存一下

This commit is contained in:
2025-07-21 13:45:52 +08:00
parent b8f3fc5bcd
commit 2c8166b832
18 changed files with 510 additions and 1065 deletions

7
.gitignore vendored
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@@ -51,3 +51,10 @@
*.log
*.cache
*.tmp
# Build outputs and debug files
**/obj/Debug/
**/obj/Release/
**/bin/Debug/
**/bin/Release/
*.csproj.CoreCompileInputs.cache

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@@ -0,0 +1,36 @@
<?xml version="1.0" encoding="utf-8"?>
<Defs>
<AbilityDef>
<defName>WULA_EmergencyEnergyRestore</defName>
<label>后备隐藏能源超载</label>
<description>激活紧急能量协议暂时将能量需求锁定在100%持续10秒后恢复到原来的能量水平。只能在倒地时使用。</description>
<iconPath>UI/Abilities/MetalbloodInjection</iconPath>
<cooldownTicksRange>72000</cooldownTicksRange> <!-- 20分钟冷却 -->
<aiCanUse>true</aiCanUse>
<displayGizmoWhileUndrafted>true</displayGizmoWhileUndrafted>
<disableGizmoWhileUndrafted>false</disableGizmoWhileUndrafted>
<jobDef>CastAbilityOnThing</jobDef>
<targetRequired>false</targetRequired>
<canUseAoeToGetTargets>false</canUseAoeToGetTargets>
<verbProperties>
<verbClass>Verb_CastAbility</verbClass>
<range>0</range>
<warmupTime>1</warmupTime>
<soundCast>Psycast_Skip_Entry</soundCast>
<targetParams>
<canTargetSelf>true</canTargetSelf>
<canTargetPawns>false</canTargetPawns>
<canTargetBuildings>false</canTargetBuildings>
</targetParams>
</verbProperties>
<comps>
<li Class="WulaFallenEmpire.CompProperties_AbilityEmergencyEnergyRestore">
<durationTicks>600</durationTicks> <!-- 10秒 -->
<hediffDef>WULA_EmergencyEnergyRestore_Hediff</hediffDef>
<requireDowned>true</requireDowned> <!-- 是否需要倒地才能使用 -->
</li>
</comps>
</AbilityDef>
</Defs>

