Merge branch 'main' of https://git.ra3battle.cn/Kalospacer/WulaFallenEmpireRW
This commit is contained in:
@@ -21,9 +21,6 @@ namespace WulaFallenEmpire
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Map map = parent.pawn.MapHeld;
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if (map == null) return;
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// 播放发射特效(在施法者位置)- 在释放瞬间播放
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//PlayCastEffecter(target, map);
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// 获取扇形区域内的所有单元格
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List<IntVec3> affectedCells = AffectedCells(target);
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@@ -56,38 +53,15 @@ namespace WulaFallenEmpire
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// 为每个受影响的目标播放命中效果器并处理效果
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foreach (Thing affectedThing in affectedTargets)
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{
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PlayHitEffecter(affectedThing, map);
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// 只对建筑和Pawn播放命中特效
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if (affectedThing is Building || affectedThing is Pawn)
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{
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PlayHitEffecter(affectedThing, map);
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}
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ProcessTarget(affectedThing);
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}
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}
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private void PlayCastEffecter(LocalTargetInfo target, Map map)
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{
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try
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{
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if (Props.castEffecter == null) return;
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// 在释放瞬间创建效果器,确保正确的方向
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Effecter effecter = Props.castEffecter.Spawn(Pawn.Position, target.Cell, map);
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if (Props.castEffecterMaintainTicks > 0)
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{
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// 使用与参考代码相同的方法来维持效果器
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parent.AddEffecterToMaintain(effecter, Pawn.Position, target.Cell, Props.castEffecterMaintainTicks, map);
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}
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else
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{
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effecter.Cleanup();
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}
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Log.Message($"[AreaDestruction] Played cast effecter from {Pawn.Position} to {target.Cell}");
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}
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catch (System.Exception ex)
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{
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Log.Warning($"[AreaDestruction] Error playing cast effecter: {ex.Message}");
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}
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}
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private void PlayHitEffecter(Thing target, Map map)
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{
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try
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@@ -99,7 +73,6 @@ namespace WulaFallenEmpire
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Vector3 directionFromCaster = (target.Position.ToVector3Shifted() - Pawn.Position.ToVector3Shifted()).normalized;
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// 计算反向位置:目标位置 + 反向向量 * 距离
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// 这样特效会从目标位置向施法者的反方向播放
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IntVec3 reversePosition = target.Position + new IntVec3(
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Mathf.RoundToInt(-directionFromCaster.x * 2f),
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0,
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@@ -110,7 +83,6 @@ namespace WulaFallenEmpire
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reversePosition = reversePosition.ClampInsideMap(map);
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// 使用两个位置参数来设置效果器方向
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// 从目标位置到反向位置,这样特效会向施法者反方向播放
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Effecter effecter = Props.hitEffecter.Spawn(target.Position, reversePosition, map);
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if (Props.hitEffecterMaintainTicks > 0)
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@@ -123,7 +95,8 @@ namespace WulaFallenEmpire
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effecter.Cleanup();
