声音
This commit is contained in:
@@ -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;
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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())
|
||||
|
||||
@@ -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())
|
||||
|
||||
@@ -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}");
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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;
|
||||
}
|
||||
|
||||
@@ -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] = $"Flag (expires: {kvp.Value})";
|
||||
return allVars;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -24,20 +24,27 @@ namespace WulaFallenEmpire
|
||||
// 目标跟踪
|
||||
private List<IntVec3> previousTargets = new List<IntVec3>();
|
||||
|
||||
// 新增:微追踪目标列表
|
||||
private List<LocalTargetInfo> microTrackingTargets = new List<LocalTargetInfo>();
|
||||
private List<float> microTrackingWeights = new List<float>(); // 新增:权重列表
|
||||
// 优化:缓存目标列表,避免每帧重新计算
|
||||
private List<LocalTargetInfo> cachedTargets = new List<LocalTargetInfo>();
|
||||
private List<float> cachedTargetWeights = new List<float>();
|
||||
private int lastTargetUpdateTick = -9999;
|
||||
private const int TARGET_UPDATE_INTERVAL = 60; // 每60 ticks更新一次目标列表
|
||||
|
||||
// 新增:目标类型权重配置
|
||||
private const float PAWN_WEIGHT = 5.0f; // Pawn权重:5倍
|
||||
private const float OWNED_BUILDING_WEIGHT = 1.0f; // 有主建筑权重:1倍
|
||||
private const float UNOWNED_BUILDING_WEIGHT = 0.01f; // 无主建筑权重:0.01倍
|
||||
private const float OTHER_WEIGHT = 1.0f; // 其他目标权重:1倍
|
||||
// 优化:一轮炮击的目标缓存
|
||||
private IntVec3 currentVolleyCenter;
|
||||
private List<IntVec3> currentVolleyTargets = new List<IntVec3>();
|
||||
private int currentVolleyIndex = 0;
|
||||
|
||||
// 目标类型权重配置
|
||||
private const float PAWN_WEIGHT = 5.0f;
|
||||
private const float OWNED_BUILDING_WEIGHT = 1.0f;
|
||||
private const float UNOWNED_BUILDING_WEIGHT = 0.01f;
|
||||
private const float WALL_WEIGHT = 0.001f; // 墙的权重极低
|
||||
private const float OTHER_WEIGHT = 1.0f;
|
||||
|
||||
public override void Initialize(CompProperties props)
|
||||
{
|
||||
base.Initialize(props);
|
||||
|
||||
ticksUntilNextAttack = Props.ticksBetweenAttacks;
|
||||
|
||||
Log.Message($"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2:isWall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 $"{status}, {targetInfo}{volleyInfo}";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -207,6 +207,112 @@ namespace WulaFallenEmpire
|
||||
{
|
||||
yield return new DroneGizmo(this);
|
||||
}
|
||||
|
||||
// 更换武器按钮(仅当有装备武器时显示)
|
||||
if (MechPawn.equipment?.Primary != null)
|
||||
{
|
||||
yield return CreateWeaponSwitchGizmo();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 创建更换武器的Gizmo
|
||||
/// </summary>
|
||||
private Gizmo CreateWeaponSwitchGizmo()
|
||||
{
|
||||
Command_Action switchWeaponCommand = new Command_Action
|
||||
{
|
||||
defaultLabel = "WULA_SwitchWeapon".Translate(),
|
||||
defaultDesc = "WULA_SwitchWeapon_Desc".Translate(),
|
||||
icon = ContentFinder<Texture2D>.Get("Wula/UI/Abilities/WULA_WeaponSwitchAbility", false) ?? BaseContent.BadTex,
|
||||
action = SwitchWeapon
|
||||
};
|
||||
|
||||
return switchWeaponCommand;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 更换武器逻辑
|
||||
/// </summary>
|
||||
private void SwitchWeapon()
|
||||
{
|
||||
if (MechPawn == null || MechPawn.Destroyed || !MechPawn.Spawned)
|
||||
return;
|
||||
|
||||
try
|
||||
{
|
||||
// 1. 扔掉当前武器
|
||||
ThingWithComps currentWeapon = MechPawn.equipment?.Primary;
|
||||
if (currentWeapon != null)
|
||||
{
|
||||
// 将武器扔在地上
|
||||
MechPawn.equipment.TryDropEquipment(currentWeapon, out ThingWithComps droppedWeapon, MechPawn.Position, true);
|
||||
|
||||
if (Prefs.DevMode)
|
||||
{
|
||||
Log.Message($"[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)
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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" />
|
||||
|
||||
Reference in New Issue
Block a user