This commit is contained in:
Tourswen
2025-11-25 01:09:14 +08:00
parent 557902027d
commit 5cfbdb9f09
29 changed files with 1080 additions and 416 deletions

View File

@@ -100,7 +100,7 @@
<defName>WULA_ClearFlightPath</defName>
<label>航道净空</label>
<description>使近地轨道上的舰队离开,以使得其他乌拉帝国舰队可以入场</description>
<iconPath>Wula/UI/Abilities/WULA_CallConstructionShip</iconPath>
<iconPath>Wula/UI/Abilities/WULA_ClearFlightPath</iconPath>
<cooldownTicksRange>1</cooldownTicksRange>
<hotKey>Misc12</hotKey>
<casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
@@ -918,8 +918,8 @@
<bombardmentWidth>35</bombardmentWidth>
<bombardmentLength>70</bombardmentLength>
<targetSelectionChance>0.1</targetSelectionChance>
<minTargetCells>16</minTargetCells>
<maxTargetCells>16</maxTargetCells>
<minTargetCells>8</minTargetCells>
<maxTargetCells>8</maxTargetCells>
<warmupTicks>240</warmupTicks>
<rowDelayTicks>30</rowDelayTicks>
<impactDelayTicks>2</impactDelayTicks>

View File

@@ -52,10 +52,6 @@
</conditions>
<hideWhenDisabled>false</hideWhenDisabled>
<useCustomColors>false</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>
@@ -77,15 +73,11 @@
</li>
</conditions>
<useCustomColors>false</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
<defName>WULA_GiveQuest_Colony_Promotion_UI_1</defName>
<defName>WULA_Colony_Promotion_UI_1</defName>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
@@ -95,10 +87,6 @@
<li>
<label>再见</label>
<useCustomColors>false</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>
@@ -222,10 +210,6 @@
<li>
<label>还有其他事情···</label>
<useCustomColors>false</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>
@@ -670,10 +654,6 @@
<li>
<label>好的</label>
<useCustomColors>false</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>

View File

@@ -210,10 +210,6 @@
<li>
<label>下次一定</label>
<useCustomColors>false</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>

View File

@@ -1,7 +1,7 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<WulaFallenEmpire.EventDef>
<defName>WULA_GiveQuest_Colony_Promotion_UI_1</defName>
<defName>WULA_Colony_Promotion_UI_1</defName>
<label>未知通讯</label>
<portraitPath>Wula/Events/Portraits/WULA_Legion_2</portraitPath>
<characterName>「军团」,P.I.A</characterName>
@@ -12,17 +12,24 @@
<li>
<label>我们准备好了</label>
<useCustomColors>false</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<hideWhenDisabled>false</hideWhenDisabled>
<disabledReason>我记得我已经送了一个分体去你们殖民地了在30天内我不会再派出审查队。</disabledReason>
<conditions>
<li Class="WulaFallenEmpire.Condition_FlagNotExists">
<flagName>WULA_Colony_Promotion_Lock</flagName>
</li>
</conditions>
<optionEffects>
<li>
<effects>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
<li Class="WulaFallenEmpire.Effect_SetTimedFlag">
<flagName>WULA_Colony_Promotion_Lock</flagName>
<durationTicks>1800000</durationTicks>
</li>
<li Class="WulaFallenEmpire.Effect_AddQuest">
<quest>WULA_Colony_Promotion</quest>
</li>
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
</effects>
</li>
</optionEffects>
@@ -30,10 +37,6 @@
<li>
<label>现在不是太合适···</label>
<useCustomColors>false</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>
@@ -328,9 +331,9 @@
<parms>
<allowedThreats>Raids</allowedThreats>
<onDays>1.0</onDays>
<offDays>0.5</offDays>
<offDays>1.5</offDays>
<minSpacingDays>0.04</minSpacingDays>
<numIncidentsRange>1~1.5</numIncidentsRange>
<numIncidentsRange>1~1</numIncidentsRange>
<currentThreatPointsFactor>1.1</currentThreatPointsFactor>
<minThreatPoints>500</minThreatPoints>
</parms>
@@ -375,7 +378,7 @@
</li>
<li Class="QuestNode_End">
<outcome>Fail</outcome>
<goodwillChangeAmount>-5</goodwillChangeAmount>
<goodwillChangeAmount>-30</goodwillChangeAmount>
<goodwillChangeFactionOf>$asker</goodwillChangeFactionOf>
<goodwillChangeReason>QuestPawnArrested</goodwillChangeReason>
</li>
@@ -395,7 +398,7 @@
</li>
<li Class="QuestNode_End">
<outcome>Fail</outcome>
<goodwillChangeAmount>-5</goodwillChangeAmount>
<goodwillChangeAmount>-30</goodwillChangeAmount>
<goodwillChangeFactionOf>$asker</goodwillChangeFactionOf>
<goodwillChangeReason>PerformedHarmfulSurgery</goodwillChangeReason>
</li>
@@ -415,7 +418,7 @@
</li>
<li Class="QuestNode_End">
<outcome>Fail</outcome>
<goodwillChangeAmount>-5</goodwillChangeAmount>
<goodwillChangeAmount>-30</goodwillChangeAmount>
<goodwillChangeFactionOf>$asker</goodwillChangeFactionOf>
<goodwillChangeReason>XenogermAbsorbed</goodwillChangeReason>
</li>
@@ -435,7 +438,7 @@
</li>
<li Class="QuestNode_End">
<outcome>Fail</outcome>
<goodwillChangeAmount>-5</goodwillChangeAmount>
<goodwillChangeAmount>-30</goodwillChangeAmount>
<goodwillChangeFactionOf>$asker</goodwillChangeFactionOf>
<goodwillChangeReason>QuestPawnLost</goodwillChangeReason>
</li>
@@ -455,7 +458,7 @@
</li>
<li Class="QuestNode_End">
<outcome>Fail</outcome>
<goodwillChangeAmount>-5</goodwillChangeAmount>
<goodwillChangeAmount>-30</goodwillChangeAmount>
<goodwillChangeFactionOf>$asker</goodwillChangeFactionOf>
<goodwillChangeReason>ShuttleDestroyed</goodwillChangeReason>
</li>
@@ -475,7 +478,7 @@
</li>
<li Class="QuestNode_End">
<outcome>Fail</outcome>
<goodwillChangeAmount>-5</goodwillChangeAmount>
<goodwillChangeAmount>-30</goodwillChangeAmount>
<goodwillChangeFactionOf>$asker</goodwillChangeFactionOf>
<goodwillChangeReason>QuestPawnLost</goodwillChangeReason>
</li>
@@ -493,7 +496,7 @@
</li>
<li Class="WulaFallenEmpire.QuestNode_EventLetter">
<inSignal>pickupShipThing.SentSatisfied</inSignal>
<eventDefName>WULA_GiveQuest_Colony_Promotion_UI_2</eventDefName>
<eventDefName>WULA_Colony_Promotion_UI_2</eventDefName>
</li>
<li Class="QuestNode_End">
<outcome>Success</outcome>
@@ -513,7 +516,7 @@
</li>
<li Class="QuestNode_End">
<outcome>Fail</outcome>
<goodwillChangeAmount>-5</goodwillChangeAmount>
<goodwillChangeAmount>-30</goodwillChangeAmount>
<goodwillChangeFactionOf>$asker</goodwillChangeFactionOf>
<goodwillChangeReason>MemberMissedShuttle</goodwillChangeReason>
</li>
@@ -544,7 +547,7 @@
</root>
</ThingSetMakerDef>
<WulaFallenEmpire.EventDef>
<defName>WULA_GiveQuest_Colony_Promotion_UI_2</defName>
<defName>WULA_Colony_Promotion_UI_2</defName>
<label>未知通讯</label>
<portraitPath>Wula/Events/Portraits/WULA_Legion_2</portraitPath>
<characterName>「军团」,P.I.A</characterName>
@@ -576,10 +579,6 @@
<li>
<label>帝国荣光永存</label>
<useCustomColors>false</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>

View File

@@ -60,10 +60,6 @@
<li>
<label>你是谁?</label>
<useCustomColors>false</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>
@@ -78,10 +74,6 @@
<li>
<label>我们需要做什么?(发展流程)</label>
<useCustomColors>false</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>
@@ -96,10 +88,6 @@
<li>
<label>收到,帝国荣光永存</label>
<useCustomColors>false</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>
@@ -125,10 +113,6 @@
<li>
<label>行星封锁机关?</label>
<useCustomColors>false</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>
@@ -143,10 +127,6 @@
<li>
<label>机械行会?</label>
<useCustomColors>false</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>
@@ -161,10 +141,6 @@
<li>
<label>我们没有相关问题了···</label>
<useCustomColors>false</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>
@@ -190,10 +166,6 @@
<li>
<label>我们还有别的问题···</label>
<useCustomColors>false</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>
@@ -208,10 +180,6 @@
<li>
<label>我们没有相关问题了···</label>
<useCustomColors>false</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>
@@ -237,10 +205,6 @@
<li>
<label>我们还有别的问题···</label>
<useCustomColors>false</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>
@@ -255,10 +219,6 @@
<li>
<label>我们没有相关问题了···</label>
<useCustomColors>false</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>
@@ -284,10 +244,6 @@
<li>
<label>我们还有别的问题···</label>
<useCustomColors>false</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>
@@ -302,10 +258,6 @@
<li>
<label>我们没有相关问题了···</label>
<useCustomColors>false</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>
@@ -331,10 +283,6 @@
<li>
<label>你是谁?</label>
<useCustomColors>false</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>
@@ -349,10 +297,6 @@
<li>
<label>我们需要做什么?(发展流程)</label>
<useCustomColors>false</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>
@@ -367,10 +311,6 @@
<li>
<label>收到,帝国荣光永存</label>
<useCustomColors>false</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>
@@ -396,10 +336,6 @@
<li>
<label>(结束通讯)</label>
<useCustomColors>false</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>

