This commit is contained in:
2025-09-28 23:31:28 +08:00
parent b930826208
commit 504c4b9902
4 changed files with 121 additions and 50 deletions

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@@ -19,18 +19,15 @@
<rechargeHitPointsIntervalTicks>60</rechargeHitPointsIntervalTicks> <rechargeHitPointsIntervalTicks>60</rechargeHitPointsIntervalTicks>
<!-- Psyfocus/Entropy Mechanics --> <!-- Psyfocus/Entropy Mechanics -->
<psyfocusCostForFullRecharge>0.5</psyfocusCostForFullRecharge> <!-- 50% of max psyfocus --> <!-- Removed psyfocusCostForFullRecharge as it's now gradual -->
<psyfocusCostPerInterval>0.001</psyfocusCostPerInterval> <!-- e.g., 0.1% of max psyfocus per recharge interval -->
<entropyGainPerDamage>0.1</entropyGainPerDamage> <!-- 1 entropy per 2 damage --> <entropyGainPerDamage>0.1</entropyGainPerDamage> <!-- 1 entropy per 2 damage -->
<hitPointsPctPerInterval>0.01</hitPointsPctPerInterval> <!-- Restore 1% of max HP per interval --> <hitPointsPctPerInterval>0.01</hitPointsPctPerInterval> <!-- Restore 1% of max HP per interval -->
<!-- Interception types -->
<interceptGroundProjectiles>true</interceptGroundProjectiles>
<interceptAirProjectiles>true</interceptAirProjectiles>
<interceptNonHostileProjectiles>true</interceptNonHostileProjectiles>
<!-- Visuals and Sound --> <!-- Visuals and Sound -->
<color>(0.3, 0.8, 0.8)</color> <color>(0.5, 0.3, 0.9, 0.5)</color>
<interceptEffecter>Interceptor_BlockedProjectile</interceptEffecter> <interceptEffecter>Interceptor_BlockedProjectile</interceptEffecter>
<absorbEffecter>Interceptor_BlockedProjectile</absorbEffecter> <!-- Reusing an effecter for now -->
<breakEffecter>Shield_Break</breakEffecter> <breakEffecter>Shield_Break</breakEffecter>
<reactivateEffecter>BulletShieldGenerator_Reactivate</reactivateEffecter> <reactivateEffecter>BulletShieldGenerator_Reactivate</reactivateEffecter>
</guardianProps> </guardianProps>

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@@ -7,19 +7,12 @@ namespace ArachnaeSwarm
{ {
public class Hediff_DynamicInterceptor : HediffWithComps public class Hediff_DynamicInterceptor : HediffWithComps
{ {
// This Hediff's job is to add and remove our custom ThingComp_GuardianPsyField.
public CompProperties_GuardianPsyField GuardianProps public CompProperties_GuardianPsyField GuardianProps
{ {
get get
{ {
var compProps = def.comps?.FirstOrDefault(c => c is HediffCompProperties_DynamicInterceptor); var hediffCompProps = def.comps?.FirstOrDefault(c => c is HediffCompProperties_DynamicInterceptor) as HediffCompProperties_DynamicInterceptor;
if (compProps is HediffCompProperties_DynamicInterceptor customProps) return hediffCompProps?.guardianProps;
{
// Note: The XML now needs to contain CompProperties_GuardianPsyField
return customProps.guardianProps;
}
return null;
} }
} }
@@ -34,6 +27,7 @@ namespace ArachnaeSwarm
Log.Message($"[DynamicInterceptor] Adding ThingComp_GuardianPsyField to {pawn.LabelShort}."); Log.Message($"[DynamicInterceptor] Adding ThingComp_GuardianPsyField to {pawn.LabelShort}.");