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}
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Log.Message($"[AreaDestruction] Played hit effecter on {target.Label} at {target.Position} with reverse direction to {reversePosition}");
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// 可选:记录日志用于调试
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// Log.Message($"[AreaDestruction] Played hit effecter on {target.Label} at {target.Position}");
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}
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catch (System.Exception ex)
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{
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@@ -156,10 +129,15 @@ namespace WulaFallenEmpire
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{
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DestroyAllBodyParts(targetPawn);
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}
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// 其他类型的物体(如物品、植物等)不进行处理
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}
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private bool ShouldAffectThing(Thing thing)
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{
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// 只影响建筑和Pawn
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if (!(thing is Building) && !(thing is Pawn))
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return false;
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// 检查是否影响施法者自己
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if (thing == Pawn && !Props.affectCaster)
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return false;
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@@ -190,7 +168,8 @@ namespace WulaFallenEmpire
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// 直接销毁建筑
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building.Destroy(DestroyMode.Vanish);
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Log.Message($"[AreaDestruction] Destroyed building: {buildingInfo}");
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// 可选:记录日志用于调试
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// Log.Message($"[AreaDestruction] Destroyed building: {buildingInfo}");
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}
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catch (System.Exception ex)
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{
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@@ -213,7 +192,7 @@ namespace WulaFallenEmpire
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int partsDestroyed = 0;
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foreach (var bodyPartRecord in bodyPartRecords)
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{
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// 跳过核心部位以避免立即死亡(可选,根据需求调整)
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// 跳过核心部位以避免立即死亡
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if (IsCoreBodyPart(bodyPartRecord)) continue;
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// 检查该部位是否已经缺失
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@@ -231,7 +210,8 @@ namespace WulaFallenEmpire
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// 检查pawn是否还"活着"(没有核心部位缺失时可能还能存活)
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CheckPawnViability(targetPawn);
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Log.Message($"[AreaDestruction] Destroyed {partsDestroyed} body parts on {pawnInfo}");
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// 可选:记录日志用于调试
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// Log.Message($"[AreaDestruction] Destroyed {partsDestroyed} body parts on {pawnInfo}");
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}
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}
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catch (System.Exception ex)
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@@ -290,7 +270,7 @@ namespace WulaFallenEmpire
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List<Thing> thingList = cell.GetThingList(Pawn.Map);
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for (int i = 0; i < thingList.Count; i++)
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{
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if (thingList[i].Faction == Pawn.Faction)
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if (thingList[i] is Pawn pawn && pawn.Faction == Pawn.Faction)
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{
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return false;
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}
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@@ -0,0 +1,108 @@
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using RimWorld;
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using Verse;
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namespace WulaFallenEmpire
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{
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public class CompAbilityEffect_SpawnAligned : CompAbilityEffect_Spawn
