This commit is contained in:
Tourswen
2025-10-19 22:29:15 +08:00
parent 8ce28545e8
commit 85b99c4079
18 changed files with 525 additions and 460 deletions

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@@ -1209,93 +1209,6 @@
</li>
</comps>
</AbilityDef>
<HediffDef>
<defName>ARA_Praetorian_Commander_Hediff</defName>
<label>指挥节点</label>
<description>阿拉克涅禁卫种正在指挥附近的虫族部队,因为需要分神搭建次级蜂巢思维网络,其战斗力被削弱了。</description>
<hediffClass>HediffWithComps</hediffClass>
<defaultLabelColor>(0.6, 0.4, 0.8)</defaultLabelColor>
<isBad>false</isBad>
<scenarioCanAdd>false</scenarioCanAdd>
<maxSeverity>1.0</maxSeverity>
<stages>
<li>
<minSeverity>0</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<setMax>0.9</setMax>
</li>
</capMods>
</li>
</stages>
<comps>
<li Class="ArachnaeSwarm.HediffCompProperties_GiveHediffsInRangeToRace">
<range>24</range>
<hediff>ARA_Praetorian_Command_Hediff</hediff>
<!-- <mote>Mote_ARA_CreepyCrawly_HediffLinkLine</mote> -->
<!-- 定义可以被影响的种族列表 -->
<targetRaces>
<li>ArachnaeNode_Race_ShieldHead</li>
<li>ArachnaeNode_Race_WeaponSmith</li>
<li>ArachnaeNode_Race_Fighter</li>
<li>ArachnaeNode_Race_Facehugger</li>
<li>ArachnaeNode_Race_Myrmecocystus</li>
<li>ArachnaeNode_Race_Smokepop</li>
<li>ArachnaeNode_Race_NeuroSwarm</li>
<li>ArachnaeNode_Race_Skyraider</li>
<li>ArachnaeNode_Race_Praetorian</li>
<li>ArachnaeBase_Race_Acidcut</li>
<li>ArachnaeBase_Race_Acidling</li>
<li>ArachnaeBase_Race_Skyhive</li>
<li>ArachnaeNode_Race_MimicNematode</li>
</targetRaces>
<!-- 其他参数和原版一样 -->
<targetingParameters>
<canTargetBuildings>false</canTargetBuildings>
<canTargetAnimals>true</canTargetAnimals>
<canTargetMechs>false</canTargetMechs>
<canTargetSelf>true</canTargetSelf>
<onlyTargetColonists>false</onlyTargetColonists>
</targetingParameters>
<onlyPawnsInSameFaction>true</onlyPawnsInSameFaction>
<hideMoteWhenNotDrafted>true</hideMoteWhenNotDrafted>
</li>
</comps>
</HediffDef>
<HediffDef>
<defName>ARA_Praetorian_Command_Hediff</defName>
<label>蜂巢指挥</label>
<description>一只阿拉克涅禁卫种在附近承担战场指挥官的职责,受到指挥的阿拉克涅虫族通过一个次级蜂巢思维网络进行链接,加强了其整体战斗力。</description>
<hediffClass>HediffWithComps</hediffClass>
<isBad>false</isBad>
<defaultLabelColor>(0.6, 0.6, 0.6)</defaultLabelColor>
<scenarioCanAdd>false</scenarioCanAdd>
<stages>
<li>
<statFactors>
<MeleeHitChance>1.5</MeleeHitChance>
<MeleeDodgeChance>2</MeleeDodgeChance>
<MeleeCooldownFactor>0.75</MeleeCooldownFactor>
<ShootingAccuracyPawn>2</ShootingAccuracyPawn>
<StaggerDurationFactor>0</StaggerDurationFactor>
</statFactors>
</li>
</stages>
<comps>
<li Class="HediffCompProperties_Disappears">
<showRemainingTime>false</showRemainingTime>
</li>
<li Class="HediffCompProperties_DisappearsOnDeath"/>
<li Class="HediffCompProperties_Link">
<requireLinkOnOtherPawn>false</requireLinkOnOtherPawn>
<maxDistance>24</maxDistance>
<!-- <customMote>Mote_ARA_CreepyCrawly_HediffLinkLine</customMote> -->
</li>
</comps>
</HediffDef>
<AbilityDef>
<defName>ARA_Pouch_Hatching_Acidling</defName>

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@@ -24,4 +24,112 @@
<solidTime>0</solidTime>
<fadeOutTime>0.2</fadeOutTime>
</FleckDef>
<FleckDef ParentName="FleckBase">
<defName>ARA_GunTail_Frost</defName>
<altitudeLayer>Projectile</altitudeLayer>
<solidTime>0.05</solidTime>
<fadeOutTime>0.1</fadeOutTime>
<graphicData>
<texPath>ArachnaeSwarm/Mote/ARA_GunTail_Plasma</texPath>
<shaderType>MoteGlow</shaderType>
<drawSize>1.25</drawSize>
<color>(9,211,255,155)</color>
</graphicData>
</FleckDef>
<ThingDef ParentName="MoteBase">
<defName>ARA_Mote_halo</defName>
<graphicData>
<texPath>ArachnaeSwarm/Mote/halo</texPath>
<shaderType>MoteGlow</shaderType>
</graphicData>
<altitudeLayer>MoteOverhead</altitudeLayer>
<mote>
<fadeInTime>0</fadeInTime>
