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// CompAbilityEffect_RequireFlyOverFacility.cs
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using System.Collections.Generic;
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using System.Linq;
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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 CompAbilityEffect_RequireFlyOverFacility : CompAbilityEffect
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{
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new public CompProperties_RequireFlyOverFacility Props => (CompProperties_RequireFlyOverFacility)props;
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public override void Apply(LocalTargetInfo target, LocalTargetInfo dest)
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{
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base.Apply(target, dest);
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if (parent.pawn == null || parent.pawn.Map == null)
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return;
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// 查找可用的 FlyOver
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var availableFlyOvers = GetValidFlyOvers();
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if (availableFlyOvers.Count == 0)
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{
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Log.Error($"[RequireFlyOverFacility] No valid FlyOver found with required facility: {Props.requiredFacility}");
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return;
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}
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// 执行技能效果
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ExecuteSkillEffect(availableFlyOvers, target, dest);
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}
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public override bool Valid(LocalTargetInfo target, bool throwMessages = false)
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{
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if (!base.Valid(target, throwMessages))
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return false;
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// 检查是否有可用的 FlyOver
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var validFlyOvers = GetValidFlyOvers();
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if (validFlyOvers.Count == 0)
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{
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if (throwMessages)
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{
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Messages.Message(Props.facilityNotFoundMessage, parent.pawn, MessageTypeDefOf.RejectInput);
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}
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return false;
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}
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return true;
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}
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public override string ExtraLabelMouseAttachment(LocalTargetInfo target)
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{
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try
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{
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var validFlyOvers = GetValidFlyOvers();
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if (validFlyOvers.Count == 0)
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{
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return $"需要拥有 {Props.requiredFacility} 设施的飞行器";
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}
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return $"可用飞行器: {validFlyOvers.Count}";
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}
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catch (System.Exception ex)
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{
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// 捕获异常,避免UI崩溃
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Log.Error($"[RequireFlyOverFacility] Error in ExtraLabelMouseAttachment: {ex}");
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return "设施检查错误";
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}
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}
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// 获取有效的 FlyOver 列表
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private List<FlyOver> GetValidFlyOvers()
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{
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var validFlyOvers = new List<FlyOver>();
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if (parent.pawn?.Map == null)
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return validFlyOvers;
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try
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{
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List<Thing> allFlyOvers;
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if (Props.flyOverDef != null)
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{
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// 如果指定了特定的 FlyOver 定义,只检查该定义的物体
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allFlyOvers = parent.pawn.Map.listerThings.ThingsOfDef(Props.flyOverDef);
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Log.Message($"[RequireFlyOverFacility] Checking specific FlyOverDef: {Props.flyOverDef.defName}, found: {allFlyOvers.Count}");
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}
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else
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{
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// 如果没有指定 FlyOver 定义,检查所有类型为 FlyOver 的物体
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// 使用更高效的方式:只检查动态物体列表,避免遍历所有物体
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allFlyOvers = new List<Thing>();
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var dynamicObjects = parent.pawn.Map.dynamicDrawManager.DrawThings;
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foreach (var thing in dynamicObjects)
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{
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if (thing is FlyOver)
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{
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allFlyOvers.Add(thing);
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}
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}
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Log.Message($"[RequireFlyOverFacility] Checking all FlyOver types, found: {allFlyOvers.Count}");
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}
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foreach (var thing in allFlyOvers)
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{
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if (thing is FlyOver flyOver && !flyOver.Destroyed)
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{
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// 检查设施
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var facilitiesComp = flyOver.GetComp<CompFlyOverFacilities>();
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if (facilitiesComp == null)
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{
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Log.Warning($"[RequireFlyOverFacility] FlyOver at {flyOver.Position} has no CompFlyOverFacilities");
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continue;
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}
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if (!facilitiesComp.HasFacility(Props.requiredFacility))
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{
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Log.Message($"[RequireFlyOverFacility] FlyOver at {flyOver.Position} missing facility: {Props.requiredFacility}. Has: {string.Join(", ", facilitiesComp.GetActiveFacilities())}");
