This commit is contained in:
2025-10-28 12:01:36 +08:00
parent 25531d663d
commit f55c0df25a
16 changed files with 799 additions and 164 deletions

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@@ -62,7 +62,7 @@
</verbProperties>
<comps>
<li Class="ArachnaeSwarm.CompProperties_AbilitySpawnFlyOver">
<flyOverDef>ARA_FlyOverShip</flyOverDef>
<flyOverDef>ARA_HiveShip</flyOverDef>
<flyOverType>Standard</flyOverType>
<flightSpeed>0.01</flightSpeed>
<altitude>20</altitude>

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@@ -635,6 +635,7 @@
<li>ARA_Surgery_Install_Slide_Patagium</li>
<li>ARA_Surgery_Install_Acidling_Pouch</li>
<li>ARA_Surgery_Install_Tumor_Pouch</li>
<li>ARA_Surgery_Install_Internal_Circulation_Lung</li>
</recipes>
<comps>

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@@ -1,8 +1,8 @@
<?xml version="1.0" encoding="utf-8"?>
<Defs>
<ThingDef Parent="EtherealThingBase">
<defName>ARA_FlyOverShip</defName>
<label>飞越飞船</label>
<defName>ARA_HiveShip</defName>
<label>虫巢母舰</label>
<thingClass>ArachnaeSwarm.FlyOver</thingClass>
<tickerType>Normal</tickerType>
<drawerType>RealtimeOnly</drawerType>
@@ -11,7 +11,7 @@
<texPath>ArachnaeSwarm/FlyOverThing/ARA_HiveShip_Shadow</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
<drawSize>(75,170)</drawSize>
<drawSize>(100,250)</drawSize>
<color>(195,195,195,45)</color>
</graphicData>
<skyfaller>
@@ -23,32 +23,42 @@
<modExtensions>
<li Class="ArachnaeSwarm.FlyOverShadowExtension">
<customShadowPath>ArachnaeSwarm/FlyOverThing/ARA_HiveShip_Shadow</customShadowPath>
<shadowIntensity>0.8</shadowIntensity>
<useCustomShadow>false</useCustomShadow>
<!-- <shadowIntensity>0.8</shadowIntensity>
<minShadowAlpha>0</minShadowAlpha>
<maxShadowAlpha>0</maxShadowAlpha>
<minShadowScale>15</minShadowScale>
<maxShadowScale>15</maxShadowScale>
<maxShadowScale>15</maxShadowScale> -->
</li>
</modExtensions>
<useHitPoints>false</useHitPoints>
<selectable>false</selectable>
<alwaysHaulable>false</alwaysHaulable>
<altitudeLayer>Projectile</altitudeLayer>
<altitudeLayer>LightingOverlay</altitudeLayer>
<comps>
<li Class="ArachnaeSwarm.CompProperties_SendLetterAfterTicks">
<ticksDelay>60</ticksDelay> <!-- 2秒后发送 -->
<letterLabel>虫巢母舰</letterLabel>
<letterText>苍穹之上传来嘶鸣,无数的虫群掠过殖民地,一只庞然大物投下的阴影遮天蔽日——\n\n虫巢母舰阿拉克涅虫群中最大的节点生物也是虫群永恒远征的支柱。现在正有这样的一只骇人之物盘踞在殖民地的上空。它会使用一切手段摧毁你的防御并投放无穷无尽的虫海淹没你的殖民者直到其离开殖民地上方轨道。准备好迎接冲击</letterText>
<letterDef>ThreatBig</letterDef>
<onlySendOnce>true</onlySendOnce>
<requireOnMap>true</requireOnMap>
<destroyAfterSending>false</destroyAfterSending> <!-- 发送后销毁flyover -->
</li>
<li Class="ArachnaeSwarm.CompProperties_FlyOverDropPods">
<!-- <dropProgress>0.5</dropProgress> -->
<useCyclicDrops>true</useCyclicDrops>
<cyclicDropIntervalHours>1</cyclicDropIntervalHours>
<dropCount>10</dropCount>
<scatterRadius>15</scatterRadius>
<scatterRadius>25</scatterRadius>
<useTradeDropSpot>false</useTradeDropSpot>
<allowFogged>false</allowFogged>
<dropAllInSamePod>false</dropAllInSamePod>
<leaveSlag>false</leaveSlag>
<sendStandardLetter>true</sendStandardLetter>
<customLetterLabel>虫群空调</customLetterLabel>
<customLetterText>虫巢舰正在空投一支虫族部队!</customLetterText>