View File

@@ -418,10 +418,6 @@
<li>
<label>你们是谁?</label>
<useCustomColors>false</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>
@@ -436,10 +432,6 @@
<li>
<label>我们能得到什么好处?</label>
<useCustomColors>false</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>
@@ -454,10 +446,6 @@
<li>
<label>好的,我们会留意的</label>
<useCustomColors>false</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>
@@ -480,10 +468,6 @@
<li>
<label>还有别的事情···</label>
<useCustomColors>false</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>
@@ -509,10 +493,6 @@
<li>
<label>还有别的事情···</label>
<useCustomColors>false</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>
@@ -538,10 +518,6 @@
<li>
<label>我们好像还不知道你的名字?</label>
<useCustomColors>false</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>
@@ -595,10 +571,6 @@
<li>
<label>好的,奖励我们就收下了</label>
<useCustomColors>false</useCustomColors>
<normalColor>(255,255,255,255)</normalColor>
<hoverColor>(157,201,185,195)</hoverColor>
<textColor>(255,255,255,255)</textColor>
<textHoverColor>(255,255,255,255)</textHoverColor>
<optionEffects>
<li>
<effects>

View File

@@ -204,6 +204,76 @@
</subSounds>
</SoundDef>
<SoundDef>
<defName>WULA_Firepower_Minigun_Fire_sound</defName>
<context>MapOnly</context>
<maxSimultaneous>2</maxSimultaneous>
<subSounds>
<li>
<grains>
<li Class="AudioGrain_Clip">
<clipPath>Wula/WULA_Basttleship_Shootingsound_S</clipPath>
</li>
</grains>
<volumeRange>35</volumeRange>
<pitchRange>0.9~1.1</pitchRange>
<onCamera>True</onCamera>
</li>
</subSounds>
</SoundDef>
<SoundDef>
<defName>WULA_Firepower_Cannon_Fire_sound</defName>
<context>MapOnly</context>
<maxSimultaneous>2</maxSimultaneous>
<subSounds>
<li>
<grains>
<li Class="AudioGrain_Clip">
<clipPath>Wula/WULA_Basttleship_Shootingsound_M</clipPath>
</li>
</grains>
<volumeRange>45</volumeRange>
<pitchRange>0.9~1.1</pitchRange>
<onCamera>True</onCamera>
</li>
</subSounds>
</SoundDef>
<SoundDef>
<defName>WULA_Firepower_Primary_Cannon_Fire_sound</defName>
<context>MapOnly</context>
<maxSimultaneous>2</maxSimultaneous>
<subSounds>
<li>
<grains>
<li Class="AudioGrain_Clip">
<clipPath>Wula/WULA_Basttleship_Shootingsound_L</clipPath>
</li>
</grains>
<volumeRange>55</volumeRange>
<pitchRange>0.9~1.1</pitchRange>
<onCamera>True</onCamera>
</li>
</subSounds>
</SoundDef>
<SoundDef>
<defName>WULA_MotherShip_Planet_Interdiction_IncomingSound</defName>
<context>MapOnly</context>
<maxSimultaneous>2</maxSimultaneous>
<subSounds>
<li>
<grains>
<li Class="AudioGrain_Clip">
<clipPath>Wula/WULA_MotherShip_Planet_Interdiction_IncomingSound</clipPath>
</li>
</grains>
<volumeRange>55</volumeRange>
<pitchRange>0.9~1.1</pitchRange>
<onCamera>True</onCamera>
</li>
</subSounds>
</SoundDef>
<!-- 单位 -->
<SoundDef>
<defName>Pawn_Wula_AI_Heavy_Panzer_Call</defName>

View File

@@ -996,7 +996,7 @@
</li>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>400</basePowerConsumption>
<basePowerConsumption>100</basePowerConsumption>
</li>
</comps>
</ThingDef>

View File

@@ -768,58 +768,8 @@
<altitudeLayer>MetaOverlays</altitudeLayer>
<comps>
<!-- 入场信封信息 -->
<li Class="WulaFallenEmpire.CompProperties_SendLetterAfterTicks">
<ticksDelay>60</ticksDelay> <!-- 2秒后发送 -->
<letterLabel>全域封锁</letterLabel>
<letterText>全域封锁舰队已抵达,请自行寻找掩护!</letterText>
<letterDef>PositiveEvent</letterDef>
<onlySendOnce>true</onlySendOnce>
<requireOnMap>true</requireOnMap>
<destroyAfterSending>false</destroyAfterSending> <!-- 发送后销毁flyover -->
</li>
<li Class="WulaFallenEmpire.CompProperties_FlyOverEscort">
<escortFlyOverDef>WULA_Striker_Escort</escortFlyOverDef>
<!-- 生成配置 -->
<spawnIntervalTicks>1000</spawnIntervalTicks> <!-- 5秒 -->
<maxEscorts>30</maxEscorts>
<spawnCount>2</spawnCount>
<!-- 位置配置 -->
<spawnDistance>0</spawnDistance>
<lateralOffset>100</lateralOffset>
<verticalOffset>5</verticalOffset>
<useRandomOffset>true</useRandomOffset>
<minSafeDistanceBetweenEscorts>10</minSafeDistanceBetweenEscorts> <!-- 伴飞物之间的距离 -->
<minSafeDistanceFromMain>70</minSafeDistanceFromMain> <!-- 与主飞行物的距离检查 -->
<!-- 飞行配置 -->
<escortSpeedMultiplier>50</escortSpeedMultiplier> <!-- 比主舰稍快 -->
<escortAltitudeOffset>10</escortAltitudeOffset> <!-- 比主舰稍高 -->
<mirrorMovement>false</mirrorMovement>
<!-- 行为配置 -->
<spawnOnStart>true</spawnOnStart>
<destroyWithParent>false</destroyWithParent>
<continuousSpawning>true</continuousSpawning>
<!-- 外观配置 -->
<useParentRotation>true</useParentRotation>
<!-- 缩放区间配置 -->
<escortScaleRange>
<min>0.3</min>
<max>0.6</max>
</escortScaleRange>
<!-- 高度遮罩配置 -->
<useHeightMask>true</useHeightMask>
<heightMaskAlphaRange>
<min>0.6</min>
<max>0.8</max>
</heightMaskAlphaRange>
<heightMaskColor>(0.7,0.85,1.0,1.0)</heightMaskColor>
<heightMaskScaleMultiplier>1.3</heightMaskScaleMultiplier>
<li Class="WulaFallenEmpire.CompProperties_PlaySoundOnSpawn">
<sound>WULA_MotherShip_Planet_Interdiction_IncomingSound</sound>
</li>
<li Class="WulaFallenEmpire.CompProperties_FlyOverEscort">
<escortFlyOverDef>WULA_BattleShip_Planet_Interdiction</escortFlyOverDef>
@@ -831,7 +781,7 @@
<!-- 位置配置 -->
<spawnDistance>0</spawnDistance>
<lateralOffset>80</lateralOffset>
<lateralOffset>70</lateralOffset>
<verticalOffset>5</verticalOffset>
<useRandomOffset>true</useRandomOffset>
<minSafeDistanceBetweenEscorts>30</minSafeDistanceBetweenEscorts> <!-- 伴飞物之间的距离 -->
@@ -865,6 +815,17 @@
<heightMaskColor>(0.7,0.85,1.0,1.0)</heightMaskColor>
<heightMaskScaleMultiplier>1.3</heightMaskScaleMultiplier>
</li>
<li Class="WulaFallenEmpire.CompProperties_ShipArtillery">
<ticksBetweenAttacks>300</ticksBetweenAttacks>
<attackDurationTicks>300</attackDurationTicks>
<attackRadius>65</attackRadius>
<skyfallerDef>WULA_Firepower_Cannon_Salvo_Skyfaller</skyfallerDef>
<shellsPerVolley>12</shellsPerVolley>
<!-- 新增派系甄别配置 -->
<useFactionDiscrimination>true</useFactionDiscrimination>
<useMicroTracking>true</useMicroTracking>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="EtherealThingBase">
@@ -912,6 +873,50 @@
<alwaysHaulable>false</alwaysHaulable>
<altitudeLayer>MetaOverlays</altitudeLayer>
<comps>
<li Class="WulaFallenEmpire.CompProperties_FlyOverEscort">
<escortFlyOverDef>WULA_Striker_Escort</escortFlyOverDef>
<!-- 生成配置 -->
<spawnIntervalTicks>1000</spawnIntervalTicks> <!-- 5秒 -->
<maxEscorts>30</maxEscorts>
<spawnCount>2</spawnCount>
<!-- 位置配置 -->
<spawnDistance>0</spawnDistance>
<lateralOffset>100</lateralOffset>
<verticalOffset>5</verticalOffset>
<useRandomOffset>true</useRandomOffset>
<minSafeDistanceBetweenEscorts>10</minSafeDistanceBetweenEscorts> <!-- 伴飞物之间的距离 -->
<minSafeDistanceFromMain>70</minSafeDistanceFromMain> <!-- 与主飞行物的距离检查 -->
<!-- 飞行配置 -->
<escortSpeedMultiplier>10</escortSpeedMultiplier> <!-- 比主舰稍快 -->
<escortAltitudeOffset>10</escortAltitudeOffset> <!-- 比主舰稍高 -->
<mirrorMovement>false</mirrorMovement>
<!-- 行为配置 -->
<spawnOnStart>true</spawnOnStart>
<destroyWithParent>false</destroyWithParent>
<continuousSpawning>true</continuousSpawning>
<!-- 外观配置 -->
<useParentRotation>true</useParentRotation>
<!-- 缩放区间配置 -->
<escortScaleRange>
<min>0.3</min>
<max>0.6</max>
</escortScaleRange>
<!-- 高度遮罩配置 -->
<useHeightMask>true</useHeightMask>
<heightMaskAlphaRange>
<min>0.6</min>
<max>0.8</max>
</heightMaskAlphaRange>
<heightMaskColor>(0.7,0.85,1.0,1.0)</heightMaskColor>
<heightMaskScaleMultiplier>1.3</heightMaskScaleMultiplier>
</li>
<li Class="WulaFallenEmpire.CompProperties_ShipArtillery">
<ticksBetweenAttacks>300</ticksBetweenAttacks>
<attackDurationTicks>300</attackDurationTicks>
@@ -1455,20 +1460,25 @@
<cameraShake>1</cameraShake>
<rotationCurve>
<points>
<li>(0,180)</li>
<li>(1, 181)</li>
<li>(0,150)</li>
<li>(1, 151)</li>
</points>
</rotationCurve>
<angleCurve>
<points>
<li>(0,0)</li>
<li>(1, 1)</li>
<li>(0,-30)</li>
<li>(1, -31)</li>
</points>
</angleCurve>
<explosionRadius>4</explosionRadius>
<explosionDamage>WULA_Firepower_Minigun_Strafe_Damage</explosionDamage>
<explosionDamageFactor>1</explosionDamageFactor>
</skyfaller>
<comps>
<li Class="WulaFallenEmpire.CompProperties_PlaySoundOnSpawn">
<sound>WULA_Firepower_Minigun_Fire_sound</sound>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="SkyfallerBase">
<defName>WULA_Firepower_Cannon_Salvo_Skyfaller</defName>
@@ -1493,20 +1503,25 @@
<cameraShake>1</cameraShake>
<rotationCurve>
<points>
<li>(0,180)</li>
<li>(1, 181)</li>
<li>(0,150)</li>
<li>(1, 151)</li>
</points>
</rotationCurve>
<angleCurve>
<points>
<li>(0,0)</li>
<li>(1, 1)</li>
<li>(0,-30)</li>
<li>(1, -31)</li>
</points>
</angleCurve>
<explosionRadius>6</explosionRadius>
<explosionDamage>Bomb</explosionDamage>
<explosionDamageFactor>0.85</explosionDamageFactor>
<explosionDamage>WULA_GiantBomb</explosionDamage>
<explosionDamageFactor>0.28</explosionDamageFactor>
</skyfaller>
<comps>
<li Class="WulaFallenEmpire.CompProperties_PlaySoundOnSpawn">
<sound>WULA_Firepower_Cannon_Fire_sound</sound>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="SkyfallerBase">
<defName>WULA_Firepower_Cannon_Surveillance_Skyfaller</defName>
@@ -1898,14 +1913,14 @@
<cameraShake>1</cameraShake>
<rotationCurve>
<points>
<li>(0,180)</li>
<li>(1, 181)</li>
<li>(0,150)</li>
<li>(1, 151)</li>
</points>
</rotationCurve>
<angleCurve>
<points>
<li>(0,0)</li>
<li>(1, 1)</li>
<li>(0,-30)</li>
<li>(1, -31)</li>
</points>
</angleCurve>
<explosionRadius>35</explosionRadius>
@@ -1913,6 +1928,11 @@
<explosionDamageFactor>1</explosionDamageFactor>
<spawnThing>CraterLarge</spawnThing>
</skyfaller>
<comps>
<li Class="WulaFallenEmpire.CompProperties_PlaySoundOnSpawn">
<sound>WULA_Firepower_Primary_Cannon_Fire_sound</sound>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="MoteBase">
<defName>WULA_DarkMatterBomb_FlashStrong</defName>
@@ -2048,19 +2068,24 @@
<cameraShake>1</cameraShake>
<rotationCurve>
<points>
<li>(0,180)</li>
<li>(1, 181)</li>
<li>(0,150)</li>
<li>(1, 151)</li>
</points>
</rotationCurve>
<angleCurve>
<points>
<li>(0,0)</li>
<li>(1, 1)</li>
<li>(0,-30)</li>
<li>(1, -31)</li>
</points>
</angleCurve>
<explosionRadius>35</explosionRadius>
<explosionDamage>EMP</explosionDamage>
<explosionDamageFactor>10</explosionDamageFactor>
</skyfaller>
<comps>
<li Class="WulaFallenEmpire.CompProperties_PlaySoundOnSpawn">
<sound>WULA_Firepower_Primary_Cannon_Fire_sound</sound>
</li>
</comps>
</ThingDef>
</Defs>

