateralInitialOffsetAngle>0</lateralInitialOffsetAngle>
<lateralMaxOffsetAngle>0</lateralMaxOffsetAngle>
<lateralAngleIncrement>0</lateralAngleIncrement>
<lateralOffsetMode>Alternating</lateralOffsetMode>
<!-- 纵向偏移配置(前后) -->
<longitudinalInitialOffset>13</longitudinalInitialOffset>
<longitudinalMinOffset>13</longitudinalMinOffset>
<longitudinalMaxOffset>13</longitudinalMaxOffset>
<longitudinalOffsetMode>Fixed</longitudinalOffsetMode>
<!-- 视觉效果 -->
<spawnOffsetEffect>true</spawnOffsetEffect>
<offsetEffectDef>Mote_SparkSimple</offsetEffectDef>
</li> </li>
</comps> </comps>
</ThingDef> </ThingDef>

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@@ -1,41 +1,49 @@
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@@ -78,11 +112,11 @@
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View File

@@ -9,16 +9,33 @@ namespace ArachnaeSwarm
{ {
public CompProperties_GroundStrafing Props => (CompProperties_GroundStrafing)props; public CompProperties_GroundStrafing Props => (CompProperties_GroundStrafing)props;
// 简化的扫射状态 - 只存储需要射击的单元格 // 简化的扫射状态
private List<IntVec3> confirmedTargetCells = new List<IntVec3>(); private List<IntVec3> confirmedTargetCells = new List<IntVec3>();
private HashSet<IntVec3> firedCells = new HashSet<IntVec3>(); private HashSet<IntVec3> firedCells = new HashSet<IntVec3>();
// 横向偏移状态(左右)
private float currentLateralOffsetAngle = 0f;
private int shotsFired = 0;
private Vector3 lastProjectileDirection = Vector3.zero;
// 新增:纵向偏移状态(前后)
private float currentLongitudinalOffset = 0f; // 当前纵向偏移距离
private bool isForwardPhase = true; // 是否处于向前偏移阶段
public override void PostSpawnSetup(bool respawningAfterLoad) public override void PostSpawnSetup(bool respawningAfterLoad)
{ {
base.PostSpawnSetup(respawningAfterLoad); base.PostSpawnSetup(respawningAfterLoad);
// 简化的初始化日志 // 初始化偏移
Log.Message($"GroundStrafing: Initialized with {confirmedTargetCells.Count} confirmed targets, Range: {Props.range}"); if (!respawningAfterLoad)
{
currentLateralOffsetAngle = Props.lateralInitialOffsetAngle;
currentLongitudinalOffset = Props.longitudinalInitialOffset;
}
Log.Message($"GroundStrafing: Initialized with {confirmedTargetCells.Count} targets, " +
$"Lateral Offset: {currentLateralOffsetAngle:F1}°, " +
$"Longitudinal Offset: {currentLongitudinalOffset:F1}");
} }
public override void CompTick() public override void CompTick()
@@ -30,13 +47,13 @@ namespace ArachnaeSwarm
return; return;
} }
// 检查可攻击的目标单元格
CheckAndFireAtTargets(); CheckAndFireAtTargets();
// 每120 ticks输出一次状态避免日志过多 // 定期状态输出
if (Find.TickManager.TicksGame % 120 == 0 && confirmedTargetCells.Count > 0) if (Find.TickManager.TicksGame % 120 == 0 && confirmedTargetCells.Count > 0)
{ {
Log.Message($"GroundStrafing: {firedCells.Count}/{confirmedTargetCells.Count + firedCells.Count} targets fired"); Log.Message($"GroundStrafing: {firedCells.Count}/{confirmedTargetCells.Count + firedCells.Count} targets fired, " +
$"Lateral: {currentLateralOffsetAngle:F1}°, Longitudinal: {currentLongitudinalOffset:F1}");
} }
} }
@@ -44,40 +61,169 @@ namespace ArachnaeSwarm
{ {
Vector3 currentPos = parent.DrawPos; Vector3 currentPos = parent.DrawPos;
// 检查所有确认的目标单元格
for (int i = confirmedTargetCells.Count - 1; i >= 0; i--) for (int i = confirmedTargetCells.Count - 1; i >= 0; i--)
{ {
IntVec3 targetCell = confirmedTargetCells[i]; IntVec3 targetCell = confirmedTargetCells[i];
// 跳过已发射过的单元格
if (firedCells.Contains(targetCell)) if (firedCells.Contains(targetCell))
