This commit is contained in:
Tourswen
2025-12-04 01:32:58 +08:00
parent 6217098163
commit 3dbd34a1ed
18 changed files with 415 additions and 2172 deletions

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@@ -60,7 +60,108 @@
<defaultDamage>25</defaultDamage>
<soundExplosion>Explosion_Bomb</soundExplosion>
</DamageDef>
<DamageDef ParentName="Bullet">
<defName>WULA_Armour_Piercing_Projectile_1_Damage</defName>
<label>穿甲钢针</label>
<workerClass>WulaFallenEmpire.DamageWorker_ExtraDamage</workerClass>
<defaultDamage>15</defaultDamage>
<modExtensions>
<li Class="WulaFallenEmpire.DamageDef_ExtraDamageExtension">
<extraLabel>穿透伤害</extraLabel>
<showExtraLog>true</showExtraLog>
<extraDamages>
<li>
<damageDef>Bullet</damageDef>
<amount>15</amount>
<isPercentage>false</isPercentage>
<armorPenetration>0.5</armorPenetration>
<!-- <soundDef>EMP_Small</soundDef>
<fleckDef>ElectricArc</fleckDef> -->
<!-- <minTriggerDamage>5</minTriggerDamage> -->
</li>
</extraDamages>
</li>
</modExtensions>
</DamageDef>
<DamageDef ParentName="Bullet">
<defName>WULA_Armour_Piercing_Projectile_2_Damage</defName>
<label>穿甲钢针</label>
<workerClass>WulaFallenEmpire.DamageWorker_ExtraDamage</workerClass>
<defaultDamage>30</defaultDamage>
<modExtensions>
<li Class="WulaFallenEmpire.DamageDef_ExtraDamageExtension">
<extraLabel>穿透伤害</extraLabel>
<showExtraLog>true</showExtraLog>
<extraDamages>
<li>
<damageDef>WULA_Armour_Piercing_Projectile_1_Damage</damageDef>
<amount>30</amount>
<isPercentage>false</isPercentage>
<armorPenetration>1</armorPenetration>
<!-- <soundDef>EMP_Small</soundDef>
<fleckDef>ElectricArc</fleckDef> -->
<!-- <minTriggerDamage>5</minTriggerDamage> -->
</li>
</extraDamages>
</li>
</modExtensions>
</DamageDef>
<DamageDef ParentName="Bullet">
<defName>WULA_Armour_Piercing_Projectile_3_Damage</defName>
<label>穿甲钢针</label>
<workerClass>WulaFallenEmpire.DamageWorker_ExtraDamage</workerClass>
<defaultDamage>50</defaultDamage>
<modExtensions>
<li Class="WulaFallenEmpire.DamageDef_ExtraDamageExtension">
<extraLabel>穿透伤害</extraLabel>
<showExtraLog>true</showExtraLog>
<extraDamages>
<li>
<damageDef>WULA_Armour_Piercing_Projectile_2_Damage</damageDef>
<amount>50</amount>
<isPercentage>false</isPercentage>
<armorPenetration>1.5</armorPenetration>
<!-- <soundDef>EMP_Small</soundDef>
<fleckDef>ElectricArc</fleckDef> -->
<!-- <minTriggerDamage>5</minTriggerDamage> -->
</li>
</extraDamages>
</li>
</modExtensions>
</DamageDef>
<DamageDef ParentName="Bullet">
<defName>WULA_Armour_Piercing_Projectile_4_Damage</defName>
<label>穿甲钢针</label>
<workerClass>WulaFallenEmpire.DamageWorker_ExtraDamage</workerClass>
<defaultDamage>100</defaultDamage>
<modExtensions>
<li Class="WulaFallenEmpire.DamageDef_ExtraDamageExtension">
<extraLabel>穿透伤害</extraLabel>
<showExtraLog>true</showExtraLog>
<extraDamages>
<li>
<damageDef>WULA_Armour_Piercing_Projectile_3_Damage</damageDef>
<amount>100</amount>
<isPercentage>false</isPercentage>
<armorPenetration>2</armorPenetration>
<!-- <soundDef>EMP_Small</soundDef>
<fleckDef>ElectricArc</fleckDef> -->
<!-- <minTriggerDamage>5</minTriggerDamage> -->
</li>
</extraDamages>
</li>
</modExtensions>
</DamageDef>
<DamageDef ParentName="Wula_Dark_Matter_Beam_DMG">
<defName>Wula_Psi_Damage</defName>
<ignoreShields>true</ignoreShields>

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@@ -19,18 +19,27 @@
</graphicData>
</FleckDef>
<FleckDef ParentName="FleckBase">
<FleckDef Name="WULA_GunTail_Lighting" ParentName="FleckBase">
<defName>WULA_GunTail_Lighting</defName>
<altitudeLayer>Projectile</altitudeLayer>
<fadeInTime>0.50</fadeInTime>
<!-- <fadeInTime>0.50</fadeInTime> -->
<solidTime>1</solidTime>
<fadeOutTime>1.2</fadeOutTime>
<growthRate>0.005</growthRate>
<growthRate>0.1</growthRate>
<graphicData>
<texPath>Wula/Mote/WULA_Lighting_Beam</texPath>
<shaderType>MoteGlow</shaderType>
<color>(113,165,225,255)</color>
<drawSize>(0.5,2)</drawSize>
<drawSize>(0.75,2)</drawSize>
</graphicData>
</FleckDef>
<FleckDef ParentName="WULA_GunTail_Lighting">
<defName>WULA_GunTail_Lighting_Small</defName>
<solidTime>1</solidTime>
<fadeOutTime>0.25</fadeOutTime>
<growthRate>0.25</growthRate>
<graphicData>
<drawSize>(0.3,2)</drawSize>
</graphicData>
</FleckDef>