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{
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public new CompProperties_AbilitySpawnAligned Props => (CompProperties_AbilitySpawnAligned)props;
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public override void Apply(LocalTargetInfo target, LocalTargetInfo dest)
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{
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base.Apply(target, dest);
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// 获取刚刚生成的物品
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Thing spawnedThing = target.Cell.GetFirstThing(parent.pawn.Map, Props.thingDef);
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if (spawnedThing != null && Props.alignFaction)
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{
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AlignThingFaction(spawnedThing);
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}
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}
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/// <summary>
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/// 将生成的物品与施法者阵营对齐
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/// </summary>
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private void AlignThingFaction(Thing spawnedThing)
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{
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Faction casterFaction = parent.pawn.Faction;
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// 处理生物
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if (spawnedThing is Pawn spawnedPawn)
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{
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AlignPawnFaction(spawnedPawn, casterFaction);
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}
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// 处理建筑
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else if (spawnedThing is Building building)
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{
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AlignBuildingFaction(building, casterFaction);
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}
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// 处理其他有阵营的物品
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else
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{
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AlignThingWithCompsFaction(spawnedThing, casterFaction);
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}
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}
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/// <summary>
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/// 对齐生物阵营
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/// </summary>
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private void AlignPawnFaction(Pawn pawn, Faction casterFaction)
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{
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// 设置生物阵营
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if (pawn.Faction != casterFaction)
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{
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pawn.SetFaction(casterFaction);
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}
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// 如果是野生动物,尝试驯服
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if (pawn.Faction == null && pawn.RaceProps.Animal && casterFaction == Faction.OfPlayer)
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{
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pawn.SetFaction(casterFaction);
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}
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}
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/// <summary>
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/// 对齐建筑阵营
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/// </summary>
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private void AlignThingWithCompsFaction(Thing thing, Faction casterFaction)
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{
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if (thing.Faction != casterFaction)
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{
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thing.SetFaction(casterFaction);
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}
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}
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/// <summary>
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/// 对齐建筑阵营
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/// </summary>
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private void AlignBuildingFaction(Building building, Faction casterFaction)
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{
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if (building.Faction != casterFaction)
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{
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building.SetFaction(casterFaction);