var newComp = (ThingComp_GuardianPsyField)Activator.CreateInstance(typeof(ThingComp_GuardianPsyField)); var newComp = (ThingComp_GuardianPsyField)Activator.CreateInstance(typeof(ThingComp_GuardianPsyField));
newComp.parent = pawn; newComp.parent = pawn;
// Initialize with the actual properties from the HediffDef
newComp.Initialize(props); newComp.Initialize(props);
pawn.AllComps.Add(newComp); pawn.AllComps.Add(newComp);
} }
@@ -58,8 +52,7 @@ namespace ArachnaeSwarm
// This comp will hold the properties for our custom interceptor // This comp will hold the properties for our custom interceptor
public class HediffCompProperties_DynamicInterceptor : HediffCompProperties public class HediffCompProperties_DynamicInterceptor : HediffCompProperties
{ {
// This will now point to our custom properties class public CompProperties_GuardianPsyField guardianProps; // Nested properties
public CompProperties_GuardianPsyField guardianProps;
public HediffCompProperties_DynamicInterceptor() public HediffCompProperties_DynamicInterceptor()
{ {
@@ -70,6 +63,6 @@ namespace ArachnaeSwarm
// A simple HediffComp to go with the properties // A simple HediffComp to go with the properties
public class HediffComp_DynamicInterceptor : HediffComp public class HediffComp_DynamicInterceptor : HediffComp
{ {
public HediffCompProperties_DynamicInterceptor Props => (HediffCompProperties_DynamicInterceptor)props; public HediffCompProperties_DynamicInterceptor Props => props as HediffCompProperties_DynamicInterceptor;
} }
} }

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@@ -14,14 +14,14 @@ namespace ArachnaeSwarm
public int rechargeHitPointsIntervalTicks = 60; // Ticks to restore 1 HP public int rechargeHitPointsIntervalTicks = 60; // Ticks to restore 1 HP
// New properties for psyfocus/entropy mechanics // New properties for psyfocus/entropy mechanics
public float psyfocusCostForFullRecharge = 0.5f; // 50% psyfocus cost // Removed psyfocusCostForFullRecharge
public float entropyGainPerDamage = 0.5f; // 1 entropy per 2 damage public float psyfocusCostPerInterval = 0.001f; // e.g., 0.1% of max psyfocus per recharge interval
public float entropyGainPerDamage = 0.5f; // For self
// Removed entropyGainPerAllyDamage
public float hitPointsPctPerInterval = 0.01f; // Restore 1% of max HP per interval public float hitPointsPctPerInterval = 0.01f; // Restore 1% of max HP per interval
public EffecterDef absorbEffecter;
// Removed transferAllyDamage
public bool interceptGroundProjectiles = true;
public bool interceptAirProjectiles = true;
public bool interceptNonHostileProjectiles = false;
public EffecterDef interceptEffecter; public EffecterDef interceptEffecter;
public EffecterDef breakEffecter; public EffecterDef breakEffecter;
public EffecterDef reactivateEffecter; public EffecterDef reactivateEffecter;
@@ -57,11 +57,18 @@ namespace ArachnaeSwarm
{ {
get get
{ {
if (PawnOwner == null || !PawnOwner.Spawned || PawnOwner.Dead || PawnOwner.Downed || IsOnCooldown || currentHitPoints <= 0) // Shield is active if pawn is valid, hediff is present, not on cooldown, and has psyfocus.
// currentHitPoints <= 0 should NOT prevent activation for recharge.