{ {
confirmedTargetCells.RemoveAt(i); confirmedTargetCells.RemoveAt(i);
continue; continue;
} }
// 关键修复:使用水平距离计算,忽略高度差
float horizontalDistance = GetHorizontalDistance(currentPos, targetCell); float horizontalDistance = GetHorizontalDistance(currentPos, targetCell);
if (horizontalDistance <= Props.range) if (horizontalDistance <= Props.range)
{ {
// 立即发射(不再检查概率,因为已经在预处理阶段决定)
if (LaunchProjectileAt(targetCell)) if (LaunchProjectileAt(targetCell))
{ {
// 发射成功,标记该单元格
firedCells.Add(targetCell); firedCells.Add(targetCell);
confirmedTargetCells.RemoveAt(i); confirmedTargetCells.RemoveAt(i);
// 调试:输出第一次射击的信息 // 更新所有偏移参数
UpdateOffsets();
if (firedCells.Count == 1) if (firedCells.Count == 1)
{ {
Log.Message($"First strafing shot at {targetCell}, Horizontal distance: {horizontalDistance:F1}"); Log.Message($"First strafing shot at {targetCell}, " +
$"Lateral offset: {currentLateralOffsetAngle:F1}°, " +
$"Longitudinal offset: {currentLongitudinalOffset:F1}");
} }
} }
} }
} }
} }
// 新增:计算水平距离(忽略高度) // 新增:更新所有偏移参数
private void UpdateOffsets()
{
shotsFired++;
// 更新横向偏移
UpdateLateralOffset();
// 更新纵向偏移
UpdateLongitudinalOffset();
}
// 横向偏移逻辑(左右)
private void UpdateLateralOffset()
{
switch (Props.lateralOffsetMode)
{
case OffsetMode.Alternating:
currentLateralOffsetAngle = (shotsFired % 2 == 0) ? Props.lateralOffsetDistance : -Props.lateralOffsetDistance;
break;
case OffsetMode.Progressive:
currentLateralOffsetAngle += Props.lateralAngleIncrement;
if (Mathf.Abs(currentLateralOffsetAngle) > Props.lateralMaxOffsetAngle)
{
currentLateralOffsetAngle = Props.lateralInitialOffsetAngle;
}
break;
case OffsetMode.Random:
currentLateralOffsetAngle = Random.Range(-Props.lateralMaxOffsetAngle, Props.lateralMaxOffsetAngle);
break;
case OffsetMode.Fixed:
default:
break;
}
if (Props.lateralMaxOffsetAngle > 0)
{
currentLateralOffsetAngle = Mathf.Clamp(currentLateralOffsetAngle, -Props.lateralMaxOffsetAngle, Props.lateralMaxOffsetAngle);
}
}
// 新增:纵向偏移逻辑(前后)
private void UpdateLongitudinalOffset()
{
switch (Props.longitudinalOffsetMode)
{
case LongitudinalOffsetMode.Alternating:
// 交替模式:前后交替
currentLongitudinalOffset = (shotsFired % 2 == 0) ? Props.longitudinalAlternationAmplitude : -Props.longitudinalAlternationAmplitude;
break;
case LongitudinalOffsetMode.Progressive:
// 渐进模式:逐渐向前然后向后
if (isForwardPhase)
{
currentLongitudinalOffset += Props.longitudinalProgressionStep;
if (currentLongitudinalOffset >= Props.longitudinalMaxOffset)
{
isForwardPhase = false;
}
}
else
{
currentLongitudinalOffset -= Props.longitudinalProgressionStep;
if (currentLongitudinalOffset <= Props.longitudinalMinOffset)
{
isForwardPhase = true;
}
}
break;
case LongitudinalOffsetMode.Random:
// 随机模式
currentLongitudinalOffset = Random.Range(Props.longitudinalMinOffset, Props.longitudinalMaxOffset);
break;
case LongitudinalOffsetMode.Sinusoidal:
// 正弦波模式:平滑的前后波动
float time = shotsFired * Props.longitudinalOscillationSpeed;
currentLongitudinalOffset = Mathf.Sin(time) * Props.longitudinalOscillationAmplitude;
break;
case LongitudinalOffsetMode.Fixed:
default:
// 固定模式:保持不变
break;
}
// 应用限制
currentLongitudinalOffset = Mathf.Clamp(currentLongitudinalOffset, Props.longitudinalMinOffset, Props.longitudinalMaxOffset);
}
// 修改:计算包含横向和纵向偏移的发射位置
private Vector3 CalculateOffsetPosition(Vector3 basePosition, Vector3 directionToTarget)
{
Vector3 finalPosition = basePosition;
// 应用横向偏移(左右)
if (Mathf.Abs(currentLateralOffsetAngle) > 0.01f)