<solidTime>0</solidTime>
<fadeOutTime>0.1</fadeOutTime>
<growthRate>40</growthRate>
<rotateTowardsMoveDirection>true</rotateTowardsMoveDirection>
</mote>
</ThingDef>
<ThingDef ParentName="MoteBase">
<defName>ARA_Mote_fire</defName>
<graphicData>
<texPath>ArachnaeSwarm/Mote/fire</texPath>
<shaderType>MoteGlow</shaderType>
</graphicData>
<altitudeLayer>MoteOverhead</altitudeLayer>
<mote>
<fadeInTime>0</fadeInTime>
<solidTime>0</solidTime>
<fadeOutTime>0.2</fadeOutTime>
<growthRate>8</growthRate>
<rotateTowardsMoveDirection>true</rotateTowardsMoveDirection>
</mote>
</ThingDef>
<ThingDef ParentName="MoteBase">
<defName>ARA_Mote_ChargeLanceShot</defName>
<graphicData>
<texPath>ArachnaeSwarm/Mote/ARA_Spike_Shell</texPath>
<drawSize>(0.75,1.5)</drawSize>
<shaderType>MoteGlow</shaderType>
<color>(255,255,255)</color>
</graphicData>
<altitudeLayer>Projectile</altitudeLayer>
<mote>
<fadeInTime>0.2</fadeInTime>
<solidTime>0.4</solidTime>
<fadeOutTime>0.2</fadeOutTime>
<growthRate>-0.8</growthRate>
<rotateTowardsMoveDirection>true</rotateTowardsMoveDirection>
</mote>
</ThingDef>
<EffecterDef>
<defName>ARA_RW_Lighting_Cannon_Hit</defName>
<children>
<li>
<subEffecterClass>SubEffecter_SprayerTriggered</subEffecterClass>
<positionRadius>0.1</positionRadius>
<moteDef>ARA_Mote_halo</moteDef>
<burstCount>1~1</burstCount>
<speed>0.4~0.8</speed>
<scale>0.05~0.05</scale>
<spawnLocType>OnSource</spawnLocType>
<color>(255,255,255)</color>
</li>
<li>
<subEffecterClass>SubEffecter_SprayerTriggered</subEffecterClass>
<positionRadius>0.02</positionRadius>
<moteDef>ARA_Mote_fire</moteDef>
<burstCount>1~1</burstCount>
<speed>0.3~0.4</speed>
<rotationRate>5~10</rotationRate>
<scale>0.1~0.2</scale>
<spawnLocType>OnSource</spawnLocType>
<color>(255,255,255)</color>
</li>
<li>
<subEffecterClass>SubEffecter_SprayerTriggered</subEffecterClass>
<moteDef>ARA_Mote_ChargeLanceShot</moteDef>
<burstCount>1~4</burstCount>
<scale>0.4~0.8</scale>
<speed>20~40</speed>
<angle>135~225</angle>
<positionRadius>0.01</positionRadius>
<spawnLocType>OnSource</spawnLocType>
</li>
<li>
<subEffecterClass>SubEffecter_SprayerTriggered</subEffecterClass>
<moteDef>ARA_Mote_ChargeLanceShot</moteDef>
<burstCount>2~3</burstCount>
<scale>0.4~0.8</scale>
<speed>10~20</speed>
<angle>135~225</angle>
<positionRadius>0.01</positionRadius>
<spawnLocType>OnSource</spawnLocType>
</li>
</children>
<offsetTowardsTarget>0.25~0.25</offsetTowardsTarget>
<positionRadius>0.1</positionRadius>
</EffecterDef>
</Defs>

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@@ -91,7 +91,6 @@
<li>
<statFactors>
<IncomingDamageFactor>0.75</IncomingDamageFactor>
<PsychicSensitivity>0</PsychicSensitivity>
</statFactors>
</li>
</stages>
@@ -112,4 +111,92 @@
</li>
</comps>
</HediffDef>
<HediffDef>
<defName>ARA_Praetorian_Commander_Hediff</defName>
<label>指挥节点</label>
<description>阿拉克涅禁卫种正在指挥附近的虫族部队,因为需要分神搭建次级蜂巢思维网络,其战斗力被削弱了。</description>
<hediffClass>HediffWithComps</hediffClass>
<defaultLabelColor>(0.6, 0.4, 0.8)</defaultLabelColor>
<isBad>false</isBad>
<scenarioCanAdd>false</scenarioCanAdd>
<maxSeverity>1.0</maxSeverity>
<stages>
<li>
<minSeverity>0</minSeverity>
<capMods>
<li>
<capacity>Consciousness</capacity>
<setMax>0.9</setMax>
</li>
</capMods>
</li>
</stages>
<comps>
<li Class="ArachnaeSwarm.HediffCompProperties_GiveHediffsInRangeToRace">
<range>24</range>
<hediff>ARA_Praetorian_Command_Hediff</hediff>
<!-- <mote>Mote_ARA_CreepyCrawly_HediffLinkLine</mote> -->
<!-- 定义可以被影响的种族列表 -->
<targetRaces>
<li>ArachnaeNode_Race_ShieldHead</li>
<li>ArachnaeNode_Race_WeaponSmith</li>
<li>ArachnaeNode_Race_Fighter</li>
<li>ArachnaeNode_Race_Facehugger</li>
<li>ArachnaeNode_Race_Myrmecocystus</li>
<li>ArachnaeNode_Race_Smokepop</li>