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@@ -766,10 +766,10 @@
<minRange>5.9</minRange>
<range>75</range>
<burstShotCount>1</burstShotCount>
<forcedMissRadius>0.1</forcedMissRadius>
<soundCast>WULA_MW_Mass_Drivers_Shootingsound</soundCast>
<soundCastTail>GunTail_Heavy</soundCastTail>
<muzzleFlashScale>18</muzzleFlashScale>
<canGoWild>false</canGoWild>
</li>
</verbs>
</ThingDef>
@@ -783,7 +783,8 @@
<damageFalloff>0</damageFalloff> <!-- 无伤害衰减 -->
<preventFriendlyFire>true</preventFriendlyFire> <!-- 是否阻止友方火力 -->
<tailFleckDef>WULA_GunTail_Lighting</tailFleckDef> <!-- 拖尾特效定义 -->
<hitEffecterDef>Bullet_WULA_WM_Panzer_Turret_Hit</hitEffecterDef>
<fleckDelayTicks>0</fleckDelayTicks>
<impactEffecter>Bullet_WULA_RW_Fractal_RF_Hit</impactEffecter>
</li>
</modExtensions>
<tickerType>Normal</tickerType>
@@ -797,72 +798,14 @@
<projectile>
</projectile>
<projectile>
<damageDef>Bullet</damageDef>
<damageAmountBase>180</damageAmountBase>
<speed>220</speed>
<damageDef>WULA_Armour_Piercing_Projectile_4_Damage</damageDef>
<damageAmountBase>100</damageAmountBase>
<speed>180</speed>
<armorPenetrationBase>2</armorPenetrationBase>
<explosionRadius>3.5</explosionRadius>
<soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof>
<soundExplode>MortarBomb_Explode</soundExplode>
<soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate>
<soundAmbient>MortarRound_Ambient</soundAmbient>
<stoppingPower>10</stoppingPower>
</projectile>
<modExtensions>
<li Class="WulaFallenEmpire.TrackingBulletDef">
<tailFleckDef>WULA_GunTail_Lighting</tailFleckDef>
<fleckMakeFleckTickMax>5</fleckMakeFleckTickMax>
</li>
</modExtensions>
</ThingDef>
<EffecterDef>
<defName>Bullet_WULA_WM_Panzer_Turret_Hit</defName>
<children>
<li>
<subEffecterClass>SubEffecter_SprayerTriggered</subEffecterClass>
<positionRadius>0.1</positionRadius>
<moteDef>WULA_Mote_halo</moteDef>
<burstCount>1~1</burstCount>
<speed>0.4~0.8</speed>
<scale>0.05~0.05</scale>
<spawnLocType>OnSource</spawnLocType>
<color>(255,255,255)</color>
</li>
<li>
<subEffecterClass>SubEffecter_SprayerTriggered</subEffecterClass>
<positionRadius>0.02</positionRadius>
<moteDef>WULA_Mote_halo</moteDef>
<burstCount>1~1</burstCount>
<speed>0.3~0.4</speed>
<rotationRate>5~10</rotationRate>
<scale>0.1~0.2</scale>
<spawnLocType>OnSource</spawnLocType>
<color>(255,255,255)</color>
</li>
<li>
<subEffecterClass>SubEffecter_SprayerTriggered</subEffecterClass>
<moteDef>WULA_Mote_ChargeLanceShot</moteDef>
<burstCount>6~12</burstCount>
<scale>0.4~0.8</scale>
<speed>20~40</speed>
<angle>135~225</angle>
<positionRadius>0.01</positionRadius>
<spawnLocType>OnSource</spawnLocType>
</li>
<li>
<subEffecterClass>SubEffecter_SprayerTriggered</subEffecterClass>
<moteDef>WULA_Mote_ChargeLanceShot</moteDef>
<burstCount>5~9</burstCount>
<scale>0.4~0.8</scale>
<speed>10~20</speed>
<angle>135~225</angle>
<positionRadius>0.01</positionRadius>
<spawnLocType>OnSource</spawnLocType>
</li>
</children>
<offsetTowardsTarget>0.25~0.25</offsetTowardsTarget>
<positionRadius>0.1</positionRadius>
</EffecterDef>
<!-- 激光炮 -->
<ThingDef ParentName="BuildingBase">

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@@ -154,47 +154,47 @@
<defaultProjectile>Bullet_Wula_MR_Mobile_Factory_Turret</defaultProjectile>
<warmupTime>0</warmupTime>
<range>32</range>
<defaultCooldownTime>3</defaultCooldownTime>
<forcedMissRadius>0.1</forcedMissRadius>
<burstShotCount>6</burstShotCount>
<ticksBetweenBurstShots>6</ticksBetweenBurstShots>
<soundCast>Shot_ChargeRifle</soundCast>
<soundCastTail>GunTail_Medium</soundCastTail>
<defaultCooldownTime>4</defaultCooldownTime>
<burstShotCount>1</burstShotCount>
<ticksBetweenBurstShots>4</ticksBetweenBurstShots>
<soundCast>WULA_MW_Mass_Drivers_Shootingsound</soundCast>
<soundCastTail>GunTail_Heavy</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
<targetParams>
<canTargetPawns>true</canTargetPawns>
<canTargetLocations>true</canTargetLocations>
<canTargetBuildings>true</canTargetBuildings>
</targetParams>
<canGoWild>false</canGoWild>
</li>
</verbs>
</ThingDef>
<ThingDef ParentName="BaseBullet">
<defName>Bullet_Wula_MR_Mobile_Factory_Turret</defName>
<label>陨磷自动炮炮</label>
<label>陨磷钢针</label>
<graphicData>
<texPath>Wula/Projectile/WULA_Bullet_ChargeLanceShot_Red</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>MoteGlow</shaderType>
<drawSize>2.5</drawSize>
</graphicData>
<thingClass>WulaFallenEmpire.Projectile_ExplosiveWithTrail</thingClass>
<projectile>
<damageDef>Bullet</damageDef>
<damageAmountBase>12</damageAmountBase>
<speed>90</speed>
<explosionRadius>1.2</explosionRadius>
<arcHeightFactor>0.4</arcHeightFactor>
<soundExplode>Explosion_Rocket</soundExplode>
<armorPenetrationBase>0.75</armorPenetrationBase>
<screenShakeFactor>0.1</screenShakeFactor>
</projectile>
<thingClass>WulaFallenEmpire.Projectile_WulaLineAttack</thingClass>
<modExtensions>
<li Class="WulaFallenEmpire.TrackingBulletDef">
<tailFleckDef>WULA_GunTail_Lighting</tailFleckDef>
<fleckMakeFleckTickMax>1</fleckMakeFleckTickMax>
<li Class="WulaFallenEmpire.Wula_PathPierce_Extension">
<maxHits>-1</maxHits> <!-- 无限穿透 -->
<damageFalloff>0</damageFalloff> <!-- 无伤害衰减 -->
<preventFriendlyFire>true</preventFriendlyFire> <!-- 是否阻止友方火力 -->
<tailFleckDef>WULA_GunTail_Lighting</tailFleckDef> <!-- 拖尾特效定义 -->
<fleckDelayTicks>0</fleckDelayTicks>
<impactEffecter>Bullet_WULA_RW_Fractal_RF_Hit</impactEffecter>
</li>
</modExtensions>
<projectile>
<damageDef>WULA_Armour_Piercing_Projectile_3_Damage</damageDef>
<damageAmountBase>100</damageAmountBase>
<speed>120</speed>
<armorPenetrationBase>1.5</armorPenetrationBase>
</projectile>
</ThingDef>
<ThingDef ParentName="BaseWeaponTurret">
<defName>Wula_LR_Mobile_Factory_Turret</defName>
@@ -390,44 +390,45 @@
<defaultProjectile>Bullet_Wula_AI_Heavy_Panzer_Turret_Weapon</defaultProjectile>
<warmupTime>0</warmupTime>
<minRange>5.9</minRange>
<range>50</range>
<defaultCooldownTime>3</defaultCooldownTime>
<burstShotCount>6</burstShotCount>
<ticksBetweenBurstShots>6</ticksBetweenBurstShots>
<range>60</range>
<defaultCooldownTime>4</defaultCooldownTime>
<burstShotCount>1</burstShotCount>
<ticksBetweenBurstShots>4</ticksBetweenBurstShots>
<requireLineOfSight>true</requireLineOfSight>
<forcedMissRadius>0.1</forcedMissRadius>
<soundCast>Shot_ChargeRifle</soundCast>
<soundCast>WULA_MW_Mass_Drivers_Shootingsound</soundCast>
<soundCastTail>GunTail_Heavy</soundCastTail>
<muzzleFlashScale>18</muzzleFlashScale>
<canGoWild>false</canGoWild>
</li>
</verbs>
</ThingDef>
<ThingDef ParentName="BaseBullet">
<defName>Bullet_Wula_AI_Heavy_Panzer_Turret_Weapon</defName>
<label>青金石自动炮炮</label>
<label>青金石钢针</label>
<graphicData>
<texPath>Wula/Projectile/WULA_Bullet_ChargeLanceShot_Red</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>MoteGlow</shaderType>
<drawSize>2.5</drawSize>
</graphicData>
<thingClass>WulaFallenEmpire.Projectile_ExplosiveWithTrail</thingClass>
<projectile>
<damageDef>Bullet</damageDef>
<damageAmountBase>12</damageAmountBase>
<speed>90</speed>
<explosionRadius>2.1</explosionRadius>
<arcHeightFactor>0</arcHeightFactor>
<soundExplode>Explosion_Rocket</soundExplode>
<armorPenetrationBase>1.5</armorPenetrationBase>
<screenShakeFactor>0.1</screenShakeFactor>
</projectile>
<thingClass>WulaFallenEmpire.Projectile_WulaLineAttack</thingClass>
<modExtensions>
<li Class="WulaFallenEmpire.TrackingBulletDef">
<tailFleckDef>WULA_GunTail_Lighting</tailFleckDef>
<fleckMakeFleckTickMax>1</fleckMakeFleckTickMax>
<li Class="WulaFallenEmpire.Wula_PathPierce_Extension">
<maxHits>-1</maxHits> <!-- 无限穿透 -->
<damageFalloff>0</damageFalloff> <!-- 无伤害衰减 -->
<preventFriendlyFire>true</preventFriendlyFire> <!-- 是否阻止友方火力 -->
<tailFleckDef>WULA_GunTail_Lighting</tailFleckDef> <!-- 拖尾特效定义 -->
<fleckDelayTicks>0</fleckDelayTicks>
<impactEffecter>Bullet_WULA_RW_Fractal_RF_Hit</impactEffecter>
</li>
</modExtensions>
<projectile>
<damageDef>WULA_Armour_Piercing_Projectile_3_Damage</damageDef>
<damageAmountBase>100</damageAmountBase>
<speed>120</speed>
<explosionRadius>1.2</explosionRadius>
<armorPenetrationBase>1.5</armorPenetrationBase>
</projectile>
</ThingDef>
<ThingDef ParentName="BaseHumanMakeableGun">
<defName>Wula_AI_Heavy_Panzer_Main_Weapon</defName>

