天锁机制
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Binary file not shown.
@@ -661,4 +661,66 @@
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<li>Placeworker_AttachedToWall</li>
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</placeWorkers>
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</ThingDef>
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<!-- 装饰品 -->
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<ThingDef ParentName="BuildingBase">
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<defName>WULA_Sky_Lock</defName>
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<label>天锁</label>
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<description>天锁</description>
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<thingClass>Building</thingClass>
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<preventDroppingThingsOn>true</preventDroppingThingsOn>
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<altitudeLayer>Building</altitudeLayer>
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<pathCost>50</pathCost>
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<blockWind>true</blockWind>
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<passability>PassThroughOnly</passability>
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<fillPercent>1</fillPercent>
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<size>(3,3)</size>
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<drawHighlight>true</drawHighlight>
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<highlightColor>(0.56, 0.62, 0.9)</highlightColor>
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<graphicData>
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<texPath>Wula/Building/WULA_Fake_Fighter_Drone_Building</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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<shaderType>TransparentPostLight</shaderType>
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<drawSize>(3,3)</drawSize>
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<color>(195,195,195,255)</color>
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</graphicData>
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<statBases>
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<MaxHitPoints>100</MaxHitPoints>
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<Flammability>0.5</Flammability>
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<WorkToBuild>36000</WorkToBuild>
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<Mass>125</Mass>
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<Comfort>0.65</Comfort>
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</statBases>
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<costList>
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<WULA_Alloy>50</WULA_Alloy>
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<ComponentIndustrial>1</ComponentIndustrial>
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</costList>
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<!-- <designationCategory>WULA_Buildings</designationCategory> -->
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<tickerType>Normal</tickerType>
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<canOverlapZones>true</canOverlapZones>
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<rotatable>true</rotatable>
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<hasInteractionCell>false</hasInteractionCell>
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<defaultPlacingRot>East</defaultPlacingRot>
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<selectable>true</selectable>
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<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
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<soundImpactDefault>BulletImpact_Metal</soundImpactDefault>
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<preventSkyfallersLandingOn>true</preventSkyfallersLandingOn>
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<drawerType>RealtimeOnly</drawerType>
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<repairEffect>ConstructMetal</repairEffect>
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<forceDebugSpawnable>true</forceDebugSpawnable>
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<building>
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<destroySound>BuildingDestroyed_Metal_Big</destroySound>
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<paintable>true</paintable>
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<isInert>true</isInert>
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</building>
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<comps>
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<li Class="WulaFallenEmpire.CompProperties_DamageReceiver">
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<maxDamageCapacity>5000</maxDamageCapacity>
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<damageDecayRate>10</damageDecayRate>
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<damageDecayInterval>30</damageDecayInterval>
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<showDamageBar>true</showDamageBar>
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<canBeDestroyedByDamage>true</canBeDestroyedByDamage>
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</li>
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</comps>
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</ThingDef>
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</Defs>
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@@ -1646,7 +1646,6 @@
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</li>
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</tools>
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<comps>
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<!-- 护盾无法在此绘制 -->
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<li Class="WulaFallenEmpire.CompProperties_AreaShield">
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<radius>9</radius>
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<baseHitPoints>500</baseHitPoints>
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@@ -1673,6 +1672,15 @@
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<reflectCost>0</reflectCost>
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<reflectEffecter>Interceptor_BlockedProjectile</reflectEffecter>
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</li>
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<li Class="WulaFallenEmpire.CompProperties_DamageTransfer">
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<damageTransferRatio>0.75</damageTransferRatio>
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<maxTransferRange>25</maxTransferRange>
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<requireLineOfSight>false</requireLineOfSight>
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<healthThreshold>
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<min>0.1</min>
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<max>0.9</max>
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</healthThreshold>
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</li>
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<!-- 飞行组件 -->
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<li Class="WulaFallenEmpire.CompProperties_PawnFlight">
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@@ -0,0 +1,107 @@
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using RimWorld;
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using Verse;
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using UnityEngine;
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namespace WulaFallenEmpire
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{