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continue;
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}
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validFlyOvers.Add(flyOver);
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Log.Message($"[RequireFlyOverFacility] Found valid FlyOver at {flyOver.Position} with facility: {Props.requiredFacility}");
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}
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}
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return validFlyOvers;
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}
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catch (System.Exception ex)
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{
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Log.Error($"[RequireFlyOverFacility] Error in GetValidFlyOvers: {ex}");
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return new List<FlyOver>();
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}
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}
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// 执行技能效果(由子类重写)
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protected virtual void ExecuteSkillEffect(List<FlyOver> availableFlyOvers, LocalTargetInfo target, LocalTargetInfo dest)
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{
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// 基础实现:选择第一个可用的 FlyOver
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var selectedFlyOver = availableFlyOvers.FirstOrDefault();
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if (selectedFlyOver != null)
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{
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Log.Message($"[RequireFlyOverFacility] Skill executed using FlyOver at {selectedFlyOver.Position} with facility: {Props.requiredFacility}");
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}
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}
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// 重写 Gizmo 方法,确保不会在绘制时崩溃
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public override bool GizmoDisabled(out string reason)
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{
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if (parent.pawn?.Map == null)
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{
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reason = "无法在地图外使用";
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return true;
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}
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var validFlyOvers = GetValidFlyOvers();
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if (validFlyOvers.Count == 0)
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{
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reason = Props.facilityNotFoundMessage;
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return true;
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}
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return base.GizmoDisabled(out reason);
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}
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}
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public class CompProperties_RequireFlyOverFacility : CompProperties_AbilityEffect
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{
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// 必需的 FlyOver 定义(可以为 null,表示检查所有 FlyOver 类型)
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public ThingDef flyOverDef;
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// 必需的设施名称
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public string requiredFacility;
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// 消息文本
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public string facilityNotFoundMessage = "需要拥有特定设施的飞行器";
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public CompProperties_RequireFlyOverFacility()
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{
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compClass = typeof(CompAbilityEffect_RequireFlyOverFacility);
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}
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}
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}
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@@ -0,0 +1,75 @@
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// CompFlyOverFacilities.cs
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using System.Collections.Generic;
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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 CompFlyOverFacilities : ThingComp
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{
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public CompProperties_FlyOverFacilities Props => (CompProperties_FlyOverFacilities)props;
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// 当前激活的设施列表
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public List<string> activeFacilities = new List<string>();
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public override void PostSpawnSetup(bool respawningAfterLoad)
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{
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base.PostSpawnSetup(respawningAfterLoad);
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if (!respawningAfterLoad)
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{
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// 只在初次生成时激活所有定义的设施
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activeFacilities.AddRange(Props.availableFacilities);
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Log.Message($"[FlyOverFacilities] Initialized with {activeFacilities.Count} facilities: {string.Join(", ", activeFacilities)}");
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}
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}
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// 检查是否拥有特定设施
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public bool HasFacility(string facilityName)
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{
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return activeFacilities?.Contains(facilityName) ?? false;
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}
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// 获取所有激活的设施
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public List<string> GetActiveFacilities()
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{
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return activeFacilities != null ? new List<string>(activeFacilities) : new List<string>();
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}
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public override void PostExposeData()
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{
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base.PostExposeData();
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Scribe_Collections.Look(ref activeFacilities, "activeFacilities", LookMode.Value);
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// 如果加载失败或列表为null,重新初始化
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if (Scribe.mode == LoadSaveMode.PostLoadInit && activeFacilities == null)
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{
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activeFacilities = new List<string>();
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// 在加载后重新添加默认设施
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activeFacilities.AddRange(Props.availableFacilities);
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Log.Message($"[FlyOverFacilities] Reinitialized after load with {activeFacilities.Count} facilities");
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}
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}
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public override void Initialize(CompProperties props)
