声音
This commit is contained in:
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@@ -100,7 +100,7 @@
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|||||||
<defName>WULA_ClearFlightPath</defName>
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<defName>WULA_ClearFlightPath</defName>
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<label>航道净空</label>
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<label>航道净空</label>
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<description>使近地轨道上的舰队离开,以使得其他乌拉帝国舰队可以入场</description>
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<description>使近地轨道上的舰队离开,以使得其他乌拉帝国舰队可以入场</description>
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||||||
<iconPath>Wula/UI/Abilities/WULA_CallConstructionShip</iconPath>
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<iconPath>Wula/UI/Abilities/WULA_ClearFlightPath</iconPath>
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<cooldownTicksRange>1</cooldownTicksRange>
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<cooldownTicksRange>1</cooldownTicksRange>
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<hotKey>Misc12</hotKey>
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<hotKey>Misc12</hotKey>
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<casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
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<casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
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@@ -918,8 +918,8 @@
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<bombardmentWidth>35</bombardmentWidth>
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<bombardmentWidth>35</bombardmentWidth>
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<bombardmentLength>70</bombardmentLength>
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<bombardmentLength>70</bombardmentLength>
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<targetSelectionChance>0.1</targetSelectionChance>
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<targetSelectionChance>0.1</targetSelectionChance>
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<minTargetCells>16</minTargetCells>
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<minTargetCells>8</minTargetCells>
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<maxTargetCells>16</maxTargetCells>
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<maxTargetCells>8</maxTargetCells>
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<warmupTicks>240</warmupTicks>
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<warmupTicks>240</warmupTicks>
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<rowDelayTicks>30</rowDelayTicks>
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<rowDelayTicks>30</rowDelayTicks>
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<impactDelayTicks>2</impactDelayTicks>
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<impactDelayTicks>2</impactDelayTicks>
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@@ -52,10 +52,6 @@
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</conditions>
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</conditions>
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<hideWhenDisabled>false</hideWhenDisabled>
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<hideWhenDisabled>false</hideWhenDisabled>
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||||||
<useCustomColors>false</useCustomColors>
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<useCustomColors>false</useCustomColors>
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||||||
<normalColor>(255,255,255,255)</normalColor>
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<hoverColor>(157,201,185,195)</hoverColor>
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<textColor>(255,255,255,255)</textColor>
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<textHoverColor>(255,255,255,255)</textHoverColor>
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<optionEffects>
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<optionEffects>
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<li>
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<li>
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<effects>
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<effects>
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@@ -77,15 +73,11 @@
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</li>
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</li>
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</conditions>
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</conditions>
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<useCustomColors>false</useCustomColors>
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<useCustomColors>false</useCustomColors>
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<normalColor>(255,255,255,255)</normalColor>
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<hoverColor>(157,201,185,195)</hoverColor>
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<textColor>(255,255,255,255)</textColor>
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<textHoverColor>(255,255,255,255)</textHoverColor>
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<optionEffects>
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<optionEffects>
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<li>
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<li>
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<effects>
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<effects>
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<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
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<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
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<defName>WULA_GiveQuest_Colony_Promotion_UI_1</defName>
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<defName>WULA_Colony_Promotion_UI_1</defName>
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</li>
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</li>
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<li Class="WulaFallenEmpire.Effect_CloseDialog" />
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<li Class="WulaFallenEmpire.Effect_CloseDialog" />
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</effects>
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</effects>
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@@ -95,10 +87,6 @@
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<li>