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}
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}
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public override bool Valid(LocalTargetInfo target, bool throwMessages = false)
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{
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// 先调用基类的验证
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if (!base.Valid(target, throwMessages))
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{
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return false;
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}
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// 额外的阵营检查
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if (Props.alignFaction && parent.pawn.Faction == null)
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{
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if (throwMessages)
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{
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Messages.Message("CannotSpawnAlignedWithoutFaction".Translate(),
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parent.pawn, MessageTypeDefOf.RejectInput, false);
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}
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return false;
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}
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return true;
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}
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}
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}
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@@ -0,0 +1,16 @@
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using RimWorld;
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using Verse;
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namespace WulaFallenEmpire
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{
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public class CompProperties_AbilitySpawnAligned : CompProperties_AbilitySpawn
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{
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// 是否将生成的物品与施法者阵营对齐
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public bool alignFaction = true;
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public CompProperties_AbilitySpawnAligned()
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{
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compClass = typeof(CompAbilityEffect_SpawnAligned);
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}
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}
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}
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@@ -0,0 +1,229 @@
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using System.Collections.Generic;
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using RimWorld;
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using UnityEngine;
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using Verse;
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using Verse.Sound;
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namespace WulaFallenEmpire
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{
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public class CompAbilityEffect_TeleportSelf : CompAbilityEffect
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{
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public static string SkipUsedSignalTag = "CompAbilityEffect.SkipUsed";
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public new CompProperties_AbilityTeleportSelf Props => (CompProperties_AbilityTeleportSelf)props;
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public override IEnumerable<PreCastAction> GetPreCastActions()
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{
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yield return new PreCastAction
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{
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action = delegate(LocalTargetInfo target, LocalTargetInfo dest)
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{
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Pawn caster = parent.pawn;
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Map map = caster.Map;
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// 使用自定义或默认的入口特效
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if (Props.customEntryFleck != null)
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{
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// 自定义入口粒子效果
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FleckMaker.Static(caster.Position, map, Props.customEntryFleck);
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||||
}
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else
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{
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// 默认入口粒子效果
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||||
FleckMaker.Static(caster.Position, map, FleckDefOf.PsycastSkipFlashEntry);