View File

@@ -396,6 +396,8 @@
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
</graphicData>
<destroyOnDrop>true</destroyOnDrop>
<tradeability>None</tradeability>
<equippedAngleOffset>-65</equippedAngleOffset>
<techLevel>Spacer</techLevel>
<smeltable>false</smeltable>
@@ -500,8 +502,8 @@
<defaultProjectile>Bullet_WULA_RW_Base_AR</defaultProjectile>
<warmupTime>1</warmupTime>
<range>25</range>
<burstShotCount>3</burstShotCount>
<ticksBetweenBurstShots>3</ticksBetweenBurstShots>
<burstShotCount>5</burstShotCount>
<ticksBetweenBurstShots>5</ticksBetweenBurstShots>
<soundCast>Shot_AssaultRifle</soundCast>
<soundCastTail>GunTail_Medium</soundCastTail>
<muzzleFlashScale>7</muzzleFlashScale>
@@ -513,7 +515,6 @@
</costList>
<weaponTags Inherit="False">
<li>Wula_Ranged_Weapon_T1</li>
<li>Wula_Assault_Cat_Weapon</li>
</weaponTags>
<comps>
<li Class="CompProperties_EquippableAbilityReloadable">
@@ -522,6 +523,59 @@
</li>
</comps>
</ThingDef>
<!-- 给猫猫的特殊武器,扔在地上会消失、没有人格核心、没有闪光弹 -->
<ThingDef ParentName="BaseHumanMakeableGun">
<destroyOnDrop>true</destroyOnDrop>
<defName>WULA_RW_Base_AR_For_Cat</defName>
<label>DLa-1"页岩"</label>
<description>乌拉帝国的基础突击步枪,仍然使用可靠的导气式结构驱动自动射击构件,是一种便宜但好用的武器,通常派发给殖民地作自卫武器之用。</description>
<tickerType>Normal</tickerType>
<techLevel>Spacer</techLevel>
<graphicData>
<texPath>Wula/Weapon/WULA_RW_Base_AR</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<soundInteract>Interact_Rifle</soundInteract>
<tradeability>None</tradeability>
<recipeMaker>
<recipeUsers Inherit="False">
<li>WULA_WeaponArmor_Productor</li>
</recipeUsers>
<researchPrerequisite>WULA_Synth_Weapon_1_Base_Technology</researchPrerequisite>
<unfinishedThingDef>UnfinishedWeapon</unfinishedThingDef>
</recipeMaker>
<statBases>
<WorkToMake>1300</WorkToMake>
<!-- <MarketValue>370</MarketValue> -->
<Mass>3.5</Mass>
<AccuracyTouch>0.75</AccuracyTouch>
<AccuracyShort>0.75</AccuracyShort>
<AccuracyMedium>0.65</AccuracyMedium>
<AccuracyLong>0.45</AccuracyLong>
<RangedWeapon_Cooldown>1.2</RangedWeapon_Cooldown>
</statBases>
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>Bullet_WULA_RW_Base_AR</defaultProjectile>
<warmupTime>1</warmupTime>
<range>25</range>
<burstShotCount>5</burstShotCount>
<ticksBetweenBurstShots>5</ticksBetweenBurstShots>
<soundCast>Shot_AssaultRifle</soundCast>
<soundCastTail>GunTail_Medium</soundCastTail>
<muzzleFlashScale>7</muzzleFlashScale>
</li>
</verbs>
<costList Inherit="False">
<WULA_Alloy>40</WULA_Alloy>
<ComponentIndustrial>2</ComponentIndustrial>
</costList>
<weaponTags Inherit="False">
<li>Wula_Assault_Cat_Weapon</li>
</weaponTags>
</ThingDef>
<ThingDef ParentName="BaseBullet">
<defName>Bullet_WULA_RW_Base_AR</defName>
<label>子弹</label>
@@ -2195,7 +2249,7 @@
<defName>WULA_MW_Cheat_Weapon_Ability</defName>
<label>放逐之门</label>
<description>使得目标立刻被放逐——无视一切保护措施,将其从存档中永远擦除。</description>
<iconPath>Wula/UI/Abilities/WULA_RW_Auto_GL_Smoke_Ability</iconPath>
<iconPath>Wula/UI/Commands/Wula_Psi_Titan_AreaDamage</iconPath>
<writeCombatLog>True</writeCombatLog>
<showPsycastEffects>False</showPsycastEffects>
<hotKey>Misc11</hotKey>

View File

@@ -301,4 +301,9 @@
<ToggleAreaDamageDesc>启用或禁用区域伤害效果</ToggleAreaDamageDesc>
<AreaDamageEnabled>区域伤害:已启用</AreaDamageEnabled>
<AreaDamageDisabled>区域伤害:已禁用</AreaDamageDisabled>
<WULA_SwitchWeapon>更换武器</WULA_SwitchWeapon>
<WULA_SwitchWeapon_Desc>扔掉当前武器,并装备该单位的初始武器</WULA_SwitchWeapon_Desc>
<WULA_WeaponSwitched>{0} 更换了武器为 {1}</WULA_WeaponSwitched>
<WULA_NoWeaponAvailable>{0} 没有可用的武器类型</WULA_NoWeaponAvailable>
</LanguageData>

