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262
Source/WulaFallenEmpire/Verb/Verb_ShootWithOffset.cs
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262
Source/WulaFallenEmpire/Verb/Verb_ShootWithOffset.cs
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using RimWorld;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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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 PlaceWorker_ShowTurretWithOffsetRadius : PlaceWorker
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{
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public override AcceptanceReport AllowsPlacing(BuildableDef checkingDef, IntVec3 loc, Rot4 rot, Map map, Thing thingToIgnore = null, Thing thing = null)
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{
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VerbProperties verbProperties = ((ThingDef)checkingDef).building.turretGunDef.Verbs.Find((VerbProperties v) => v.verbClass == typeof(Verb_ShootWithOffset));
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if (verbProperties.range > 0f)
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{
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GenDraw.DrawRadiusRing(loc, verbProperties.range);
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}
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if (verbProperties.minRange > 0f)
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{
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GenDraw.DrawRadiusRing(loc, verbProperties.minRange);
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}
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return true;
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}
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}
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public class ModExtension_ShootWithOffset : DefModExtension
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{
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public Vector2 GetOffsetFor(int index)
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{
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Vector2 result;
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if (this.offsets.NullOrEmpty<Vector2>())
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{
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result = Vector2.zero;
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}
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else
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{
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int index2 = index % this.offsets.Count;
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result = this.offsets[index2];
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}
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return result;
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}
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public List<Vector2> offsets = new List<Vector2>();
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}
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public class Verb_ShootWithOffset : Verb_Shoot
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{
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public int offset = 0;
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protected override bool TryCastShot()
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{
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bool num = BaseTryCastShot();
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if (num && CasterIsPawn)
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{
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CasterPawn.records.Increment(RecordDefOf.ShotsFired);
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}
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return num;
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}
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protected bool BaseTryCastShot()
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{
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if (currentTarget.HasThing && currentTarget.Thing.Map != caster.Map)
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{
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return false;
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}
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ThingDef projectile = Projectile;
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if (projectile == null)
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{
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return false;
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}
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ShootLine resultingLine;
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bool flag = TryFindShootLineFromTo(caster.Position, currentTarget, out resultingLine);
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if (verbProps.stopBurstWithoutLos && !flag)
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{
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return false;
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}
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if (base.EquipmentSource != null)
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{
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base.EquipmentSource.GetComp<CompChangeableProjectile>()?.Notify_ProjectileLaunched();
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base.EquipmentSource.GetComp<CompApparelVerbOwner_Charged>()?.UsedOnce();
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}
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lastShotTick = Find.TickManager.TicksGame;
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Thing manningPawn = caster;
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Thing equipmentSource = base.EquipmentSource;
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CompMannable compMannable = caster.TryGetComp<CompMannable>();
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if (compMannable?.ManningPawn != null)
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{
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manningPawn = compMannable.ManningPawn;
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equipmentSource = caster;
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}
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Vector3 drawPos = caster.DrawPos;
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drawPos = ApplyProjectileOffset(drawPos, equipmentSource);
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Projectile projectile2 = (Projectile)GenSpawn.Spawn(projectile, resultingLine.Source, caster.Map);
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if (equipmentSource.TryGetComp(out CompUniqueWeapon comp))
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{
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foreach (WeaponTraitDef item in comp.TraitsListForReading)
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{
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if (item.damageDefOverride != null)
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{
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projectile2.damageDefOverride = item.damageDefOverride;
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}
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if (!item.extraDamages.NullOrEmpty())
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{
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Projectile projectile3 = projectile2;
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if (projectile3.extraDamages == null)
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{
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projectile3.extraDamages = new List<ExtraDamage>();
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}
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projectile2.extraDamages.AddRange(item.extraDamages);
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}
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}
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}
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if (verbProps.ForcedMissRadius > 0.5f)
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{
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float num = verbProps.ForcedMissRadius;
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if (manningPawn is Pawn pawn)
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{
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num *= verbProps.GetForceMissFactorFor(equipmentSource, pawn);
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}
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float num2 = VerbUtility.CalculateAdjustedForcedMiss(num, currentTarget.Cell - caster.Position);
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if (num2 > 0.5f)
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{
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IntVec3 forcedMissTarget = GetForcedMissTarget(num2);
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if (forcedMissTarget != currentTarget.Cell)
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{
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ProjectileHitFlags projectileHitFlags = ProjectileHitFlags.NonTargetWorld;
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if (Rand.Chance(0.5f))