<li>ArachnaeNode_Race_NeuroSwarm</li>
<li>ArachnaeNode_Race_Skyraider</li>
<li>ArachnaeNode_Race_Praetorian</li>
<li>ArachnaeBase_Race_Acidcut</li>
<li>ArachnaeBase_Race_Acidling</li>
<li>ArachnaeBase_Race_Skyhive</li>
<li>ArachnaeNode_Race_MimicNematode</li>
</targetRaces>
<!-- 其他参数和原版一样 -->
<targetingParameters>
<canTargetBuildings>false</canTargetBuildings>
<canTargetAnimals>true</canTargetAnimals>
<canTargetMechs>false</canTargetMechs>
<canTargetSelf>true</canTargetSelf>
<onlyTargetColonists>false</onlyTargetColonists>
</targetingParameters>
<onlyPawnsInSameFaction>true</onlyPawnsInSameFaction>
<hideMoteWhenNotDrafted>true</hideMoteWhenNotDrafted>
</li>
</comps>
</HediffDef>
<HediffDef>
<defName>ARA_Praetorian_Command_Hediff</defName>
<label>蜂巢指挥</label>
<description>一只阿拉克涅禁卫种在附近承担战场指挥官的职责,受到指挥的阿拉克涅虫族通过一个次级蜂巢思维网络进行链接,加强了其整体战斗力。</description>
<hediffClass>HediffWithComps</hediffClass>
<isBad>false</isBad>
<defaultLabelColor>(0.6, 0.6, 0.6)</defaultLabelColor>
<scenarioCanAdd>false</scenarioCanAdd>
<stages>
<li>
<statFactors>
<MeleeHitChance>1.5</MeleeHitChance>
<MeleeDodgeChance>2</MeleeDodgeChance>
<MeleeCooldownFactor>0.75</MeleeCooldownFactor>
<ShootingAccuracyPawn>2</ShootingAccuracyPawn>
<StaggerDurationFactor>0</StaggerDurationFactor>
</statFactors>
</li>
</stages>
<comps>
<li Class="HediffCompProperties_Disappears">
<showRemainingTime>false</showRemainingTime>
</li>
<li Class="HediffCompProperties_DisappearsOnDeath"/>
<li Class="HediffCompProperties_Link">
<requireLinkOnOtherPawn>false</requireLinkOnOtherPawn>
<maxDistance>24</maxDistance>
<!-- <customMote>Mote_ARA_CreepyCrawly_HediffLinkLine</customMote> -->
</li>
</comps>
</HediffDef>
</Defs>

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@@ -1,10 +1,9 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<HediffDef>
<defName>ARA_PowerArmor_NoFuel</defName>
<label>外骨骼营养不良</label>
<description>生物外骨骼因缺少养分而营养不良,这会对宿主造成不良影响.</description>
<label>共生肌群营养不良</label>
<description>共生肌群因缺少养分而营养不良,这会对宿主造成不良影响.</description>
<hediffClass>HediffWithComps</hediffClass>
<defaultLabelColor>(0.6, 0.6, 0.6)</defaultLabelColor>
<isBad>true</isBad>
@@ -21,4 +20,77 @@
</stages>
</HediffDef>
<HediffDef>
<defName>ARA_SpiderOne_PowerArmor_MainHediff</defName>
<label>共生肌群</label>
<description>阿拉克涅虫群的特殊活体结构,本身虽然拥有生物的大部分器官,但是没有任何智能,可以与督虫的神经系统进行融合,成为类似动力装甲一样的装备。共生肌群会为宿主提供额外的重型武器,并且身上也装备了大量的微型武装器官,使得阿拉克涅虫族可以驾驭比肩人类战车的力量。</description>
<!--<tendable>false</tendable> Must be removed via surgery -->
<!--<displayWound>true</displayWound>-->
<hediffClass>HediffWithComps</hediffClass>
<defaultLabelColor>(0.6, 0.4, 0.8)</defaultLabelColor>
<comps>
<li Class="HediffCompProperties_RemoveIfApparelDropped" />
<li Class="HediffCompProperties_VerbGiver">
<tools>
<li>
<label>前肢穿刺</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>25</power>
<cooldownTime>2.2</cooldownTime>
<alwaysTreatAsWeapon>true</alwaysTreatAsWeapon>
<surpriseAttack>
<extraMeleeDamages>
<li>
<def>Stun</def>
<amount>12</amount>
</li>
</extraMeleeDamages>
</surpriseAttack>
<!-- <soundMeleeHit>Pawn_Melee_PowerClaw_Hit</soundMeleeHit>
<soundMeleeMiss>Pawn_Melee_PowerClaw_Miss</soundMeleeMiss> -->
</li>
</tools>
</li>
</comps>
<stages>
<li>
<statFactors>
<MeleeHitChance>2</MeleeHitChance>
<IncomingDamageFactor>0.5</IncomingDamageFactor>
<StaggerDurationFactor>0</StaggerDurationFactor>
</statFactors>
</li>
</stages>
<renderNodeProperties>
<li>
<debugLabel>ARA_SpiderOne_PowerArmor_MainHediff</debugLabel>
<workerClass>PawnRenderNodeWorker_AttachmentBody</workerClass>
<texPaths>
<li>ArachnaeSwarm/Apparel/ARA_SpiderOne_PowerArmor_Thin_south_Top</li>
</texPaths>
<texSeed>1</texSeed>
<visibleFacing>
<li>South</li>
</visibleFacing>
<drawData>
<scale>2.1</scale>
