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Rimatomics 电磁炮战略打击系统技术文档
1. 引言
本文档旨在详细解析 Rimatomics Mod 中的电磁炮(Railgun)远程战略打击系统的实现机制。该系统允许玩家对世界地图上的任意(已加载的)地图进行精确的火力投送,是游戏中一种强大的后期战略武器。
我们将通过分析其三个核心 C# 类:Building_Railgun、Verb_Railgun 和 WorldObject_Sabot,来深入理解其功能、设计模式以及类之间的交互。
2. 核心组件概览
整个系统由三个主要部分协同工作,各司其职:
Building_Railgun: 炮塔建筑本身,是整个系统的用户交互入口和武器平台。它负责处理玩家的瞄准指令,管理武器的属性(如射程、精度),并发起射击流程。Verb_Railgun: 定义了电磁炮的“射击”这一具体动作。它能够智能区分常规的本地射击和需要跨地图飞行的远程打击,并根据不同模式执行相应的逻辑。WorldObject_Sabot: 一个在世界地图上存在的临时对象,用于模拟炮弹在飞向目标过程中的状态。它负责处理跨地图飞行、轨迹计算,并在抵达目标后触发最终的命中效果。
3. 类详解
3.1 Building_Railgun
Building_Railgun 是电磁炮塔的建筑类,继承自 Building_EnergyWeapon。它是玩家能直接看到并与之交互的实体。
功能概述
此类作为系统的交互枢纽,主要负责以下功能:
- 提供玩家操作界面:通过 Gizmo(操作按钮)让玩家启动“火控任务”。
- 处理目标选择流程:引导玩家从世界地图选择目标区域,再到目标地图内选择精确弹着点。
- 管理武器状态与属性:存储远程目标信息,并根据已安装的升级动态计算射程、散布等属性。
- 发起射击指令:在获取有效目标后,命令自身的武器组件(Verb)开火。
源代码
using System;
using System.Collections.Generic;
using System.Linq;
using Multiplayer.API;
using RimWorld;
using RimWorld.Planet;
using UnityEngine;
using Verse;
using Verse.Sound;
namespace Rimatomics
{
[StaticConstructorOnStartup]
public class Building_Railgun : Building_EnergyWeapon
{
public override bool TurretBased
{
get
{
return true;
}
}
public override Vector3 TipOffset
{
get
{
Vector3 pos = this.DrawPos;
Vector3 vecOffset = new Vector3(0f, 1f, 5f);
vecOffset = vecOffset.RotatedBy(this.TurretRotation);
return pos + vecOffset;
}
}
public override bool CanFireWhileRoofed()
{
// For remote fire missions, cannot be roofed. For local targets, it's allowed.
if (this.longTargetInt == GlobalTargetInfo.Invalid)
{
return true;
}
return !base.Position.Roofed(base.Map);
}
public float RangeToWorldTarget
{
get
{
return (float)Find.WorldGrid.TraversalDistanceBetween(base.Map.Tile, this.longTarget.Tile, true, int.MaxValue, false);
}
}
public void TryChamberRound()
{
if (this.magazine.NullOrEmpty<ThingDef>())
{
return;
}
CompChangeableProjectile comp = this.gun.TryGetComp<CompChangeableProjectile>();
if (!comp.Loaded)
{
comp.LoadShell(this.magazine.FirstOrDefault<ThingDef>(), 1);
this.magazine.RemoveAt(0);
}
}
public override void MuzzleFlash()
{
Mote flash = (Mote)ThingMaker.MakeThing(Building_Railgun.Mote_RailgunMuzzleFlash, null);
flash.Scale = 5f;
flash.exactRotation = this.TurretRotation;
flash.exactPosition = this.TipOffset;
GenSpawn.Spawn(flash, base.Position, base.Map, WipeMode.Vanish);
Vector3 vecOffset = new Vector3(1f, 1f, -1f).RotatedBy(this.TurretRotation);
FleckMaker.ThrowSmoke(this.DrawPos + vecOffset, base.Map, 1.5f);
Vector3 vecOffset2 = new Vector3(-1f, 1f, -1f).RotatedBy(this.TurretRotation);
FleckMaker.ThrowSmoke(this.DrawPos + vecOffset2, base.Map, 1.5f);
}
public override IEnumerable<Gizmo> GetGizmos()
{
foreach (Gizmo c in base.GetGizmos())
{
yield return c;
}
Command_Action launch = new Command_Action
