天锁机制

This commit is contained in:
2025-11-26 17:28:36 +08:00
parent 826de7b5da
commit 0930887841
9 changed files with 402 additions and 1 deletions

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@@ -661,4 +661,66 @@
<li>Placeworker_AttachedToWall</li>
</placeWorkers>
</ThingDef>
<!-- 装饰品 -->
<ThingDef ParentName="BuildingBase">
<defName>WULA_Sky_Lock</defName>
<label>天锁</label>
<description>天锁</description>
<thingClass>Building</thingClass>
<preventDroppingThingsOn>true</preventDroppingThingsOn>
<altitudeLayer>Building</altitudeLayer>
<pathCost>50</pathCost>
<blockWind>true</blockWind>
<passability>PassThroughOnly</passability>
<fillPercent>1</fillPercent>
<size>(3,3)</size>
<drawHighlight>true</drawHighlight>
<highlightColor>(0.56, 0.62, 0.9)</highlightColor>
<graphicData>
<texPath>Wula/Building/WULA_Fake_Fighter_Drone_Building</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
<drawSize>(3,3)</drawSize>
<color>(195,195,195,255)</color>
</graphicData>
<statBases>
<MaxHitPoints>100</MaxHitPoints>
<Flammability>0.5</Flammability>
<WorkToBuild>36000</WorkToBuild>
<Mass>125</Mass>
<Comfort>0.65</Comfort>
</statBases>
<costList>
<WULA_Alloy>50</WULA_Alloy>
<ComponentIndustrial>1</ComponentIndustrial>
</costList>
<!-- <designationCategory>WULA_Buildings</designationCategory> -->
<tickerType>Normal</tickerType>
<canOverlapZones>true</canOverlapZones>
<rotatable>true</rotatable>
<hasInteractionCell>false</hasInteractionCell>
<defaultPlacingRot>East</defaultPlacingRot>
<selectable>true</selectable>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<soundImpactDefault>BulletImpact_Metal</soundImpactDefault>
<preventSkyfallersLandingOn>true</preventSkyfallersLandingOn>
<drawerType>RealtimeOnly</drawerType>
<repairEffect>ConstructMetal</repairEffect>
<forceDebugSpawnable>true</forceDebugSpawnable>
<building>
<destroySound>BuildingDestroyed_Metal_Big</destroySound>
<paintable>true</paintable>
<isInert>true</isInert>
</building>
<comps>
<li Class="WulaFallenEmpire.CompProperties_DamageReceiver">
<maxDamageCapacity>5000</maxDamageCapacity>
<damageDecayRate>10</damageDecayRate>
<damageDecayInterval>30</damageDecayInterval>
<showDamageBar>true</showDamageBar>
<canBeDestroyedByDamage>true</canBeDestroyedByDamage>
</li>
</comps>
</ThingDef>
</Defs>

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@@ -1646,7 +1646,6 @@
</li>
</tools>
<comps>
<!-- 护盾无法在此绘制 -->
<li Class="WulaFallenEmpire.CompProperties_AreaShield">
<radius>9</radius>
<baseHitPoints>500</baseHitPoints>
@@ -1673,6 +1672,15 @@
<reflectCost>0</reflectCost>
<reflectEffecter>Interceptor_BlockedProjectile</reflectEffecter>
</li>
<li Class="WulaFallenEmpire.CompProperties_DamageTransfer">
<damageTransferRatio>0.75</damageTransferRatio>
<maxTransferRange>25</maxTransferRange>
<requireLineOfSight>false</requireLineOfSight>
<healthThreshold>
<min>0.1</min>
<max>0.9</max>
</healthThreshold>
</li>
<!-- 飞行组件 -->
<li Class="WulaFallenEmpire.CompProperties_PawnFlight">

