补暂存

This commit is contained in:
2025-07-22 16:36:01 +08:00
parent 94a099c774
commit 4f524845a9
18 changed files with 793 additions and 771 deletions

Binary file not shown.

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@@ -30,7 +30,6 @@
<li>Wula_Apparel_Init</li>
</apparelTags>
<abilities>
<li>WULA_EmergencyEnergyRestore</li>
</abilities>
<weaponMoney>0</weaponMoney>
<apparelAllowHeadgearChance>0</apparelAllowHeadgearChance>
@@ -74,7 +73,6 @@
<li>Wula_Apparel_Init</li>
</apparelTags>
<abilities>
<li>WULA_EmergencyEnergyRestore</li>
</abilities>
<apparelRequired Inherit="False" />

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@@ -1,247 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Defs>
<ThingDef ParentName="ApparelMakeableBase">
<defName>WULA_ShieldBelt</defName>
<label>乌拉护盾腰带</label>
<description>乌拉帝国的个人护盾装置,可以产生动量排斥场来阻挡来袭的投射物。护盾可以通过能力按钮开关,并且具有可配置的护盾值和范围。</description>
<techLevel>Ultra</techLevel>
<recipeMaker>
<researchPrerequisite>WULA_Synth_Weapon_2_Stun_Technology</researchPrerequisite>
<unfinishedThingDef>UnfinishedBelt</unfinishedThingDef>
<recipeUsers Inherit="False">
<li>WULA_Cube_Productor_Energy</li>
</recipeUsers>
<skillRequirements>
<Crafting>8</Crafting>
</skillRequirements>
</recipeMaker>
<graphicData>
<texPath>Things/Item/Equipment/WeaponMelee/Knife</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<costList>
<Steel>50</Steel>
<Plasteel>25</Plasteel>
<ComponentSpacer>3</ComponentSpacer>
<BroadshieldCore>1</BroadshieldCore>
</costList>
<statBases>
<WorkToMake>12000</WorkToMake>
<Mass>1.2</Mass>
<Flammability>0.4</Flammability>
</statBases>
<thingCategories>
<li>Apparel</li>
</thingCategories>
<apparel>
<bodyPartGroups>
<li>Waist</li>
</bodyPartGroups>
<wornGraphicPath>Things/Pawn/Humanlike/Apparel/ShieldBelt/ShieldBelt</wornGraphicPath>
<layers>
<li>Belt</li>
</layers>
<tags>
<li>BeltDefensePop</li>
</tags>
<defaultOutfitTags>
<li>Soldier</li>
</defaultOutfitTags>
</apparel>
<comps>
<li Class="WulaFallenEmpire.CompProperties_WulaShieldBelt">
<!-- 护盾最大生命值 - 护盾能承受的总伤害量 -->
<maxShieldHitPoints>200</maxShieldHitPoints>
<!-- 护盾半径 - 护盾保护范围的半径(以格子为单位) -->
<shieldRadius>3.0</shieldRadius>
<!-- 拦截地面投射物 - 是否拦截子弹、箭矢等地面投射物 -->
<interceptGroundProjectiles>true</interceptGroundProjectiles>
<!-- 拦截空中投射物 - 是否拦截迫击炮弹等空中投射物 -->
<interceptAirProjectiles>false</interceptAirProjectiles>
<!-- 拦截近战攻击 - 是否能够阻挡近战攻击 -->
<interceptMeleeAttacks>false</interceptMeleeAttacks>
<!-- EMP免疫 - 是否免疫电磁脉冲攻击 -->
<empImmune>false</empImmune>
<!-- 护盾颜色 - 护盾显示的颜色 (R, G, B) 值范围0-1 -->
<shieldColor>(0.2, 0.6, 1.0)</shieldColor>
<!-- 充能速率 - 护盾每秒恢复的生命值 -->
<rechargeRate>5.0</rechargeRate>
<!-- 充能冷却时间 - 护盾被破坏后开始充能前的等待时间游戏刻数60刻=1秒 -->
<rechargeCooldownTicks>300</rechargeCooldownTicks>
<!-- 激活音效 - 护盾运行时播放的环境音效 -->
<activeSound>BulletShield_Ambience</activeSound>
<!-- 重新激活特效 - 护盾重新启动时播放的视觉特效 -->
<reactivateEffect>BulletShieldGenerator_Reactivate</reactivateEffect>
<!-- 初始启用状态 - 护盾腰带装备后是否默认开启 -->
<startEnabled>false</startEnabled>
<!-- 护盾模式 - true=有生命值模式可被破坏false=无生命值模式(类似低角护盾,只偏转) -->
<useHitPointsMode>true</useHitPointsMode>
</li>
</comps>
</ThingDef>
<!-- 高级版本 -->
<ThingDef ParentName="ApparelMakeableBase">
<defName>WULA_ShieldBelt_Advanced</defName>
<label>乌拉高级护盾腰带</label>
<description>乌拉帝国的高级个人护盾装置具有更强的护盾值、更大的范围并且可以抵抗近战攻击和EMP伤害。</description>
<techLevel>Ultra</techLevel>
<recipeMaker>
<researchPrerequisite>WULA_Synth_Weapon_2_Stun_Technology</researchPrerequisite>
<unfinishedThingDef>UnfinishedBelt</unfinishedThingDef>
<recipeUsers Inherit="False">
<li>WULA_Cube_Productor_Energy</li>
</recipeUsers>
<skillRequirements>
<Crafting>10</Crafting>
</skillRequirements>
</recipeMaker>
<graphicData>
<texPath>Things/Item/Equipment/WeaponMelee/Knife</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<costList>
<Steel>100</Steel>
<Plasteel>50</Plasteel>
<ComponentSpacer>6</ComponentSpacer>
<BroadshieldCore>2</BroadshieldCore>
<Uranium>10</Uranium>
</costList>
<statBases>
<WorkToMake>20000</WorkToMake>
<Mass>2.0</Mass>
<Flammability>0.2</Flammability>
</statBases>
<thingCategories>
<li>Apparel</li>
</thingCategories>
<apparel>
<bodyPartGroups>
<li>Waist</li>
</bodyPartGroups>
<wornGraphicPath>Things/Pawn/Humanlike/Apparel/ShieldBelt/ShieldBelt</wornGraphicPath>
<layers>
<li>Belt</li>
</layers>
<tags>
<li>BeltDefensePop</li>
</tags>
<defaultOutfitTags>
<li>Soldier</li>
</defaultOutfitTags>
</apparel>
<comps>
<li Class="WulaFallenEmpire.CompProperties_WulaShieldBelt">
<!-- 护盾最大生命值 - 护盾能承受的总伤害量 -->
<maxShieldHitPoints>400</maxShieldHitPoints>
<!-- 护盾半径 - 护盾保护范围的半径(以格子为单位) -->
<shieldRadius>4.5</shieldRadius>
<!-- 拦截地面投射物 - 是否拦截子弹、箭矢等地面投射物 -->
<interceptGroundProjectiles>true</interceptGroundProjectiles>
<!-- 拦截空中投射物 - 是否拦截迫击炮弹等空中投射物 -->
<interceptAirProjectiles>true</interceptAirProjectiles>
<!-- 拦截近战攻击 - 是否能够阻挡近战攻击 -->
<interceptMeleeAttacks>true</interceptMeleeAttacks>
<!-- EMP免疫 - 是否免疫电磁脉冲攻击 -->
<empImmune>true</empImmune>
<!-- 护盾颜色 - 护盾显示的颜色 (R, G, B) 值范围0-1 -->
<shieldColor>(1.0, 0.6, 0.2)</shieldColor>
<!-- 充能速率 - 护盾每秒恢复的生命值 -->
<rechargeRate>8.0</rechargeRate>
<!-- 充能冷却时间 - 护盾被破坏后开始充能前的等待时间游戏刻数60刻=1秒 -->
<rechargeCooldownTicks>180</rechargeCooldownTicks>
<!-- 激活音效 - 护盾运行时播放的环境音效 -->
<activeSound>BulletShield_Ambience</activeSound>
<!-- 重新激活特效 - 护盾重新启动时播放的视觉特效 -->
<reactivateEffect>BulletShieldGenerator_Reactivate</reactivateEffect>
<!-- 初始启用状态 - 护盾腰带装备后是否默认开启 -->
<startEnabled>false</startEnabled>
<!-- 护盾模式 - true=有生命值模式可被破坏false=无生命值模式(类似低角护盾,只偏转) -->
<useHitPointsMode>true</useHitPointsMode>
</li>
</comps>
</ThingDef>
<!-- 偏转型护盾腰带 - 无生命值模式示例 -->
<ThingDef ParentName="ApparelMakeableBase">
<defName>WULA_ShieldBelt_Deflector</defName>
<label>乌拉偏转护盾腰带</label>
<description>乌拉帝国的偏转型个人护盾装置,采用低角护盾技术,不会被破坏但只能偏转投射物。这种护盾永远不会过载,但也无法完全阻挡攻击。</description>
<techLevel>Ultra</techLevel>
<recipeMaker>
<researchPrerequisite>WULA_Synth_Weapon_2_Stun_Technology</researchPrerequisite>
<unfinishedThingDef>UnfinishedBelt</unfinishedThingDef>
<recipeUsers Inherit="False">
<li>WULA_Cube_Productor_Energy</li>
</recipeUsers>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
</recipeMaker>
<graphicData>
<texPath>Things/Item/Equipment/WeaponMelee/Knife</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<costList>
<Steel>30</Steel>
<Plasteel>15</Plasteel>
<ComponentSpacer>2</ComponentSpacer>
<BroadshieldCore>1</BroadshieldCore>
</costList>
<statBases>
<WorkToMake>8000</WorkToMake>
<Mass>0.8</Mass>
<Flammability>0.4</Flammability>
</statBases>
<thingCategories>
<li>Apparel</li>
</thingCategories>
<apparel>
<bodyPartGroups>
<li>Waist</li>
</bodyPartGroups>
<wornGraphicPath>Things/Pawn/Humanlike/Apparel/ShieldBelt/ShieldBelt</wornGraphicPath>
<layers>
<li>Belt</li>
</layers>
<tags>
<li>BeltDefensePop</li>
</tags>
<defaultOutfitTags>
<li>Soldier</li>
</defaultOutfitTags>
</apparel>
<comps>
<li Class="WulaFallenEmpire.CompProperties_WulaShieldBelt">
<!-- 护盾最大生命值 - 在偏转模式下此值不重要,但仍需设置 -->
<maxShieldHitPoints>100</maxShieldHitPoints>
<!-- 护盾半径 - 护盾保护范围的半径(以格子为单位) -->
<shieldRadius>2.5</shieldRadius>
<!-- 拦截地面投射物 - 是否拦截子弹、箭矢等地面投射物 -->
<interceptGroundProjectiles>true</interceptGroundProjectiles>
<!-- 拦截空中投射物 - 是否拦截迫击炮弹等空中投射物 -->
<interceptAirProjectiles>false</interceptAirProjectiles>
<!-- 拦截近战攻击 - 是否能够阻挡近战攻击 -->
<interceptMeleeAttacks>false</interceptMeleeAttacks>
<!-- EMP免疫 - 是否免疫电磁脉冲攻击 -->
<empImmune>false</empImmune>
<!-- 护盾颜色 - 护盾显示的颜色 (R, G, B) 值范围0-1 -->
<shieldColor>(0.6, 1.0, 0.6)</shieldColor>
<!-- 充能速率 - 在偏转模式下此值不重要 -->
<rechargeRate>0</rechargeRate>
<!-- 充能冷却时间 - 在偏转模式下此值不重要 -->
<rechargeCooldownTicks>0</rechargeCooldownTicks>
<!-- 激活音效 - 护盾运行时播放的环境音效 -->
<activeSound>BulletShield_Ambience</activeSound>
<!-- 重新激活特效 - 护盾重新启动时播放的视觉特效 -->
<reactivateEffect>BulletShieldGenerator_Reactivate</reactivateEffect>
<!-- 初始启用状态 - 护盾腰带装备后是否默认开启 -->
<startEnabled>true</startEnabled>
<!-- 护盾模式 - false=无生命值模式(类似低角护盾,只偏转,永不破坏) -->
<useHitPointsMode>false</useHitPointsMode>
</li>
</comps>
</ThingDef>
</Defs>