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@@ -138,7 +138,7 @@
<label>能源炉超载</label>
<description>立刻激活能源炉的超载能力,极大增加近战的命中率和速度,并且不会被敌人的近战减速。</description>
<iconPath>UI/Abilities/MetalbloodInjection</iconPath>
<cooldownTicksRange>1800</cooldownTicksRange> <!-- 30 seconds -->
<cooldownTicksRange>1800</cooldownTicksRange> <!-- 30 seconds -->
<hostile>false</hostile>
<groupAbility>true</groupAbility>
<displayGizmoWhileUndrafted>false</displayGizmoWhileUndrafted>
@@ -244,10 +244,13 @@
</addedPartProps>
<stages>
<li>
<statOffsets> <!-- StatOffset 是加法偏移量,正数增加,负数减少 -->
<minSeverity>0</minSeverity>
<capMods>
</capMods>
<statOffsets> <!-- StatOffset 是加法偏移量,正数增加,负数减少 -->
<WulaEnergyMaxLevelOffset>0.5</WulaEnergyMaxLevelOffset>
</statOffsets>
<statFactors> <!-- StatFactor 是乘法因子,小于 1.0 减少,大于 1.0 增加 -->
<statFactors> <!-- StatFactor 是乘法因子,小于 1.0 减少,大于 1.0 增加 -->
<WulaEnergyFallRateFactor>0.9</WulaEnergyFallRateFactor>
</statFactors>
</li>
@@ -310,7 +313,9 @@
<defName>WULA_Energy_Furnace_Hediff_DM_Engine</defName>
<label>暗物质能源炉</label>
<description>一台由暗物质作为能源驱动的合成人能源炉,拥有永不枯竭的动力,合成人安装后将不再需要充电。</description>
<descriptionHyperlinks><ThingDef>WULA_Energy_Furnace_DM_Engine</ThingDef></descriptionHyperlinks>
<descriptionHyperlinks>
<ThingDef>WULA_Energy_Furnace_DM_Engine</ThingDef>
</descriptionHyperlinks>
<spawnThingOnRemoved>WULA_Energy_Furnace_DM_Engine</spawnThingOnRemoved>
<addedPartProps>
<!-- <partEfficiency>1.5</partEfficiency> -->
@@ -334,13 +339,17 @@
<defName>WULA_Energy_Furnace_DM_Engine</defName>
<label>暗物质能源炉</label>
<description>一台由暗物质作为能源驱动的合成人能源炉,拥有永不枯竭的动力,合成人安装后将不再需要充电。</description>
<descriptionHyperlinks><RecipeDef>Install_WULA_Energy_Furnace_DM_Engine</RecipeDef></descriptionHyperlinks>
<descriptionHyperlinks>
<RecipeDef>Install_WULA_Energy_Furnace_DM_Engine</RecipeDef>
</descriptionHyperlinks>
<costList>
<Steel>100</Steel>
<ComponentSpacer>4</ComponentSpacer>
<WULA_Dark_Matter_Item>1</WULA_Dark_Matter_Item>
</costList>
<thingSetMakerTags><li>RewardStandardMidFreq</li></thingSetMakerTags>
<thingSetMakerTags>
<li>RewardStandardMidFreq</li>
</thingSetMakerTags>
<recipeMaker>
<researchPrerequisite>WULA_Synth_Addons_2_Technology</researchPrerequisite>
<recipeUsers>
@@ -360,7 +369,8 @@
<HediffDef>WULA_Energy_Furnace_Hediff_DM_Engine</HediffDef>
</descriptionHyperlinks>
<jobString>安装暗物质能源炉中</jobString>
<surgeryOutcomeEffect IsNull="True" /> <!-- Always succeeds -->
<surgeryOutcomeEffect IsNull="True" />
<!-- Always succeeds -->
<anesthetize>false</anesthetize>
<ingredients Inherit="False">
<li>
@@ -393,7 +403,9 @@
<defName>WULA_Energy_Furnace_Hediff_DM_CPU</defName>
<label>暗物质处理器</label>
<description>由填充非交互性暗物质微粒的卡西米尔共振腔构成的处理器,极大增强合成人的意识。</description>
<descriptionHyperlinks><ThingDef>WULA_Energy_Furnace_DM_CPU</ThingDef></descriptionHyperlinks>
<descriptionHyperlinks>
<ThingDef>WULA_Energy_Furnace_DM_CPU</ThingDef>
</descriptionHyperlinks>
<spawnThingOnRemoved>WULA_Energy_Furnace_DM_CPU</spawnThingOnRemoved>
<addedPartProps>
<!-- <partEfficiency>1.5</partEfficiency> -->
@@ -414,13 +426,17 @@
<defName>WULA_Energy_Furnace_DM_CPU</defName>
<label>暗物质处理器</label>
<description>由填充非交互性暗物质微粒的卡西米尔共振腔构成的处理器,用于替换过时的生物处理器,极大增强合成人的意识。</description>
<descriptionHyperlinks><RecipeDef>Install_WULA_Energy_Furnace_DM_CPU</RecipeDef></descriptionHyperlinks>
<descriptionHyperlinks>
<RecipeDef>Install_WULA_Energy_Furnace_DM_CPU</RecipeDef>
</descriptionHyperlinks>
<costList>
<Steel>100</Steel>
<ComponentSpacer>8</ComponentSpacer>
<WULA_Dark_Matter_Item>2</WULA_Dark_Matter_Item>
</costList>
<thingSetMakerTags><li>RewardStandardMidFreq</li></thingSetMakerTags>
<thingSetMakerTags>
<li>RewardStandardMidFreq</li>
</thingSetMakerTags>
<recipeMaker>
<researchPrerequisite>WULA_Synth_Addons_2_Technology</researchPrerequisite>
<recipeUsers>
@@ -440,7 +456,8 @@
<HediffDef>WULA_Energy_Furnace_Hediff_DM_CPU</HediffDef>
</descriptionHyperlinks>
<jobString>安装暗物质处理器中</jobString>
<surgeryOutcomeEffect IsNull="True" /> <!-- Always succeeds -->
<surgeryOutcomeEffect IsNull="True" />
<!-- Always succeeds -->
<anesthetize>false</anesthetize>
<ingredients Inherit="False">
<li>
@@ -474,7 +491,9 @@
<label>零素骨架</label>
<hediffClass>Hediff_Implant</hediffClass>
<description>利用暗物质压缩而成的内嵌式中子装甲层和结构层,植入机械乌拉的体内时将使得她们获得强大的防御力。</description>
<descriptionHyperlinks><ThingDef>WULA_Skeleton_Neutronium</ThingDef></descriptionHyperlinks>
<descriptionHyperlinks>
<ThingDef>WULA_Skeleton_Neutronium</ThingDef>
</descriptionHyperlinks>
<spawnThingOnRemoved>WULA_Skeleton_Neutronium</spawnThingOnRemoved>
<addedPartProps>
<!-- <partEfficiency>1.5</partEfficiency> -->
@@ -502,12 +521,16 @@
<defName>WULA_Skeleton_Neutronium</defName>
<label>零素骨架</label>
<description>利用暗物质压缩而成的内嵌式中子装甲层和结构层,植入机械乌拉的体内时将使得她们获得强大的防御力。</description>
<descriptionHyperlinks><RecipeDef>Install_WULA_Energy_Furnace_DM_Engine</RecipeDef></descriptionHyperlinks>
<descriptionHyperlinks>
<RecipeDef>Install_WULA_Energy_Furnace_DM_Engine</RecipeDef>
</descriptionHyperlinks>
<costList>
<Plasteel>100</Plasteel>
<WULA_Dark_Matter_Item>2</WULA_Dark_Matter_Item>
</costList>
<thingSetMakerTags><li>RewardStandardMidFreq</li></thingSetMakerTags>
<thingSetMakerTags>
<li>RewardStandardMidFreq</li>
</thingSetMakerTags>
<recipeMaker>
<researchPrerequisite>WULA_Synth_Addons_2_Technology</researchPrerequisite>
<recipeUsers>
@@ -527,7 +550,8 @@
<HediffDef>WULA_Skeleton_Hediff_Neutronium</HediffDef>
</descriptionHyperlinks>
<jobString>安装零素骨架中</jobString>
<surgeryOutcomeEffect IsNull="True" /> <!-- Always succeeds -->
<surgeryOutcomeEffect IsNull="True" />
<!-- Always succeeds -->
<anesthetize>false</anesthetize>
<ingredients Inherit="False">
<li>
@@ -639,7 +663,7 @@
<defaultLabelColor>(0.5, 0.8, 1.0)</defaultLabelColor>
<isBad>false</isBad>
<priceImpact>true</priceImpact>
<initialSeverity>1</initialSeverity> <!-- Severity is bound to level of implant -->
<initialSeverity>1</initialSeverity> <!-- Severity is bound to level of implant -->
<minSeverity>0</minSeverity>
<maxSeverity>3</maxSeverity>
<keepOnBodyPartRestoration>True</keepOnBodyPartRestoration>
@@ -724,7 +748,7 @@
<defaultLabelColor>(0.5, 0.8, 1.0)</defaultLabelColor>
<isBad>false</isBad>
<priceImpact>true</priceImpact>
<initialSeverity>1</initialSeverity> <!-- Severity is bound to level of implant -->
<initialSeverity>1</initialSeverity> <!-- Severity is bound to level of implant -->
<minSeverity>0</minSeverity>
<maxSeverity>3</maxSeverity>
<keepOnBodyPartRestoration>True</keepOnBodyPartRestoration>
@@ -791,12 +815,13 @@
</appliedOnFixedBodyParts>
<uiIconThing>Steel</uiIconThing>
<anesthetize>false</anesthetize>
<surgeryOutcomeEffect IsNull="True" /> <!-- Always succeeds -->
<surgeryOutcomeEffect IsNull="True" />
<!-- Always succeeds -->
<addsHediff>WULA_Body_Fixed</addsHediff>
<recipeUsers Inherit="False">
<li>WulaSpecies</li>
</recipeUsers>
<workAmount>1500</workAmount>
<skillRequirements>
<Medicine>3</Medicine>
@@ -830,12 +855,13 @@
</appliedOnFixedBodyParts>
<uiIconThing>Steel</uiIconThing>
<anesthetize>false</anesthetize>
<surgeryOutcomeEffect IsNull="True" /> <!-- Always succeeds -->
<surgeryOutcomeEffect IsNull="True" />
<!-- Always succeeds -->
<addsHediff>WULA_Body_Fixed</addsHediff>
<recipeUsers Inherit="False">
<li>WulaSpecies</li>
</recipeUsers>
<workAmount>3000</workAmount>
<skillRequirements>
<Medicine>7</Medicine>
@@ -869,12 +895,13 @@
</appliedOnFixedBodyParts>
<uiIconThing>Steel</uiIconThing>
<anesthetize>false</anesthetize>
<surgeryOutcomeEffect IsNull="True" /> <!-- Always succeeds -->
<surgeryOutcomeEffect IsNull="True" />
<!-- Always succeeds -->
<addsHediff>WULA_Body_Fixed</addsHediff>
<recipeUsers Inherit="False">
<li>WulaSpecies</li>
</recipeUsers>
<workAmount>3000</workAmount>
<skillRequirements>
<Medicine>7</Medicine>
@@ -908,12 +935,13 @@
</appliedOnFixedBodyParts>
<uiIconThing>Steel</uiIconThing>
<anesthetize>false</anesthetize>
<surgeryOutcomeEffect IsNull="True" /> <!-- Always succeeds -->
<surgeryOutcomeEffect IsNull="True" />
<!-- Always succeeds -->
<addsHediff>WULA_Body_Fixed</addsHediff>
<recipeUsers Inherit="False">
<li>WulaSpecies</li>
</recipeUsers>
<workAmount>1500</workAmount>
<skillRequirements>
<Medicine>3</Medicine>
@@ -947,12 +975,13 @@
</appliedOnFixedBodyParts>
<uiIconThing>Steel</uiIconThing>
<anesthetize>false</anesthetize>
<surgeryOutcomeEffect IsNull="True" /> <!-- Always succeeds -->
<surgeryOutcomeEffect IsNull="True" />
<!-- Always succeeds -->
<addsHediff>WULA_Body_Fixed</addsHediff>
<recipeUsers Inherit="False">
<li>WulaSpecies</li>
</recipeUsers>
<workAmount>1500</workAmount>
<skillRequirements>
<Medicine>3</Medicine>
@@ -994,12 +1023,13 @@
</appliedOnFixedBodyParts>
<uiIconThing>Steel</uiIconThing>
<anesthetize>false</anesthetize>
<surgeryOutcomeEffect IsNull="True"/> <!-- Always succeeds -->
<surgeryOutcomeEffect IsNull="True"/>
<!-- Always succeeds -->
<addsHediff>WULA_Body_Fixed</addsHediff>
<recipeUsers Inherit="False">
<li>WulaSpecies</li>
</recipeUsers>
<workAmount>7000</workAmount>
<researchPrerequisites>
<li>WULA_Repair_All_Technology</li>
@@ -1039,7 +1069,7 @@
<descriptionShort>这个合成人的破损已被细致地修复。</descriptionShort>
<isBad>false</isBad>
<duplicationAllowed>true</duplicationAllowed>
<keepOnBodyPartRestoration>false</keepOnBodyPartRestoration> <!-- true -->
<keepOnBodyPartRestoration>false</keepOnBodyPartRestoration> <!-- true -->
<comps>
<li Class="HediffCompProperties_ChanceToRemove">
<intervalTicks>1</intervalTicks>
@@ -1066,7 +1096,8 @@
<li>WULA_Synth_Psi_Technology</li>
</researchPrerequisites>
<uiIconThing>WULA_Soul_Wedge</uiIconThing>
<surgeryOutcomeEffect IsNull="True" /> <!-- Always succeeds -->
<surgeryOutcomeEffect IsNull="True" />
<!-- Always succeeds -->
<anesthetize>false</anesthetize>
<workSkillLearnFactor>2</workSkillLearnFactor>
<products>
@@ -1089,7 +1120,7 @@
<alwaysShowSeverity>true</alwaysShowSeverity>
<isBad>true</isBad>
<duplicationAllowed>true</duplicationAllowed>
<keepOnBodyPartRestoration>true</keepOnBodyPartRestoration> <!-- true -->
<keepOnBodyPartRestoration>true</keepOnBodyPartRestoration> <!-- true -->
<defaultInstallPart>Brain</defaultInstallPart>
<comps>
<li Class="HediffCompProperties_ChanceToRemove">

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@@ -0,0 +1,35 @@
<?xml version="1.0" encoding="utf-8"?>
<Defs>
<HediffDef>
<defName>WULA_EmergencyEnergyRestore_Hediff</defName>
<label>紧急能量恢复</label>
<description>紧急能量协议激活中能量需求被暂时锁定在100%。</description>
<hediffClass>WulaFallenEmpire.Hediff_EmergencyEnergyRestore</hediffClass>
<defaultLabelColor>(0.2, 0.8, 1.0)</defaultLabelColor>
<scenarioCanAdd>false</scenarioCanAdd>
<maxSeverity>1.0</maxSeverity>
<isBad>false</isBad>
<comps>
<li Class="HediffCompProperties_Disappears">
<disappearsAfterTicks>600</disappearsAfterTicks> <!-- 10秒 -->
<showRemainingTime>true</showRemainingTime>
</li>
</comps>
<stages>
<li>
<capMods>
<li>
<capacity>Consciousness</capacity>
<setMax>1.0</setMax>
</li>
<li>
<capacity>Moving</capacity>
<setMax>1.0</setMax>
</li>
</capMods>
</li>
</stages>
</HediffDef>
</Defs>