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@@ -0,0 +1,107 @@
using RimWorld;
using Verse;
using UnityEngine;
namespace WulaFallenEmpire
{
public class CompDamageReceiver : ThingComp
{
private CompProperties_DamageReceiver Props => (CompProperties_DamageReceiver)props;
private float currentDamage;
private int lastDamageTick;
public float CurrentDamage => currentDamage;
public float MaxDamageCapacity => Props.maxDamageCapacity;
public float DamageRatio => currentDamage / Props.maxDamageCapacity;
public override void PostExposeData()
{
base.PostExposeData();
Scribe_Values.Look(ref currentDamage, "currentDamage", 0f);
Scribe_Values.Look(ref lastDamageTick, "lastDamageTick", 0);
}
public override void CompTick()
{
base.CompTick();
// 定期衰减伤害
if (Find.TickManager.TicksGame % Props.damageDecayInterval == 0 && currentDamage > 0)
{
currentDamage = Mathf.Max(0f, currentDamage - Props.damageDecayRate);
// 如果伤害为0重置最后伤害时间
if (currentDamage <= 0f)
{
lastDamageTick = 0;
}
}
}
/// <summary>
/// 接收伤害
/// </summary>
public bool ReceiveDamage(float damageAmount, Pawn sourcePawn = null)
{
float oldDamage = currentDamage;
currentDamage += damageAmount;
lastDamageTick = Find.TickManager.TicksGame;
// 检查是否超过容量
if (currentDamage >= Props.maxDamageCapacity)
{
if (Props.canBeDestroyedByDamage)
{
// 摧毁建筑
parent.Destroy(DestroyMode.Vanish);
}
else
{
// 只是达到上限,不再接收更多伤害
currentDamage = Props.maxDamageCapacity;
}
return false; // 无法接收更多伤害
}
// 触发效果
OnDamageReceived(damageAmount, sourcePawn);
return true;
}
private void OnDamageReceived(float damageAmount, Pawn sourcePawn)
{
// 记录日志
Log.Message($"[DamageReceiver] {parent.Label} 接收 {damageAmount} 点伤害,当前伤害: {currentDamage}/{Props.maxDamageCapacity}");
}
public override void PostDraw()
{
base.PostDraw();
// 绘制伤害条
if (Props.showDamageBar && currentDamage > 0f)
{
Vector3 drawPos = parent.DrawPos;
drawPos.y += 0.5f; // 在建筑上方显示
GenDraw.DrawFillableBar(new GenDraw.FillableBarRequest
{
center = drawPos,
size = new Vector2(1f, 0.15f),
fillPercent = DamageRatio,
filledMat = SolidColorMaterials.SimpleSolidColorMaterial(Color.red),
unfilledMat = SolidColorMaterials.SimpleSolidColorMaterial(Color.gray),
margin = 0.1f,
rotation = Rot4.North
});
}
}
// 获取接收器状态
public string GetStatusString()
{
return $"伤害吸收: {currentDamage:F0}/{Props.maxDamageCapacity:F0} ({DamageRatio * 100:F1}%)";
}
}
}

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@@ -0,0 +1,123 @@
using RimWorld;
using Verse;
using System.Collections.Generic;
using Verse.Sound;
namespace WulaFallenEmpire
{
public class CompDamageTransfer : ThingComp
{
private CompProperties_DamageTransfer Props => (CompProperties_DamageTransfer)props;
private Pawn Pawn => (Pawn)parent;
public override void PostPostApplyDamage(DamageInfo dinfo, float totalDamageDealt)
{
base.PostPostApplyDamage(dinfo, totalDamageDealt);
// 检查是否应该转移伤害
if (ShouldTransferDamage(dinfo, totalDamageDealt))
{
TryTransferDamage(dinfo, totalDamageDealt);
}
}
private bool ShouldTransferDamage(DamageInfo dinfo, float totalDamageDealt)
{
if (parent == null || !parent.Spawned)
return false;
// 检查生命值阈值
if (Pawn.health != null)
{
float healthRatio = Pawn.health.summaryHealth.SummaryHealthPercent;
if (healthRatio < Props.healthThreshold.min || healthRatio > Props.healthThreshold.max)
return false;
}
// 检查伤害类型
if (!Props.transferAllDamageTypes)
{
// 这里可以添加特定伤害类型检查
// 例如:只转移物理伤害,不转移火焰伤害等
}
return true;
}
private void TryTransferDamage(DamageInfo dinfo, float totalDamageDealt)
{
// 计算转移的伤害量
float transferDamage = totalDamageDealt * Props.damageTransferRatio;
// 寻找可用的伤害接收器
CompDamageReceiver receiver = FindAvailableDamageReceiver();
if (receiver != null)
{
// 执行伤害转移
if (receiver.ReceiveDamage(transferDamage, Pawn))
{
OnDamageTransferred(dinfo, transferDamage, receiver);
// 记录日志
Log.Message($"[DamageTransfer] {Pawn.LabelShort} 将 {transferDamage} 点伤害转移至 {receiver.parent.Label}");
}
}
}
private CompDamageReceiver FindAvailableDamageReceiver()
{
if (parent?.Map == null)
return null;
var map = parent.Map;
var faction = parent.Faction;
// 搜索范围内的同派系建筑
foreach (var thing in GenRadial.RadialDistinctThingsAround(parent.Position, map, Props.maxTransferRange, true))
{
if (thing is Building building &&
building.Faction == faction &&
building != parent)
{
var receiver = building.TryGetComp<CompDamageReceiver>();
if (receiver != null && receiver.CurrentDamage < receiver.MaxDamageCapacity)
{
// 检查视线(如果需要)
if (Props.requireLineOfSight)
{
if (!GenSight.LineOfSight(parent.Position, building.Position, map))
continue;
}
return receiver;
}
}
}
return null;
}
private void OnDamageTransferred(DamageInfo dinfo, float transferDamage, CompDamageReceiver receiver)
{
// 创建转移效果
if (Props.transferEffecter != null)
{
Effecter effect = Props.transferEffecter.Spawn();
effect.Trigger(new TargetInfo(parent.Position, parent.Map), new TargetInfo(receiver.parent.Position, parent.Map));
effect.Cleanup();
}
// 播放音效
if (Props.transferSound != null)
{
Props.transferSound.PlayOneShot(new TargetInfo(parent.Position, parent.Map));
}
}
// 获取组件状态
public string GetStatusString()
{
return $"伤害转移: {Props.damageTransferRatio * 100}% (范围: {Props.maxTransferRange})";
}
}
}