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@@ -826,7 +826,7 @@
</costList>
<verbs>
<li>
<verbClass>WulaFallenEmpire.Verb_ShootBeyondTarge</verbClass>
<verbClass>WulaFallenEmpire.Verb_ShootWithOffset</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>Bullet_WULA_RW_Fractal_RF</defaultProjectile>
<warmupTime>1.25</warmupTime>
@@ -835,6 +835,7 @@
<soundCast>WULA_RW_Railgun_Shootingsound</soundCast>
<soundCastTail>GunTail_Medium</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
<canGoWild>false</canGoWild>
</li>
</verbs>
<weaponTags Inherit="False">
@@ -864,8 +865,9 @@
<maxHits>-1</maxHits> <!-- 无限穿透 -->
<damageFalloff>0</damageFalloff> <!-- 无伤害衰减 -->
<preventFriendlyFire>true</preventFriendlyFire> <!-- 是否阻止友方火力 -->
<tailFleckDef>WULA_GunTail_Lighting</tailFleckDef> <!-- 拖尾特效定义 -->
<!-- <hitEffecterDef>Bullet_WULA_RW_Fractal_RF_Hit</hitEffecterDef> -->
<tailFleckDef>WULA_GunTail_Lighting_Small</tailFleckDef> <!-- 拖尾特效定义 -->
<fleckDelayTicks>0</fleckDelayTicks>
<impactEffecter>Bullet_WULA_RW_Fractal_RF_Hit</impactEffecter>
</li>
</modExtensions>
<graphicData>
@@ -875,10 +877,10 @@
<drawSize>1.4</drawSize>
</graphicData>
<projectile>
<damageDef>Bullet</damageDef>
<damageAmountBase>25</damageAmountBase>
<speed>230</speed>
<armorPenetrationBase>0.5</armorPenetrationBase>
<damageDef>WULA_Armour_Piercing_Projectile_2_Damage</damageDef>
<damageAmountBase>20</damageAmountBase>
<speed>130</speed>
<armorPenetrationBase>1</armorPenetrationBase>
<stoppingPower>5</stoppingPower>
</projectile>
</ThingDef>
@@ -908,7 +910,7 @@
</li>
<li>
<subEffecterClass>SubEffecter_SprayerTriggered</subEffecterClass>
<moteDef>WULA_Mote_ChargeLanceShot</moteDef>
<moteDef>WULA_RW_Fractal_RF_Spark_Mote</moteDef>
<burstCount>6~12</burstCount>
<scale>0.4~0.8</scale>
<speed>20~40</speed>
@@ -918,7 +920,7 @@
</li>
<li>
<subEffecterClass>SubEffecter_SprayerTriggered</subEffecterClass>
<moteDef>WULA_Mote_ChargeLanceShot</moteDef>
<moteDef>WULA_RW_Fractal_RF_Spark_Mote</moteDef>
<burstCount>5~9</burstCount>
<scale>0.4~0.8</scale>
<speed>10~20</speed>
@@ -930,6 +932,23 @@
<offsetTowardsTarget>0.25~0.25</offsetTowardsTarget>
<positionRadius>0.1</positionRadius>
</EffecterDef>
<ThingDef ParentName="MoteBase">
<defName>WULA_RW_Fractal_RF_Spark_Mote</defName>
<graphicData>
<texPath>Things/Projectile/ChargeLanceShot</texPath>
<drawSize>(0.75,1.5)</drawSize>
<shaderType>MoteGlow</shaderType>
<color>(0.3,0.5,0.7,1)</color>
</graphicData>
<altitudeLayer>Projectile</altitudeLayer>
<mote>
<fadeInTime>0.2</fadeInTime>
<solidTime>0.4</solidTime>
<fadeOutTime>0.2</fadeOutTime>
<growthRate>-0.8</growthRate>
<rotateTowardsMoveDirection>true</rotateTowardsMoveDirection>
</mote>
</ThingDef>
<ThingDef ParentName="WULA_ExperienceCore_Weapon_Ranged">
<defName>WULA_RW_StarDrift_SG</defName>
<label>DCs-7"黑曜石"</label>
@@ -1019,7 +1038,7 @@
<ThingDef ParentName="WULA_ExperienceCore_Weapon_Ranged">
<defName>WULA_RW_AutoCannon</defName>
<label>FLm-78"萤石"</label>
<description>一般由乌拉帝国跳帮组或骑士军团携带的自动炮,在拥有长射程的同时火力也非常凶猛,会造成区域性的爆炸效果以控制集群敌军。它同时下挂了一具长射程的EMP榴弹发射器可以用于控制机械族的集群冲击。</description>
<description>一般由乌拉帝国跳帮组或骑士军团携带的自动磁轨炮,在拥有长射程的同时火力也非常凶猛,能够穿透一大群敌军。它同时下挂了一具长射程的EMP榴弹发射器可以用于控制机械族的集群冲击。</description>
<techLevel>Ultra</techLevel>
<weaponTags Inherit="False">
<li>Wula_Ranged_Weapon_T3</li>
@@ -1061,12 +1080,12 @@
<defaultProjectile>Bullet_WULA_RW_AutoCannon</defaultProjectile>
<warmupTime>2</warmupTime>
<range>32</range>
<forcedMissRadius>0.1</forcedMissRadius>
<burstShotCount>3</burstShotCount>
<burstShotCount>6</burstShotCount>
<ticksBetweenBurstShots>8</ticksBetweenBurstShots>
<soundCast>Shot_ChargeRifle</soundCast>
<soundCastTail>GunTail_Medium</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
<canGoWild>false</canGoWild>
<targetParams>
<canTargetPawns>true</canTargetPawns>
<canTargetLocations>true</canTargetLocations>
@@ -1095,25 +1114,30 @@
</ThingDef>
<ThingDef ParentName="BaseBullet">
<defName>Bullet_WULA_RW_AutoCannon</defName>
<label>萤石自动炮子</label>
<thingClass>Projectile_Explosive</thingClass>
<tickerType>Normal</tickerType>
<neverMultiSelect>True</neverMultiSelect>
<label>萤石钢针</label>
<thingClass>WulaFallenEmpire.Projectile_WulaLineAttack</thingClass>
<modExtensions>
<li Class="WulaFallenEmpire.Wula_PathPierce_Extension">
<maxHits>-1</maxHits> <!-- 无限穿透 -->
<damageFalloff>0</damageFalloff> <!-- 无伤害衰减 -->
<preventFriendlyFire>true</preventFriendlyFire> <!-- 是否阻止友方火力 -->
<tailFleckDef>WULA_GunTail_Lighting_Small</tailFleckDef> <!-- 拖尾特效定义 -->
<fleckDelayTicks>0</fleckDelayTicks>
<impactEffecter>Bullet_WULA_RW_Fractal_RF_Hit</impactEffecter>
</li>
</modExtensions>
<graphicData>
<texPath>Wula/Projectile/WULA_Bullet_ChargeLanceShot_Red</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>MoteGlow</shaderType>
<drawSize>2.5</drawSize>
<shaderType>TransparentPostLight</shaderType>
<drawSize>1</drawSize>
</graphicData>
<projectile>
<damageDef>Bullet</damageDef>
<damageAmountBase>12</damageAmountBase>
<speed>90</speed>
<explosionRadius>1.2</explosionRadius>
<arcHeightFactor>0.4</arcHeightFactor>
<soundExplode>Explosion_Rocket</soundExplode>
<armorPenetrationBase>0.75</armorPenetrationBase>
<screenShakeFactor>0.1</screenShakeFactor>
<damageDef>WULA_Armour_Piercing_Projectile_1_Damage</damageDef>
<damageAmountBase>15</damageAmountBase>
<speed>130</speed>
<armorPenetrationBase>1.5</armorPenetrationBase>
<stoppingPower>5</stoppingPower>
</projectile>
</ThingDef>
<AbilityDef>