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<li>
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<label>再见</label>
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<label>再见</label>
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<useCustomColors>false</useCustomColors>
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<useCustomColors>false</useCustomColors>
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<normalColor>(255,255,255,255)</normalColor>
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<hoverColor>(157,201,185,195)</hoverColor>
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<textColor>(255,255,255,255)</textColor>
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<textHoverColor>(255,255,255,255)</textHoverColor>
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<optionEffects>
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<optionEffects>
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<li>
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<li>
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<effects>
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<effects>
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@@ -222,10 +210,6 @@
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<li>
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<li>
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<label>还有其他事情···</label>
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<label>还有其他事情···</label>
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<useCustomColors>false</useCustomColors>
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<useCustomColors>false</useCustomColors>
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<normalColor>(255,255,255,255)</normalColor>
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<hoverColor>(157,201,185,195)</hoverColor>
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<textColor>(255,255,255,255)</textColor>
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<textHoverColor>(255,255,255,255)</textHoverColor>
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<optionEffects>
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<optionEffects>
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<li>
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<li>
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<effects>
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<effects>
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@@ -670,10 +654,6 @@
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<li>
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<li>
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<label>好的</label>
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<label>好的</label>
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<useCustomColors>false</useCustomColors>
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<useCustomColors>false</useCustomColors>
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<normalColor>(255,255,255,255)</normalColor>
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<hoverColor>(157,201,185,195)</hoverColor>
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<textColor>(255,255,255,255)</textColor>
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<textHoverColor>(255,255,255,255)</textHoverColor>
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<optionEffects>
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<optionEffects>
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<li>
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<li>
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<effects>
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<effects>
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@@ -210,10 +210,6 @@
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<li>
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<li>
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<label>下次一定</label>
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<label>下次一定</label>
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<useCustomColors>false</useCustomColors>
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<useCustomColors>false</useCustomColors>
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<normalColor>(255,255,255,255)</normalColor>
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<hoverColor>(157,201,185,195)</hoverColor>
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<textColor>(255,255,255,255)</textColor>
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<textHoverColor>(255,255,255,255)</textHoverColor>
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<optionEffects>
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<optionEffects>
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<li>
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<li>
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<effects>
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<effects>
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@@ -1,7 +1,7 @@
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<?xml version="1.0" encoding="utf-8" ?>
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<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<Defs>
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<WulaFallenEmpire.EventDef>
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<WulaFallenEmpire.EventDef>
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<defName>WULA_GiveQuest_Colony_Promotion_UI_1</defName>
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<defName>WULA_Colony_Promotion_UI_1</defName>
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<label>未知通讯</label>
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<label>未知通讯</label>
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<portraitPath>Wula/Events/Portraits/WULA_Legion_2</portraitPath>
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<portraitPath>Wula/Events/Portraits/WULA_Legion_2</portraitPath>
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<characterName>「军团」,P.I.A</characterName>
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<characterName>「军团」,P.I.A</characterName>
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@@ -12,17 +12,24 @@
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<li>
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<li>
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<label>我们准备好了</label>
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<label>我们准备好了</label>
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<useCustomColors>false</useCustomColors>