<sendStandardLetter>false</sendStandardLetter>
<customLetterDef>NegativeEvent</customLetterDef>
<customLetterLabel>虫群空投袭击</customLetterLabel>
<customLetterText>虫巢母舰正在空投一支虫族部队!这支部队会被空投到虫巢母舰附近,在地面战场上为虫巢母舰提供掩护。</customLetterText>
<!-- 投掷物品 -->
<thingDefs>
@@ -92,6 +102,44 @@
<joinPlayer>false</joinPlayer>
<makePrisoners>false</makePrisoners>
</li>
<li Class="ArachnaeSwarm.CompProperties_ShipArtillery">
<ticksBetweenAttacks>600</ticksBetweenAttacks>
<attackDurationTicks>600</attackDurationTicks>
<warmupTicks>60</warmupTicks>
<attackRadius>60</attackRadius>
<shellsPerVolley>3</shellsPerVolley>
<scatterRadius>60</scatterRadius>
<ignoreProtectionChance>0.1</ignoreProtectionChance>
<skyfallerDef>ARA_HiveShip_Fire_Incoming</skyfallerDef>
<attackSound>Skyfaller_Crashing</attackSound>
<impactSound>Explosion_Bomb</impactSound>
<useRandomTargets>true</useRandomTargets>
<avoidPlayerAssets>true</avoidPlayerAssets>
<playerAssetAvoidanceRadius>10</playerAssetAvoidanceRadius>
<sendAttackLetter>true</sendAttackLetter>
<customLetterLabel>战舰炮击警告</customLetterLabel>
<customLetterText>一艘敌方战舰正在对殖民地进行炮击!立即寻找掩护!</customLetterText>
<letterDef>ThreatBig</letterDef>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="SkyfallerBase">
<defName>ARA_HiveShip_Fire_Incoming</defName>
<label>天灾酸烧炮炮弹(虫巢母舰)</label>
<size>(2, 2)</size>
<skyfaller>
<movementType>Decelerate</movementType>
<shadow>Things/Skyfaller/SkyfallerShadowDropPod</shadow>
<shadowSize>(2.5, 2.5)</shadowSize>
<explosionRadius>10</explosionRadius>
<explosionDamage>ARA_AcidBurn</explosionDamage>
<explosionDamageFactor>0.5</explosionDamageFactor>
<cameraShake>1</cameraShake>
</skyfaller>
</ThingDef>
</Defs>

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@@ -1,24 +1,7 @@
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@@ -26,63 +9,11 @@
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@@ -138,6 +138,12 @@
<Compile Include="EventSystem\EventVariableManager.cs" />
<Compile Include="EventSystem\Letter_EventChoice.cs" />
<Compile Include="EventSystem\QuestNode_Root_EventLetter.cs" />
<Compile Include="Flyover\ARA_SendLetterAfterTicks\CompProperties_SendLetterAfterTicks.cs" />
<Compile Include="Flyover\ARA_SendLetterAfterTicks\CompSendLetterAfterTicks.cs" />
<Compile Include="Flyover\ARA_ShipArtillery\CompProperties_ShipArtillery.cs" />
<Compile Include="Flyover\ARA_ShipArtillery\CompShipArtillery.cs" />
<Compile Include="Flyover\ARA_SpawnFlyOver\CompAbilityEffect_SpawnFlyOver.cs" />
<Compile Include="Flyover\ARA_SpawnFlyOver\CompProperties_AbilitySpawnFlyOver.cs" />
<Compile Include="HediffGiver\HediffGiver_NonPlayerFaction.cs" />
<Compile Include="Hediffs\ARA_DrawMoteInRange\HediffComp_DrawMoteInRange.cs" />
<Compile Include="Hediffs\ARA_HediffTerrainSpawn\CompHediffTerrainSpawn.cs" />
@@ -154,10 +160,8 @@
<Compile Include="Storyteller\IncidentWorker_CustomRaid.cs" />
<Compile Include="Storyteller\RaidWaveDef.cs" />
<Compile Include="Storyteller\RaidWavePoolDef.cs" />
<Compile Include="Thing\CompAbilityEffect_SpawnFlyOver.cs" />
<Compile Include="Thing\CompProperties_AbilitySpawnFlyOver.cs" />
<Compile Include="Thing\ThingclassFlyOver.cs" />
