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@@ -24,20 +24,27 @@ namespace WulaFallenEmpire
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// 目标跟踪
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private List<IntVec3> previousTargets = new List<IntVec3>();
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// 新增:微追踪目标列表
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private List<LocalTargetInfo> microTrackingTargets = new List<LocalTargetInfo>();
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private List<float> microTrackingWeights = new List<float>(); // 新增:权重列表
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// 优化:缓存目标列表,避免每帧重新计算
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private List<LocalTargetInfo> cachedTargets = new List<LocalTargetInfo>();
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private List<float> cachedTargetWeights = new List<float>();
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private int lastTargetUpdateTick = -9999;
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private const int TARGET_UPDATE_INTERVAL = 60; // 每60 ticks更新一次目标列表
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// 新增:目标类型权重配置
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private const float PAWN_WEIGHT = 5.0f; // Pawn权重:5倍
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private const float OWNED_BUILDING_WEIGHT = 1.0f; // 有主建筑权重:1倍
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private const float UNOWNED_BUILDING_WEIGHT = 0.01f; // 无主建筑权重:0.01倍
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private const float OTHER_WEIGHT = 1.0f; // 其他目标权重:1倍
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// 优化:一轮炮击的目标缓存
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private IntVec3 currentVolleyCenter;
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private List<IntVec3> currentVolleyTargets = new List<IntVec3>();
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private int currentVolleyIndex = 0;
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// 目标类型权重配置
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private const float PAWN_WEIGHT = 5.0f;
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private const float OWNED_BUILDING_WEIGHT = 1.0f;
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private const float UNOWNED_BUILDING_WEIGHT = 0.01f;
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private const float WALL_WEIGHT = 0.001f; // 墙的权重极低
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private const float OTHER_WEIGHT = 1.0f;
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public override void Initialize(CompProperties props)
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{
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base.Initialize(props);
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ticksUntilNextAttack = Props.ticksBetweenAttacks;
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Log.Message($"Ship Artillery initialized: {Props.ticksBetweenAttacks} ticks between attacks, {Props.attackRadius} radius");
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@@ -51,10 +58,14 @@ namespace WulaFallenEmpire
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if (parent is not FlyOver flyOver || !flyOver.Spawned || flyOver.Map == null)
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return;
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// 更新微追踪目标列表(如果需要)
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// 优化:减少目标更新频率
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if (Props.useMicroTracking && Props.useFactionDiscrimination)
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{
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UpdateMicroTrackingTargets(flyOver);
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if (Find.TickManager.TicksGame - lastTargetUpdateTick > TARGET_UPDATE_INTERVAL)
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{
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UpdateTargetCache(flyOver);
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lastTargetUpdateTick = Find.TickManager.TicksGame;
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}
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}
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// 更新预热状态
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@@ -82,103 +93,99 @@ namespace WulaFallenEmpire
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}
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}
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// 新增:更新微追踪目标列表
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private void UpdateMicroTrackingTargets(FlyOver flyOver)
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// 优化:缓存目标列表
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private void UpdateTargetCache(FlyOver flyOver)
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{
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microTrackingTargets.Clear();
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microTrackingWeights.Clear();
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cachedTargets.Clear();
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cachedTargetWeights.Clear();
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Faction targetFaction = GetTargetFaction(flyOver);
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if (targetFaction == null) return;
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// 获取飞越物体当前位置
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IntVec3 center = GetFlyOverPosition(flyOver);
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// 搜索范围内的所有潜在目标
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foreach (IntVec3 cell in GenRadial.RadialCellsAround(center, Props.attackRadius, true))
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// 优化:使用更高效的目标搜索
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var potentialTargets = GenRadial.RadialDistinctThingsAround(center, flyOver.Map, Props.attackRadius, true)
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.Where(thing => IsValidMicroTrackingTarget(thing, targetFaction))
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.Distinct(); // 避免重复
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foreach (Thing thing in potentialTargets)
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{
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if (!cell.InBounds(flyOver.Map)) continue;
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// 检查建筑
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Building building = cell.GetEdifice(flyOver.Map);
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if (building != null && IsValidMicroTrackingTarget(building, targetFaction))
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{
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microTrackingTargets.Add(new LocalTargetInfo(building));
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float weight = GetTargetWeight(building);
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microTrackingWeights.Add(weight);
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}
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// 检查生物
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List<Thing> thingList = cell.GetThingList(flyOver.Map);
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foreach (Thing thing in thingList)
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{
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if (thing is Pawn pawn && IsValidMicroTrackingTarget(pawn, targetFaction))
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{
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microTrackingTargets.Add(new LocalTargetInfo(pawn));
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float weight = GetTargetWeight(pawn);
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microTrackingWeights.Add(weight);
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}
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}
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cachedTargets.Add(new LocalTargetInfo(thing));
