新增天巫种对敌方空投袭击的自动拦截功能: - GameComponent_DropPodInterceptor: 全局拦截状态管理与核心逻辑 - Harmony Prefix 挂钩 EdgeDrop/CenterDrop Arrive(),拦截 1-3 个运输仓 - 被拦截 Pawn 击杀(Bite)后尸体以空投仓形式落地 - 拦截时生成天巫种 FlyOver 视觉飞越 + PositiveEvent 信件通知 - 引航种新增 ARA_ToggleDropPodIntercept 自释放能力切换开关 - 前置检查:开关启用 + 天巫升空 + 敌对派系,至少保留 1 名袭击者 新增文件: - Source/.../GameComponent_DropPodInterceptor.cs - Source/.../Patch_DropPodIntercept.cs - Source/.../CompAbilityEffect_ToggleDropPodIntercept.cs - Defs/AbilityDefs/Ability_DropPodIntercept.xml 修改文件: - ARA_PawnKinds.xml (Skyraider abilities) - AirStrike_Keys.xml (10 localization keys) - ArachnaeSwarm.csproj (3 Compile entries)
135 lines
8.2 KiB
Markdown
135 lines
8.2 KiB
Markdown
# Plan: 天巫集群掠食 — 空投拦截系统
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**TL;DR**:通过 Harmony Prefix 补丁拦截原版 `EdgeDrop` 和 `CenterDrop` 的 `Arrive()` 方法,在敌方空投仓落地前由天巫种拦截 1-3 个运输仓。击杀后尸体仍以运输仓形式落地。使用 `GameComponent` 全局管理开关状态,引航种 Pawn 通过自释放 `AbilityDef` 切换开关。拦截时生成天巫种 FlyOver 作为视觉反馈。
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## 架构概览
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```
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[敌方袭击触发]
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IncidentWorker_RaidEnemy → Arrive(pawns, parms)
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↓ Harmony Prefix
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[新增] Patch_DropPodIntercept
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→ GameComponent_DropPodInterceptor.TryIntercept()
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├── 检查 interceptEnabled (引航种toggle)
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├── 检查 WorldComponent_AircraftManager 有可用天巫
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├── 验证 parms.faction.HostileTo(Player)
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├── 随机选取 1-3 pawns → Kill → 获取 Corpse
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├── 用 DropPodUtility.DropThingsNear 投掷尸体
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├── FlyOver.MakeFlyOver() 生成拦截飞越视觉
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└── ReceiveLetter 通知玩家
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→ 原 Arrive 继续执行(剩余 pawn 正常空投)
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[引航种能力]
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ArachnaeNode_Race_Skyraider → AbilityDef: ARA_ToggleDropPodIntercept
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→ CompAbilityEffect_ToggleDropPodIntercept.Apply()
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→ GameComponent_DropPodInterceptor.ToggleIntercept()
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```
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---
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## Steps
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### 1. 创建全局状态管理 `GameComponent_DropPodInterceptor`
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新文件:`Source/ArachnaeSwarm/Flyover/GameComponent_DropPodInterceptor.cs`
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- 继承 `GameComponent`,序列化字段 `bool interceptEnabled`
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- 属性 `IsInterceptEnabled` — 外部查询开关状态
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- 方法 `ToggleIntercept()` — 翻转开关 + `ArachnaeLog.Debug`
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- 方法 `HasAirborneTianwu()` — 查询 `WorldComponent_AircraftManager`:检查 `GetAvailableAircraftCount(ThingDef ARA_HiveCorvette_Entity, Faction.OfPlayer) > 0`(非全部冷却中即可,不消耗资源)
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- 核心方法 `TryInterceptDropPods(List<Pawn> pawns, IncidentParms parms, out List<Pawn> interceptedPawns)` — 完整拦截逻辑:
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- 前置条件检查(`interceptEnabled` && `HasAirborneTianwu()` && `parms.faction.HostileTo(Faction.OfPlayer)`)
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- 从 `pawns` 中随机移除 `Rand.RangeInclusive(1, Mathf.Min(3, pawns.Count - 1))` 个 Pawn(至少保留 1 个 pawn 正常空投,避免完全吞掉袭击)