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public class CompDamageReceiver : ThingComp
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{
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private CompProperties_DamageReceiver Props => (CompProperties_DamageReceiver)props;
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private float currentDamage;
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private int lastDamageTick;
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public float CurrentDamage => currentDamage;
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public float MaxDamageCapacity => Props.maxDamageCapacity;
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public float DamageRatio => currentDamage / Props.maxDamageCapacity;
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public override void PostExposeData()
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{
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base.PostExposeData();
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Scribe_Values.Look(ref currentDamage, "currentDamage", 0f);
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Scribe_Values.Look(ref lastDamageTick, "lastDamageTick", 0);
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}
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public override void CompTick()
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{
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base.CompTick();
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// 定期衰减伤害
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if (Find.TickManager.TicksGame % Props.damageDecayInterval == 0 && currentDamage > 0)
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{
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currentDamage = Mathf.Max(0f, currentDamage - Props.damageDecayRate);
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// 如果伤害为0,重置最后伤害时间
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if (currentDamage <= 0f)
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{
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lastDamageTick = 0;
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}
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}
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}
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/// <summary>
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/// 接收伤害
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/// </summary>
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public bool ReceiveDamage(float damageAmount, Pawn sourcePawn = null)
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{
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float oldDamage = currentDamage;
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currentDamage += damageAmount;
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lastDamageTick = Find.TickManager.TicksGame;
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// 检查是否超过容量
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if (currentDamage >= Props.maxDamageCapacity)
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{
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if (Props.canBeDestroyedByDamage)
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{
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// 摧毁建筑
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parent.Destroy(DestroyMode.Vanish);
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}
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else
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{
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// 只是达到上限,不再接收更多伤害
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currentDamage = Props.maxDamageCapacity;
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}
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return false; // 无法接收更多伤害
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}
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// 触发效果
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OnDamageReceived(damageAmount, sourcePawn);
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return true;
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}
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private void OnDamageReceived(float damageAmount, Pawn sourcePawn)
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{
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// 记录日志
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Log.Message($"[DamageReceiver] {parent.Label} 接收 {damageAmount} 点伤害,当前伤害: {currentDamage}/{Props.maxDamageCapacity}");
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}
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public override void PostDraw()
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{
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base.PostDraw();
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// 绘制伤害条
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if (Props.showDamageBar && currentDamage > 0f)
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{
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Vector3 drawPos = parent.DrawPos;
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drawPos.y += 0.5f; // 在建筑上方显示
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GenDraw.DrawFillableBar(new GenDraw.FillableBarRequest
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{
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center = drawPos,
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size = new Vector2(1f, 0.15f),
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fillPercent = DamageRatio,
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filledMat = SolidColorMaterials.SimpleSolidColorMaterial(Color.red),
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unfilledMat = SolidColorMaterials.SimpleSolidColorMaterial(Color.gray),
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margin = 0.1f,
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rotation = Rot4.North
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});
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}
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}
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// 获取接收器状态
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public string GetStatusString()
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{
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return $"伤害吸收: {currentDamage:F0}/{Props.maxDamageCapacity:F0} ({DamageRatio * 100:F1}%)";
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}
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}
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}
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@@ -0,0 +1,123 @@
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using RimWorld;
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using Verse;
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using System.Collections.Generic;
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using Verse.Sound;
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namespace WulaFallenEmpire
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{
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public class CompDamageTransfer : ThingComp
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{
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private CompProperties_DamageTransfer Props => (CompProperties_DamageTransfer)props;
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private Pawn Pawn => (Pawn)parent;
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public override void PostPostApplyDamage(DamageInfo dinfo, float totalDamageDealt)
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{