<dataEast>
<layer>-99999</layer>
</dataEast>
<dataWest>
<layer>-99999</layer>
</dataWest>
<dataNorth>
<layer>-99999</layer>
</dataNorth>
<dataSouth>
<layer>50</layer>
<offset>(0, 0, -0.5)</offset>
</dataSouth>
</drawData>
</li>
</renderNodeProperties>
</HediffDef>
</Defs>

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@@ -15,4 +15,25 @@
</li>
</subSounds>
</SoundDef>
<SoundDef>
<defName>ARA_RW_Lighting_Cannon_Shootingsound</defName>
<sustain>true</sustain>
<context>MapOnly</context>
<maxSimultaneous>1</maxSimultaneous>
<priorityMode>PrioritizeNearest</priorityMode>
<!-- <sustainStopSound>BeamGraser_Shooting_Resolve</sustainStopSound> -->
<subSounds>
<li>
<!-- <tempoAffectedByGameSpeed>true</tempoAffectedByGameSpeed> -->
<grains>
<li Class="AudioGrain_Clip">
<clipPath>ArachnaeSwarm/ARA_RW_Lighting_Cannon_Shootingsound</clipPath>
</li>
</grains>
<pitchRange>0.99~1.01</pitchRange>
<volumeRange>50</volumeRange>
<!-- <sustainRelease>0.02</sustainRelease> -->
</li>
</subSounds>
</SoundDef>
</Defs>

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@@ -625,6 +625,7 @@
<recipes Inherit="False">
<li>RemovePorcupineQuill</li>
<li>SurgicalInspection</li>
<li>ARA_Surgery_Install_Plasteel</li>
<li>ARA_Surgery_Install_Carapace_Shell</li>
<li>ARA_Surgery_Install_Huge_Stomach</li>
@@ -1863,11 +1864,6 @@
<drawnLaying>true</drawnLaying>
</Posture>
<RotStage>Fresh,Rotting</RotStage>
<Apparel>
<hiddenUnderApparelTag>
<li>ARA_PowerArmor</li>
</hiddenUnderApparelTag>
</Apparel>
</conditions>
<offsets>
<west>
@@ -1910,11 +1906,6 @@
<bodyPart>Head</bodyPart>
<drawWithoutPart>false</drawWithoutPart>
</BodyPart>
<Apparel>
<hiddenUnderApparelTag>
<li>ARA_PowerArmor</li>
</hiddenUnderApparelTag>
</Apparel>
</conditions>
</li>
<li>

View File

@@ -102,6 +102,7 @@
<label>Frost cloud</label>
<graphicData>
<texPath>Things/Gas/Puff</texPath>
<shaderType>MoteGlow</shaderType>
<drawSize>2.6</drawSize>
<color>(0.52, 1, 0.95,0.5)</color>
</graphicData>

View File

@@ -540,8 +540,8 @@
</ThingDef>
<ApparelLayerDef>
<defName>Shield</defName>
<label>盾牌</label>
<defName>ARA_Shield</defName>
<label>盾牌和共生肌群</label>
<drawOrder>275</drawOrder>
</ApparelLayerDef>
</Defs>

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@@ -7,8 +7,8 @@
<description>阿拉克涅虫群的特殊活体结构,本身虽然拥有生物的大部分器官,但是没有任何智能,可以与督虫的神经系统进行融合,成为类似动力装甲一样的装备。共生肌群会为宿主提供额外的重型武器,并且身上也装备了大量的微型武装器官,使得阿拉克涅虫族可以驾驭比肩人类战车的力量。</description>
<graphicData>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(1,1)</drawSize>
<texPath>ArachnaeSwarm/Apparel/ARA_Building_SpiderOne</texPath>
<drawSize>(3,3)</drawSize>
<texPath>ArachnaeSwarm/Building/ARA_Building_SpiderOne</texPath>
</graphicData>
<descriptionHyperlinks>
<ThingDef>ARA_SpiderOne_PowerArmor</ThingDef>
@@ -79,11 +79,12 @@
</li>
<li>
<label>高能武装</label>
<description>使用拥有极致对单伤害的高能系武器,以快速点杀对方高价值目标。</description>
<description>使用拥有极致对单输出的高能系武器,以快速点杀对方高价值目标。</description>
<weapon>ARA_RW_Lighting_Cannon</weapon> <!-- 这里使用实际的武器定义 -->
<hediffsToAdd>
<!-- <li>ARA_CombatStim</li> -->
</hediffsToAdd>
<iconPath>ArachnaeSwarm/UI/Abilities/ARA_RW_Lighting_Cannon_Switch</iconPath>
</li>
</weaponSets>
</li>
@@ -97,7 +98,7 @@
<ARA_Carapace>25</ARA_Carapace>
</costList>
<graphicData>
<texPath>ArachnaeSwarm/Apparel/ARA_Bunny_Girl_Uniform</texPath>
<texPath>ArachnaeSwarm/Building/ARA_Building_SpiderOne_south</texPath>
</graphicData>
<apparel>
<tags>
@@ -111,15 +112,27 @@
</bodyPartGroups>
<layers>
<!-- <li>OnSkin</li> -->
<li>Middle</li>
<li>ARA_Shield</li>
</layers>
<wornGraphicPath>ArachnaeSwarm/Apparel/ARA_SpiderOne_PowerArmor</wornGraphicPath>
<drawData>
<scale>2.1</scale>
<dataEast>
<layer>350</layer>
<offset>(0, 0, -0.4)</offset>
<layer>50</layer>
<offset>(0, 0, -0.5)</offset>
</dataEast>
