Files
ArachnaeSwarm/Source/ArachnaeSwarm/ThingComp_GuardianPsyField.cs
2025-09-28 23:31:28 +08:00

320 lines
14 KiB
C#

using RimWorld;
using Verse;
using UnityEngine;
using Verse.Sound;
namespace ArachnaeSwarm
{
// 1. Expanded CompProperties to match the user's example
public class CompProperties_GuardianPsyField : CompProperties
{
public float radius = 5.9f;
public int hitPoints = 100;
public int rechargeDelay = 3200; // Ticks after breaking
public int rechargeHitPointsIntervalTicks = 60; // Ticks to restore 1 HP
// New properties for psyfocus/entropy mechanics
// Removed psyfocusCostForFullRecharge
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 EffecterDef absorbEffecter;
// Removed transferAllyDamage
public EffecterDef interceptEffecter;
public EffecterDef breakEffecter;
public EffecterDef reactivateEffecter;
public Color color = Color.cyan;
public CompProperties_GuardianPsyField()
{
compClass = typeof(ThingComp_GuardianPsyField);
}
}
[StaticConstructorOnStartup]
public class ThingComp_GuardianPsyField : ThingComp
{
// --- State Variables ---
private int lastInterceptTicks = -999999;
private int ticksToReset = 0; // Cooldown timer
public int currentHitPoints;
private bool wasNotAtFullHp = false; // Tracks if shield was damaged before recharge
// --- Properties ---
public CompProperties_GuardianPsyField Props => (CompProperties_GuardianPsyField)props;
private Pawn PawnOwner => parent as Pawn;
public bool IsOnCooldown => ticksToReset > 0;
public int HitPointsMax => Props.hitPoints;
// --- Visuals ---
private static readonly Material ForceFieldMat = MaterialPool.MatFrom("Other/ForceField", ShaderDatabase.MoteGlow);
private static readonly MaterialPropertyBlock MatPropertyBlock = new MaterialPropertyBlock();
public bool Active
{
get
{
// 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;
var hediff = PawnOwner.health.hediffSet.GetFirstHediffOfDef(HediffDef.Named("ARA_GuardianPsyField"));
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;
}
}
public override void PostPostMake()
{
base.PostPostMake();
currentHitPoints = HitPointsMax;
}
public override void PostExposeData()
{
base.PostExposeData();
Scribe_Values.Look(ref lastInterceptTicks, "lastInterceptTicks", -999999);
Scribe_Values.Look(ref ticksToReset, "ticksToReset", 0);
Scribe_Values.Look(ref currentHitPoints, "currentHitPoints", 0);
}
public override void CompTick()
{
base.CompTick();
if (PawnOwner == null) return;
if (IsOnCooldown)
{
ticksToReset--;
if (ticksToReset <= 0)
{
Reset();
}
}
// Only allow recharge if the shield is 'Active' (i.e., has psyfocus) and not on cooldown
else if (Active && currentHitPoints < HitPointsMax)
{
// Check if there's enough psyfocus to pay for this interval's recharge
if (PawnOwner.psychicEntropy != null && PawnOwner.psychicEntropy.CurrentPsyfocus >= Props.psyfocusCostPerInterval)
{
wasNotAtFullHp = true; // Mark that the shield was damaged
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)
{
wasNotAtFullHp = false; // Reset flag when full
}
}
// Projectile interception logic remains the same, as it's a separate Harmony patch
public bool TryIntercept(Projectile projectile)
{
if (!Active) return false;
// We now intercept all projectiles, the filter will be done by the PostPreApplyDamage on self
// and the TryAbsorbDamageForAllyOnly for allies.
// This method is only for projectile visual/sound and psyfocus cost.
// --- Interception Success ---
lastInterceptTicks = Find.TickManager.TicksGame;
// Spawn effect at the point of interception, not the shield center
Props.interceptEffecter?.Spawn(projectile.ExactPosition.ToIntVec3(), PawnOwner.Map).Cleanup();
// No longer consuming hitpoints here, PostPreApplyDamage will handle it for self.
// The Harmony_DamageWorker for allies will handle it for allies.