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base.PostPostApplyDamage(dinfo, totalDamageDealt);
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// 检查是否应该转移伤害
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if (ShouldTransferDamage(dinfo, totalDamageDealt))
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{
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TryTransferDamage(dinfo, totalDamageDealt);
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}
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}
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private bool ShouldTransferDamage(DamageInfo dinfo, float totalDamageDealt)
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{
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if (parent == null || !parent.Spawned)
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return false;
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// 检查生命值阈值
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if (Pawn.health != null)
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{
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float healthRatio = Pawn.health.summaryHealth.SummaryHealthPercent;
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if (healthRatio < Props.healthThreshold.min || healthRatio > Props.healthThreshold.max)
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return false;
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}
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// 检查伤害类型
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if (!Props.transferAllDamageTypes)
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{
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// 这里可以添加特定伤害类型检查
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// 例如:只转移物理伤害,不转移火焰伤害等
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}
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return true;
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}
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private void TryTransferDamage(DamageInfo dinfo, float totalDamageDealt)
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{
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// 计算转移的伤害量
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float transferDamage = totalDamageDealt * Props.damageTransferRatio;
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// 寻找可用的伤害接收器
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CompDamageReceiver receiver = FindAvailableDamageReceiver();
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if (receiver != null)
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{
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// 执行伤害转移
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if (receiver.ReceiveDamage(transferDamage, Pawn))
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{
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OnDamageTransferred(dinfo, transferDamage, receiver);
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// 记录日志
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Log.Message($"[DamageTransfer] {Pawn.LabelShort} 将 {transferDamage} 点伤害转移至 {receiver.parent.Label}");
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}
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}
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}
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private CompDamageReceiver FindAvailableDamageReceiver()
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{
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if (parent?.Map == null)
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return null;
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var map = parent.Map;
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var faction = parent.Faction;
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// 搜索范围内的同派系建筑
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foreach (var thing in GenRadial.RadialDistinctThingsAround(parent.Position, map, Props.maxTransferRange, true))
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{
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if (thing is Building building &&
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building.Faction == faction &&
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building != parent)
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{
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var receiver = building.TryGetComp<CompDamageReceiver>();
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if (receiver != null && receiver.CurrentDamage < receiver.MaxDamageCapacity)
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{
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// 检查视线(如果需要)
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if (Props.requireLineOfSight)
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{
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if (!GenSight.LineOfSight(parent.Position, building.Position, map))
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continue;
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}
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return receiver;
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}
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}
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}
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return null;
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}
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private void OnDamageTransferred(DamageInfo dinfo, float transferDamage, CompDamageReceiver receiver)
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{
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// 创建转移效果
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if (Props.transferEffecter != null)
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{
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Effecter effect = Props.transferEffecter.Spawn();
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effect.Trigger(new TargetInfo(parent.Position, parent.Map), new TargetInfo(receiver.parent.Position, parent.Map));
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effect.Cleanup();
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}
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// 播放音效
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if (Props.transferSound != null)
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{
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Props.transferSound.PlayOneShot(new TargetInfo(parent.Position, parent.Map));
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}
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}
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// 获取组件状态
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public string GetStatusString()
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{
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return $"伤害转移: {Props.damageTransferRatio * 100}% (范围: {Props.maxTransferRange})";
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}
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}
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}
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@@ -0,0 +1,19 @@
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using RimWorld;
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using Verse;
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namespace WulaFallenEmpire
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{
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public class CompProperties_DamageReceiver : CompProperties
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{
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public float maxDamageCapacity = 1000f; // 最大伤害容量