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cachedTargetWeights.Add(GetTargetWeight(thing));
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}
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// 移除重复目标(基于位置)
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for (int i = microTrackingTargets.Count - 1; i >= 0; i--)
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if (DebugSettings.godMode && cachedTargets.Count > 0)
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{
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for (int j = 0; j < i; j++)
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{
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if (microTrackingTargets[i].Cell == microTrackingTargets[j].Cell)
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{
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microTrackingTargets.RemoveAt(i);
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microTrackingWeights.RemoveAt(i);
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break;
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}
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}
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}
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if (DebugSettings.godMode)
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{
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Log.Message($"MicroTracking: Found {microTrackingTargets.Count} targets for faction {targetFaction.def.defName}");
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// 输出目标统计信息
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var targetStats = GetTargetStatistics();
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Log.Message($"Target Statistics - Pawns: {targetStats.pawnCount}, Owned Buildings: {targetStats.ownedBuildingCount}, Unowned Buildings: {targetStats.unownedBuildingCount}, Others: {targetStats.otherCount}");
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Log.Message($"Target Cache Updated: Found {cachedTargets.Count} targets");
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var stats = GetTargetStatistics();
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Log.Message($"Target Statistics - Pawns: {stats.pawnCount}, Owned Buildings: {stats.ownedBuildingCount}, Unowned Buildings: {stats.unownedBuildingCount}, Walls: {stats.wallCount}, Others: {stats.otherCount}");
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}
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}
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// 新增:获取目标权重
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// 优化:改进的目标有效性检查
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private bool IsValidMicroTrackingTarget(Thing thing, Faction targetFaction)
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{
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if (thing == null || thing.Destroyed) return false;
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// 修复1:无主建筑总是被排除
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if (thing is Building building && building.Faction == null)
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return false;
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// 修复2:isWall的建筑总是不考虑
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if (thing.def?.building?.isWall == true)
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return false;
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// 检查派系关系
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if (thing.Faction != null)
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{
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if (thing.Faction == targetFaction) return false;
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if (thing.Faction.RelationKindWith(targetFaction) == FactionRelationKind.Ally) return false;
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}
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// 检查保护范围
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if (Props.avoidPlayerAssets && IsNearPlayerAssets(thing.Position, thing.Map))
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return false;
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// 避免击中飞越物体本身
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if (Props.avoidHittingFlyOver && thing.Position.DistanceTo(parent.Position) < 10f)
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return false;
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return true;
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}
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// 优化:获取目标权重
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private float GetTargetWeight(Thing thing)
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{
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if (thing is Pawn)
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{
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return PAWN_WEIGHT;
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}
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else if (thing is Building building)
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{
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// 修复2:墙的权重极低
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if (building.def?.building?.isWall == true)
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return WALL_WEIGHT;
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if (building.Faction == null)
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{
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return UNOWNED_BUILDING_WEIGHT;
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}
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else
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{
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return OWNED_BUILDING_WEIGHT;
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}
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}
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else
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{
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return OTHER_WEIGHT;
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}
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}
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// 新增:获取目标统计信息
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private (int pawnCount, int ownedBuildingCount, int unownedBuildingCount, int otherCount) GetTargetStatistics()
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private (int pawnCount, int ownedBuildingCount, int unownedBuildingCount, int wallCount, int otherCount) GetTargetStatistics()
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{
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int pawnCount = 0;
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int ownedBuildingCount = 0;
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int unownedBuildingCount = 0;
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int wallCount = 0;
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int otherCount = 0;
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for (int i = 0; i < microTrackingTargets.Count; i++)
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foreach (var target in cachedTargets)
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{
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Thing thing = microTrackingTargets[i].Thing;
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Thing thing = target.Thing;
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if (thing == null) continue;
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if (thing is Pawn)
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@@ -187,7 +194,11 @@ namespace WulaFallenEmpire
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}
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else if (thing is Building building)
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{
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if (building.Faction == null)
