武器特性

This commit is contained in:
2025-08-03 15:30:26 +08:00
parent 6bbd328e2f
commit 33c69a58ae
9 changed files with 237 additions and 53 deletions

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@@ -80,6 +80,15 @@
<ammoCountPerCharge>2</ammoCountPerCharge>
<baseReloadTicks>60</baseReloadTicks>
</li>
<li Class="WulaFallenEmpire.CompProperties_CustomUniqueWeapon">
<forcedTraits>
<li>WULA_DamagePsychicScaling</li>
</forcedTraits>
<numTraitsRange>
<min>1</min>
<max>1</max>
</numTraitsRange>
</li>
</comps>
<tradeability>None</tradeability>
</ThingDef>
@@ -246,6 +255,15 @@
<ammoCountPerCharge>2</ammoCountPerCharge>
<baseReloadTicks>60</baseReloadTicks>
</li>
<li Class="WulaFallenEmpire.CompProperties_CustomUniqueWeapon">
<forcedTraits>
<li>WULA_DamagePsychicScaling</li>
</forcedTraits>
<numTraitsRange>
<min>1</min>
<max>1</max>
</numTraitsRange>
</li>
</comps>
<tradeability>None</tradeability>
</ThingDef>
@@ -409,6 +427,15 @@
<ammoCountPerCharge>20</ammoCountPerCharge>
<baseReloadTicks>60</baseReloadTicks>
</li>
<li Class="WulaFallenEmpire.CompProperties_CustomUniqueWeapon">
<forcedTraits>
<li>WULA_DamagePsychicScaling</li>
</forcedTraits>
<numTraitsRange>
<min>1</min>
<max>1</max>
</numTraitsRange>
</li>
</comps>
<tradeability>None</tradeability>
</ThingDef>

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@@ -1,51 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ThingDef ParentName="BaseHumanMakeableGun">
<defName>WULA_TestWeapon_PsychicScaling</defName>
<label>心灵缩放测试枪</label>
<description>一个用于测试心灵敏感度伤害缩放的武器。</description>
<graphicData>
<texPath>Things/Item/Equipment/WeaponRanged/Autopistol</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<soundInteract>Interact_Autopistol</soundInteract>
<statBases>
<Mass>1</Mass>
<RangedWeapon_Cooldown>1</RangedWeapon_Cooldown>
</statBases>
<tradeability>None</tradeability>
<destroyOnDrop>true</destroyOnDrop>
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>Bullet_TestWeapon_PsychicScaling</defaultProjectile>
<warmupTime>1.0</warmupTime>
<range>30</range>
<soundCast>Shot_Autopistol</soundCast>
<soundCastTail>GunTail_Light</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
</li>
</verbs>
<comps>
<li Class="WulaFallenEmpire.CompProperties_PsychicScaling">
<damageMultiplierPerSensitivityPoint>1.0</damageMultiplierPerSensitivityPoint>
<damageReductionMultiplierPerSensitivityPoint>1.0</damageReductionMultiplierPerSensitivityPoint>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="BaseBullet">
<defName>Bullet_TestWeapon_PsychicScaling</defName>
<label>测试弹</label>
<graphicData>
<texPath>Things/Projectile/Bullet_Small</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<projectile>
<damageDef>Bullet</damageDef>
<damageAmountBase>10</damageAmountBase>
<speed>50</speed>
</projectile>
</ThingDef>
</Defs>

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@@ -1106,12 +1106,12 @@
</costList>
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<verbClass>WulaFallenEmpire.Verb_ShootShotgun</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>WULA_Bullet_StarDrift_Shotgun_Spear</defaultProjectile>
<warmupTime>0.2</warmupTime>
<range>15</range>
<burstShotCount>6</burstShotCount>
<burstShotCount>1</burstShotCount>
<ticksBetweenBurstShots>3</ticksBetweenBurstShots>
<soundCast>ChargeLance_Fire</soundCast>
<soundCastTail>GunTail_Heavy</soundCastTail>
@@ -1133,6 +1133,11 @@
<armorPenetrationBase>0.65</armorPenetrationBase>
<speed>55</speed>
</projectile>
<modExtensions>
<li Class="WulaFallenEmpire.ShotgunExtension">
<pelletCount>6</pelletCount>
</li>
</modExtensions>
</ThingDef>
<!-- 机枪 -->

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@@ -0,0 +1,10 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<WeaponCategoryDef>
<defName>WULA_Psychic</defName>
<label>灵能</label>
<description>与心灵能量相互作用的武器。</description>
</WeaponCategoryDef>
</Defs>

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@@ -0,0 +1,16 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<WeaponTraitDef>
<defName>WULA_DamagePsychicScaling</defName>
<label>灵能增幅</label>
<description>这把武器的伤害会随着使用者的心灵敏感度而变化。</description>
<commonality>1</commonality>
<weaponCategory>WULA_Psychic</weaponCategory>
<statOffsets>
</statOffsets>
<statFactors>
</statFactors>
</WeaponTraitDef>
</Defs>

