三叉戟
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@@ -62,11 +62,10 @@
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<isBad>false</isBad>
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<comps>
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<li Class="WulaFallenEmpire.HediffCompProperties_WulaCharging">
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<!-- 充能效果的总持续时间(以 tick 为单位,60 ticks = 1 秒) -->
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<!-- 充能效果的总持续时间(以 tick 为单位,60 ticks = 1 秒) -->
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<durationTicks>20,000</durationTicks>
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<!-- 备用能量恢复值:如果能量核心没有定义具体的能量值,则每 tick 恢复这么多能量 -->
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<energyPerTick>0.00011667</energyPerTick>
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<energyPerTick>0.0002</energyPerTick>
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</li>
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</comps>
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<stages>
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<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<!-- Penetrating Beam Rifle -->
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<ThingDef ParentName="BaseHumanMakeableGun">
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<defName>WULA_RW_Penetrating_Beam_Rifle</defName>
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<label>SLb-15 "三叉戟"</label>
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<description>一把经过实验性改造的“蓝锥”步枪,能够发射一道可以穿透多个目标的能量光束。</description>
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<techLevel>Spacer</techLevel>
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<graphicData>
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<texPath>Wula/Weapon/WULA_RW_Fractal_RF</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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</graphicData>
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<soundInteract>Interact_Rifle</soundInteract>
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<weaponClasses>
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<li>LongShots</li>
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<li>RangedHeavy</li>
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</weaponClasses>
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<statBases>
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<WorkToMake>1300</WorkToMake>
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<Mass>3.5</Mass>
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<AccuracyTouch>0.65</AccuracyTouch>
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<AccuracyShort>0.72</AccuracyShort>
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<AccuracyMedium>0.65</AccuracyMedium>
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<AccuracyLong>0.6</AccuracyLong>
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<RangedWeapon_Cooldown>2.0</RangedWeapon_Cooldown>
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</statBases>
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<costList Inherit="False">
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<Steel>120</Steel>
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<ComponentIndustrial>6</ComponentIndustrial>
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</costList>
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<verbs>
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<li>
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<verbClass>WulaFallenEmpire.Verb_ShootShotgun</verbClass>
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<hasStandardCommand>true</hasStandardCommand>
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<defaultProjectile>Bullet_WULA_RW_Penetrating_Beam</defaultProjectile>
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<warmupTime>3.0</warmupTime>
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<range>28</range>
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<burstShotCount>3</burstShotCount>
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<ticksBetweenBurstShots>12</ticksBetweenBurstShots>
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<soundCast>Shot_BeamRepeater</soundCast>
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<soundCastTail>GunTail_Medium</soundCastTail>
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<muzzleFlashScale>9</muzzleFlashScale>
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<aimingChargeMote>Mote_BeamRepeater_Charge</aimingChargeMote>
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<aimingChargeMoteOffset>1.07</aimingChargeMoteOffset>
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</li>
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</verbs>
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<weaponTags>
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<li>Wula_Weapon_Init</li>
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</weaponTags>
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<thingSetMakerTags><li>RewardStandardQualitySuper</li></thingSetMakerTags>
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</ThingDef>
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<ThingDef ParentName="BaseBullet">
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<defName>Bullet_WULA_RW_Penetrating_Beam</defName>
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<label>穿透光束</label>
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<thingClass>WulaFallenEmpire.Projectile_WulaBeam</thingClass>
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<modExtensions>
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<li Class="WulaFallenEmpire.Wula_BeamPierce_Extension">
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<maxHits>-1</maxHits> <!-- -1 for infinite hits -->
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<damageFalloff>0</damageFalloff> <!-- 0 for no damage falloff -->
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<preventFriendlyFire>false</preventFriendlyFire>
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<beamMoteDef>Mote_WULA_RW_Penetrating_Beam</beamMoteDef>
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<beamStartOffset>0.5</beamStartOffset>
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</li>
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<li Class="WulaFallenEmpire.ShotgunExtension">
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<pelletCount>3</pelletCount>
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</li>
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</modExtensions>
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<graphicData>
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<texPath>Things/Projectile/ChargeLanceShot</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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</graphicData>
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<projectile>
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<damageDef>BeamBypassShields</damageDef>
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<damageAmountBase>5</damageAmountBase>
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<armorPenetrationBase>0.8</armorPenetrationBase>
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<stoppingPower>1</stoppingPower>
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</projectile>
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</ThingDef>
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<ThingDef ParentName="MoteBase">
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<defName>Mote_WULA_RW_Penetrating_Beam</defName>
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<thingClass>MoteDualAttached</thingClass>
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<altitudeLayer>MoteOverhead</altitudeLayer>
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<mote>
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<fadeInTime>0.1</fadeInTime>
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<fadeOutTime>0.1</fadeOutTime>
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<solidTime>0.1</solidTime>
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<rotateTowardsTarget>True</rotateTowardsTarget>
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<scaleToConnectTargets>True</scaleToConnectTargets>
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</mote>
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<drawOffscreen>true</drawOffscreen>
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<graphicData>
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<texPath>Things/Projectile/ChargeLanceShot</texPath>
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<graphicClass>Graphic_MoteWithAgeSecs</graphicClass>
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<shaderType>MoteBeam</shaderType>
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<shaderParameters>
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<_ScrollSpeedA>0</_ScrollSpeedA>
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<_ScrollSpeedB>0</_ScrollSpeedB>
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<_Intensity>2</_Intensity>
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</shaderParameters>
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</graphicData>
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</ThingDef>
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</Defs>
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134
Source/WulaFallenEmpire/Projectile_WulaBeam.cs
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134
Source/WulaFallenEmpire/Projectile_WulaBeam.cs
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using System.Collections.Generic;
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using RimWorld;
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using UnityEngine;
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using Verse;
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namespace WulaFallenEmpire
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{
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// A new, dedicated extension class for the penetrating beam.