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if (building.def?.building?.isWall == true)
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{
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wallCount++;
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}
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else if (building.Faction == null)
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{
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unownedBuildingCount++;
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}
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@@ -202,50 +213,20 @@ namespace WulaFallenEmpire
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}
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}
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return (pawnCount, ownedBuildingCount, unownedBuildingCount, otherCount);
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return (pawnCount, ownedBuildingCount, unownedBuildingCount, wallCount, otherCount);
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}
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// 新增:检查是否为有效的微追踪目标
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private bool IsValidMicroTrackingTarget(Thing thing, Faction targetFaction)
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{
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if (thing == null || thing.Destroyed) return false;
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// 检查派系关系:目标派系的友军不应该被攻击
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if (thing.Faction != null)
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{
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if (thing.Faction == targetFaction) return false;
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if (thing.Faction.RelationKindWith(targetFaction) == FactionRelationKind.Ally) return false;
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}
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// 检查是否在保护范围内
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if (Props.avoidPlayerAssets && IsNearPlayerAssets(thing.Position, thing.Map))
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{
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return false;
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}
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// 避免击中飞越物体本身
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if (Props.avoidHittingFlyOver && thing.Position.DistanceTo(parent.Position) < 10f)
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{
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return false;
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}
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return true;
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}
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// 新增:获取目标派系
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private Faction GetTargetFaction(FlyOver flyOver)
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{
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if (!Props.useFactionDiscrimination)
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return null;
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// 如果指定了目标派系,使用指定的派系
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if (Props.targetFaction != null)
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{
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Faction faction = Find.FactionManager.FirstFactionOfDef(Props.targetFaction);
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if (faction != null) return faction;
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}
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// 否则使用玩家当前派系
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return Faction.OfPlayer;
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}
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@@ -266,11 +247,15 @@ namespace WulaFallenEmpire
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Log.Message($"Ship Artillery starting attack on target area: {currentTarget} (attack radius: {Props.attackRadius})");
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// 开始预热
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// 修复3:在一轮炮击中,只进行一次目标选择
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currentVolleyCenter = currentTarget;
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currentVolleyTargets.Clear();
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currentVolleyIndex = 0;
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// 预热阶段
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isWarmingUp = true;
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warmupTicksRemaining = Props.warmupTicks;
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// 启动预热效果
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if (Props.warmupEffect != null)
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{
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warmupEffecter = Props.warmupEffect.Spawn();
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@@ -282,19 +267,16 @@ namespace WulaFallenEmpire
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{
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warmupTicksRemaining--;
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// 维持预热效果
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if (warmupEffecter != null)
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{
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warmupEffecter.EffectTick(new TargetInfo(currentTarget, flyOver.Map), new TargetInfo(currentTarget, flyOver.Map));
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}
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// 生成预热粒子
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if (Props.warmupFleck != null && Rand.MTBEventOccurs(0.1f, 1f, 1f))
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{
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FleckMaker.Static(currentTarget.ToVector3Shifted(), flyOver.Map, Props.warmupFleck);
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}
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// 预热完成,开始攻击
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if (warmupTicksRemaining <= 0)
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{
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StartFiring(flyOver);
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@@ -307,11 +289,9 @@ namespace WulaFallenEmpire
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isAttacking = true;
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attackTicksRemaining = Props.attackDurationTicks;
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// 清理预热效果
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warmupEffecter?.Cleanup();
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warmupEffecter = null;
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// 启动攻击效果
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if (Props.attackEffect != null)
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{
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attackEffecter = Props.attackEffect.Spawn();
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@@ -333,26 +313,23 @@ namespace WulaFallenEmpire
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{
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attackTicksRemaining--;
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// 维持攻击效果
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if (attackEffecter != null)
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{
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attackEffecter.EffectTick(new TargetInfo(currentTarget, flyOver.Map), new TargetInfo(currentTarget, flyOver.Map));
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}
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// 在攻击期间定期发射炮弹
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if (attackTicksRemaining % 60 == 0) // 每秒发射一次
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if (attackTicksRemaining % 60 == 0)