{
Vector3 flyDirection = GetFlyOverDirection();
Vector3 perpendicular = Vector3.Cross(flyDirection, Vector3.up).normalized;
float lateralOffsetDistance = Props.lateralOffsetDistance;
Vector3 lateralOffset = perpendicular * lateralOffsetDistance * Mathf.Sin(currentLateralOffsetAngle * Mathf.Deg2Rad);
finalPosition += lateralOffset;
}
// 应用纵向偏移(前后)
if (Mathf.Abs(currentLongitudinalOffset) > 0.01f)
{
Vector3 flyDirection = GetFlyOverDirection();
Vector3 longitudinalOffset = flyDirection * currentLongitudinalOffset;
finalPosition += longitudinalOffset;
}
return finalPosition;
}
private Vector3 GetFlyOverDirection()
{
FlyOver flyOver = parent as FlyOver;
if (flyOver != null)
{
return flyOver.MovementDirection;
}
return Vector3.forward;
}
private float GetHorizontalDistance(Vector3 fromPos, IntVec3 toCell) private float GetHorizontalDistance(Vector3 fromPos, IntVec3 toCell)
{ {
Vector2 fromPos2D = new Vector2(fromPos.x, fromPos.z); Vector2 fromPos2D = new Vector2(fromPos.x, fromPos.z);
@@ -85,16 +231,6 @@ namespace ArachnaeSwarm
return Vector2.Distance(fromPos2D, toPos2D); return Vector2.Distance(fromPos2D, toPos2D);
} }
// 新增:调试方法,输出距离信息
private void DebugDistanceInfo(Vector3 currentPos, IntVec3 targetCell)
{
float horizontalDistance = GetHorizontalDistance(currentPos, targetCell);
float fullDistance = Vector3.Distance(currentPos, targetCell.ToVector3());
Log.Message($"Distance Debug - Horizontal: {horizontalDistance:F1}, Full: {fullDistance:F1}, " +
$"Range: {Props.range}, Position: {currentPos}, Target: {targetCell}");
}
private bool LaunchProjectileAt(IntVec3 targetCell) private bool LaunchProjectileAt(IntVec3 targetCell)
{ {
if (Props.projectileDef == null) if (Props.projectileDef == null)
@@ -105,31 +241,39 @@ namespace ArachnaeSwarm
try try
{ {
// 使用 DrawPos 而不是 Position 来生成抛射体
Vector3 spawnPos = parent.DrawPos; Vector3 spawnPos = parent.DrawPos;
IntVec3 spawnCell = spawnPos.ToIntVec3(); Vector3 targetPos = targetCell.ToVector3();
Vector3 directionToTarget = (targetPos - spawnPos).normalized;
// 创建抛射体 - 使用当前实际位置 // 计算偏移后的发射位置
Vector3 offsetSpawnPos = CalculateOffsetPosition(spawnPos, directionToTarget);
IntVec3 spawnCell = offsetSpawnPos.ToIntVec3();
// 创建抛射体
Projectile projectile = (Projectile)GenSpawn.Spawn(Props.projectileDef, spawnCell, parent.Map); Projectile projectile = (Projectile)GenSpawn.Spawn(Props.projectileDef, spawnCell, parent.Map);
if (projectile != null) if (projectile != null)
{ {
// 获取发射者
Thing launcher = GetLauncher(); Thing launcher = GetLauncher();
Vector3 launchPos = parent.DrawPos; lastProjectileDirection = directionToTarget;
LocalTargetInfo target = new LocalTargetInfo(targetCell);
// 发射抛射体 // 发射抛射体
projectile.Launch( projectile.Launch(
launcher, launcher,
launchPos, offsetSpawnPos,
target, new LocalTargetInfo(targetCell),
target, new LocalTargetInfo(targetCell),
ProjectileHitFlags.IntendedTarget, ProjectileHitFlags.IntendedTarget,
false false
); );
// 播放偏移特效
if (Props.spawnOffsetEffect)
{
CreateOffsetEffect(offsetSpawnPos, directionToTarget);
}
return true; return true;
} }
} }
@@ -141,9 +285,22 @@ namespace ArachnaeSwarm
return false; return false;
} }
// 偏移特效
private void CreateOffsetEffect(Vector3 spawnPos, Vector3 direction)
{
if (Props.offsetEffectDef != null)
{
MoteMaker.MakeStaticMote(
spawnPos,
parent.Map,
Props.offsetEffectDef,
1f
);
}
}
private Thing GetLauncher() private Thing GetLauncher()
{ {