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<useCustomColors>false</useCustomColors>
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<normalColor>(255,255,255,255)</normalColor>
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<hideWhenDisabled>false</hideWhenDisabled>
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<hoverColor>(157,201,185,195)</hoverColor>
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<disabledReason>我记得我已经送了一个分体去你们殖民地了?在30天内,我不会再派出审查队。</disabledReason>
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<textColor>(255,255,255,255)</textColor>
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<conditions>
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<textHoverColor>(255,255,255,255)</textHoverColor>
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<li Class="WulaFallenEmpire.Condition_FlagNotExists">
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<flagName>WULA_Colony_Promotion_Lock</flagName>
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</li>
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</conditions>
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<optionEffects>
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<optionEffects>
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<li>
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<li>
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<effects>
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<effects>
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<li Class="WulaFallenEmpire.Effect_CloseDialog" />
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<li Class="WulaFallenEmpire.Effect_SetTimedFlag">
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<flagName>WULA_Colony_Promotion_Lock</flagName>
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<durationTicks>1800000</durationTicks>
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</li>
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<li Class="WulaFallenEmpire.Effect_AddQuest">
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<li Class="WulaFallenEmpire.Effect_AddQuest">
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<quest>WULA_Colony_Promotion</quest>
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<quest>WULA_Colony_Promotion</quest>
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</li>
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</li>
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<li Class="WulaFallenEmpire.Effect_CloseDialog" />
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</effects>
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</effects>
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</li>
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</li>
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</optionEffects>
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</optionEffects>
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@@ -30,10 +37,6 @@
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<li>
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<li>
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<label>现在不是太合适···</label>
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<label>现在不是太合适···</label>
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<useCustomColors>false</useCustomColors>
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<useCustomColors>false</useCustomColors>
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<normalColor>(255,255,255,255)</normalColor>
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<hoverColor>(157,201,185,195)</hoverColor>
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<textColor>(255,255,255,255)</textColor>
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<textHoverColor>(255,255,255,255)</textHoverColor>
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<optionEffects>
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<optionEffects>
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<li>
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<li>
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<effects>
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<effects>
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@@ -328,9 +331,9 @@
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<parms>
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<parms>
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<allowedThreats>Raids</allowedThreats>
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<allowedThreats>Raids</allowedThreats>
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<onDays>1.0</onDays>
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<onDays>1.0</onDays>
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<offDays>0.5</offDays>
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<offDays>1.5</offDays>
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<minSpacingDays>0.04</minSpacingDays>
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<minSpacingDays>0.04</minSpacingDays>
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<numIncidentsRange>1~1.5</numIncidentsRange>
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<numIncidentsRange>1~1</numIncidentsRange>
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<currentThreatPointsFactor>1.1</currentThreatPointsFactor>
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<currentThreatPointsFactor>1.1</currentThreatPointsFactor>
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<minThreatPoints>500</minThreatPoints>
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<minThreatPoints>500</minThreatPoints>
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</parms>
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</parms>
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@@ -375,7 +378,7 @@
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</li>
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</li>
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||||||
<li Class="QuestNode_End">
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<li Class="QuestNode_End">
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<outcome>Fail</outcome>
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<outcome>Fail</outcome>
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<goodwillChangeAmount>-5</goodwillChangeAmount>
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<goodwillChangeAmount>-30</goodwillChangeAmount>
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||||||
<goodwillChangeFactionOf>$asker</goodwillChangeFactionOf>
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<goodwillChangeFactionOf>$asker</goodwillChangeFactionOf>