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{
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projectileHitFlags = ProjectileHitFlags.All;
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}
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if (!canHitNonTargetPawnsNow)
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{
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projectileHitFlags &= ~ProjectileHitFlags.NonTargetPawns;
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}
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projectile2.Launch(manningPawn, drawPos, forcedMissTarget, currentTarget, projectileHitFlags, preventFriendlyFire, equipmentSource);
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return true;
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}
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}
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}
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ShotReport shotReport = ShotReport.HitReportFor(caster, this, currentTarget);
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Thing randomCoverToMissInto = shotReport.GetRandomCoverToMissInto();
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ThingDef targetCoverDef = randomCoverToMissInto?.def;
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if (verbProps.canGoWild && !Rand.Chance(shotReport.AimOnTargetChance_IgnoringPosture))
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{
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bool flyOverhead = projectile2?.def?.projectile != null && projectile2.def.projectile.flyOverhead;
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resultingLine.ChangeDestToMissWild(shotReport.AimOnTargetChance_StandardTarget, flyOverhead, caster.Map);
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ProjectileHitFlags projectileHitFlags2 = ProjectileHitFlags.NonTargetWorld;
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if (Rand.Chance(0.5f) && canHitNonTargetPawnsNow)
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{
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projectileHitFlags2 |= ProjectileHitFlags.NonTargetPawns;
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}
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projectile2.Launch(manningPawn, drawPos, resultingLine.Dest, currentTarget, projectileHitFlags2, preventFriendlyFire, equipmentSource, targetCoverDef);
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return true;
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}
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if (currentTarget.Thing != null && currentTarget.Thing.def.CanBenefitFromCover && !Rand.Chance(shotReport.PassCoverChance))
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{
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ProjectileHitFlags projectileHitFlags3 = ProjectileHitFlags.NonTargetWorld;
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if (canHitNonTargetPawnsNow)
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{
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projectileHitFlags3 |= ProjectileHitFlags.NonTargetPawns;
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}
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projectile2.Launch(manningPawn, drawPos, randomCoverToMissInto, currentTarget, projectileHitFlags3, preventFriendlyFire, equipmentSource, targetCoverDef);
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return true;
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}
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ProjectileHitFlags projectileHitFlags4 = ProjectileHitFlags.IntendedTarget;
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if (canHitNonTargetPawnsNow)
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{
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projectileHitFlags4 |= ProjectileHitFlags.NonTargetPawns;
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}
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if (!currentTarget.HasThing || currentTarget.Thing.def.Fillage == FillCategory.Full)
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{
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projectileHitFlags4 |= ProjectileHitFlags.NonTargetWorld;
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}
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if (currentTarget.Thing != null)
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{
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projectile2.Launch(manningPawn, drawPos, currentTarget, currentTarget, projectileHitFlags4, preventFriendlyFire, equipmentSource, targetCoverDef);
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}
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else
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{
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projectile2.Launch(manningPawn, drawPos, resultingLine.Dest, currentTarget, projectileHitFlags4, preventFriendlyFire, equipmentSource, targetCoverDef);
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}
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return true;
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}
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private Vector3 ApplyProjectileOffset(Vector3 originalDrawPos, Thing equipmentSource)
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{
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if (equipmentSource != null)
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{
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// 获取投射物偏移的模组扩展
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ModExtension_ShootWithOffset offsetExtension =
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equipmentSource.def.GetModExtension<ModExtension_ShootWithOffset>();
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if (offsetExtension != null && offsetExtension.offsets != null && offsetExtension.offsets.Count > 0)
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{
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// 获取当前连发射击的剩余次数
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int burstShotsLeft = GetBurstShotsLeft();
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// 计算从发射者到目标的角度
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Vector3 targetPos = currentTarget.CenterVector3;
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Vector3 casterPos = caster.DrawPos;
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float rimworldAngle = targetPos.AngleToFlat(casterPos);
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// 将RimWorld角度转换为适合偏移计算的角度
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float correctedAngle = ConvertRimWorldAngleToOffsetAngle(rimworldAngle);
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// 应用偏移并旋转到正确方向
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Vector2 offset = offsetExtension.GetOffsetFor(burstShotsLeft);
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Vector2 rotatedOffset = offset.RotatedBy(correctedAngle);
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// 将2D偏移转换为3D并应用到绘制位置
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originalDrawPos += new Vector3(rotatedOffset.x, 0f, rotatedOffset.y);
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}
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}
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return originalDrawPos;
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}
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/// <summary>
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/// 获取当前连发射击剩余次数
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/// </summary>
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/// <returns>连发射击剩余次数</returns>
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private int GetBurstShotsLeft()
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{
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if (burstShotsLeft >= 0)
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{
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return (int)burstShotsLeft;
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}
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return 0;
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}
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/// <summary>
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/// 将RimWorld角度转换为偏移计算用的角度
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/// RimWorld使用顺时针角度系统,需要转换为标准的数学角度系统
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/// </summary>
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/// <param name="rimworldAngle">RimWorld角度</param>
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/// <returns>转换后的角度</returns>
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private float ConvertRimWorldAngleToOffsetAngle(float rimworldAngle)
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{
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// RimWorld角度:0°=东,90°=北,180°=西,270°=南
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// 转换为:0°=东,90°=南,180°=西,270°=北
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return -rimworldAngle - 90f;
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}
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}
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}
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