{
defaultLabel = "critCommandFireMission".Translate(),
defaultDesc = "critCommandFireMissionDesc".Translate(),
icon = Building_Railgun.FireMissionTex,
action = new Action(this.StartChoosingDestination)
};
if (base.Spawned && base.Position.Roofed(base.Map))
{
launch.Disable("CannotFire".Translate() + ": " + "Roofed".Translate().CapitalizeFirst());
}
yield return launch;
}
private void StartChoosingDestination()
{
// Record all selected railguns to fire them simultaneously
this.selectedRailguns = Find.Selector.SelectedObjects.OfType<Building_Railgun>().ToList<Building_Railgun>();
CameraJumper.TryJump(CameraJumper.GetWorldTarget(this), CameraJumper.MovementMode.Pan);
Find.WorldSelector.ClearSelection();
int tile = base.Map.Tile;
Find.WorldTargeter.BeginTargeting(
new Func<GlobalTargetInfo, bool>(this.ChoseWorldTarget), // Callback when target is chosen
false,
Building_Railgun.FireMissionTex,
true,
() => GenDraw.DrawWorldRadiusRing(tile, this.WorldRange, null), // Draws the range ring
null, null, null, false);
}
public static TargetingParameters ForFireMission()
{
// In multiplayer, disallow targeting mobile pawns to prevent desync issues.
if (MP.IsInMultiplayer)
{
return new TargetingParameters
{
canTargetPawns = false,
canTargetBuildings = false,
canTargetLocations = true
};
}
return new TargetingParameters
{
canTargetPawns = true,
canTargetBuildings = true,
canTargetLocations = true
};
}
private bool ChoseWorldTarget(GlobalTargetInfo target)
{
if (!target.IsValid)
{
Messages.Message("MessageRailgunTargetInvalid".Translate(), MessageTypeDefOf.RejectInput, true);
return false;
}
int distance = Find.WorldGrid.TraversalDistanceBetween(base.Map.Tile, target.Tile, true, int.MaxValue, false);
if (distance > this.WorldRange)
{
Messages.Message("MessageTargetBeyondMaximumRange".Translate(), this, MessageTypeDefOf.RejectInput, true);
return false;
}
MapParent mapParent = target.WorldObject as MapParent;
if (mapParent != null && mapParent.HasMap)
{
if (mapParent.Map == base.Map)
{
Messages.Message("MessageRailgunCantTargetMyMap".Translate(), MessageTypeDefOf.RejectInput, true);
return false;
}
// --- Refactored Code Block ---
// This block handles the logic for fine-grained targeting within the destination map.
Map targetMap = mapParent.Map;
var originalMap = base.Map;
// Action to execute when targeting is finished or cancelled.
Action onFinished = () => {
if (Current.Game.CurrentMap != originalMap)
{
Current.Game.CurrentMap = originalMap;
}
};
// Switch to the target map to allow the player to pick a precise location.
Current.Game.CurrentMap = targetMap;
Find.Targeter.BeginTargeting(
Building_Railgun.ForFireMission(),
(LocalTargetInfo localTarget) => // Lambda for when a local target is selected
{
// Assign the fire mission to all selected railguns.