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public class Wula_BeamPierce_Extension : DefModExtension
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{
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public int maxHits = 3;
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public float damageFalloff = 0.25f;
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public bool preventFriendlyFire = false;
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public ThingDef beamMoteDef;
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public float beamWidth = 1f;
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public float beamStartOffset = 0f;
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}
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public class Projectile_WulaBeam : Bullet
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{
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private int hitCounter = 0;
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private List<Thing> alreadyDamaged = new List<Thing>();
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// It now gets its properties from the new, dedicated extension.
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private Wula_BeamPierce_Extension Props => def.GetModExtension<Wula_BeamPierce_Extension>();
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public override Vector3 ExactPosition => destination + Vector3.up * def.Altitude;
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public override void Launch(Thing launcher, Vector3 origin, LocalTargetInfo usedTarget, LocalTargetInfo intendedTarget, ProjectileHitFlags hitFlags, bool preventFriendlyFire = false, Thing equipment = null, ThingDef targetCoverDef = null)
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{
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base.Launch(launcher, origin, usedTarget, intendedTarget, hitFlags, preventFriendlyFire, equipment, targetCoverDef);
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Wula_BeamPierce_Extension props = Props;
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if (props == null)
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{
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Log.Error("Projectile_WulaBeam requires a Wula_BeamPierce_Extension in its def.");
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Destroy(DestroyMode.Vanish);
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return;
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}
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this.hitCounter = 0;
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this.alreadyDamaged.Clear();
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bool shouldPreventFriendlyFire = preventFriendlyFire || props.preventFriendlyFire;
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Map map = this.Map;
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// --- Corrected Start Position Calculation ---
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// The beam should start from the gun's muzzle, not the pawn's center.
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Vector3 endPosition = usedTarget.Cell.ToVector3Shifted();
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Vector3 castPosition = origin + (endPosition - origin).Yto0().normalized * props.beamStartOffset;
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// --- Vanilla Beam Drawing Logic ---
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if (props.beamMoteDef != null)
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{
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// Calculate the offset exactly like the vanilla Beam class does.
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// The offset for the mote is calculated from the launcher's true position, not the cast position.
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Vector3 moteOffset = (endPosition - launcher.Position.ToVector3Shifted()).Yto0().normalized * props.beamStartOffset;
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MoteMaker.MakeInteractionOverlay(props.beamMoteDef, launcher, usedTarget.ToTargetInfo(map), moteOffset, Vector3.zero);
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}
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float distance = Vector3.Distance(castPosition, endPosition);
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Vector3 direction = (endPosition - castPosition).normalized;
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var thingsOnPath = new HashSet<Thing>();
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for (float i = 0; i < distance; i += 1.0f)
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{
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IntVec3 cell = (castPosition + direction * i).ToIntVec3();
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if (cell.InBounds(map))
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{
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thingsOnPath.AddRange(map.thingGrid.ThingsListAt(cell));
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}
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}
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// CRITICAL FIX: Manually add the intended target to the list.
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// This guarantees the primary target is always processed, even if the loop sampling misses its exact cell.
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if (intendedTarget.HasThing)
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{
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thingsOnPath.Add(intendedTarget.Thing);
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}
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int maxHits = props.maxHits;
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bool infinitePenetration = maxHits < 0;
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foreach (Thing thing in thingsOnPath)
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{
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if (!infinitePenetration && hitCounter >= maxHits) break;
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if (thing is Pawn pawn && pawn != launcher && !alreadyDamaged.Contains(pawn))
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{
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bool shouldDamage = false;
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if (intendedTarget.Thing == pawn) shouldDamage = true;
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else if (pawn.HostileTo(launcher)) shouldDamage = true;
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else if (!shouldPreventFriendlyFire) shouldDamage = true;
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if (shouldDamage)
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{
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ApplyPathDamage(pawn, props);
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}
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}
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else if (thing.def.Fillage == FillCategory.Full && thing.def.blockLight)
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{
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break;
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}
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}
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this.Destroy(DestroyMode.Vanish);
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}
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private void ApplyPathDamage(Pawn pawn, Wula_BeamPierce_Extension props)
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{
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float damageMultiplier = Mathf.Pow(1f - props.damageFalloff, hitCounter);
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int damageAmount = (int)(this.DamageAmount * damageMultiplier);
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if (damageAmount <= 0) return;
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var dinfo = new DamageInfo(
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this.def.projectile.damageDef,
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damageAmount,
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this.ArmorPenetration * damageMultiplier,
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this.ExactRotation.eulerAngles.y,
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this.launcher,
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null,
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this.equipmentDef,
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DamageInfo.SourceCategory.ThingOrUnknown,
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this.intendedTarget.Thing);
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pawn.TakeDamage(dinfo);
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alreadyDamaged.Add(pawn);
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hitCounter++;
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}
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protected override void Tick() { }
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protected override void Impact(Thing hitThing, bool blockedByShield = false) { }
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}
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}
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@@ -118,6 +118,7 @@
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<Compile Include="Need_WulaEnergy.cs" />
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<Compile Include="NeedDefExtension_Energy.cs" />
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<Compile Include="Projectile_WulaPenetrating.cs" />
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<Compile Include="Projectile_WulaBeam.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="PsychicRitual_TechOffering.cs" />
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<Compile Include="PsychicRitualDef_AddHediff.cs" />
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