<dataWest>
<layer>50</layer>
<offset>(0, 0, -0.5)</offset>
</dataWest>
<dataNorth>
<layer>350</layer>
<offset>(0, 0, -0.5)</offset>
</dataNorth>
<dataSouth>
<layer>-150</layer>
<offset>(0, 0, -0.4)</offset>
</dataSouth>
</drawData>
</apparel>
<statBases>
@@ -131,7 +144,7 @@
<costStuffCount>0</costStuffCount>
<comps>
<li Class="CompProperties_CauseHediff_Apparel">
<hediff>ARA_TerrainMoveSpeedHediff</hediff>
<hediff>ARA_SpiderOne_PowerArmor_MainHediff</hediff>
</li>
<!-- <li Class="ArachnaeSwarm.CompProperties_ExtraIncubationInfo">
<cocoonDefs>

View File

@@ -573,6 +573,17 @@
<ThingDef ParentName="BaseBullet">
<defName>ARA_Bullet_SniperCannon</defName>
<label>阿拉克涅棘刺</label>
<thingClass>ArachnaeSwarm.Projectile_WulaLineAttack</thingClass>
<modExtensions>
<li Class="ArachnaeSwarm.Wula_PathPierce_Extension">
<maxHits>0</maxHits> <!-- 无限穿透 -->
<damageFalloff>0</damageFalloff> <!-- 无伤害衰减 -->
<preventFriendlyFire>true</preventFriendlyFire> <!-- 是否阻止友方火力 -->
<!-- 击中特效属性 -->
<impactEffecter>ARA_RW_Lighting_Cannon_Hit</impactEffecter>
</li>
</modExtensions>
<graphicData>
<texPath>ArachnaeSwarm/Mote/ARA_Spike_Shell</texPath>
<graphicClass>Graphic_Single_AgeSecs</graphicClass>
@@ -685,7 +696,10 @@
<li Class="ArachnaeSwarm.Wula_PathPierce_Extension">
<maxHits>-1</maxHits> <!-- 无限穿透 -->
<damageFalloff>0</damageFalloff> <!-- 无伤害衰减 -->
<preventFriendlyFire>false</preventFriendlyFire> <!-- 是否阻止友方火力 -->
<preventFriendlyFire>true</preventFriendlyFire> <!-- 是否阻止友方火力 -->
<!-- 击中特效属性 -->
<impactEffecter>ARA_RW_Lighting_Cannon_Hit</impactEffecter>
</li>
</modExtensions>
<graphicData>
@@ -2019,6 +2033,7 @@
<minRange>5</minRange>
<range>49</range>
<burstShotCount>12</burstShotCount>
<ticksBetweenBurstShots>1</ticksBetweenBurstShots>
<soundCast>SpitterSpit</soundCast>
<targetParams>
<canTargetLocations>true</canTargetLocations>
@@ -2067,15 +2082,20 @@
<color>(63,223,222,180)</color>
</graphicData>
<uiIconScale>0.8</uiIconScale>
<thingClass>Projectile_Explosive</thingClass>
<thingClass>ArachnaeSwarm.Projectile_ExplosiveWithTrail</thingClass>
<modExtensions>
<li Class="ArachnaeSwarm.TrackingBulletDef">
<tailFleckDef>ARA_GunTail_Frost</tailFleckDef>
<fleckMakeFleckTickMax>3</fleckMakeFleckTickMax>
</li>
</modExtensions>
<projectile>
<useGraphicClass>True</useGraphicClass>
<shadowSize>1</shadowSize>
<damageDef>ARA_Damage_Freeze_ex</damageDef>
<damageAmountBase>25</damageAmountBase>
<armorPenetrationBase>1</armorPenetrationBase>
<damageAmountBase>5</damageAmountBase>
<speed>75</speed>
<arcHeightFactor>1</arcHeightFactor>
<arcHeightFactor>0</arcHeightFactor>
<explosionRadius>3.5</explosionRadius>
<flyOverhead>true</flyOverhead>
<postExplosionSpawnThingDef>ARA_FrostGasCloud_Ex</postExplosionSpawnThingDef>
@@ -2097,10 +2117,11 @@
<tradeability>None</tradeability>
<destroyOnDrop>true</destroyOnDrop>
<graphicData>
<texPath>ArachnaeSwarm/Weapon/ARA_RW_Acid_Mortar</texPath>
<texPath>ArachnaeSwarm/Weapon/ARA_RW_Lighting_Cannon</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>1.5</drawSize>
<drawSize>1.2</drawSize>
</graphicData>
<uiIconScale>0.8</uiIconScale>
<statBases>
<Mass>2.6</Mass>
<AccuracyTouch>0.60</AccuracyTouch>
@@ -2132,7 +2153,7 @@
<!-- 视觉和音效 -->
<muzzleFlashScale>0</muzzleFlashScale>
<soundCastBeam>BeamGraser_Shooting</soundCastBeam>
<soundCastBeam>ARA_RW_Lighting_Cannon_Shootingsound</soundCastBeam>
<beamGroundFleckDef>Fleck_IncineratorBeamBurn</beamGroundFleckDef>
<beamFleckChancePerTick>0.32</beamFleckChancePerTick>
<beamMoteDef>Mote_ARA_RW_Lighting_Cannon_Beam</beamMoteDef>

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@@ -5,197 +5,181 @@ using Verse;
namespace ArachnaeSwarm
{
// Final, robust extension class for configuring path-based penetration.