foreach (Building_Railgun railgun in this.selectedRailguns)
{
railgun.FireMission(targetMap.Tile, localTarget, targetMap.uniqueID);
}
},
null, // Action on highlight
onFinished, // Action on finish/cancel
Building_Railgun.FireMissionTex,
true);
return true;
}
else
{
Messages.Message("MessageRailgunNeedsMap".Translate(), MessageTypeDefOf.RejectInput, true);
return false;
}
}
[SyncMethod(SyncContext.None)]
public void FireMission(int tile, LocalTargetInfo targ, int map)
{
if (!targ.IsValid)
{
this.longTargetInt = GlobalTargetInfo.Invalid;
return;
}
GlobalTargetInfo newtarget = targ.ToGlobalTargetInfo(Find.Maps.FirstOrDefault((Map x) => x.uniqueID == map));
int distance = Find.WorldGrid.TraversalDistanceBetween(base.Map.Tile, tile, true, int.MaxValue, false);
if (distance > this.WorldRange)
{
Messages.Message("MessageTargetBeyondMaximumRange".Translate(), this, MessageTypeDefOf.RejectInput, true);
return;
}
if (this.holdFire)
{
Messages.Message("MessageTurretWontFireBecauseHoldFire".Translate(this.def.label), this, MessageTypeDefOf.RejectInput, true);
return;
}
if (this.longTargetInt != newtarget)
{
this.longTargetInt = newtarget;
if (this.burstCooldownTicksLeft <= 0)
{
this.TryStartShootSomething();
}
SoundDefOf.TurretAcquireTarget.PlayOneShot(new TargetInfo(base.Position, base.Map, false));
}
}
public override float PulseSize
{
get
{
float f = base.GunProps.EnergyWep.PulseSizeScaled;
if (this.UG.HasUpgrade(DubDef.MEPS))
{
f *= 1.15f;
}
if (this.UG.HasUpgrade(DubDef.ERS))
{
f *= 0.85f; // Equivalent to f -= 0.15f * f
}
return f;
}
}
public override int WorldRange
{
get
{
// In space (SoS2 compatibility), range is unlimited.
if (base.Map != null && this.space != null && base.Map.Biome == this.space)
{
return 99999;
}
int range = base.GunProps.EnergyWep.WorldRange;
if (this.UG.HasUpgrade(DubDef.TargetingChip))
{
range += 10;
}
if (this.UG.HasUpgrade(DubDef.MEPS))
{
range += 10;
}
return range;
}
}
public int spread
{
get
{
int v = 6;
if (this.UG.HasUpgrade(DubDef.TargetingChip))
{
v -= 3;
}
return v;
}
}
public static readonly Texture2D FireMissionTex = ContentFinder<Texture2D>.Get("Rimatomics/UI/FireMission", true);
public static ThingDef Mote_RailgunMuzzleFlash = ThingDef.Named("Mote_RailgunMuzzleFlash");
private List<Building_Railgun> selectedRailguns;
public BiomeDef space = DefDatabase<BiomeDef>.GetNamed("OuterSpaceBiome", false);
}
}
关键方法和属性详解
GetGizmos(): 为炮塔添加“火控任务” (Fire Mission) 按钮,这是远程打击流程的起点。如果炮塔被屋顶遮挡,该按钮会被禁用。StartChoosingDestination(): 响应按钮点击,将视角切换到世界地图,并启动一个带射程圈的目标选择器,让玩家选择目标地块。它支持多炮塔同时选择。ChoseWorldTarget(GlobalTargetInfo target): 当玩家在世界地图上选择目标后的回调函数。它会进行一系列合法性验证(如射程、是否为当前地图等),如果通过,则将视角切换到目标地图,让玩家选择精确落点。FireMission(int tile, LocalTargetInfo targ, int map): 这是目标选择的最后一步。它将最终的、精确的目标信息(包含地块ID和地图内坐标)存入longTargetInt变量,并立即尝试触发射击 (TryStartShootSomething())。该方法支持多人游戏同步。WorldRange(get): 一个计算属性,返回炮塔在世界地图上的最大射程。基础射程定义在XML中,并会受到TargetingChip和MEPS等升级的加成。spread(get): 计算属性,返回炮弹的散布半径。TargetingChip升级可以减小此值,提高精度。CanFireWhileRoofed(): 重写方法,规定在执行远程打击 (longTargetInt有效) 时,炮塔不能处于屋顶之下。
3.2 Verb_Railgun
Verb_Railgun 继承自 Verb_RimatomicsVerb,它定义了电磁炮武器的“射击”这个核心动作。它不处理玩家交互,只负责执行射击逻辑。
功能概述
这个类的主要职责是根据炮塔当前的目标状态(本地目标 vs 远程目标),决定执行哪种射击模式。
- 动态炮弹选择: 根据
CompChangeableProjectile组件的状态,决定是发射已装填的特殊炮弹还是默认炮弹。 - 射击模式分发: 检查是否存在远程目标 (
longTarget),如果存在,则执行“火控任务”流程;否则,执行标准的本地射击。 - 远程打击发起: 在“火控任务”模式下,负责创建并初始化
WorldObject_Sabot,将其发射到世界地图。 - 本地打击后效: 为本地射击附加额外的效果,如能量消耗、数据收集和屏幕震动。
源代码
using System;
using RimWorld;
using RimWorld.Planet;
using UnityEngine;
using Verse;
namespace Rimatomics
{
[StaticConstructorOnStartup]
public class Verb_Railgun : Verb_RimatomicsVerb
{
public override ThingDef Projectile
{
get
{
ThingWithComps equipmentSource = base.EquipmentSource;
CompChangeableProjectile comp = (equipmentSource != null) ? equipmentSource.GetComp<CompChangeableProjectile>() : null;
if (comp != null && comp.Loaded)
{
return comp.Projectile;
}
return this.verbProps.defaultProjectile;
}
}
public override bool CanHitTargetFrom(IntVec3 root, LocalTargetInfo targ)
{
// If a long-range target is set, we can "hit" it regardless of local range.