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public float damageDecayRate = 5f; // 每 tick 衰减的伤害量
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public float damageDecayInterval = 60f; // 伤害衰减间隔(ticks)
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public bool showDamageBar = true; // 是否显示伤害条
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public bool canBeDestroyedByDamage = true; // 是否可以被伤害摧毁
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public CompProperties_DamageReceiver()
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{
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compClass = typeof(CompDamageReceiver);
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}
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}
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}
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@@ -0,0 +1,23 @@
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using RimWorld;
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using Verse;
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namespace WulaFallenEmpire
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{
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public class CompProperties_DamageTransfer : CompProperties
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{
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public float damageTransferRatio = 0.8f; // 伤害转移比例 (80%)
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public float maxTransferRange = 30f; // 最大转移范围
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public bool requireLineOfSight = false; // 是否需要视线
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public bool transferAllDamageTypes = true; // 是否转移所有伤害类型
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public FloatRange healthThreshold = new FloatRange(0f, 1f); // 生命值阈值(低于此值才触发)
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// 效果设置
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public EffecterDef transferEffecter;
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public SoundDef transferSound;
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public CompProperties_DamageTransfer()
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{
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compClass = typeof(CompDamageTransfer);
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}
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}
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}
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@@ -0,0 +1,54 @@
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using HarmonyLib;
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using RimWorld;
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using Verse;
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namespace WulaFallenEmpire
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{
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[HarmonyPatch(typeof(Pawn), "PostApplyDamage")]
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public static class Patch_Pawn_PostApplyDamage
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{
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[HarmonyPostfix]
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public static void Postfix(Pawn __instance, DamageInfo dinfo, float totalDamageDealt)
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{
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// 检查Pawn是否有伤害转移组件
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var transferComp = __instance.TryGetComp<CompDamageTransfer>();
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if (transferComp != null)
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{
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// 组件会在PostPostApplyDamage中自动处理
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// 这里主要用于调试和日志记录
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Log.Message($"[DamageTransfer] {__instance.LabelShort} 受到 {totalDamageDealt} 点伤害,转移组件已激活");
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}
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}
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}
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[HarmonyPatch(typeof(Pawn), "PreApplyDamage")]
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public static class Patch_Pawn_PreApplyDamage
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{
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[HarmonyPrefix]
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public static bool Prefix(Pawn __instance, ref DamageInfo dinfo, out bool __state)
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{
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__state = false;
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// 检查Pawn是否有伤害转移组件
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var transferComp = __instance.TryGetComp<CompDamageTransfer>();
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if (transferComp != null && __instance.Spawned && !__instance.Dead)
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{
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// 这里可以添加预处理逻辑
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// 例如:在某些条件下完全阻止伤害
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__state = true;
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}
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return true;
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}
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[HarmonyPostfix]
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public static void Postfix(Pawn __instance, DamageInfo dinfo, bool __state)
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{
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if (__state)
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{
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// 后处理逻辑
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// 例如:记录伤害转移统计
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}
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}
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}
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}
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@@ -267,6 +267,11 @@
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<Compile Include="ThingComp\WULA_AreaTeleporter\ThingComp_AreaTeleporter.cs" />
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<Compile Include="ThingComp\WULA_CustomUniqueWeapon\CompCustomUniqueWeapon.cs" />
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<Compile Include="ThingComp\WULA_CustomUniqueWeapon\CompProperties_CustomUniqueWeapon.cs" />
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<Compile Include="ThingComp\WULA_DamageReceiver\CompDamageReceiver.cs" />
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<Compile Include="ThingComp\WULA_DamageReceiver\CompDamageTransfer.cs" />
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<Compile Include="ThingComp\WULA_DamageReceiver\CompProperties_DamageReceiver.cs" />
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<Compile Include="ThingComp\WULA_DamageReceiver\CompProperties_DamageTransfer.cs" />
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<Compile Include="ThingComp\WULA_DamageReceiver\Patch_Pawn_DamageTransfer.cs" />
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<Compile Include="ThingComp\WULA_GiveHediffsInRange\CompGiveHediffsInRange.cs" />
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<Compile Include="ThingComp\WULA_GiveHediffsInRange\CompProperties_GiveHediffsInRange.cs" />
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<Compile Include="ThingComp\WULA_MechRepairKit\CompUseEffect_FixAllHealthConditions.cs" />
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