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{
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base.Initialize(props);
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// 确保列表被初始化
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if (activeFacilities == null)
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{
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activeFacilities = new List<string>();
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}
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}
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}
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public class CompProperties_FlyOverFacilities : CompProperties
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{
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// 可用的设施列表(简单的字符串列表)
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public List<string> availableFacilities = new List<string>();
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public CompProperties_FlyOverFacilities()
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{
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compClass = typeof(CompFlyOverFacilities);
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}
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}
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}
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@@ -1,749 +0,0 @@
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// CompAbilityEffect_OrbitalBombardment.cs
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using RimWorld;
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using System.Collections.Generic;
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using System.Linq;
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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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public class CompAbilityEffect_OrbitalBombardment : CompAbilityEffect
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{
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public new CompProperties_AbilityOrbitalBombardment Props => (CompProperties_AbilityOrbitalBombardment)props;
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public override void Apply(LocalTargetInfo target, LocalTargetInfo dest)
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{
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base.Apply(target, dest);
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if (parent.pawn == null || parent.pawn.Map == null)
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return;
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try
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{
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Log.Message($"OrbitalBombardment skill activated by {parent.pawn.Label} at position {parent.pawn.Position}");
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Log.Message($"Target cell: {target.Cell}, Dest: {dest.Cell}");
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// 计算起始和结束位置
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IntVec3 startPos, endPos;
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if (Props.approachType == ApproachType.Perpendicular)
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{
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CalculatePerpendicularPath(target, out startPos, out endPos);
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}
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else
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{
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startPos = CalculateStartPosition(target);
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endPos = CalculateEndPosition(target, startPos);
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}
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// 确保位置安全
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startPos = GetSafeMapPosition(startPos, parent.pawn.Map);
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endPos = GetSafeMapPosition(endPos, parent.pawn.Map);
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Log.Message($"Final positions - Start: {startPos}, End: {endPos}");
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// 验证位置是否有效
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if (!startPos.InBounds(parent.pawn.Map))
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{
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Log.Warning($"Start position {startPos} is out of bounds, adjusting to map center");
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startPos = parent.pawn.Map.Center;
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}
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if (!endPos.InBounds(parent.pawn.Map))
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{
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Log.Warning($"End position {endPos} is out of bounds, adjusting to map center");
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endPos = parent.pawn.Map.Center;
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}
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// 确保起点和终点不同
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if (startPos == endPos)
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{
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Log.Warning($"OrbitalBombardment start and end positions are the same: {startPos}. Adjusting end position.");
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IntVec3 randomOffset = new IntVec3(Rand.Range(-10, 11), 0, Rand.Range(-10, 11));
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endPos += randomOffset;
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endPos = GetSafeMapPosition(endPos, parent.pawn.Map);
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}
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// 创建轨道炮击飞越
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CreateOrbitalBombardmentFlyOver(startPos, endPos, target.Cell);
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}
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catch (System.Exception ex)
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{
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Log.Error($"Error spawning orbital bombardment: {ex}");
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}
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}
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public override void DrawEffectPreview(LocalTargetInfo target)
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{
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base.DrawEffectPreview(target);
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if (parent.pawn != null && parent.pawn.Map != null)
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{
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Map map = parent.pawn.Map;
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try
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{
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// 计算飞行路径
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IntVec3 startPos, endPos;
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if (Props.approachType == ApproachType.Perpendicular)
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{
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CalculatePerpendicularPath(target, out startPos, out endPos);
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}
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else
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{
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startPos = CalculateStartPosition(target);
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endPos = CalculateEndPosition(target, startPos);
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}
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// 确保位置在地图范围内