<Compile Include="Thing_Comps\ARA_FlyOverDropPod\CompProperties_FlyOverDropPod.CS" />
<Compile Include="Flyover\ThingclassFlyOver.cs" />
<Compile Include="Flyover\ARA_FlyOverDropPod\CompProperties_FlyOverDropPod.cs" />
<Compile Include="Verbs\Verb_ShootWithOffset.cs" />
<Compile Include="Abilities\ARA_ShowTemperatureRange\CompAbilityEffect_AbilityShowTemperatureRange.cs" />
<Compile Include="Abilities\ARA_ShowTemperatureRange\CompProperties_AbilityShowTemperatureRange.cs" />

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@@ -0,0 +1,21 @@
using RimWorld;
using Verse;
namespace ArachnaeSwarm
{
public class CompProperties_SendLetterAfterTicks : CompProperties
{
public int ticksDelay = 600; // 默认10秒 (60 ticks/秒)
public string letterLabel;
public string letterText;
public LetterDef letterDef = LetterDefOf.NeutralEvent;
public bool onlySendOnce = true;
public bool requireOnMap = true;
public bool destroyAfterSending = false;
public CompProperties_SendLetterAfterTicks()
{
compClass = typeof(CompSendLetterAfterTicks);
}
}
}

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@@ -0,0 +1,94 @@
using RimWorld;
using Verse;
namespace ArachnaeSwarm
{
public class CompSendLetterAfterTicks : ThingComp
{
public CompProperties_SendLetterAfterTicks Props => (CompProperties_SendLetterAfterTicks)props;
private int ticksPassed = 0;
private bool letterSent = false;
public override void CompTick()
{
base.CompTick();
// 如果已经发送过且只发送一次,则跳过
if (letterSent && Props.onlySendOnce)
return;
// 如果需要在地图上但父物体不在有效地图上,则跳过
if (Props.requireOnMap && (parent.Map == null || !parent.Spawned))
return;
ticksPassed++;
// 检查是否达到延迟时间
if (ticksPassed >= Props.ticksDelay)
{
SendLetter();
if (Props.destroyAfterSending)
{
parent.Destroy();
}
}
}
private void SendLetter()
{
try
{
// 检查是否有有效的信件内容
if (Props.letterLabel.NullOrEmpty() && Props.letterText.NullOrEmpty())
{
Log.Warning($"CompSendLetterAfterTicks: No letter content defined for {parent.def.defName}");
return;
}
string label = Props.letterLabel ?? "DefaultLetterLabel".Translate();
string text = Props.letterText ?? "DefaultLetterText".Translate();
// 创建信件
Letter letter = LetterMaker.MakeLetter(
label,
text,
Props.letterDef,
lookTargets: new LookTargets(parent)
);
// 发送信件
Find.LetterStack.ReceiveLetter(letter);
letterSent = true;
Log.Message($"Letter sent from {parent.def.defName} after {ticksPassed} ticks");
}
catch (System.Exception ex)
{
Log.Error($"Error sending letter from {parent.def.defName}: {ex}");
}
}
public override void PostExposeData()
{
base.PostExposeData();
Scribe_Values.Look(ref ticksPassed, "ticksPassed", 0);
Scribe_Values.Look(ref letterSent, "letterSent", false);
}
public override string CompInspectStringExtra()
{
if (!letterSent && Props.requireOnMap && parent.Spawned)
{
int ticksRemaining = Props.ticksDelay - ticksPassed;
if (ticksRemaining > 0)
{
return $"LetterInspection_TimeRemaining".Translate(ticksRemaining.ToStringTicksToPeriod());
}
}
return base.CompInspectStringExtra();
}
}
}

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@@ -0,0 +1,56 @@
using RimWorld;
using System.Collections.Generic;
using Verse;
namespace ArachnaeSwarm