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After

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View File

@@ -3,12 +3,12 @@ using RimWorld;
namespace WulaFallenEmpire
{
public abstract class Condition
public abstract class ConditionBase
{
public abstract bool IsMet(out string reason);
}
public class Condition_VariableEquals : Condition
public class Condition_VariableEquals : ConditionBase
{
public string name;
public string value;
@@ -75,7 +75,7 @@ namespace WulaFallenEmpire
}
}
public abstract class Condition_CompareVariable : Condition
public abstract class Condition_CompareVariable : ConditionBase
{
public string name;
public float value;
@@ -145,7 +145,7 @@ namespace WulaFallenEmpire
protected override string GetOperatorString() => "<=";
}
public class Condition_VariableNotEqual : Condition
public class Condition_VariableNotEqual : ConditionBase
{
public string name;
public string value;
@@ -213,7 +213,7 @@ namespace WulaFallenEmpire
}
}
public class Condition_FactionExists : Condition
public class Condition_FactionExists : ConditionBase
{
public FactionDef factionDef;

View File

@@ -0,0 +1,83 @@
using Verse;
using RimWorld;
namespace WulaFallenEmpire
{
public abstract class Condition
{
public abstract bool IsMet(out string reason);
}
public class Condition_FlagExists : ConditionBase
{
public string flagName;
public override bool IsMet(out string reason)
{
if (string.IsNullOrEmpty(flagName))
{
reason = "Flag name is not specified.";
return false;
}
var eventVarManager = Find.World.GetComponent<EventVariableManager>();
bool flagExists = eventVarManager.HasFlag(flagName);
if (!flagExists)
{
reason = $"Flag '{flagName}' does not exist or has expired.";
}
else
{
int remainingTicks = eventVarManager.GetFlagRemainingTicks(flagName);
if (remainingTicks < 0)
{
reason = $"Flag '{flagName}' exists (permanent).";
}
else
{
reason = $"Flag '{flagName}' exists (expires in {remainingTicks} ticks).";
}
}
Log.Message($"[EventSystem] Condition_FlagExists check: Flag='{flagName}', Exists={flagExists}, Reason='{reason}'");
return flagExists;
}
}
public class Condition_FlagNotExists : ConditionBase
{
public string flagName;
public override bool IsMet(out string reason)
{
if (string.IsNullOrEmpty(flagName))
{
reason = "Flag name is not specified.";
return false;
}
var eventVarManager = Find.World.GetComponent<EventVariableManager>();
bool flagExists = eventVarManager.HasFlag(flagName);
if (flagExists)
{
int remainingTicks = eventVarManager.GetFlagRemainingTicks(flagName);
if (remainingTicks < 0)
{
reason = $"Flag '{flagName}' exists (permanent).";
}
else
{
reason = $"Flag '{flagName}' exists (expires in {remainingTicks} ticks).";
}
return false;
}
else
{
reason = $"Flag '{flagName}' does not exist.";
return true;
}
}
}
}

View File

@@ -572,7 +572,7 @@ namespace WulaFallenEmpire
}
}
private bool AreConditionsMet(List<Condition> conditions, out string reason)
private bool AreConditionsMet(List<ConditionBase> conditions, out string reason)
{
reason = "";
if (conditions.NullOrEmpty())

View File

@@ -68,7 +68,7 @@ namespace WulaFallenEmpire
}
}
private bool AreConditionsMet(List<Condition> conditions, out string reason)
private bool AreConditionsMet(List<ConditionBase> conditions, out string reason)
{
reason = "";
if (conditions.NullOrEmpty())

View File

@@ -0,0 +1,27 @@
// 在 EffectBase.cs 中添加以下类
using Verse;
using RimWorld;
namespace WulaFallenEmpire
{
public class Effect_SetTimedFlag : EffectBase
{
public string flagName;
public int durationTicks; // 持续时间tick负数表示永久
public override void Execute(Window dialog = null)
{
if (string.IsNullOrEmpty(flagName))
{
Log.Error("[WulaFallenEmpire] Effect_SetTimedFlag has a null or empty flagName.");
return;
}
var eventVarManager = Find.World.GetComponent<EventVariableManager>();
eventVarManager.SetTimedFlag(flagName, durationTicks);
string durationInfo = durationTicks < 0 ? "permanent" : $"{durationTicks} ticks";
Log.Message($"[EventSystem] Set timed flag '{flagName}' with duration: {durationInfo}");
}
}
}

View File

@@ -71,7 +71,7 @@ namespace WulaFallenEmpire
{
[MustTranslate]
public string label;
public List<Condition> conditions;
public List<ConditionBase> conditions;
[MustTranslate]
public string disabledReason;
public bool hideWhenDisabled = true;
@@ -102,7 +102,7 @@ namespace WulaFallenEmpire
public class ConditionalEffects
{
public List<Condition> conditions;
public List<ConditionBase> conditions;
public List<EffectBase> effects;
public List<EffectBase> randomlistEffects;
public List<LoopEffects> loopEffects;
@@ -164,7 +164,7 @@ namespace WulaFallenEmpire
public class ConditionalDescription
{
public List<Condition> conditions;
public List<ConditionBase> conditions;
[MustTranslate]
public string text;
}

View File

@@ -12,12 +12,17 @@ namespace WulaFallenEmpire
private Dictionary<string, string> stringVars = new Dictionary<string, string>();
private Dictionary<string, Pawn> pawnVars = new Dictionary<string, Pawn>();
private Dictionary<string, List<Pawn>> pawnListVars = new Dictionary<string, List<Pawn>>();
// 新增有时限的flag字典
private Dictionary<string, int> timedFlags = new Dictionary<string, int>();
// 用于Scribe的辅助列表
private List<string> pawnVarKeys;
private List<Pawn> pawnVarValues;
private List<string> pawnListVarKeys;
private List<List<Pawn>> pawnListVarValues;
private List<string> timedFlagKeys;
private List<int> timedFlagValues;
// Required for WorldComponent
public EventVariableManager(World world) : base(world)
@@ -32,6 +37,7 @@ namespace WulaFallenEmpire
Scribe_Collections.Look(ref stringVars, "stringVars", LookMode.Value, LookMode.Value);
Scribe_Collections.Look(ref pawnVars, "pawnVars", LookMode.Value, LookMode.Reference, ref pawnVarKeys, ref pawnVarValues);
Scribe_Collections.Look(ref pawnListVars, "pawnListVars", LookMode.Value, LookMode.Reference, ref pawnListVarKeys, ref pawnListVarValues);
Scribe_Collections.Look(ref timedFlags, "timedFlags", LookMode.Value, LookMode.Value, ref timedFlagKeys, ref timedFlagValues);
// Ensure dictionaries are not null after loading
if (Scribe.mode == LoadSaveMode.PostLoadInit)
@@ -41,6 +47,43 @@ namespace WulaFallenEmpire
stringVars ??= new Dictionary<string, string>();
pawnVars ??= new Dictionary<string, Pawn>();
pawnListVars ??= new Dictionary<string, List<Pawn>>();
timedFlags ??= new Dictionary<string, int>();
}
}
public override void WorldComponentTick()
{
base.WorldComponentTick();
// 每60 tick检查一次过期flag
if (Find.TickManager.TicksGame % 60 == 0)
{
CheckExpiredFlags();
}
}
/// <summary>
/// 检查并清理过期的flag
/// </summary>
private void CheckExpiredFlags()
{
List<string> flagsToRemove = new List<string>();
int currentTick = Find.TickManager.TicksGame;
foreach (var kvp in timedFlags)
{
// 如果flag的过期时间不为负数且小于当前tick则标记为需要移除
if (kvp.Value >= 0 && currentTick >= kvp.Value)
{
flagsToRemove.Add(kvp.Key);
Log.Message($"[EventSystem] Flag '{kvp.Key}' expired and will be removed.");
}
}
// 移除过期的flag
foreach (string flagName in flagsToRemove)
{
timedFlags.Remove(flagName);
}
}
@@ -81,6 +124,80 @@ namespace WulaFallenEmpire
}
}
/// <summary>
/// 设置有时限的flag
/// </summary>
/// <param name="flagName">flag名称</param>
/// <param name="durationTicks">持续时间tick负数表示永久</param>
public void SetTimedFlag(string flagName, int durationTicks)
{
if (string.IsNullOrEmpty(flagName)) return;
int expiryTick;
if (durationTicks < 0)
{
// 负数表示永久flag
expiryTick = -1;
Log.Message($"[EventSystem] Setting permanent flag '{flagName}'.");
}
else
{
// 正数表示有时间限制的flag
expiryTick = Find.TickManager.TicksGame + durationTicks;
Log.Message($"[EventSystem] Setting timed flag '{flagName}' with duration {durationTicks} ticks (expires at tick {expiryTick}).");
}
timedFlags[flagName] = expiryTick;
}
/// <summary>
/// 检查flag是否存在且未过期
/// </summary>
public bool HasFlag(string flagName)
{
if (string.IsNullOrEmpty(flagName)) return false;
if (timedFlags.TryGetValue(flagName, out int expiryTick))
{
if (expiryTick < 0)
{
// 永久flag
return true;
}
else
{
// 检查是否过期
bool isActive = Find.TickManager.TicksGame < expiryTick;
if (!isActive)
{
// 如果过期了,移除它
timedFlags.Remove(flagName);
Log.Message($"[EventSystem] Flag '{flagName}' has expired and was removed.");
}
return isActive;
}
}
return false;
}
/// <summary>
/// 获取flag的剩余时间tick
/// </summary>
public int GetFlagRemainingTicks(string flagName)
{
if (string.IsNullOrEmpty(flagName) || !timedFlags.TryGetValue(flagName, out int expiryTick))
return 0;
if (expiryTick < 0)
{
// 永久flag
return -1;
}
int remaining = expiryTick - Find.TickManager.TicksGame;
return remaining > 0 ? remaining : 0;
}
public T GetVariable<T>(string name, T defaultValue = default)
{
if (string.IsNullOrEmpty(name)) return defaultValue;
@@ -138,7 +255,8 @@ namespace WulaFallenEmpire
floatVars.ContainsKey(name) ||
stringVars.ContainsKey(name) ||
pawnVars.ContainsKey(name) ||
pawnListVars.ContainsKey(name);
pawnListVars.ContainsKey(name) ||
timedFlags.ContainsKey(name);
}
public void ClearVariable(string name)
@@ -152,6 +270,7 @@ namespace WulaFallenEmpire
stringVars.Remove(name);
pawnVars.Remove(name);
pawnListVars.Remove(name);
timedFlags.Remove(name);
}
public void ClearAll()
@@ -161,6 +280,7 @@ namespace WulaFallenEmpire
stringVars.Clear();
pawnVars.Clear();
pawnListVars.Clear();
timedFlags.Clear();
}
public Dictionary<string, object> GetAllVariables()
@@ -171,7 +291,8 @@ namespace WulaFallenEmpire
foreach (var kvp in stringVars) allVars[kvp.Key] = kvp.Value;
foreach (var kvp in pawnVars) allVars[kvp.Key] = kvp.Value;
foreach (var kvp in pawnListVars) allVars[kvp.Key] = kvp.Value;
foreach (var kvp in timedFlags) allVars[kvp.Key] = $"Flag (expires: {kvp.Value})";
return allVars;
}
}
}
}

