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# 爆炸射线武器开发指南
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## 架构概述
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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。
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### 核心类结构
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```
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Verb (RimWorld原版)
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└── Verb_ShootBeam (RimWorld原版)
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└── Verb_ShootBeamExplosive (自定义)
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VerbProperties (RimWorld原版)
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└── VerbPropertiesExplosiveBeam (自定义)
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```
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## 代码架构
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### 1. Verb_ShootBeamExplosive.cs
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#### 核心字段
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```csharp
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private int explosionShotCounter = 0; // 爆炸计数器
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```
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#### 关键方法
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- `TryCastShot()`: 重写射击方法,添加爆炸逻辑
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- `TriggerExplosion()`: 触发爆炸的核心方法
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- `ExposeData()`: 保存/加载数据
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#### 工作流程
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1. 调用基类的 `TryCastShot()`
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2. 如果射击成功且启用爆炸,递增计数器
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3. 当计数器达到间隔值时,触发爆炸并重置计数器
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### 2. VerbPropertiesExplosiveBeam.cs
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#### 配置属性分类
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- **基础控制**: `enableExplosion`, `explosionShotInterval`
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- **伤害属性**: `explosionRadius`, `explosionDamage`, `explosionDamageDef`
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- **效果属性**: `explosionSound`, `explosionEffecter`
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- **后续效果**: `postExplosionSpawn*`, `postExplosionGasType`
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## 扩展开发
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### 添加新的爆炸类型
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1. **在VerbPropertiesExplosiveBeam中添加新属性**
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```csharp
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public bool enableChainExplosion = false;
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public int chainExplosionCount = 3;
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public float chainExplosionDelay = 0.5f;
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```
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2. **在Verb_ShootBeamExplosive中实现逻辑**
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```csharp
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private void TriggerChainExplosion(VerbPropertiesExplosiveBeam props)
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{
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// 实现连锁爆炸逻辑
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}
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```
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### 添加条件爆炸
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```csharp
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// 基于目标类型的条件爆炸
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private bool ShouldExplodeForTarget(Thing target)
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{
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if (target is Pawn pawn)
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{
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return pawn.RaceProps.Humanlike;
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}
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return true;
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}
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```
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### 添加爆炸延迟
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```csharp
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private void ScheduleDelayedExplosion(IntVec3 pos, float delay)
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{
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Find.TickManager.ScheduleCallback(() => {
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TriggerExplosion(explosiveProps);
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}, (int)(delay * 60)); // 转换为ticks
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}
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```
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## 性能优化
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### 1. 爆炸频率控制
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- 避免每发都爆炸的设计
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- 使用合理的 `explosionShotInterval`
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- 考虑武器的射速和爆炸威力平衡
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### 2. 效果缓存
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```csharp
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private static Dictionary<string, Effecter> cachedEffecters = new Dictionary<string, Effecter>();
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private Effecter GetCachedEffecter(EffecterDef def)
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{
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string key = def.defName;
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if (!cachedEffecters.ContainsKey(key))
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{
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cachedEffecters[key] = def.Spawn();
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}
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return cachedEffecters[key];
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}
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```
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### 3. 范围检查优化
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```csharp
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private bool IsValidExplosionPosition(IntVec3 pos)
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{
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return pos.InBounds(caster.Map) &&
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pos.GetThingList(caster.Map).Any(t => t.def.category == ThingCategory.Pawn);
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}
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```
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## 调试技巧
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### 1. 日志输出
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```csharp
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if (Prefs.DevMode)
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{
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Log.Message($"[ExplosiveBeam] Shot {explosionShotCounter}/{explosiveProps.explosionShotInterval}");
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}
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```
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### 2. 可视化调试
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```csharp
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if (DebugSettings.godMode)
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{
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// 在爆炸位置显示调试信息
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MoteMaker.ThrowText(explosionCell.ToVector3(), caster.Map,
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$"Explosion: {explosiveProps.explosionDamage}", Color.red);
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}
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```
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### 3. 性能监控
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```csharp
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private static Stopwatch explosionTimer = new Stopwatch();
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private void TriggerExplosion(VerbPropertiesExplosiveBeam explosiveProps)
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{
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explosionTimer.Start();