{
public class CompProperties_ShipArtillery : CompProperties
{
// 攻击配置
public int ticksBetweenAttacks = 600; // 攻击间隔tick
public int attackDurationTicks = 1800; // 攻击持续时间tick
public int warmupTicks = 120; // 预热时间tick
public bool continuousAttack = false; // 是否持续攻击直到飞越结束
// 目标区域配置
public float attackRadius = 15f; // 攻击半径
public IntVec3 targetOffset = IntVec3.Zero; // 目标偏移
public bool useRandomTargets = true; // 是否使用随机目标
public bool avoidPlayerAssets = true; // 是否避开玩家资产
public float playerAssetAvoidanceRadius = 5f; // 避开玩家资产的半径
// 新增:无视保护机制的概率
public float ignoreProtectionChance = 0f; // 0-1之间的值0表示从不无视1表示总是无视
// Skyfaller 配置
public ThingDef skyfallerDef; // 使用的 Skyfaller 定义
public List<ThingDef> skyfallerDefs; // 多个 Skyfaller 定义(随机选择)
public int shellsPerVolley = 1; // 每轮齐射的炮弹数量
public float scatterRadius = 3f; // 散布半径
public bool useDifferentShells = false; // 是否使用不同类型的炮弹
// 音效配置
public SoundDef attackSound; // 攻击音效
public SoundDef impactSound; // 撞击音效
// 视觉效果
public EffecterDef warmupEffect; // 预热效果
public EffecterDef attackEffect; // 攻击效果
public FleckDef warmupFleck; // 预热粒子
public FleckDef attackFleck; // 攻击粒子
// 避免击中飞越物体本身
public bool avoidHittingFlyOver = true;
// 信件通知
public bool sendAttackLetter = true; // 是否发送攻击信件
public string customLetterLabel; // 自定义信件标题
public string customLetterText; // 自定义信件内容
public LetterDef letterDef = LetterDefOf.ThreatBig; // 信件类型
public CompProperties_ShipArtillery()
{
compClass = typeof(CompShipArtillery);
}
}
}

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@@ -0,0 +1,556 @@
using RimWorld;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Verse;
namespace ArachnaeSwarm
{
public class CompShipArtillery : ThingComp
{
public CompProperties_ShipArtillery Props => (CompProperties_ShipArtillery)props;
// 状态变量
private int ticksUntilNextAttack = 0;
private int attackTicksRemaining = 0;
private int warmupTicksRemaining = 0;
private bool isAttacking = false;
private bool isWarmingUp = false;
private IntVec3 currentTarget;
private Effecter warmupEffecter;
private Effecter attackEffecter;
// 目标跟踪
private List<IntVec3> previousTargets = new List<IntVec3>();
public override void Initialize(CompProperties props)
{
base.Initialize(props);
ticksUntilNextAttack = Props.ticksBetweenAttacks;
Log.Message($"Ship Artillery initialized: {Props.ticksBetweenAttacks} ticks between attacks, {Props.attackRadius} radius, Scatter: {Props.scatterRadius}");
}
public override void CompTick()
{
base.CompTick();
if (parent is not FlyOver flyOver || !flyOver.Spawned || flyOver.Map == null)
return;
// 更新预热状态
if (isWarmingUp)
{
UpdateWarmup(flyOver);
return;
}
// 更新攻击状态
if (isAttacking)
{
UpdateAttack(flyOver);
return;
}
// 检查是否开始攻击
if (ticksUntilNextAttack <= 0)
{
StartAttack(flyOver);
}
else
{
ticksUntilNextAttack--;
}
}
private void StartAttack(FlyOver flyOver)
{
if (!CanAttack(flyOver))
return;
// 选择目标区域
currentTarget = SelectTarget(flyOver);
if (!currentTarget.IsValid || !currentTarget.InBounds(flyOver.Map))
{
Log.Warning("Ship Artillery: Invalid target selected, skipping attack");
ticksUntilNextAttack = Props.ticksBetweenAttacks;
return;
}