View File

@@ -24,20 +24,27 @@ namespace WulaFallenEmpire
// 目标跟踪
private List<IntVec3> previousTargets = new List<IntVec3>();
// 新增:微追踪目标列表
private List<LocalTargetInfo> microTrackingTargets = new List<LocalTargetInfo>();
private List<float> microTrackingWeights = new List<float>(); // 新增:权重列表
// 优化:缓存目标列表,避免每帧重新计算
private List<LocalTargetInfo> cachedTargets = new List<LocalTargetInfo>();
private List<float> cachedTargetWeights = new List<float>();
private int lastTargetUpdateTick = -9999;
private const int TARGET_UPDATE_INTERVAL = 60; // 每60 ticks更新一次目标列表
// 新增:目标类型权重配置
private const float PAWN_WEIGHT = 5.0f; // Pawn权重5倍
private const float OWNED_BUILDING_WEIGHT = 1.0f; // 有主建筑权重1倍
private const float UNOWNED_BUILDING_WEIGHT = 0.01f; // 无主建筑权重0.01倍
private const float OTHER_WEIGHT = 1.0f; // 其他目标权重1倍
// 优化:一轮炮击的目标缓存
private IntVec3 currentVolleyCenter;
private List<IntVec3> currentVolleyTargets = new List<IntVec3>();
private int currentVolleyIndex = 0;
// 目标类型权重配置
private const float PAWN_WEIGHT = 5.0f;
private const float OWNED_BUILDING_WEIGHT = 1.0f;
private const float UNOWNED_BUILDING_WEIGHT = 0.01f;
private const float WALL_WEIGHT = 0.001f; // 墙的权重极低
private const float OTHER_WEIGHT = 1.0f;
public override void Initialize(CompProperties props)
{
base.Initialize(props);
ticksUntilNextAttack = Props.ticksBetweenAttacks;
Log.Message($"Ship Artillery initialized: {Props.ticksBetweenAttacks} ticks between attacks, {Props.attackRadius} radius");
@@ -51,10 +58,14 @@ namespace WulaFallenEmpire
if (parent is not FlyOver flyOver || !flyOver.Spawned || flyOver.Map == null)
return;
// 更新微追踪目标列表(如果需要)
// 优化:减少目标更新频率
if (Props.useMicroTracking && Props.useFactionDiscrimination)
{
UpdateMicroTrackingTargets(flyOver);
if (Find.TickManager.TicksGame - lastTargetUpdateTick > TARGET_UPDATE_INTERVAL)
{
UpdateTargetCache(flyOver);
lastTargetUpdateTick = Find.TickManager.TicksGame;
}
}
// 更新预热状态
@@ -82,103 +93,99 @@ namespace WulaFallenEmpire
}
}
// 新增:更新微追踪目标列表
private void UpdateMicroTrackingTargets(FlyOver flyOver)
// 优化:缓存目标列表
private void UpdateTargetCache(FlyOver flyOver)
{
microTrackingTargets.Clear();
microTrackingWeights.Clear();
cachedTargets.Clear();
cachedTargetWeights.Clear();
Faction targetFaction = GetTargetFaction(flyOver);
if (targetFaction == null) return;
// 获取飞越物体当前位置
IntVec3 center = GetFlyOverPosition(flyOver);
// 搜索范围内的所有潜在目标
foreach (IntVec3 cell in GenRadial.RadialCellsAround(center, Props.attackRadius, true))
// 优化:使用更高效的目标搜索
var potentialTargets = GenRadial.RadialDistinctThingsAround(center, flyOver.Map, Props.attackRadius, true)
.Where(thing => IsValidMicroTrackingTarget(thing, targetFaction))
.Distinct(); // 避免重复
foreach (Thing thing in potentialTargets)
{
if (!cell.InBounds(flyOver.Map)) continue;
// 检查建筑
Building building = cell.GetEdifice(flyOver.Map);
if (building != null && IsValidMicroTrackingTarget(building, targetFaction))
{
microTrackingTargets.Add(new LocalTargetInfo(building));
float weight = GetTargetWeight(building);
microTrackingWeights.Add(weight);
}
// 检查生物
List<Thing> thingList = cell.GetThingList(flyOver.Map);
foreach (Thing thing in thingList)
{
if (thing is Pawn pawn && IsValidMicroTrackingTarget(pawn, targetFaction))
{
microTrackingTargets.Add(new LocalTargetInfo(pawn));
float weight = GetTargetWeight(pawn);
microTrackingWeights.Add(weight);
}
}
cachedTargets.Add(new LocalTargetInfo(thing));
cachedTargetWeights.Add(GetTargetWeight(thing));
}
// 移除重复目标(基于位置)
for (int i = microTrackingTargets.Count - 1; i >= 0; i--)
if (DebugSettings.godMode && cachedTargets.Count > 0)
{
for (int j = 0; j < i; j++)
{
if (microTrackingTargets[i].Cell == microTrackingTargets[j].Cell)
{
microTrackingTargets.RemoveAt(i);
microTrackingWeights.RemoveAt(i);
break;
}
}
}
if (DebugSettings.godMode)
{
Log.Message($"MicroTracking: Found {microTrackingTargets.Count} targets for faction {targetFaction.def.defName}");
// 输出目标统计信息
var targetStats = GetTargetStatistics();
Log.Message($"Target Statistics - Pawns: {targetStats.pawnCount}, Owned Buildings: {targetStats.ownedBuildingCount}, Unowned Buildings: {targetStats.unownedBuildingCount}, Others: {targetStats.otherCount}");
Log.Message($"Target Cache Updated: Found {cachedTargets.Count} targets");
var stats = GetTargetStatistics();
Log.Message($"Target Statistics - Pawns: {stats.pawnCount}, Owned Buildings: {stats.ownedBuildingCount}, Unowned Buildings: {stats.unownedBuildingCount}, Walls: {stats.wallCount}, Others: {stats.otherCount}");
}
}
// 新增:获取目标权重
// 优化:改进的目标有效性检查
private bool IsValidMicroTrackingTarget(Thing thing, Faction targetFaction)
{
if (thing == null || thing.Destroyed) return false;
// 修复1无主建筑总是被排除
if (thing is Building building && building.Faction == null)
return false;
// 修复2isWall的建筑总是不考虑
if (thing.def?.building?.isWall == true)
return false;
// 检查派系关系
if (thing.Faction != null)
{
if (thing.Faction == targetFaction) return false;
if (thing.Faction.RelationKindWith(targetFaction) == FactionRelationKind.Ally) return false;
}
// 检查保护范围
if (Props.avoidPlayerAssets && IsNearPlayerAssets(thing.Position, thing.Map))
return false;
// 避免击中飞越物体本身
if (Props.avoidHittingFlyOver && thing.Position.DistanceTo(parent.Position) < 10f)
return false;
return true;
}
// 优化:获取目标权重
private float GetTargetWeight(Thing thing)
{
if (thing is Pawn)
{
return PAWN_WEIGHT;
}
else if (thing is Building building)
{
// 修复2墙的权重极低
if (building.def?.building?.isWall == true)
return WALL_WEIGHT;
if (building.Faction == null)
{
return UNOWNED_BUILDING_WEIGHT;
}
else
{
return OWNED_BUILDING_WEIGHT;
}
}
else
{
return OTHER_WEIGHT;
}
}
// 新增:获取目标统计信息
private (int pawnCount, int ownedBuildingCount, int unownedBuildingCount, int otherCount) GetTargetStatistics()
private (int pawnCount, int ownedBuildingCount, int unownedBuildingCount, int wallCount, int otherCount) GetTargetStatistics()
{
int pawnCount = 0;
int ownedBuildingCount = 0;
int unownedBuildingCount = 0;
int wallCount = 0;
int otherCount = 0;
for (int i = 0; i < microTrackingTargets.Count; i++)
foreach (var target in cachedTargets)
{
Thing thing = microTrackingTargets[i].Thing;
Thing thing = target.Thing;
if (thing == null) continue;
if (thing is Pawn)
@@ -187,7 +194,11 @@ namespace WulaFallenEmpire
}
else if (thing is Building building)
{
if (building.Faction == null)
if (building.def?.building?.isWall == true)
{
wallCount++;
}
else if (building.Faction == null)
{
unownedBuildingCount++;
}
@@ -202,50 +213,20 @@ namespace WulaFallenEmpire
}
}
return (pawnCount, ownedBuildingCount, unownedBuildingCount, otherCount);
return (pawnCount, ownedBuildingCount, unownedBuildingCount, wallCount, otherCount);
}
// 新增:检查是否为有效的微追踪目标
private bool IsValidMicroTrackingTarget(Thing thing, Faction targetFaction)
{
if (thing == null || thing.Destroyed) return false;
// 检查派系关系:目标派系的友军不应该被攻击
if (thing.Faction != null)
{
if (thing.Faction == targetFaction) return false;
if (thing.Faction.RelationKindWith(targetFaction) == FactionRelationKind.Ally) return false;
}
// 检查是否在保护范围内