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@@ -29,7 +29,9 @@
<apparelTags>
<li>Wula_Apparel_Init</li>
</apparelTags>
<abilities>
<li>WULA_EmergencyEnergyRestore</li>
</abilities>
<weaponMoney>0</weaponMoney>
<apparelAllowHeadgearChance>0</apparelAllowHeadgearChance>
<apparelMoney>1000~2000</apparelMoney>
@@ -71,7 +73,9 @@
<apparelTags>
<li>Wula_Apparel_Init</li>
</apparelTags>
<abilities>
<li>WULA_EmergencyEnergyRestore</li>
</abilities>
<apparelRequired Inherit="False" />
<weaponMoney>0</weaponMoney>
@@ -87,7 +91,7 @@
</li>
</backstoryFiltersOverride>
</PawnKindDef>
<PawnKindDef ParentName="HeavyMechanoidKind">
<defName>Wula_AI_Heavy_Panzer_PawnKind</defName>
<label>SMp-38"萨克森"</label>
@@ -107,12 +111,12 @@
</li>
</lifeStages>
<weaponMoney>99999~99999</weaponMoney>
<weaponTags>
<li>WULA_AI_Heavy_Panzer_AT_Weapon</li>
</weaponTags>
<controlGroupPortraitZoom>1</controlGroupPortraitZoom>
<controlGroupPortraitZoom>1</controlGroupPortraitZoom>
</PawnKindDef>
<PawnKindDef ParentName="HeavyMechanoidKind">
<defName>Wula_AI_Heavy_Panzer_Gunnery_PawnKind</defName>
@@ -133,14 +137,14 @@
</li>
</lifeStages>
<weaponMoney>99999~99999</weaponMoney>
<weaponTags>
<li>WULA_AI_Heavy_Panzer_Gunner_Weapon</li>
</weaponTags>
<controlGroupPortraitZoom>1</controlGroupPortraitZoom>
<controlGroupPortraitZoom>1</controlGroupPortraitZoom>
</PawnKindDef>
<PawnKindDef ParentName="NonCombatLightMechanoidKind">
<defName>Mech_WULA_Cat</defName>
<label>乌拉猫猫</label>
@@ -203,7 +207,7 @@
<weaponTags>
<li>Wula_Constructor_Cat_Weapon</li>
</weaponTags>
<lifeStages Inherit="False">
<lifeStages Inherit="False">
<li>
<bodyGraphicData>
<texPath>Wula/Things/WULA_Constructor_Cat/WULA_Cat_Thin</texPath>
@@ -219,7 +223,7 @@
<defName>Mech_WULA_Cat_Assault</defName>
<label>突击乌拉猫猫</label>
<race>Mech_WULA_Cat_Assault</race>
<lifeStages Inherit="False">
<lifeStages Inherit="False">
<li>
<bodyGraphicData>
<texPath>Wula/Things/WULA_Assault_Cat/WULA_Cat_Thin</texPath>
@@ -238,7 +242,7 @@
<defName>Mech_WULA_Cat_Bomb</defName>
<label>炸弹乌拉猫猫</label>
<race>Mech_WULA_Cat_Bomb</race>
<lifeStages Inherit="False">
<lifeStages Inherit="False">
<li>
<bodyGraphicData>
<texPath>Wula/Things/WULA_bomb_Cat/WULA_Cat_Thin</texPath>
@@ -265,7 +269,7 @@
<weaponTags>
<li>Wula_Assault_Cat_Weapon</li>
</weaponTags>
<lifeStages Inherit="False">
<lifeStages Inherit="False">
<li>
<bodyGraphicData>
<texPath>Wula/Things/WULA_Commander_Cat/WULA_Cat_Thin</texPath>