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||||||
<goodwillChangeReason>QuestPawnArrested</goodwillChangeReason>
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<goodwillChangeReason>QuestPawnArrested</goodwillChangeReason>
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||||||
</li>
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</li>
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@@ -395,7 +398,7 @@
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|||||||
</li>
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</li>
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||||||
<li Class="QuestNode_End">
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<li Class="QuestNode_End">
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||||||
<outcome>Fail</outcome>
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<outcome>Fail</outcome>
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||||||
<goodwillChangeAmount>-5</goodwillChangeAmount>
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<goodwillChangeAmount>-30</goodwillChangeAmount>
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||||||
<goodwillChangeFactionOf>$asker</goodwillChangeFactionOf>
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<goodwillChangeFactionOf>$asker</goodwillChangeFactionOf>
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<goodwillChangeReason>PerformedHarmfulSurgery</goodwillChangeReason>
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<goodwillChangeReason>PerformedHarmfulSurgery</goodwillChangeReason>
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||||||
</li>
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</li>
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||||||
@@ -415,7 +418,7 @@
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|||||||
</li>
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</li>
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||||||
<li Class="QuestNode_End">
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<li Class="QuestNode_End">
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||||||
<outcome>Fail</outcome>
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<outcome>Fail</outcome>
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||||||
<goodwillChangeAmount>-5</goodwillChangeAmount>
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<goodwillChangeAmount>-30</goodwillChangeAmount>
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||||||
<goodwillChangeFactionOf>$asker</goodwillChangeFactionOf>
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<goodwillChangeFactionOf>$asker</goodwillChangeFactionOf>
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||||||
<goodwillChangeReason>XenogermAbsorbed</goodwillChangeReason>
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<goodwillChangeReason>XenogermAbsorbed</goodwillChangeReason>
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||||||
</li>
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</li>
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||||||
@@ -435,7 +438,7 @@
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|||||||
</li>
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</li>
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||||||
<li Class="QuestNode_End">
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<li Class="QuestNode_End">
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||||||
<outcome>Fail</outcome>
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<outcome>Fail</outcome>
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||||||
<goodwillChangeAmount>-5</goodwillChangeAmount>
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<goodwillChangeAmount>-30</goodwillChangeAmount>
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||||||
<goodwillChangeFactionOf>$asker</goodwillChangeFactionOf>
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<goodwillChangeFactionOf>$asker</goodwillChangeFactionOf>
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||||||
<goodwillChangeReason>QuestPawnLost</goodwillChangeReason>
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<goodwillChangeReason>QuestPawnLost</goodwillChangeReason>
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||||||
</li>
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</li>
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||||||
@@ -455,7 +458,7 @@
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</li>
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</li>
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||||||
<li Class="QuestNode_End">
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<li Class="QuestNode_End">
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||||||
<outcome>Fail</outcome>
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<outcome>Fail</outcome>
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||||||
<goodwillChangeAmount>-5</goodwillChangeAmount>
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<goodwillChangeAmount>-30</goodwillChangeAmount>
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<goodwillChangeFactionOf>$asker</goodwillChangeFactionOf>
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<goodwillChangeFactionOf>$asker</goodwillChangeFactionOf>
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<goodwillChangeReason>ShuttleDestroyed</goodwillChangeReason>
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<goodwillChangeReason>ShuttleDestroyed</goodwillChangeReason>
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</li>
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</li>
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@@ -475,7 +478,7 @@
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</li>
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</li>
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<li Class="QuestNode_End">
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<li Class="QuestNode_End">
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||||||
<outcome>Fail</outcome>
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<outcome>Fail</outcome>
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||||||
<goodwillChangeAmount>-5</goodwillChangeAmount>
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<goodwillChangeAmount>-30</goodwillChangeAmount>
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||||||
<goodwillChangeFactionOf>$asker</goodwillChangeFactionOf>
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<goodwillChangeFactionOf>$asker</goodwillChangeFactionOf>
|
||||||