if (base.GetWep.longTarget.IsValid)
{
return true;
}
return base.CanHitTargetFrom(root, targ);
}
protected bool TryCastFireMission()
{
Building_Railgun railgun = this.caster as Building_Railgun;
// Create the flying sabot object on the world map
WorldObject_Sabot sabot = (WorldObject_Sabot)WorldObjectMaker.MakeWorldObject(DefDatabase<WorldObjectDef>.GetNamed("Sabot", true));
sabot.railgun = railgun;
sabot.Tile = railgun.Map.Tile;
sabot.destinationTile = railgun.longTarget.Tile;
sabot.destinationCell = railgun.longTarget.Cell;
sabot.spread = railgun.spread;
sabot.Projectile = this.Projectile;
Find.WorldObjects.Add(sabot);
// Post-launch effects and data gathering
railgun.GatherData("PPCWeapon", 5f);
railgun.GatherData("PPCFireMission", 10f);
railgun.GatherData("PPCRailgun", 10f);
railgun.PrototypeBang(railgun.GunProps.EnergyWep.PrototypeFailureChance);
railgun.MuzzleFlash();
Find.CameraDriver.shaker.SetMinShake(0.1f);
// Spawn a dummy projectile that flies off-map. This is for visual effect only.
Vector3 shellDirection = Vector3.forward.RotatedBy(railgun.TurretRotation);
IntVec3 outcell = (railgun.DrawPos + shellDirection * 500f).ToIntVec3();
Projectile projectile2 = (Projectile)GenSpawn.Spawn(this.Projectile, railgun.Position, this.caster.Map, WipeMode.Vanish);
projectile2.Launch(railgun, railgun.DrawPos, outcell, null, ProjectileHitFlags.None, false, base.EquipmentSource, null);
// Handle shell consumption
CompChangeableProjectile comp = base.EquipmentSource?.GetComp<CompChangeableProjectile>();
if (comp != null)
{
comp.Notify_ProjectileLaunched();
}
railgun.DissipateCharge(railgun.PulseSize);
return true;
}
public override bool TryCastShot()
{
Building_Railgun railgun = this.caster as Building_Railgun;
if (!railgun.top.TargetInSights)
{
return false;
}
if (this.Projectile == null)
{
return false;
}
bool shotResult;
// --- Shooting Mode Dispatch ---
if (railgun.longTarget.IsValid)
{
// Execute long-range fire mission
shotResult = this.TryCastFireMission();
}
else
{
// Execute standard local shot
shotResult = base.TryCastShot();
if (shotResult)
{
railgun.DissipateCharge(railgun.PulseSize);
railgun.GatherData("PPCWeapon", 5f);
railgun.GatherData("PPCRailgun", 10f);
railgun.PrototypeBang(railgun.GunProps.EnergyWep.PrototypeFailureChance);
railgun.MuzzleFlash();
Find.CameraDriver.shaker.SetMinShake(0.1f);
}
}
// Chamber the next round after firing
railgun.TryChamberRound();
return shotResult;
}
}
}
关键方法和属性详解
