光束炮

This commit is contained in:
2025-11-10 17:24:05 +08:00
parent 85d64e6dfa
commit 03be24e5c0
14 changed files with 433 additions and 912 deletions

View File

@@ -787,21 +787,22 @@
</targetParams>
</verbProperties>
<comps>
<li Class="WulaFallenEmpire.CompProperties_GlobalFlyOverCooldown">
<!-- <li Class="WulaFallenEmpire.CompProperties_GlobalFlyOverCooldown">
<globalCooldownTicks>1000</globalCooldownTicks>
<requiredFacility>BombardmentFacility</requiredFacility>
</li>
<li Class="WulaFallenEmpire.CompProperties_EnergyLance">
<durationTicks>600</durationTicks>
</li> -->
<li Class="WulaFallenEmpire.CompProperties_AbilityEnergyLance">
<durationTicks>450</durationTicks>
<moveDistance>20</moveDistance>
<useFixedDistance>true</useFixedDistance>
<firesPerTick>3</firesPerTick>
<energyLanceDef>WULA_EnergyLance_Base</energyLanceDef>
<firesPerTick>4</firesPerTick>
</li>
<li Class="WulaFallenEmpire.CompProperties_RequireFlyOverFacility">
<!-- <li Class="WulaFallenEmpire.CompProperties_RequireFlyOverFacility"> -->
<!-- <flyOverDef></flyOverDef> -->
<requiredFacility>BombardmentFacility</requiredFacility>
<facilityNotFoundMessage>需要拥有&lt;color=#BD2F31>&lt;i>武器阵列&lt;/i>&lt;/color>设施的战舰在地图上才能进行轨道炮击支援</facilityNotFoundMessage>
</li>
<!-- <requiredFacility>BombardmentFacility</requiredFacility>
<facilityNotFoundMessage>需要拥有&lt;color=#BD2F31>&lt;i>武器阵列&lt;/i>&lt;/color>设施的战舰在地图上才能进行轨道炮击支援</facilityNotFoundMessage>
</li> -->
</comps>
</AbilityDef>
</Defs>

View File

@@ -75,6 +75,8 @@
<abilityDefs>
<li>WULA_Firepower_Minigun_Strafe</li>
<li>WULA_Firepower_Cannon_Salvo</li>
<li>WULA_Firepower_Cannon_Surveillance_Beacon</li>
<li>WULA_Firepower_EnergyLance_Strafe</li>
</abilityDefs>
</li>
</comps>

View File

@@ -888,48 +888,117 @@
</li>
</comps>
</ThingDef>
<ThingDef ParentName="OrbitalStrikeBase">
<ThingDef ParentName="EtherealThingBase">
<defName>WULA_EnergyLance_Base</defName>
<label>power beam</label>
<thingClass>PowerBeam</thingClass>
</ThingDef>
<ThingDef ParentName="OrbitalStrikeBase">
<defName>WULA_EnergyLance_Base</defName>
<label>energy lance</label>
<label>乌拉帝国光矛</label>
<description>移动的能量光束武器</description>
<thingClass>WulaFallenEmpire.EnergyLance</thingClass>
<tickerType>Normal</tickerType>
<drawerType>RealtimeOnly</drawerType>
<drawOffscreen>true</drawOffscreen>
<seeThroughFog>true</seeThroughFog>
<modExtensions>
<li Class="WulaFallenEmpire.EnergyLanceExtension">
<damageDef>Flame</damageDef>
<igniteFires>true</igniteFires>
<fireIgniteChance>0.9</fireIgniteChance>
<damageAmountRange>
<min>60</min>
<max>95</max>
</damageAmountRange>
<corpseDamageAmountRange>
<min>5</min>
<max>10</max>
</corpseDamageAmountRange>
<moveSmoothing>0.001</moveSmoothing>
<moteSpawnInterval>3</moteSpawnInterval>
<moteScale>0.8</moteScale>
<firesPerTick>4</firesPerTick>
<effectRadius>15</effectRadius>
</li>
<li Class="WulaFallenEmpire.AbilityWeaponDefExtension">
<weaponDef>WULA_RW_Base_AR</weaponDef>
</li>
</modExtensions>
<comps>
<!-- 使用原版的轨道光束组件 -->
<!-- 光束视觉效果 -->
<li Class="CompProperties_OrbitalBeam">
<width>6</width>
<color>(255, 200, 50, 242)</color>
<color>(147, 116, 201, 212)</color>
<sound>OrbitalBeam</sound>
</li>
<!-- 相机震动 -->
<li Class="CompProperties_CameraShaker">
<mag>0.02</mag>
</li>
<!-- 天空效果 -->
<li Class="CompProperties_AffectsSky">
<fadeInTicks>30</fadeInTicks>
<fadeOutTicks>15</fadeOutTicks>
<skyColors>
<sky>(255, 220, 180)</sky>
<shadow>(220, 200, 160)</shadow>
<overlay>(255, 240, 200)</overlay>
<saturation>1.2</saturation>
<sky>(147, 116, 201)</sky>
<shadow>(147, 116, 185)</shadow>
<overlay>(147, 116, 150)</overlay>
<saturation>1.5</saturation>
</skyColors>
</li>
<li Class="CompProperties_Effecter">
<effecterDef>WULA_EnergyLance_Effecter</effecterDef>
</li>
</comps>
</ThingDef>
<EffecterDef>
<defName>WULA_EnergyLance_Effecter</defName>
<maintainTicks>300</maintainTicks>
<children>
<li>
<subEffecterClass>SubEffecter_Sustainer</subEffecterClass>
<soundDef>VoidStructure_Emerging</soundDef>
</li>
<li>
<subEffecterClass>SubEffecter_SprayerChance</subEffecterClass>
<fleckDef>EnergyLance_Fleck</fleckDef>
<chancePerTick>1</chancePerTick>
<lifespanMaxTicks>999</lifespanMaxTicks>
<chancePeriodTicks>40</chancePeriodTicks>
<burstCount>1~1</burstCount>
<scale>15</scale>
<spawnLocType>OnSource</spawnLocType>
</li>
<li>
<subEffecterClass>SubEffecter_SprayerChance</subEffecterClass>
<fleckDef>EnergyLance_Fleck</fleckDef>
<chancePerTick>1</chancePerTick>
<lifespanMaxTicks>999</lifespanMaxTicks>
<chancePeriodTicks>40</chancePeriodTicks>
<burstCount>1~1</burstCount>
<scale>5</scale>
<spawnLocType>OnSource</spawnLocType>
</li>
<li>
<subEffecterClass>SubEffecter_SprayerChance</subEffecterClass>
<fleckDef>EnergyLance_Fleck</fleckDef>
<chancePerTick>1</chancePerTick>
<lifespanMaxTicks>999</lifespanMaxTicks>
<chancePeriodTicks>40</chancePeriodTicks>
<burstCount>1~1</burstCount>
<scale>2</scale>
<spawnLocType>OnSource</spawnLocType>
</li>
</children>
</EffecterDef>
<FleckDef ParentName="FleckBase">
<defName>EnergyLance_Fleck</defName>
<altitudeLayer>MoteOverhead</altitudeLayer>
<fadeInTime>1</fadeInTime>
<solidTime>0</solidTime>
<fadeOutTime>1</fadeOutTime>
<growthRate>5</growthRate>
<graphicData>
<graphicClass>Graphic_FleckPulse</graphicClass>
<texPath>Things/Mote/PowerBeam</texPath>
<shaderType>MoteGlow</shaderType>
<color>(147, 116, 201, 255)</color>
<shaderParameters>
<_NoiseTex>/Things/Mote/PsycastNoise</_NoiseTex>
<_NoiseIntensity>100</_NoiseIntensity>
<_Color2>(1, 1, 1, 0.85)</_Color2>
</shaderParameters>
<drawSize>10.0</drawSize>
</graphicData>
</FleckDef>
</Defs>