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startPos = GetSafeMapPosition(startPos, map);
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endPos = GetSafeMapPosition(endPos, map);
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// 检查预览稳定性
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if (!IsPreviewStable(startPos, endPos, map))
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{
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return;
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}
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// 绘制炮击区域预览
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DrawBombardmentAreaPreview(startPos, endPos, target.Cell);
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}
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catch (System.Exception)
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{
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// 忽略预览绘制中的错误
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}
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}
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}
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// 绘制炮击区域预览
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private void DrawBombardmentAreaPreview(IntVec3 startPos, IntVec3 endPos, IntVec3 targetCell)
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{
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Map map = parent.pawn.Map;
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// 计算飞行方向
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Vector3 flightDirection = (endPos.ToVector3() - startPos.ToVector3()).normalized;
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if (flightDirection == Vector3.zero)
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{
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flightDirection = Vector3.forward;
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}
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// 计算炮击影响区域的单元格
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List<IntVec3> bombardmentImpactCells = CalculateBombardmentImpactCells(targetCell, flightDirection);
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// 绘制炮击影响区域的预览单元格
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foreach (IntVec3 cell in bombardmentImpactCells)
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{
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if (cell.InBounds(map))
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{
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GenDraw.DrawFieldEdges(new List<IntVec3> { cell }, Props.bombardmentPreviewColor, 0.5f);
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}
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}
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// 绘制飞行路径线
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GenDraw.DrawLineBetween(startPos.ToVector3Shifted(), endPos.ToVector3Shifted(), SimpleColor.Yellow, 0.2f);
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// 绘制炮击范围边界
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DrawBombardmentBoundaries(targetCell, flightDirection);
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}
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// 计算炮击影响区域的单元格
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private List<IntVec3> CalculateBombardmentImpactCells(IntVec3 targetCell, Vector3 flightDirection)
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{
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List<IntVec3> cells = new List<IntVec3>();
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Map map = parent.pawn.Map;
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// 计算垂直于飞行方向的方向
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Vector3 perpendicular = new Vector3(-flightDirection.z, 0f, flightDirection.x).normalized;
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// 以目标单元格为中心计算炮击区域
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Vector3 targetCenter = targetCell.ToVector3();
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// 计算炮击区域的起始和结束位置(基于炮击长度,以目标为中心)
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float bombardmentHalfLength = Props.bombardmentLength * 0.5f;
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Vector3 bombardmentStart = targetCenter - flightDirection * bombardmentHalfLength;
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Vector3 bombardmentEnd = targetCenter + flightDirection * bombardmentHalfLength;
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// 使用整数步进
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int steps = Mathf.Max(1, Mathf.CeilToInt(Props.bombardmentLength));
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for (int i = 0; i <= steps; i++)
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{
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float progress = (float)i / steps;
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Vector3 centerPoint = Vector3.Lerp(bombardmentStart, bombardmentEnd, progress);
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// 在垂直方向扩展炮击宽度
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for (int w = -Props.bombardmentWidth; w <= Props.bombardmentWidth; w++)
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{
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Vector3 offset = perpendicular * w;
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Vector3 cellPos = centerPoint + offset;
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// 使用精确的单元格转换
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IntVec3 cell = new IntVec3(
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Mathf.RoundToInt(cellPos.x),
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Mathf.RoundToInt(cellPos.y),
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Mathf.RoundToInt(cellPos.z)
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);
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if (cell.InBounds(map) && !cells.Contains(cell))
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{
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cells.Add(cell);
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}
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}
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}
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Log.Message($"Bombardment Area: Calculated {cells.Count} impact cells centered at {targetCell}");
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return cells;
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}
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// 绘制炮击范围边界
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private void DrawBombardmentBoundaries(IntVec3 targetCell, Vector3 flightDirection)
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{
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Map map = parent.pawn.Map;
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Vector3 perpendicular = new Vector3(-flightDirection.z, 0f, flightDirection.x).normalized;
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// 以目标单元格为中心
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Vector3 targetCenter = targetCell.ToVector3();
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// 计算炮击区域的起始和结束位置
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float bombardmentHalfLength = Props.bombardmentLength * 0.5f;
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Vector3 bombardmentStart = targetCenter - flightDirection * bombardmentHalfLength;
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Vector3 bombardmentEnd = targetCenter + flightDirection * bombardmentHalfLength;
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// 计算炮击区域的四个角
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Vector3 startLeft = bombardmentStart + perpendicular * Props.bombardmentWidth;
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Vector3 startRight = bombardmentStart - perpendicular * Props.bombardmentWidth;