Projectile(get): 这是一个动态属性,用于获取当前应该发射的炮弹类型。它会优先返回CompChangeableProjectile中已装填的炮弹,如果未装填,则返回在 XML 中定义的默认炮弹。CanHitTargetFrom(...): 重写了基类方法。当炮塔被赋予了一个远程目标 (longTarget.IsValid) 时,该方法直接返回true,绕过了所有常规的射程和视线检查,确保远程打击流程可以启动。TryCastShot(): 这是射击动作的入口点。它的核心逻辑是检查railgun.longTarget是否有效。- 如果有效,说明是远程打击任务,它便调用
TryCastFireMission()。 - 如果无效,说明是常规的本地瞄准,它就调用基类的
base.TryCastShot()来发射普通炮弹,并附加一系列开火后效。
- 如果有效,说明是远程打击任务,它便调用
TryCastFireMission(): 这是发起远程打击的核心。它不直接生成命中目标的炮弹,而是:- 创建一个
WorldObject_Sabot实例。 - 将目标地块、精确坐标、炮弹类型、散布等关键信息从
Building_Railgun传递给sabot对象。 - 将
sabot添加到世界对象管理器 (Find.WorldObjects.Add(sabot)),让其开始在世界地图上“飞行”。 - 触发炮口闪光、能量消耗、屏幕震动等本地开火效果。
- 生成一个飞向地图外的“虚拟”炮弹,仅用于视觉表现,它不会造成任何伤害。
- 创建一个
3.3 WorldObject_Sabot
WorldObject_Sabot 继承自 WorldObject,是远程打击流程中的“飞行”阶段的执行者。它是一个临时的、在世界地图上存在的实体,模拟了炮弹从发射点到目标点的飞行过程。
功能概述
此类完全独立于发射它的炮塔,其核心职责是在世界地图上完成一段旅程,并在抵达终点时触发命中效果。
- 飞行轨迹模拟: 通过
DrawPos属性和Tick方法,平滑地计算并更新自身在世界地图上的位置,实现飞行-动画效果。 - 状态持久化: 通过
ExposeData方法保存所有关键信息(如起点、终点、飞行进度、炮弹类型),确保在游戏存读档后飞行可以继续。 - 命中触发: 在飞行到达终点后,
Arrived方法负责在目标地图上生成真正的Projectile(炮弹),并让其从地图边缘发射,命中最终的精确弹着点。 - 自我销毁: 完成命中逻辑后,将自身从世界对象管理器中移除。
- Mod兼容性: 能够识别并处理 "Save Our Ship 2" Mod 中的轨道飞船,实现地对空、空对地和空对空打击。
源代码
using System;
using System.Linq;
using RimWorld.Planet;
using UnityEngine;
using Verse;
namespace Rimatomics
{
public class WorldObject_Sabot : WorldObject
{
private Vector3 Start
{
get
{
Vector3 startPos = Find.WorldGrid.GetTileCenter(this.initialTile);
// SoS2 compatibility: if a ship is at the tile, use its position.
if (HarmonyPatches.SoS)
{
WorldObject ship = Find.World.worldObjects.AllWorldObjects.FirstOrDefault(o =>
(o.def.defName.Equals("ShipOrbiting") || o.def.defName.Equals("SiteSpace")) && o.Tile == this.initialTile);
if (ship != null)
{
startPos = ship.DrawPos;
}
}
return startPos;
}
}
private Vector3 End
{
get
{
Vector3 endPos = Find.WorldGrid.GetTileCenter(this.destinationTile);
// SoS2 compatibility
if (HarmonyPatches.SoS)
{
WorldObject ship = Find.World.worldObjects.AllWorldObjects.FirstOrDefault(o =>
(o.def.defName.Equals("ShipOrbiting") || o.def.defName.Equals("SiteSpace")) && o.Tile == this.destinationTile);
if (ship != null)
{
endPos = ship.DrawPos;
}
}
return endPos;
}
}
public override Vector3 DrawPos
{
get
{
// Slerp for a smooth curve over the planet's surface
return Vector3.Slerp(this.Start, this.End, this.traveledPct);
}
}
private float TraveledPctStepPerTick
{
get
{
Vector3 start = this.Start;
Vector3 end = this.End;
if (start == end) return 1f;
float distance = GenMath.SphericalDistance(start.normalized, end.normalized);
if (distance == 0f) return 1f;
// Travel speed is constant
return TravelSpeed / distance;
}
}
public override void ExposeData()