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||||
}
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||||
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||||
// 使用自定义或默认的出口特效
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||||
if (Props.customExitFleck != null)
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||||
{
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// 自定义出口粒子效果
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||||
FleckMaker.Static(target.Cell, map, Props.customExitFleck);
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||||
// 如果需要更大的效果,可以创建多个粒子
|
||||
if (Props.effectScale > 1.5f)
|
||||
{
|
||||
for (int i = 0; i < Mathf.FloorToInt(Props.effectScale); i++)
|
||||
{
|
||||
Vector3 offset = new Vector3(Rand.Range(-0.5f, 0.5f), 0f, Rand.Range(-0.5f, 0.5f));
|
||||
FleckMaker.Static(target.Cell.ToVector3Shifted() + offset, map, Props.customExitFleck);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// 默认出口粒子效果
|
||||
FleckMaker.Static(target.Cell, map, FleckDefOf.PsycastSkipInnerExit);
|
||||
FleckMaker.Static(target.Cell, map, FleckDefOf.PsycastSkipOuterRingExit);
|
||||
}
|
||||
|
||||
// 播放传送音效
|
||||
SoundDefOf.Psycast_Skip_Entry.PlayOneShot(new TargetInfo(caster.Position, map));
|
||||
SoundDefOf.Psycast_Skip_Exit.PlayOneShot(new TargetInfo(target.Cell, map));
|
||||
},
|
||||
ticksAwayFromCast = 5
|
||||
};
|
||||
}
|
||||
|
||||
public override void Apply(LocalTargetInfo target, LocalTargetInfo dest)
|
||||
{
|
||||
base.Apply(target, dest);
|
||||
|
||||
if (!target.IsValid)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Pawn caster = parent.pawn;
|
||||
Map map = caster.Map;
|
||||
|
||||
// 使用自定义或默认的入口效果器
|
||||
EffecterDef entryEffecter = Props.customEntryEffecter ?? EffecterDefOf.Skip_Entry;
|
||||
Effecter entryEffect = entryEffecter.Spawn(caster, map);
|
||||
|
||||
// 应用效果缩放
|
||||
if (Props.effectScale != 1.0f && entryEffect is Effecter effect)
|
||||
{
|
||||
// 这里可以添加效果缩放的逻辑
|
||||
// 注意:Effecter类可能没有直接的缩放属性,需要根据具体实现调整
|
||||
}
|
||||
|
||||
parent.AddEffecterToMaintain(entryEffect, caster.Position, 60);
|
||||
|
||||
// 使用自定义或默认的出口效果器
|
||||
EffecterDef exitEffecter = Props.customExitEffecter ?? EffecterDefOf.Skip_Exit;
|
||||
Effecter exitEffect = exitEffecter.Spawn(target.Cell, map);
|
||||
parent.AddEffecterToMaintain(exitEffect, target.Cell, 60);
|
||||
|
||||
// 唤醒可能休眠的组件
|
||||
caster.TryGetComp<CompCanBeDormant>()?.WakeUp();
|
||||
|
||||
// 执行传送
|
||||
caster.Position = target.Cell;
|
||||
caster.Notify_Teleported();
|
||||
|
||||
// 如果是玩家阵营,解除战争迷雾
|
||||
if ((caster.Faction == Faction.OfPlayer || caster.IsPlayerControlled) && caster.Position.Fogged(map))
|
||||
{
|
||||
FloodFillerFog.FloodUnfog(caster.Position, map);
|
||||
}
|
||||
|
||||
// 传送后眩晕
|
||||
caster.stances.stunner.StunFor(Props.stunTicks.RandomInRange, caster, addBattleLog: false, showMote: false);
|
||||
|
||||
// 发送传送信号
|
||||
SendSkipUsedSignal(caster.Position, caster);
|
||||
|
||||
// 播放到达时的喧嚣效果
|
||||
if (Props.destClamorType != null)
|
||||
{
|
||||
// 根据效果缩放调整喧嚣半径
|
||||
float adjustedRadius = Props.destClamorRadius * Props.effectScale;
|
||||
GenClamor.DoClamor(caster, target.Cell, adjustedRadius, Props.destClamorType);
|
||||
}
|
||||
}
|
||||
|
||||
public override bool Valid(LocalTargetInfo target, bool showMessages = true)
|
||||
{
|
||||
// 检查目的地是否有效
|
||||
if (!CanTeleportTo(target.Cell, parent.pawn.Map))
|
||||
{
|
||||
if (showMessages)
|
||||
{
|
||||
Messages.Message("CannotTeleportToLocation".Translate(),
|
||||
new LookTargets(target.Cell, parent.pawn.Map),
|
||||
MessageTypeDefOf.RejectInput);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
return base.Valid(target, showMessages);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 检查是否可以命中目标
|
||||
/// </summary>
|
||||
public bool CanHitTarget(LocalTargetInfo target)
|
||||
{
|
||||
// 检查是否在范围内
|
||||
if (Props.range > 0f && target.Cell.DistanceTo(parent.pawn.Position) > Props.range)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// 检查视线(如果需要)
|
||||
if (Props.requireLineOfSight && !GenSight.LineOfSight(parent.pawn.Position, target.Cell, parent.pawn.Map))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// 检查是否可以传送到该位置
|
||||
return CanTeleportTo(target.Cell, parent.pawn.Map);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 检查是否可以传送到指定位置
|
||||
/// </summary>
|
||||
private bool CanTeleportTo(IntVec3 cell, Map map)
|
||||
{
|
||||
if (!cell.InBounds(map))
|
||||
return false;
|
||||
|
||||
// 检查战争迷雾
|
||||
if (!Props.canTeleportToFogged && cell.Fogged(map))
|
||||
return false;
|
||||
|
||||
// 检查屋顶
|
||||
if (!Props.canTeleportToRoofed && map.roofGrid.Roofed(cell))
|
||||
return false;
|
||||
|
||||
// 检查是否可站立
|
||||
if (!cell.Standable(map))
|
||||
return false;
|
||||
|
||||
// 检查是否有障碍物
|
||||
Building edifice = cell.GetEdifice(map);
|
||||
if (edifice != null && edifice.def.surfaceType != SurfaceType.Item &&
|
||||
edifice.def.surfaceType != SurfaceType.Eat && !(edifice is Building_Door { Open: not false }))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// 检查是否有物品阻挡
|
||||