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@@ -1,25 +1,493 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ThinkTreeDef>
<ThinkTreeDef>
<defName>WULA_Humanlike</defName>
<thinkRoot Class="ThinkNode_Priority">
<subNodes>
<!-- Add our custom JobGiver for Wula energy here -->
<!-- Do lovin' -->
<li Class="ThinkNode_ConditionalLyingDown">
<subNodes>
<li Class="ThinkNode_ChancePerHour_Lovin">
<subNodes>
<li Class="ThinkNode_Tagger">
<tagToGive>SatisfyingNeeds</tagToGive>
<subNodes>
<li Class="JobGiver_DoLovin" />
</subNodes>
</li>
</subNodes>
</li>
</subNodes>
</li>
<!-- If we HAVE to keep lying down... -->
<li Class="ThinkNode_ConditionalMustKeepLyingDown">
<subNodes>
<!-- Do a queued job if possible (e.g. watch tv in bed) -->
<li Class="ThinkNode_QueuedJob">
<inBedOnly>true</inBedOnly>
</li>
<!-- Get joy -->
<li Class="ThinkNode_Tagger">
<tagToGive>SatisfyingNeeds</tagToGive>
<subNodes>
<li Class="ThinkNode_PrioritySorter">
<subNodes>
<li Class="ThinkNode_Priority_GetJoy">
<subNodes>
<li Class="JobGiver_GetJoyInBed" />
</subNodes>
</li>
<li Class="JobGiver_MeditateInBed"/>
</subNodes>
</li>
</subNodes>
</li>
<!-- Keep lying down -->
<li Class="JobGiver_KeepLyingDown" />
</subNodes>
</li>
<li Class="ThinkNode_Subtree">
<treeDef>Downed</treeDef>
</li>
<li Class="ThinkNode_Subtree">
<treeDef>BurningResponse</treeDef>
</li>
<li Class="ThinkNode_Subtree">
<treeDef>MentalStateCritical</treeDef>
</li>
<!-- Escaping threats -->
<li Class="ThinkNode_Subtree" MayRequire="Ludeon.RimWorld.Biotech">
<treeDef>Abilities_Escape</treeDef>
</li>
<!-- React to close melee threat -->
<li Class="JobGiver_ReactToCloseMeleeThreat" />
<!-- Mental state non critical -->
<li Class="ThinkNode_Subtree">
<treeDef>MentalStateNonCritical</treeDef>
</li>
<!-- Behavior when roped -->
<li Class="ThinkNode_Subtree">
<treeDef>RopedPawn</treeDef>
</li>
<!-- Insertion hook for modders -->
<li Class="ThinkNode_SubtreesByTag">
<insertTag>Humanlike_PostMentalState</insertTag>
</li>
<!-- Do a queued job -->
<li Class="ThinkNode_QueuedJob" />
<!-- Wait if drafted -->
<li Class="ThinkNode_ConditionalColonist">
<subNodes>
<li Class="ThinkNode_Tagger">
<tagToGive>DraftedOrder</tagToGive>
<subNodes>
<li Class="JobGiver_MoveToStandable" />
<li Class="JobGiver_Orders" />
</subNodes>
</li>
</subNodes>
</li>
<!-- Self-tend if you're an NPC -->
<li Class="ThinkNode_ConditionalNPCCanSelfTendNow">
<subNodes>
<li Class="JobGiver_SelfTend" />
</subNodes>
</li>
<!-- Lord directives (high priority) -->
<li Class="ThinkNode_JoinVoluntarilyJoinableLord">
<dutyHook>HighPriority</dutyHook>
<subNodes>
<li Class="ThinkNode_Subtree">
<treeDef>LordDuty</treeDef>
</li>
</subNodes>
</li>
<!-- Insertion hook for modders -->
<li Class="ThinkNode_SubtreesByTag">
<insertTag>Humanlike_PostDuty</insertTag>
</li>
<!-- Prisoner -->
<li Class="ThinkNode_ConditionalPrisoner">
<leaveJoinableLordIfIssuesJob>true</leaveJoinableLordIfIssuesJob>
<subNodes>
<!-- If it's the player home map... -->
<li Class="ThinkNode_ConditionalInNonPlayerHomeMap">
<invert>true</invert>
<subNodes>
<!-- Wait instead of escaping if should -->
<li Class="ThinkNode_Tagger">
<tagToGive>Idle</tagToGive>
<subNodes>
<li Class="JobGiver_PrisonerWaitInsteadOfEscaping">
<maxDanger>Deadly</maxDanger>
</li>
</subNodes>
</li>
<!-- Escape -->
<li Class="ThinkNode_Tagger">
<tagToGive>Escaping</tagToGive>
<subNodes>
<li Class="JobGiver_PrisonerEscape" />
</subNodes>
</li>
</subNodes>
</li>
<!-- Exit map if released -->
<li Class="ThinkNode_ConditionalReleased">
<subNodes>
<li Class="ThinkNode_Tagger">
<tagToGive>Misc</tagToGive>
<subNodes>
<li Class="JobGiver_ExitMapBest">
<defaultLocomotion>Walk</defaultLocomotion>
</li>
</subNodes>
</li>
</subNodes>
</li>
<li Class="ThinkNode_Tagger">
<tagToGive>RestingForMedicalReasons</tagToGive>
<subNodes>
<li Class="JobGiver_PatientGoToBed" />
</subNodes>
</li>
<li Class="ThinkNode_Tagger">
<tagToGive>ChangingApparel</tagToGive>
<subNodes>
<li Class="JobGiver_PrisonerGetDressed" />
</subNodes>
</li>
<li Class="ThinkNode_Tagger">
<tagToGive>SatisfyingNeeds</tagToGive>
<subNodes>
<li Class="ThinkNode_PrioritySorter">
<subNodes>
<li Class="JobGiver_Autofeed" MayRequire="Ludeon.RimWorld.Biotech" />
<li Class="WulaFallenEmpire.JobGiver_WulaGetEnergy"/>
<li Class="JobGiver_GetRest"/>
<li Class="JobGiver_SatisfyChemicalNeed"/>
<li Class="JobGiver_SatifyChemicalDependency" MayRequire="Ludeon.RimWorld.Biotech" />
<li Class="JobGiver_GetHemogen" MayRequire="Ludeon.RimWorld.Biotech" />
<li Class="JobGiver_GetDeathrest" MayRequire="Ludeon.RimWorld.Biotech" />
<li Class="ThinkNode_Priority_GetJoy">
<subNodes>
<li Class="JobGiver_GetJoy"/>
<li Class="JobGiver_GetJoyInBed"/>
</subNodes>
</li>
<li Class="JobGiver_Meditate"/>
</subNodes>
</li>
</subNodes>
</li>
<!-- If in non-PlayerHomeMap -->
<li Class="ThinkNode_ConditionalInNonPlayerHomeMap">
<subNodes>
<!-- No colonist spawned in the map -->
<li Class="ThinkNode_ConditionalAnyUndownedColonistSpawnedNearby">
<invert>true</invert>
<subNodes>
<li Class="ThinkNode_Tagger">
<tagToGive>Escaping</tagToGive>
<subNodes>
<li Class="JobGiver_PrisonerEscape" />
</subNodes>
</li>
</subNodes>
</li>
<!-- Wander -->
<li Class="ThinkNode_Tagger">
<tagToGive>Idle</tagToGive>
<subNodes>
<li Class="JobGiver_WanderColony">
<maxDanger>Deadly</maxDanger>
</li>
</subNodes>
</li>
</subNodes>
</li>
<li Class="ThinkNode_Tagger">
<tagToGive>Idle</tagToGive>
<subNodes>
<li Class="JobGiver_WanderCurrentRoom">
<maxDanger>Deadly</maxDanger>
</li>
</subNodes>
</li>
<li Class="JobGiver_IdleError" />
</subNodes>
</li>
<!-- If on colonist team, do forced and emergency work -->
<li Class="ThinkNode_ConditionalColonist">
<subNodes>
<!-- Seek allowed area -->
<li Class="JobGiver_SeekAllowedArea" />
<!-- Seek safe temperatures -->
<li Class="JobGiver_BringBabyToSafety" />
<li Class="JobGiver_SeekSafeTemperature" />
<!-- Drop unnused inventory -->
<li Class="JobGiver_DropUnusedInventory" />
<!-- Emergency work -->
<li Class="JobGiver_Work">
<leaveJoinableLordIfIssuesJob>true</leaveJoinableLordIfIssuesJob>
<emergency>true</emergency>
</li>