View File

@@ -0,0 +1,10 @@
using RimWorld;
using Verse;
namespace WulaFallenEmpire
{
public class AbilityWeaponDefExtension : DefModExtension
{
public ThingDef weaponDef; // 与此Ability相关的武器定义
}
}

View File

@@ -6,124 +6,117 @@ namespace WulaFallenEmpire
{
public class CompAbilityEffect_EnergyLance : CompAbilityEffect_WithDest
{
public new CompProperties_EnergyLance Props => (CompProperties_EnergyLance)props;
public new CompProperties_AbilityEnergyLance Props => (CompProperties_AbilityEnergyLance)props;
public override void Apply(LocalTargetInfo target, LocalTargetInfo dest)
{
base.Apply(target, dest);
// 计算光束的起点和方向
IntVec3 startPos = target.Cell;
IntVec3 endPos = dest.Cell;
// 如果使用固定距离,则从起点向终点方向移动固定距离
if (Props.useFixedDistance)
{
Vector3 direction = (endPos.ToVector3() - startPos.ToVector3()).normalized;
Vector3 offset = direction * Props.moveDistance;
endPos = startPos + new IntVec3(Mathf.RoundToInt(offset.x), 0, Mathf.RoundToInt(offset.z));
}
// 创建移动的能量光束
EnergyLance obj = (EnergyLance)GenSpawn.Spawn(ThingDef.Named("EnergyLance"), startPos, parent.pawn.Map);
obj.duration = Props.durationTicks;
obj.instigator = parent.pawn;
obj.startPos = startPos;
obj.endPos = endPos;
obj.moveDistance = Props.moveDistance;
obj.useFixedDistance = Props.useFixedDistance;
obj.firesPerTick = Props.firesPerTick;
// 不再需要传递伤害范围因为现在从ModExtension读取
obj.StartStrike();
Log.Message($"[EnergyLance] Created energy lance from {startPos} to {endPos}, distance: {Props.moveDistance}");
}
// 绘制预览效果
public override void DrawEffectPreview(LocalTargetInfo target)
{
base.DrawEffectPreview(target);
if (parent.pawn == null || parent.pawn.Map == null || !target.IsValid)
if (parent.pawn == null || parent.pawn.Map == null)
return;
try
{
// 绘制起点预览
GenDraw.DrawTargetHighlight(target.Cell);
// 使用配置的光束类型
ThingDef lanceDef = Props.energyLanceDef ?? ThingDef.Named("EnergyLance");
// 如果选择了终点,绘制移动路径预览
if (selectedTarget.IsValid)
{
DrawMovePathPreview(target.Cell, selectedTarget.Cell);
}
// 创建EnergyLance
EnergyLance.MakeEnergyLance(
lanceDef,
target.Cell,
dest.Cell,
parent.pawn.Map,
Props.moveDistance,
Props.useFixedDistance,
Props.durationTicks,
parent.pawn
);
Log.Message($"[EnergyLance] Started {lanceDef.defName} from {target.Cell} to {dest.Cell}");
}
catch (System.Exception)
catch (System.Exception ex)
{
// 忽略预览绘制错误
Log.Error($"[EnergyLance] Error starting EnergyLance: {ex}");
}
}
private void DrawMovePathPreview(IntVec3 startPos, IntVec3 endPos)
// 绘制预览保持不变
public new void DrawHighlight(LocalTargetInfo target)
{
if (selectedTarget.IsValid)
{
DrawBeamPathPreview(selectedTarget.Cell, target.Cell);
}
else
{
GenDraw.DrawTargetHighlight(target);
}
}
private void DrawBeamPathPreview(IntVec3 startCell, IntVec3 endCell)
{
Map map = parent.pawn.Map;
// 计算实际终点
IntVec3 actualEndPos = endPos;
Vector3 startPos = startCell.ToVector3();
Vector3 direction = (endCell.ToVector3() - startPos).normalized;
Vector3 actualEndPos;
if (Props.useFixedDistance)
{
Vector3 direction = (endPos.ToVector3() - startPos.ToVector3()).normalized;
Vector3 offset = direction * Props.moveDistance;
actualEndPos = startPos + new IntVec3(Mathf.RoundToInt(offset.x), 0, Mathf.RoundToInt(offset.z));
actualEndPos = startPos + direction * Props.moveDistance;
}
else
{
actualEndPos = endCell.ToVector3();
}
// 绘制移动路径
Vector3 startVec = startPos.ToVector3Shifted();
Vector3 endVec = actualEndPos.ToVector3Shifted();
IntVec3 actualEndCell = new IntVec3(
Mathf.RoundToInt(actualEndPos.x),
Mathf.RoundToInt(actualEndPos.y),
Mathf.RoundToInt(actualEndPos.z)
);
GenDraw.DrawLineBetween(startVec, endVec, SimpleColor.Yellow, 0.2f);
// 绘制终点预览
GenDraw.DrawTargetHighlight(actualEndPos);
// 绘制作用范围预览(在移动路径上)
DrawEffectRangePreview(startPos, actualEndPos);
DrawBeamLine(startCell, actualEndCell);
GenDraw.DrawTargetHighlight(startCell);
GenDraw.DrawTargetHighlight(actualEndCell);
DrawEffectRadiusPreview(startCell);
DrawEffectRadiusPreview(actualEndCell);
}
private void DrawEffectRangePreview(IntVec3 startPos, IntVec3 endPos)
private void DrawBeamLine(IntVec3 startCell, IntVec3 endCell)
{
Vector3 startPos = startCell.ToVector3Shifted();
Vector3 endPos = endCell.ToVector3Shifted();
GenDraw.DrawLineBetween(startPos, endPos, SimpleColor.Yellow, 0.3f);
}
private void DrawEffectRadiusPreview(IntVec3 center)
{
Map map = parent.pawn.Map;
// 沿着移动路径绘制作用范围
Vector3 currentPos = startPos.ToVector3();
Vector3 direction = (endPos.ToVector3() - startPos.ToVector3()).normalized;
float totalDistance = Vector3.Distance(startPos.ToVector3(), endPos.ToVector3());
float step = 1f; // 每格绘制
for (float distance = 0; distance <= totalDistance; distance += step)
{
Vector3 checkPos = startPos.ToVector3() + direction * distance;
IntVec3 checkCell = new IntVec3(Mathf.RoundToInt(checkPos.x), 0, Mathf.RoundToInt(checkPos.z));
if (checkCell.InBounds(map))
{
// 绘制作用范围指示
GenDraw.DrawRadiusRing(checkCell, 1.5f, Color.red, (c) => true);
}
}
GenDraw.DrawRadiusRing(center, 15f, Color.yellow);
}
public override string ExtraLabelMouseAttachment(LocalTargetInfo target)
{
string baseInfo = $"能量长矛: 持续{Props.durationTicks}刻";
if (Props.useFixedDistance)
if (selectedTarget.IsValid)
{
baseInfo += $"\n移动距离: {Props.moveDistance}格";
string beamType = Props.energyLanceDef?.label ?? "EnergyLance";
return $"选择{beamType}方向\n移动距离: {Props.moveDistance}格\n模式: {(Props.useFixedDistance ? "" : "")}";
}
else
{
return "选择光束起点";
}
baseInfo += $"\n选择起点后再选择移动方向";
return baseInfo;
}
public override TargetingParameters targetParams => new TargetingParameters
{
canTargetLocations = true,
canTargetPawns = false,
canTargetBuildings = false,
canTargetItems = false,
mapObjectTargetsMustBeAutoAttackable = false
};
}
}