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@@ -235,16 +235,8 @@ namespace WulaFallenEmpire
return true;
case ConditionTarget.Pawn:
return target is Pawn;
case ConditionTarget.Animal:
return target is Pawn pawn && pawn.RaceProps.Animal;
case ConditionTarget.Humanlike:
return target is Pawn pawn && pawn.RaceProps.Humanlike;
case ConditionTarget.Mechanoid:
return target is Pawn pawn && pawn.RaceProps.IsMechanoid;
case ConditionTarget.Building:
return target is Building;
case ConditionTarget.SpecificRaces:
return target is Pawn pawn && specificRaces.Contains(pawn.def);
default:
return true;
}
@@ -264,12 +256,6 @@ namespace WulaFallenEmpire
{
if (requiredTags == null || requiredTags.Count == 0)
return true;
foreach (var tag in requiredTags)
{
if (target.def.HasTag(tag))
return true;
}
return false;
}

View File

@@ -1,245 +1,47 @@
using System.Collections.Generic;
using RimWorld;
using Verse;
using System.Linq;
using System.Text;
using System.Collections.Generic;
namespace WulaFallenEmpire
{
public class DamageWorker_ExtraDamage : DamageWorker
public class DamageWorker_ExtraDamage : DamageWorker_AddInjury
{
/// <summary>
/// 重写伤害应用方法
/// </summary>
public override DamageResult Apply(DamageInfo dinfo, Thing victim)
{
// 先应用原始伤害
DamageResult originalResult = base.Apply(dinfo, victim);
// 先应用原始伤害
DamageResult result = base.Apply(dinfo, victim);
// 获取额外伤害扩展
DamageDef_ExtraDamageExtension extension =
dinfo.Def.GetModExtension<DamageDef_ExtraDamageExtension>();
if (extension != null && victim != null && !victim.Destroyed)
// 检查是否有额外伤害扩展
var extension = dinfo.Def.GetModExtension<DamageDef_ExtraDamageExtension>();
if (extension != null && extension.extraDamages != null)
{
// 应用额外伤害
var extraDamageResults = ApplyExtraDamages(extension, dinfo, victim, originalResult);
// 如果需要,添加战斗日志
if (extension.showExtraLog && extraDamageResults.Count > 0)
foreach (var extraDamage in extension.extraDamages)
{
AddCombatLog(extension, dinfo, victim, extraDamageResults);
}
}
return originalResult;
}
/// <summary>
/// 应用额外伤害
/// </summary>
private List<DamageResult> ApplyExtraDamages(
DamageDef_ExtraDamageExtension extension,
DamageInfo originalDinfo,
Thing victim,
DamageResult originalResult)
{
List<DamageResult> results = new List<DamageResult>();
var applicableDamages = extension.GetApplicableExtraDamages(victim, originalDinfo);
foreach (var extraDamage in applicableDamages)
{
if (ShouldApplyExtraDamage(extraDamage, originalDinfo, victim))
{
DamageResult result = ApplySingleExtraDamage(extraDamage, originalDinfo, victim);
if (result != null)
if (extraDamage.damageDef != null && extraDamage.amount > 0)
{
results.Add(result);
// 直接应用额外伤害
DamageInfo extraDinfo = new DamageInfo(
extraDamage.damageDef,
extraDamage.amount,
extraDamage.armorPenetration >= 0 ? extraDamage.armorPenetration : extraDamage.damageDef.defaultArmorPenetration,
dinfo.Angle,
dinfo.Instigator,
null,
dinfo.Weapon,
dinfo.Category
);
victim.TakeDamage(extraDinfo);
// 调试信息
if (Prefs.DevMode)
{
Log.Message($"应用额外伤害: {extraDamage.damageDef.defName} 伤害值: {extraDamage.amount}");
}
}
}
}
return results;
}
/// <summary>
/// 检查是否应该应用额外伤害
/// </summary>
private bool ShouldApplyExtraDamage(ExtraDamageDef extraDamage, DamageInfo originalDinfo, Thing victim)
{
// 检查最小触发伤害
if (originalDinfo.Amount < extraDamage.minTriggerDamage)
return false;
return true;
}
/// <summary>
/// 应用单个额外伤害
/// </summary>
private DamageResult ApplySingleExtraDamage(ExtraDamageDef extraDamage, DamageInfo originalDinfo, Thing victim)
{
try
{
// 计算伤害值
float damageAmount = extraDamage.CalculateActualAmount(originalDinfo, victim);
if (damageAmount <= 0)
return null;
// 计算护甲穿透
float armorPenetration = extraDamage.CalculateActualArmorPenetration();
// 创建伤害信息
DamageInfo extraDinfo = new DamageInfo(
def: extraDamage.damageDef,
amount: damageAmount,
armorPenetration: armorPenetration,
angle: originalDinfo.Angle,
instigator: originalDinfo.Instigator,
hitPart: GetTargetBodyPart(victim, extraDamage.targetBodyPart),
weapon: originalDinfo.Weapon,
category: DamageInfo.SourceCategory.ThingOrUnknown,
intendedTarget: originalDinfo.IntendedTarget
);
// 如果是真实伤害,设置特殊标志(如果需要特殊处理)
if (extraDamage.isTrueDamage)
{
// 这里可能需要特殊的处理方式
// 例如,可以设置伤害信息中的特殊标志
}
// 应用伤害
DamageResult result = victim.TakeDamage(extraDinfo);
// 播放效果
PlayExtraDamageEffects(extraDamage, victim, damageAmount);
return result;
}
catch (System.Exception ex)
{
Log.Warning($"应用额外伤害时出错: {ex.Message}");
return null;
}
}
/// <summary>
/// 获取目标部位
/// </summary>
private BodyPartRecord GetTargetBodyPart(Thing victim, BodyPartDef bodyPartDef)
{
if (bodyPartDef == null || !(victim is Pawn pawn))
return null;
return pawn.RaceProps.body.GetPartsWithDef(bodyPartDef).FirstOrDefault();
}
/// <summary>
/// 播放额外伤害效果
/// </summary>
private void PlayExtraDamageEffects(ExtraDamageDef extraDamage, Thing victim, float damageAmount)
{
if (victim.Map == null)
return;
// 播放音效
if (extraDamage.soundDef != null)
{
extraDamage.soundDef.PlayOneShot(new TargetInfo(victim.Position, victim.Map));
}
// 播放粒子效果
if (extraDamage.fleckDef != null)
{
FleckMaker.Static(victim.DrawPos, victim.Map, extraDamage.fleckDef);
}
// 播放效果器
if (extraDamage.effecterDef != null)
{
Effecter effecter = extraDamage.effecterDef.Spawn();
effecter.Trigger(new TargetInfo(victim.Position, victim.Map), new TargetInfo(victim.Position, victim.Map));
effecter.Cleanup();
}
}
/// <summary>
/// 添加战斗日志
/// </summary>
private void AddCombatLog(
DamageDef_ExtraDamageExtension extension,
DamageInfo originalDinfo,
Thing victim,
List<DamageResult> extraResults)
{
if (victim is Pawn victimPawn)
{
StringBuilder sb = new StringBuilder();
sb.AppendLine($"{extension.extraLabel} - 额外伤害:");
foreach (var result in extraResults)
{
if (result != null && result.totalDamageDealt > 0)
{
sb.AppendLine($" {result.totalDamageDealt:F1} 伤害");
}
}
// 这里可以添加更详细的战斗日志逻辑
// 例如,创建一个自定义的战斗日志条目
}
}
/// <summary>
/// 重写爆炸伤害处理
/// </summary>
protected override void ExplosionDamageThing(Explosion explosion, Thing t, List<Thing> damagedThings, List<Thing> ignoredThings, IntVec3 cell)
{
base.ExplosionDamageThing(explosion, t, damagedThings, ignoredThings, cell);
// 检查并应用额外伤害
DamageDef_ExtraDamageExtension extension =
explosion.damType.GetModExtension<DamageDef_ExtraDamageExtension>();
if (extension != null && !t.Destroyed)
{
// 为爆炸中的每个目标应用额外伤害
// 注意这里需要创建适当的DamageInfo
}
}
/// <summary>
/// 获取伤害描述用于UI显示
/// </summary>
public string GetExtraDamageDescription(DamageDef damageDef)
{
DamageDef_ExtraDamageExtension extension =
damageDef.GetModExtension<DamageDef_ExtraDamageExtension>();
if (extension == null || extension.extraDamages.Count == 0)
return "";
StringBuilder sb = new StringBuilder();
sb.AppendLine("额外伤害效果:");
foreach (var extraDamage in extension.extraDamages)
{
string damageType = extraDamage.damageDef.label;
string amountStr = extraDamage.isPercentage ?
$"{extraDamage.percentageMultiplier * 100}% 原始伤害" :
$"{extraDamage.amount} 点";
sb.AppendLine($" {damageType}: {amountStr}");
if (extraDamage.minTriggerDamage > 0)
{
sb.AppendLine($" 触发条件: 原始伤害 > {extraDamage.minTriggerDamage}");
}
}
return sb.ToString();
return result;
}
}
}