public class Wula_PathPierce_Extension : DefModExtension
// 在 Wula_PathPierce_Extension 类中添加粒子特效相关的属性
public class Wula_PathPierce_Extension : DefModExtension
{
// 原有的穿透属性
public int maxHits = 3;
public float damageFalloff = 0.25f;
public bool preventFriendlyFire = false;
public FleckDef tailFleckDef;
public int fleckDelayTicks = 10;
// 新增的击中特效属性(来自 Projectile_BulletWithEffect_Extension
public EffecterDef impactEffecter; // 击中时的特效
}
public class Projectile_WulaLineAttack : Bullet
{
private int hitCounter = 0;
private List<Thing> alreadyDamaged = new List<Thing>();
private Vector3 lastTickPosition;
private int Fleck_MakeFleckTick;
public int Fleck_MakeFleckTickMax = 1;
public IntRange Fleck_MakeFleckNum = new IntRange(1, 1);
public FloatRange Fleck_Angle = new FloatRange(-180f, 180f);
public FloatRange Fleck_Scale = new FloatRange(1f, 1f);
public FloatRange Fleck_Speed = new FloatRange(0f, 0f);
public FloatRange Fleck_Rotation = new FloatRange(-180f, 180f);
private Wula_PathPierce_Extension Props => def.GetModExtension<Wula_PathPierce_Extension>();
public override void ExposeData()
{
// Set to a positive number for limited hits, or -1 for infinite penetration.
public int maxHits = 3;
// The percentage of damage lost per hit. 0.25 means 25% damage loss per hit.
public float damageFalloff = 0.25f;
// If true, this projectile will never cause friendly fire, regardless of game settings.
public bool preventFriendlyFire = false;
public FleckDef tailFleckDef; // 用于配置拖尾特效的 FleckDef
public int fleckDelayTicks = 10; // 拖尾特效延迟生成时间tick
base.ExposeData();
Scribe_Values.Look(ref hitCounter, "hitCounter", 0);
Scribe_Collections.Look(ref alreadyDamaged, "alreadyDamaged", LookMode.Reference);
Scribe_Values.Look(ref lastTickPosition, "lastTickPosition");
if (alreadyDamaged == null)
{
alreadyDamaged = new List<Thing>();
}
}
public override void Launch(Thing launcher, Vector3 origin, LocalTargetInfo usedTarget, LocalTargetInfo intendedTarget, ProjectileHitFlags hitFlags, bool preventFriendlyFire = false, Thing equipment = null, ThingDef targetCoverDef = null)
{
base.Launch(launcher, origin, usedTarget, intendedTarget, hitFlags, preventFriendlyFire, equipment, targetCoverDef);
this.lastTickPosition = origin;
this.alreadyDamaged.Clear();
this.hitCounter = 0;
this.preventFriendlyFire = preventFriendlyFire || (Props?.preventFriendlyFire ?? false);
}
protected override void Tick()
{
Vector3 startPos = this.lastTickPosition;
base.Tick();
if (this.Destroyed) return;
this.Fleck_MakeFleckTick++;
if (this.Fleck_MakeFleckTick >= Props.fleckDelayTicks)
{
if (this.Fleck_MakeFleckTick >= (Props.fleckDelayTicks + this.Fleck_MakeFleckTickMax))
{
this.Fleck_MakeFleckTick = Props.fleckDelayTicks;
}
Map map = base.Map;
int randomInRange = this.Fleck_MakeFleckNum.RandomInRange;
Vector3 currentPosition = this.ExactPosition;
for (int i = 0; i < randomInRange; i++)
{
float currentBulletAngle = ExactRotation.eulerAngles.y;
float fleckRotationAngle = currentBulletAngle;
float velocityAngle = this.Fleck_Angle.RandomInRange + currentBulletAngle;
float randomInRange2 = this.Fleck_Scale.RandomInRange;
float randomInRange3 = this.Fleck_Speed.RandomInRange;
if (Props?.tailFleckDef != null)
{
FleckCreationData dataStatic = FleckMaker.GetDataStatic(currentPosition, map, Props.tailFleckDef, randomInRange2);
dataStatic.rotation = fleckRotationAngle;
dataStatic.rotationRate = this.Fleck_Rotation.RandomInRange;
dataStatic.velocityAngle = velocityAngle;
dataStatic.velocitySpeed = randomInRange3;
map.flecks.CreateFleck(dataStatic);
}
}
}
if (this.Destroyed) return;
Vector3 endPos = this.ExactPosition;
CheckPathForDamage(startPos, endPos);
this.lastTickPosition = endPos;
}
public class Projectile_WulaLineAttack : Bullet
protected override void Impact(Thing hitThing, bool blockedByShield = false)
{
private int hitCounter = 0;
private List<Thing> alreadyDamaged = new List<Thing>();
private Vector3 lastTickPosition;
private int Fleck_MakeFleckTick; // 拖尾特效的计时器
public int Fleck_MakeFleckTickMax = 1; // 拖尾特效的生成频率
public IntRange Fleck_MakeFleckNum = new IntRange(1, 1); // 每次生成的粒子数量
public FloatRange Fleck_Angle = new FloatRange(-180f, 180f); // 粒子角度
public FloatRange Fleck_Scale = new FloatRange(1f, 1f); // 粒子大小
public FloatRange Fleck_Speed = new FloatRange(0f, 0f); // 粒子速度