<!-- Get Wula energy (only if starving) -->
<li Class="ThinkNode_ConditionalNeedPercentageAbove">
<need>WULA_Energy</need>
<threshold>0.5</threshold> <!-- 能量低于10%时触发 -->
<invert>true</invert>
<subNodes>
<li Class="ThinkNode_Tagger">
<tagToGive>SatisfyingNeeds</tagToGive>
<subNodes>
<li Class="WulaFallenEmpire.JobGiver_WulaGetEnergy">
<minEnergyLevelPercentage>0.5</minEnergyLevelPercentage> <!-- 能量低于50%时开始寻找 -->
<emergencyThreshold>0.1</emergencyThreshold> <!-- 能量低于10%时非常紧急 -->
<normalPriority>5.0</normalPriority>
<leaveJoinableLordIfIssuesJob>true</leaveJoinableLordIfIssuesJob>
<minEnergyLevelPercentage>0.5</minEnergyLevelPercentage>
<emergencyThreshold>0.1</emergencyThreshold>
<normalPriority>5</normalPriority>
<emergencyPriority>9.5</emergencyPriority>
<searchRadius>30</searchRadius> <!-- 搜索半径调整为30 -->
<ingestCount>1</ingestCount> <!-- 每次摄取1个能量核心 -->
</li>
<!-- Include original Humanlike think tree -->
</subNodes>
</li>
</subNodes>
</li>
<!-- Breastfeed -->
<li Class="ThinkNode_Tagger">
<tagToGive>Misc</tagToGive>
<subNodes>
<li Class="JobGiver_Autofeed" MayRequire="Ludeon.RimWorld.Biotech" />
</subNodes>
</li>
<!-- Lord directives (medium priority) -->
<li Class="ThinkNode_JoinVoluntarilyJoinableLord">
<dutyHook>MediumPriority</dutyHook>
<subNodes>
<li Class="ThinkNode_Subtree">
<treeDef>Humanlike</treeDef>
<treeDef>LordDuty</treeDef>
</li>
<!-- Include original HumanlikeConstant think tree -->
</subNodes>
</li>
<!-- Pick up a weapon dropped while previously downed -->
<li Class="JobGiver_PickupDroppedWeapon">
<ignoreForbidden>true</ignoreForbidden>
</li>
<!-- Optimize apparel -->
<li Class="ThinkNode_Tagger">
<tagToGive>ChangingApparel</tagToGive>
<subNodes>
<li Class="JobGiver_OptimizeApparel">
<leaveJoinableLordIfIssuesJob>true</leaveJoinableLordIfIssuesJob>
</li>
</subNodes>
</li>
<!-- Look change -->
<li MayRequire="Ludeon.RimWorld.Ideology" Class="ThinkNode_ConditionalWantsLookChange">
<subNodes>
<li Class="JobGiver_UseStylingStationAutomatic" />
</subNodes>
</li>
<!-- Dye hair -->
<li MayRequire="Ludeon.RimWorld.Ideology" Class="JobGiver_DyeHair" />
<!-- Take for inventory stock -->
<li Class="ThinkNode_Tagger">
<tagToGive>TakeForInventoryStock</tagToGive>
<subNodes>
<li Class="JobGiver_TakeForInventoryStock">
<leaveJoinableLordIfIssuesJob>true</leaveJoinableLordIfIssuesJob>
</li>
</subNodes>
</li>
<!-- Unload your inventory -->
<li Class="ThinkNode_Tagger">
<tagToGive>UnloadingOwnInventory</tagToGive>
<subNodes>
<li Class="JobGiver_UnloadYourInventory" />
</subNodes>
</li>
<!-- Pack Wula energy if not enough -->
<li Class="ThinkNode_ConditionalNeedPercentageAbove">
<need>WULA_Energy</need> <!-- 能量NeedDef的defName -->
<threshold>0.6</threshold> <!-- 能量低于packEnergyThreshold时考虑打包 -->
<invert>true</invert> <!-- 当能量低于阈值时触发 -->
<subNodes>
<li Class="WulaFallenEmpire.JobGiver_WulaPackEnergy">
<leaveJoinableLordIfIssuesJob>true</leaveJoinableLordIfIssuesJob>
<packEnergyThreshold>0.6</packEnergyThreshold> <!-- 能量低于50%时考虑打包 -->
<packEnergyCount>2</packEnergyCount> <!-- 每次打包2个能量核心 -->
</li>
</subNodes>
</li>
</subNodes>
</li>
<!-- Behavior from traits -->
<li Class="ThinkNode_TraitBehaviors" />
<!-- Insertion hook for modders -->
<li Class="ThinkNode_SubtreesByTag">
<insertTag>Humanlike_PreMain</insertTag>
</li>
<!-- Main colonist behavior core -->
<li Class="ThinkNode_ConditionalColonist">
<subNodes>
<li Class="ThinkNode_Subtree">
<treeDef>HumanlikeConstant</treeDef>
<treeDef>MainColonistBehaviorCore</treeDef>
<leaveJoinableLordIfIssuesJob>true</leaveJoinableLordIfIssuesJob>
</li>
</subNodes>
</li>
<!-- Main wild man behavior core -->
<li Class="ThinkNode_ConditionalPawnKind">
<pawnKind>WildMan</pawnKind>
<subNodes>
<li Class="ThinkNode_Subtree">
<treeDef>MainWildManBehaviorCore</treeDef>
<leaveJoinableLordIfIssuesJob>true</leaveJoinableLordIfIssuesJob>
</li>
</subNodes>
</li>
<!-- Insertion hook for modders -->
<li Class="ThinkNode_SubtreesByTag">
<insertTag>Humanlike_PostMain</insertTag>
</li>
<!-- Idle colonist -->
<li Class="ThinkNode_ConditionalColonist">
<subNodes>
<li Class="ThinkNode_Tagger">
<tagToGive>Idle</tagToGive>
<subNodes>
<!-- Do random joy activity -->
<li Class="ThinkNode_ConditionalNeedPercentageAbove">
<need>Joy</need>
<threshold>0.9</threshold>
<invert>true</invert>
<subNodes>
<li Class="JobGiver_IdleJoy" />
</subNodes>
</li>
<!-- Wander -->
<li Class="JobGiver_WanderColony">
<maxDanger>None</maxDanger>
</li>
</subNodes>
</li>
</subNodes>
</li>
<!-- Idle wild man -->
<li Class="ThinkNode_ConditionalPawnKind">
<pawnKind>WildMan</pawnKind>
<subNodes>
<li Class="ThinkNode_Tagger">
<tagToGive>Idle</tagToGive>
<subNodes>
<!-- Wander -->
<li Class="JobGiver_WanderAnywhere">
<maxDanger>Deadly</maxDanger>
<ticksBetweenWandersRange>120~240</ticksBetweenWandersRange>
</li>
</subNodes>
</li>
</subNodes>
</li>
<!-- If you're a neutral guest, if you're not hurt exit the map, otherwise use a medical bed -->
<li Class="ThinkNode_ConditionalGuest">
<subNodes>
<li Class="ThinkNode_ConditionalNonPlayerNonHostileFactionOrFactionless">
<subNodes>
<li Class="ThinkNode_Tagger">
<tagToGive>RestingForMedicalReasons</tagToGive>
<subNodes>
<li Class="JobGiver_PatientGoToBed" />
</subNodes>
</li>
<li Class="ThinkNode_Tagger">
<tagToGive>Misc</tagToGive>
<subNodes>
<li Class="JobGiver_ExitMapBest">
<defaultLocomotion>Walk</defaultLocomotion>
</li>
</subNodes>
</li>
</subNodes>
</li>
</subNodes>
</li>
<!-- Final backup: If you're just here for no apparent reason, and not a colonist, leave the map
e.g. This happens for pawns who are downed during combat, then later self-heal -->
<li Class="ThinkNode_ConditionalColonist">
<invert>true</invert>
<subNodes>
<li Class="ThinkNode_Tagger">
<tagToGive>Misc</tagToGive>
<subNodes>
<li Class="JobGiver_ExitMapBest">
<defaultLocomotion>Walk</defaultLocomotion>
</li>
</subNodes>
</li>
</subNodes>
</li>
<!-- If you can't leave, just wander -->
<li Class="ThinkNode_Tagger">
<tagToGive>Idle</tagToGive>
<subNodes>
<li Class="JobGiver_WanderAnywhere">
<maxDanger>Deadly</maxDanger>
</li>
</subNodes>
</li>
<li Class="JobGiver_IdleError" />
</subNodes>
</thinkRoot>
</ThinkTreeDef>
</Defs>