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Vector3 endLeft = bombardmentEnd + perpendicular * Props.bombardmentWidth;
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||||
Vector3 endRight = bombardmentEnd - perpendicular * Props.bombardmentWidth;
|
||||
|
||||
// 转换为 IntVec3 并确保在地图范围内
|
||||
IntVec3 startLeftCell = GetSafeMapPosition(new IntVec3((int)startLeft.x, (int)startLeft.y, (int)startLeft.z), map);
|
||||
IntVec3 startRightCell = GetSafeMapPosition(new IntVec3((int)startRight.x, (int)startRight.y, (int)startRight.z), map);
|
||||
IntVec3 endLeftCell = GetSafeMapPosition(new IntVec3((int)endLeft.x, (int)endLeft.y, (int)endLeft.z), map);
|
||||
IntVec3 endRightCell = GetSafeMapPosition(new IntVec3((int)endRight.x, (int)endRight.y, (int)endRight.z), map);
|
||||
|
||||
// 绘制边界线
|
||||
if (startLeftCell.InBounds(map) && endLeftCell.InBounds(map))
|
||||
GenDraw.DrawLineBetween(startLeftCell.ToVector3Shifted(), endLeftCell.ToVector3Shifted(), SimpleColor.Yellow, 0.2f);
|
||||
|
||||
if (startRightCell.InBounds(map) && endRightCell.InBounds(map))
|
||||
GenDraw.DrawLineBetween(startRightCell.ToVector3Shifted(), endRightCell.ToVector3Shifted(), SimpleColor.Yellow, 0.2f);
|
||||
|
||||
if (startLeftCell.InBounds(map) && startRightCell.InBounds(map))
|
||||
GenDraw.DrawLineBetween(startLeftCell.ToVector3Shifted(), startRightCell.ToVector3Shifted(), SimpleColor.Yellow, 0.2f);
|
||||
|
||||
if (endLeftCell.InBounds(map) && endRightCell.InBounds(map))
|
||||
GenDraw.DrawLineBetween(endLeftCell.ToVector3Shifted(), endRightCell.ToVector3Shifted(), SimpleColor.Yellow, 0.2f);
|
||||
}
|
||||
|
||||
// 预处理炮击目标单元格
|
||||
private List<IntVec3> PreprocessBombardmentTargets(List<IntVec3> potentialTargets, float fireChance)
|
||||
{
|
||||
List<IntVec3> confirmedTargets = new List<IntVec3>();
|
||||
List<IntVec3> missedCells = new List<IntVec3>();
|
||||
|
||||
foreach (IntVec3 cell in potentialTargets)
|
||||
{
|
||||
if (Rand.Value <= fireChance)
|
||||
{
|
||||
confirmedTargets.Add(cell);
|
||||
}
|
||||
else
|
||||
{
|
||||
missedCells.Add(cell);
|
||||
}
|
||||
}
|
||||
|
||||
// 应用最小和最大炮击数限制
|
||||
if (Props.maxBombardmentCount > -1 && confirmedTargets.Count > Props.maxBombardmentCount)
|
||||
{
|
||||
confirmedTargets = confirmedTargets.InRandomOrder().Take(Props.maxBombardmentCount).ToList();
|
||||
}
|
||||
|
||||
if (Props.minBombardmentCount > -1 && confirmedTargets.Count < Props.minBombardmentCount)
|
||||
{
|
||||
int needed = Props.minBombardmentCount - confirmedTargets.Count;
|
||||
if (needed > 0 && missedCells.Count > 0)
|
||||
{
|
||||
confirmedTargets.AddRange(missedCells.InRandomOrder().Take(Mathf.Min(needed, missedCells.Count)));
|
||||
}
|
||||
}
|
||||
|
||||
Log.Message($"Bombardment Preprocess: {confirmedTargets.Count}/{potentialTargets.Count} cells confirmed after min/max adjustment.");
|
||||
return confirmedTargets;
|
||||
}
|
||||
|
||||
// 创建轨道炮击飞越
|
||||
private void CreateOrbitalBombardmentFlyOver(IntVec3 startPos, IntVec3 endPos, IntVec3 targetCell)
|
||||
{
|
||||
ThingDef flyOverDef = Props.flyOverDef ?? DefDatabase<ThingDef>.GetNamedSilentFail("ARA_HiveCorvette");
|
||||
if (flyOverDef == null)
|
||||
{
|
||||
Log.Warning("No fly over def specified for orbital bombardment fly over");
|
||||
return;
|
||||
}
|
||||
|
||||
FlyOver flyOver = FlyOver.MakeFlyOver(
|
||||
flyOverDef,
|
||||
startPos,
|
||||
endPos,
|
||||
parent.pawn.Map,
|
||||
Props.flightSpeed,
|
||||
Props.altitude,
|
||||
casterPawn: parent.pawn
|
||||
);
|
||||
|
||||
// 设置基本属性
|
||||
flyOver.spawnContentsOnImpact = Props.dropContentsOnImpact;
|
||||
flyOver.playFlyOverSound = Props.playFlyOverSound;
|
||||
|
||||
// 获取轨道炮击组件并设置预处理后的目标单元格
|
||||
CompOrbitalBombardment bombardmentComp = flyOver.GetComp<CompOrbitalBombardment>();
|
||||
if (bombardmentComp != null)
|
||||
{
|
||||
// 计算炮击区域的所有单元格,以目标单元格为中心
|
||||
Vector3 flightDirection = (endPos.ToVector3() - startPos.ToVector3()).normalized;
|
||||
List<IntVec3> potentialTargetCells = CalculateBombardmentImpactCells(targetCell, flightDirection);
|
||||
|
||||
if (potentialTargetCells.Count > 0)
|
||||
{
|
||||
// 预处理:根据概率筛选实际会被炮击的单元格
|
||||
List<IntVec3> confirmedTargetCells = PreprocessBombardmentTargets(
|
||||
potentialTargetCells,
|
||||
Props.bombardmentFireChance
|
||||
);
|
||||
|
||||
if (confirmedTargetCells.Count > 0)
|
||||
{
|
||||
bombardmentComp.SetConfirmedTargets(confirmedTargetCells);
|
||||
}
|
||||
else
|
||||
{
|
||||
Log.Warning("No confirmed target cells after preprocessing!");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Log.Error("No potential target cells calculated for orbital bombardment!");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Log.Error("FlyOver def does not have CompOrbitalBombardment component!");
|
||||
}
|
||||
}
|
||||
|
||||
// 以下方法与 CompAbilityEffect_SpawnFlyOver 中的相同,需要复制过来
|
||||
private IntVec3 GetSafeMapPosition(IntVec3 pos, Map map)
|
||||
{
|
||||
if (map == null) return pos;
|
||||
|
||||
pos.x = Mathf.Clamp(pos.x, 0, map.Size.x - 1);
|
||||
pos.z = Mathf.Clamp(pos.z, 0, map.Size.z - 1);
|
||||
|
||||
return pos;
|
||||
}
|
||||
|
||||
private bool IsPreviewStable(IntVec3 startPos, IntVec3 endPos, Map map)
|
||||
{
|
||||
if (map == null) return false;
|
||||
|
||||
if (!startPos.IsValid || !endPos.IsValid) return false;
|
||||
|
||||
if (!startPos.InBounds(map) || !endPos.InBounds(map)) return false;
|
||||
|
||||
float distance = Vector3.Distance(startPos.ToVector3(), endPos.ToVector3());
|
||||
if (distance < 5f) return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private void CalculatePerpendicularPath(LocalTargetInfo target, out IntVec3 startPos, out IntVec3 endPos)
|
||||
{
|
||||
Map map = parent.pawn.Map;
|
||||
IntVec3 casterPos = parent.pawn.Position;
|
||||
IntVec3 targetPos = target.Cell;
|
||||
|
||||
Log.Message($"Calculating perpendicular path: Caster={casterPos}, Target={targetPos}");
|
||||
|
||||
Vector3 directionToTarget = (targetPos.ToVector3() - casterPos.ToVector3()).normalized;
|
||||
|
||||
if (directionToTarget == Vector3.zero)
|
||||
{
|
||||
directionToTarget = new Vector3(Rand.Range(-1f, 1f), 0, Rand.Range(-1f, 1f)).normalized;
|
||||
Log.Message($"Using random direction: {directionToTarget}");
|
||||
}
|
||||
|
||||
Vector3 perpendicularDirection = new Vector3(-directionToTarget.z, 0, directionToTarget.x).normalized;
|
||||
|
||||
Log.Message($"Perpendicular direction: {perpendicularDirection}");
|
||||
|
||||
IntVec3 edge1 = FindMapEdgeInDirection(map, targetPos, perpendicularDirection);
|
||||
IntVec3 edge2 = FindMapEdgeInDirection(map, targetPos, -perpendicularDirection);
|
||||
|
||||
if (Rand.Value < 0.5f)
|
||||
{
|
||||
startPos = edge1;
|
||||
endPos = edge2;
|
||||
}
|
||||
else
|
||||
{
|
||||
startPos = edge2;
|
||||
endPos = edge1;
|
||||
}
|
||||
|
||||
Log.Message($"Perpendicular path: {startPos} -> {targetPos} -> {endPos}");
|
||||
}
|
||||
|
||||
private IntVec3 FindMapEdgeInDirection(Map map, IntVec3 fromPos, Vector3 direction)
|
||||
{
|
||||
if (direction == Vector3.zero)
|
||||
{
|
||||
direction = new Vector3(Rand.Range(-1f, 1f), 0, Rand.Range(-1f, 1f)).normalized;
|
||||
}
|
||||
|
||||
IntVec3 mapCenter = map.Center;
|
||||
IntVec3 mapSize = new IntVec3(map.Size.x, 0, map.Size.z);
|
||||
|
||||
Vector3 fromVec = fromPos.ToVector3();
|
||||
Vector3 dirNormalized = direction.normalized;
|
||||
|
||||
float tMin = float.MaxValue;
|
||||
IntVec3? bestEdgePos = null;
|
||||
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
float t = 0f;
|
||||
IntVec3 edgePos = IntVec3.Invalid;
|
||||
|
||||
switch (i)
|
||||
{
|
||||
case 0: // 左边界 (x = 0)
|
||||
if (Mathf.Abs(dirNormalized.x) > 0.001f)
|
||||
{
|
||||
t = (0 - fromVec.x) / dirNormalized.x;
|
||||
if (t > 0)
|
||||
{
|
||||
float z = fromVec.z + dirNormalized.z * t;
|
||||
if (z >= 0 && z < map.Size.z)
|
||||
{
|
||||
edgePos = new IntVec3(0, 0, Mathf.RoundToInt(z));
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case 1: // 右边界 (x = map.Size.x - 1)
|
||||
if (Mathf.Abs(dirNormalized.x) > 0.001f)
|
||||
{
|
||||
t = (map.Size.x - 1 - fromVec.x) / dirNormalized.x;