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{
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ExecuteVolley(flyOver);
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}
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// 生成攻击粒子
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if (Props.attackFleck != null && Rand.MTBEventOccurs(0.2f, 1f, 1f))
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{
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Vector3 randomOffset = new Vector3(Rand.Range(-3f, 3f), 0f, Rand.Range(-3f, 3f));
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FleckMaker.Static((currentTarget.ToVector3Shifted() + randomOffset), flyOver.Map, Props.attackFleck);
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}
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// 攻击结束
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if (attackTicksRemaining <= 0)
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{
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EndAttack(flyOver);
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@@ -361,17 +338,66 @@ namespace WulaFallenEmpire
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private void ExecuteVolley(FlyOver flyOver)
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{
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// 修复3:为这一轮炮击生成所有目标
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if (currentVolleyTargets.Count == 0)
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{
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GenerateVolleyTargets(flyOver);
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}
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for (int i = 0; i < Props.shellsPerVolley; i++)
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{
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FireShell(flyOver);
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if (currentVolleyIndex < currentVolleyTargets.Count)
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{
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FireShell(flyOver, currentVolleyTargets[currentVolleyIndex]);
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currentVolleyIndex++;
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}
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else
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{
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// 如果目标用完了,重新生成(对于持续攻击)
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GenerateVolleyTargets(flyOver);
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if (currentVolleyTargets.Count > 0)
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{
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FireShell(flyOver, currentVolleyTargets[0]);
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currentVolleyIndex = 1;
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}
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}
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}
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}
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private void FireShell(FlyOver flyOver)
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// 修复3:生成一轮炮击的所有目标
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private void GenerateVolleyTargets(FlyOver flyOver)
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{
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currentVolleyTargets.Clear();
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currentVolleyIndex = 0;
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for (int i = 0; i < Props.shellsPerVolley * 3; i++) // 生成足够的目标
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{
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IntVec3 target;
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if (Props.useMicroTracking && Props.useFactionDiscrimination && cachedTargets.Count > 0)
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{
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target = SelectTargetFromCache(flyOver);
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}
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else
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{
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target = SelectRandomTargetInRadius(currentVolleyCenter, flyOver.Map, Props.attackRadius);
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}
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if (target.IsValid && target.InBounds(flyOver.Map))
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{
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currentVolleyTargets.Add(target);
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}
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}
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if (DebugSettings.godMode)
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{
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Log.Message($"Generated {currentVolleyTargets.Count} targets for volley around {currentVolleyCenter}");
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}
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}
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private void FireShell(FlyOver flyOver, IntVec3 shellTarget)
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{
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try
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{
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// 选择炮弹类型
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ThingDef shellDef = SelectShellDef();
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if (shellDef == null)
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{
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@@ -379,24 +405,14 @@ namespace WulaFallenEmpire
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return;
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}
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// 选择目标
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IntVec3 shellTarget;
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if (Props.useMicroTracking && Props.useFactionDiscrimination && microTrackingTargets.Count > 0)
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{
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shellTarget = SelectMicroTrackingTarget(flyOver);
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}
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else
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{
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shellTarget = SelectRandomTarget(flyOver);
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}
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// 关键修复:使用 SkyfallerMaker 创建并立即生成 Skyfaller
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SkyfallerMaker.SpawnSkyfaller(shellDef, shellTarget, flyOver.Map);
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float distanceFromCenter = shellTarget.DistanceTo(currentTarget);
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Log.Message($"Ship Artillery fired shell at {shellTarget} (distance from center: {distanceFromCenter:F1})");
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float distanceFromCenter = shellTarget.DistanceTo(currentVolleyCenter);
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if (DebugSettings.godMode)
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{
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Log.Message($"Ship Artillery fired shell at {shellTarget} (distance from center: {distanceFromCenter:F1})");
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}
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||||
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||||
// 播放音效
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if (Props.attackSound != null)
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{
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||||
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}";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user