// 如果 FlyOver 有施法者引用,使用施法者,否则使用 FlyOver 自身
FlyOver flyOver = parent as FlyOver; FlyOver flyOver = parent as FlyOver;
if (flyOver != null && flyOver.caster != null) if (flyOver != null && flyOver.caster != null)
{ {
@@ -152,17 +309,21 @@ namespace ArachnaeSwarm
return parent; return parent;
} }
// 设置确认的目标单元格(由技能调用,已经过预处理)
public void SetConfirmedTargets(List<IntVec3> targets) public void SetConfirmedTargets(List<IntVec3> targets)
{ {
confirmedTargetCells.Clear(); confirmedTargetCells.Clear();
firedCells.Clear(); firedCells.Clear();
shotsFired = 0;
currentLateralOffsetAngle = Props.lateralInitialOffsetAngle;
currentLongitudinalOffset = Props.longitudinalInitialOffset;
isForwardPhase = true;
confirmedTargetCells.AddRange(targets); confirmedTargetCells.AddRange(targets);
// 只输出关键信息 Log.Message($"GroundStrafing: Set {confirmedTargetCells.Count} targets, " +
Log.Message($"GroundStrafing: Set {confirmedTargetCells.Count} confirmed targets"); $"Lateral Mode: {Props.lateralOffsetMode}, " +
$"Longitudinal Mode: {Props.longitudinalOffsetMode}");
// 调试:输出一些目标单元格的位置信息
if (confirmedTargetCells.Count > 0) if (confirmedTargetCells.Count > 0)
{ {
Log.Message($"First target: {confirmedTargetCells[0]}, Last target: {confirmedTargetCells[confirmedTargetCells.Count - 1]}"); Log.Message($"First target: {confirmedTargetCells[0]}, Last target: {confirmedTargetCells[confirmedTargetCells.Count - 1]}");
@@ -175,6 +336,19 @@ namespace ArachnaeSwarm
Scribe_Collections.Look(ref confirmedTargetCells, "confirmedTargetCells", LookMode.Value); Scribe_Collections.Look(ref confirmedTargetCells, "confirmedTargetCells", LookMode.Value);
Scribe_Collections.Look(ref firedCells, "firedCells", LookMode.Value); Scribe_Collections.Look(ref firedCells, "firedCells", LookMode.Value);
Scribe_Values.Look(ref currentLateralOffsetAngle, "currentLateralOffsetAngle", Props.lateralInitialOffsetAngle);
Scribe_Values.Look(ref currentLongitudinalOffset, "currentLongitudinalOffset", Props.longitudinalInitialOffset);
Scribe_Values.Look(ref shotsFired, "shotsFired", 0);
Scribe_Values.Look(ref isForwardPhase, "isForwardPhase", true);
}
// 修改:调试方法
public void DebugOffsetStatus()
{
Log.Message($"GroundStrafing Offset Status:");
Log.Message($" Lateral - Angle: {currentLateralOffsetAngle:F1}°, Mode: {Props.lateralOffsetMode}");
Log.Message($" Longitudinal - Offset: {currentLongitudinalOffset:F1}, Mode: {Props.longitudinalOffsetMode}");
Log.Message($" Shots Fired: {shotsFired}, Forward Phase: {isForwardPhase}");
} }
} }
@@ -183,9 +357,55 @@ namespace ArachnaeSwarm
public ThingDef projectileDef; // 抛射体定义 public ThingDef projectileDef; // 抛射体定义
public float range = 15f; // 射程 public float range = 15f; // 射程
// 横向偏移配置(左右)
public float lateralOffsetDistance = 2f;
public float lateralInitialOffsetAngle = 0f;
public float lateralMaxOffsetAngle = 45f;
public float lateralAngleIncrement = 5f;
public OffsetMode lateralOffsetMode = OffsetMode.Alternating;
// 纵向偏移配置(前后)
public float longitudinalInitialOffset = 0f; // 初始纵向偏移
public float longitudinalMinOffset = -2f; // 最小纵向偏移
public float longitudinalMaxOffset = 2f; // 最大纵向偏移
public LongitudinalOffsetMode longitudinalOffsetMode = LongitudinalOffsetMode.Alternating; // 纵向偏移模式
// 正弦波模式参数
public float longitudinalOscillationSpeed = 0.5f; // 振荡速度
public float longitudinalOscillationAmplitude = 1f; // 振荡幅度
// 交替模式参数
public float longitudinalAlternationAmplitude = 1f; // 交替幅度
// 渐进模式参数
public float longitudinalProgressionStep = 0.1f; // 渐进步长