List<Thing> thingList = cell.GetThingList(map);
|
||||
for (int i = 0; i < thingList.Count; i++)
|
||||
{
|
||||
if (thingList[i].def.category == ThingCategory.Item)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override string ExtraLabelMouseAttachment(LocalTargetInfo target)
|
||||
{
|
||||
if (!CanHitTarget(target))
|
||||
{
|
||||
return "CannotTeleportToLocation".Translate();
|
||||
}
|
||||
return base.ExtraLabelMouseAttachment(target);
|
||||
}
|
||||
|
||||
public override void DrawEffectPreview(LocalTargetInfo target)
|
||||
{
|
||||
// 绘制传送目的地的预览
|
||||
GenDraw.DrawTargetHighlight(target);
|
||||
|
||||
// 绘制传送范围
|
||||
if (Props.range > 0)
|
||||
{
|
||||
GenDraw.DrawRadiusRing(parent.pawn.Position, Props.range);
|
||||
}
|
||||
}
|
||||
|
||||
public static void SendSkipUsedSignal(LocalTargetInfo target, Thing initiator)
|
||||
{
|
||||
Find.SignalManager.SendSignal(new Signal(SkipUsedSignalTag, target.Named("POSITION"), initiator.Named("SUBJECT")));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,33 @@
|
||||
using RimWorld;
|
||||
using Verse;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
public class CompProperties_AbilityTeleportSelf : CompProperties_AbilityEffect
|
||||
{
|
||||
public float range = 12f;
|
||||
public IntRange stunTicks = new IntRange(30, 60);
|
||||
public float maxBodySize = 2f;
|
||||
|
||||
// 到达时的喧嚣效果
|
||||
public ClamorDef destClamorType;
|
||||
public float destClamorRadius = 2f;
|
||||
|
||||
// 传送限制
|
||||
public bool requireLineOfSight = true;
|
||||
public bool canTeleportToFogged = true;
|
||||
public bool canTeleportToRoofed = true;
|
||||
|
||||
// 自定义效果器 - 为大型生物设计
|
||||
public EffecterDef customEntryEffecter;
|
||||
public EffecterDef customExitEffecter;
|
||||
public FleckDef customEntryFleck;
|
||||
public FleckDef customExitFleck;
|
||||
public float effectScale = 1.0f; // 效果缩放比例
|
||||
|
||||
public CompProperties_AbilityTeleportSelf()
|
||||
{
|
||||
compClass = typeof(CompAbilityEffect_TeleportSelf);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,206 @@
|
||||
using System.Collections.Generic;
|
||||
using RimWorld;
|
||||
using UnityEngine;
|
||||
using Verse;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
public class CompAreaDamage : ThingComp
|
||||
{
|
||||
private int ticksUntilNextDamage;
|
||||
|
||||
public CompProperties_AreaDamage Props => (CompProperties_AreaDamage)props;
|
||||
|
||||
public override void Initialize(CompProperties props)
|
||||
{
|
||||
base.Initialize(props);
|
||||
ticksUntilNextDamage = Props.damageIntervalTicks;
|
||||
}
|
||||
|
||||
public override void CompTick()
|
||||
{
|
||||
base.CompTick();
|
||||
|
||||
if (!parent.Spawned)
|
||||
return;
|
||||
|
||||
ticksUntilNextDamage--;
|
||||
if (ticksUntilNextDamage <= 0)
|
||||
{
|
||||
DoAreaDamage();
|
||||
ticksUntilNextDamage = Props.damageIntervalTicks;
|
||||
}
|
||||
}
|
||||
|
||||
private void DoAreaDamage()
|
||||
{
|
||||
Map map = parent.Map;
|
||||
if (map == null)
|
||||
return;
|
||||
|
||||
// 获取范围内的所有物体
|
||||
List<Thing> thingsInRange = new List<Thing>();
|
||||
foreach (IntVec3 cell in GenRadial.RadialCellsAround(parent.Position, Props.radius, true))
|
||||
{
|
||||
if (!cell.InBounds(map))
|
||||
continue;
|
||||
|
||||
List<Thing> thingList = cell.GetThingList(map);
|
||||
foreach (Thing thing in thingList)
|
||||
{
|
||||
if (IsValidTarget(thing) && !thingsInRange.Contains(thing))
|
||||
{
|
||||
thingsInRange.Add(thing);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 对每个有效目标造成伤害
|
||||
foreach (Thing target in thingsInRange)
|
||||
{
|
||||
ApplyDamageToTarget(target);
|
||||
}
|
||||
}
|
||||
|
||||
private bool IsValidTarget(Thing thing)
|
||||
{
|
||||
// 检查是否有生命值
|
||||
if (thing.def.useHitPoints == false || thing.HitPoints <= 0)
|
||||
return false;
|
||||
|
||||
// 检查物体类型过滤
|
||||
if (thing is Building && !Props.affectBuildings)
|
||||
return false;
|
||||
if (thing is Pawn && !Props.affectPawns)
|
||||
return false;
|
||||
if (thing is Plant && !Props.affectPlants)
|
||||
return false;
|
||||
|
||||
// 检查阵营关系(如果是生物)
|
||||
if (thing is Pawn pawn)
|
||||
{
|
||||
Faction targetFaction = pawn.Faction;
|
||||
Faction parentFaction = parent.Faction;
|
||||
|
||||
if (targetFaction == null)
|
||||
{
|
||||
if (!Props.affectNeutral)
|
||||
return false;
|
||||
}
|
||||
else if (targetFaction == parentFaction)
|
||||
{
|
||||
if (!Props.affectFriendly)
|
||||
return false;
|
||||
}
|
||||
else if (targetFaction.HostileTo(parentFaction))
|
||||
{
|
||||
if (!Props.affectHostile)
|
||||
return false;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!Props.affectNeutral)
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private void ApplyDamageToTarget(Thing target)
|
||||
{
|
||||
if (Props.damageDef == null)
|
||||
return;
|
||||
|
||||
// 计算最终伤害量(应用缩放)
|
||||
int finalDamageAmount = CalculateFinalDamage(target);
|
||||
|
||||
// 创建伤害信息
|
||||
DamageInfo damageInfo = new DamageInfo(
|
||||
Props.damageDef,
|
||||
finalDamageAmount,
|
||||
armorPenetration: 0f,
|
||||
instigator: parent,
|
||||
hitPart: null,
|
||||
weapon: null,
|
||||