Log.Message($"Ship Artillery starting attack on target area: {currentTarget} (attack radius: {Props.attackRadius})");
// 开始预热
isWarmingUp = true;
warmupTicksRemaining = Props.warmupTicks;
// 启动预热效果
if (Props.warmupEffect != null)
{
warmupEffecter = Props.warmupEffect.Spawn();
warmupEffecter.Trigger(new TargetInfo(currentTarget, flyOver.Map), new TargetInfo(currentTarget, flyOver.Map));
}
}
private void UpdateWarmup(FlyOver flyOver)
{
warmupTicksRemaining--;
// 维持预热效果
if (warmupEffecter != null)
{
warmupEffecter.EffectTick(new TargetInfo(currentTarget, flyOver.Map), new TargetInfo(currentTarget, flyOver.Map));
}
// 生成预热粒子
if (Props.warmupFleck != null && Rand.MTBEventOccurs(0.1f, 1f, 1f))
{
FleckMaker.Static(currentTarget.ToVector3Shifted(), flyOver.Map, Props.warmupFleck);
}
// 预热完成,开始攻击
if (warmupTicksRemaining <= 0)
{
StartFiring(flyOver);
}
}
private void StartFiring(FlyOver flyOver)
{
isWarmingUp = false;
isAttacking = true;
attackTicksRemaining = Props.attackDurationTicks;
// 清理预热效果
warmupEffecter?.Cleanup();
warmupEffecter = null;
// 启动攻击效果
if (Props.attackEffect != null)
{
attackEffecter = Props.attackEffect.Spawn();
}
Log.Message($"Ship Artillery started firing at area {currentTarget} (scatter radius: {Props.scatterRadius})");
// 发送攻击通知
if (Props.sendAttackLetter)
{
SendAttackLetter(flyOver);
}
// 立即执行第一轮齐射
ExecuteVolley(flyOver);
}
private void UpdateAttack(FlyOver flyOver)
{
attackTicksRemaining--;
// 维持攻击效果
if (attackEffecter != null)
{
attackEffecter.EffectTick(new TargetInfo(currentTarget, flyOver.Map), new TargetInfo(currentTarget, flyOver.Map));
}
// 在攻击期间定期发射炮弹
if (attackTicksRemaining % 60 == 0) // 每秒发射一次
{
ExecuteVolley(flyOver);
}
// 生成攻击粒子
if (Props.attackFleck != null && Rand.MTBEventOccurs(0.2f, 1f, 1f))
{
Vector3 randomOffset = new Vector3(Rand.Range(-3f, 3f), 0f, Rand.Range(-3f, 3f));
FleckMaker.Static((currentTarget.ToVector3Shifted() + randomOffset), flyOver.Map, Props.attackFleck);
}
// 攻击结束
if (attackTicksRemaining <= 0)
{
EndAttack(flyOver);
}
}
private void ExecuteVolley(FlyOver flyOver)
{
for (int i = 0; i < Props.shellsPerVolley; i++)
{
FireShell(flyOver);
}
}
private void FireShell(FlyOver flyOver)
{
try
{
// 选择炮弹类型
ThingDef shellDef = SelectShellDef();
if (shellDef == null)
{
Log.Error("Ship Artillery: No valid shell def found");
return;
}
// 计算散布位置 - 使用新的散射逻辑
IntVec3 shellTarget = GetScatteredTarget(flyOver);
// 创建 Skyfaller
Skyfaller shell = (Skyfaller)ThingMaker.MakeThing(shellDef);
// 生成炮弹
GenSpawn.Spawn(shell, GetLaunchPosition(flyOver), flyOver.Map);
float distanceFromCenter = shellTarget.DistanceTo(currentTarget);
Log.Message($"Ship Artillery fired shell at {shellTarget} (distance from center: {distanceFromCenter:F1}, scatter radius: {Props.scatterRadius})");
}
catch (System.Exception ex)
{
Log.Error($"Error firing ship artillery shell: {ex}");
}
}
private ThingDef SelectShellDef()
{
if (Props.skyfallerDefs != null && Props.skyfallerDefs.Count > 0)
{
if (Props.useDifferentShells)
{
return Props.skyfallerDefs.RandomElement();
}
else
{
return Props.skyfallerDefs[0];
}
}
return Props.skyfallerDef;
}
private IntVec3 GetLaunchPosition(FlyOver flyOver)
{