View File

@@ -2,416 +2,184 @@ using System.Collections.Generic;
using RimWorld;
using UnityEngine;
using Verse;
using System.Linq;
namespace WulaFallenEmpire
{
public class Wula_PathPierce_Extension : DefModExtension
// 在 Wula_PathPierce_Extension 类中添加粒子特效相关的属性
public class Wula_PathPierce_Extension : DefModExtension
{
// 原有的穿透属性
public int maxHits = 3;
public float damageFalloff = 0.25f;
public bool preventFriendlyFire = false;
public FleckDef tailFleckDef;
public int fleckDelayTicks = 10;
// 新增的击中特效属性(来自 Projectile_BulletWithEffect_Extension
public EffecterDef impactEffecter; // 击中时的特效
}
public class Projectile_WulaLineAttack : Bullet
{
private int hitCounter = 0;
private List<Thing> alreadyDamaged = new List<Thing>();
private Vector3 lastTickPosition;
private int Fleck_MakeFleckTick;
public int Fleck_MakeFleckTickMax = 1;
public IntRange Fleck_MakeFleckNum = new IntRange(1, 1);
public FloatRange Fleck_Angle = new FloatRange(-180f, 180f);
public FloatRange Fleck_Scale = new FloatRange(1f, 1f);
public FloatRange Fleck_Speed = new FloatRange(0f, 0f);
public FloatRange Fleck_Rotation = new FloatRange(-180f, 180f);
private Wula_PathPierce_Extension Props => def.GetModExtension<Wula_PathPierce_Extension>();
public override void ExposeData()
{
// 设置正数表示有限命中次数,-1 表示无限穿透
public int maxHits = 3;
base.ExposeData();
Scribe_Values.Look(ref hitCounter, "hitCounter", 0);
Scribe_Collections.Look(ref alreadyDamaged, "alreadyDamaged", LookMode.Reference);
Scribe_Values.Look(ref lastTickPosition, "lastTickPosition");
if (alreadyDamaged == null)
{
alreadyDamaged = new List<Thing>();
}
}
public override void Launch(Thing launcher, Vector3 origin, LocalTargetInfo usedTarget, LocalTargetInfo intendedTarget, ProjectileHitFlags hitFlags, bool preventFriendlyFire = false, Thing equipment = null, ThingDef targetCoverDef = null)
{
base.Launch(launcher, origin, usedTarget, intendedTarget, hitFlags, preventFriendlyFire, equipment, targetCoverDef);
this.lastTickPosition = origin;
this.alreadyDamaged.Clear();
this.hitCounter = 0;
this.preventFriendlyFire = preventFriendlyFire || (Props?.preventFriendlyFire ?? false);
}
protected override void Tick()
{
Vector3 startPos = this.lastTickPosition;
base.Tick();
// 每次命中的伤害损失百分比。0.25 表示每次命中损失25%伤害
public float damageFalloff = 0.25f;
if (this.Destroyed) return;
this.Fleck_MakeFleckTick++;
if (this.Fleck_MakeFleckTick >= Props.fleckDelayTicks)
{
if (this.Fleck_MakeFleckTick >= (Props.fleckDelayTicks + this.Fleck_MakeFleckTickMax))
{
this.Fleck_MakeFleckTick = Props.fleckDelayTicks;
}
Map map = base.Map;
int randomInRange = this.Fleck_MakeFleckNum.RandomInRange;
Vector3 currentPosition = this.ExactPosition;
for (int i = 0; i < randomInRange; i++)
{
float currentBulletAngle = ExactRotation.eulerAngles.y;
float fleckRotationAngle = currentBulletAngle;
float velocityAngle = this.Fleck_Angle.RandomInRange + currentBulletAngle;
float randomInRange2 = this.Fleck_Scale.RandomInRange;
float randomInRange3 = this.Fleck_Speed.RandomInRange;
// 如果为 true无论游戏设置如何这个抛射体都不会造成友军伤害
public bool preventFriendlyFire = false;
if (Props?.tailFleckDef != null)
{
FleckCreationData dataStatic = FleckMaker.GetDataStatic(currentPosition, map, Props.tailFleckDef, randomInRange2);
dataStatic.rotation = fleckRotationAngle;
dataStatic.rotationRate = this.Fleck_Rotation.RandomInRange;
dataStatic.velocityAngle = velocityAngle;
dataStatic.velocitySpeed = randomInRange3;
map.flecks.CreateFleck(dataStatic);
}
}
}
if (this.Destroyed) return;
Vector3 endPos = this.ExactPosition;
// 尾部拖尾特效的 FleckDef
public FleckDef tailFleckDef;
// 拖尾特效延迟生成时间tick
public int fleckDelayTicks = 10;
// 1. 击中敌人时播放的效果器Effecter
public EffecterDef hitEffecterDef;
// 2. 击中敌人时播放的粒子Fleck
public FleckDef hitFleckDef;
// 4. 特效持续时间tick仅对效果器有效
public int effectDurationTicks = 60;
// 5. 是否对每个命中的敌人都播放特效
public bool playEffectOnEveryHit = true;
// 6. 特效位置偏移(相对于被击中目标)
public Vector3 effectOffset = Vector3.zero;
// 7. 特效缩放
public float effectScale = 1.0f;
// 8. 伤害阈值只有达到这个伤害值才会播放特效0表示总是播放
public float damageThreshold = 0f;
// 9. 随机播放的特效列表(随机选择一个)
public List<EffecterDef> randomHitEffecters;
// 10. 随机粒子列表(随机选择一个)
public List<FleckDef> randomHitFlecks;
CheckPathForDamage(startPos, endPos);
this.lastTickPosition = endPos;
}
public class Projectile_WulaLineAttack : Bullet
protected override void Impact(Thing hitThing, bool blockedByShield = false)
{
private int hitCounter = 0;
private List<Thing> alreadyDamaged = new List<Thing>();
private Vector3 lastTickPosition;
private int fleckMakeFleckTick; // 拖尾特效的计时器
public int fleckMakeFleckTickMax = 1; // 拖尾特效的生成频率
public IntRange fleckMakeFleckNum = new IntRange(1, 1); // 每次生成的粒子数量
public FloatRange fleckAngle = new FloatRange(-180f, 180f); // 粒子角度
public FloatRange fleckScale = new FloatRange(1f, 1f); // 粒子大小
public FloatRange fleckSpeed = new FloatRange(0f, 0f); // 粒子速度
public FloatRange fleckRotation = new FloatRange(-180f, 180f); // 粒子旋转
// 特效维护列表
private List<Effecter> activeEffecters = new List<Effecter>();
private Dictionary<Pawn, int> effecterEndTicks = new Dictionary<Pawn, int>();