|
||||
if (t > 0)
|
||||
{
|
||||
float z = fromVec.z + dirNormalized.z * t;
|
||||
if (z >= 0 && z < map.Size.z)
|
||||
{
|
||||
edgePos = new IntVec3(map.Size.x - 1, 0, Mathf.RoundToInt(z));
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case 2: // 下边界 (z = 0)
|
||||
if (Mathf.Abs(dirNormalized.z) > 0.001f)
|
||||
{
|
||||
t = (0 - fromVec.z) / dirNormalized.z;
|
||||
if (t > 0)
|
||||
{
|
||||
float x = fromVec.x + dirNormalized.x * t;
|
||||
if (x >= 0 && x < map.Size.x)
|
||||
{
|
||||
edgePos = new IntVec3(Mathf.RoundToInt(x), 0, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case 3: // 上边界 (z = map.Size.z - 1)
|
||||
if (Mathf.Abs(dirNormalized.z) > 0.001f)
|
||||
{
|
||||
t = (map.Size.z - 1 - fromVec.z) / dirNormalized.z;
|
||||
if (t > 0)
|
||||
{
|
||||
float x = fromVec.x + dirNormalized.x * t;
|
||||
if (x >= 0 && x < map.Size.x)
|
||||
{
|
||||
edgePos = new IntVec3(Mathf.RoundToInt(x), 0, map.Size.z - 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
if (edgePos.IsValid && edgePos.InBounds(map) && t > 0 && t < tMin)
|
||||
{
|
||||
tMin = t;
|
||||
bestEdgePos = edgePos;
|
||||
}
|
||||
}
|
||||
|
||||
if (bestEdgePos.HasValue)
|
||||
{
|
||||
return bestEdgePos.Value;
|
||||
}
|
||||
|
||||
Log.Warning($"Could not find map edge in direction {direction}, using random edge");
|
||||
return GetRandomMapEdgePosition(map);
|
||||
}
|
||||
|
||||
private IntVec3 GetRandomMapEdgePosition(Map map)
|
||||
{
|
||||
int edge = Rand.Range(0, 4);
|
||||
int x, z;
|
||||
|
||||
switch (edge)
|
||||
{
|
||||
case 0: // 上边
|
||||
x = Rand.Range(0, map.Size.x);
|
||||
z = 0;
|
||||
break;
|
||||
case 1: // 右边
|
||||
x = map.Size.x - 1;
|
||||
z = Rand.Range(0, map.Size.z);
|
||||
break;
|
||||
case 2: // 下边
|
||||
x = Rand.Range(0, map.Size.x);
|
||||
z = map.Size.z - 1;
|
||||
break;
|
||||
case 3: // 左边
|
||||
default:
|
||||
x = 0;
|
||||
z = Rand.Range(0, map.Size.z);
|
||||
break;
|
||||
}
|
||||
|
||||
IntVec3 edgePos = new IntVec3(x, 0, z);
|
||||
Log.Message($"Random map edge position: {edgePos}");
|
||||
return edgePos;
|
||||
}
|
||||
|
||||
private IntVec3 CalculateStartPosition(LocalTargetInfo target)
|
||||
{
|
||||
Map map = parent.pawn.Map;
|
||||
|
||||
switch (Props.startPosition)
|
||||
{
|
||||
case StartPosition.Caster:
|
||||
return parent.pawn.Position;
|
||||
|
||||
case StartPosition.MapEdge:
|
||||
return GetMapEdgePosition(map, GetDirectionFromCasterToTarget(target));
|
||||
|
||||
case StartPosition.CustomOffset:
|
||||
return GetSafeMapPosition(parent.pawn.Position + Props.customStartOffset, map);
|
||||
|
||||
case StartPosition.RandomMapEdge:
|
||||
return GetRandomMapEdgePosition(map);
|
||||
|
||||
default:
|
||||
return parent.pawn.Position;
|
||||
}
|
||||
}
|
||||
|
||||
private IntVec3 CalculateEndPosition(LocalTargetInfo target, IntVec3 startPos)
|
||||
{
|
||||
Map map = parent.pawn.Map;
|
||||
IntVec3 endPos;
|
||||
|
||||
switch (Props.endPosition)
|
||||
{
|
||||
case EndPosition.TargetCell:
|
||||
endPos = target.Cell;
|
||||
break;
|
||||
|
||||
case EndPosition.OppositeMapEdge:
|
||||
endPos = GetOppositeMapEdgeThroughCenter(map, startPos);
|
||||
break;
|
||||
|
||||
case EndPosition.CustomOffset:
|
||||
endPos = GetSafeMapPosition(target.Cell + Props.customEndOffset, map);
|
||||
break;
|
||||
|
||||
case EndPosition.FixedDistance:
|
||||
endPos = GetFixedDistancePosition(startPos, target.Cell);
|
||||
break;
|
||||
|
||||
case EndPosition.RandomMapEdge:
|
||||
endPos = GetRandomMapEdgePosition(map);
|
||||
Log.Message($"Random map edge selected as end position: {endPos}");
|
||||
break;
|
||||
|
||||
default:
|
||||
endPos = target.Cell;
|
||||
break;
|
||||
}
|
||||
|
||||
return GetSafeMapPosition(endPos, map);
|
||||
}
|
||||
|
||||
private IntVec3 GetOppositeMapEdgeThroughCenter(Map map, IntVec3 startPos)
|
||||
{
|
||||
IntVec3 center = map.Center;
|
||||
Vector3 toCenter = (center.ToVector3() - startPos.ToVector3()).normalized;
|
||||
|
||||
if (toCenter == Vector3.zero)
|
||||
{
|
||||
toCenter = new Vector3(Rand.Range(-1f, 1f), 0, Rand.Range(-1f, 1f)).normalized;
|
||||
Log.Message($"Using random direction to center: {toCenter}");
|
||||
}
|
||||
|
||||
Vector3 fromCenter = toCenter;
|
||||
IntVec3 oppositeEdge = GetMapEdgePositionFromCenter(map, fromCenter);
|
||||
|
||||
Log.Message($"Found opposite edge through center: {oppositeEdge}");
|
||||
return oppositeEdge;
|
||||
}
|
||||
|
||||
private IntVec3 GetMapEdgePositionFromCenter(Map map, Vector3 direction)
|
||||
{
|
||||
IntVec3 center = map.Center;
|
||||
float maxDist = Mathf.Max(map.Size.x, map.Size.z) * 0.6f;
|
||||
|
||||
for (int i = 1; i <= maxDist; i++)
|
||||
{
|
||||
IntVec3 testPos = center + new IntVec3(
|
||||
Mathf.RoundToInt(direction.x * i),
|
||||
0,
|
||||
Mathf.RoundToInt(direction.z * i));
|
||||
|
||||
if (!testPos.InBounds(map))
|
||||
{
|
||||
IntVec3 edgePos = FindClosestValidPosition(testPos, map);
|
||||
Log.Message($"Found map edge from center: {edgePos} (direction: {direction}, distance: {i})");
|
||||
return edgePos;
|
||||
}
|
||||
}
|
||||
|
||||
Log.Warning("Could not find map edge from center, using random edge");
|
||||
return GetRandomMapEdgePosition(map);
|
||||
}
|
||||
|
||||
private IntVec3 GetMapEdgePosition(Map map, Vector3 direction)
|
||||
{
|
||||
if (direction == Vector3.zero)
|
||||
{
|
||||
direction = new Vector3(Rand.Range(-1f, 1f), 0, Rand.Range(-1f, 1f)).normalized;
|
||||
Log.Message($"Using random direction: {direction}");
|
||||
}
|
||||
|
||||
IntVec3 center = map.Center;
|
||||
float maxDist = Mathf.Max(map.Size.x, map.Size.z) * 0.6f;
|
||||
|
||||
for (int i = 1; i <= maxDist; i++)
|
||||
{
|
||||
IntVec3 testPos = center + new IntVec3(
|
||||
Mathf.RoundToInt(direction.x * i),
|
||||
0,
|
||||
Mathf.RoundToInt(direction.z * i));
|
||||
|
||||
if (!testPos.InBounds(map))
|
||||
{
|
||||
IntVec3 edgePos = FindClosestValidPosition(testPos, map);
|
||||
Log.Message($"Found map edge position: {edgePos} (direction: {direction}, distance: {i})");
|
||||
return edgePos;
|
||||
}
|
||||
}
|
||||
|
||||
Log.Warning("Could not find map edge in direction, using random edge");
|
||||
return GetRandomMapEdgePosition(map);
|
||||
}
|
||||
|
||||
private IntVec3 FindClosestValidPosition(IntVec3 invalidPos, Map map)
|
||||
{
|
||||
for (int radius = 1; radius <= 5; radius++)
|
||||
{
|
||||
foreach (IntVec3 pos in GenRadial.RadialPatternInRadius(radius))
|
||||
{
|
||||
IntVec3 testPos = invalidPos + pos;
|
||||
if (testPos.InBounds(map))
|
||||
{
|
||||
return testPos;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return map.Center;
|
||||
}
|
||||
|
||||
private IntVec3 GetFixedDistancePosition(IntVec3 startPos, IntVec3 targetPos)
|
||||
{
|
||||
Vector3 direction = (targetPos.ToVector3() - startPos.ToVector3()).normalized;
|
||||
IntVec3 endPos = startPos + new IntVec3(
|
||||
(int)(direction.x * Props.flyOverDistance),
|
||||
0,
|
||||
(int)(direction.z * Props.flyOverDistance));
|
||||
|
||||
Log.Message($"Fixed distance position: {endPos} (from {startPos}, distance: {Props.flyOverDistance})");
|
||||
return endPos;
|
||||
}
|
||||
|
||||
private Vector3 GetDirectionFromCasterToTarget(LocalTargetInfo target)
|
||||
{
|
||||
Vector3 direction = (target.Cell.ToVector3() - parent.pawn.Position.ToVector3()).normalized;
|
||||
|
||||
if (direction == Vector3.zero)
|
||||
{
|
||||
direction = new Vector3(Rand.Range(-1f, 1f), 0, Rand.Range(-1f, 1f)).normalized;
|
||||
Log.Message($"Using random direction: {direction}");
|
||||
}
|
||||
|
||||
return direction;
|
||||
}
|
||||
|
||||
public override string ExtraLabelMouseAttachment(LocalTargetInfo target)
|
||||
{
|
||||
return $"炮击区域: {Props.bombardmentWidth * 2 + 1}格宽度 × {Props.bombardmentLength}格长度";
|
||||
}
|
||||
|
||||
public override bool Valid(LocalTargetInfo target, bool throwMessages = false)
|
||||
{
|
||||
return base.Valid(target, throwMessages) &&
|
||||
parent.pawn != null &&
|
||||
parent.pawn.Map != null &&
|
||||
target.Cell.IsValid &&
|
||||
target.Cell.InBounds(parent.pawn.Map);