if (PawnOwner == null || !PawnOwner.Spawned || PawnOwner.Dead || PawnOwner.Downed || IsOnCooldown)
return false; return false;
var hediff = PawnOwner.health.hediffSet.GetFirstHediffOfDef(HediffDef.Named("ARA_GuardianPsyField")); var hediff = PawnOwner.health.hediffSet.GetFirstHediffOfDef(HediffDef.Named("ARA_GuardianPsyField"));
return hediff != null; if (hediff == null) return false;
// Shield is only active if pawn has psyfocus
if (PawnOwner.psychicEntropy == null || PawnOwner.psychicEntropy.CurrentPsyfocus <= 0) return false;
return true;
} }
} }
@@ -92,60 +99,134 @@ namespace ArachnaeSwarm
Reset(); Reset();
} }
} }
else if (currentHitPoints < HitPointsMax) // Only allow recharge if the shield is 'Active' (i.e., has psyfocus) and not on cooldown
else if (Active && currentHitPoints < HitPointsMax)
{ {
wasNotAtFullHp = true; // Mark that the shield was damaged // Check if there's enough psyfocus to pay for this interval's recharge
if(this.parent.IsHashIntervalTick(Props.rechargeHitPointsIntervalTicks)) if (PawnOwner.psychicEntropy != null && PawnOwner.psychicEntropy.CurrentPsyfocus >= Props.psyfocusCostPerInterval)
{ {
currentHitPoints += (int)(HitPointsMax * Props.hitPointsPctPerInterval); wasNotAtFullHp = true; // Mark that the shield was damaged
if(currentHitPoints > HitPointsMax) currentHitPoints = HitPointsMax; if(this.parent.IsHashIntervalTick(Props.rechargeHitPointsIntervalTicks))
{
currentHitPoints += (int)(HitPointsMax * Props.hitPointsPctPerInterval);
if(currentHitPoints > HitPointsMax) currentHitPoints = HitPointsMax;
// Deduct psyfocus for this interval
PawnOwner.psychicEntropy.OffsetPsyfocusDirectly(-Props.psyfocusCostPerInterval);
}
}
else
{
// Not enough psyfocus to recharge, log for debugging
Log.Message($"[GuardianFieldComp] {PawnOwner.LabelShort} has insufficient psyfocus ({PawnOwner.psychicEntropy?.CurrentPsyfocus ?? 0}) to recharge shield (cost: {Props.psyfocusCostPerInterval}).");
} }
} }
// The full recharge psyfocus deduction is removed, as it's now gradual.
// The wasNotAtFullHp check is still useful for other potential effects when full.
else if (wasNotAtFullHp && currentHitPoints >= HitPointsMax) else if (wasNotAtFullHp && currentHitPoints >= HitPointsMax)
{ {
// Shield just reached full charge wasNotAtFullHp = false; // Reset flag when full
wasNotAtFullHp = false;
if (PawnOwner.psychicEntropy != null && Props.psyfocusCostForFullRecharge > 0)
{
float maxPsyfocus = PawnOwner.GetStatValue(StatDefOf.PsychicEntropyMax);
PawnOwner.psychicEntropy.OffsetPsyfocusDirectly(-maxPsyfocus * Props.psyfocusCostForFullRecharge);
}
} }
} }
// Projectile interception logic remains the same, as it's a separate Harmony patch
public bool TryIntercept(Projectile projectile) public bool TryIntercept(Projectile projectile)
{ {
if (!Active) return false; if (!Active) return false;
bool isHostile = projectile.Launcher != null && projectile.Launcher.HostileTo(PawnOwner.Faction); // We now intercept all projectiles, the filter will be done by the PostPreApplyDamage on self
if (!isHostile && !Props.interceptNonHostileProjectiles) return false; // and the TryAbsorbDamageForAllyOnly for allies.
// This method is only for projectile visual/sound and psyfocus cost.
if (Vector3.Distance(projectile.ExactPosition, PawnOwner.TrueCenter()) > Props.radius) return false;
// --- Interception Success --- // --- Interception Success ---
lastInterceptTicks = Find.TickManager.TicksGame; lastInterceptTicks = Find.TickManager.TicksGame;
// Spawn effect at the point of interception, not the shield center // Spawn effect at the point of interception, not the shield center
Props.interceptEffecter?.Spawn(projectile.ExactPosition.ToIntVec3(), PawnOwner.Map).Cleanup(); Props.interceptEffecter?.Spawn(projectile.ExactPosition.ToIntVec3(), PawnOwner.Map).Cleanup();
float damageAmount = projectile.DamageAmount; // No longer consuming hitpoints here, PostPreApplyDamage will handle it for self.
// The Harmony_DamageWorker for allies will handle it for allies.