View File

@@ -0,0 +1,25 @@
using RimWorld;
using Verse;
namespace WulaFallenEmpire
{
public class CompProperties_AbilityEnergyLance : CompProperties_EffectWithDest
{
// 光束持续时间
public int durationTicks = 600;
// 移动配置
public float moveDistance = 15f;
public bool useFixedDistance = true;
// 光束类型配置 - 新增:暴露光束类型
public ThingDef energyLanceDef; // 使用的EnergyLance ThingDef
public int firesPerTick = 4; // 每刻造成的火灾数量
public CompProperties_AbilityEnergyLance()
{
this.compClass = typeof(CompAbilityEffect_EnergyLance);
this.destination = AbilityEffectDestination.Selected;
}
}
}

View File

@@ -1,22 +0,0 @@
using RimWorld;
using Verse;
namespace WulaFallenEmpire
{
public class CompProperties_EnergyLance : CompProperties_EffectWithDest
{
public int durationTicks = 600; // 光束持续时间
public float moveDistance = 15f; // 光束移动距离
public bool useFixedDistance = true; // 是否使用固定距离
// 伤害配置
public int firesPerTick = 4; // 每刻产生的火焰数量
public IntRange flameDamageRange = new IntRange(65, 100); // 火焰伤害范围
public IntRange corpseFlameDamageRange = new IntRange(5, 10); // 尸体火焰伤害范围
public CompProperties_EnergyLance()
{
this.compClass = typeof(CompAbilityEffect_EnergyLance);
}
}
}