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// ... 爆炸逻辑
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explosionTimer.Stop();
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if (explosionTimer.ElapsedMilliseconds > 5)
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{
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Log.Warning($"Explosion took {explosionTimer.ElapsedMilliseconds}ms");
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}
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explosionTimer.Reset();
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}
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```
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## 兼容性考虑
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### 1. 模组兼容性
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- 使用命名空间避免冲突
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- 检查其他模组的Harmony补丁
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- 提供配置选项禁用功能
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### 2. 版本兼容性
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```csharp
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#if VERSION_1_4
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// 1.4版本特定代码
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#elif VERSION_1_5
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// 1.5版本特定代码
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#endif
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```
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### 3. 保存兼容性
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```csharp
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public override void ExposeData()
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{
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base.ExposeData();
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// 向后兼容的数据保存
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if (Scribe.mode == LoadSaveMode.LoadingVars)
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{
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// 处理旧版本数据
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}
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Scribe_Values.Look(ref explosionShotCounter, "explosionShotCounter", 0);
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}
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```
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## 测试框架
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### 单元测试示例
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```csharp
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[Test]
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public void TestExplosionInterval()
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{
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var verb = new Verb_ShootBeamExplosive();
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var props = new VerbPropertiesExplosiveBeam
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{
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enableExplosion = true,
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explosionShotInterval = 3
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};
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// 模拟3次射击
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for (int i = 0; i < 3; i++)
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{
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bool shouldExplode = (i == 2); // 第3发应该爆炸
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Assert.AreEqual(shouldExplode, verb.ShouldTriggerExplosion());
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}
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}
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```
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## 最佳实践
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### 1. 配置验证
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```csharp
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public override void PostLoad()
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{
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base.PostLoad();
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if (explosionShotInterval <= 0)
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{
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Log.Error($"Invalid explosionShotInterval: {explosionShotInterval}");
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explosionShotInterval = 1;
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}
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if (explosionRadius < 0)
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{
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Log.Warning($"Negative explosion radius: {explosionRadius}");
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explosionRadius = 0;
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}
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}
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```
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### 2. 错误处理
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```csharp
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private void TriggerExplosion(VerbPropertiesExplosiveBeam explosiveProps)
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{
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try
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{
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// 爆炸逻辑
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}
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catch (Exception e)
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{
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Log.Error($"Error in explosion: {e}");
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// 优雅降级,不影响基础射击功能
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}
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}
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```
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### 3. 资源管理
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```csharp
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public override void Destroy(DestroyMode mode = DestroyMode.Vanish)
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{
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// 清理资源
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cachedEffecters.Clear();
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base.Destroy(mode);
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}
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```
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@@ -1,157 +0,0 @@
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# 爆炸射线武器测试说明
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## 已实现的功能
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### 1. 核心功能
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- ✅ 继承自原版 Verb_ShootBeam 的所有功能
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- ✅ 可配置的爆炸触发间隔
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- ✅ 可配置的爆炸伤害、范围、类型
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- ✅ 可配置的音效和特效
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- ✅ 可配置的爆炸后效果(生成物品、气体等)
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### 2. 配置选项
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- `enableExplosion`: 爆炸开关
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- `explosionShotInterval`: 爆炸间隔(每x发触发一次)
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- `explosionRadius`: 爆炸半径
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- `explosionDamageDef`: 爆炸伤害类型
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- `explosionDamage`: 爆炸伤害值
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- `explosionSound`: 爆炸音效
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- `chanceToStartFire`: 点燃概率
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- `postExplosionSpawnThingDef`: 爆炸后生成物品
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### 3. 示例武器
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已创建三个示例武器:
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1. **CLa-15"蓝爆"轻型**: 每发都爆炸,火焰伤害
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2. **CLa-16"蓝爆"重型**: 每3发爆炸,炸弹伤害+燃料污渍
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3. **CLa-17"蓝毒"**: 每2发爆炸,毒气伤害+毒气云
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## 测试步骤
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### 1. 编译测试
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```bash
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dotnet build "Source\WulaFallenEmpire\WulaFallenEmpire.csproj"