View File

@@ -1,204 +1,205 @@
<?xml version="1.0" encoding="utf-8"?>
<Defs>
<!-- 示例1轻型爆炸射线武器 - 每发都爆炸 -->
<ThingDef ParentName="BaseHumanMakeableGun">
<defName>WULA_LightExplosiveBeam</defName>
<label>CLa-15"蓝爆"轻型</label>
<description>乌拉帝国的轻型爆炸射线武器,每发射线都会在目标位置产生小型爆炸。适合对付轻装甲目标。</description>
<techLevel>Ultra</techLevel>
<graphicData>
<texPath>Wula/Weapon/WULA_RW_Fractal_AR</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>1.35</drawSize>
</graphicData>
<soundInteract>Interact_ChargeRifle</soundInteract>
<weaponClasses>
<li>LongShots</li>
<li>RangedHeavy</li>
</weaponClasses>
<statBases>
<WorkToMake>15000</WorkToMake>
<Mass>2.8</Mass>
<AccuracyTouch>0.6</AccuracyTouch>
<AccuracyShort>0.85</AccuracyShort>
<AccuracyMedium>0.7</AccuracyMedium>
<AccuracyLong>0.45</AccuracyLong>
<RangedWeapon_Cooldown>1.2</RangedWeapon_Cooldown>
</statBases>
<costList Inherit="False">
<Steel>120</Steel>
<Plasteel>25</Plasteel>
<ComponentSpacer>2</ComponentSpacer>
</costList>
<verbs>
<li Class="WulaFallenEmpire.VerbPropertiesExplosiveBeam">
<verbClass>WulaFallenEmpire.Verb_ShootBeamExplosive</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<warmupTime>0.3</warmupTime>
<range>25</range>
<burstShotCount>4</burstShotCount>
<ticksBetweenBurstShots>8</ticksBetweenBurstShots>
<beamWidth>2</beamWidth>
<beamDamageDef>Burn</beamDamageDef>
<soundCastBeam>BeamGraser_Shooting</soundCastBeam>
<beamMoteDef>Mote_GraserBeamBase</beamMoteDef>
<!-- 每发都爆炸 -->
<enableExplosion>true</enableExplosion>
<explosionShotInterval>1</explosionShotInterval>
<explosionRadius>1.8</explosionRadius>
<explosionDamageDef>Flame</explosionDamageDef>
<explosionDamage>15</explosionDamage>
<explosionSound>Explosion_Small</explosionSound>
<chanceToStartFire>0.6</chanceToStartFire>
</li>
</verbs>
<recipeMaker>
<recipeUsers Inherit="False">
<li>WULA_Cube_Productor_Energy</li>
</recipeUsers>
<researchPrerequisite>WULA_Synth_Weapon_2_Stun_Technology</researchPrerequisite>
<skillRequirements>
<Crafting>4</Crafting>
</skillRequirements>
</recipeMaker>
</ThingDef>
<!-- 示例1轻型爆炸射线武器 - 每发都爆炸 -->
<ThingDef ParentName="BaseHumanMakeableGun">
<defName>WULA_LightExplosiveBeam</defName>
<label>CLa-15"蓝爆"轻型</label>
<description>乌拉帝国的轻型爆炸射线武器,每发射线都会在目标位置产生小型爆炸。适合对付轻装甲目标。</description>
<techLevel>Ultra</techLevel>
<graphicData>
<texPath>Wula/Weapon/WULA_RW_Fractal_AR</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>1.35</drawSize>
</graphicData>
<soundInteract>Interact_ChargeRifle</soundInteract>
<weaponClasses>
<li>LongShots</li>
<li>RangedHeavy</li>
</weaponClasses>
<statBases>
<WorkToMake>15000</WorkToMake>
<Mass>2.8</Mass>
<AccuracyTouch>0.6</AccuracyTouch>
<AccuracyShort>0.85</AccuracyShort>
<AccuracyMedium>0.7</AccuracyMedium>
<AccuracyLong>0.45</AccuracyLong>
<RangedWeapon_Cooldown>1.2</RangedWeapon_Cooldown>
</statBases>
<costList Inherit="False">
<Steel>120</Steel>
<Plasteel>25</Plasteel>
<ComponentSpacer>2</ComponentSpacer>
</costList>
<verbs>
<li Class="WulaFallenEmpire.VerbPropertiesExplosiveBeam">
<verbClass>WulaFallenEmpire.Verb_ShootBeamExplosive</verbClass>
<!-- 示例2重型爆炸射线武器 - 每3发爆炸一次威力更大 -->
<ThingDef ParentName="BaseHumanMakeableGun">
<defName>WULA_HeavyExplosiveBeam</defName>
<label>CLa-16"蓝爆"重型</label>
<description>乌拉帝国的重型爆炸射线武器,每三发射线会触发一次大威力爆炸,并在爆炸区域留下燃料污渍。</description>
<techLevel>Ultra</techLevel>
<graphicData>
<texPath>Wula/Weapon/WULA_RW_Fractal_AR</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>1.75</drawSize>
</graphicData>
<soundInteract>Interact_ChargeRifle</soundInteract>
<weaponClasses>
<li>LongShots</li>
<li>RangedHeavy</li>
</weaponClasses>
<statBases>
<WorkToMake>35000</WorkToMake>
<Mass>4.2</Mass>
<AccuracyTouch>0.45</AccuracyTouch>
<AccuracyShort>0.8</AccuracyShort>
<AccuracyMedium>0.65</AccuracyMedium>
<AccuracyLong>0.4</AccuracyLong>
<RangedWeapon_Cooldown>2.1</RangedWeapon_Cooldown>
</statBases>
<costList Inherit="False">
<Steel>200</Steel>
<Plasteel>60</Plasteel>
<ComponentSpacer>6</ComponentSpacer>
<Uranium>15</Uranium>
</costList>
<verbs>
<li Class="WulaFallenEmpire.VerbPropertiesExplosiveBeam">
<verbClass>WulaFallenEmpire.Verb_ShootBeamExplosive</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<warmupTime>0.8</warmupTime>
<range>35</range>
<burstShotCount>9</burstShotCount>
<ticksBetweenBurstShots>5</ticksBetweenBurstShots>
<beamWidth>4</beamWidth>
<beamDamageDef>Stun</beamDamageDef>
<soundCastBeam>BeamGraser_Shooting</soundCastBeam>
<beamMoteDef>Mote_GraserBeamBase</beamMoteDef>
<beamEndEffecterDef>GraserBeam_End</beamEndEffecterDef>
<!-- 每3发爆炸一次 -->
<enableExplosion>true</enableExplosion>
<explosionShotInterval>3</explosionShotInterval>
<explosionRadius>3.2</explosionRadius>
<explosionDamageDef>Bomb</explosionDamageDef>
<explosionDamage>35</explosionDamage>
<explosionArmorPenetration>0.4</explosionArmorPenetration>
<explosionSound>Explosion_Bomb</explosionSound>
<chanceToStartFire>0.4</chanceToStartFire>
<postExplosionSpawnThingDef>Filth_Fuel</postExplosionSpawnThingDef>
<postExplosionSpawnChance>0.25</postExplosionSpawnChance>
<postExplosionSpawnThingCount>2</postExplosionSpawnThingCount>
</li>
</verbs>
<recipeMaker>
<recipeUsers Inherit="False">
<li>WULA_Cube_Productor_Energy</li>
</recipeUsers>
<researchPrerequisite>WULA_Synth_Weapon_2_Stun_Technology</researchPrerequisite>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
</recipeMaker>
</ThingDef>
<!-- 基础射线参数 -->
<hasStandardCommand>true</hasStandardCommand>
<warmupTime>0.3</warmupTime>
<range>25</range>
<burstShotCount>4</burstShotCount>
<ticksBetweenBurstShots>8</ticksBetweenBurstShots>
<beamDamageDef>Burn</beamDamageDef>
<!-- 示例3毒气爆炸射线武器 - 产生毒气效果 -->
<ThingDef ParentName="BaseHumanMakeableGun">
<defName>WULA_ToxicExplosiveBeam</defName>
<label>CLa-17"蓝毒"</label>
<description>乌拉帝国的毒气射线武器,每两发射线会触发毒气爆炸,在目标区域释放有毒气体。</description>
<techLevel>Ultra</techLevel>
<graphicData>
<texPath>Wula/Weapon/WULA_RW_Fractal_AR</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>1.55</drawSize>
</graphicData>
<soundInteract>Interact_ChargeRifle</soundInteract>
<weaponClasses>
<li>LongShots</li>
<li>RangedHeavy</li>
</weaponClasses>
<statBases>
<WorkToMake>28000</WorkToMake>
<Mass>3.6</Mass>
<AccuracyTouch>0.55</AccuracyTouch>
<AccuracyShort>0.85</AccuracyShort>
<AccuracyMedium>0.7</AccuracyMedium>
<AccuracyLong>0.5</AccuracyLong>
<RangedWeapon_Cooldown>1.8</RangedWeapon_Cooldown>
</statBases>
<costList Inherit="False">
<Steel>150</Steel>
<Plasteel>40</Plasteel>
<ComponentSpacer>4</ComponentSpacer>
<Chemfuel>25</Chemfuel>
</costList>
<verbs>
<li Class="WulaFallenEmpire.VerbPropertiesExplosiveBeam">
<verbClass>WulaFallenEmpire.Verb_ShootBeamExplosive</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<warmupTime>0.6</warmupTime>
<range>28</range>
<burstShotCount>6</burstShotCount>
<ticksBetweenBurstShots>7</ticksBetweenBurstShots>
<beamWidth>2.5</beamWidth>
<beamDamageDef>ToxGas</beamDamageDef>
<soundCastBeam>BeamGraser_Shooting</soundCastBeam>
<beamMoteDef>Mote_GraserBeamBase</beamMoteDef>
<!-- 每2发爆炸一次产生毒气 -->
<enableExplosion>true</enableExplosion>
<explosionShotInterval>2</explosionShotInterval>
<explosionRadius>2.8</explosionRadius>
<explosionDamageDef>ToxGas</explosionDamageDef>
<explosionDamage>20</explosionDamage>
<explosionSound>Explosion_Gas</explosionSound>
<postExplosionGasType>ToxGas</postExplosionGasType>
<chanceToStartFire>0.1</chanceToStartFire>
</li>
</verbs>
<recipeMaker>
<recipeUsers Inherit="False">
<li>WULA_Cube_Productor_Energy</li>
</recipeUsers>
<researchPrerequisite>WULA_Synth_Weapon_2_Stun_Technology</researchPrerequisite>
<skillRequirements>
<Crafting>5</Crafting>
</skillRequirements>
</recipeMaker>
</ThingDef>
<!-- 消除射线偏移的参数 -->
<beamFullWidthRange>1000</beamFullWidthRange>
<beamWidth>-1</beamWidth>
<beamMaxDeviation>0</beamMaxDeviation>
<beamCurvature>0</beamCurvature>
<beamStartOffset>0</beamStartOffset>
<!-- 视觉和音效 -->
<muzzleFlashScale>0</muzzleFlashScale>
<soundCastBeam>BeamGraser_Shooting</soundCastBeam>
<beamGroundFleckDef>Fleck_BeamBurn</beamGroundFleckDef>
<beamFleckChancePerTick>0.32</beamFleckChancePerTick>
<beamMoteDef>Mote_GraserBeamBase</beamMoteDef>
<beamEndEffecterDef>GraserBeam_End</beamEndEffecterDef>
<!-- 火焰效果 -->
<beamChanceToStartFire>0</beamChanceToStartFire>
<beamChanceToAttachFire>0</beamChanceToAttachFire>
<beamFireSizeRange>0</beamFireSizeRange>
<!-- 其他射线属性 -->
<beamHitsNeighborCells>true</beamHitsNeighborCells>
<beamLineFleckChanceCurve>
<points>
<li>(0, 0)</li>
<li>(0.65, 0.4)</li>
<li>(1, 0.75)</li>
</points>
</beamLineFleckChanceCurve>
<!-- 攻击目标设置 -->
<targetParams>
<canTargetLocations>true</canTargetLocations>
</targetParams>
<!-- 每发都爆炸 -->
<enableExplosion>true</enableExplosion>
<explosionShotInterval>1</explosionShotInterval>
<explosionRadius>1.8</explosionRadius>
<explosionDamageDef>Flame</explosionDamageDef>
<explosionDamage>15</explosionDamage>
<explosionSound>Explosion_Bomb</explosionSound>
<chanceToStartFire>0.6</chanceToStartFire>
</li>
</verbs>
<recipeMaker>
<recipeUsers Inherit="False">
<li>WULA_Cube_Productor_Energy</li>
</recipeUsers>
<researchPrerequisite>WULA_Synth_Weapon_2_Stun_Technology</researchPrerequisite>
<skillRequirements>
<Crafting>4</Crafting>
</skillRequirements>
</recipeMaker>
</ThingDef>
<!-- 示例2重型爆炸射线武器 - 每3发爆炸一次威力更大 -->
<ThingDef ParentName="BaseHumanMakeableGun">
<defName>WULA_HeavyExplosiveBeam</defName>
<label>CLa-16"蓝爆"重型</label>
<description>乌拉帝国的重型爆炸射线武器,每三发射线会触发一次大威力爆炸,并在爆炸区域留下燃料污渍。</description>
<techLevel>Ultra</techLevel>
<graphicData>
<texPath>Wula/Weapon/WULA_RW_Fractal_AR</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>1.75</drawSize>
</graphicData>
<soundInteract>Interact_ChargeRifle</soundInteract>
<weaponClasses>
<li>LongShots</li>
<li>RangedHeavy</li>
</weaponClasses>
<statBases>
<WorkToMake>35000</WorkToMake>
<Mass>4.2</Mass>
<AccuracyTouch>0.45</AccuracyTouch>
<AccuracyShort>0.8</AccuracyShort>
<AccuracyMedium>0.65</AccuracyMedium>
<AccuracyLong>0.4</AccuracyLong>
<RangedWeapon_Cooldown>2.1</RangedWeapon_Cooldown>
</statBases>
<costList Inherit="False">
<Steel>200</Steel>
<Plasteel>60</Plasteel>
<ComponentSpacer>6</ComponentSpacer>
<Uranium>15</Uranium>
</costList>
<verbs>
<li Class="WulaFallenEmpire.VerbPropertiesExplosiveBeam">
<verbClass>WulaFallenEmpire.Verb_ShootBeamExplosive</verbClass>
<!-- 基础射线参数 -->
<hasStandardCommand>true</hasStandardCommand>
<warmupTime>0.8</warmupTime>
<range>35</range>
<burstShotCount>9</burstShotCount>
<ticksBetweenBurstShots>5</ticksBetweenBurstShots>
<beamDamageDef>Stun</beamDamageDef>
<!-- 消除射线偏移的参数 -->
<beamFullWidthRange>1000</beamFullWidthRange>
<beamWidth>-1</beamWidth>
<beamMaxDeviation>0</beamMaxDeviation>
<beamCurvature>0</beamCurvature>
<beamStartOffset>0</beamStartOffset>
<!-- 视觉和音效 -->
<muzzleFlashScale>0</muzzleFlashScale>
<soundCastBeam>BeamGraser_Shooting</soundCastBeam>
<beamGroundFleckDef>Fleck_BeamBurn</beamGroundFleckDef>
<beamFleckChancePerTick>0.32</beamFleckChancePerTick>
<beamMoteDef>Mote_GraserBeamBase</beamMoteDef>
<beamEndEffecterDef>GraserBeam_End</beamEndEffecterDef>
<!-- 火焰效果 -->
<beamChanceToStartFire>0</beamChanceToStartFire>
<beamChanceToAttachFire>0</beamChanceToAttachFire>
<beamFireSizeRange>0</beamFireSizeRange>
<!-- 其他射线属性 -->
<beamHitsNeighborCells>true</beamHitsNeighborCells>
<beamLineFleckChanceCurve>
<points>
<li>(0, 0)</li>
<li>(0.65, 0.4)</li>
<li>(1, 0.75)</li>
</points>
</beamLineFleckChanceCurve>
<!-- 攻击目标设置 -->
<targetParams>
<canTargetLocations>true</canTargetLocations>
</targetParams>
<!-- 每3发爆炸一次 -->
<enableExplosion>true</enableExplosion>
<explosionShotInterval>3</explosionShotInterval>
<explosionRadius>3.2</explosionRadius>
<explosionDamageDef>Bomb</explosionDamageDef>
<explosionDamage>35</explosionDamage>
<explosionArmorPenetration>0.4</explosionArmorPenetration>
<explosionSound>Explosion_Bomb</explosionSound>
<chanceToStartFire>0.4</chanceToStartFire>
<postExplosionSpawnThingDef>Filth_Fuel</postExplosionSpawnThingDef>
<postExplosionSpawnChance>0.25</postExplosionSpawnChance>
<postExplosionSpawnThingCount>2</postExplosionSpawnThingCount>
</li>
</verbs>
<recipeMaker>
<recipeUsers Inherit="False">
<li>WULA_Cube_Productor_Energy</li>
</recipeUsers>
<researchPrerequisite>WULA_Synth_Weapon_2_Stun_Technology</researchPrerequisite>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
</recipeMaker>
</ThingDef>
</Defs>