{
base.ExposeData();
Scribe_Values.Look<int>(ref this.destinationTile, "destinationTile", 0, false);
Scribe_Values.Look<IntVec3>(ref this.destinationCell, "destinationCell", default(IntVec3), false);
Scribe_Values.Look<bool>(ref this.arrived, "arrived", false, false);
Scribe_Values.Look<int>(ref this.initialTile, "initialTile", 0, false);
Scribe_Values.Look<float>(ref this.traveledPct, "traveledPct", 0f, false);
Scribe_Defs.Look<ThingDef>(ref this.Projectile, "Projectile");
Scribe_References.Look<Thing>(ref this.railgun, "railgun");
Scribe_Values.Look<int>(ref this.spread, "spread", 1, false);
}
public override void PostAdd()
{
base.PostAdd();
this.initialTile = base.Tile;
}
public override void Tick()
{
base.Tick();
this.traveledPct += this.TraveledPctStepPerTick;
if (this.traveledPct >= 1f)
{
this.traveledPct = 1f;
this.Arrived();
}
}
private void Arrived()
{
if (this.arrived) return;
this.arrived = true;
Map map = Current.Game.FindMap(this.destinationTile);
if (map != null)
{
// Spawn the projectile at the edge of the map
IntVec3 entryCell = new IntVec3(CellRect.WholeMap(map).Width / 2, 0, CellRect.WholeMap(map).maxZ);
Projectile projectile = (Projectile)GenSpawn.Spawn(this.Projectile, entryCell, map, WipeMode.Vanish);
// Find a random cell near the target destination within the spread radius
IntVec3 finalDestination;
CellFinder.TryFindRandomCellNear(this.destinationCell, map, this.spread, null, out finalDestination, -1);
// Launch the projectile to the final destination
projectile.Launch(this.railgun, finalDestination, finalDestination, ProjectileHitFlags.IntendedTarget, false, null);
}
// Remove self from the world
Find.WorldObjects.Remove(this);
}
private const float TravelSpeed = 0.0001f;
private bool arrived;
public IntVec3 destinationCell = IntVec3.Invalid;
public int destinationTile = -1;
private int initialTile = -1;
public ThingDef Projectile;
public Thing railgun;
public int spread = 1;
private float traveledPct;
}
}
关键方法和属性详解
Start/End(get): 这两个属性负责计算飞行的起点和终点坐标。它们通过检查HarmonyPatches.SoS来判断是否加载了 "Save Our Ship 2" Mod,如果加载了,则会尝试获取轨道上飞船的位置作为起点/终点,从而实现与该Mod的无缝兼容。DrawPos(get): 重写属性,用于在世界地图上渲染该对象。它使用Vector3.Slerp(球面线性插值)在起点和终点之间进行插值,根据traveledPct(已飞行百分比)计算出当前帧应该在的位置,从而形成一条平滑的弧形飞行轨迹。Tick(): 游戏引擎为每个世界对象调用的更新方法。它在每一帧增加traveledPct来推进飞行进度。当traveledPct达到1时,调用Arrived()。Arrived(): 这是飞行结束、触发命中的核心方法。它首先检查目标地块是否存在一个已加载的地图。如果存在,它会在该地图的边缘生成Projectile实体,并根据spread(散布)在目标点附近随机一个最终落点,然后调用炮弹的Launch()方法完成最后的攻击。无论地图是否存在,它最终都会将自己从世界上移除。ExposeData(): 保证了该飞行物体的所有状态(起点、终点、进度、炮弹类型等)都能被正确地保存和加载。
4. 系统工作流程