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)
{
PawnOwner.psychicEntropy.TryAddEntropy(dinfo.Amount * Props.entropyGainPerDamage, overLimit: true);
}
// Consume Hitpoints
currentHitPoints -= (int)dinfo.Amount;
if (currentHitPoints <= 0)
{
Break();
}
absorbed = true; // Damage was absorbed
}
// --- 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()
{
Props.breakEffecter?.Spawn(PawnOwner.Position, PawnOwner.Map).Cleanup();
ticksToReset = Props.rechargeDelay;
currentHitPoints = 0;
}
private void Reset()
{
if (PawnOwner.Spawned)
{
Props.reactivateEffecter?.Spawn(PawnOwner.Position, PawnOwner.Map).Cleanup();
}
currentHitPoints = HitPointsMax;
}
public override void PostDraw()
{
base.PostDraw();
if (!Active || PawnOwner.Map == null) return;
Vector3 drawPos = PawnOwner.Drawer.DrawPos;
drawPos.y = AltitudeLayer.MoteOverhead.AltitudeFor();
float alpha = GetCurrentAlpha();
if (alpha > 0f)
{
Color color = Props.color;
color.a *= alpha;
MatPropertyBlock.SetColor(ShaderPropertyIDs.Color, color);
Matrix4x4 matrix = default;
matrix.SetTRS(drawPos, Quaternion.identity, new Vector3(Props.radius * 2f, 1f, Props.radius * 2f));
Graphics.DrawMesh(MeshPool.plane10, matrix, ForceFieldMat, 0, null, 0, MatPropertyBlock);
}
}
private float GetCurrentAlpha()
{
float idleAlpha = Mathf.Lerp(0.3f, 0.6f, (Mathf.Sin((float)parent.thingIDNumber + Time.realtimeSinceStartup * 1.5f) + 1f) / 2f);
float interceptAlpha = Mathf.Clamp01(1f - (float)(Find.TickManager.TicksGame - lastInterceptTicks) / 40f);
return Mathf.Max(idleAlpha, interceptAlpha);
}
// --- GIZMO ---
public override System.Collections.Generic.IEnumerable<Gizmo> CompGetGizmosExtra()
{
if (PawnOwner != null && Find.Selector.SingleSelectedThing == PawnOwner)
{
yield return new Gizmo_GuardianShieldStatus { shield = this };
}
}
}
// Gizmo class copied from the user's example and adapted
[StaticConstructorOnStartup]
public class Gizmo_GuardianShieldStatus : Gizmo
{
public ThingComp_GuardianPsyField shield;
private static readonly Texture2D FullShieldBarTex = SolidColorMaterials.NewSolidColorMaterial(new Color(0.3f, 0.8f, 0.8f), ShaderDatabase.MetaOverlay).mainTexture as Texture2D;
private static readonly Texture2D EmptyShieldBarTex = SolidColorMaterials.NewSolidColorMaterial(new Color(0.2f, 0.2f, 0.2f), ShaderDatabase.MetaOverlay).mainTexture as Texture2D;
public override float GetWidth(float maxWidth) => 140f;
public override GizmoResult GizmoOnGUI(Vector2 topLeft, float maxWidth, GizmoRenderParms parms)
{
Rect rect = new Rect(topLeft.x, topLeft.y, GetWidth(maxWidth), 75f);
Rect rect2 = rect.ContractedBy(6f);
Widgets.DrawWindowBackground(rect);
Rect labelRect = rect2;
labelRect.height = rect.height / 2f;
Text.Font = GameFont.Tiny;
Widgets.Label(labelRect, "Guardian Field");
Rect barRect = rect2;
barRect.yMin = rect2.y + rect2.height / 2f;
float fillPercent = (float)shield.currentHitPoints / shield.HitPointsMax;
Widgets.FillableBar(barRect, fillPercent, FullShieldBarTex, EmptyShieldBarTex, false);
Text.Font = GameFont.Small;
Text.Anchor = TextAnchor.MiddleCenter;
TaggedString statusText = shield.IsOnCooldown ? "Cooldown" : new TaggedString(shield.currentHitPoints + " / " + shield.HitPointsMax);
Widgets.Label(barRect, statusText);
Text.Anchor = TextAnchor.UpperLeft;
return new GizmoResult(GizmoState.Clear);
}
}
}