View File

@@ -3,82 +3,141 @@ using Verse;
using UnityEngine;
using System.Collections.Generic;
using System.Linq;
using Verse.Sound;
namespace WulaFallenEmpire
{
public class EnergyLance : OrbitalStrike
[StaticConstructorOnStartup]
public class EnergyLance : ThingWithComps
{
// 移动相关属性
public IntVec3 startPos;
public IntVec3 endPos;
public IntVec3 startPosition;
public IntVec3 endPosition;
public float moveDistance;
public bool useFixedDistance;
public float flightSpeed = 1f;
public float currentProgress = 0f;
public float altitude = 20f;
// 伤害配置
public int firesPerTick = 4;
// ModExtension引用
private EnergyLanceExtension extension;
public float effectRadius = 15f;
public int durationTicks = 600;
private int ticksPassed = 0;
// 移动状态
private Vector3 currentPos;
private Vector3 exactPosition;
private Vector3 moveDirection;
private float moveSpeed;
private float traveledDistance;
private const float effectRadius = 3f; // 作用半径
private bool hasStarted = false;
private bool hasCompleted = false;
private static List<Thing> tmpThings = new List<Thing>();
// 视觉效果
private CompOrbitalBeam orbitalBeamComp;
private Sustainer sustainer;
public override void StartStrike()
// 伤害相关
private static List<Thing> tmpThings = new List<Thing>();
private static readonly IntRange FlameDamageAmountRange = new IntRange(65, 100);
private static readonly IntRange CorpseFlameDamageAmountRange = new IntRange(5, 10);
public Thing instigator;
public ThingDef weaponDef;
// 精确位置计算基于FlyOver的逻辑
public override Vector3 DrawPos
{
base.StartStrike();
// 获取ModExtension
extension = def.GetModExtension<EnergyLanceExtension>();
if (extension == null)
get
{
Log.Error($"[EnergyLance] No EnergyLanceExtension found on {def.defName}");
return;
Vector3 start = startPosition.ToVector3();
Vector3 end = CalculateEndPosition();
Vector3 basePos = Vector3.Lerp(start, end, currentProgress);
basePos.y = altitude;
return basePos;
}
// 初始化移动参数
currentPos = startPos.ToVector3();
if (useFixedDistance)
{
// 从起点向终点方向移动固定距离
Vector3 direction = (endPos.ToVector3() - startPos.ToVector3()).normalized;
moveDirection = direction;
moveSpeed = moveDistance / duration; // 根据持续时间计算移动速度
}
else
{
// 直接从起点移动到终点
Vector3 direction = (endPos.ToVector3() - startPos.ToVector3());
moveDirection = direction.normalized;
moveSpeed = direction.magnitude / duration;
}
traveledDistance = 0f;
// 创建视觉效果
CreateVisualEffect();
Log.Message($"[EnergyLance] Strike started from {startPos} to {endPos}, " +
$"damage: {extension.damageDef.defName}, speed: {moveSpeed}");
}
private void CreateVisualEffect()
// 计算实际终点位置
private Vector3 CalculateEndPosition()
{
// 使用ModExtension中定义的Mote如果没有则使用默认的PowerBeam
if (extension.moteDef != null)
if (useFixedDistance)
{
Mote mote = MoteMaker.MakeStaticMote(base.Position, base.Map, extension.moteDef);
Vector3 direction = (endPosition.ToVector3() - startPosition.ToVector3()).normalized;
return startPosition.ToVector3() + direction * moveDistance;
}
else
{
// 使用原版PowerBeam的视觉效果
MoteMaker.MakePowerBeamMote(base.Position, base.Map);
return endPosition.ToVector3();
}
}
// 精确旋转
public virtual Quaternion ExactRotation
{
get
{
Vector3 direction = (CalculateEndPosition() - startPosition.ToVector3()).normalized;
return Quaternion.LookRotation(direction.Yto0());
}
}
public override void SpawnSetup(Map map, bool respawningAfterLoad)
{
base.SpawnSetup(map, respawningAfterLoad);
orbitalBeamComp = GetComp<CompOrbitalBeam>();
if (!respawningAfterLoad)
{
base.Position = startPosition;
hasStarted = true;
// 计算移动方向
Vector3 endPos = CalculateEndPosition();
moveDirection = (endPos - startPosition.ToVector3()).normalized;
// 初始化光束组件
if (orbitalBeamComp != null)
{
// 使用反射调用StartAnimation方法
StartOrbitalBeamAnimation();
}
// 开始音效
StartSound();
Log.Message($"[EnergyLance] Spawned at {startPosition}, moving to {endPosition}, " +
$"distance: {moveDistance}, fixed: {useFixedDistance}");
}
}
// 使用反射调用StartAnimation方法
private void StartOrbitalBeamAnimation()
{
var startAnimationMethod = orbitalBeamComp.GetType().GetMethod("StartAnimation");
if (startAnimationMethod != null)
{
startAnimationMethod.Invoke(orbitalBeamComp, new object[] { durationTicks, 10, 0f });
Log.Message("[EnergyLance] Orbital beam animation started");
}
else
{
Log.Warning("[EnergyLance] Could not find StartAnimation method on CompOrbitalBeam");
}
}
private void StartSound()
{
var soundProp = orbitalBeamComp?.GetType().GetProperty("Props")?.GetValue(orbitalBeamComp);
if (soundProp != null)
{
var soundField = soundProp.GetType().GetField("sound");
if (soundField != null)
{
SoundDef soundDef = soundField.GetValue(soundProp) as SoundDef;
if (soundDef != null)
{
sustainer = soundDef.TrySpawnSustainer(SoundInfo.InMap(this, MaintenanceType.PerTick));
}
}
}
}
@@ -86,110 +145,142 @@ namespace WulaFallenEmpire
{
base.Tick();
if (!base.Destroyed && extension != null)
if (!hasStarted || hasCompleted)
return;
ticksPassed++;
// 更新移动进度
UpdateMovement();
// 造成伤害
for (int i = 0; i < firesPerTick; i++)
{
// 移动光束
MoveBeam();
// 造成伤害
for (int i = 0; i < firesPerTick; i++)
{
DoBeamDamage();
}
StartRandomFireAndDoFlameDamage();
}
// 更新音效
sustainer?.Maintain();
// 检查是否完成
if (ticksPassed >= durationTicks || currentProgress >= 1f)
{
CompleteEnergyLance();
}
}
private void MoveBeam()
private void UpdateMovement()
{
// 计算移动距离
float moveThisTick = moveSpeed;