现在我们将三个核心组件联系起来,详细描述从玩家点击按钮到炮弹命中的完整工作流程。
4.1 交互时序图
下面的 Mermaid 时序图直观地展示了不同对象之间的交互顺序。
sequenceDiagram
participant Player as 玩家
participant Railgun as Building_Railgun
participant Verb as Verb_Railgun
participant Sabot as WorldObject_Sabot
participant Projectile as 最终炮弹
Player->>Railgun: 点击 "Fire Mission" 按钮
activate Railgun
Railgun->>Player: 显示世界地图和射程圈
Player->>Railgun: 1. 选择世界目标 (地块)
Player->>Railgun: 2. 选择地图内目标 (坐标)
Railgun->>Railgun: 调用 FireMission() 设置 longTarget
Railgun->>Verb: 调用 TryStartShootSomething()
deactivate Railgun
activate Verb
Verb->>Verb: TryCastShot() 检测到 longTarget
Verb->>Verb: 调用 TryCastFireMission()
Verb->>Sabot: new WorldObject_Sabot()
activate Sabot
Verb->>Sabot: 传递目标信息、炮弹类型等
Verb-->>Player: 触发炮口闪光和声音
deactivate Verb
loop 飞行过程 (每Tick)
Sabot->>Sabot: 更新 traveledPct (飞行进度)
end
Sabot->>Sabot: Arrived() - 到达目标
Sabot->>Projectile: GenSpawn.Spawn(炮弹)
activate Projectile
Sabot->>Projectile: Launch() - 飞向最终落点
Projectile-->>Player: 爆炸和伤害效果
deactivate Projectile
Sabot->>Sabot: Find.WorldObjects.Remove(this)
deactivate Sabot
4.2 步骤分解
-
启动与目标选择 (玩家 ->
Building_Railgun)- 玩家选中一门或多门
Building_Railgun并点击其 "Fire Mission" Gizmo。 GetGizmos触发StartChoosingDestination方法,视角切换至世界地图,并显示最大射程圈。- 玩家在世界地图上选择一个目标地块。
ChoseWorldTarget方法被回调。在通过一系列验证后,视角切换到目标地图。- 玩家在目标地图上选择一个精确的弹着点。
- 玩家选中一门或多门
-
下达指令 (
Building_Railgun->Verb_Railgun)- 当精确弹着点被选定后,
ChoseWorldTarget方法会为所有被选中的炮塔调用FireMission方法。 FireMission将包含地块和坐标的GlobalTargetInfo存入炮塔的longTarget变量中。FireMission随即调用TryStartShootSomething(),这会启动炮塔的射击冷却计时器,并最终触发其Verb组件。
- 当精确弹着点被选定后,
-
发射与创建飞行物 (
Verb_Railgun->WorldObject_Sabot)- 炮塔的
Verb_Railgun组件的TryCastShot方法被调用。 TryCastShot检测到longTarget是有效的,因此它不会执行常规射击,而是调用TryCastFireMission。TryCastFireMission创建一个WorldObject_Sabot的实例,并将目标信息、炮弹定义、散布等关键数据从Building_Railgun复制到这个新实例中。WorldObject_Sabot被添加到Find.WorldObjects管理器中,正式开始其生命周期。- 同时,
Verb_Railgun在本地触发开火的视觉和听觉效果。
- 炮塔的
-
跨地图飞行 (
WorldObject_Sabot)WorldObject_Sabot作为一个独立的世界对象,其Tick方法被游戏引擎在每一帧调用。Tick方法不断更新traveledPct属性,模拟飞行进度。- 其
DrawPos属性根据traveledPct在世界地图上平滑地渲染出飞行轨迹。
-
抵达与命中 (
WorldObject_Sabot->Projectile)- 当
traveledPct达到100%时,Arrived方法被调用。 Arrived检查目标地块的地图是否已加载。- 如果地图已加载,它会在地图边缘
GenSpawn.Spawn一个真正的Projectile(最终炮弹)。 - 根据从
Building_Railgun继承来的spread值,在玩家指定的精确落点附近随机一个最终弹着点。 - 调用
Projectile.Launch(),使其从地图边缘飞向并命中最终弹着点,产生爆炸和伤害。 - 最后,
WorldObject_Sabot调用Find.WorldObjects.Remove(this)将自己从世界上移除,完成其使命。
- 当
5. 总结
Rimatomics的电磁炮系统是一个设计精良的远程打击模块。它通过将交互(Building)、**动作(Verb)和飞行(WorldObject)**三个阶段清晰地分离到不同的类中,实现了高度的内聚和低耦合。这种设计不仅使得代码逻辑清晰、易于维护,还通过 WorldObject 机制优雅地解决了跨地图状态同步和持久化的问题,并为兼容其他Mod(如Save Our Ship 2)留出了接口。