View File

@@ -0,0 +1,7 @@
<?xml version="1.0" encoding="utf-8"?>
<LanguageData>
<WULA_SkillTrainer_TargetSkillGained>{0}的{1}技能获得了经验。</WULA_SkillTrainer_TargetSkillGained>
<WULA_SkillTrainer_SkillLoss>{0}的{1}技能经验减少了。</WULA_SkillTrainer_SkillLoss>
</LanguageData>

View File

@@ -2,12 +2,28 @@
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@@ -17,10 +33,6 @@
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@@ -30,15 +42,66 @@
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@@ -46,12 +109,11 @@
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@@ -63,15 +125,16 @@
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View File

@@ -1,31 +0,0 @@
using RimWorld;
using UnityEngine;
using Verse;
using Verse.Sound;
namespace WulaFallenEmpire
{
public class CompProperties_WulaShieldBelt : CompProperties
{
public int maxShieldHitPoints = 200;
public float shieldRadius = 3.0f;
public bool interceptGroundProjectiles = true;
public bool interceptAirProjectiles = false;
public bool interceptMeleeAttacks = false;
public bool empImmune = false;
public Color shieldColor = new Color(0.2f, 0.6f, 1.0f);
public float rechargeRate = 5.0f;
public int rechargeCooldownTicks = 300;
public SoundDef activeSound;
public EffecterDef reactivateEffect;
public bool startEnabled = false;
// 护盾模式true = 有生命值模式可被破坏false = 无生命值模式(类似低角护盾,只是偏转)
public bool useHitPointsMode = true;
public CompProperties_WulaShieldBelt()
{
compClass = typeof(CompWulaShieldBelt);
}
}
}