// 计算距离
float totalDistance = useFixedDistance ? moveDistance : Vector3.Distance(startPosition.ToVector3(), endPosition.ToVector3());
// 更新位置
currentPos += moveDirection * moveThisTick;
traveledDistance += moveThisTick;
// 计算移动速度(基于持续时间和总距离)
float progressPerTick = 1f / durationTicks;
currentProgress += progressPerTick;
currentProgress = Mathf.Clamp01(currentProgress);
// 更新精确位置
exactPosition = Vector3.Lerp(startPosition.ToVector3(), CalculateEndPosition(), currentProgress);
// 更新格子位置
IntVec3 newCell = new IntVec3(
Mathf.RoundToInt(exactPosition.x),
Mathf.RoundToInt(exactPosition.y),
Mathf.RoundToInt(exactPosition.z)
);
// 更新光束的实际位置
IntVec3 newCell = new IntVec3(Mathf.RoundToInt(currentPos.x), 0, Mathf.RoundToInt(currentPos.z));
if (newCell != base.Position && newCell.InBounds(base.Map))
{
base.Position = newCell;
}
// 检查是否到达终点
if (useFixedDistance && traveledDistance >= moveDistance)
{
// 固定距离模式:移动指定距离后结束
Destroy();
Log.Message($"[EnergyLance] Reached fixed distance, destroying");
}
else if (!useFixedDistance && traveledDistance >= Vector3.Distance(startPos.ToVector3(), endPos.ToVector3()))
{
// 终点模式:到达终点后结束
Destroy();
Log.Message($"[EnergyLance] Reached end position, destroying");
}
}
private void DoBeamDamage()
private void StartRandomFireAndDoFlameDamage()
{
if (extension == null) return;
// 在当前光束位置周围随机选择一个单元格
IntVec3 targetCell = (from x in GenRadial.RadialCellsAround(base.Position, effectRadius, useCenter: true)
where x.InBounds(base.Map)
select x).RandomElementByWeight((IntVec3 x) => 1f - Mathf.Min(x.DistanceTo(base.Position) / effectRadius, 1f) + 0.05f);
// 尝试在该单元格点火(如果配置了点火)
if (extension.igniteFires)
{
FireUtility.TryStartFireIn(targetCell, base.Map, Rand.Range(0.1f, extension.fireIgniteChance), instigator);
}
FireUtility.TryStartFireIn(targetCell, base.Map, Rand.Range(0.1f, 0.925f), instigator);
// 对该单元格内的物体造成伤害
tmpThings.Clear();
tmpThings.AddRange(targetCell.GetThingList(base.Map));
for (int i = 0; i < tmpThings.Count; i++)
{
Thing thing = tmpThings[i];
// 检查是否对尸体造成伤害
if (!extension.applyDamageToCorpses && thing is Corpse)
continue;
// 计算伤害量
int damageAmount = (thing is Corpse) ?
extension.corpseDamageAmountRange.RandomInRange :
extension.damageAmountRange.RandomInRange;
Pawn pawn = thing as Pawn;
BattleLogEntry_DamageTaken battleLogEntry = null;
int num = ((tmpThings[i] is Corpse) ? CorpseFlameDamageAmountRange.RandomInRange : FlameDamageAmountRange.RandomInRange);
Pawn pawn = tmpThings[i] as Pawn;
BattleLogEntry_DamageTaken battleLogEntry_DamageTaken = null;
if (pawn != null)
{
battleLogEntry = new BattleLogEntry_DamageTaken(pawn, RulePackDefOf.DamageEvent_PowerBeam, instigator as Pawn);
Find.BattleLog.Add(battleLogEntry);
battleLogEntry_DamageTaken = new BattleLogEntry_DamageTaken(pawn, RulePackDefOf.DamageEvent_PowerBeam, instigator as Pawn);
Find.BattleLog.Add(battleLogEntry_DamageTaken);
}
// 使用ModExtension中定义的伤害类型
DamageInfo damageInfo = new DamageInfo(extension.damageDef, damageAmount, 0f, -1f, instigator, null, weaponDef);
thing.TakeDamage(damageInfo).AssociateWithLog(battleLogEntry);
Log.Message($"[EnergyLance] Applied {extension.damageDef.defName} damage {damageAmount} to {thing.Label}");
DamageInfo damageInfo = new DamageInfo(DamageDefOf.Flame, num, 0f, -1f, instigator, null, weaponDef);
tmpThings[i].TakeDamage(damageInfo).AssociateWithLog(battleLogEntry_DamageTaken);
}
tmpThings.Clear();
}
private void CompleteEnergyLance()
{
hasCompleted = true;
// 停止音效
sustainer?.End();
sustainer = null;
Log.Message($"[EnergyLance] Completed at position {base.Position}");
// 销毁自身
Destroy();
}
// 重写绘制方法,确保光束正确显示
protected override void DrawAt(Vector3 drawLoc, bool flip = false)
{
// 让CompOrbitalBeam处理绘制
Comps_PostDraw();
}
public override void ExposeData()
{
base.ExposeData();
Scribe_Values.Look(ref startPos, "startPos");
Scribe_Values.Look(ref endPos, "endPos");
Scribe_Values.Look(ref startPosition, "startPosition");
Scribe_Values.Look(ref endPosition, "endPosition");
Scribe_Values.Look(ref moveDistance, "moveDistance");
Scribe_Values.Look(ref useFixedDistance, "useFixedDistance");
Scribe_Values.Look(ref flightSpeed, "flightSpeed", 1f);
Scribe_Values.Look(ref currentProgress, "currentProgress", 0f);
Scribe_Values.Look(ref altitude, "altitude", 20f);
Scribe_Values.Look(ref firesPerTick, "firesPerTick", 4);
Scribe_Values.Look(ref effectRadius, "effectRadius", 15f);
Scribe_Values.Look(ref durationTicks, "durationTicks", 600);
Scribe_Values.Look(ref ticksPassed, "ticksPassed", 0);
Scribe_Values.Look(ref hasStarted, "hasStarted", false);
Scribe_Values.Look(ref hasCompleted, "hasCompleted", false);
}
// 创建EnergyLance的静态方法
public static EnergyLance MakeEnergyLance(ThingDef energyLanceDef, IntVec3 start, IntVec3 end, Map map,
float distance = 15f, bool fixedDistance = true, int duration = 600, Pawn instigatorPawn = null)
{
EnergyLance energyLance = (EnergyLance)ThingMaker.MakeThing(energyLanceDef);
energyLance.startPosition = start;
energyLance.endPosition = end;
energyLance.moveDistance = distance;
energyLance.useFixedDistance = fixedDistance;
energyLance.durationTicks = duration;
energyLance.instigator = instigatorPawn;
GenSpawn.Spawn(energyLance, start, map);
Log.Message($"[EnergyLance] Created {energyLanceDef.defName} from {start} to {end}");
return energyLance;
}
}
}