// Add entropy based on damage return true;
}
// --- NEW: PostPreApplyDamage for self-protection (all damage types) ---
public override void PostPreApplyDamage(ref DamageInfo dinfo, out bool absorbed)
{
absorbed = false;
if (!Active || PawnOwner == null) return; // Only intercept if shield is active and for the owner
// We intercept ALL damage types for the owner
if (currentHitPoints < dinfo.Amount) return; // Not enough HP to absorb
// --- Absorption Success for self ---
Props.absorbEffecter?.Spawn(PawnOwner.Position, PawnOwner.Map).Cleanup(); // Effect at center for self-damage
// Add entropy based on damage taken for self
if (PawnOwner.psychicEntropy != null && Props.entropyGainPerDamage > 0) if (PawnOwner.psychicEntropy != null && Props.entropyGainPerDamage > 0)
{ {
PawnOwner.psychicEntropy.TryAddEntropy(damageAmount * Props.entropyGainPerDamage, overLimit: true); PawnOwner.psychicEntropy.TryAddEntropy(dinfo.Amount * Props.entropyGainPerDamage, overLimit: true);
} }
// Consume Hitpoints // Consume Hitpoints
currentHitPoints -= (int)damageAmount; currentHitPoints -= (int)dinfo.Amount;
if (currentHitPoints <= 0) if (currentHitPoints <= 0)
{ {
Break(); Break();
} }
absorbed = true; // Damage was absorbed
return true;
} }
// --- REMOVED: Method for allies, called by Harmony patch ---
// public bool TryAbsorbDamageForAllyOnly(DamageInfo dinfo, Pawn allyPawn)
// {
// Log.Message($"[GuardianFieldComp] TryAbsorbDamageForAllyOnly for {allyPawn.LabelShort} (target) by {PawnOwner.LabelShort} (caster).");
// Log.Message($" - transferAllyDamage: {Props.transferAllyDamage}");
// Log.Message($" - Active: {Active}");
// Log.Message($" - allyPawn == PawnOwner: {allyPawn == PawnOwner}");
// Log.Message($" - allyPawn.Faction: {allyPawn.Faction?.Name ?? "Null"}, PawnOwner.Faction: {PawnOwner.Faction?.Name ?? "Null"}, FactionMatch: {allyPawn.Faction == PawnOwner.Faction}");
// Log.Message($" - InRange: {Vector3.Distance(allyPawn.TrueCenter(), PawnOwner.TrueCenter()) <= Props.radius}");
// Log.Message($" - HasHP: {currentHitPoints >= dinfo.Amount}");
// // Check if ally damage transfer is enabled
// if (!Props.transferAllyDamage) { Log.Message(" -> transferAllyDamage is false."); return false; }
// // Shield must be active
// if (!Active) { Log.Message(" -> Shield is not Active."); return false; }
// // Cannot absorb damage for self (handled by PostPreApplyDamage)
// if (allyPawn == PawnOwner) { Log.Message(" -> Target is self."); return false; }
// // Only protect friendly pawns (same faction)
// if (allyPawn.Faction == null || PawnOwner.Faction == null || allyPawn.Faction != PawnOwner.Faction) { Log.Message(" -> Faction mismatch or null faction."); return false; }
// // Target must be in range
// if (Vector3.Distance(allyPawn.TrueCenter(), PawnOwner.TrueCenter()) > Props.radius) { Log.Message(" -> Target out of range."); return false; }
// // Check if shield has enough HP
// if (currentHitPoints < dinfo.Amount) { Log.Message(" -> Not enough HP to absorb damage."); return false; }
// // --- Absorption Success for ally ---
// Props.absorbEffecter?.Spawn(allyPawn.Position, allyPawn.Map).Cleanup();
// // Add entropy based on damage taken for ally
// if (PawnOwner.psychicEntropy != null && Props.entropyGainPerAllyDamage > 0)
// {
// PawnOwner.psychicEntropy.TryAddEntropy(dinfo.Amount * Props.entropyGainPerAllyDamage, overLimit: true);
// }
// // Consume Hitpoints
// currentHitPoints -= (int)dinfo.Amount;
// if (currentHitPoints <= 0)
// {
// Break();
// }
// Log.Message(" -> Damage absorption successful!");
// return true; // Damage was absorbed
// }
private void Break() private void Break()
{ {
Props.breakEffecter?.Spawn(PawnOwner.Position, PawnOwner.Map).Cleanup(); Props.breakEffecter?.Spawn(PawnOwner.Position, PawnOwner.Map).Cleanup();