<goodwillChangeReason>QuestPawnLost</goodwillChangeReason>
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<goodwillChangeReason>QuestPawnLost</goodwillChangeReason>
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||||||
</li>
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</li>
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@@ -493,7 +496,7 @@
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</li>
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</li>
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<li Class="WulaFallenEmpire.QuestNode_EventLetter">
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<li Class="WulaFallenEmpire.QuestNode_EventLetter">
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<inSignal>pickupShipThing.SentSatisfied</inSignal>
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<inSignal>pickupShipThing.SentSatisfied</inSignal>
|
||||||
<eventDefName>WULA_GiveQuest_Colony_Promotion_UI_2</eventDefName>
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<eventDefName>WULA_Colony_Promotion_UI_2</eventDefName>
|
||||||
</li>
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</li>
|
||||||
<li Class="QuestNode_End">
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<li Class="QuestNode_End">
|
||||||
<outcome>Success</outcome>
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<outcome>Success</outcome>
|
||||||
@@ -513,7 +516,7 @@
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|||||||
</li>
|
</li>
|
||||||
<li Class="QuestNode_End">
|
<li Class="QuestNode_End">
|
||||||
<outcome>Fail</outcome>
|
<outcome>Fail</outcome>
|
||||||
<goodwillChangeAmount>-5</goodwillChangeAmount>
|
<goodwillChangeAmount>-30</goodwillChangeAmount>
|
||||||
<goodwillChangeFactionOf>$asker</goodwillChangeFactionOf>
|
<goodwillChangeFactionOf>$asker</goodwillChangeFactionOf>
|
||||||
<goodwillChangeReason>MemberMissedShuttle</goodwillChangeReason>
|
<goodwillChangeReason>MemberMissedShuttle</goodwillChangeReason>
|
||||||
</li>
|
</li>
|
||||||
@@ -544,7 +547,7 @@
|
|||||||
</root>
|
</root>
|
||||||
</ThingSetMakerDef>
|
</ThingSetMakerDef>
|
||||||
<WulaFallenEmpire.EventDef>
|
<WulaFallenEmpire.EventDef>
|
||||||
<defName>WULA_GiveQuest_Colony_Promotion_UI_2</defName>
|
<defName>WULA_Colony_Promotion_UI_2</defName>
|
||||||
<label>未知通讯</label>
|
<label>未知通讯</label>
|
||||||
<portraitPath>Wula/Events/Portraits/WULA_Legion_2</portraitPath>
|
<portraitPath>Wula/Events/Portraits/WULA_Legion_2</portraitPath>
|
||||||
<characterName>「军团」,P.I.A</characterName>
|
<characterName>「军团」,P.I.A</characterName>
|
||||||
@@ -576,10 +579,6 @@
|
|||||||
<li>
|
<li>
|
||||||
<label>帝国荣光永存</label>
|
<label>帝国荣光永存</label>
|
||||||
<useCustomColors>false</useCustomColors>
|
<useCustomColors>false</useCustomColors>
|
||||||
<normalColor>(255,255,255,255)</normalColor>
|
|
||||||
<hoverColor>(157,201,185,195)</hoverColor>
|
|
||||||
<textColor>(255,255,255,255)</textColor>
|
|
||||||
<textHoverColor>(255,255,255,255)</textHoverColor>
|
|
||||||
<optionEffects>
|
<optionEffects>
|
||||||
<li>
|
<li>
|
||||||
<effects>
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<effects>
|
||||||
|
|||||||
@@ -60,10 +60,6 @@
|
|||||||
<li>
|
<li>
|
||||||
<label>你是谁?</label>
|
<label>你是谁?</label>
|
||||||
<useCustomColors>false</useCustomColors>
|
<useCustomColors>false</useCustomColors>
|
||||||
<normalColor>(255,255,255,255)</normalColor>
|
|
||||||
<hoverColor>(157,201,185,195)</hoverColor>
|
|
||||||
<textColor>(255,255,255,255)</textColor>
|
|
||||||
<textHoverColor>(255,255,255,255)</textHoverColor>
|
|
||||||
<optionEffects>
|
<optionEffects>
|
||||||
<li>
|
<li>
|
||||||
<effects>
|
<effects>
|
||||||
@@ -78,10 +74,6 @@
|
|||||||
<li>
|
<li>
|
||||||
<label>我们需要做什么?(发展流程)</label>
|
<label>我们需要做什么?(发展流程)</label>
|
||||||
<useCustomColors>false</useCustomColors>
|
<useCustomColors>false</useCustomColors>
|
||||||
<normalColor>(255,255,255,255)</normalColor>
|
|
||||||
<hoverColor>(157,201,185,195)</hoverColor>
|
|
||||||
<textColor>(255,255,255,255)</textColor>
|
|
||||||
<textHoverColor>(255,255,255,255)</textHoverColor>
|
|
||||||
<optionEffects>
|
<optionEffects>
|
||||||
<li>
|
<li>
|
||||||
<effects>
|
<effects>
|
||||||
@@ -96,10 +88,6 @@
|
|||||||
<li>
|
<li>
|
||||||
<label>收到,帝国荣光永存</label>
|
<label>收到,帝国荣光永存</label>
|
||||||
<useCustomColors>false</useCustomColors>
|
<useCustomColors>false</useCustomColors>
|
||||||
<normalColor>(255,255,255,255)</normalColor>
|
|
||||||
<hoverColor>(157,201,185,195)</hoverColor>
|
|
||||||
<textColor>(255,255,255,255)</textColor>
|
|
||||||
<textHoverColor>(255,255,255,255)</textHoverColor>
|
|
||||||
<optionEffects>
|
<optionEffects>
|
||||||
<li>
|
<li>
|
||||||
<effects>
|
<effects>
|
||||||
@@ -125,10 +113,6 @@
|
|||||||
<li>
|
<li>
|
||||||
<label>行星封锁机关?</label>
|
<label>行星封锁机关?</label>
|
||||||
<useCustomColors>false</useCustomColors>
|
<useCustomColors>false</useCustomColors>
|
||||||
<normalColor>(255,255,255,255)</normalColor>
|
|
||||||
<hoverColor>(157,201,185,195)</hoverColor>
|
|
||||||
<textColor>(255,255,255,255)</textColor>
|
|
||||||
<textHoverColor>(255,255,255,255)</textHoverColor>
|
|
||||||
<optionEffects>
|
<optionEffects>
|
||||||
<li>
|
<li>
|
||||||
<effects>
|
<effects>
|
||||||
@@ -143,10 +127,6 @@
|
|||||||
<li>
|
<li>
|
||||||
<label>机械行会?</label>
|
<label>机械行会?</label>
|
||||||
<useCustomColors>false</useCustomColors>
|
<useCustomColors>false</useCustomColors>
|
||||||
<normalColor>(255,255,255,255)</normalColor>
|
|
||||||
<hoverColor>(157,201,185,195)</hoverColor>
|
|
||||||
<textColor>(255,255,255,255)</textColor>
|
|
||||||
<textHoverColor>(255,255,255,255)</textHoverColor>
|
|
||||||
<optionEffects>
|
<optionEffects>
|
||||||
<li>
|
<li>
|
||||||
<effects>
|
<effects>
|
||||||
@@ -161,10 +141,6 @@
|
|||||||
<li>
|
<li>
|
||||||
<label>我们没有相关问题了···</label>
|
<label>我们没有相关问题了···</label>
|
||||||
<useCustomColors>false</useCustomColors>
|
<useCustomColors>false</useCustomColors>
|
||||||
<normalColor>(255,255,255,255)</normalColor>
|
|
||||||
<hoverColor>(157,201,185,195)</hoverColor>
|
|
||||||
<textColor>(255,255,255,255)</textColor>
|
|
||||||
<textHoverColor>(255,255,255,255)</textHoverColor>
|
|
||||||
<optionEffects>
|
<optionEffects>
|
||||||
<li>
|
<li>
|
||||||
<effects>
|
<effects>
|
||||||
@@ -190,10 +166,6 @@
|
|||||||
<li>
|
<li>
|
||||||
<label>我们还有别的问题···</label>
|
<label>我们还有别的问题···</label>
|
||||||
<useCustomColors>false</useCustomColors>
|
<useCustomColors>false</useCustomColors>
|
||||||
<normalColor>(255,255,255,255)</normalColor>
|
|
||||||
<hoverColor>(157,201,185,195)</hoverColor>
|
|
||||||
<textColor>(255,255,255,255)</textColor>
|
|
||||||