View File

@@ -5,18 +5,13 @@ namespace WulaFallenEmpire
{
public class EnergyLanceExtension : DefModExtension
{
// 伤害类型配置
public DamageDef damageDef = DamageDefOf.Flame; // 伤害类型,默认为火焰伤害
public bool applyDamageToCorpses = true; // 是否对尸体造成伤害
public bool igniteFires = true; // 是否点燃火焰
public float fireIgniteChance = 0.8f; // 点燃火焰的概率
// 移动平滑配置
public float moveSmoothing = 0.1f; // 移动平滑度 (0-1),值越小越平滑
public int moteSpawnInterval = 3; // Mote生成间隔值越大密度越低
public float moteScale = 0.8f; // Mote缩放比例
// 伤害配置
public IntRange damageAmountRange = new IntRange(65, 100); // 对生物的伤害范围
public IntRange corpseDamageAmountRange = new IntRange(5, 10); // 对尸体的伤害范围
// 视觉效果配置
public ThingDef moteDef; // 使用的Mote类型
public SoundDef impactSound; // 撞击音效
// 伤害配置
public int firesPerTick = 4;
public float effectRadius = 15f;
}
}

View File

@@ -1,361 +0,0 @@
using RimWorld;
using Verse;
using UnityEngine;
using System.Collections.Generic;
using System.Linq;
namespace WulaFallenEmpire
{
public class CompBuildingEnergyLance : ThingComp
{
public CompProperties_BuildingEnergyLance Props => (CompProperties_BuildingEnergyLance)props;
// 状态管理
private EnergyLanceState currentState = EnergyLanceState.Idle;
private int nextUpdateTick = 0;
private int noTargetTicks = 0;
// 目标管理
private Pawn currentTarget = null;
private IntVec3 lastTargetPosition = IntVec3.Invalid;
// EnergyLance实例
private GuidedEnergyLance activeLance = null;
public override void PostSpawnSetup(bool respawningAfterLoad)
{
base.PostSpawnSetup(respawningAfterLoad);
if (!respawningAfterLoad)
{
// 新生成时立即开始搜索目标
nextUpdateTick = Find.TickManager.TicksGame;
currentState = EnergyLanceState.Searching;
Log.Message($"[BuildingEnergyLance] Building spawned, starting target search");
}
}
private void UpdateState()
{
switch (currentState)
{
case EnergyLanceState.Idle:
// 空闲状态,等待下一次更新
break;
case EnergyLanceState.Searching:
SearchForTarget();
break;
case EnergyLanceState.Tracking:
TrackTarget();
break;
case EnergyLanceState.NoTarget:
HandleNoTarget();
break;
}
}
private void SearchForTarget()
{
Map map = parent.Map;
if (map == null) return;
// 获取范围内的所有有效目标
var potentialTargets = new List<Pawn>();
foreach (var pawn in map.mapPawns.AllPawnsSpawned)
{
if (IsValidTarget(pawn) && IsInRange(pawn.Position))
{
potentialTargets.Add(pawn);
}
}
if (potentialTargets.Count > 0)
{
// 选择第一个目标(可以改为其他选择逻辑)
currentTarget = potentialTargets[0];
lastTargetPosition = currentTarget.Position;
// 创建EnergyLance
CreateEnergyLance();
currentState = EnergyLanceState.Tracking;
noTargetTicks = 0;
Log.Message($"[BuildingEnergyLance] Locked target: {currentTarget.Label}, position: {currentTarget.Position}");
}
else
{
// 没有找到目标
currentState = EnergyLanceState.NoTarget;
Log.Message($"[BuildingEnergyLance] No targets found in range");
}
}
private void TrackTarget()
{
if (currentTarget == null || !currentTarget.Spawned)
{
// 目标丢失,重新搜索
currentState = EnergyLanceState.Searching;
currentTarget = null;
return;
}
// 检查目标是否仍然有效
if (!IsValidTarget(currentTarget) || !IsInRange(currentTarget.Position))
{
// 目标无效或超出范围,寻找最近的敌人
FindNearestTarget();
return;
}
// 更新目标位置
lastTargetPosition = currentTarget.Position;
// 向EnergyLance发送目标位置
if (activeLance != null && !activeLance.Destroyed)
{
activeLance.UpdateTarget(lastTargetPosition);
noTargetTicks = 0;
Log.Message($"[BuildingEnergyLance] Updated target position: {lastTargetPosition}");
}
else
{
// EnergyLance丢失重新创建
CreateEnergyLance();
}
}
private void FindNearestTarget()
{
Map map = parent.Map;
if (map == null) return;
Pawn nearestTarget = null;
float nearestDistance = float.MaxValue;
// 获取当前EnergyLance位置
IntVec3 searchCenter = (activeLance != null && !activeLance.Destroyed) ?
activeLance.Position : parent.Position;
foreach (var pawn in map.mapPawns.AllPawnsSpawned)
{
if (IsValidTarget(pawn) && IsInRange(pawn.Position))
{
float distance = Vector3.Distance(searchCenter.ToVector3(), pawn.Position.ToVector3());
if (distance < nearestDistance)
{
nearestDistance = distance;
nearestTarget = pawn;
}
}
}
if (nearestTarget != null)
{
currentTarget = nearestTarget;