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@@ -0,0 +1,19 @@
using RimWorld;
using Verse;
namespace WulaFallenEmpire
{
public class CompProperties_DamageReceiver : CompProperties
{
public float maxDamageCapacity = 1000f; // 最大伤害容量
public float damageDecayRate = 5f; // 每 tick 衰减的伤害量
public float damageDecayInterval = 60f; // 伤害衰减间隔ticks
public bool showDamageBar = true; // 是否显示伤害条
public bool canBeDestroyedByDamage = true; // 是否可以被伤害摧毁
public CompProperties_DamageReceiver()
{
compClass = typeof(CompDamageReceiver);
}
}
}

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@@ -0,0 +1,23 @@
using RimWorld;
using Verse;
namespace WulaFallenEmpire
{
public class CompProperties_DamageTransfer : CompProperties
{
public float damageTransferRatio = 0.8f; // 伤害转移比例 (80%)
public float maxTransferRange = 30f; // 最大转移范围
public bool requireLineOfSight = false; // 是否需要视线
public bool transferAllDamageTypes = true; // 是否转移所有伤害类型
public FloatRange healthThreshold = new FloatRange(0f, 1f); // 生命值阈值(低于此值才触发)
// 效果设置
public EffecterDef transferEffecter;
public SoundDef transferSound;
public CompProperties_DamageTransfer()
{
compClass = typeof(CompDamageTransfer);
}
}
}

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@@ -0,0 +1,54 @@
using HarmonyLib;
using RimWorld;
using Verse;
namespace WulaFallenEmpire
{
[HarmonyPatch(typeof(Pawn), "PostApplyDamage")]
public static class Patch_Pawn_PostApplyDamage
{
[HarmonyPostfix]
public static void Postfix(Pawn __instance, DamageInfo dinfo, float totalDamageDealt)
{
// 检查Pawn是否有伤害转移组件
var transferComp = __instance.TryGetComp<CompDamageTransfer>();
if (transferComp != null)
{
// 组件会在PostPostApplyDamage中自动处理
// 这里主要用于调试和日志记录
Log.Message($"[DamageTransfer] {__instance.LabelShort} 受到 {totalDamageDealt} 点伤害,转移组件已激活");
}
}
}
[HarmonyPatch(typeof(Pawn), "PreApplyDamage")]
public static class Patch_Pawn_PreApplyDamage
{
[HarmonyPrefix]
public static bool Prefix(Pawn __instance, ref DamageInfo dinfo, out bool __state)
{
__state = false;
// 检查Pawn是否有伤害转移组件
var transferComp = __instance.TryGetComp<CompDamageTransfer>();
if (transferComp != null && __instance.Spawned && !__instance.Dead)
{
// 这里可以添加预处理逻辑
// 例如:在某些条件下完全阻止伤害
__state = true;
}
return true;
}
[HarmonyPostfix]
public static void Postfix(Pawn __instance, DamageInfo dinfo, bool __state)
{
if (__state)
{
// 后处理逻辑
// 例如:记录伤害转移统计
}
}
}
}

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@@ -267,6 +267,11 @@
<Compile Include="ThingComp\WULA_AreaTeleporter\ThingComp_AreaTeleporter.cs" />
<Compile Include="ThingComp\WULA_CustomUniqueWeapon\CompCustomUniqueWeapon.cs" />
<Compile Include="ThingComp\WULA_CustomUniqueWeapon\CompProperties_CustomUniqueWeapon.cs" />
<Compile Include="ThingComp\WULA_DamageReceiver\CompDamageReceiver.cs" />
<Compile Include="ThingComp\WULA_DamageReceiver\CompDamageTransfer.cs" />
<Compile Include="ThingComp\WULA_DamageReceiver\CompProperties_DamageReceiver.cs" />
<Compile Include="ThingComp\WULA_DamageReceiver\CompProperties_DamageTransfer.cs" />
<Compile Include="ThingComp\WULA_DamageReceiver\Patch_Pawn_DamageTransfer.cs" />
<Compile Include="ThingComp\WULA_GiveHediffsInRange\CompGiveHediffsInRange.cs" />
<Compile Include="ThingComp\WULA_GiveHediffsInRange\CompProperties_GiveHediffsInRange.cs" />
<Compile Include="ThingComp\WULA_MechRepairKit\CompUseEffect_FixAllHealthConditions.cs" />