public FloatRange Fleck_Rotation = new FloatRange(-180f, 180f); // 粒子旋转
// 原有的穿透检测
CheckPathForDamage(lastTickPosition, this.ExactPosition);
private Wula_PathPierce_Extension Props => def.GetModExtension<Wula_PathPierce_Extension>();
if (hitThing != null && alreadyDamaged.Contains(hitThing))
{
base.Impact(null, blockedByShield);
}
else
{
base.Impact(hitThing, blockedByShield);
}
public override void ExposeData()
{
base.ExposeData();
Scribe_Values.Look(ref hitCounter, "hitCounter", 0);
Scribe_Collections.Look(ref alreadyDamaged, "alreadyDamaged", LookMode.Reference);
Scribe_Values.Look(ref lastTickPosition, "lastTickPosition");
if (alreadyDamaged == null)
{
alreadyDamaged = new List<Thing>();
}
}
// 新增:触发击中特效(来自 Projectile_BulletWithEffect 的功能)
if (Props?.impactEffecter != null)
{
// 创建一个新的 Effecter 实例并触发
Effecter effecter = Props.impactEffecter.Spawn();
effecter.Trigger(new TargetInfo(this.ExactPosition.ToIntVec3(), this.launcher.Map, false), this.launcher);
public override void Launch(Thing launcher, Vector3 origin, LocalTargetInfo usedTarget, LocalTargetInfo intendedTarget, ProjectileHitFlags hitFlags, bool preventFriendlyFire = false, Thing equipment = null, ThingDef targetCoverDef = null)
{
base.Launch(launcher, origin, usedTarget, intendedTarget, hitFlags, preventFriendlyFire, equipment, targetCoverDef);
this.lastTickPosition = origin;
this.alreadyDamaged.Clear();
this.hitCounter = 0;
// Friendly fire is prevented if EITHER the game setting is true OR the XML extension is true.
this.preventFriendlyFire = preventFriendlyFire || (Props?.preventFriendlyFire ?? false);
}
protected override void Tick()
{
Vector3 startPos = this.lastTickPosition;
base.Tick();
if (this.Destroyed) return;
this.Fleck_MakeFleckTick++;
// 只有当达到延迟时间后才开始生成Fleck
if (this.Fleck_MakeFleckTick >= Props.fleckDelayTicks)
{
if (this.Fleck_MakeFleckTick >= (Props.fleckDelayTicks + this.Fleck_MakeFleckTickMax))
{
this.Fleck_MakeFleckTick = Props.fleckDelayTicks; // 重置计时器,从延迟时间开始循环
}
Map map = base.Map;
int randomInRange = this.Fleck_MakeFleckNum.RandomInRange;
Vector3 currentPosition = this.ExactPosition; // Current position of the bullet
Vector3 previousPosition = this.lastTickPosition; // Previous position of the bullet
for (int i = 0; i < randomInRange; i++)
{
float currentBulletAngle = ExactRotation.eulerAngles.y; // 使用子弹当前的水平旋转角度
float fleckRotationAngle = currentBulletAngle; // Fleck 的旋转角度与子弹方向一致
float velocityAngle = this.Fleck_Angle.RandomInRange + currentBulletAngle; // Fleck 的速度角度基于子弹方向加上随机偏移
float randomInRange2 = this.Fleck_Scale.RandomInRange;
float randomInRange3 = this.Fleck_Speed.RandomInRange;
if (Props?.tailFleckDef != null)
{
FleckCreationData dataStatic = FleckMaker.GetDataStatic(currentPosition, map, Props.tailFleckDef, randomInRange2);
dataStatic.rotation = fleckRotationAngle;
dataStatic.rotationRate = this.Fleck_Rotation.RandomInRange;
dataStatic.velocityAngle = velocityAngle;
dataStatic.velocitySpeed = randomInRange3;
map.flecks.CreateFleck(dataStatic);
}
}
}
if (this.Destroyed) return;
Vector3 endPos = this.ExactPosition;
CheckPathForDamage(startPos, endPos);
this.lastTickPosition = endPos;
}
protected override void Impact(Thing hitThing, bool blockedByShield = false)
{
CheckPathForDamage(lastTickPosition, this.ExactPosition);
if (hitThing != null && alreadyDamaged.Contains(hitThing))
{
base.Impact(null, blockedByShield);
}
else
{
base.Impact(hitThing, blockedByShield);
}
}
private void CheckPathForDamage(Vector3 startPos, Vector3 endPos)
{
if (startPos == endPos) return;
int maxHits = Props?.maxHits ?? 1;
bool infinitePenetration = maxHits < 0;
if (!infinitePenetration && hitCounter >= maxHits) return;
Map map = this.Map;
float distance = Vector3.Distance(startPos, endPos);
Vector3 direction = (endPos - startPos).normalized;
for (float i = 0; i < distance; i += 0.8f)
{
if (!infinitePenetration && hitCounter >= maxHits) break;
Vector3 checkPos = startPos + direction * i;
var thingsInCell = new HashSet<Thing>(map.thingGrid.ThingsListAt(checkPos.ToIntVec3()));
foreach (Thing thing in thingsInCell)
{
if (thing is Pawn pawn && pawn != this.launcher && !alreadyDamaged.Contains(pawn))
{
bool shouldDamage = false;
// Case 1: Always damage the intended target if it's a pawn. This allows hunting.