View File

@@ -58,7 +58,7 @@ namespace WulaFallenEmpire
// 大火的技能掉得最少,保持默认值
skillRecord.Learn(-experienceLoss, true); // 减少经验
Messages.Message("WULA_SkillTrainer_OtherSkillLost".Translate(usedBy.LabelShort, skillRecord.def.label), usedBy, MessageTypeDefOf.NegativeEvent);
Messages.Message("WULA_SkillTrainer_SkillLoss".Translate(usedBy.LabelShort, skillRecord.def.label), usedBy, MessageTypeDefOf.NegativeEvent);
}
}
}

View File

@@ -1,308 +0,0 @@
using RimWorld;
using System.Collections.Generic;
using UnityEngine;
using Verse;
using Verse.Sound;
namespace WulaFallenEmpire
{
[StaticConstructorOnStartup]
public class CompWulaShieldBelt : ThingComp
{
private float shieldHitPoints;
private int ticksToReset = -1;
private int lastKeepDisplayTick = -9999;
private Vector3 impactAngleVect;
private int lastAbsorbDamageTick = -9999;
private Sustainer sustainer;
// 静态构造函数加载材质
private static readonly Material BubbleMat = MaterialPool.MatFrom("Other/ShieldBubble", ShaderDatabase.Transparent, Color.white);
public CompProperties_WulaShieldBelt Props => (CompProperties_WulaShieldBelt)props;
public float ShieldHitPoints => shieldHitPoints;
public float ShieldMaxHitPoints => Props.maxShieldHitPoints;
private bool ShouldDisplay
{
get
{
Pawn wearer = GetWearer();
return wearer != null && wearer.Spawned && (wearer.Drafted || (wearer.Faction != null && wearer.Faction.IsPlayer) || Find.TickManager.TicksGame < lastKeepDisplayTick + 50);
}
}
public override void PostExposeData()
{
base.PostExposeData();
Scribe_Values.Look(ref shieldHitPoints, "shieldHitPoints", 0f);
Scribe_Values.Look(ref ticksToReset, "ticksToReset", -1);
}
public override void PostSpawnSetup(bool respawningAfterLoad)
{
base.PostSpawnSetup(respawningAfterLoad);
if (!respawningAfterLoad)
{
shieldHitPoints = Props.maxShieldHitPoints;
}
}
public override void CompTick()
{
base.CompTick();
Pawn wearer = GetWearer();
if (wearer == null) return;
if (sustainer == null && Props.activeSound != null)
{
sustainer = Props.activeSound.TrySpawnSustainer(SoundInfo.InMap(wearer, MaintenanceType.PerTick));
}
sustainer?.Maintain();
if (ticksToReset > 0)
{
ticksToReset--;
if (ticksToReset <= 0)
{
Reset();
}
}
else if (Props.useHitPointsMode && shieldHitPoints < Props.maxShieldHitPoints)
{
shieldHitPoints += Props.rechargeRate / 60f; // 每秒恢复
if (shieldHitPoints > Props.maxShieldHitPoints)
{
shieldHitPoints = Props.maxShieldHitPoints;
}
}
}
public override void PostDraw()
{
base.PostDraw();
if (ShouldDisplay)
{
float num = Mathf.Lerp(1.2f, 1.55f, shieldHitPoints / Props.maxShieldHitPoints);
Vector3 drawPos = GetWearer().Drawer.DrawPos;
drawPos.y = AltitudeLayer.MoteOverhead.AltitudeFor();
int num2 = Find.TickManager.TicksGame - lastAbsorbDamageTick;
if (num2 < 8)
{
float num3 = (8 - num2) / 8f * 0.05f;
drawPos += impactAngleVect * num3;
num -= num3;
}
float alpha;
if (Props.useHitPointsMode)
{
// 生命值模式:透明度根据护盾生命值变化
alpha = Mathf.Lerp(0.2f, 0.7f, shieldHitPoints / Props.maxShieldHitPoints);
}
else
{
// 偏转模式:固定透明度,稍微闪烁效果
alpha = 0.4f + Mathf.Sin(Time.time * 2f) * 0.1f;
}
Color color = Props.shieldColor;
color.a = alpha;
Matrix4x4 matrix = default(Matrix4x4);
matrix.SetTRS(drawPos, Quaternion.identity, Vector3.one * num * Props.shieldRadius);
Graphics.DrawMesh(MeshPool.plane10, matrix, BubbleMat, 0, null, 0, MaterialPropertyBlock);
}
}
private MaterialPropertyBlock materialPropertyBlock;
private MaterialPropertyBlock MaterialPropertyBlock
{
get
{
if (materialPropertyBlock == null)
{
materialPropertyBlock = new MaterialPropertyBlock();
}
materialPropertyBlock.SetColor(ShaderPropertyIDs.Color, Props.shieldColor);
return materialPropertyBlock;
}
}
public bool CheckIntercept(Projectile projectile, Vector3 lastExactPos, Vector3 newExactPos)
{
// 如果使用生命值模式且护盾已破坏,则不拦截
if (Props.useHitPointsMode && shieldHitPoints <= 0f)
return false;
Pawn wearer = GetWearer();
if (wearer == null || !wearer.Spawned)
return false;
if (!Props.interceptGroundProjectiles && !projectile.def.projectile.flyOverhead)
return false;
if (!Props.interceptAirProjectiles && projectile.def.projectile.flyOverhead)
return false;
Vector3 center = wearer.TrueCenter();
float radius = Props.shieldRadius;
// 简单检查:如果射线起点和终点都在圆外,且连线不穿过圆,则不相交
float distanceFromLastPos = Vector3.Distance(lastExactPos, center);
float distanceFromNewPos = Vector3.Distance(newExactPos, center);
if (distanceFromLastPos > radius && distanceFromNewPos > radius)
{
// 计算点到线段的最短距离
Vector3 line = newExactPos - lastExactPos;
float lineLength = line.magnitude;
Vector3 lineDirection = line / lineLength;
float projection = Mathf.Clamp(Vector3.Dot(center - lastExactPos, lineDirection), 0f, lineLength);
Vector3 closestPoint = lastExactPos + lineDirection * projection;
float distanceToLine = Vector3.Distance(center, closestPoint);
if (distanceToLine > radius)
return false;
}
lastKeepDisplayTick = Find.TickManager.TicksGame + 40;
// 根据模式处理伤害
if (Props.useHitPointsMode)
{
// 生命值模式:吸收伤害并可能破坏护盾
AbsorbDamage(projectile.DamageAmount, projectile.ExactPosition);
}
else
{
// 偏转模式:只是偏转,不消耗护盾生命值
DeflectProjectile(projectile.ExactPosition);
}
return true;
}
public bool CheckMeleeIntercept(DamageInfo dinfo, Pawn attacker)
{
if (!Props.interceptMeleeAttacks || shieldHitPoints <= 0f)
return false;
Pawn wearer = GetWearer();
if (wearer == null || !wearer.Spawned)
return false;
lastKeepDisplayTick = Find.TickManager.TicksGame + 40;
AbsorbDamage(dinfo.Amount, attacker.Position.ToVector3());
return true;
}
private void AbsorbDamage(float damage, Vector3 impactPos)
{
if (Props.empImmune && damage > 0f)
{
// EMP免疫时减少EMP伤害
damage *= 0.1f;
}
// 只有在生命值模式下才扣除护盾生命值
if (Props.useHitPointsMode)
{
shieldHitPoints -= damage;
}
lastAbsorbDamageTick = Find.TickManager.TicksGame;
Pawn wearer = GetWearer();
if (wearer != null)
{
impactAngleVect = Vector3Utility.HorizontalVectorFromAngle((impactPos - wearer.TrueCenter()).AngleFlat() + 180f);
}
// 只有在生命值模式下才会破坏护盾
if (Props.useHitPointsMode && shieldHitPoints <= 0f)
{
Break();
}
}
private void DeflectProjectile(Vector3 impactPos)
{
// 偏转模式:只显示视觉效果,不消耗护盾生命值
lastAbsorbDamageTick = Find.TickManager.TicksGame;
Pawn wearer = GetWearer();
if (wearer != null)
{
impactAngleVect = Vector3Utility.HorizontalVectorFromAngle((impactPos - wearer.TrueCenter()).AngleFlat() + 180f);
// 播放偏转特效
FleckMaker.ThrowLightningGlow(impactPos, wearer.Map, 0.5f);
}
}
private void Break()
{
shieldHitPoints = 0f;
ticksToReset = Props.rechargeCooldownTicks;
sustainer?.End();
sustainer = null;
Pawn wearer = GetWearer();
if (wearer != null && wearer.Map != null)
{
FleckMaker.Static(wearer.TrueCenter(), wearer.Map, FleckDefOf.ExplosionFlash, 12f);
for (int i = 0; i < 6; i++)
{
FleckMaker.ThrowDustPuff(wearer.TrueCenter() + Vector3Utility.HorizontalVectorFromAngle(Rand.Range(0, 360)) * Rand.Range(0.3f, 0.6f), wearer.Map, Rand.Range(0.8f, 1.2f));
}
}
}
private void Reset()
{
if (parent.Spawned)
{
SoundDefOf.EnergyShield_Reset.PlayOneShot(new TargetInfo(parent.Position, parent.Map));
FleckMaker.ThrowLightningGlow(GetWearer().TrueCenter(), parent.Map, 3f);
if (Props.reactivateEffect != null)
{
Effecter effecter = Props.reactivateEffect.Spawn(parent.Position, parent.Map);
effecter.Trigger(new TargetInfo(parent.Position, parent.Map), TargetInfo.Invalid);
effecter.Cleanup();
}
}
shieldHitPoints = Props.maxShieldHitPoints;
}
private Pawn GetWearer()
{
if (parent is Apparel apparel)
{
return apparel.Wearer;
}
return null;
}
// 添加初始化方法,确保护盾值正确设置
public override void Initialize(CompProperties props)
{
base.Initialize(props);
shieldHitPoints = ((CompProperties_WulaShieldBelt)props).maxShieldHitPoints;
}
public override string CompInspectStringExtra()
{
if (Props.useHitPointsMode)
{
return $"护盾: {shieldHitPoints:F0} / {Props.maxShieldHitPoints} (生命值模式)";
}
else
{
return "护盾: 激活 (偏转模式)";
}
}
}
}