if (Props.avoidPlayerAssets && IsNearPlayerAssets(thing.Position, thing.Map))
{
return false;
}
// 避免击中飞越物体本身
if (Props.avoidHittingFlyOver && thing.Position.DistanceTo(parent.Position) < 10f)
{
return false;
}
return true;
}
// 新增:获取目标派系
private Faction GetTargetFaction(FlyOver flyOver)
{
if (!Props.useFactionDiscrimination)
return null;
// 如果指定了目标派系,使用指定的派系
if (Props.targetFaction != null)
{
Faction faction = Find.FactionManager.FirstFactionOfDef(Props.targetFaction);
if (faction != null) return faction;
}
// 否则使用玩家当前派系
return Faction.OfPlayer;
}
@@ -266,11 +247,15 @@ namespace WulaFallenEmpire
Log.Message($"Ship Artillery starting attack on target area: {currentTarget} (attack radius: {Props.attackRadius})");
// 开始预热
// 修复3在一轮炮击中只进行一次目标选择
currentVolleyCenter = currentTarget;
currentVolleyTargets.Clear();
currentVolleyIndex = 0;
// 预热阶段
isWarmingUp = true;
warmupTicksRemaining = Props.warmupTicks;
// 启动预热效果
if (Props.warmupEffect != null)
{
warmupEffecter = Props.warmupEffect.Spawn();
@@ -282,19 +267,16 @@ namespace WulaFallenEmpire
{
warmupTicksRemaining--;
// 维持预热效果
if (warmupEffecter != null)
{
warmupEffecter.EffectTick(new TargetInfo(currentTarget, flyOver.Map), new TargetInfo(currentTarget, flyOver.Map));
}
// 生成预热粒子
if (Props.warmupFleck != null && Rand.MTBEventOccurs(0.1f, 1f, 1f))
{
FleckMaker.Static(currentTarget.ToVector3Shifted(), flyOver.Map, Props.warmupFleck);
}
// 预热完成,开始攻击
if (warmupTicksRemaining <= 0)
{
StartFiring(flyOver);
@@ -307,11 +289,9 @@ namespace WulaFallenEmpire
isAttacking = true;
attackTicksRemaining = Props.attackDurationTicks;
// 清理预热效果
warmupEffecter?.Cleanup();
warmupEffecter = null;
// 启动攻击效果
if (Props.attackEffect != null)
{
attackEffecter = Props.attackEffect.Spawn();
@@ -333,26 +313,23 @@ namespace WulaFallenEmpire
{
attackTicksRemaining--;
// 维持攻击效果
if (attackEffecter != null)
{
attackEffecter.EffectTick(new TargetInfo(currentTarget, flyOver.Map), new TargetInfo(currentTarget, flyOver.Map));
}
// 在攻击期间定期发射炮弹
if (attackTicksRemaining % 60 == 0) // 每秒发射一次
if (attackTicksRemaining % 60 == 0)
{
ExecuteVolley(flyOver);
}
// 生成攻击粒子
if (Props.attackFleck != null && Rand.MTBEventOccurs(0.2f, 1f, 1f))
{
Vector3 randomOffset = new Vector3(Rand.Range(-3f, 3f), 0f, Rand.Range(-3f, 3f));
FleckMaker.Static((currentTarget.ToVector3Shifted() + randomOffset), flyOver.Map, Props.attackFleck);
}
// 攻击结束
if (attackTicksRemaining <= 0)
{
EndAttack(flyOver);
@@ -361,17 +338,66 @@ namespace WulaFallenEmpire
private void ExecuteVolley(FlyOver flyOver)
{
// 修复3为这一轮炮击生成所有目标
if (currentVolleyTargets.Count == 0)
{
GenerateVolleyTargets(flyOver);
}
for (int i = 0; i < Props.shellsPerVolley; i++)
{
FireShell(flyOver);
if (currentVolleyIndex < currentVolleyTargets.Count)
{
FireShell(flyOver, currentVolleyTargets[currentVolleyIndex]);
currentVolleyIndex++;
}
else
{
// 如果目标用完了,重新生成(对于持续攻击)
GenerateVolleyTargets(flyOver);
if (currentVolleyTargets.Count > 0)
{
FireShell(flyOver, currentVolleyTargets[0]);
currentVolleyIndex = 1;
}
}
}
}
private void FireShell(FlyOver flyOver)
// 修复3生成一轮炮击的所有目标
private void GenerateVolleyTargets(FlyOver flyOver)
{
currentVolleyTargets.Clear();
currentVolleyIndex = 0;
for (int i = 0; i < Props.shellsPerVolley * 3; i++) // 生成足够的目标
{
IntVec3 target;
if (Props.useMicroTracking && Props.useFactionDiscrimination && cachedTargets.Count > 0)
{
target = SelectTargetFromCache(flyOver);
}
else
{
target = SelectRandomTargetInRadius(currentVolleyCenter, flyOver.Map, Props.attackRadius);
}
if (target.IsValid && target.InBounds(flyOver.Map))
{
currentVolleyTargets.Add(target);
}
}
if (DebugSettings.godMode)
{
Log.Message($"Generated {currentVolleyTargets.Count} targets for volley around {currentVolleyCenter}");
}
}
private void FireShell(FlyOver flyOver, IntVec3 shellTarget)
{
try
{
// 选择炮弹类型
ThingDef shellDef = SelectShellDef();
if (shellDef == null)
{
@@ -379,24 +405,14 @@ namespace WulaFallenEmpire
return;
}
// 选择目标
IntVec3 shellTarget;
if (Props.useMicroTracking && Props.useFactionDiscrimination && microTrackingTargets.Count > 0)
{
shellTarget = SelectMicroTrackingTarget(flyOver);
}
else
{
shellTarget = SelectRandomTarget(flyOver);
}
// 关键修复:使用 SkyfallerMaker 创建并立即生成 Skyfaller
SkyfallerMaker.SpawnSkyfaller(shellDef, shellTarget, flyOver.Map);
float distanceFromCenter = shellTarget.DistanceTo(currentTarget);
Log.Message($"Ship Artillery fired shell at {shellTarget} (distance from center: {distanceFromCenter:F1})");
float distanceFromCenter = shellTarget.DistanceTo(currentVolleyCenter);
if (DebugSettings.godMode)
{
Log.Message($"Ship Artillery fired shell at {shellTarget} (distance from center: {distanceFromCenter:F1})");
}
// 播放音效
if (Props.attackSound != null)
{
Props.attackSound.PlayOneShot(new TargetInfo(shellTarget, flyOver.Map));
@@ -408,16 +424,15 @@ namespace WulaFallenEmpire
}
}
// 修改:微追踪目标选择 - 现在使用权重系统
private IntVec3 SelectMicroTrackingTarget(FlyOver flyOver)
// 优化:从缓存中选择目标
private IntVec3 SelectTargetFromCache(FlyOver flyOver)
{
if (microTrackingTargets.Count == 0)
if (cachedTargets.Count == 0)
{
Log.Warning("MicroTracking: No targets available, falling back to random target");
return SelectRandomTarget(flyOver);
return SelectRandomTargetInRadius(currentVolleyCenter, flyOver.Map, Props.attackRadius);
}
// 使用权重系统选择目标
LocalTargetInfo selectedTarget = SelectTargetByWeight();
IntVec3 targetCell = selectedTarget.Cell;
@@ -429,7 +444,6 @@ namespace WulaFallenEmpire
offsetTarget.x += Mathf.RoundToInt(Mathf.Cos(angle * Mathf.Deg2Rad) * offsetDistance);
offsetTarget.z += Mathf.RoundToInt(Mathf.Sin(angle * Mathf.Deg2Rad) * offsetDistance);
// 确保目标在地图内
if (!offsetTarget.InBounds(flyOver.Map))
{
offsetTarget = targetCell;
@@ -448,37 +462,34 @@ namespace WulaFallenEmpire
return offsetTarget;
}
// 新增:基于权重的目标选择
// 基于权重的目标选择
private LocalTargetInfo SelectTargetByWeight()
{
if (microTrackingTargets.Count == 0)
if (cachedTargets.Count == 0)
return LocalTargetInfo.Invalid;
if (microTrackingTargets.Count == 1)
return microTrackingTargets[0];
if (cachedTargets.Count == 1)
return cachedTargets[0];
// 计算总权重
float totalWeight = 0f;
foreach (float weight in microTrackingWeights)
foreach (float weight in cachedTargetWeights)
{
totalWeight += weight;
}
// 随机选择
float randomValue = Rand.Range(0f, totalWeight);
float currentSum = 0f;
for (int i = 0; i < microTrackingTargets.Count; i++)
for (int i = 0; i < cachedTargets.Count; i++)
{
currentSum += microTrackingWeights[i];
currentSum += cachedTargetWeights[i];
if (randomValue <= currentSum)
{
return microTrackingTargets[i];
return cachedTargets[i];
}
}
// 回退到最后一个目标
return microTrackingTargets[microTrackingTargets.Count - 1];
return cachedTargets[cachedTargets.Count - 1];
}
private ThingDef SelectShellDef()
@@ -512,26 +523,18 @@ namespace WulaFallenEmpire
return launchPos;
}
// 简化的目标选择 - 每次直接随机选择目标
private IntVec3 SelectRandomTarget(FlyOver flyOver)
private IntVec3 SelectTarget(FlyOver flyOver)
{
IntVec3 center = GetFlyOverPosition(flyOver) + Props.targetOffset;
return FindRandomTargetInRadius(center, flyOver.Map, Props.attackRadius);