View File

@@ -1,259 +0,0 @@
# 爆炸射线武器开发指南
## 架构概述
爆炸射线武器系统基于RimWorld原版的射线武器系统通过继承和扩展实现爆炸功能。
### 核心类结构
```
Verb (RimWorld原版)
└── Verb_ShootBeam (RimWorld原版)
└── Verb_ShootBeamExplosive (自定义)
VerbProperties (RimWorld原版)
└── VerbPropertiesExplosiveBeam (自定义)
```
## 代码架构
### 1. Verb_ShootBeamExplosive.cs
#### 核心字段
```csharp
private int explosionShotCounter = 0; // 爆炸计数器
```
#### 关键方法
- `TryCastShot()`: 重写射击方法,添加爆炸逻辑
- `TriggerExplosion()`: 触发爆炸的核心方法
- `ExposeData()`: 保存/加载数据
#### 工作流程
1. 调用基类的 `TryCastShot()`
2. 如果射击成功且启用爆炸,递增计数器
3. 当计数器达到间隔值时,触发爆炸并重置计数器
### 2. VerbPropertiesExplosiveBeam.cs
#### 配置属性分类
- **基础控制**: `enableExplosion`, `explosionShotInterval`
- **伤害属性**: `explosionRadius`, `explosionDamage`, `explosionDamageDef`
- **效果属性**: `explosionSound`, `explosionEffecter`
- **后续效果**: `postExplosionSpawn*`, `postExplosionGasType`
## 扩展开发
### 添加新的爆炸类型
1. **在VerbPropertiesExplosiveBeam中添加新属性**
```csharp
public bool enableChainExplosion = false;
public int chainExplosionCount = 3;
public float chainExplosionDelay = 0.5f;
```
2. **在Verb_ShootBeamExplosive中实现逻辑**
```csharp
private void TriggerChainExplosion(VerbPropertiesExplosiveBeam props)
{
// 实现连锁爆炸逻辑
}
```
### 添加条件爆炸
```csharp
// 基于目标类型的条件爆炸
private bool ShouldExplodeForTarget(Thing target)
{
if (target is Pawn pawn)
{
return pawn.RaceProps.Humanlike;
}
return true;
}
```
### 添加爆炸延迟
```csharp
private void ScheduleDelayedExplosion(IntVec3 pos, float delay)
{
Find.TickManager.ScheduleCallback(() => {
TriggerExplosion(explosiveProps);
}, (int)(delay * 60)); // 转换为ticks
}
```
## 性能优化
### 1. 爆炸频率控制
- 避免每发都爆炸的设计
- 使用合理的 `explosionShotInterval`
- 考虑武器的射速和爆炸威力平衡
### 2. 效果缓存
```csharp
private static Dictionary<string, Effecter> cachedEffecters = new Dictionary<string, Effecter>();
private Effecter GetCachedEffecter(EffecterDef def)
{
string key = def.defName;
if (!cachedEffecters.ContainsKey(key))
{
cachedEffecters[key] = def.Spawn();
}
return cachedEffecters[key];
}
```
### 3. 范围检查优化
```csharp
private bool IsValidExplosionPosition(IntVec3 pos)
{
return pos.InBounds(caster.Map) &&
pos.GetThingList(caster.Map).Any(t => t.def.category == ThingCategory.Pawn);
}
```
## 调试技巧
### 1. 日志输出
```csharp
if (Prefs.DevMode)
{
Log.Message($"[ExplosiveBeam] Shot {explosionShotCounter}/{explosiveProps.explosionShotInterval}");
}
```
### 2. 可视化调试
```csharp
if (DebugSettings.godMode)
{
// 在爆炸位置显示调试信息
MoteMaker.ThrowText(explosionCell.ToVector3(), caster.Map,
$"Explosion: {explosiveProps.explosionDamage}", Color.red);
}
```
### 3. 性能监控
```csharp
private static Stopwatch explosionTimer = new Stopwatch();
private void TriggerExplosion(VerbPropertiesExplosiveBeam explosiveProps)
{
explosionTimer.Start();
// ... 爆炸逻辑
explosionTimer.Stop();
if (explosionTimer.ElapsedMilliseconds > 5)
{
Log.Warning($"Explosion took {explosionTimer.ElapsedMilliseconds}ms");
}
explosionTimer.Reset();
}
```
## 兼容性考虑
### 1. 模组兼容性
- 使用命名空间避免冲突
- 检查其他模组的Harmony补丁
- 提供配置选项禁用功能
### 2. 版本兼容性
```csharp
#if VERSION_1_4
// 1.4版本特定代码
#elif VERSION_1_5
// 1.5版本特定代码
#endif
```
### 3. 保存兼容性
```csharp
public override void ExposeData()
{
base.ExposeData();
// 向后兼容的数据保存
if (Scribe.mode == LoadSaveMode.LoadingVars)
{
// 处理旧版本数据
}
Scribe_Values.Look(ref explosionShotCounter, "explosionShotCounter", 0);
}
```
## 测试框架
### 单元测试示例
```csharp
[Test]
public void TestExplosionInterval()
{
var verb = new Verb_ShootBeamExplosive();
var props = new VerbPropertiesExplosiveBeam
{
enableExplosion = true,
explosionShotInterval = 3
};
// 模拟3次射击
for (int i = 0; i < 3; i++)
{
bool shouldExplode = (i == 2); // 第3发应该爆炸
Assert.AreEqual(shouldExplode, verb.ShouldTriggerExplosion());
}
}
```
## 最佳实践
### 1. 配置验证
```csharp
public override void PostLoad()
{
base.PostLoad();
if (explosionShotInterval <= 0)
{
Log.Error($"Invalid explosionShotInterval: {explosionShotInterval}");
explosionShotInterval = 1;
}
if (explosionRadius < 0)
{
Log.Warning($"Negative explosion radius: {explosionRadius}");
explosionRadius = 0;
}
}
```
### 2. 错误处理
```csharp
private void TriggerExplosion(VerbPropertiesExplosiveBeam explosiveProps)
{
try
{
// 爆炸逻辑
}
catch (Exception e)
{
Log.Error($"Error in explosion: {e}");
// 优雅降级,不影响基础射击功能
}
}
```
### 3. 资源管理
```csharp
public override void Destroy(DestroyMode mode = DestroyMode.Vanish)
{
// 清理资源
cachedEffecters.Clear();
base.Destroy(mode);
}
```