<textHoverColor>(255,255,255,255)</textHoverColor>
|
|
||||||
<optionEffects>
|
<optionEffects>
|
||||||
<li>
|
<li>
|
||||||
<effects>
|
<effects>
|
||||||
@@ -208,10 +180,6 @@
|
|||||||
<li>
|
<li>
|
||||||
<label>我们没有相关问题了···</label>
|
<label>我们没有相关问题了···</label>
|
||||||
<useCustomColors>false</useCustomColors>
|
<useCustomColors>false</useCustomColors>
|
||||||
<normalColor>(255,255,255,255)</normalColor>
|
|
||||||
<hoverColor>(157,201,185,195)</hoverColor>
|
|
||||||
<textColor>(255,255,255,255)</textColor>
|
|
||||||
<textHoverColor>(255,255,255,255)</textHoverColor>
|
|
||||||
<optionEffects>
|
<optionEffects>
|
||||||
<li>
|
<li>
|
||||||
<effects>
|
<effects>
|
||||||
@@ -237,10 +205,6 @@
|
|||||||
<li>
|
<li>
|
||||||
<label>我们还有别的问题···</label>
|
<label>我们还有别的问题···</label>
|
||||||
<useCustomColors>false</useCustomColors>
|
<useCustomColors>false</useCustomColors>
|
||||||
<normalColor>(255,255,255,255)</normalColor>
|
|
||||||
<hoverColor>(157,201,185,195)</hoverColor>
|
|
||||||
<textColor>(255,255,255,255)</textColor>
|
|
||||||
<textHoverColor>(255,255,255,255)</textHoverColor>
|
|
||||||
<optionEffects>
|
<optionEffects>
|
||||||
<li>
|
<li>
|
||||||
<effects>
|
<effects>
|
||||||
@@ -255,10 +219,6 @@
|
|||||||
<li>
|
<li>
|
||||||
<label>我们没有相关问题了···</label>
|
<label>我们没有相关问题了···</label>
|
||||||
<useCustomColors>false</useCustomColors>
|
<useCustomColors>false</useCustomColors>
|
||||||
<normalColor>(255,255,255,255)</normalColor>
|
|
||||||
<hoverColor>(157,201,185,195)</hoverColor>
|
|
||||||
<textColor>(255,255,255,255)</textColor>
|
|
||||||
<textHoverColor>(255,255,255,255)</textHoverColor>
|
|
||||||
<optionEffects>
|
<optionEffects>
|
||||||
<li>
|
<li>
|
||||||
<effects>
|
<effects>
|
||||||
@@ -284,10 +244,6 @@
|
|||||||
<li>
|
<li>
|
||||||
<label>我们还有别的问题···</label>
|
<label>我们还有别的问题···</label>
|
||||||
<useCustomColors>false</useCustomColors>
|
<useCustomColors>false</useCustomColors>
|
||||||
<normalColor>(255,255,255,255)</normalColor>
|
|
||||||
<hoverColor>(157,201,185,195)</hoverColor>
|
|
||||||
<textColor>(255,255,255,255)</textColor>
|
|
||||||
<textHoverColor>(255,255,255,255)</textHoverColor>
|
|
||||||
<optionEffects>
|
<optionEffects>
|
||||||
<li>
|
<li>
|
||||||
<effects>
|
<effects>
|
||||||
@@ -302,10 +258,6 @@
|
|||||||
<li>
|
<li>
|
||||||
<label>我们没有相关问题了···</label>
|
<label>我们没有相关问题了···</label>
|
||||||
<useCustomColors>false</useCustomColors>
|
<useCustomColors>false</useCustomColors>
|
||||||
<normalColor>(255,255,255,255)</normalColor>
|
|
||||||
<hoverColor>(157,201,185,195)</hoverColor>
|
|
||||||
<textColor>(255,255,255,255)</textColor>
|
|
||||||
<textHoverColor>(255,255,255,255)</textHoverColor>
|
|
||||||
<optionEffects>
|
<optionEffects>
|
||||||
<li>
|
<li>
|
||||||
<effects>
|
<effects>
|
||||||
@@ -331,10 +283,6 @@
|
|||||||
<li>
|
<li>
|
||||||
<label>你是谁?</label>
|
<label>你是谁?</label>
|
||||||
<useCustomColors>false</useCustomColors>
|
<useCustomColors>false</useCustomColors>
|
||||||
<normalColor>(255,255,255,255)</normalColor>
|
|
||||||
<hoverColor>(157,201,185,195)</hoverColor>
|
|
||||||
<textColor>(255,255,255,255)</textColor>
|
|
||||||
<textHoverColor>(255,255,255,255)</textHoverColor>
|
|
||||||
<optionEffects>
|
<optionEffects>
|
||||||
<li>
|
<li>
|
||||||
<effects>
|
<effects>
|
||||||
@@ -349,10 +297,6 @@
|
|||||||
<li>
|
<li>
|
||||||
<label>我们需要做什么?(发展流程)</label>
|
<label>我们需要做什么?(发展流程)</label>
|
||||||
<useCustomColors>false</useCustomColors>
|
<useCustomColors>false</useCustomColors>
|
||||||
<normalColor>(255,255,255,255)</normalColor>
|
|
||||||
<hoverColor>(157,201,185,195)</hoverColor>
|
|
||||||
<textColor>(255,255,255,255)</textColor>
|
|
||||||
<textHoverColor>(255,255,255,255)</textHoverColor>
|
|
||||||
<optionEffects>
|
<optionEffects>
|
||||||
<li>
|
<li>
|
||||||
<effects>
|
<effects>
|
||||||
@@ -367,10 +311,6 @@
|
|||||||
<li>
|
<li>
|
||||||
<label>收到,帝国荣光永存</label>
|
<label>收到,帝国荣光永存</label>
|
||||||
<useCustomColors>false</useCustomColors>
|
<useCustomColors>false</useCustomColors>
|
||||||
<normalColor>(255,255,255,255)</normalColor>
|
|
||||||
<hoverColor>(157,201,185,195)</hoverColor>
|
|
||||||
<textColor>(255,255,255,255)</textColor>
|
|
||||||
<textHoverColor>(255,255,255,255)</textHoverColor>
|
|
||||||
<optionEffects>
|
<optionEffects>
|
||||||
<li>
|
<li>
|
||||||
<effects>
|
<effects>
|
||||||
@@ -396,10 +336,6 @@
|
|||||||
<li>
|
<li>
|
||||||
<label>(结束通讯)</label>
|
<label>(结束通讯)</label>
|
||||||
<useCustomColors>false</useCustomColors>
|
<useCustomColors>false</useCustomColors>
|
||||||
<normalColor>(255,255,255,255)</normalColor>
|
|
||||||
<hoverColor>(157,201,185,195)</hoverColor>
|
|
||||||
<textColor>(255,255,255,255)</textColor>
|
|
||||||
<textHoverColor>(255,255,255,255)</textHoverColor>
|
|
||||||
<optionEffects>
|
<optionEffects>
|
||||||
<li>
|
<li>
|
||||||
<effects>
|
<effects>
|
||||||
|
|||||||
@@ -418,10 +418,6 @@
|
|||||||
<li>
|
<li>
|
||||||
<label>你们是谁?</label>
|
<label>你们是谁?</label>
|
||||||
<useCustomColors>false</useCustomColors>
|
<useCustomColors>false</useCustomColors>
|
||||||
<normalColor>(255,255,255,255)</normalColor>
|
|
||||||
<hoverColor>(157,201,185,195)</hoverColor>
|
|
||||||
<textColor>(255,255,255,255)</textColor>
|
|
||||||
<textHoverColor>(255,255,255,255)</textHoverColor>
|
|
||||||
<optionEffects>
|
<optionEffects>
|
||||||
<li>
|
<li>
|
||||||
<effects>
|
<effects>
|
||||||
@@ -436,10 +432,6 @@
|
|||||||
<li>
|
<li>
|
||||||
<label>我们能得到什么好处?</label>
|
<label>我们能得到什么好处?</label>
|
||||||
<useCustomColors>false</useCustomColors>
|
<useCustomColors>false</useCustomColors>
|
||||||
<normalColor>(255,255,255,255)</normalColor>
|
|
||||||
<hoverColor>(157,201,185,195)</hoverColor>
|
|
||||||
<textColor>(255,255,255,255)</textColor>
|
|
||||||
<textHoverColor>(255,255,255,255)</textHoverColor>
|
|
||||||
<optionEffects>
|
<optionEffects>
|
||||||
<li>
|
<li>
|
||||||
<effects>
|
<effects>
|
||||||
@@ -454,10 +446,6 @@
|
|||||||
<li>
|
<li>
|
||||||
<label>好的,我们会留意的</label>
|
<label>好的,我们会留意的</label>
|
||||||
<useCustomColors>false</useCustomColors>
|
<useCustomColors>false</useCustomColors>
|
||||||
<normalColor>(255,255,255,255)</normalColor>
|
|
||||||
<hoverColor>(157,201,185,195)</hoverColor>
|
|
||||||
<textColor>(255,255,255,255)</textColor>
|
|
||||||
<textHoverColor>(255,255,255,255)</textHoverColor>
|
|
||||||
<optionEffects>
|
<optionEffects>
|
||||||
<li>
|
<li>
|
||||||
<effects>
|
<effects>
|
||||||
@@ -480,10 +468,6 @@
|
|||||||
<li>
|
<li>
|
||||||
<label>还有别的事情···</label>
|
<label>还有别的事情···</label>
|
||||||
<useCustomColors>false</useCustomColors>
|
<useCustomColors>false</useCustomColors>
|
||||||
<normalColor>(255,255,255,255)</normalColor>
