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@@ -3,44 +3,8 @@
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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++;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user