private Wula_PathPierce_Extension Props => def.GetModExtension<Wula_PathPierce_Extension>();
// 原有的穿透检测
CheckPathForDamage(lastTickPosition, this.ExactPosition);
public override void ExposeData()
{
base.ExposeData();
Scribe_Values.Look(ref hitCounter, "hitCounter", 0);
Scribe_Collections.Look(ref alreadyDamaged, "alreadyDamaged", LookMode.Reference);
Scribe_Values.Look(ref lastTickPosition, "lastTickPosition");
Scribe_Collections.Look(ref activeEffecters, "activeEffecters", LookMode.Deep);
Scribe_Collections.Look(ref effecterEndTicks, "effecterEndTicks", LookMode.Reference, LookMode.Value);
if (alreadyDamaged == null)
{
alreadyDamaged = new List<Thing>();
}
if (activeEffecters == null)
{
activeEffecters = new List<Effecter>();
}
if (effecterEndTicks == null)
{
effecterEndTicks = new Dictionary<Pawn, int>();
}
}
if (hitThing != null && alreadyDamaged.Contains(hitThing))
{
base.Impact(null, blockedByShield);
}
else
{
base.Impact(hitThing, blockedByShield);
}
public override void Launch(Thing launcher, Vector3 origin, LocalTargetInfo usedTarget, LocalTargetInfo intendedTarget, ProjectileHitFlags hitFlags, bool preventFriendlyFire = false, Thing equipment = null, ThingDef targetCoverDef = null)
{
base.Launch(launcher, origin, usedTarget, intendedTarget, hitFlags, preventFriendlyFire, equipment, targetCoverDef);
this.lastTickPosition = origin;
this.alreadyDamaged.Clear();
this.hitCounter = 0;
// 如果游戏设置为 true 或 XML 扩展为 true则防止友军伤害
this.preventFriendlyFire = preventFriendlyFire || (Props?.preventFriendlyFire ?? false);
// 清理旧的特效器
CleanupOldEffecters();
}
// 新增:触发击中特效(来自 Projectile_BulletWithEffect 的功能)
if (Props?.impactEffecter != null)
{
// 创建一个新的 Effecter 实例并触发
Effecter effecter = Props.impactEffecter.Spawn();
effecter.Trigger(new TargetInfo(this.ExactPosition.ToIntVec3(), this.launcher.Map, false), this.launcher);
protected override void Tick()
{
Vector3 startPos = this.lastTickPosition;
base.Tick();
if (this.Destroyed) return;
// 更新拖尾特效
UpdateTrailFlecks();
// 更新击中特效器
UpdateHitEffecters();
if (this.Destroyed) return;
Vector3 endPos = this.ExactPosition;
CheckPathForDamage(startPos, endPos);
this.lastTickPosition = endPos;
}
/// <summary>
/// 更新拖尾粒子特效
/// </summary>
private void UpdateTrailFlecks()
{
this.fleckMakeFleckTick++;
// 只有当达到延迟时间后才开始生成 Fleck
if (this.fleckMakeFleckTick >= Props?.fleckDelayTicks)
{
if (this.fleckMakeFleckTick >= (Props.fleckDelayTicks + this.fleckMakeFleckTickMax))
{
this.fleckMakeFleckTick = Props.fleckDelayTicks; // 重置计时器,从延迟时间开始循环
}
Map map = base.Map;
int randomInRange = this.fleckMakeFleckNum.RandomInRange;
Vector3 currentPosition = this.ExactPosition; // 子弹当前位置
for (int i = 0; i < randomInRange; i++)
{
float currentBulletAngle = ExactRotation.eulerAngles.y; // 使用子弹当前的水平旋转角度
float fleckRotationAngle = currentBulletAngle; // Fleck 的旋转角度与子弹方向一致
float velocityAngle = this.fleckAngle.RandomInRange + currentBulletAngle; // Fleck 的速度角度基于子弹方向加上随机偏移
float randomInRange2 = this.fleckScale.RandomInRange;
float randomInRange3 = this.fleckSpeed.RandomInRange;
if (Props?.tailFleckDef != null)
{
FleckCreationData dataStatic = FleckMaker.GetDataStatic(currentPosition, map, Props.tailFleckDef, randomInRange2);
dataStatic.rotation = fleckRotationAngle;
dataStatic.rotationRate = this.fleckRotation.RandomInRange;
dataStatic.velocityAngle = velocityAngle;
dataStatic.velocitySpeed = randomInRange3;
map.flecks.CreateFleck(dataStatic);
}
}
}
}
/// <summary>
/// 更新击中特效器
/// </summary>
private void UpdateHitEffecters()
{
if (activeEffecters == null || activeEffecters.Count == 0)
return;
var ticksGame = Find.TickManager.TicksGame;
var effectersToRemove = new List<Effecter>();
var pawnsToRemove = new List<Pawn>();
// 检查每个特效器是否应该结束
foreach (var kvp in effecterEndTicks)
{
if (ticksGame >= kvp.Value || kvp.Key == null || kvp.Key.Destroyed || !kvp.Key.Spawned)
{
pawnsToRemove.Add(kvp.Key);
}
}
// 清理结束的特效器
foreach (var pawn in pawnsToRemove)
{
effecterEndTicks.Remove(pawn);
}
}
/// <summary>
/// 清理旧的特效器
/// </summary>
private void CleanupOldEffecters()
{
if (activeEffecters != null)
{
foreach (var effecter in activeEffecters)
{
effecter?.Cleanup();
}
activeEffecters.Clear();
}
effecterEndTicks?.Clear();
}
protected override void Impact(Thing hitThing, bool blockedByShield = false)
{
CheckPathForDamage(lastTickPosition, this.ExactPosition);
if (hitThing != null && alreadyDamaged.Contains(hitThing))
{
base.Impact(null, blockedByShield);
}
else
{
base.Impact(hitThing, blockedByShield);
}
}
private void CheckPathForDamage(Vector3 startPos, Vector3 endPos)
{
if (startPos == endPos) return;
int maxHits = Props?.maxHits ?? 1;
bool infinitePenetration = maxHits < 0;
if (!infinitePenetration && hitCounter >= maxHits) return;
Map map = this.Map;
float distance = Vector3.Distance(startPos, endPos);
Vector3 direction = (endPos - startPos).normalized;
for (float i = 0; i < distance; i += 0.8f)
{
if (!infinitePenetration && hitCounter >= maxHits) break;
Vector3 checkPos = startPos + direction * i;
var thingsInCell = new HashSet<Thing>(map.thingGrid.ThingsListAt(checkPos.ToIntVec3()));
foreach (Thing thing in thingsInCell)
{