if (this.intendedTarget.Thing == pawn)
{
shouldDamage = true;
}
// Case 2: Always damage hostile pawns in the path.
else if (pawn.HostileTo(this.launcher))
{
shouldDamage = true;
}
// Case 3: Damage non-hostiles (friendlies, neutrals) if the shot itself isn't marked to prevent friendly fire.
else if (!this.preventFriendlyFire)
{
shouldDamage = true;
}
if (shouldDamage)
{
ApplyPathDamage(pawn);
if (!infinitePenetration && hitCounter >= maxHits) break;
}
}
}
}
}
private void ApplyPathDamage(Pawn pawn)
{
Wula_PathPierce_Extension props = Props;
float falloff = props?.damageFalloff ?? 0.25f;
// Damage falloff now applies universally, even for infinite penetration.
float damageMultiplier = Mathf.Pow(1f - falloff, hitCounter);
int damageAmount = (int)(this.DamageAmount * damageMultiplier);
if (damageAmount <= 0) return;
var dinfo = new DamageInfo(
this.def.projectile.damageDef,
damageAmount,
this.ArmorPenetration * damageMultiplier,
this.ExactRotation.eulerAngles.y,
this.launcher,
null,
this.equipmentDef,
DamageInfo.SourceCategory.ThingOrUnknown,
this.intendedTarget.Thing);
pawn.TakeDamage(dinfo);
alreadyDamaged.Add(pawn);
hitCounter++;
}
// 可选:在一段时间后清理 Effecter
// 这里我们使用一个临时的 Effecter所以不需要手动清理
}
}
private void CheckPathForDamage(Vector3 startPos, Vector3 endPos)
{
if (startPos == endPos) return;
int maxHits = Props?.maxHits ?? 1;
bool infinitePenetration = maxHits < 0;
if (!infinitePenetration && hitCounter >= maxHits) return;
Map map = this.Map;
float distance = Vector3.Distance(startPos, endPos);
Vector3 direction = (endPos - startPos).normalized;
for (float i = 0; i < distance; i += 0.8f)
{
if (!infinitePenetration && hitCounter >= maxHits) break;
Vector3 checkPos = startPos + direction * i;
var thingsInCell = new HashSet<Thing>(map.thingGrid.ThingsListAt(checkPos.ToIntVec3()));
foreach (Thing thing in thingsInCell)
{
if (thing is Pawn pawn && pawn != this.launcher && !alreadyDamaged.Contains(pawn))
{
bool shouldDamage = false;
if (this.intendedTarget.Thing == pawn)
{
shouldDamage = true;
}
else if (pawn.HostileTo(this.launcher))
{
shouldDamage = true;
}
else if (!this.preventFriendlyFire)
{
shouldDamage = true;
}
if (shouldDamage)
{
ApplyPathDamage(pawn);
if (!infinitePenetration && hitCounter >= maxHits) break;
}
}
}
}
}
private void ApplyPathDamage(Pawn pawn)
{
Wula_PathPierce_Extension props = Props;
float falloff = props?.damageFalloff ?? 0.25f;
float damageMultiplier = Mathf.Pow(1f - falloff, hitCounter);
int damageAmount = (int)(this.DamageAmount * damageMultiplier);
if (damageAmount <= 0) return;
var dinfo = new DamageInfo(
this.def.projectile.damageDef,
damageAmount,
this.ArmorPenetration * damageMultiplier,
this.ExactRotation.eulerAngles.y,
this.launcher,
null,
this.equipmentDef,
DamageInfo.SourceCategory.ThingOrUnknown,
this.intendedTarget.Thing);
pawn.TakeDamage(dinfo);
alreadyDamaged.Add(pawn);
hitCounter++;
}
}
}