// 从飞越物体的位置发射
IntVec3 launchPos = flyOver.Position;
// 确保发射位置在地图边界内
if (!launchPos.InBounds(flyOver.Map))
{
launchPos = flyOver.Map.Center;
}
return launchPos;
}
// 新的散射逻辑 - 基于 FlyOverDropPods 的实现方式
private IntVec3 GetScatteredTarget(FlyOver flyOver)
{
// 基础目标(攻击区域中心)
IntVec3 baseTarget = currentTarget;
// 如果散射半径为0直接返回基础目标
if (Props.scatterRadius <= 0)
return baseTarget;
// 使用类似 FlyOverDropPods 的散射逻辑
for (int i = 0; i < 20; i++) // 尝试20次找到有效位置
{
// 在散射半径内随机选择位置
IntVec3 scatteredPos = baseTarget;
// 使用圆形散射而不是方形
float angle = Rand.Range(0f, 360f);
float distance = Rand.Range(0f, Props.scatterRadius);
scatteredPos.x += Mathf.RoundToInt(Mathf.Cos(angle * Mathf.Deg2Rad) * distance);
scatteredPos.z += Mathf.RoundToInt(Mathf.Sin(angle * Mathf.Deg2Rad) * distance);
// 检查是否无视保护机制
bool ignoreProtectionThisShot = Rand.Value < Props.ignoreProtectionChance;
if (scatteredPos.InBounds(flyOver.Map) && IsValidTarget(scatteredPos, flyOver.Map, ignoreProtectionThisShot))
{
if (ignoreProtectionThisShot)
{
Log.Warning($"Ship Artillery: Protection ignored! Shell may hit player assets at {scatteredPos}");
}
return scatteredPos;
}
}
// 如果找不到有效位置,使用基础目标
Log.Warning($"Ship Artillery: Could not find valid scattered target after 20 attempts, using base target");
return baseTarget;
}
private IntVec3 SelectTarget(FlyOver flyOver)
{
// 获取飞越物体当前位置作为基础中心
IntVec3 flyOverPos = GetFlyOverPosition(flyOver);
IntVec3 center = flyOverPos + Props.targetOffset;
Log.Message($"FlyOver position: {flyOverPos}, Center for targeting: {center}");
// 在攻击半径内选择随机目标
return FindRandomTargetInRadius(center, flyOver.Map, Props.attackRadius);
}
// 改进的飞越物体位置获取
private IntVec3 GetFlyOverPosition(FlyOver flyOver)
{
// 优先使用 DrawPos因为它反映实际视觉位置
Vector3 drawPos = flyOver.DrawPos;
IntVec3 result = new IntVec3(
Mathf.RoundToInt(drawPos.x),
0,
Mathf.RoundToInt(drawPos.z)
);
// 如果 DrawPos 无效,回退到 Position
if (!result.InBounds(flyOver.Map))
{
result = flyOver.Position;
}
return result;
}
// 新的目标查找逻辑 - 基于攻击半径
private IntVec3 FindRandomTargetInRadius(IntVec3 center, Map map, float radius)
{
Log.Message($"Finding target around {center} with radius {radius}");
// 如果半径为0直接返回中心
if (radius <= 0)
return center;
bool ignoreProtectionForThisTarget = Rand.Value < Props.ignoreProtectionChance;
for (int i = 0; i < 30; i++)
{
// 在圆形区域内随机选择
float angle = Rand.Range(0f, 360f);
float distance = Rand.Range(0f, radius);
IntVec3 potentialTarget = center;
potentialTarget.x += Mathf.RoundToInt(Mathf.Cos(angle * Mathf.Deg2Rad) * distance);
potentialTarget.z += Mathf.RoundToInt(Mathf.Sin(angle * Mathf.Deg2Rad) * distance);
if (potentialTarget.InBounds(map) && IsValidTarget(potentialTarget, map, ignoreProtectionForThisTarget))
{
// 避免重复攻击同一位置
if (!previousTargets.Contains(potentialTarget) || previousTargets.Count > 10)
{
if (previousTargets.Count > 10)
previousTargets.RemoveAt(0);
previousTargets.Add(potentialTarget);
float actualDistance = potentialTarget.DistanceTo(center);
Log.Message($"Found valid target at {potentialTarget} (distance from center: {actualDistance:F1})");
if (ignoreProtectionForThisTarget)
{
Log.Warning($"Protection ignored for target selection! May target player assets.");