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- 对每个被拦截的 Pawn:调用 `pawn.Kill(new DamageInfo(DamageDefOf.Bomb, 9999f))`,收集 `pawn.Corpse` 到尸体列表
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- 将尸体通过 `DropPodUtility.DropThingsNear(parms.spawnCenter, map, corpses, leaveSlag: true)` 投掷到同一空投区域
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- 调用 `SpawnInterceptionFlyOver(map, parms.spawnCenter)` 生成天巫飞越视觉
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- 调用 `SendInterceptionLetter(map, interceptedCount, parms.spawnCenter)` 发送信件
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- 方法 `SpawnInterceptionFlyOver(Map, IntVec3)` — 调用 `FlyOver.MakeFlyOver()` 生成 `ARA_HiveCorvette_Fake`(复用现有视觉 FlyOver ThingDef),起点从地图边缘到空投中心飞越
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- 方法 `SendInterceptionLetter(Map, int count, IntVec3)` — 发送自定义 `LetterDefOf.PositiveEvent` 信件,告知玩家拦截了多少运输仓
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- `ExposeData()` — `Scribe_Values.Look(ref interceptEnabled, "interceptEnabled", false)`
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### 2. 创建 Harmony 补丁 `Patch_DropPodIntercept`
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新文件:`Source/ArachnaeSwarm/HarmonyPatches/Patch_DropPodIntercept.cs`
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- `[HarmonyPatch(typeof(PawnsArrivalModeWorker_EdgeDrop), "Arrive")]` — Prefix
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- `[HarmonyPatch(typeof(PawnsArrivalModeWorker_CenterDrop), "Arrive")]` — Prefix
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- 两个 Prefix 共用同一个静态方法 `InterceptPrefix(List<Pawn> pawns, IncidentParms parms)`
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- Prefix 逻辑:获取 `Current.Game.GetComponent<GameComponent_DropPodInterceptor>()`,调用 `TryInterceptDropPods(pawns, parms)`
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- **不 skip 原方法**(`return true`),原方法继续用被修改过的 `pawns` 列表正常空投剩余敌人
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### 3. 创建引航种切换能力 `CompAbilityEffect_ToggleDropPodIntercept`
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新文件:`Source/ArachnaeSwarm/Abilities/CompAbilityEffect_ToggleDropPodIntercept.cs`
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- `CompProperties_ToggleDropPodIntercept` 继承 `CompProperties_AbilityEffect`,包含字段:
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- `string enabledMessage` / `disabledMessage` — 开启/关闭时的消息文本 key
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- `ThingDef requiredAircraftType` — 需要检查的战机类型(`ARA_HiveCorvette_Entity`)
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- `CompAbilityEffect_ToggleDropPodIntercept` 继承 `CompAbilityEffect`:
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- `Apply(LocalTargetInfo, LocalTargetInfo)` — 获取 `GameComponent_DropPodInterceptor`,调用 `ToggleIntercept()`,发送 `Messages.Message` 通知当前状态
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- `Valid(LocalTargetInfo[], bool)` — 检查 `WorldComponent_AircraftManager.HasAvailableAircraft` 是否有天巫升空;无天巫时禁用能力并显示 "无可用天巫种" 提示
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- `ExtraLabelMouseAttachment(LocalTargetInfo)` — 返回当前状态文本("掠食巡航: 开启/关闭")
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### 4. 创建拦截 FlyOver 视觉 ThingDef
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修改现有文件 `1.6/1.6/Defs/Thing_Misc/ARA_Flyover_Item.xml`,新增 `ARA_HiveCorvette_Intercept` ThingDef:
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- 以 `ARA_HiveCorvette_Fake` 为模板(纯视觉 FlyOver,无攻击 Comp)
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- `thingClass="ArachnaeSwarm.FlyOver"`
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- 设置较快的 `flightSpeed`(拦截应该是快速掠过)
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- 可选添加 `CompProperties_SendLetterAfterTicks` 以在飞越后发出完成通知
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- 或直接复用 `ARA_HiveCorvette_Fake` defName,不新建 ThingDef
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### 5. 创建能力 XML 定义