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@@ -1,157 +0,0 @@
# 爆炸射线武器测试说明
## 已实现的功能
### 1. 核心功能
- ✅ 继承自原版 Verb_ShootBeam 的所有功能
- ✅ 可配置的爆炸触发间隔
- ✅ 可配置的爆炸伤害、范围、类型
- ✅ 可配置的音效和特效
- ✅ 可配置的爆炸后效果(生成物品、气体等)
### 2. 配置选项
- `enableExplosion`: 爆炸开关
- `explosionShotInterval`: 爆炸间隔每x发触发一次
- `explosionRadius`: 爆炸半径
- `explosionDamageDef`: 爆炸伤害类型
- `explosionDamage`: 爆炸伤害值
- `explosionSound`: 爆炸音效
- `chanceToStartFire`: 点燃概率
- `postExplosionSpawnThingDef`: 爆炸后生成物品
### 3. 示例武器
已创建三个示例武器:
1. **CLa-15"蓝爆"轻型**: 每发都爆炸,火焰伤害
2. **CLa-16"蓝爆"重型**: 每3发爆炸炸弹伤害+燃料污渍
3. **CLa-17"蓝毒"**: 每2发爆炸毒气伤害+毒气云
## 测试步骤
### 1. 编译测试
```bash
dotnet build "Source\WulaFallenEmpire\WulaFallenEmpire.csproj"
```
✅ 编译成功
### 2. 游戏内测试准备
1. 启动RimWorld
2. 启用开发者模式 (Options -> Dev mode)
3. 加载包含此模组的存档或创建新游戏
4.`~` 键打开开发者控制台
### 3. 生成测试武器
使用以下命令生成测试武器:
```
Thing.Spawn WULA_RW_Fractal_AR 1
Thing.Spawn WULA_LightExplosiveBeam 1
Thing.Spawn WULA_HeavyExplosiveBeam 1
Thing.Spawn WULA_ToxicExplosiveBeam 1
```
### 4. 功能验证清单
#### 基础射线功能
- [ ] 射线正常发射和显示
- [ ] 射线宽度和颜色正确
- [ ] 射线伤害正常造成
- [ ] 音效和视觉效果正常
#### 爆炸功能
- [ ] 爆炸按配置间隔触发
- [ ] 爆炸位置在射线命中点
- [ ] 爆炸半径和伤害正确
- [ ] 爆炸音效正常播放
- [ ] 爆炸视觉效果正常
#### 特殊效果
- [ ] 点燃效果正常工作
- [ ] 爆炸后生成物品(燃料污渍等)
- [ ] 毒气云正常生成和扩散
- [ ] 护甲穿透计算正确
### 5. 性能测试
- [ ] 连续射击时帧率稳定
- [ ] 多个单位同时使用时无卡顿
- [ ] 内存使用正常,无内存泄漏
### 6. 平衡性测试
- [ ] 武器伤害与成本匹配
- [ ] 爆炸威力不会过于强大
- [ ] AI正确使用武器
- [ ] 友伤风险合理
## 测试场景
### 场景1单目标测试
1. 生成一个敌对的人形目标
2. 装备测试武器
3. 射击并观察:
- 射线效果
- 爆炸触发时机
- 伤害数值
- 特殊效果
### 场景2群体目标测试
1. 生成多个敌对目标5-10个
2. 测试爆炸范围伤害
3. 观察连锁效果(点燃、毒气扩散等)
### 场景3建筑物测试
1. 建造一些墙壁和家具
2. 测试爆炸对建筑物的影响
3. 验证射线穿透和爆炸破坏
### 场景4友军测试
1. 在友军附近使用武器
2. 验证友伤机制
3. 测试AI的使用策略
## 常见问题排查
### 问题1爆炸不触发
- 检查 `enableExplosion` 是否为 true
- 检查 `explosionShotInterval` 设置
- 确认射击确实命中目标
### 问题2爆炸位置错误
- 检查射线的 `InterpolatedPosition` 计算
- 确认目标位置在地图范围内
### 问题3音效不播放
- 检查 `explosionSound` 定义是否正确
- 确认音效文件存在
### 问题4特效不显示
- 检查 `explosionEffecter` 定义
- 确认特效资源文件存在
## 调试工具
### 开发者命令
```
# 生成特定武器
Thing.Spawn [武器DefName] [数量]
# 生成敌对目标
Pawn.Spawn Raider 5
# 治疗所有伤害
Heal.All
# 清除所有火焰
Fire.Clear
```
### 日志监控
监控游戏日志文件中的错误信息:
- `Player.log` (Windows)
- 搜索 "WulaFallenEmpire" 相关错误
## 报告问题
如果发现问题,请记录:
1. 具体的复现步骤
2. 预期行为 vs 实际行为
3. 相关的日志错误信息
4. 游戏版本和模组版本
5. 其他加载的模组列表