}
return potentialTarget;
}
}
}
// 回退:使用地图随机位置
Log.Warning("Could not find valid target in radius, using fallback");
CellRect mapRect = CellRect.WholeMap(map);
for (int i = 0; i < 10; i++)
{
IntVec3 fallbackTarget = mapRect.RandomCell;
if (IsValidTarget(fallbackTarget, map, ignoreProtectionForThisTarget))
{
return fallbackTarget;
}
}
// 最终回退:使用中心
return center;
}
// 检查是否靠近玩家资产
private bool IsNearPlayerAssets(IntVec3 cell, Map map)
{
if (!Props.avoidPlayerAssets)
return false;
foreach (IntVec3 checkCell in GenRadial.RadialCellsAround(cell, Props.playerAssetAvoidanceRadius, true))
{
if (!checkCell.InBounds(map))
continue;
// 检查玩家建筑
var building = checkCell.GetEdifice(map);
if (building != null && building.Faction == Faction.OfPlayer)
return true;
// 检查玩家殖民者
var pawn = map.thingGrid.ThingAt<Pawn>(checkCell);
if (pawn != null && pawn.Faction == Faction.OfPlayer && pawn.RaceProps.Humanlike)
return true;
// 检查玩家动物
var animal = map.thingGrid.ThingAt<Pawn>(checkCell);
if (animal != null && animal.Faction == Faction.OfPlayer && animal.RaceProps.Animal)
return true;
// 检查玩家物品
var items = checkCell.GetThingList(map);
foreach (var item in items)
{
if (item.Faction == Faction.OfPlayer && item.def.category == ThingCategory.Item)
return true;
}
}
return false;
}
private bool IsValidTarget(IntVec3 target, Map map, bool ignoreProtection = false)
{
if (!target.InBounds(map))
return false;
// 避开玩家资产(除非无视保护机制)
if (Props.avoidPlayerAssets && !ignoreProtection && IsNearPlayerAssets(target, map))
{
return false;
}
// 避免击中飞越物体本身
if (Props.avoidHittingFlyOver)
{
float distanceToFlyOver = target.DistanceTo(parent.Position);
if (distanceToFlyOver < 10f) // 增加安全距离
{
return false;
}
}
return true;
}
private bool CanAttack(FlyOver flyOver)
{
if (flyOver.Map == null)
return false;
if (flyOver.hasCompleted)
return false;
return true;
}
private void EndAttack(FlyOver flyOver)
{
isAttacking = false;
// 清理效果
attackEffecter?.Cleanup();
attackEffecter = null;
// 重置计时器
if (Props.continuousAttack && !flyOver.hasCompleted)
{
ticksUntilNextAttack = 0;
}
else
{
ticksUntilNextAttack = Props.ticksBetweenAttacks;
}
Log.Message($"Ship Artillery attack ended");
}
private void SendAttackLetter(FlyOver flyOver)
{
try
{
string label = Props.customLetterLabel ?? "ShipArtilleryAttack".Translate();
string text = Props.customLetterText ?? "ShipArtilleryAttackDesc".Translate();
Find.LetterStack.ReceiveLetter(
label,
text,
Props.letterDef,
new TargetInfo(currentTarget, flyOver.Map)
);
}
catch (System.Exception ex)
{
Log.Error($"Error sending ship artillery letter: {ex}");
}
}
public override void PostExposeData()
{
base.PostExposeData();
Scribe_Values.Look(ref ticksUntilNextAttack, "ticksUntilNextAttack", 0);
Scribe_Values.Look(ref attackTicksRemaining, "attackTicksRemaining", 0);
Scribe_Values.Look(ref warmupTicksRemaining, "warmupTicksRemaining", 0);
Scribe_Values.Look(ref isAttacking, "isAttacking", false);
Scribe_Values.Look(ref isWarmingUp, "isWarmingUp", false);
Scribe_Values.Look(ref currentTarget, "currentTarget");
Scribe_Collections.Look(ref previousTargets, "previousTargets", LookMode.Value);
}