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@@ -0,0 +1,154 @@
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
using Verse;
using RimWorld;
namespace WulaFallenEmpire
{
public class CompCustomUniqueWeapon : CompUniqueWeapon
{
// 使用 'new' 关键字来明确隐藏基类成员,解决 CS0108 警告
public new CompProperties_CustomUniqueWeapon Props => (CompProperties_CustomUniqueWeapon)props;
private List<WeaponTraitDef> customTraits = new List<WeaponTraitDef>();
// 使用 'new' 关键字隐藏基类属性,解决 CS0506 错误
public new List<WeaponTraitDef> TraitsListForReading => customTraits;
// PostExposeData 是 virtual 的,保留 override
public override void PostExposeData()
{
base.PostExposeData();
Scribe_Collections.Look(ref customTraits, "customTraits", LookMode.Def);
if (Scribe.mode == LoadSaveMode.PostLoadInit)
{
if (customTraits == null) customTraits = new List<WeaponTraitDef>();
SetupCustomTraits(fromSave: true);
}
}
// PostPostMake 是 virtual 的,保留 override
public override void PostPostMake()
{
InitializeCustomTraits();
if (parent.TryGetComp<CompQuality>(out var comp))
{
comp.SetQuality(QualityUtility.GenerateQuality(QualityGenerator.Super), ArtGenerationContext.Outsider);
}
}
private void InitializeCustomTraits()
{
if (customTraits == null) customTraits = new List<WeaponTraitDef>();
customTraits.Clear();
if (Props.forcedTraits != null)
{
foreach (var traitToForce in Props.forcedTraits)
{
if (customTraits.All(t => !t.Overlaps(traitToForce)))
{
customTraits.Add(traitToForce);
}
}
}
IntRange traitRange = Props.numTraitsRange ?? new IntRange(1, 3);
int totalTraitsTarget = Mathf.Max(customTraits.Count, traitRange.RandomInRange);
int missingTraits = totalTraitsTarget - customTraits.Count;
if (missingTraits > 0)
{
// CanAddTrait 现在是我们自己的 'new' 方法
IEnumerable<WeaponTraitDef> possibleTraits = DefDatabase<WeaponTraitDef>.AllDefs.Where(CanAddTrait);
for (int i = 0; i < missingTraits; i++)
{
if (!possibleTraits.Any()) break;
var chosenTrait = possibleTraits.RandomElementByWeight(t => t.commonality);
customTraits.Add(chosenTrait);
possibleTraits = possibleTraits.Where(t => t != chosenTrait && !t.Overlaps(chosenTrait));
}
}
SetupCustomTraits(fromSave: false);
}
private void SetupCustomTraits(bool fromSave)
{
foreach (WeaponTraitDef trait in customTraits)
{
if (trait.abilityProps != null && parent.GetComp<CompEquippableAbilityReloadable>() is CompEquippableAbilityReloadable comp)
{
comp.props = trait.abilityProps;
if (!fromSave)
{
comp.Notify_PropsChanged();
}
}
}
}
// 使用 'new' 关键字隐藏基类方法,解决 CS0506 错误
public new bool CanAddTrait(WeaponTraitDef trait)
{
if (customTraits.Any(t => t == trait || t.Overlaps(t)))
return false;
if (Props.weaponCategories != null && Props.weaponCategories.Any() && !Props.weaponCategories.Contains(trait.weaponCategory))
return false;
if (customTraits.Count == 0 && !trait.canGenerateAlone)
return false;
return true;
}
// --- 下面的方法都是 virtual 的,保留 override ---
public override string TransformLabel(string label) => label;
public override Color? ForceColor() => null;
public override float GetStatOffset(StatDef stat) => customTraits.Sum(t => t.statOffsets.GetStatOffsetFromList(stat));
public override float GetStatFactor(StatDef stat) => customTraits.Aggregate(1f, (current, t) => current * t.statFactors.GetStatFactorFromList(stat));
public override string CompInspectStringExtra()
{
if (customTraits.NullOrEmpty()) return null;
return "WeaponTraits".Translate() + ": " + customTraits.Select(t => t.label).ToCommaList().CapitalizeFirst();
}
public override string CompTipStringExtra()
{
if (customTraits.NullOrEmpty()) return base.CompTipStringExtra();
return "WeaponTraits".Translate() + ": " + customTraits.Select(t => t.label).ToCommaList().CapitalizeFirst();
}
public override IEnumerable<StatDrawEntry> SpecialDisplayStats()
{
if (customTraits.NullOrEmpty()) yield break;
var builder = new StringBuilder();
builder.AppendLine("Stat_ThingUniqueWeaponTrait_Desc".Translate());
builder.AppendLine();
for (int i = 0; i < customTraits.Count; i++)
{
WeaponTraitDef trait = customTraits[i];
builder.AppendLine(trait.LabelCap.Colorize(ColorLibrary.Yellow));
builder.AppendLine(trait.description);
if (i < customTraits.Count - 1) builder.AppendLine();
}
yield return new StatDrawEntry(
parent.def.IsMeleeWeapon ? StatCategoryDefOf.Weapon_Melee : StatCategoryDefOf.Weapon_Ranged,
"Stat_ThingUniqueWeaponTrait_Label".Translate(),
customTraits.Select(t => t.label).ToCommaList().CapitalizeFirst(),
builder.ToString(),
1104);
}
}
}

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@@ -0,0 +1,21 @@
using System.Collections.Generic;
using Verse;
using RimWorld;
namespace WulaFallenEmpire
{
public class CompProperties_CustomUniqueWeapon : CompProperties_UniqueWeapon
{
// A list of traits that will always be added to the weapon.
public List<WeaponTraitDef> forcedTraits;
// The range of traits to randomly add. If not defined in XML, a default of 1-3 will be used.
public IntRange? numTraitsRange;
public CompProperties_CustomUniqueWeapon()
{
// Point to the implementation of our custom logic.
this.compClass = typeof(CompCustomUniqueWeapon);
}
}
}

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@@ -69,6 +69,8 @@
<ItemGroup>
<Compile Include="Building_Wula_DarkEnergy_Engine.cs" />
<Compile Include="CompApparelInterceptor.cs" />
<Compile Include="CompCustomUniqueWeapon.cs" />
<Compile Include="CompProperties_CustomUniqueWeapon.cs" />
<Compile Include="CompPsychicScaling.cs" />
<Compile Include="CompUseEffect_FixAllHealthConditions.cs" />
<Compile Include="CompUseEffect_PassionTrainer.cs" />