lastTargetPosition = currentTarget.Position;
// 更新EnergyLance目标
if (activeLance != null && !activeLance.Destroyed)
{
activeLance.UpdateTarget(lastTargetPosition);
}
Log.Message($"[BuildingEnergyLance] Switched to nearest target: {currentTarget.Label}, distance: {nearestDistance}");
}
else
{
// 没有找到替代目标
currentState = EnergyLanceState.NoTarget;
currentTarget = null;
Log.Message($"[BuildingEnergyLance] No alternative targets found");
}
}
private void HandleNoTarget()
{
noTargetTicks++;
// 向EnergyLance发送空位置
if (activeLance != null && !activeLance.Destroyed)
{
activeLance.UpdateTarget(IntVec3.Invalid);
}
// 检查是否应该销毁EnergyLance
if (noTargetTicks >= Props.maxNoTargetTicks)
{
if (activeLance != null && !activeLance.Destroyed)
{
activeLance.Destroy();
activeLance = null;
}
// 回到搜索状态
currentState = EnergyLanceState.Searching;
noTargetTicks = 0;
Log.Message($"[BuildingEnergyLance] EnergyLance destroyed due to no targets");
}
else if (noTargetTicks % 60 == 0) // 每60刻检查一次是否有新目标
{
SearchForTarget();
}
}
private void CreateEnergyLance()
{
if (Props.energyLanceDef == null)
{
Log.Error($"[BuildingEnergyLance] No energyLanceDef configured");
return;
}
try
{
// 销毁现有的EnergyLance
if (activeLance != null && !activeLance.Destroyed)
{
activeLance.Destroy();
}
// 创建新的EnergyLance
IntVec3 spawnPos = GetLanceSpawnPosition();
activeLance = (GuidedEnergyLance)GenSpawn.Spawn(Props.energyLanceDef, spawnPos, parent.Map);
// 初始化EnergyLance
activeLance.duration = Props.energyLanceDuration;
activeLance.instigator = parent;
activeLance.controlBuilding = this.parent;
activeLance.firesPerTick = Props.firesPerTick;
// 如果有当前目标,设置初始位置
if (currentTarget != null)
{
activeLance.UpdateTarget(currentTarget.Position);
}
activeLance.StartStrike();
Log.Message($"[BuildingEnergyLance] Created EnergyLance at {spawnPos}");
}
catch (System.Exception ex)
{
Log.Error($"[BuildingEnergyLance] Error creating EnergyLance: {ex}");
}
}
private IntVec3 GetLanceSpawnPosition()
{
// 在建筑周围寻找一个合适的生成位置
Map map = parent.Map;
IntVec3 center = parent.Position;
// 优先选择建筑上方的位置
if (center.InBounds(map) && center.Walkable(map))
{
return center;
}
// 如果建筑位置不可用,在周围寻找
foreach (IntVec3 cell in GenRadial.RadialCellsAround(center, 2f, true))
{
if (cell.InBounds(map) && cell.Walkable(map))
{
return cell;
}
}
// 如果都不可用,返回建筑位置
return center;
}
private bool IsValidTarget(Pawn pawn)
{
if (pawn == null || pawn.Downed || pawn.Dead || !pawn.Spawned)
return false;
// 检查目标类型
if (Props.targetEnemies && pawn.HostileTo(parent.Faction))
return true;
if (Props.targetNeutrals && !pawn.HostileTo(parent.Faction) && pawn.Faction != parent.Faction)
return true;
if (Props.targetAnimals && pawn.RaceProps.Animal)
return true;
return false;
}
private bool IsInRange(IntVec3 position)
{
float distance = Vector3.Distance(parent.Position.ToVector3(), position.ToVector3());
return distance <= Props.radius;
}
public override void CompTick()
{
base.CompTick();
int currentTick = Find.TickManager.TicksGame;
// 检查是否需要更新状态
if (currentTick >= nextUpdateTick)
{
UpdateState();
nextUpdateTick = currentTick + Props.updateIntervalTicks;
}
// 检查EnergyLance状态
if (activeLance != null && activeLance.Destroyed)
{
activeLance = null;
if (currentState == EnergyLanceState.Tracking)
{
currentState = EnergyLanceState.Searching;
}
}
}
// 外部调用当EnergyLance需要目标时调用
public bool TryGetCurrentTarget(out IntVec3 targetPos)
{
if (currentTarget != null && IsValidTarget(currentTarget) && IsInRange(currentTarget.Position))
{
targetPos = currentTarget.Position;
return true;
}
targetPos = IntVec3.Invalid;
return false;
}
public override void PostExposeData()
{
base.PostExposeData();
Scribe_Values.Look(ref currentState, "currentState", EnergyLanceState.Idle);
Scribe_Values.Look(ref nextUpdateTick, "nextUpdateTick", 0);
Scribe_Values.Look(ref noTargetTicks, "noTargetTicks", 0);
Scribe_References.Look(ref currentTarget, "currentTarget");
Scribe_Values.Look(ref lastTargetPosition, "lastTargetPosition", IntVec3.Invalid);
Scribe_References.Look(ref activeLance, "activeLance");
}
}
public enum EnergyLanceState
{
Idle,
Searching,
Tracking,
NoTarget
}
}