// 视觉效果
public bool spawnOffsetEffect = false;
public ThingDef offsetEffectDef;
public CompProperties_GroundStrafing() public CompProperties_GroundStrafing()
{ {
compClass = typeof(CompGroundStrafing); compClass = typeof(CompGroundStrafing);
} }
} }
// 横向偏移模式枚举
public enum OffsetMode
{
Fixed,
Alternating,
Progressive,
Random
}
// 新增:纵向偏移模式枚举
public enum LongitudinalOffsetMode
{
Fixed, // 固定
Alternating, // 交替(前后交替)
Progressive, // 渐进(逐渐变化)
Random, // 随机
Sinusoidal // 正弦波(平滑波动)
}
} }

View File

@@ -27,10 +27,16 @@ namespace ArachnaeSwarm
private Faction cachedFaction = null; private Faction cachedFaction = null;
private bool factionInitialized = false; private bool factionInitialized = false;
// 新增:射弹数量跟踪 // 射弹数量跟踪
private int remainingProjectiles = -1; // -1 表示无限 private int remainingProjectiles = -1; // -1 表示无限
private bool ammoExhausted = false; private bool ammoExhausted = false;
// 新增:横纵轴偏移状态
private float currentLateralOffsetAngle = 0f; // 当前横向偏移角度
private float currentLongitudinalOffset = 0f; // 当前纵向偏移距离
private bool isForwardPhase = true; // 是否处于向前偏移阶段
private int shotsFired = 0; // 总发射次数(用于偏移计算)
public override void PostSpawnSetup(bool respawningAfterLoad) public override void PostSpawnSetup(bool respawningAfterLoad)
{ {
base.PostSpawnSetup(respawningAfterLoad); base.PostSpawnSetup(respawningAfterLoad);
@@ -40,12 +46,17 @@ namespace ArachnaeSwarm
{ {
remainingProjectiles = Props.maxProjectiles; remainingProjectiles = Props.maxProjectiles;
ammoExhausted = false; ammoExhausted = false;
// 初始化偏移
currentLateralOffsetAngle = Props.lateralInitialOffsetAngle;
currentLongitudinalOffset = Props.longitudinalInitialOffset;
} }
Log.Message($"SectorSurveillance: Initialized - Angle: {Props.sectorAngle}°, Range: {Props.sectorRange}, Shots: {Props.shotCount}, Interval: {Props.shotInterval}s"); Log.Message($"SectorSurveillance: Initialized - Angle: {Props.sectorAngle}°, Range: {Props.sectorRange}, Shots: {Props.shotCount}, Interval: {Props.shotInterval}s");
Log.Message($"SectorSurveillance: ProjectileDef = {Props.projectileDef?.defName ?? "NULL"}"); Log.Message($"SectorSurveillance: ProjectileDef = {Props.projectileDef?.defName ?? "NULL"}");
Log.Message($"SectorSurveillance: Parent = {parent?.def?.defName ?? "NULL"} at {parent?.Position.ToString() ?? "NULL"}"); Log.Message($"SectorSurveillance: Parent = {parent?.def?.defName ?? "NULL"} at {parent?.Position.ToString() ?? "NULL"}");
Log.Message($"SectorSurveillance: Max Projectiles = {Props.maxProjectiles}, Remaining = {remainingProjectiles}"); Log.Message($"SectorSurveillance: Max Projectiles = {Props.maxProjectiles}, Remaining = {remainingProjectiles}");
Log.Message($"SectorSurveillance: Lateral Mode: {Props.lateralOffsetMode}, Longitudinal Mode: {Props.longitudinalOffsetMode}");
InitializeFactionCache(); InitializeFactionCache();
} }
@@ -108,6 +119,7 @@ namespace ArachnaeSwarm
{ {
Faction currentFaction = GetEffectiveFaction(); Faction currentFaction = GetEffectiveFaction();
Log.Message($"SectorSurveillance Status: Frames={totalFramesProcessed}, TargetsFound={totalTargetsFound}, ShotsFired={totalShotsFired}, ActiveTargets={activeTargets.Count}, Cooldowns={shotCooldowns.Count}, Faction={currentFaction?.Name ?? "NULL"}, RemainingProjectiles={remainingProjectiles}, AmmoExhausted={ammoExhausted}"); Log.Message($"SectorSurveillance Status: Frames={totalFramesProcessed}, TargetsFound={totalTargetsFound}, ShotsFired={totalShotsFired}, ActiveTargets={activeTargets.Count}, Cooldowns={shotCooldowns.Count}, Faction={currentFaction?.Name ?? "NULL"}, RemainingProjectiles={remainingProjectiles}, AmmoExhausted={ammoExhausted}");