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# 爆炸射线武器示例
本文档展示了不同类型的爆炸射线武器配置示例,涵盖各种使用场景。
## 基础示例
### 1. 简单爆炸射线
最基础的爆炸射线武器配置:
```xml
<verbs>
<li Class="WulaFallenEmpire.VerbPropertiesExplosiveBeam">
<verbClass>WulaFallenEmpire.Verb_ShootBeamExplosive</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<range>25</range>
<burstShotCount>3</burstShotCount>
<beamWidth>2</beamWidth>
<beamDamageDef>Burn</beamDamageDef>
<!-- 爆炸配置 -->
<enableExplosion>true</enableExplosion>
<explosionShotInterval>1</explosionShotInterval>
<explosionRadius>2.0</explosionRadius>
<explosionDamageDef>Bomb</explosionDamageDef>
<explosionDamage>20</explosionDamage>
</li>
</verbs>
```
## 进阶示例
### 2. 延迟爆炸射线
每3发触发一次大威力爆炸
```xml
<verbs>
<li Class="WulaFallenEmpire.VerbPropertiesExplosiveBeam">
<verbClass>WulaFallenEmpire.Verb_ShootBeamExplosive</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<warmupTime>0.8</warmupTime>
<range>30</range>
<burstShotCount>9</burstShotCount>
<ticksBetweenBurstShots>5</ticksBetweenBurstShots>
<beamWidth>3</beamWidth>
<beamDamageDef>Stun</beamDamageDef>
<!-- 延迟爆炸配置 -->
<enableExplosion>true</enableExplosion>
<explosionShotInterval>3</explosionShotInterval>
<explosionRadius>3.5</explosionRadius>
<explosionDamageDef>Bomb</explosionDamageDef>
<explosionDamage>40</explosionDamage>
<explosionArmorPenetration>0.5</explosionArmorPenetration>
<explosionSound>Explosion_Bomb</explosionSound>
<chanceToStartFire>0.4</chanceToStartFire>
</li>
</verbs>
```
### 3. 火焰爆炸射线
专注于点燃和火焰伤害:
```xml
<verbs>
<li Class="WulaFallenEmpire.VerbPropertiesExplosiveBeam">
<verbClass>WulaFallenEmpire.Verb_ShootBeamExplosive</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<range>28</range>
<burstShotCount>6</burstShotCount>
<beamWidth>2.5</beamWidth>
<beamDamageDef>Flame</beamDamageDef>
<!-- 火焰爆炸配置 -->
<enableExplosion>true</enableExplosion>
<explosionShotInterval>2</explosionShotInterval>
<explosionRadius>2.8</explosionRadius>
<explosionDamageDef>Flame</explosionDamageDef>
<explosionDamage>25</explosionDamage>
<explosionSound>Explosion_Fire</explosionSound>
<chanceToStartFire>0.8</chanceToStartFire>
<postExplosionSpawnThingDef>Filth_Fuel</postExplosionSpawnThingDef>
<postExplosionSpawnChance>0.3</postExplosionSpawnChance>
<postExplosionSpawnThingCount>3</postExplosionSpawnThingCount>
</li>
</verbs>
```
## 特殊效果示例
### 4. 毒气爆炸射线
产生毒气云的射线武器:
```xml
<verbs>
<li Class="WulaFallenEmpire.VerbPropertiesExplosiveBeam">
<verbClass>WulaFallenEmpire.Verb_ShootBeamExplosive</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<range>26</range>
<burstShotCount>4</burstShotCount>
<beamWidth>2</beamWidth>
<beamDamageDef>ToxGas</beamDamageDef>
<!-- 毒气爆炸配置 -->
<enableExplosion>true</enableExplosion>
<explosionShotInterval>2</explosionShotInterval>
<explosionRadius>3.0</explosionRadius>
<explosionDamageDef>ToxGas</explosionDamageDef>
<explosionDamage>18</explosionDamage>
<explosionSound>Explosion_Gas</explosionSound>
<postExplosionGasType>ToxGas</postExplosionGasType>
<chanceToStartFire>0.1</chanceToStartFire>
</li>
</verbs>
```
### 5. 冰冻爆炸射线
造成冰冻效果的射线武器:
```xml
<verbs>
<li Class="WulaFallenEmpire.VerbPropertiesExplosiveBeam">
<verbClass>WulaFallenEmpire.Verb_ShootBeamExplosive</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<range>24</range>
<burstShotCount>5</burstShotCount>
<beamWidth>2.2</beamWidth>
<beamDamageDef>Frostbite</beamDamageDef>
<!-- 冰冻爆炸配置 -->
<enableExplosion>true</enableExplosion>
<explosionShotInterval>2</explosionShotInterval>
<explosionRadius>2.5</explosionRadius>
<explosionDamageDef>Frostbite</explosionDamageDef>
<explosionDamage>22</explosionDamage>
<explosionSound>Explosion_Ice</explosionSound>
<chanceToStartFire>0.0</chanceToStartFire>
<postExplosionSpawnThingDef>Filth_Water</postExplosionSpawnThingDef>
<postExplosionSpawnChance>0.4</postExplosionSpawnChance>
</li>
</verbs>
```
## 高级配置示例
### 6. 多效果爆炸射线
结合多种效果的复杂武器:
```xml
<verbs>
<li Class="WulaFallenEmpire.VerbPropertiesExplosiveBeam">
<verbClass>WulaFallenEmpire.Verb_ShootBeamExplosive</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<warmupTime>1.2</warmupTime>
<range>35</range>
<burstShotCount>12</burstShotCount>
<ticksBetweenBurstShots>4</ticksBetweenBurstShots>
<beamWidth>4</beamWidth>
<beamDamageDef>Bomb</beamDamageDef>
<!-- 复合爆炸配置 -->
<enableExplosion>true</enableExplosion>
<explosionShotInterval>4</explosionShotInterval>
<explosionRadius>4.0</explosionRadius>
<explosionDamageDef>Bomb</explosionDamageDef>
<explosionDamage>50</explosionDamage>
<explosionArmorPenetration>0.6</explosionArmorPenetration>
<explosionSound>Explosion_Bomb</explosionSound>
<!-- 多重后续效果 -->
<chanceToStartFire>0.5</chanceToStartFire>
<postExplosionSpawnThingDef>Filth_Fuel</postExplosionSpawnThingDef>
<postExplosionSpawnChance>0.3</postExplosionSpawnChance>
<postExplosionSpawnThingCount>4</postExplosionSpawnThingCount>
<preExplosionSpawnThingDef>Mote_ExplosionFlash</preExplosionSpawnThingDef>
<preExplosionSpawnChance>1.0</preExplosionSpawnChance>
<postExplosionGasType>BlindSmoke</postExplosionGasType>
</li>
</verbs>
```
### 7. 精确爆炸射线
高精度、低频率爆炸的狙击型武器:
```xml
<verbs>
<li Class="WulaFallenEmpire.VerbPropertiesExplosiveBeam">
<verbClass>WulaFallenEmpire.Verb_ShootBeamExplosive</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<warmupTime>2.0</warmupTime>
<range>45</range>
<burstShotCount>1</burstShotCount>
<beamWidth>1</beamWidth>
<beamDamageDef>Bullet</beamDamageDef>
<beamMaxDeviation>0.05</beamMaxDeviation>
<!-- 精确爆炸配置 -->
<enableExplosion>true</enableExplosion>
<explosionShotInterval>1</explosionShotInterval>
<explosionRadius>2.2</explosionRadius>
<explosionDamageDef>Bomb</explosionDamageDef>
<explosionDamage>60</explosionDamage>
<explosionArmorPenetration>0.8</explosionArmorPenetration>
<explosionSound>Explosion_Sharp</explosionSound>
<damageFalloff>false</damageFalloff>
</li>
</verbs>
```
## 平衡性考虑
### 轻型武器平衡
- 爆炸半径1.5-2.5
- 爆炸伤害15-25
- 射击间隔1-2发
- 成本:低-中等
### 中型武器平衡
- 爆炸半径2.5-3.5
- 爆炸伤害25-40
- 射击间隔2-3发
- 成本:中等-高
### 重型武器平衡
- 爆炸半径3.5-5.0
- 爆炸伤害40-70
- 射击间隔3-5发
- 成本:高-极高
## 使用建议
### 1. 近战防御武器
```xml
<!-- 短射程、高爆炸频率 -->
<range>15</range>
<explosionShotInterval>1</explosionShotInterval>
<explosionRadius>3.0</explosionRadius>
```
### 2. 中距离支援武器
```xml
<!-- 中等射程、适中爆炸频率 -->
<range>28</range>
<explosionShotInterval>2</explosionShotInterval>
<explosionRadius>2.5</explosionRadius>
```
### 3. 远程狙击武器
```xml
<!-- 长射程、低爆炸频率、高威力 -->
<range>40</range>
<explosionShotInterval>1</explosionShotInterval>
<explosionRadius>2.0</explosionRadius>
<explosionDamage>50</explosionDamage>
```
### 4. 区域控制武器
```xml
<!-- 大范围、特殊效果 -->
<explosionRadius>4.0</explosionRadius>
<postExplosionGasType>BlindSmoke</postExplosionGasType>
<chanceToStartFire>0.6</chanceToStartFire>
```