}
private IntVec3 SelectTarget(FlyOver flyOver)
// 简化的目标选择 - 每次直接随机选择目标
private IntVec3 SelectRandomTargetInRadius(IntVec3 center, Map map, float radius)
{
// 获取飞越物体当前位置作为基础中心
IntVec3 flyOverPos = GetFlyOverPosition(flyOver);
IntVec3 center = flyOverPos + Props.targetOffset;
Log.Message($"FlyOver position: {flyOverPos}, Center for targeting: {center}");
// 在攻击半径内选择随机目标
return FindRandomTargetInRadius(center, flyOver.Map, Props.attackRadius);
return FindRandomTargetInRadius(center, map, radius);
}
// 改进的飞越物体位置获取
private IntVec3 GetFlyOverPosition(FlyOver flyOver)
{
// 优先使用 DrawPos因为它反映实际视觉位置
@@ -554,15 +557,13 @@ namespace WulaFallenEmpire
// 目标查找逻辑 - 基于攻击半径
private IntVec3 FindRandomTargetInRadius(IntVec3 center, Map map, float radius)
{
Log.Message($"Finding target around {center} with radius {radius}");
// 如果半径为0直接返回中心
if (radius <= 0)
return center;
bool ignoreProtectionForThisTarget = Rand.Value < Props.ignoreProtectionChance;
for (int i = 0; i < 30; i++)
// 优化:减少尝试次数
for (int i = 0; i < 15; i++)
{
// 在圆形区域内随机选择
float angle = Rand.Range(0f, 360f);
@@ -582,12 +583,15 @@ namespace WulaFallenEmpire
previousTargets.Add(potentialTarget);
float actualDistance = potentialTarget.DistanceTo(center);
Log.Message($"Found valid target at {potentialTarget} (distance from center: {actualDistance:F1})");
if (ignoreProtectionForThisTarget)
if (DebugSettings.godMode)
{
Log.Warning($"Protection ignored for target selection! May target player assets.");
float actualDistance = potentialTarget.DistanceTo(center);
Log.Message($"Found valid target at {potentialTarget} (distance from center: {actualDistance:F1})");
if (ignoreProtectionForThisTarget)
{
Log.Warning($"Protection ignored for target selection! May target player assets.");
}
}
return potentialTarget;
@@ -598,7 +602,7 @@ namespace WulaFallenEmpire
// 回退:使用地图随机位置
Log.Warning("Could not find valid target in radius, using fallback");
CellRect mapRect = CellRect.WholeMap(map);
for (int i = 0; i < 10; i++)
for (int i = 0; i < 5; i++)
{
IntVec3 fallbackTarget = mapRect.RandomCell;
if (IsValidTarget(fallbackTarget, map, ignoreProtectionForThisTarget))
@@ -731,6 +735,10 @@ namespace WulaFallenEmpire
attackEffecter?.Cleanup();
attackEffecter = null;
// 清理缓存
currentVolleyTargets.Clear();
currentVolleyIndex = 0;
// 重置计时器
if (Props.continuousAttack && !flyOver.hasCompleted)
{
@@ -773,9 +781,13 @@ namespace WulaFallenEmpire
Scribe_Values.Look(ref isAttacking, "isAttacking", false);
Scribe_Values.Look(ref isWarmingUp, "isWarmingUp", false);
Scribe_Values.Look(ref currentTarget, "currentTarget");
Scribe_Values.Look(ref currentVolleyCenter, "currentVolleyCenter");
Scribe_Values.Look(ref currentVolleyIndex, "currentVolleyIndex");
Scribe_Values.Look(ref lastTargetUpdateTick, "lastTargetUpdateTick", -9999);
Scribe_Collections.Look(ref previousTargets, "previousTargets", LookMode.Value);
Scribe_Collections.Look(ref microTrackingTargets, "microTrackingTargets", LookMode.LocalTargetInfo);
Scribe_Collections.Look(ref microTrackingWeights, "microTrackingWeights", LookMode.Value);
Scribe_Collections.Look(ref cachedTargets, "cachedTargets", LookMode.LocalTargetInfo);
Scribe_Collections.Look(ref cachedTargetWeights, "cachedTargetWeights", LookMode.Value);
Scribe_Collections.Look(ref currentVolleyTargets, "currentVolleyTargets", LookMode.Value);
}
public override IEnumerable<Gizmo> CompGetGizmosExtra()
@@ -791,7 +803,14 @@ namespace WulaFallenEmpire
yield return new Command_Action
{
defaultLabel = "Dev: Fire Single Shell",
action = () => FireShell(parent as FlyOver)
action = () =>
{
if (parent is FlyOver flyOver)
{
IntVec3 target = SelectRandomTargetInRadius(GetFlyOverPosition(flyOver), flyOver.Map, Props.attackRadius);
FireShell(flyOver, target);
}
}
};
yield return new Command_Action
@@ -814,11 +833,14 @@ namespace WulaFallenEmpire
// 显示派系甄别信息
Faction targetFaction = GetTargetFaction(flyOver);
Log.Message($"Faction Discrimination: {Props.useFactionDiscrimination}, Target Faction: {targetFaction?.def.defName ?? "None"}");
Log.Message($"Micro Tracking: {Props.useMicroTracking}, Targets Found: {microTrackingTargets.Count}");
Log.Message($"Micro Tracking: {Props.useMicroTracking}, Targets Found: {cachedTargets.Count}");
// 显示目标统计
var stats = GetTargetStatistics();
Log.Message($"Target Stats - Pawns: {stats.pawnCount}, Owned Buildings: {stats.ownedBuildingCount}, Unowned Buildings: {stats.unownedBuildingCount}, Others: {stats.otherCount}");
Log.Message($"Target Stats - Pawns: {stats.pawnCount}, Owned Buildings: {stats.ownedBuildingCount}, Unowned Buildings: {stats.unownedBuildingCount}, Walls: {stats.wallCount}, Others: {stats.otherCount}");
// 显示炮击信息
Log.Message($"Volley - Center: {currentVolleyCenter}, Targets: {currentVolleyTargets.Count}, Index: {currentVolleyIndex}");
}
}
};
@@ -828,26 +850,56 @@ namespace WulaFallenEmpire
{
yield return new Command_Action
{
defaultLabel = $"Dev: Show Micro Targets ({microTrackingTargets.Count})",
defaultLabel = $"Dev: Show Cached Targets ({cachedTargets.Count})",
action = () =>
{
if (parent is FlyOver flyOver)
{
for (int i = 0; i < microTrackingTargets.Count; i++)
for (int i = 0; i < cachedTargets.Count; i++)
{
var target = microTrackingTargets[i];
float weight = microTrackingWeights[i];
var target = cachedTargets[i];
float weight = cachedTargetWeights[i];
Thing thing = target.Thing;
string type = thing is Pawn ? "Pawn" :
thing is Building building ?
(building.Faction == null ? "Unowned Building" : "Owned Building") : "Other";
Log.Message($"Micro Target: {thing?.Label ?? "Unknown"} ({type}) at {target.Cell}, Weight: {weight:F2}");
Log.Message($"Cached Target: {thing?.Label ?? "Unknown"} ({type}) at {target.Cell}, Weight: {weight:F2}");
}
}
}
};
}
// 显示当前炮击目标
if (currentVolleyTargets.Count > 0)
{
yield return new Command_Action
{
defaultLabel = $"Dev: Show Volley Targets ({currentVolleyTargets.Count})",
action = () =>
{
for (int i = 0; i < currentVolleyTargets.Count; i++)
{
Log.Message($"Volley Target {i}: {currentVolleyTargets[i]} ({(i == currentVolleyIndex ? "NEXT" : "queued")})");
}
}
};
}
// 强制更新目标缓存
yield return new Command_Action
{
defaultLabel = "Dev: Force Update Target Cache",
action = () =>
{
if (parent is FlyOver flyOver)
{
UpdateTargetCache(flyOver);
Log.Message($"Force updated target cache: {cachedTargets.Count} targets found");
}
}
};
}
}
@@ -863,5 +915,21 @@ namespace WulaFallenEmpire
{
currentTarget = target;
}
// 新增:获取当前状态信息
public string GetStatusString()
{
if (parent is not FlyOver flyOver)
return "Invalid parent";
string status = isWarmingUp ? $"Warming up ({warmupTicksRemaining} ticks)" :
isAttacking ? $"Attacking ({attackTicksRemaining} ticks)" :
$"Next attack in {ticksUntilNextAttack} ticks";
string targetInfo = currentTarget.IsValid ? $"Target: {currentTarget}" : "No target";
string volleyInfo = currentVolleyTargets.Count > 0 ? $", Volley: {currentVolleyIndex}/{currentVolleyTargets.Count}" : "";
return $"{status}, {targetInfo}{volleyInfo}";
}
}
}