|
|
||||||
<hoverColor>(157,201,185,195)</hoverColor>
|
|
||||||
<textColor>(255,255,255,255)</textColor>
|
|
||||||
<textHoverColor>(255,255,255,255)</textHoverColor>
|
|
||||||
<optionEffects>
|
<optionEffects>
|
||||||
<li>
|
<li>
|
||||||
<effects>
|
<effects>
|
||||||
@@ -509,10 +493,6 @@
|
|||||||
<li>
|
<li>
|
||||||
<label>还有别的事情···</label>
|
<label>还有别的事情···</label>
|
||||||
<useCustomColors>false</useCustomColors>
|
<useCustomColors>false</useCustomColors>
|
||||||
<normalColor>(255,255,255,255)</normalColor>
|
|
||||||
<hoverColor>(157,201,185,195)</hoverColor>
|
|
||||||
<textColor>(255,255,255,255)</textColor>
|
|
||||||
<textHoverColor>(255,255,255,255)</textHoverColor>
|
|
||||||
<optionEffects>
|
<optionEffects>
|
||||||
<li>
|
<li>
|
||||||
<effects>
|
<effects>
|
||||||
@@ -538,10 +518,6 @@
|
|||||||
<li>
|
<li>
|
||||||
<label>我们好像还不知道你的名字?</label>
|
<label>我们好像还不知道你的名字?</label>
|
||||||
<useCustomColors>false</useCustomColors>
|
<useCustomColors>false</useCustomColors>
|
||||||
<normalColor>(255,255,255,255)</normalColor>
|
|
||||||
<hoverColor>(157,201,185,195)</hoverColor>
|
|
||||||
<textColor>(255,255,255,255)</textColor>
|
|
||||||
<textHoverColor>(255,255,255,255)</textHoverColor>
|
|
||||||
<optionEffects>
|
<optionEffects>
|
||||||
<li>
|
<li>
|
||||||
<effects>
|
<effects>
|
||||||
@@ -595,10 +571,6 @@
|
|||||||
<li>
|
<li>
|
||||||
<label>好的,奖励我们就收下了</label>
|
<label>好的,奖励我们就收下了</label>
|
||||||
<useCustomColors>false</useCustomColors>
|
<useCustomColors>false</useCustomColors>
|
||||||
<normalColor>(255,255,255,255)</normalColor>
|
|
||||||
<hoverColor>(157,201,185,195)</hoverColor>
|
|
||||||
<textColor>(255,255,255,255)</textColor>
|
|
||||||
<textHoverColor>(255,255,255,255)</textHoverColor>
|
|
||||||
<optionEffects>
|
<optionEffects>
|
||||||
<li>
|
<li>
|
||||||
<effects>
|
<effects>
|
||||||
|
|||||||
@@ -204,6 +204,76 @@
|
|||||||
</subSounds>
|
</subSounds>
|
||||||
</SoundDef>
|
</SoundDef>
|
||||||
|
|
||||||
|
|
||||||
|
<SoundDef>
|
||||||
|
<defName>WULA_Firepower_Minigun_Fire_sound</defName>
|
||||||
|
<context>MapOnly</context>
|
||||||
|
<maxSimultaneous>2</maxSimultaneous>
|
||||||
|
<subSounds>
|
||||||
|
<li>
|
||||||
|
<grains>
|
||||||
|
<li Class="AudioGrain_Clip">
|
||||||
|
<clipPath>Wula/WULA_Basttleship_Shootingsound_S</clipPath>
|
||||||
|
</li>
|
||||||
|
</grains>
|
||||||
|
<volumeRange>35</volumeRange>
|
||||||
|
<pitchRange>0.9~1.1</pitchRange>
|
||||||
|
<onCamera>True</onCamera>
|
||||||
|
</li>
|
||||||
|
</subSounds>
|
||||||
|
</SoundDef>
|
||||||
|
<SoundDef>
|
||||||
|
<defName>WULA_Firepower_Cannon_Fire_sound</defName>
|
||||||
|
<context>MapOnly</context>
|
||||||
|
<maxSimultaneous>2</maxSimultaneous>
|
||||||
|
<subSounds>
|
||||||
|
<li>
|
||||||
|
<grains>
|
||||||
|
<li Class="AudioGrain_Clip">
|
||||||
|
<clipPath>Wula/WULA_Basttleship_Shootingsound_M</clipPath>
|
||||||
|
</li>
|
||||||
|
</grains>
|
||||||
|
<volumeRange>45</volumeRange>
|
||||||
|
<pitchRange>0.9~1.1</pitchRange>
|
||||||
|
<onCamera>True</onCamera>
|
||||||
|
</li>
|
||||||
|
</subSounds>
|
||||||
|
</SoundDef>
|
||||||
|
<SoundDef>
|
||||||
|
<defName>WULA_Firepower_Primary_Cannon_Fire_sound</defName>
|
||||||
|
<context>MapOnly</context>
|
||||||
|
<maxSimultaneous>2</maxSimultaneous>
|
||||||
|
<subSounds>
|
||||||
|
<li>
|
||||||
|
<grains>
|
||||||
|
<li Class="AudioGrain_Clip">
|
||||||
|
<clipPath>Wula/WULA_Basttleship_Shootingsound_L</clipPath>
|
||||||
|
</li>
|
||||||
|
</grains>
|
||||||
|
<volumeRange>55</volumeRange>
|
||||||
|
<pitchRange>0.9~1.1</pitchRange>
|
||||||
|
<onCamera>True</onCamera>
|
||||||
|
</li>
|
||||||
|
</subSounds>
|
||||||
|
</SoundDef>
|
||||||
|
<SoundDef>
|
||||||
|
<defName>WULA_MotherShip_Planet_Interdiction_IncomingSound</defName>
|
||||||
|
<context>MapOnly</context>
|
||||||
|
<maxSimultaneous>2</maxSimultaneous>
|
||||||
|
<subSounds>
|
||||||
|
<li>
|
||||||
|
<grains>
|
||||||
|
<li Class="AudioGrain_Clip">
|
||||||
|
<clipPath>Wula/WULA_MotherShip_Planet_Interdiction_IncomingSound</clipPath>
|
||||||
|
</li>
|
||||||
|
</grains>
|
||||||
|
<volumeRange>55</volumeRange>
|
||||||
|
<pitchRange>0.9~1.1</pitchRange>
|
||||||
|
<onCamera>True</onCamera>
|
||||||
|
</li>
|
||||||
|
</subSounds>
|
||||||
|
</SoundDef>
|
||||||
|
|
||||||
<!-- 单位 -->
|
<!-- 单位 -->
|
||||||
<SoundDef>
|
<SoundDef>
|
||||||
<defName>Pawn_Wula_AI_Heavy_Panzer_Call</defName>
|
<defName>Pawn_Wula_AI_Heavy_Panzer_Call</defName>
|
||||||
|
|||||||
@@ -996,7 +996,7 @@
|
|||||||
</li>
|
</li>
|
||||||
<li Class="CompProperties_Power">
|
<li Class="CompProperties_Power">
|
||||||
<compClass>CompPowerTrader</compClass>
|
<compClass>CompPowerTrader</compClass>
|
||||||
<basePowerConsumption>400</basePowerConsumption>
|
<basePowerConsumption>100</basePowerConsumption>
|
||||||
</li>
|
</li>
|
||||||
</comps>
|
</comps>
|
||||||
</ThingDef>
|
</ThingDef>
|
||||||
|
|||||||
@@ -768,58 +768,8 @@
|
|||||||
<altitudeLayer>MetaOverlays</altitudeLayer>
|
<altitudeLayer>MetaOverlays</altitudeLayer>
|
||||||
<comps>
|
<comps>
|
||||||
<!-- 入场信封信息 -->
|
<!-- 入场信封信息 -->
|
||||||
<li Class="WulaFallenEmpire.CompProperties_SendLetterAfterTicks">
|
<li Class="WulaFallenEmpire.CompProperties_PlaySoundOnSpawn">
|
||||||
<ticksDelay>60</ticksDelay> <!-- 2秒后发送 -->
|
<sound>WULA_MotherShip_Planet_Interdiction_IncomingSound</sound>
|
||||||
<letterLabel>全域封锁</letterLabel>
|
|
||||||
<letterText>全域封锁舰队已抵达,请自行寻找掩护!</letterText>
|
|
||||||
<letterDef>PositiveEvent</letterDef>
|
|
||||||
<onlySendOnce>true</onlySendOnce>
|
|
||||||
<requireOnMap>true</requireOnMap>
|
|
||||||
<destroyAfterSending>false</destroyAfterSending> <!-- 发送后销毁flyover -->
|
|
||||||
</li>
|
|
||||||
<li Class="WulaFallenEmpire.CompProperties_FlyOverEscort">
|
|
||||||
<escortFlyOverDef>WULA_Striker_Escort</escortFlyOverDef>
|
|
||||||
|
|
||||||
<!-- 生成配置 -->
|
|
||||||
<spawnIntervalTicks>1000</spawnIntervalTicks> <!-- 5秒 -->
|
|
||||||
<maxEscorts>30</maxEscorts>
|
|
||||||
<spawnCount>2</spawnCount>
|
|
||||||
|
|
||||||
<!-- 位置配置 -->
|
|
||||||
<spawnDistance>0</spawnDistance>
|
|
||||||
<lateralOffset>100</lateralOffset>
|
|
||||||
<verticalOffset>5</verticalOffset>
|
|
||||||
<useRandomOffset>true</useRandomOffset>
|
|
||||||
<minSafeDistanceBetweenEscorts>10</minSafeDistanceBetweenEscorts> <!-- 伴飞物之间的距离 -->
|
|
||||||
<minSafeDistanceFromMain>70</minSafeDistanceFromMain> <!-- 与主飞行物的距离检查 -->
|
|
||||||
|
|
||||||
<!-- 飞行配置 -->
|
|
||||||
<escortSpeedMultiplier>50</escortSpeedMultiplier> <!-- 比主舰稍快 -->
|
|
||||||
<escortAltitudeOffset>10</escortAltitudeOffset> <!-- 比主舰稍高 -->
|
|
||||||
<mirrorMovement>false</mirrorMovement>
|
|
||||||
|
|