|
||||
}
|
||||
}
|
||||
|
||||
public class CompProperties_AbilityOrbitalBombardment : CompProperties_AbilityEffect
|
||||
{
|
||||
public ThingDef flyOverDef; // 飞越物体的 ThingDef
|
||||
public ApproachType approachType = ApproachType.Standard; // 进场类型
|
||||
public float flightSpeed = 1f; // 飞行速度
|
||||
public float altitude = 20f; // 飞行高度
|
||||
public bool dropContentsOnImpact = false; // 是否在终点投放内容物
|
||||
public bool playFlyOverSound = true; // 是否播放飞越音效
|
||||
|
||||
// 起始位置选项
|
||||
public StartPosition startPosition = StartPosition.Caster;
|
||||
public IntVec3 customStartOffset = IntVec3.Zero;
|
||||
|
||||
// 终点位置选项
|
||||
public EndPosition endPosition = EndPosition.TargetCell;
|
||||
public IntVec3 customEndOffset = IntVec3.Zero;
|
||||
public int flyOverDistance = 30; // 飞越距离
|
||||
|
||||
// 炮击配置
|
||||
public int bombardmentWidth = 3; // 炮击宽度
|
||||
public int bombardmentLength = 15; // 炮击长度
|
||||
public float bombardmentFireChance = 0.6f; // 炮击发射概率
|
||||
public int minBombardmentCount = -1; // 最小炮击数
|
||||
public int maxBombardmentCount = -1; // 最大炮击数
|
||||
|
||||
// 炮击可视化
|
||||
public bool showBombardmentPreview = true; // 是否显示炮击预览
|
||||
public Color bombardmentPreviewColor = new Color(1f, 1f, 0.3f, 0.3f); // 黄色预览
|
||||
|
||||
public CompProperties_AbilityOrbitalBombardment()
|
||||
{
|
||||
this.compClass = typeof(CompAbilityEffect_OrbitalBombardment);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,450 +0,0 @@
|
||||
// CompOrbitalBombardment.cs
|
||||
using System.Collections.Generic;
|
||||
using RimWorld;
|
||||
using UnityEngine;
|
||||
using Verse;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
public class CompOrbitalBombardment : ThingComp
|
||||
{
|
||||
public CompProperties_OrbitalBombardment Props => (CompProperties_OrbitalBombardment)props;
|
||||
|
||||
// 炮击状态
|
||||
private List<IntVec3> confirmedTargetCells = new List<IntVec3>();
|
||||
private HashSet<IntVec3> firedCells = new HashSet<IntVec3>();
|
||||
|
||||
// 横向偏移状态(左右)
|
||||
private float currentLateralOffsetAngle = 0f;
|
||||
private int shotsFired = 0;
|
||||
|
||||
// 纵向偏移状态(前后)
|
||||
private float currentLongitudinalOffset = 0f;
|
||||
private bool isForwardPhase = true;
|
||||
|
||||
// 炮击间隔控制
|
||||
private int nextBombardmentTick = 0;
|
||||
private int currentBurstCount = 0;
|
||||
|
||||
public override void PostSpawnSetup(bool respawningAfterLoad)
|
||||
{
|
||||
base.PostSpawnSetup(respawningAfterLoad);
|
||||
|
||||
// 初始化偏移
|
||||
if (!respawningAfterLoad)
|
||||
{
|
||||
currentLateralOffsetAngle = Props.lateralInitialOffsetAngle;
|
||||
currentLongitudinalOffset = Props.longitudinalInitialOffset;
|
||||
nextBombardmentTick = Find.TickManager.TicksGame + Props.initialDelayTicks;
|
||||
}
|
||||
|
||||
Log.Message($"OrbitalBombardment: Initialized with {confirmedTargetCells.Count} targets, " +
|
||||
$"Lateral Offset: {currentLateralOffsetAngle:F1}°, " +
|
||||
$"Longitudinal Offset: {currentLongitudinalOffset:F1}");
|
||||
}
|
||||
|
||||
public override void CompTick()
|
||||
{
|
||||
base.CompTick();
|
||||
|
||||
if (confirmedTargetCells.Count == 0 || Find.TickManager.TicksGame < nextBombardmentTick)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
CheckAndBombardTargets();
|
||||
|
||||
// 定期状态输出
|
||||
if (Find.TickManager.TicksGame % 120 == 0 && confirmedTargetCells.Count > 0)
|
||||
{
|
||||
Log.Message($"OrbitalBombardment: {firedCells.Count}/{confirmedTargetCells.Count + firedCells.Count} targets bombarded, " +
|
||||
$"Lateral: {currentLateralOffsetAngle:F1}°, Longitudinal: {currentLongitudinalOffset:F1}");
|
||||
}
|
||||
}
|
||||
|
||||
private void CheckAndBombardTargets()
|
||||
{
|
||||
Vector3 currentPos = parent.DrawPos;
|
||||
|
||||
for (int i = confirmedTargetCells.Count - 1; i >= 0; i--)
|
||||
{
|
||||
IntVec3 targetCell = confirmedTargetCells[i];
|
||||
|
||||
if (firedCells.Contains(targetCell))
|
||||
{
|
||||
confirmedTargetCells.RemoveAt(i);
|
||||
continue;
|
||||
}
|
||||
|
||||
float horizontalDistance = GetHorizontalDistance(currentPos, targetCell);
|
||||
if (horizontalDistance <= Props.range)
|
||||
{
|
||||
if (LaunchSkyfallerAt(targetCell))
|
||||
{
|
||||
firedCells.Add(targetCell);
|
||||
confirmedTargetCells.RemoveAt(i);
|
||||
|
||||
// 更新所有偏移参数
|
||||
UpdateOffsets();
|
||||
|
||||
// 设置下一次炮击时间
|
||||
UpdateNextBombardmentTick();
|
||||
|
||||
if (firedCells.Count == 1)
|
||||
{
|
||||
Log.Message($"First orbital bombardment at {targetCell}, " +
|
||||
$"Lateral offset: {currentLateralOffsetAngle:F1}°, " +
|
||||
$"Longitudinal offset: {currentLongitudinalOffset:F1}");
|
||||
}
|
||||
|
||||
// 检查是否需要暂停(连发模式)
|
||||
if (Props.burstMode && currentBurstCount >= Props.burstSize)
|
||||
{
|
||||
currentBurstCount = 0;
|
||||
nextBombardmentTick = Find.TickManager.TicksGame + Props.burstCooldownTicks;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 新增:更新所有偏移参数
|
||||
private void UpdateOffsets()
|
||||
{
|
||||
shotsFired++;
|
||||
currentBurstCount++;
|
||||
|
||||
// 更新横向偏移
|
||||
UpdateLateralOffset();
|
||||
|
||||
// 更新纵向偏移
|
||||
UpdateLongitudinalOffset();
|
||||
}
|
||||
|
||||
// 横向偏移逻辑(左右)
|
||||
private void UpdateLateralOffset()
|
||||
{
|
||||
switch (Props.lateralOffsetMode)
|
||||
{
|
||||
case OffsetMode.Alternating:
|
||||
currentLateralOffsetAngle = (shotsFired % 2 == 0) ? Props.lateralOffsetDistance : -Props.lateralOffsetDistance;
|
||||
break;
|
||||
|
||||
case OffsetMode.Progressive:
|
||||
currentLateralOffsetAngle += Props.lateralAngleIncrement;
|
||||
if (Mathf.Abs(currentLateralOffsetAngle) > Props.lateralMaxOffsetAngle)
|
||||
{
|
||||
currentLateralOffsetAngle = Props.lateralInitialOffsetAngle;
|
||||
}
|
||||
break;
|
||||
|
||||
case OffsetMode.Random:
|
||||
currentLateralOffsetAngle = Random.Range(-Props.lateralMaxOffsetAngle, Props.lateralMaxOffsetAngle);
|
||||
break;
|
||||
|
||||
case OffsetMode.Fixed:
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
if (Props.lateralMaxOffsetAngle > 0)
|
||||
{
|
||||
currentLateralOffsetAngle = Mathf.Clamp(currentLateralOffsetAngle, -Props.lateralMaxOffsetAngle, Props.lateralMaxOffsetAngle);
|
||||
}
|
||||
}
|
||||
|
||||
// 纵向偏移逻辑(前后)
|
||||
private void UpdateLongitudinalOffset()
|
||||
{
|
||||
switch (Props.longitudinalOffsetMode)
|
||||
{
|
||||
case LongitudinalOffsetMode.Alternating:
|
||||
currentLongitudinalOffset = (shotsFired % 2 == 0) ? Props.longitudinalAlternationAmplitude : -Props.longitudinalAlternationAmplitude;
|
||||
break;
|
||||
|
||||
case LongitudinalOffsetMode.Progressive:
|
||||
if (isForwardPhase)
|
||||
{
|
||||
currentLongitudinalOffset += Props.longitudinalProgressionStep;
|
||||
if (currentLongitudinalOffset >= Props.longitudinalMaxOffset)
|
||||
{
|
||||
isForwardPhase = false;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
currentLongitudinalOffset -= Props.longitudinalProgressionStep;
|
||||
if (currentLongitudinalOffset <= Props.longitudinalMinOffset)
|
||||
{
|
||||
isForwardPhase = true;
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case LongitudinalOffsetMode.Random:
|
||||
currentLongitudinalOffset = Random.Range(Props.longitudinalMinOffset, Props.longitudinalMaxOffset);
|
||||
break;
|
||||
|
||||
case LongitudinalOffsetMode.Sinusoidal:
|
||||
float time = shotsFired * Props.longitudinalOscillationSpeed;
|
||||
currentLongitudinalOffset = Mathf.Sin(time) * Props.longitudinalOscillationAmplitude;
|
||||
break;
|
||||
|
||||
case LongitudinalOffsetMode.Fixed:
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
currentLongitudinalOffset = Mathf.Clamp(currentLongitudinalOffset, Props.longitudinalMinOffset, Props.longitudinalMaxOffset);
|
||||
}
|
||||
|
||||
// 更新下一次炮击时间
|
||||
private void UpdateNextBombardmentTick()
|
||||
{
|
||||
if (Props.burstMode && currentBurstCount < Props.burstSize)
|
||||
{
|
||||
// 连发模式中的连续射击
|
||||
nextBombardmentTick = Find.TickManager.TicksGame + Props.burstIntervalTicks;
|
||||
}
|
||||
else
|
||||
{
|
||||
// 单发模式或连发模式结束
|
||||
nextBombardmentTick = Find.TickManager.TicksGame + Props.cooldownTicks;