View File

@@ -30,16 +30,41 @@ namespace WulaFallenEmpire
protected override IEnumerable<Toil> MakeNewToils()
{
// 失败条件:如果食物来源或病患被摧毁、为空或被禁止
this.FailOn(() => FoodSource.DestroyedOrNull() || !FoodSource.IngestibleNow);
// 失败条件:如果病患被摧毁、为空或不在床上
this.FailOn(() => Patient.DestroyedOrNull());
this.FailOn(() => !Patient.InBed()); // 确保病患在床上
this.FailOn(() => !Patient.InBed());
// Toil 1: 前往食物来源
// Toil 0: 检查医生库存中是否有能量核心
Toil checkInventoryToil = ToilMaker.MakeToil("CheckInventory");
checkInventoryToil.initAction = delegate
{
Thing inventoryFood = null;
foreach (Thing t in pawn.inventory.innerContainer)
{
ThingDefExtension_EnergySource energySourceExt = t.def.GetModExtension<ThingDefExtension_EnergySource>();
if (energySourceExt != null && t.IngestibleNow)
{
inventoryFood = t;
break;
}
}
if (inventoryFood != null)
{
// 如果库存中有食物则将Job的目标设置为库存食物并跳过拾取步骤直接前往病患
job.SetTarget(FoodSourceInd, inventoryFood);
pawn.jobs.curDriver.JumpToToil(Toils_Goto.GotoThing(PatientInd, PathEndMode.Touch)); // 跳转到前往病患的Toil
}
// 如果库存中没有则继续执行下一个Toil前往地图上的食物来源
};
yield return checkInventoryToil;
// Toil 1: 前往食物来源 (如果库存中没有则执行此Toil)
yield return Toils_Goto.GotoThing(FoodSourceInd, PathEndMode.ClosestTouch)
.FailOnDespawnedNullOrForbidden(FoodSourceInd);
.FailOnDespawnedNullOrForbidden(FoodSourceInd)
.FailOn(() => !pawn.CanReserve(FoodSource, 1, -1, null, false)); // 在这里预留食物来源
// Toil 2: 拾取食物来源
// Toil 2: 拾取食物来源 (如果库存中没有则执行此Toil)
yield return Toils_Haul.StartCarryThing(FoodSourceInd); // 使用 StartCarryThing 拾取物品
// Toil 3: 前往病患
@@ -51,13 +76,18 @@ namespace WulaFallenEmpire
feedToil.initAction = delegate
{
Pawn actor = feedToil.actor;
Thing food = actor.carryTracker.CarriedThing; // 医生携带的食物
Thing food = actor.carryTracker.CarriedThing; // 医生携带的食物 (从地图拾取)
// 如果医生没有携带食物,检查是否在库存中 (从库存获取)
if (food == null)
{
food = job.GetTarget(FoodSourceInd).Thing; // 此时FoodSourceInd应该指向库存中的物品
if (food == null || !actor.inventory.innerContainer.Contains(food))
{
actor.jobs.EndCurrentJob(JobCondition.Incompletable);
return;
}
}
// 获取乌拉能量需求
Need_WulaEnergy energyNeed = Patient.needs.TryGetNeed<Need_WulaEnergy>();
@@ -79,10 +109,25 @@ namespace WulaFallenEmpire
energyNeed.CurLevel += ext.energyAmount;
// 消耗物品
if (actor.carryTracker.CarriedThing == food) // 如果是携带的物品
{
food.Destroy(DestroyMode.Vanish); // 销毁医生携带的物品
// 移除医生携带的物品
actor.carryTracker.innerContainer.ClearAndDestroyContents();
actor.carryTracker.innerContainer.ClearAndDestroyContents(); // 移除医生携带的物品
}
else if (actor.inventory.innerContainer.Contains(food)) // 如果是库存中的物品
{
food.stackCount--; // 减少库存物品数量
if (food.stackCount <= 0)
{
food.Destroy(DestroyMode.Vanish); // 如果数量为0销毁物品
}
}
else
{
// 理论上不应该发生
actor.jobs.EndCurrentJob(JobCondition.Errored);
return;
}
// 记录能量摄入 (可选)
// Patient.records.AddTo(RecordDefOf.NutritionEaten, ext.energyAmount);