View File

@@ -207,6 +207,112 @@ namespace WulaFallenEmpire
{
yield return new DroneGizmo(this);
}
// 更换武器按钮(仅当有装备武器时显示)
if (MechPawn.equipment?.Primary != null)
{
yield return CreateWeaponSwitchGizmo();
}
}
/// <summary>
/// 创建更换武器的Gizmo
/// </summary>
private Gizmo CreateWeaponSwitchGizmo()
{
Command_Action switchWeaponCommand = new Command_Action
{
defaultLabel = "WULA_SwitchWeapon".Translate(),
defaultDesc = "WULA_SwitchWeapon_Desc".Translate(),
icon = ContentFinder<Texture2D>.Get("Wula/UI/Abilities/WULA_WeaponSwitchAbility", false) ?? BaseContent.BadTex,
action = SwitchWeapon
};
return switchWeaponCommand;
}
/// <summary>
/// 更换武器逻辑
/// </summary>
private void SwitchWeapon()
{
if (MechPawn == null || MechPawn.Destroyed || !MechPawn.Spawned)
return;
try
{
// 1. 扔掉当前武器
ThingWithComps currentWeapon = MechPawn.equipment?.Primary;
if (currentWeapon != null)
{
// 将武器扔在地上
MechPawn.equipment.TryDropEquipment(currentWeapon, out ThingWithComps droppedWeapon, MechPawn.Position, true);
if (Prefs.DevMode)
{
Log.Message($"[CompAutonomousMech] {MechPawn.LabelCap} dropped weapon: {currentWeapon.LabelCap}");
}
}
// 2. 从PawnKind允许的武器中生成新武器
ThingDef newWeaponDef = GetRandomWeaponFromPawnKind();
if (newWeaponDef != null)
{
// 生成新武器
Thing newWeapon = ThingMaker.MakeThing(newWeaponDef);
if (newWeapon is ThingWithComps newWeaponWithComps)
{
// 使用 AddEquipment 方法装备新武器
MechPawn.equipment.AddEquipment(newWeaponWithComps);
Messages.Message("WULA_WeaponSwitched".Translate(MechPawn.LabelCap, newWeaponDef.LabelCap),
MechPawn, MessageTypeDefOf.PositiveEvent);
if (Prefs.DevMode)
{
Log.Message($"[CompAutonomousMech] {MechPawn.LabelCap} equipped new weapon: {newWeaponDef.LabelCap}");
}
}
}
else
{
Messages.Message("WULA_NoWeaponAvailable".Translate(MechPawn.LabelCap),
MechPawn, MessageTypeDefOf.NegativeEvent);
}
}
catch (System.Exception ex)
{
Log.Error($"[CompAutonomousMech] Error switching weapon for {MechPawn?.LabelCap}: {ex}");
}
}
/// <summary>
/// 从PawnKind允许的武器中随机获取一个武器定义
/// </summary>
private ThingDef GetRandomWeaponFromPawnKind()
{
if (MechPawn.kindDef?.weaponTags == null || MechPawn.kindDef.weaponTags.Count == 0)
return null;
// 收集所有匹配的武器
List<ThingDef> availableWeapons = new List<ThingDef>();
foreach (string weaponTag in MechPawn.kindDef.weaponTags)
{
foreach (ThingDef thingDef in DefDatabase<ThingDef>.AllDefs)
{
if (thingDef.IsWeapon && thingDef.weaponTags != null && thingDef.weaponTags.Contains(weaponTag))
{
availableWeapons.Add(thingDef);
}
}
}
if (availableWeapons.Count == 0)
return null;
// 随机选择一个武器
return availableWeapons.RandomElement();
}
public void SetWorkMode(DroneWorkModeDef mode)

View File

@@ -0,0 +1,187 @@
using RimWorld;
using Verse;
using Verse.Sound;
using System.Collections.Generic;
namespace WulaFallenEmpire
{
public class CompPlaySoundOnSpawn : ThingComp
{
private CompProperties_PlaySoundOnSpawn Props => (CompProperties_PlaySoundOnSpawn)props;
private bool soundPlayed = false;
private int delayTicksRemaining = 0;
public override void Initialize(CompProperties props)
{
base.Initialize(props);
// 计算延迟的 ticks
if (Props.delaySeconds > 0)
{
delayTicksRemaining = (int)(Props.delaySeconds * 60f);
}
}
public override void PostSpawnSetup(bool respawningAfterLoad)
{
base.PostSpawnSetup(respawningAfterLoad);
// 如果是重新加载存档,不播放声音
if (respawningAfterLoad)
return;
// 检查播放条件
if (!ShouldPlaySound())
return;
// 如果有延迟,设置延迟计数器
if (Props.delaySeconds > 0)
{
delayTicksRemaining = (int)(Props.delaySeconds * 60f);
}
else
{
// 立即播放声音
PlaySound();
}
}
public override void CompTick()
{
base.CompTick();
// 处理延迟播放
if (delayTicksRemaining > 0 && !soundPlayed)
{
delayTicksRemaining--;
if (delayTicksRemaining <= 0)
{
PlaySound();
}
}
}
private bool ShouldPlaySound()
{
if (soundPlayed)
return false;
if (Props.sound == null)
return false;
// 检查派系条件
if (parent.Faction != null)
{
if (Props.onlyIfPlayerFaction && parent.Faction != Faction.OfPlayer)
return false;
if (Props.onlyIfHostileFaction && parent.Faction.RelationKindWith(Faction.OfPlayer) != FactionRelationKind.Hostile)
return false;
if (Props.onlyIfNeutralFaction && parent.Faction.RelationKindWith(Faction.OfPlayer) != FactionRelationKind.Neutral)
return false;
}
else
{
// 如果没有派系,检查是否要求特定派系
if (Props.onlyIfPlayerFaction || Props.onlyIfHostileFaction || Props.onlyIfNeutralFaction)
return false;
}
return true;
}
private void PlaySound()
{
if (soundPlayed || Props.sound == null)
return;
try
{
SoundInfo soundInfo;
if (Props.playOnCamera)
{
// 在摄像机位置播放
soundInfo = SoundInfo.OnCamera();
}
else if (Props.playAtThingPosition)
{
// 在物体位置播放
soundInfo = SoundInfo.InMap(new TargetInfo(parent.Position, parent.Map));
}
else
{
// 默认在物体位置播放
soundInfo = SoundInfo.InMap(new TargetInfo(parent.Position, parent.Map));
}
// 应用音量和音调设置
if (Props.volume != 1f)
soundInfo.volumeFactor = Props.volume;
if (Props.pitch != 1f)
soundInfo.pitchFactor = Props.pitch;
// 播放声音
Props.sound.PlayOneShot(soundInfo);
soundPlayed = true;
// 调试日志
if (Prefs.DevMode)
{
Log.Message($"Played spawn sound: {Props.sound.defName} for {parent.Label} at {parent.Position}");
}
}
catch (System.Exception ex)
{
Log.Error($"Error playing spawn sound for {parent.Label}: {ex}");
}
}
public override void PostExposeData()
{
base.PostExposeData();
Scribe_Values.Look(ref soundPlayed, "soundPlayed", false);
Scribe_Values.Look(ref delayTicksRemaining, "delayTicksRemaining", 0);
}
// 调试工具
public override IEnumerable<Gizmo> CompGetGizmosExtra()
{
if (DebugSettings.ShowDevGizmos)
{
yield return new Command_Action
{
defaultLabel = "Dev: Test Spawn Sound",
defaultDesc = $"Play sound: {Props.sound?.defName ?? "None"}",
action = () =>
{
if (Props.sound != null)
{
PlaySound();
}
else
{
Log.Warning("No sound defined for CompPlaySoundOnSpawn");
}
}
};
yield return new Command_Action
{
defaultLabel = $"Dev: Sound Status - Played: {soundPlayed}, Delay: {delayTicksRemaining}",
action = () => {}
};
}
}
// 重置状态(用于重新播放)
public void Reset()
{
soundPlayed = false;
delayTicksRemaining = Props.delaySeconds > 0 ? (int)(Props.delaySeconds * 60f) : 0;
}
}
}

View File

@@ -0,0 +1,31 @@
using RimWorld;
using Verse;
namespace WulaFallenEmpire
{
public class CompProperties_PlaySoundOnSpawn : CompProperties
{
public SoundDef sound;
// 可选:延迟播放声音(秒)
public float delaySeconds = 0f;
// 可选:只在特定条件下播放
public bool onlyIfPlayerFaction = false;
public bool onlyIfHostileFaction = false;
public bool onlyIfNeutralFaction = false;
// 可选:音量控制
public float volume = 1f;
public float pitch = 1f;
// 可选:播放位置
public bool playOnCamera = false; // 在摄像机位置播放
public bool playAtThingPosition = true; // 在物体位置播放
public CompProperties_PlaySoundOnSpawn()
{
compClass = typeof(CompPlaySoundOnSpawn);
}
}
}

View File

@@ -117,13 +117,15 @@
<Compile Include="BuildingComp\WULA_StorageTurret\CompProperties_StorageTurret.cs" />
<Compile Include="BuildingComp\WULA_StorageTurret\CompStorageTurret.cs" />
<Compile Include="EventSystem\CompOpenCustomUI.cs" />
<Compile Include="EventSystem\Condition.cs" />
<Compile Include="EventSystem\Condition\ConditionBase.cs" />
<Compile Include="EventSystem\Condition\Condition_FlagExists.cs" />
<Compile Include="EventSystem\DebugActions.cs" />
<Compile Include="EventSystem\DelayedActionManager.cs" />
<Compile Include="EventSystem\Dialog_CustomDisplay.cs" />
<Compile Include="EventSystem\Dialog_ManageEventVariables.cs" />
<Compile Include="EventSystem\Effect\EffectBase.cs" />
<Compile Include="EventSystem\Effect\Effect_CallSkyfaller.cs" />
<Compile Include="EventSystem\Effect\Effect_SetTimedFlag.cs" />
<Compile Include="EventSystem\EventDef.cs" />
<Compile Include="EventSystem\EventUIButtonConfigDef.cs" />
<Compile Include="EventSystem\EventUIConfigDef.cs" />
@@ -266,6 +268,8 @@
<Compile Include="ThingComp\WULA_PersonaCore\CompExperienceCore.cs" />
<Compile Include="ThingComp\WULA_PersonaCore\CompExperienceDataPack.cs" />
<Compile Include="ThingComp\WULA_PersonaCore\CompProperties_ExperienceCore.cs" />
<Compile Include="ThingComp\WULA_PlaySoundOnSpawn\CompPlaySoundOnSpawn.cs" />
<Compile Include="ThingComp\WULA_PlaySoundOnSpawn\CompProperties_PlaySoundOnSpawn.cs" />
<Compile Include="ThingComp\WULA_PsychicRitual\CompWulaRitualSpot.cs" />
<Compile Include="ThingComp\WULA_PsychicRitual\PsychicRitualDef_AddHediff.cs" />
<Compile Include="ThingComp\WULA_PsychicRitual\PsychicRitualDef_Wula.cs" />