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新文件:`1.6/1.6/Defs/AbilityDefs/Ability_DropPodIntercept.xml`
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- `AbilityDef` defName: `ARA_ToggleDropPodIntercept`
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- `label`: 掠食巡航(或类似命名)
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- `targetRequired: false`(自释放,无需目标)
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- `cooldownTicksRange: 0`(无冷却,即时切换)
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- `comps`:
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- `CompProperties_ToggleDropPodIntercept`(`requiredAircraftType: ARA_HiveCorvette_Entity`)
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### 6. 将能力添加到引航种
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查找并修改引航种 `ArachnaeNode_Race_Skyraider` 的能力列表定义(可能在 `1.6/1.6/Defs/PawnKindDef/ARA_PawnKinds.xml` 或 Race ThingDef 中),在 `abilities` 列表中添加 `ARA_ToggleDropPodIntercept`
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### 7. 添加本地化文本
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修改 `1.6/1.6/Languages/ChineseSimplified/Keyed/` 下的翻译文件,添加:
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- `ARA_ToggleDropPodIntercept_Label` — "掠食巡航"
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- `ARA_ToggleDropPodIntercept_Desc` — 能力描述
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- `ARA_InterceptDropPod_Enabled` — "掠食巡航已启动"
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- `ARA_InterceptDropPod_Disabled` — "掠食巡航已关闭"
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- `ARA_InterceptDropPod_LetterLabel` — "天巫种拦截空投"
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- `ARA_InterceptDropPod_LetterText` — "天巫种在空中拦截了{0}个敌方运输仓…"
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- `ARA_InterceptDropPod_NoAircraft` — "没有可用的天巫种兽虫"
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---
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## Verification
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1. MSBuild 编译:`cd "ArachnaeSwarm\Source\ArachnaeSwarm" && MSBuild ArachnaeSwarm.csproj -p:Configuration=Release`
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2. 游戏内测试流程:
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- 建造天巫种机库 → 起飞(注册战机到 WorldComponent_AircraftManager)
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- 使用引航种能力开启"掠食巡航"
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- 使用 dev console 触发 `Raid (EdgeDrop)` → 验证 1-3 个运输仓被拦截(尸体掉落 + FlyOver 视觉 + 信件)
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- 使用 dev console 触发 `Raid (CenterDrop)` → 同上
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- 关闭"掠食巡航" → 再次触发空投 → 验证不拦截
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- 触发非空投袭击(EdgeWalkIn) → 验证不触发拦截
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- 触发友方空投 → 验证不拦截(HostileTo 检查)
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3. 存档/读档测试:验证 `interceptEnabled` 状态持久化
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---
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## Decisions
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- **Harmony 挂钩点**:选 `PawnsArrivalModeWorker_EdgeDrop.Arrive` + `CenterDrop.Arrive` 而非底层 `DropPodUtility`,因为只需响应这两种袭击到场模式,不影响其他空投场景(贸易、任务奖励等)
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- **GameComponent vs MapComponent**:选 `GameComponent`(全局,跨地图),因为用户明确说"全局管理"
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- **不消耗战机资源**:只检查 `HasAvailableAircraft` 判断天巫是否升空,不调用 `TryUseAircraft`
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- **至少保留 1 个 pawn**:`Mathf.Min(3, pawns.Count - 1)` 确保不会完全吞掉袭击,玩家仍需应战
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- **Kill + Corpse 方案**:调用 `Pawn.Kill(DamageInfo)` 后获取 `Corpse`,再通过 `DropPodUtility.DropThingsNear` 以运输仓形式投掷尸体,既有"被击杀"的反馈感,又能剥削敌方装备
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- **复用 `ARA_HiveCorvette_Fake`**:优先复用现有纯视觉 FlyOver,避免新增无意义 ThingDef;若需要不同飞行参数再另建
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