public override IEnumerable<Gizmo> CompGetGizmosExtra()
{
if (DebugSettings.ShowDevGizmos && parent is FlyOver)
{
yield return new Command_Action
{
defaultLabel = "Dev: Trigger Artillery Attack",
action = () => StartAttack(parent as FlyOver)
};
yield return new Command_Action
{
defaultLabel = "Dev: Fire Single Shell",
action = () => FireShell(parent as FlyOver)
};
yield return new Command_Action
{
defaultLabel = $"Dev: Status - Next: {ticksUntilNextAttack}, Attacking: {isAttacking}",
action = () => {}
};
yield return new Command_Action
{
defaultLabel = $"Dev: Debug Position Info",
action = () =>
{
if (parent is FlyOver flyOver)
{
IntVec3 flyOverPos = GetFlyOverPosition(flyOver);
Log.Message($"FlyOver - DrawPos: {flyOver.DrawPos}, Position: {flyOver.Position}, Calculated: {flyOverPos}");
Log.Message($"Current Target: {currentTarget}, Distance: {flyOverPos.DistanceTo(currentTarget):F1}");
}
}
};
}
}
public void TriggerAttack()
{
if (parent is FlyOver flyOver)
{
StartAttack(flyOver);
}
}
public void SetTarget(IntVec3 target)
{
currentTarget = target;
}
}
}

View File

@@ -318,7 +318,7 @@ namespace ArachnaeSwarm
private void CreateStandardFlyOver(IntVec3 startPos, IntVec3 endPos)
{
// 确保有默认的飞越定义
ThingDef flyOverDef = Props.flyOverDef ?? DefDatabase<ThingDef>.GetNamedSilentFail("ARA_FlyOverShip");
ThingDef flyOverDef = Props.flyOverDef ?? DefDatabase<ThingDef>.GetNamedSilentFail("ARA_HiveShip");
if (flyOverDef == null)
{
Log.Warning("No fly over def specified for standard fly over");

View File

@@ -1,76 +0,0 @@
// 在其他文件中调用:
// 1. 简单飞越
public void CreateSimpleFlyOverExample()
{
FlyOver flyOver = FlyOverUtility.CreateFlyOver(
flyOverDef: ThingDefOf.FlyOverShip,
map: Find.CurrentMap,
startEdge: Rot4.West, // 从西边开始
endEdge: Rot4.East, // 到东边结束
speed: 1.5f,
altitude: 12f
);
}
// 2. 货运飞越
public void CreateCargoFlyOverExample()
{
var cargoItems = new List<(ThingDef, int)>
{
(ThingDefOf.Steel, 50),
(ThingDefOf.Plasteel, 20),
(ThingDefOf.Component, 5)
};
FlyOver cargo = FlyOverUtility.CreateCargoFlyOver(
map: Find.CurrentMap,
cargoItems: cargoItems,
startEdge: Rot4.North,
speed: 0.8f
);
}
// 3. 侦察飞越
public void CreateScoutFlyOverExample()
{
FlyOver scout = FlyOverUtility.CreateScoutFlyOver(
map: Find.CurrentMap,
startEdge: Rot4.South,
endEdge: Rot4.North
);
}
// 4. 轰炸飞越
public void CreateBombingRunExample()
{
IntVec3 target = new IntVec3(50, 0, 50); // 目标坐标
FlyOver bomber = FlyOverUtility.CreateBombingFlyOver(
map: Find.CurrentMap,
targetPosition: target,
bombDef: ThingDefOf.Bomb,
startEdge: Rot4.West
);
}
// 5. 使用参数对象
public void CreateWithParamsExample()
{
var flyOverParams = new FlyOverParams
{
flyOverDef = ThingDefOf.FlyOverShip,
map = Find.CurrentMap,
startEdge = Rot4.East,
endEdge = Rot4.West,
speed = 2f,
altitude = 15f,
contents = new List<Thing> { ThingMaker.MakeThing(ThingDefOf.Gold) },
spawnContents = true
};
// 可以轻松扩展FlyOverUtility来支持参数对象
FlyOver flyOver = FlyOverUtility.CreateFlyOverWithContents(
flyOverParams.flyOverDef,
flyOverParams.map,
flyOverParams.contents,
flyOverParams.spawnContents,
flyOverParams.startEdge,
flyOverParams.endEdge,
flyOverParams.speed,
flyOverParams.altitude
);
}