|
||||
}
|
||||
}
|
||||
|
||||
// 计算包含横向和纵向偏移的目标位置
|
||||
private IntVec3 CalculateOffsetTargetPosition(IntVec3 baseTarget)
|
||||
{
|
||||
Vector3 basePos = baseTarget.ToVector3();
|
||||
Vector3 finalPos = basePos;
|
||||
|
||||
// 应用横向偏移(左右)
|
||||
if (Mathf.Abs(currentLateralOffsetAngle) > 0.01f)
|
||||
{
|
||||
Vector3 flyDirection = GetFlyOverDirection();
|
||||
Vector3 perpendicular = Vector3.Cross(flyDirection, Vector3.up).normalized;
|
||||
float lateralOffsetDistance = Props.lateralOffsetDistance;
|
||||
Vector3 lateralOffset = perpendicular * lateralOffsetDistance * Mathf.Sin(currentLateralOffsetAngle * Mathf.Deg2Rad);
|
||||
finalPos += lateralOffset;
|
||||
}
|
||||
|
||||
// 应用纵向偏移(前后)
|
||||
if (Mathf.Abs(currentLongitudinalOffset) > 0.01f)
|
||||
{
|
||||
Vector3 flyDirection = GetFlyOverDirection();
|
||||
Vector3 longitudinalOffset = flyDirection * currentLongitudinalOffset;
|
||||
finalPos += longitudinalOffset;
|
||||
}
|
||||
|
||||
return finalPos.ToIntVec3();
|
||||
}
|
||||
|
||||
private Vector3 GetFlyOverDirection()
|
||||
{
|
||||
FlyOver flyOver = parent as FlyOver;
|
||||
if (flyOver != null)
|
||||
{
|
||||
return flyOver.MovementDirection;
|
||||
}
|
||||
return Vector3.forward;
|
||||
}
|
||||
|
||||
private float GetHorizontalDistance(Vector3 fromPos, IntVec3 toCell)
|
||||
{
|
||||
Vector2 fromPos2D = new Vector2(fromPos.x, fromPos.z);
|
||||
Vector2 toPos2D = new Vector2(toCell.x, toCell.z);
|
||||
return Vector2.Distance(fromPos2D, toPos2D);
|
||||
}
|
||||
|
||||
private bool LaunchSkyfallerAt(IntVec3 targetCell)
|
||||
{
|
||||
if (Props.skyfallerDef == null)
|
||||
{
|
||||
Log.Error("No skyfaller defined for orbital bombardment");
|
||||
return false;
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
// 计算偏移后的目标位置
|
||||
IntVec3 offsetTarget = CalculateOffsetTargetPosition(targetCell);
|
||||
|
||||
// 确保目标位置在地图范围内
|
||||
if (!offsetTarget.InBounds(parent.Map))
|
||||
{
|
||||
Log.Warning($"OrbitalBombardment: Offset target position {offsetTarget} is out of bounds, using original target {targetCell}");
|
||||
offsetTarget = targetCell;
|
||||
}
|
||||
|
||||
// 创建 Skyfaller
|
||||
Skyfaller skyfaller = SkyfallerMaker.SpawnSkyfaller(
|
||||
Props.skyfallerDef,
|
||||
offsetTarget,
|
||||
parent.Map
|
||||
);
|
||||
|
||||
if (skyfaller != null)
|
||||
{
|
||||
// 设置发射者信息(如果需要)
|
||||
Thing launcher = GetLauncher();
|
||||
if (launcher != null)
|
||||
{
|
||||
// 这里可以设置 Skyfaller 的发射者信息
|
||||
// 具体取决于 Skyfaller 的实现
|
||||
}
|
||||
|
||||
// 播放炮击特效
|
||||
if (Props.spawnBombardmentEffect)
|
||||
{
|
||||
CreateBombardmentEffect(offsetTarget);
|
||||
}
|
||||
|
||||
Log.Message($"OrbitalBombardment: Launched {Props.skyfallerDef.defName} at {offsetTarget}");
|
||||
return true;
|
||||
}
|
||||
}
|
||||
catch (System.Exception ex)
|
||||
{
|
||||
Log.Error($"Error launching orbital bombardment skyfaller: {ex}");
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// 炮击特效
|
||||
private void CreateBombardmentEffect(IntVec3 targetPos)
|
||||
{
|
||||
if (Props.bombardmentEffectDef != null)
|
||||
{
|
||||
MoteMaker.MakeStaticMote(
|
||||
targetPos.ToVector3Shifted(),
|
||||
parent.Map,
|
||||
Props.bombardmentEffectDef,
|
||||
Props.bombardmentEffectScale
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
private Thing GetLauncher()
|
||||
{
|
||||
FlyOver flyOver = parent as FlyOver;
|
||||
// 如果需要,可以返回发射者信息
|
||||
return parent;
|
||||
}
|
||||
|
||||
public void SetConfirmedTargets(List<IntVec3> targets)
|
||||
{
|
||||
confirmedTargetCells.Clear();
|
||||
firedCells.Clear();
|
||||
shotsFired = 0;
|
||||
currentBurstCount = 0;
|
||||
currentLateralOffsetAngle = Props.lateralInitialOffsetAngle;
|
||||
currentLongitudinalOffset = Props.longitudinalInitialOffset;
|
||||
isForwardPhase = true;
|
||||
|
||||
confirmedTargetCells.AddRange(targets);
|
||||
|
||||
// 设置首次炮击时间
|
||||
nextBombardmentTick = Find.TickManager.TicksGame + Props.initialDelayTicks;
|
||||
|
||||
Log.Message($"OrbitalBombardment: Set {confirmedTargetCells.Count} targets, " +
|
||||
$"Lateral Mode: {Props.lateralOffsetMode}, " +
|
||||
$"Longitudinal Mode: {Props.longitudinalOffsetMode}, " +
|
||||
$"Initial Delay: {Props.initialDelayTicks} ticks");
|
||||
|
||||
if (confirmedTargetCells.Count > 0)
|
||||
{
|
||||
Log.Message($"First target: {confirmedTargetCells[0]}, Last target: {confirmedTargetCells[confirmedTargetCells.Count - 1]}");
|
||||
}
|
||||
}
|
||||
|
||||
public override void PostExposeData()
|
||||
{
|
||||
base.PostExposeData();
|
||||
|
||||
Scribe_Collections.Look(ref confirmedTargetCells, "confirmedTargetCells", LookMode.Value);
|
||||
Scribe_Collections.Look(ref firedCells, "firedCells", LookMode.Value);
|
||||
Scribe_Values.Look(ref currentLateralOffsetAngle, "currentLateralOffsetAngle", Props.lateralInitialOffsetAngle);
|
||||
Scribe_Values.Look(ref currentLongitudinalOffset, "currentLongitudinalOffset", Props.longitudinalInitialOffset);
|
||||
Scribe_Values.Look(ref shotsFired, "shotsFired", 0);
|
||||
Scribe_Values.Look(ref isForwardPhase, "isForwardPhase", true);
|
||||
Scribe_Values.Look(ref nextBombardmentTick, "nextBombardmentTick", 0);
|
||||
Scribe_Values.Look(ref currentBurstCount, "currentBurstCount", 0);
|
||||
}
|
||||
|
||||
// 调试方法
|
||||
public void DebugBombardmentStatus()
|
||||
{
|
||||
Log.Message($"OrbitalBombardment Status:");
|
||||
Log.Message($" Lateral - Angle: {currentLateralOffsetAngle:F1}°, Mode: {Props.lateralOffsetMode}");
|
||||
Log.Message($" Longitudinal - Offset: {currentLongitudinalOffset:F1}, Mode: {Props.longitudinalOffsetMode}");
|
||||
Log.Message($" Shots Fired: {shotsFired}, Forward Phase: {isForwardPhase}");
|
||||
Log.Message($" Next Bombardment: {nextBombardmentTick}, Current Burst: {currentBurstCount}/{Props.burstSize}");
|
||||
Log.Message($" Targets: {confirmedTargetCells.Count} remaining, {firedCells.Count} completed");
|
||||
}
|
||||
|
||||
// 获取剩余目标数量
|
||||
public int GetRemainingTargets()
|
||||
{
|
||||
return confirmedTargetCells.Count;
|
||||
}
|
||||
|
||||
// 获取总进度
|
||||
public float GetCompletionProgress()
|
||||
{
|
||||
int totalTargets = confirmedTargetCells.Count + firedCells.Count;
|
||||
if (totalTargets == 0) return 1f;
|
||||
return (float)firedCells.Count / totalTargets;
|
||||
}
|
||||
}
|
||||
|
||||
public class CompProperties_OrbitalBombardment : CompProperties
|
||||
{
|
||||
public ThingDef skyfallerDef; // Skyfaller 定义
|
||||
public float range = 25f; // 炮击范围
|
||||
|
||||
// 炮击时序控制
|
||||
public int initialDelayTicks = 60; // 初始延迟(游戏刻)
|
||||
public int cooldownTicks = 30; // 冷却时间(游戏刻)
|
||||
public bool burstMode = false; // 是否使用连发模式
|
||||
public int burstSize = 3; // 连发数量
|
||||
public int burstIntervalTicks = 10; // 连发间隔(游戏刻)
|
||||
public int burstCooldownTicks = 60; // 连发后冷却(游戏刻)
|
||||
|
||||
// 横向偏移配置(左右)
|
||||
public float lateralOffsetDistance = 2f;
|
||||
public float lateralInitialOffsetAngle = 0f;
|
||||
public float lateralMaxOffsetAngle = 45f;
|
||||
public float lateralAngleIncrement = 5f;
|
||||
public OffsetMode lateralOffsetMode = OffsetMode.Alternating;
|
||||
|
||||
// 纵向偏移配置(前后)
|
||||
public float longitudinalInitialOffset = 0f;
|
||||
public float longitudinalMinOffset = -2f;
|
||||
public float longitudinalMaxOffset = 2f;
|
||||
public LongitudinalOffsetMode longitudinalOffsetMode = LongitudinalOffsetMode.Alternating;
|
||||
|
||||
// 正弦波模式参数
|
||||
public float longitudinalOscillationSpeed = 0.5f;
|
||||
public float longitudinalOscillationAmplitude = 1f;
|
||||
|
||||
// 交替模式参数
|
||||
public float longitudinalAlternationAmplitude = 1f;
|
||||
|
||||
// 渐进模式参数
|
||||
public float longitudinalProgressionStep = 0.1f;
|
||||
|
||||
// 视觉效果和音效
|
||||
public bool spawnBombardmentEffect = true;
|
||||
public ThingDef bombardmentEffectDef;
|
||||
public float bombardmentEffectScale = 1f;
|
||||
public SoundDef bombardmentSound;
|
||||
|
||||
public CompProperties_OrbitalBombardment()
|
||||
{
|
||||
compClass = typeof(CompOrbitalBombardment);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user