if (thing is Pawn pawn && pawn != this.launcher && !alreadyDamaged.Contains(pawn))
{
bool shouldDamage = false;
// 情况1如果预期目标是pawn总是造成伤害。这允许狩猎。
if (this.intendedTarget.Thing == pawn)
{
shouldDamage = true;
}
// 情况2总是对路径上的敌对pawn造成伤害。
else if (pawn.HostileTo(this.launcher))
{
shouldDamage = true;
}
// 情况3如果射击本身没有标记为防止友军伤害则对非敌对友好中立造成伤害。
else if (!this.preventFriendlyFire)
{
shouldDamage = true;
}
if (shouldDamage)
{
ApplyPathDamage(pawn);
if (!infinitePenetration && hitCounter >= maxHits) break;
}
}
}
}
}
private void ApplyPathDamage(Pawn pawn)
{
Wula_PathPierce_Extension props = Props;
float falloff = props?.damageFalloff ?? 0.25f;
// 伤害衰减现在普遍适用,即使是无限穿透。
float damageMultiplier = Mathf.Pow(1f - falloff, hitCounter);
int damageAmount = (int)(this.DamageAmount * damageMultiplier);
if (damageAmount <= 0) return;
// 检查伤害阈值
if (props?.damageThreshold > 0 && damageAmount < props.damageThreshold)
{
return;
}
var dinfo = new DamageInfo(
this.def.projectile.damageDef,
damageAmount,
this.ArmorPenetration * damageMultiplier,
this.ExactRotation.eulerAngles.y,
this.launcher,
null,
this.equipmentDef,
DamageInfo.SourceCategory.ThingOrUnknown,
this.intendedTarget.Thing);
pawn.TakeDamage(dinfo);
alreadyDamaged.Add(pawn);
hitCounter++;
// 播放击中特效
PlayHitEffects(pawn, damageAmount);
}
/// <summary>
/// 播放击中敌人时的特效
/// </summary>
/// <param name="pawn">被击中的Pawn</param>
/// <param name="damageAmount">造成的伤害值</param>
private void PlayHitEffects(Pawn pawn, int damageAmount)
{
if (pawn == null || pawn.Destroyed || pawn.Map == null)
return;
Wula_PathPierce_Extension props = Props;
if (props == null)
return;
// 是否对每个命中都播放特效
if (!props.playEffectOnEveryHit && hitCounter > 1)
return;
// 播放粒子特效
PlayHitFleck(pawn);
// 播放效果器特效
PlayHitEffecter(pawn);
}
/// <summary>
/// 播放击中粒子特效
/// </summary>
private void PlayHitFleck(Pawn pawn)
{
Wula_PathPierce_Extension props = Props;
if (props == null)
return;
FleckDef fleckDef = null;
// 选择粒子:优先使用随机列表,然后使用固定粒子
if (props.randomHitFlecks != null && props.randomHitFlecks.Count > 0)
{
fleckDef = props.randomHitFlecks.RandomElement();
}
else if (props.hitFleckDef != null)
{
fleckDef = props.hitFleckDef;
}
if (fleckDef != null)
{
Vector3 position = pawn.DrawPos + props.effectOffset;
float scale = props.effectScale;
FleckCreationData data = FleckMaker.GetDataStatic(position, pawn.Map, fleckDef, scale);
pawn.Map.flecks.CreateFleck(data);
}
}
/// <summary>
/// 播放击中效果器特效
/// </summary>
private void PlayHitEffecter(Pawn pawn)
{
Wula_PathPierce_Extension props = Props;
if (props == null)
return;
EffecterDef effecterDef = null;
// 选择效果器:优先使用随机列表,然后使用固定效果器
if (props.randomHitEffecters != null && props.randomHitEffecters.Count > 0)
{
effecterDef = props.randomHitEffecters.RandomElement();
}
else if (props.hitEffecterDef != null)
{
effecterDef = props.hitEffecterDef;
}
if (effecterDef != null)
{
Vector3 position = pawn.DrawPos + props.effectOffset;
// 创建效果器
Effecter effecter = effecterDef.Spawn();
effecter.Trigger(new TargetInfo(pawn.Position, pawn.Map), new TargetInfo(pawn.Position, pawn.Map));
// 如果需要持续效果,添加到维护列表
if (props.effectDurationTicks > 0)
{
activeEffecters.Add(effecter);
effecterEndTicks[pawn] = Find.TickManager.TicksGame + props.effectDurationTicks;
}
else
{
// 立即清理效果器
effecter.Cleanup();
}
}
}
public override void Destroy(DestroyMode mode = DestroyMode.Vanish)
{
// 清理所有特效器
CleanupOldEffecters();
base.Destroy(mode);
}
// 可选:在一段时间后清理 Effecter
// 这里我们使用一个临时的 Effecter所以不需要手动清理
}
}
}
private void CheckPathForDamage(Vector3 startPos, Vector3 endPos)
{
if (startPos == endPos) return;
int maxHits = Props?.maxHits ?? 1;
bool infinitePenetration = maxHits < 0;
if (!infinitePenetration && hitCounter >= maxHits) return;
Map map = this.Map;
float distance = Vector3.Distance(startPos, endPos);
Vector3 direction = (endPos - startPos).normalized;
for (float i = 0; i < distance; i += 0.8f)
{
if (!infinitePenetration && hitCounter >= maxHits) break;
Vector3 checkPos = startPos + direction * i;
var thingsInCell = new HashSet<Thing>(map.thingGrid.ThingsListAt(checkPos.ToIntVec3()));
foreach (Thing thing in thingsInCell)
{
if (thing is Pawn pawn && pawn != this.launcher && !alreadyDamaged.Contains(pawn))
{
bool shouldDamage = false;
if (this.intendedTarget.Thing == pawn)
{
shouldDamage = true;
}
else if (pawn.HostileTo(this.launcher))
{
shouldDamage = true;
}
else if (!this.preventFriendlyFire)
{
shouldDamage = true;
}
if (shouldDamage)
{
ApplyPathDamage(pawn);
if (!infinitePenetration && hitCounter >= maxHits) break;
}
}
}
}
}
private void ApplyPathDamage(Pawn pawn)
{
Wula_PathPierce_Extension props = Props;
float falloff = props?.damageFalloff ?? 0.25f;
float damageMultiplier = Mathf.Pow(1f - falloff, hitCounter);
int damageAmount = (int)(this.DamageAmount * damageMultiplier);
if (damageAmount <= 0) return;
var dinfo = new DamageInfo(
this.def.projectile.damageDef,
damageAmount,
this.ArmorPenetration * damageMultiplier,
this.ExactRotation.eulerAngles.y,
this.launcher,
null,
this.equipmentDef,
DamageInfo.SourceCategory.ThingOrUnknown,
this.intendedTarget.Thing);
pawn.TakeDamage(dinfo);
alreadyDamaged.Add(pawn);
hitCounter++;
}
}
}