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# 爆炸射线武器配置说明
## 概述
新的 `Verb_ShootBeamExplosive` 类扩展了原版的 `Verb_ShootBeam`,添加了可配置的爆炸效果。
## 配置属性
### 基础爆炸控制
- `enableExplosion` (bool): 是否启用爆炸效果,默认 false
- `explosionShotInterval` (int): 每x发射击触发一次爆炸默认 1
### 爆炸伤害属性
- `explosionRadius` (float): 爆炸半径,默认 2.9
- `explosionDamageDef` (DamageDef): 爆炸伤害类型null时使用 Bomb
- `explosionDamage` (int): 爆炸伤害值,-1时使用武器默认伤害
- `explosionArmorPenetration` (float): 爆炸护甲穿透,-1时使用武器默认值
### 音效和特效
- `explosionSound` (SoundDef): 爆炸音效
- `explosionEffecter` (EffecterDef): 爆炸特效
### 爆炸后效果
- `postExplosionSpawnThingDef` (ThingDef): 爆炸后生成的物品
- `postExplosionSpawnChance` (float): 生成概率 (0-1)
- `postExplosionSpawnThingCount` (int): 生成数量
### 爆炸前效果
- `preExplosionSpawnThingDef` (ThingDef): 爆炸前生成的物品
- `preExplosionSpawnChance` (float): 生成概率 (0-1)
- `preExplosionSpawnThingCount` (int): 生成数量
### 其他属性
- `postExplosionGasType` (GasType?): 爆炸后的气体类型
- `applyDamageToExplosionCellsNeighbors` (bool): 是否对邻近格子造成伤害
- `chanceToStartFire` (float): 点燃概率 (0-1)
- `damageFalloff` (bool): 是否有伤害衰减
## 使用示例
```xml
<verbs>
<li Class="WulaFallenEmpire.VerbPropertiesExplosiveBeam">
<verbClass>WulaFallenEmpire.Verb_ShootBeamExplosive</verbClass>
<!-- 基础射线属性 -->
<hasStandardCommand>true</hasStandardCommand>
<warmupTime>0.5</warmupTime>
<range>30</range>
<burstShotCount>6</burstShotCount>
<beamWidth>3</beamWidth>
<beamDamageDef>Stun</beamDamageDef>
<!-- 爆炸配置 -->
<enableExplosion>true</enableExplosion>
<explosionShotInterval>3</explosionShotInterval> <!-- 每3发触发一次爆炸 -->
<explosionRadius>2.5</explosionRadius>
<explosionDamageDef>Bomb</explosionDamageDef>
<explosionDamage>25</explosionDamage>
<explosionSound>Explosion_Bomb</explosionSound>
<chanceToStartFire>0.3</chanceToStartFire>
<postExplosionSpawnThingDef>Filth_Fuel</postExplosionSpawnThingDef>
<postExplosionSpawnChance>0.15</postExplosionSpawnChance>
</li>
</verbs>
```
## 工作原理
1. 武器正常进行射线攻击
2. 每次成功射击后,计数器递增
3. 当计数器达到 `explosionShotInterval` 时:
- 在当前射线位置触发爆炸
- 播放爆炸音效和特效
- 重置计数器
4. 爆炸使用配置的参数进行伤害计算
## 注意事项
- 爆炸位置基于射线的插值位置
- 如果爆炸位置超出地图边界,爆炸不会触发
- 音效和特效是可选的,可以设置为 null
- 伤害值为 -1 时会尝试使用武器的默认伤害
- 这个功能完全向后兼容,不启用爆炸时行为与原版相同
## 配置模板
### 轻型爆炸武器
```xml
<enableExplosion>true</enableExplosion>
<explosionShotInterval>1</explosionShotInterval>
<explosionRadius>1.8</explosionRadius>
<explosionDamageDef>Flame</explosionDamageDef>
<explosionDamage>15</explosionDamage>
<chanceToStartFire>0.6</chanceToStartFire>
```
### 重型爆炸武器
```xml
<enableExplosion>true</enableExplosion>
<explosionShotInterval>3</explosionShotInterval>
<explosionRadius>3.2</explosionRadius>
<explosionDamageDef>Bomb</explosionDamageDef>
<explosionDamage>35</explosionDamage>
<explosionArmorPenetration>0.4</explosionArmorPenetration>
<postExplosionSpawnThingDef>Filth_Fuel</postExplosionSpawnThingDef>
<postExplosionSpawnChance>0.25</postExplosionSpawnChance>
```
### 毒气武器
```xml
<enableExplosion>true</enableExplosion>
<explosionShotInterval>2</explosionShotInterval>
<explosionRadius>2.8</explosionRadius>
<explosionDamageDef>ToxGas</explosionDamageDef>
<postExplosionGasType>ToxGas</postExplosionGasType>
```

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# 乌拉帝国模组文档
本文件夹包含乌拉帝国模组的所有技术文档和说明。
## 文档结构
### 📁 ExplosiveBeamWeapons/
爆炸射线武器系统的相关文档
- 配置说明
- 测试指南
- 使用示例
### 📁 Features/
各种功能特性的文档(未来扩展)
### 📁 API/
API文档和开发者指南未来扩展
## 快速导航
### 爆炸射线武器系统
- [📋 配置说明](ExplosiveBeamWeapons/配置说明.md) - 详细的配置参数说明
- [🧪 测试指南](ExplosiveBeamWeapons/测试说明.md) - 测试步骤和验证清单
- [👨‍💻 开发指南](ExplosiveBeamWeapons/开发指南.md) - 代码架构和扩展开发
- [⚔️ 示例武器](ExplosiveBeamWeapons/示例武器.md) - 各种类型的武器配置示例
## 版本历史
- v1.0: 初始版本,包含基础乌拉帝国内容
- v1.1: 添加爆炸射线武器系统

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using RimWorld;
using Verse;
namespace WulaFallenEmpire
{
public class CompAbilityEffect_EmergencyEnergyRestore : CompAbilityEffect
{
public new CompProperties_AbilityEmergencyEnergyRestore Props => (CompProperties_AbilityEmergencyEnergyRestore)props;
public override void Apply(LocalTargetInfo target, LocalTargetInfo dest)
{
base.Apply(target, dest);
Pawn caster = parent.pawn;
if (caster == null) return;
// 检查是否是乌拉族
if (!IsWulaRace(caster))
{
Messages.Message("只有乌拉族才能使用紧急能量恢复", MessageTypeDefOf.RejectInput, false);
return;
}
// 检查是否倒地(如果需要的话)
if (Props.requireDowned && !caster.Downed)
{
Messages.Message("只能在倒地时使用紧急能量恢复", MessageTypeDefOf.RejectInput, false);
return;
}
// 添加Hediff
if (Props.hediffDef != null)
{
var hediff = HediffMaker.MakeHediff(Props.hediffDef, caster);
caster.health.AddHediff(hediff);
Messages.Message($"{caster.LabelShort}激活了紧急能量恢复协议", MessageTypeDefOf.PositiveEvent, false);
if (Prefs.DevMode)
{
Log.Message($"[EmergencyEnergyRestore] Applied to {caster.LabelShort}");
}
}
}
public override bool CanApplyOn(LocalTargetInfo target, LocalTargetInfo dest)
{
bool canApply = base.CanApplyOn(target, dest) && IsWulaRace(parent.pawn);
if (Props.requireDowned)
{
canApply = canApply && parent.pawn.Downed;
}
return canApply;
}
private bool IsWulaRace(Pawn pawn)
{
if (pawn?.def == null) return false;
return pawn.def.defName == "WulaSpecies";
}
}
}

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using RimWorld;
using Verse;
namespace WulaFallenEmpire
{
public class CompProperties_AbilityEmergencyEnergyRestore : CompProperties_AbilityEffect
{
public int durationTicks = 600; // 默认10秒
public HediffDef hediffDef;
public bool requireDowned = true; // 是否需要倒地才能使用
public CompProperties_AbilityEmergencyEnergyRestore()
{
compClass = typeof(CompAbilityEffect_EmergencyEnergyRestore);
}
}
}

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using RimWorld;
using Verse;
namespace WulaFallenEmpire
{
public class Hediff_EmergencyEnergyRestore : HediffWithComps
{
private float originalEnergyLevel = 0f;
private bool hasStoredOriginalLevel = false;
public override void PostAdd(DamageInfo? dinfo)
{
base.PostAdd(dinfo);
// 存储原始能量水平
var energyNeed = pawn.needs?.TryGetNeed<Need_WulaEnergy>();
if (energyNeed != null)
{
originalEnergyLevel = energyNeed.CurLevel;
hasStoredOriginalLevel = true;
// 立即将能量设置为100%
energyNeed.CurLevel = 1.0f;
if (Prefs.DevMode)
{
Log.Message($"[EmergencyEnergyRestore] Stored original energy: {originalEnergyLevel:F2}, set to 1.0");
}
}
}
public override void PostRemoved()
{
base.PostRemoved();
// 恢复原始能量水平
if (hasStoredOriginalLevel)
{
var energyNeed = pawn.needs?.TryGetNeed<Need_WulaEnergy>();
if (energyNeed != null)
{
energyNeed.CurLevel = originalEnergyLevel;
if (Prefs.DevMode)
{
Log.Message($"[EmergencyEnergyRestore] Restored energy to: {originalEnergyLevel:F2}");
}
}
}
}
public override void Tick()
{
base.Tick();
// 确保能量保持在100%
var energyNeed = pawn.needs?.TryGetNeed<Need_WulaEnergy>();
if (energyNeed != null && energyNeed.CurLevel < 1.0f)
{
energyNeed.CurLevel = 1.0f;
}
}
public override void ExposeData()
{
base.ExposeData();
Scribe_Values.Look(ref originalEnergyLevel, "originalEnergyLevel", 0f);
Scribe_Values.Look(ref hasStoredOriginalLevel, "hasStoredOriginalLevel", false);
}
}
}

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@@ -77,6 +77,9 @@
<Compile Include="CompUseEffect_WulaSkillTrainer.cs" />
<Compile Include="Verb_ShootBeamExplosive.cs" />
<Compile Include="VerbPropertiesExplosiveBeam.cs" />
<Compile Include="Hediff_EmergencyEnergyRestore.cs" />
<Compile Include="CompProperties_AbilityEmergencyEnergyRestore.cs" />
<Compile Include="CompAbilityEffect_EmergencyEnergyRestore.cs" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
</Project>