View File

@@ -10,21 +10,41 @@ namespace WulaFallenEmpire
public class JobDriver_IngestWulaEnergy : JobDriver
{
private const TargetIndex IngestibleSourceInd = TargetIndex.A;
private bool eatingFromInventory; // 新增字段
private Toil chewing; // 新增咀嚼Toil字段
private Thing IngestibleSource => job.GetTarget(IngestibleSourceInd).Thing;
// 新增咀嚼时间乘数属性
private float ChewDurationMultiplier
{
get
{
Thing ingestibleSource = IngestibleSource;
// 假设乌拉能量核心也有EatingSpeed属性影响咀嚼速度或者固定为1f
return 1f / pawn.GetStatValue(StatDefOf.EatingSpeed);
}
}
public override void ExposeData()
{
base.ExposeData();
Scribe_Values.Look(ref eatingFromInventory, "eatingFromInventory", defaultValue: false);
}
public override bool TryMakePreToilReservations(bool errorOnFailed)
{
// 尝试预留能量核心
if (pawn.Faction != null)
{
Thing ingestibleSource = IngestibleSource;
// 使用FoodUtility.GetMaxAmountToPickup
int maxAmountToPickup = FoodUtility.GetMaxAmountToPickup(ingestibleSource, pawn, job.count);
if (!pawn.Reserve(ingestibleSource, job, 10, maxAmountToPickup, null, errorOnFailed))
{
return false;
}
job.count = maxAmountToPickup; // 更新job.count以匹配实际预留数量
job.count = maxAmountToPickup;
}
return true;
}
@@ -34,30 +54,28 @@ namespace WulaFallenEmpire
// 失败条件:如果能量核心被摧毁、为空或被禁止
this.FailOn(() => IngestibleSource.DestroyedOrNull() || !IngestibleSource.IngestibleNow);
// Toil 1: 前往能量核心
yield return Toils_Goto.GotoThing(IngestibleSourceInd, PathEndMode.ClosestTouch)
.FailOnDespawnedNullOrForbidden(IngestibleSourceInd);
// 初始化 eatingFromInventory
eatingFromInventory = pawn.inventory != null && pawn.inventory.Contains(IngestibleSource);
// Toil 2: 拾取能量核心并放入carryTracker
yield return Toils_Haul.StartCarryThing(IngestibleSourceInd);
// 定义咀嚼Toil
chewing = Toils_Ingest.ChewIngestible(pawn, ChewDurationMultiplier, IngestibleSourceInd, TargetIndex.None)
.FailOn((Toil x) => !IngestibleSource.Spawned && (pawn.carryTracker == null || pawn.carryTracker.CarriedThing != IngestibleSource))
.FailOnCannotTouch(IngestibleSourceInd, PathEndMode.Touch);
// Toil 3: “摄取”能量核心 (模拟咀嚼过程,可以是一个简单的延迟)
Toil chewToil = ToilMaker.MakeToil("ChewWulaEnergy");
chewToil.initAction = delegate
// 根据是否从背包摄入选择不同的Toil序列
foreach (Toil item in PrepareToIngestToils(chewing))
{
// 设定一个短暂的“咀嚼”时间
pawn.jobs.curDriver.ticksLeftThisToil = 60; // 1秒
};
chewToil.defaultCompleteMode = ToilCompleteMode.Delay;
yield return chewToil;
yield return item;
}
// Toil 4: 最终处理能量摄取
yield return chewing;
// 最终处理能量摄取
Toil finalizeToil = ToilMaker.MakeToil("FinalizeWulaEnergyIngest");
finalizeToil.initAction = delegate
{
Pawn actor = finalizeToil.actor;
// 从Pawn的carryTracker获取能量核心
Thing thing = actor.carryTracker.CarriedThing;
Thing thing = actor.carryTracker.CarriedThing; // 从carryTracker获取因为Toils_Ingest.ChewIngestible会处理携带
if (thing == null)
{
@@ -65,7 +83,6 @@ namespace WulaFallenEmpire
return;
}
// 获取乌拉能量需求
Need_WulaEnergy energyNeed = actor.needs.TryGetNeed<Need_WulaEnergy>();
if (energyNeed == null)
{
@@ -73,7 +90,6 @@ namespace WulaFallenEmpire
return;
}
// 检查食物来源是否有自定义能量扩展
ThingDefExtension_EnergySource ext = thing.def.GetModExtension<ThingDefExtension_EnergySource>();
if (ext == null)
{
@@ -81,17 +97,30 @@ namespace WulaFallenEmpire
return;
}
// 补充乌拉的能量
energyNeed.CurLevel += ext.energyAmount;
// 消耗物品
thing.Destroy(DestroyMode.Vanish);
// 记录能量摄入 (可选,如果需要类似 NutritionEaten 的记录)
// actor.records.AddTo(RecordDefOf.NutritionEaten, ext.energyAmount);
};
finalizeToil.defaultCompleteMode = ToilCompleteMode.Instant;
yield return finalizeToil;
}
// 辅助方法根据情况返回不同的Toil序列
private IEnumerable<Toil> PrepareToIngestToils(Toil chewToil)
{
if (eatingFromInventory)
{
yield return Toils_Misc.TakeItemFromInventoryToCarrier(pawn, IngestibleSourceInd);
}
else
{
// 类似原版JobDriver_Ingest的ToolUser逻辑
yield return Toils_Goto.GotoThing(IngestibleSourceInd, PathEndMode.ClosestTouch)
.FailOnDespawnedNullOrForbidden(IngestibleSourceInd);
yield return Toils_Ingest.PickupIngestible(IngestibleSourceInd, pawn);
}
// 不处理FindAdjacentEatSurface因为乌拉能量核心可能不需要“吃表面”
// 也不处理takeExtraIngestibles因为乌拉能量核心通常是单次消耗
yield break; // 确保迭代器结束
}
}
}

View File

@@ -0,0 +1,10 @@
using Verse;
namespace WulaFallenEmpire
{
public class JobGiverDefExtension_WulaPackEnergy : DefModExtension
{
public float packEnergyThreshold = 0.5f; // 默认打包能量阈值
public int packEnergyCount = 10; // 默认打包数量
}
}

View File

@@ -11,6 +11,8 @@ namespace WulaFallenEmpire
public float emergencyThreshold = 0.1f;
public float normalPriority = 5f;
public float emergencyPriority = 9.5f;
public float searchRadius = 20f; // 添加 searchRadius
public int ingestCount = 1; // 添加 ingestCount
public override ThinkNode DeepCopy(bool resolve = true)
{
@@ -19,6 +21,8 @@ namespace WulaFallenEmpire
obj.emergencyThreshold = emergencyThreshold;
obj.normalPriority = normalPriority;
obj.emergencyPriority = emergencyPriority;
obj.searchRadius = searchRadius;
obj.ingestCount = ingestCount;
return obj;
}
@@ -58,14 +62,26 @@ namespace WulaFallenEmpire
return null;
}
// 寻找最佳能量核心
// 优先检查小人背包中的能量核心
foreach (Thing t in pawn.inventory.innerContainer)
{
ThingDefExtension_EnergySource energySourceExt = t.def.GetModExtension<ThingDefExtension_EnergySource>();
if (energySourceExt != null && t.IngestibleNow)
{
Job job = JobMaker.MakeJob(DefDatabase<JobDef>.GetNamed("WULA_IngestWulaEnergy"), t);
job.count = ingestCount;
return job;
}
}
// 如果背包中没有,则寻找最佳能量核心
Thing bestEnergySource = GenClosest.ClosestThingReachable(
pawn.Position,
pawn.Map,
ThingRequest.ForGroup(ThingRequestGroup.HaulableEver), // 扫描所有可搬运的物品
PathEndMode.ClosestTouch,
TraverseParms.For(pawn, Danger.Deadly, TraverseMode.ByPawn, false),
9999f,
searchRadius, // 使用类中的 searchRadius
(Thing t) =>
{
// 检查物品是否是能量核心
@@ -92,7 +108,7 @@ namespace WulaFallenEmpire
{
// 创建摄取能量核心的Job
Job job = JobMaker.MakeJob(DefDatabase<JobDef>.GetNamed("WULA_IngestWulaEnergy"), bestEnergySource);
job.count = 1; // 每次摄取一个
job.count = ingestCount; // 使用类中的 ingestCount
return job;
}