Log.Message($"SectorSurveillance Offsets: Lateral={currentLateralOffsetAngle:F1}°, Longitudinal={currentLongitudinalOffset:F1}, TotalShots={shotsFired}");
} }
UpdateShotCooldowns(); UpdateShotCooldowns();
@@ -230,7 +242,7 @@ namespace ArachnaeSwarm
continue; continue;
} }
// 新增:检查剩余射弹数量 // 检查剩余射弹数量
if (remainingProjectiles == 0) if (remainingProjectiles == 0)
{ {
Log.Message($"SectorSurveillance: Ammo exhausted, cannot fire at {enemy.Label}"); Log.Message($"SectorSurveillance: Ammo exhausted, cannot fire at {enemy.Label}");
@@ -245,7 +257,7 @@ namespace ArachnaeSwarm
remainingShots--; remainingShots--;
activeTargets[enemy] = remainingShots; activeTargets[enemy] = remainingShots;
// 新增:减少剩余射弹数量(如果不是无限) // 减少剩余射弹数量(如果不是无限)
if (remainingProjectiles > 0) if (remainingProjectiles > 0)
{ {
remainingProjectiles--; remainingProjectiles--;
@@ -259,6 +271,9 @@ namespace ArachnaeSwarm
} }
} }
// 新增:更新偏移状态
UpdateOffsets();
int cooldownTicks = Mathf.RoundToInt(Props.shotInterval * 60f); int cooldownTicks = Mathf.RoundToInt(Props.shotInterval * 60f);
shotCooldowns[enemy] = cooldownTicks; shotCooldowns[enemy] = cooldownTicks;
@@ -295,6 +310,137 @@ namespace ArachnaeSwarm
} }
} }
// 新增:更新所有偏移参数
private void UpdateOffsets()
{
shotsFired++;
// 更新横向偏移
UpdateLateralOffset();
// 更新纵向偏移
UpdateLongitudinalOffset();
}
// 横向偏移逻辑(左右)
private void UpdateLateralOffset()
{
switch (Props.lateralOffsetMode)
{
case OffsetMode.Alternating:
currentLateralOffsetAngle = (shotsFired % 2 == 0) ? Props.lateralOffsetDistance : -Props.lateralOffsetDistance;
break;
case OffsetMode.Progressive:
currentLateralOffsetAngle += Props.lateralAngleIncrement;
if (Mathf.Abs(currentLateralOffsetAngle) > Props.lateralMaxOffsetAngle)
{
currentLateralOffsetAngle = Props.lateralInitialOffsetAngle;
}
break;
case OffsetMode.Random:
currentLateralOffsetAngle = Random.Range(-Props.lateralMaxOffsetAngle, Props.lateralMaxOffsetAngle);
break;
case OffsetMode.Fixed:
default:
break;
}
if (Props.lateralMaxOffsetAngle > 0)
{
currentLateralOffsetAngle = Mathf.Clamp(currentLateralOffsetAngle, -Props.lateralMaxOffsetAngle, Props.lateralMaxOffsetAngle);
}
}
// 新增:纵向偏移逻辑(前后)
private void UpdateLongitudinalOffset()
{
switch (Props.longitudinalOffsetMode)
{
case LongitudinalOffsetMode.Alternating:
// 交替模式:前后交替
currentLongitudinalOffset = (shotsFired % 2 == 0) ? Props.longitudinalAlternationAmplitude : -Props.longitudinalAlternationAmplitude;
break;
case LongitudinalOffsetMode.Progressive:
// 渐进模式:逐渐向前然后向后
if (isForwardPhase)
{
currentLongitudinalOffset += Props.longitudinalProgressionStep;
if (currentLongitudinalOffset >= Props.longitudinalMaxOffset)
{
isForwardPhase = false;
}
}
else
{
currentLongitudinalOffset -= Props.longitudinalProgressionStep;
if (currentLongitudinalOffset <= Props.longitudinalMinOffset)
{
isForwardPhase = true;
}
}
break;
case LongitudinalOffsetMode.Random:
// 随机模式
currentLongitudinalOffset = Random.Range(Props.longitudinalMinOffset, Props.longitudinalMaxOffset);
break;
case LongitudinalOffsetMode.Sinusoidal:
// 正弦波模式:平滑的前后波动
float time = shotsFired * Props.longitudinalOscillationSpeed;
currentLongitudinalOffset = Mathf.Sin(time) * Props.longitudinalOscillationAmplitude;
break;
case LongitudinalOffsetMode.Fixed:
default:
// 固定模式:保持不变
break;
}
// 应用限制
currentLongitudinalOffset = Mathf.Clamp(currentLongitudinalOffset, Props.longitudinalMinOffset, Props.longitudinalMaxOffset);
}
// 新增:计算包含横向和纵向偏移的发射位置
private Vector3 CalculateOffsetPosition(Vector3 basePosition, Vector3 directionToTarget)
{
Vector3 finalPosition = basePosition;
// 应用横向偏移(左右)
if (Mathf.Abs(currentLateralOffsetAngle) > 0.01f)
{
Vector3 flyDirection = GetFlyOverDirection();
Vector3 perpendicular = Vector3.Cross(flyDirection, Vector3.up).normalized;
float lateralOffsetDistance = Props.lateralOffsetDistance;
Vector3 lateralOffset = perpendicular * lateralOffsetDistance * Mathf.Sin(currentLateralOffsetAngle * Mathf.Deg2Rad);
finalPosition += lateralOffset;
}
// 应用纵向偏移(前后)
if (Mathf.Abs(currentLongitudinalOffset) > 0.01f)
{
Vector3 flyDirection = GetFlyOverDirection();
Vector3 longitudinalOffset = flyDirection * currentLongitudinalOffset;
finalPosition += longitudinalOffset;
}
return finalPosition;
}
private Vector3 GetFlyOverDirection()
{
FlyOver flyOver = parent as FlyOver;
if (flyOver != null)
{
return flyOver.MovementDirection;
}
return Vector3.forward;
}
private List<Pawn> GetEnemiesInSector() private List<Pawn> GetEnemiesInSector()
{ {
List<Pawn> enemies = new List<Pawn>(); List<Pawn> enemies = new List<Pawn>();
@@ -420,9 +566,15 @@ namespace ArachnaeSwarm
try try
{ {
Vector3 spawnPos = parent.DrawPos; Vector3 spawnPos = parent.DrawPos;
IntVec3 spawnCell = spawnPos.ToIntVec3(); Vector3 targetPos = target.Position.ToVector3();
Vector3 directionToTarget = (targetPos - spawnPos).normalized;
Log.Message($"SectorSurveillance: Spawn position - World: {spawnPos}, Cell: {spawnCell}"); // 计算偏移后的发射位置
Vector3 offsetSpawnPos = CalculateOffsetPosition(spawnPos, directionToTarget);
IntVec3 spawnCell = offsetSpawnPos.ToIntVec3();
Log.Message($"SectorSurveillance: Spawn position - World: {offsetSpawnPos}, Cell: {spawnCell}, Lateral Offset: {currentLateralOffsetAngle:F1}°, Longitudinal Offset: {currentLongitudinalOffset:F1}");
if (parent.Map == null) if (parent.Map == null)
{ {
@@ -444,7 +596,7 @@ namespace ArachnaeSwarm
Log.Message($"SectorSurveillance: Projectile spawned successfully: {projectile}"); Log.Message($"SectorSurveillance: Projectile spawned successfully: {projectile}");
Thing launcher = GetLauncher(); Thing launcher = GetLauncher();
Vector3 launchPos = parent.DrawPos; Vector3 launchPos = offsetSpawnPos;
LocalTargetInfo targetInfo = new LocalTargetInfo(target); LocalTargetInfo targetInfo = new LocalTargetInfo(target);
@@ -459,6 +611,12 @@ namespace ArachnaeSwarm
false false
); );
// 播放偏移特效
if (Props.spawnOffsetEffect)
{
CreateOffsetEffect(offsetSpawnPos, directionToTarget);
}
Log.Message($"SectorSurveillance: Projectile launched successfully"); Log.Message($"SectorSurveillance: Projectile launched successfully");
return true; return true;
} }
@@ -476,6 +634,20 @@ namespace ArachnaeSwarm
} }
} }
// 偏移特效
private void CreateOffsetEffect(Vector3 spawnPos, Vector3 direction)
{
if (Props.offsetEffectDef != null)
{
MoteMaker.MakeStaticMote(
spawnPos,
parent.Map,
Props.offsetEffectDef,
1f
);
}
}
private Thing GetLauncher() private Thing GetLauncher()
{ {
FlyOver flyOver = parent as FlyOver; FlyOver flyOver = parent as FlyOver;
@@ -489,13 +661,13 @@ namespace ArachnaeSwarm
return parent; return parent;
} }
// 新增:获取剩余射弹数量的方法用于UI显示等 // 获取剩余射弹数量的方法用于UI显示等
public int GetRemainingProjectiles() public int GetRemainingProjectiles()