View File

@@ -1,63 +0,0 @@
using RimWorld;
using System;
using UnityEngine;
using Verse;
namespace WulaFallenEmpire
{
public class Verb_ShootBeyondTarge : Verb_ShootWithOffset
{
/// <summary>
/// 重写射击逻辑,直接修改当前目标为延长线目标
/// </summary>
protected override bool TryCastShot()
{
// 保存原始目标
LocalTargetInfo originalTarget = currentTarget;
try
{
// 计算延长线目标
LocalTargetInfo beyondTarget = CalculateBeyondTarget(originalTarget);
// 设置为延长线目标
currentTarget = beyondTarget;
// 调用基类射击逻辑
return base.TryCastShot();
}
finally
{
// 恢复原始目标
currentTarget = originalTarget;
}
}
/// <summary>
/// 计算延长线目标
/// </summary>
private LocalTargetInfo CalculateBeyondTarget(LocalTargetInfo target)
{
if (!target.IsValid || caster == null || caster.Map == null)
return target;
Vector3 shooterPos = caster.DrawPos;
Vector3 targetPos = target.HasThing ?
target.Thing.DrawPos :
target.Cell.ToVector3Shifted();
Vector3 direction = (targetPos - shooterPos).normalized;
float maxRange = EffectiveRange;
Vector3 beyondTargetPos = shooterPos + direction * maxRange;
IntVec3 beyondTargetCell = beyondTargetPos.ToIntVec3();
// 确保在地图范围内
if (!beyondTargetCell.InBounds(caster.Map))
{
beyondTargetCell = beyondTargetCell.ClampInsideMap(caster.Map);
}
return new LocalTargetInfo(beyondTargetCell);
}
}
}

View File

@@ -137,6 +137,8 @@
<Compile Include="BuildingComp\WULA_TransformAtFullCapacity\TransformValidationUtility.cs" />
<Compile Include="BuildingComp\WULA_TrapLauncher\CompProperties_TrapLauncher.cs" />
<Compile Include="BuildingComp\WULA_TrapLauncher\CompTrapLauncher.cs" />
<Compile Include="Damage\DamageDef_ExtraDamageExtension.cs" />
<Compile Include="Damage\DamageWorker_ExtraDamage.cs" />
<Compile Include="EventSystem\CompOpenCustomUI.cs" />
<Compile Include="EventSystem\Condition\ConditionBase.cs" />
<Compile Include="EventSystem\Condition\Condition_FlagExists.cs" />
@@ -347,7 +349,6 @@
<Compile Include="HediffComp\HediffComp_TimedExplosion.cs" />
<Compile Include="Projectiles\Projectile_ConfigurableHellsphereCannon.cs" />
<Compile Include="Verb\Verb_ShootBeamSplitAndChain.cs" />
<Compile Include="Verb\Verb_ShootBeyondTarget.cs" />
<Compile Include="Verb\Verb_ShootShotgun.cs" />
<Compile Include="Projectiles\Projectile_CruiseMissile.cs" />
<Compile Include="Verb\Verb_ShootBeamExplosive\Verb_ShootBeamExplosive.cs" />
@@ -387,6 +388,9 @@
<ItemGroup>
<Compile Include="Verb\Verb_Excalibur\Thing_ExcaliburBeam.cs" />
</ItemGroup>
<ItemGroup>
<Content Include="Damage\202512031732.xml" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- 自定义清理任务删除obj文件夹中的临时文件 -->
<Target Name="CleanDebugFiles" AfterTargets="Build">

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