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```
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✅ 编译成功
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### 2. 游戏内测试准备
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1. 启动RimWorld
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2. 启用开发者模式 (Options -> Dev mode)
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3. 加载包含此模组的存档或创建新游戏
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4. 按 `~` 键打开开发者控制台
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### 3. 生成测试武器
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使用以下命令生成测试武器:
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```
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Thing.Spawn WULA_RW_Fractal_AR 1
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Thing.Spawn WULA_LightExplosiveBeam 1
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Thing.Spawn WULA_HeavyExplosiveBeam 1
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Thing.Spawn WULA_ToxicExplosiveBeam 1
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```
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### 4. 功能验证清单
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#### 基础射线功能
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- [ ] 射线正常发射和显示
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- [ ] 射线宽度和颜色正确
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- [ ] 射线伤害正常造成
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- [ ] 音效和视觉效果正常
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#### 爆炸功能
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- [ ] 爆炸按配置间隔触发
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- [ ] 爆炸位置在射线命中点
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- [ ] 爆炸半径和伤害正确
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- [ ] 爆炸音效正常播放
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- [ ] 爆炸视觉效果正常
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#### 特殊效果
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- [ ] 点燃效果正常工作
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- [ ] 爆炸后生成物品(燃料污渍等)
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- [ ] 毒气云正常生成和扩散
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- [ ] 护甲穿透计算正确
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### 5. 性能测试
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- [ ] 连续射击时帧率稳定
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- [ ] 多个单位同时使用时无卡顿
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- [ ] 内存使用正常,无内存泄漏
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### 6. 平衡性测试
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- [ ] 武器伤害与成本匹配
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- [ ] 爆炸威力不会过于强大
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- [ ] AI正确使用武器
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- [ ] 友伤风险合理
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## 测试场景
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### 场景1:单目标测试
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1. 生成一个敌对的人形目标
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2. 装备测试武器
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3. 射击并观察:
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- 射线效果
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- 爆炸触发时机
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- 伤害数值
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- 特殊效果
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### 场景2:群体目标测试
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1. 生成多个敌对目标(5-10个)
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2. 测试爆炸范围伤害
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3. 观察连锁效果(点燃、毒气扩散等)
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### 场景3:建筑物测试
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1. 建造一些墙壁和家具
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2. 测试爆炸对建筑物的影响
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3. 验证射线穿透和爆炸破坏
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### 场景4:友军测试
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1. 在友军附近使用武器
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2. 验证友伤机制
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3. 测试AI的使用策略
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## 常见问题排查
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### 问题1:爆炸不触发
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- 检查 `enableExplosion` 是否为 true
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- 检查 `explosionShotInterval` 设置
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- 确认射击确实命中目标
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### 问题2:爆炸位置错误
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- 检查射线的 `InterpolatedPosition` 计算
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- 确认目标位置在地图范围内
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### 问题3:音效不播放
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- 检查 `explosionSound` 定义是否正确
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- 确认音效文件存在
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### 问题4:特效不显示
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- 检查 `explosionEffecter` 定义
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- 确认特效资源文件存在
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## 调试工具
|
||||
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||||
### 开发者命令
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```
|
||||
# 生成特定武器
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||||
Thing.Spawn [武器DefName] [数量]
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||||
# 生成敌对目标
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Pawn.Spawn Raider 5
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||||
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||||
# 治疗所有伤害
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Heal.All
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||||
# 清除所有火焰
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||||
Fire.Clear
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```
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||||
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||||
### 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
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||||
3. 相关的日志错误信息
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||||
4. 游戏版本和模组版本
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||||
5. 其他加载的模组列表
|
||||
@@ -1,262 +0,0 @@
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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。
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||||
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## 基础示例
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||||
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||||
### 1. 简单爆炸射线
|
||||
最基础的爆炸射线武器配置:
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||||
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||||
```xml
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<verbs>
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<li Class="WulaFallenEmpire.VerbPropertiesExplosiveBeam">
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||||
<verbClass>WulaFallenEmpire.Verb_ShootBeamExplosive</verbClass>
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||||
<hasStandardCommand>true</hasStandardCommand>
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||||
<range>25</range>
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||||
<burstShotCount>3</burstShotCount>
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||||
<beamWidth>2</beamWidth>
|
||||
<beamDamageDef>Burn</beamDamageDef>
|
||||
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||||
<!-- 爆炸配置 -->
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||||
<enableExplosion>true</enableExplosion>
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||||
<explosionShotInterval>1</explosionShotInterval>
|
||||
<explosionRadius>2.0</explosionRadius>
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||||
<explosionDamageDef>Bomb</explosionDamageDef>
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||||
<explosionDamage>20</explosionDamage>
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||||
</li>
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||||
</verbs>
|
||||
```
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||||
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||||
## 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>
|
||||
```
|
||||
@@ -1,116 +0,0 @@
|
||||
# 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>
|
||||
```
|
||||
@@ -1,30 +0,0 @@
|
||||
# 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
|
||||
Reference in New Issue
Block a user