{ {
return remainingProjectiles; return remainingProjectiles;
} }
// 新增:检查是否还有弹药 // 检查是否还有弹药
public bool HasAmmo() public bool HasAmmo()
{ {
return !ammoExhausted; return !ammoExhausted;
@@ -515,9 +687,15 @@ namespace ArachnaeSwarm
Scribe_References.Look(ref cachedFaction, "cachedFaction"); Scribe_References.Look(ref cachedFaction, "cachedFaction");
Scribe_Values.Look(ref factionInitialized, "factionInitialized", false); Scribe_Values.Look(ref factionInitialized, "factionInitialized", false);
// 新增:保存和加载射弹数量状态 // 保存和加载射弹数量状态
Scribe_Values.Look(ref remainingProjectiles, "remainingProjectiles", -1); Scribe_Values.Look(ref remainingProjectiles, "remainingProjectiles", -1);
Scribe_Values.Look(ref ammoExhausted, "ammoExhausted", false); Scribe_Values.Look(ref ammoExhausted, "ammoExhausted", false);
// 新增:保存和加载偏移状态
Scribe_Values.Look(ref currentLateralOffsetAngle, "currentLateralOffsetAngle", Props.lateralInitialOffsetAngle);
Scribe_Values.Look(ref currentLongitudinalOffset, "currentLongitudinalOffset", Props.longitudinalInitialOffset);
Scribe_Values.Look(ref shotsFired, "shotsFired", 0);
Scribe_Values.Look(ref isForwardPhase, "isForwardPhase", true);
} }
public override string CompInspectStringExtra() public override string CompInspectStringExtra()
@@ -538,11 +716,26 @@ namespace ArachnaeSwarm
} }
} }
// 新增:显示偏移状态
string offsetString = $"Offsets: Lateral {currentLateralOffsetAngle:F1}°, Longitudinal {currentLongitudinalOffset:F1}";
string result = ammoString + "\n" + offsetString;
if (!string.IsNullOrEmpty(baseString)) if (!string.IsNullOrEmpty(baseString))
{ {
return baseString + "\n" + ammoString; result = baseString + "\n" + result;
} }
return ammoString;
return result;
}
// 新增:调试方法
public void DebugOffsetStatus()
{
Log.Message($"SectorSurveillance Offset Status:");
Log.Message($" Lateral - Angle: {currentLateralOffsetAngle:F1}°, Mode: {Props.lateralOffsetMode}");
Log.Message($" Longitudinal - Offset: {currentLongitudinalOffset:F1}, Mode: {Props.longitudinalOffsetMode}");
Log.Message($" Shots Fired: {shotsFired}, Forward Phase: {isForwardPhase}");
} }
} }
@@ -554,9 +747,36 @@ namespace ArachnaeSwarm
public int shotCount = 3; public int shotCount = 3;
public float shotInterval = 0.3f; public float shotInterval = 0.3f;
// 新增:最大射弹数量限制 // 最大射弹数量限制
public int maxProjectiles = -1; // -1 表示无限开火 public int maxProjectiles = -1; // -1 表示无限开火
// 新增:横纵轴偏移配置
public float lateralOffsetDistance = 2f;
public float lateralInitialOffsetAngle = 0f;
public float lateralMaxOffsetAngle = 45f;
public float lateralAngleIncrement = 5f;
public OffsetMode lateralOffsetMode = OffsetMode.Alternating;
// 纵向偏移配置(前后)
public float longitudinalInitialOffset = 0f; // 初始纵向偏移
public float longitudinalMinOffset = -2f; // 最小纵向偏移
public float longitudinalMaxOffset = 2f; // 最大纵向偏移
public LongitudinalOffsetMode longitudinalOffsetMode = LongitudinalOffsetMode.Alternating; // 纵向偏移模式
// 正弦波模式参数
public float longitudinalOscillationSpeed = 0.5f; // 振荡速度
public float longitudinalOscillationAmplitude = 1f; // 振荡幅度
// 交替模式参数
public float longitudinalAlternationAmplitude = 1f; // 交替幅度
// 渐进模式参数
public float longitudinalProgressionStep = 0.1f; // 渐进步长
// 视觉效果
public bool spawnOffsetEffect = false;
public ThingDef offsetEffectDef;
public CompProperties_SectorSurveillance() public CompProperties_SectorSurveillance()
{ {
compClass = typeof(CompSectorSurveillance); compClass = typeof(CompSectorSurveillance);