View File

@@ -0,0 +1,86 @@
using System.Collections.Generic;
using UnityEngine;
using Verse;
using Verse.AI;
using RimWorld; // For JobDefOf, ThingDefOf, StatDefOf
namespace WulaFallenEmpire
{
public class JobGiver_WulaPackEnergy : ThinkNode_JobGiver
{
public float packEnergyThreshold = 0.5f; // 默认打包能量阈值
public int packEnergyCount = 2; // 默认打包数量
// 定义乌拉能量核心的ThingDef
private static ThingDef WULA_Charge_Cube_Def => ThingDef.Named("WULA_Charge_Cube");
public override ThinkNode DeepCopy(bool resolve = true)
{
JobGiver_WulaPackEnergy obj = (JobGiver_WulaPackEnergy)base.DeepCopy(resolve);
obj.packEnergyThreshold = packEnergyThreshold;
obj.packEnergyCount = packEnergyCount;
return obj;
}
protected override Job TryGiveJob(Pawn pawn)
{
if (pawn.inventory == null)
{
return null;
}
// 检查背包中是否有足够的能量核心这里可以根据Need_WulaEnergy的当前值来判断是否需要打包
// 简化逻辑:如果能量低于某个阈值,并且背包中没有能量核心,则尝试打包
Need_WulaEnergy energyNeed = pawn.needs.TryGetNeed<Need_WulaEnergy>();
if (energyNeed == null)
{
return null;
}
// 只有当能量低于阈值并且背包中能量核心数量少于2个时才尝试打包
if (energyNeed.CurLevelPercentage > packEnergyThreshold || pawn.inventory.innerContainer.TotalStackCountOfDef(WULA_Charge_Cube_Def) >= 2)
{
return null;
}
// 检查是否超重
if (MassUtility.IsOverEncumbered(pawn))
{
return null;
}
// 寻找地图上可触及的WULA_Charge_Cube
Thing thing = GenClosest.ClosestThing_Regionwise_ReachablePrioritized(
pawn.Position,
pawn.Map,
ThingRequest.ForDef(WULA_Charge_Cube_Def), // 只寻找WULA_Charge_Cube
PathEndMode.ClosestTouch,
TraverseParms.For(pawn),
20f, // 搜索距离
delegate(Thing t)
{
// 检查物品是否被禁止,是否可预留,是否社交得体
return !t.IsForbidden(pawn) && pawn.CanReserve(t) && t.IsSociallyProper(pawn);
},
(Thing x) => 0f // 优先级,这里可以根据距离或其他因素调整
);
if (thing == null)
{
return null;
}
// 计算需要打包的数量限制在1到2个
int countToTake = Mathf.Min(thing.stackCount, 2); // 限制为最多2个
if (WULA_Charge_Cube_Def != null)
{
countToTake = Mathf.Min(countToTake, WULA_Charge_Cube_Def.stackLimit);
}
// 创建TakeInventory Job
Job job = JobMaker.MakeJob(JobDefOf.TakeInventory, thing);
job.count = countToTake;
return job;
}
}
}

View File

@@ -82,13 +82,12 @@
<Compile Include="Hediff_EmergencyEnergyRestore.cs" />
<Compile Include="CompProperties_AbilityEmergencyEnergyRestore.cs" />
<Compile Include="CompAbilityEffect_EmergencyEnergyRestore.cs" />
<Compile Include="CompProperties_WulaShieldBelt.cs" />
<Compile Include="CompWulaShieldBelt.cs" />
<Compile Include="WulaShieldBeltPatches.cs" />
<Compile Include="EmergencyAbilityPatches.cs" />
<Compile Include="JobGiver_WulaGetEnergy.cs" />
<Compile Include="JobGiverDefExtension_WulaGetEnergy.cs" />
<Compile Include="JobDriver_CastEmergencyEnergyRestore.cs" />
<Compile Include="JobGiver_WulaPackEnergy.cs" />
<Compile Include="JobGiverDefExtension_WulaPackEnergy.cs" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />

View File

@@ -14,9 +14,6 @@ namespace WulaFallenEmpire
var harmony = new Harmony("tourswen.wulafallenempire"); // 替换为您的唯一Mod ID
harmony.PatchAll(Assembly.GetExecutingAssembly());
// 手动应用护盾腰带的近战拦截补丁
WulaShieldBeltPatches.ApplyMeleePatch(harmony);
Log.Message("[WulaFallenEmpire] Harmony patches applied.");
}
}

View File

@@ -1,97 +0,0 @@
using HarmonyLib;
using RimWorld;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Verse;
namespace WulaFallenEmpire
{
public static class WulaShieldBeltPatches
{
// 拦截投射物
[HarmonyPatch(typeof(Projectile), "CheckForFreeInterceptBetween")]
[HarmonyPrefix]
public static bool CheckForFreeInterceptBetween_Prefix(Projectile __instance, Vector3 lastExactPos, Vector3 newExactPos, ref bool __result)
{
var map = __instance.Map;
if (map == null) return true;
// 检查所有穿戴护盾腰带的pawn
var pawns = map.mapPawns.AllPawnsSpawned;
foreach (var pawn in pawns)
{
if (pawn.apparel?.WornApparel == null) continue;
foreach (var apparel in pawn.apparel.WornApparel)
{
var shieldComp = apparel.GetComp<CompWulaShieldBelt>();
if (shieldComp != null && shieldComp.CheckIntercept(__instance, lastExactPos, newExactPos))
{
// 使用反射调用protected方法
typeof(Projectile).GetMethod("Impact", System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.NonPublic)
.Invoke(__instance, new object[] { null, true });
__result = true;
return false;
}
}
}
return true;
}
// 拦截近战攻击 - 使用Harmony的手动补丁方式
public static void ApplyMeleePatch(Harmony harmony)
{
// 获取Thing.TakeDamage方法
var originalMethod = typeof(Thing).GetMethod("TakeDamage",
System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Instance);
if (originalMethod != null)
{
// 获取我们的前缀方法
var prefixMethod = typeof(WulaShieldBeltPatches).GetMethod("TakeDamage_Manual_Prefix",
System.Reflection.BindingFlags.Static | System.Reflection.BindingFlags.Public);
// 应用补丁
harmony.Patch(originalMethod, new HarmonyMethod(prefixMethod));
}
}
// 手动补丁方法
public static bool TakeDamage_Manual_Prefix(Thing __instance, DamageInfo dinfo, ref DamageWorker.DamageResult __result)
{
// 只有当实例是Pawn时才执行护盾腰带的逻辑
if (__instance is Pawn pawn)
{
if (pawn.apparel?.WornApparel == null) return true;
// 检查是否有护盾腰带可以拦截这次攻击
foreach (var apparel in pawn.apparel.WornApparel)
{
var shieldComp = apparel.GetComp<CompWulaShieldBelt>();
if (shieldComp != null && dinfo.Instigator is Pawn attacker)
{
if (shieldComp.CheckMeleeIntercept(dinfo, attacker))
{
__result = new DamageWorker.DamageResult();
return false;
}
}
}
}
return true;
}
// 为护盾腰带添加投射物拦截器接口支持
[HarmonyPatch(typeof(CompProjectileInterceptor), "CheckIntercept")]
[HarmonyPostfix]
public static void CheckIntercept_Postfix(CompProjectileInterceptor __instance, Projectile projectile, Vector3 lastExactPos, Vector3 newExactPos, ref bool __result)
{
if (__result) return; // 如果已经被拦截了就不需要再检查
// 这个补丁确保我们的护盾系统与原版的投射物拦截系统兼容
}
}
}