View File

@@ -1,28 +0,0 @@
using RimWorld;
using Verse;
namespace WulaFallenEmpire
{
public class CompProperties_BuildingEnergyLance : CompProperties
{
// 基础配置
public float radius = 20f; // 作用半径
public int updateIntervalTicks = 30; // 目标更新间隔(刻)
public int maxNoTargetTicks = 120; // 无目标时最大存活时间
// 目标选择配置
public bool targetEnemies = true; // 是否以敌人为目标
public bool targetNeutrals = false; // 是否以中立单位为目标
public bool targetAnimals = false; // 是否以动物为目标
// EnergyLance配置
public ThingDef energyLanceDef; // 使用的EnergyLance类型
public int energyLanceDuration = 600; // EnergyLance基础持续时间
public int firesPerTick = 3; // 每刻伤害次数
public CompProperties_BuildingEnergyLance()
{
this.compClass = typeof(CompBuildingEnergyLance);
}
}
}

View File

@@ -1,255 +0,0 @@
using RimWorld;
using Verse;
using UnityEngine;
using System.Collections.Generic;
using System.Linq;
namespace WulaFallenEmpire
{
public class GuidedEnergyLance : OrbitalStrike
{
// 引导相关属性
public Thing controlBuilding; // 控制建筑
private IntVec3 currentTarget = IntVec3.Invalid; // 当前目标位置
private int lastTargetUpdateTick = -1; // 最后收到目标更新的刻
private int maxNoUpdateTicks = 60; // 无更新时的最大存活时间
// 移动配置
public float moveSpeed = 2.0f; // 移动速度(格/秒)
public float turnSpeed = 90f; // 转向速度(度/秒)
// 状态
private Vector3 currentVelocity;
private bool hasValidTarget = false;
// ModExtension引用
private EnergyLanceExtension extension;
private static List<Thing> tmpThings = new List<Thing>();
public override void StartStrike()
{
base.StartStrike();
// 获取ModExtension
extension = def.GetModExtension<EnergyLanceExtension>();
if (extension == null)
{
Log.Error($"[GuidedEnergyLance] No EnergyLanceExtension found on {def.defName}");
return;
}
lastTargetUpdateTick = Find.TickManager.TicksGame;
// 创建视觉效果
CreateVisualEffect();
Log.Message($"[GuidedEnergyLance] Guided EnergyLance started, controlled by {controlBuilding?.Label ?? "None"}");
}
private void CreateVisualEffect()
{
// 使用ModExtension中定义的Mote如果没有则使用默认的PowerBeam
if (extension.moteDef != null)
{
Mote mote = MoteMaker.MakeStaticMote(base.Position, base.Map, extension.moteDef);
}
else
{
// 使用原版PowerBeam的视觉效果
MoteMaker.MakePowerBeamMote(base.Position, base.Map);
}
}
protected override void Tick()
{
base.Tick();
if (!base.Destroyed && extension != null)
{
// 检查目标更新状态
CheckTargetStatus();
// 移动光束
MoveBeam();
// 造成伤害
for (int i = 0; i < firesPerTick; i++)
{
DoBeamDamage();
}
}
}
private void CheckTargetStatus()
{
int currentTick = Find.TickManager.TicksGame;
int ticksSinceUpdate = currentTick - lastTargetUpdateTick;
// 检查是否长时间未收到更新
if (ticksSinceUpdate >= maxNoUpdateTicks)
{
Log.Message($"[GuidedEnergyLance] No target updates for {ticksSinceUpdate} ticks, destroying");
Destroy();
return;
}
// 检查控制建筑状态
if (controlBuilding == null || controlBuilding.Destroyed || !controlBuilding.Spawned)
{
Log.Message($"[GuidedEnergyLance] Control building lost, destroying");
Destroy();
return;
}
}
private void MoveBeam()
{
if (!hasValidTarget || !currentTarget.IsValid)
{
// 没有有效目标,缓慢移动或保持原地
ApplyMinimalMovement();
return;
}
// 计算移动方向
Vector3 targetDirection = (currentTarget.ToVector3() - base.Position.ToVector3()).normalized;
// 平滑转向
if (currentVelocity.magnitude > 0.1f)
{
float maxTurnAngle = turnSpeed * 0.0167f; // 每帧最大转向角度假设60FPS
currentVelocity = Vector3.RotateTowards(currentVelocity, targetDirection, maxTurnAngle * Mathf.Deg2Rad, moveSpeed * 0.0167f);
}
else
{
currentVelocity = targetDirection * moveSpeed * 0.0167f;
}
// 应用移动
Vector3 newPos = base.Position.ToVector3() + currentVelocity;
IntVec3 newCell = new IntVec3(Mathf.RoundToInt(newPos.x), 0, Mathf.RoundToInt(newPos.z));
if (newCell != base.Position && newCell.InBounds(base.Map))
{
base.Position = newCell;
}
// 检查是否接近目标
float distanceToTarget = Vector3.Distance(base.Position.ToVector3(), currentTarget.ToVector3());
if (distanceToTarget < 1.5f)
{
// 到达目标附近,可以减速或保持位置
currentVelocity *= 0.8f;
}
Log.Message($"[GuidedEnergyLance] Moving to {currentTarget}, distance: {distanceToTarget:F1}");
}
private void ApplyMinimalMovement()
{
// 无目标时的最小移动,防止完全静止
if (currentVelocity.magnitude < 0.1f)
{
// 随机轻微移动
currentVelocity = new Vector3(Rand.Range(-0.1f, 0.1f), 0f, Rand.Range(-0.1f, 0.1f));
}
else
{
// 缓慢减速
currentVelocity *= 0.95f;
}
Vector3 newPos = base.Position.ToVector3() + currentVelocity;
IntVec3 newCell = new IntVec3(Mathf.RoundToInt(newPos.x), 0, Mathf.RoundToInt(newPos.z));
if (newCell != base.Position && newCell.InBounds(base.Map))
{
base.Position = newCell;
}
}
private void DoBeamDamage()
{
if (extension == null) return;
// 在当前光束位置周围随机选择一个单元格
IntVec3 targetCell = (from x in GenRadial.RadialCellsAround(base.Position, 2f, useCenter: true)
where x.InBounds(base.Map)
select x).RandomElementByWeight((IntVec3 x) => 1f - Mathf.Min(x.DistanceTo(base.Position) / 2f, 1f) + 0.05f);
// 尝试在该单元格点火(如果配置了点火)
if (extension.igniteFires)
{
FireUtility.TryStartFireIn(targetCell, base.Map, Rand.Range(0.1f, extension.fireIgniteChance), instigator);
}
// 对该单元格内的物体造成伤害
tmpThings.Clear();
tmpThings.AddRange(targetCell.GetThingList(base.Map));
for (int i = 0; i < tmpThings.Count; i++)
{
Thing thing = tmpThings[i];
// 检查是否对尸体造成伤害
if (!extension.applyDamageToCorpses && thing is Corpse)
continue;
// 计算伤害量
int damageAmount = (thing is Corpse) ?
extension.corpseDamageAmountRange.RandomInRange :
extension.damageAmountRange.RandomInRange;
Pawn pawn = thing as Pawn;
BattleLogEntry_DamageTaken battleLogEntry = null;
if (pawn != null)
{
battleLogEntry = new BattleLogEntry_DamageTaken(pawn, RulePackDefOf.DamageEvent_PowerBeam, instigator as Pawn);
Find.BattleLog.Add(battleLogEntry);
}
// 使用ModExtension中定义的伤害类型
DamageInfo damageInfo = new DamageInfo(extension.damageDef, damageAmount, 0f, -1f, instigator, null, weaponDef);
thing.TakeDamage(damageInfo).AssociateWithLog(battleLogEntry);
}
tmpThings.Clear();
}
// 外部调用:更新目标位置
public void UpdateTarget(IntVec3 newTarget)
{
lastTargetUpdateTick = Find.TickManager.TicksGame;
if (newTarget.IsValid && newTarget.InBounds(base.Map))
{
currentTarget = newTarget;
hasValidTarget = true;
Log.Message($"[GuidedEnergyLance] Target updated to {newTarget}");
}
else
{
hasValidTarget = false;
currentTarget = IntVec3.Invalid;
Log.Message($"[GuidedEnergyLance] Target cleared");
}
}
public override void ExposeData()
{
base.ExposeData();
Scribe_References.Look(ref controlBuilding, "controlBuilding");
Scribe_Values.Look(ref currentTarget, "currentTarget", IntVec3.Invalid);
Scribe_Values.Look(ref lastTargetUpdateTick, "lastTargetUpdateTick", -1);
Scribe_Values.Look(ref maxNoUpdateTicks, "maxNoUpdateTicks", 60);
Scribe_Values.Look(ref moveSpeed, "moveSpeed", 2.0f);
Scribe_Values.Look(ref turnSpeed, "turnSpeed", 90f);
Scribe_Values.Look(ref firesPerTick, "firesPerTick", 3);
}
}
}

View File

@@ -76,8 +76,9 @@
<Compile Include="Ability\WULA_AbilityBombardment\CompProperties_AbilityBombardment.cs" />
<Compile Include="Ability\WULA_AbilityCircularBombardment\CompAbilityEffect_CircularBombardment.cs" />
<Compile Include="Ability\WULA_AbilityCircularBombardment\CompProperties_AbilityCircularBombardment.cs" />
<Compile Include="Ability\WULA_AbilityEnergyLance\AbilityWeaponDefExtension.cs" />
<Compile Include="Ability\WULA_AbilityEnergyLance\CompAbilityEffect_EnergyLance.cs" />
<Compile Include="Ability\WULA_AbilityEnergyLance\CompProperties_EnergyLance.cs" />
<Compile Include="Ability\WULA_AbilityEnergyLance\CompProperties_AbilityEnergyLance.cs" />
<Compile Include="Ability\WULA_AbilityEnergyLance\EnergyLance.cs" />
<Compile Include="Ability\WULA_AbilityEnergyLance\EnergyLanceExtension.cs" />
<Compile Include="Ability\WULA_AbilitySurveillanceBombardment\CompAbilityEffect_CallSkyfaller.cs" />