category: DamageInfo.SourceCategory.ThingOrUnknown
|
||||
);
|
||||
|
||||
// 应用伤害
|
||||
target.TakeDamage(damageInfo);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 计算最终伤害量,应用心灵敏感度缩放和保底伤害
|
||||
/// </summary>
|
||||
private int CalculateFinalDamage(Thing target)
|
||||
{
|
||||
float damageFactor = 1.0f;
|
||||
|
||||
// 使用固定缩放值
|
||||
if (Props.useFixedScaling)
|
||||
{
|
||||
damageFactor = Props.fixedDamageFactor;
|
||||
}
|
||||
// 使用心灵敏感度缩放
|
||||
else if (Props.scaleWithPsychicSensitivity && target is Pawn pawn)
|
||||
{
|
||||
damageFactor = CalculatePsychicSensitivityFactor(pawn);
|
||||
}
|
||||
|
||||
// 确保伤害倍率在最小和最大范围内
|
||||
damageFactor = Mathf.Clamp(damageFactor, Props.minDamageFactor, Props.maxDamageFactor);
|
||||
|
||||
// 计算最终伤害
|
||||
int finalDamage = Mathf.RoundToInt(Props.damageAmount * damageFactor);
|
||||
|
||||
// 确保至少造成1点伤害
|
||||
return Mathf.Max(1, finalDamage);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 根据目标的心灵敏感度计算伤害倍率
|
||||
/// </summary>
|
||||
private float CalculatePsychicSensitivityFactor(Pawn targetPawn)
|
||||
{
|
||||
// 获取心灵敏感度(如果目标没有心灵敏感度,使用默认值0.5)
|
||||
float psychicSensitivity = 0.5f;
|
||||
|
||||
if (targetPawn.health != null && targetPawn.health.capacities != null)
|
||||
{
|
||||
psychicSensitivity = targetPawn.GetStatValue(StatDefOf.PsychicSensitivity);
|
||||
}
|
||||
|
||||
// 返回心灵敏感度作为伤害倍率
|
||||
// 例如:敏感度0.5 = 0.5倍伤害,敏感度1.5 = 1.5倍伤害
|
||||
return psychicSensitivity;
|
||||
}
|
||||
|
||||
public override void PostExposeData()
|
||||
{
|
||||
base.PostExposeData();
|
||||
Scribe_Values.Look(ref ticksUntilNextDamage, "ticksUntilNextDamage", Props.damageIntervalTicks);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 调试方法:显示伤害计算信息
|
||||
/// </summary>
|
||||
public string GetDamageDebugInfo(Thing target)
|
||||
{
|
||||
if (target is Pawn pawn)
|
||||
{
|
||||
float psychicSensitivity = pawn.GetStatValue(StatDefOf.PsychicSensitivity);
|
||||
float damageFactor = CalculatePsychicSensitivityFactor(pawn);
|
||||
int finalDamage = CalculateFinalDamage(target);
|
||||
|
||||
return $"目标: {pawn.Label}\n" +
|
||||
$"心灵敏感度: {psychicSensitivity:F2}\n" +
|
||||
$"伤害倍率: {damageFactor:F2}\n" +
|
||||
$"基础伤害: {Props.damageAmount}\n" +
|
||||
$"最终伤害: {finalDamage}";
|
||||
}
|
||||
|
||||
return $"目标: {target.Label}\n基础伤害: {Props.damageAmount}";
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,33 @@
|
||||
using RimWorld;
|
||||
using Verse;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
public class CompProperties_AreaDamage : CompProperties
|
||||
{
|
||||
public float radius = 5f; // A: 伤害半径
|
||||
public int damageIntervalTicks = 60; // B: 伤害间隔(帧数)
|
||||
public DamageDef damageDef; // C: 伤害类型
|
||||
public int damageAmount = 10; // 基础伤害量
|
||||
|
||||
// 伤害缩放设置
|
||||
public bool scaleWithPsychicSensitivity = false; // 是否随心灵敏感度缩放
|
||||
public float minDamageFactor = 0.5f; // 最低伤害倍率(0.0-1.0)
|
||||
public float maxDamageFactor = 2.0f; // 最高伤害倍率
|
||||
public bool useFixedScaling = false; // 是否使用固定缩放值
|
||||
public float fixedDamageFactor = 1.0f; // 固定伤害倍率
|
||||
|
||||
// 目标过滤
|
||||
public bool affectFriendly = false; // 是否影响友方
|
||||
public bool affectNeutral = true; // 是否影响中立
|
||||
public bool affectHostile = true; // 是否影响敌方
|
||||
public bool affectBuildings = true; // 是否影响建筑
|
||||
public bool affectPawns = true; // 是否影响生物
|
||||
public bool affectPlants = false; // 是否影响植物
|
||||
|
||||
public CompProperties_AreaDamage()
|
||||
{
|
||||
compClass = typeof(CompAreaDamage);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -88,6 +88,10 @@
|
||||
<Compile Include="Ability\WULA_AbilityEnergyLance\EnergyLance.cs" />
|
||||
<Compile Include="Ability\WULA_AbilityEnergyLance\EnergyLanceExtension.cs" />
|
||||
<Compile Include="Ability\WULA_AbilityCallSkyfaller\CompAbilityEffect_CallSkyfaller.cs" />
|
||||
<Compile Include="Ability\WULA_AbilitySpawnAligned\CompAbilityEffect_SpawnAligned.cs" />
|
||||
<Compile Include="Ability\WULA_AbilitySpawnAligned\CompProperties_AbilitySpawnAligned.cs" />
|
||||
<Compile Include="Ability\WULA_AbilityTeleportSelf\CompAbilityEffect_TeleportSelf.cs" />
|
||||
<Compile Include="Ability\WULA_AbilityTeleportSelf\CompProperties_AbilityTeleportSelf.cs" />
|
||||
<Compile Include="BuildingComp\Building_ExtraGraphics.cs" />
|
||||
<Compile Include="BuildingComp\Building_MapObserver.cs" />
|
||||
<Compile Include="BuildingComp\WULA_BuildingBombardment\CompBuildingBombardment.cs" />
|
||||
@@ -224,6 +228,8 @@
|
||||
<Compile Include="ThingComp\CompUseEffect_PassionTrainer.cs" />
|
||||
<Compile Include="ThingComp\CompUseEffect_WulaSkillTrainer.cs" />
|
||||
<Compile Include="ThingComp\Comp_WeaponRenderDynamic.cs" />
|
||||
<Compile Include="ThingComp\WULA_AreaDamage\CompAreaDamage.cs" />
|
||||
<Compile Include="ThingComp\WULA_AreaDamage\CompProperties_AreaDamage.cs" />
|
||||
<Compile Include="ThingComp\WULA_AreaShield\AreaShieldManager.cs" />
|
||||
<Compile Include="ThingComp\WULA_AreaShield\CompProperties_AreaShield.cs" />
|
||||
<Compile Include="ThingComp\WULA_AreaShield\Gizmo_AreaShieldStatus.cs" />
|
||||
|
||||
Reference in New Issue
Block a user