||||||
<!-- 行为配置 -->
|
|
||||||
<spawnOnStart>true</spawnOnStart>
|
|
||||||
<destroyWithParent>false</destroyWithParent>
|
|
||||||
<continuousSpawning>true</continuousSpawning>
|
|
||||||
|
|
||||||
<!-- 外观配置 -->
|
|
||||||
<useParentRotation>true</useParentRotation>
|
|
||||||
|
|
||||||
<!-- 缩放区间配置 -->
|
|
||||||
<escortScaleRange>
|
|
||||||
<min>0.3</min>
|
|
||||||
<max>0.6</max>
|
|
||||||
</escortScaleRange>
|
|
||||||
|
|
||||||
<!-- 高度遮罩配置 -->
|
|
||||||
<useHeightMask>true</useHeightMask>
|
|
||||||
<heightMaskAlphaRange>
|
|
||||||
<min>0.6</min>
|
|
||||||
<max>0.8</max>
|
|
||||||
</heightMaskAlphaRange>
|
|
||||||
<heightMaskColor>(0.7,0.85,1.0,1.0)</heightMaskColor>
|
|
||||||
<heightMaskScaleMultiplier>1.3</heightMaskScaleMultiplier>
|
|
||||||
</li>
|
</li>
|
||||||
<li Class="WulaFallenEmpire.CompProperties_FlyOverEscort">
|
<li Class="WulaFallenEmpire.CompProperties_FlyOverEscort">
|
||||||
<escortFlyOverDef>WULA_BattleShip_Planet_Interdiction</escortFlyOverDef>
|
<escortFlyOverDef>WULA_BattleShip_Planet_Interdiction</escortFlyOverDef>
|
||||||
@@ -831,7 +781,7 @@
|
|||||||
|
|
||||||
<!-- 位置配置 -->
|
<!-- 位置配置 -->
|
||||||
<spawnDistance>0</spawnDistance>
|
<spawnDistance>0</spawnDistance>
|
||||||
<lateralOffset>80</lateralOffset>
|
<lateralOffset>70</lateralOffset>
|
||||||
<verticalOffset>5</verticalOffset>
|
<verticalOffset>5</verticalOffset>
|
||||||
<useRandomOffset>true</useRandomOffset>
|
<useRandomOffset>true</useRandomOffset>
|
||||||
<minSafeDistanceBetweenEscorts>30</minSafeDistanceBetweenEscorts> <!-- 伴飞物之间的距离 -->
|
<minSafeDistanceBetweenEscorts>30</minSafeDistanceBetweenEscorts> <!-- 伴飞物之间的距离 -->
|
||||||
@@ -865,6 +815,17 @@
|
|||||||
<heightMaskColor>(0.7,0.85,1.0,1.0)</heightMaskColor>
|
<heightMaskColor>(0.7,0.85,1.0,1.0)</heightMaskColor>
|
||||||
<heightMaskScaleMultiplier>1.3</heightMaskScaleMultiplier>
|
<heightMaskScaleMultiplier>1.3</heightMaskScaleMultiplier>
|
||||||
</li>
|
</li>
|
||||||
|
<li Class="WulaFallenEmpire.CompProperties_ShipArtillery">
|
||||||
|
<ticksBetweenAttacks>300</ticksBetweenAttacks>
|
||||||
|
<attackDurationTicks>300</attackDurationTicks>
|
||||||
|
<attackRadius>65</attackRadius>
|
||||||
|
<skyfallerDef>WULA_Firepower_Cannon_Salvo_Skyfaller</skyfallerDef>
|
||||||
|
<shellsPerVolley>12</shellsPerVolley>
|
||||||
|
|
||||||
|
<!-- 新增派系甄别配置 -->
|
||||||
|
<useFactionDiscrimination>true</useFactionDiscrimination>
|
||||||
|
<useMicroTracking>true</useMicroTracking>
|
||||||
|
</li>
|
||||||
</comps>
|
</comps>
|
||||||
</ThingDef>
|
</ThingDef>
|
||||||
<ThingDef ParentName="EtherealThingBase">
|
<ThingDef ParentName="EtherealThingBase">
|
||||||
@@ -912,6 +873,50 @@
|
|||||||
<alwaysHaulable>false</alwaysHaulable>
|
<alwaysHaulable>false</alwaysHaulable>
|
||||||
<altitudeLayer>MetaOverlays</altitudeLayer>
|
<altitudeLayer>MetaOverlays</altitudeLayer>
|
||||||
<comps>
|
<comps>
|
||||||
|
<li Class="WulaFallenEmpire.CompProperties_FlyOverEscort">
|
||||||
|
<escortFlyOverDef>WULA_Striker_Escort</escortFlyOverDef>
|
||||||
|
|
||||||
|
<!-- 生成配置 -->
|
||||||
|
<spawnIntervalTicks>1000</spawnIntervalTicks> <!-- 5秒 -->
|
||||||
|
<maxEscorts>30</maxEscorts>
|
||||||
|
<spawnCount>2</spawnCount>
|
||||||
|
|
||||||
|
<!-- 位置配置 -->
|
||||||
|
<spawnDistance>0</spawnDistance>
|
||||||
|
<lateralOffset>100</lateralOffset>
|
||||||
|
<verticalOffset>5</verticalOffset>
|
||||||
|
<useRandomOffset>true</useRandomOffset>
|
||||||
|
<minSafeDistanceBetweenEscorts>10</minSafeDistanceBetweenEscorts> <!-- 伴飞物之间的距离 -->
|
||||||
|
<minSafeDistanceFromMain>70</minSafeDistanceFromMain> <!-- 与主飞行物的距离检查 -->
|
||||||
|
|
||||||
|
<!-- 飞行配置 -->
|
||||||
|
<escortSpeedMultiplier>10</escortSpeedMultiplier> <!-- 比主舰稍快 -->
|
||||||
|
<escortAltitudeOffset>10</escortAltitudeOffset> <!-- 比主舰稍高 -->
|
||||||
|
<mirrorMovement>false</mirrorMovement>
|
||||||
|
|
||||||
|
<!-- 行为配置 -->
|
||||||
|
<spawnOnStart>true</spawnOnStart>
|
||||||
|
<destroyWithParent>false</destroyWithParent>
|
||||||
|
<continuousSpawning>true</continuousSpawning>
|
||||||
|
|
||||||
|
<!-- 外观配置 -->
|
||||||
|
<useParentRotation>true</useParentRotation>
|
||||||
|
|
||||||
|
<!-- 缩放区间配置 -->
|
||||||
|
<escortScaleRange>
|
||||||
|
<min>0.3</min>
|
||||||
|
<max>0.6</max>
|
||||||
|
</escortScaleRange>
|
||||||
|
|
||||||
|
<!-- 高度遮罩配置 -->
|
||||||
|
<useHeightMask>true</useHeightMask>
|
||||||
|
<heightMaskAlphaRange>
|
||||||
|
<min>0.6</min>
|
||||||
|
<max>0.8</max>
|
||||||
|
</heightMaskAlphaRange>
|
||||||
|
<heightMaskColor>(0.7,0.85,1.0,1.0)</heightMaskColor>
|
||||||
|
<heightMaskScaleMultiplier>1.3</heightMaskScaleMultiplier>
|
||||||
|
</li>
|
||||||
<li Class="WulaFallenEmpire.CompProperties_ShipArtillery">
|
<li Class="WulaFallenEmpire.CompProperties_ShipArtillery">
|
||||||
<ticksBetweenAttacks>300</ticksBetweenAttacks>
|
<ticksBetweenAttacks>300</ticksBetweenAttacks>
|
||||||
<attackDurationTicks>300</attackDurationTicks>
|
<attackDurationTicks>300</attackDurationTicks>
|
||||||
@@ -1455,20 +1460,25 @@
|
|||||||
<cameraShake>1</cameraShake>
|
<cameraShake>1</cameraShake>
|
||||||
<rotationCurve>
|
<rotationCurve>
|
||||||
<points>
|
<points>
|
||||||
<li>(0,180)</li>
|
<li>(0,150)</li>
|
||||||
<li>(1, 181)</li>
|
<li>(1, 151)</li>
|
||||||
</points>
|
</points>
|
||||||
</rotationCurve>
|
</rotationCurve>
|
||||||
<angleCurve>
|
<angleCurve>
|
||||||
<points>
|
<points>
|
||||||
<li>(0,0)</li>
|
<li>(0,-30)</li>
|
||||||
<li>(1, 1)</li>
|
<li>(1, -31)</li>
|
||||||
</points>
|
</points>
|
||||||
</angleCurve>
|
</angleCurve>
|
||||||
<explosionRadius>4</explosionRadius>
|
<explosionRadius>4</explosionRadius>
|
||||||
<explosionDamage>WULA_Firepower_Minigun_Strafe_Damage</explosionDamage>
|
<explosionDamage>WULA_Firepower_Minigun_Strafe_Damage</explosionDamage>
|
||||||
<explosionDamageFactor>1</explosionDamageFactor>
|
<explosionDamageFactor>1</explosionDamageFactor>
|
||||||
</skyfaller>
|
</skyfaller>
|
||||||
|
<comps>
|
||||||
|
<li Class="WulaFallenEmpire.CompProperties_PlaySoundOnSpawn">
|
||||||
|
<sound>WULA_Firepower_Minigun_Fire_sound</sound>
|
||||||
|
</li>
|
||||||
|
</comps>
|
||||||
</ThingDef>
|
</ThingDef>
|
||||||
<ThingDef ParentName="SkyfallerBase">
|
<ThingDef ParentName="SkyfallerBase">
|
||||||
<defName>WULA_Firepower_Cannon_Salvo_Skyfaller</defName>
|
<defName>WULA_Firepower_Cannon_Salvo_Skyfaller</defName>
|
||||||
@@ -1493,20 +1503,25 @@
|
|||||||
<cameraShake>1</cameraShake>
|
<cameraShake>1</cameraShake>
|
||||||
<rotationCurve>
|
<rotationCurve>
|
||||||
<points>
|
<points>
|
||||||
<li>(0,180)</li>
|
<li>(0,150)</li>
|
||||||
<li>(1, 181)</li>
|
<li>(1, 151)</li>
|
||||||
</points>
|
</points>
|
||||||
</rotationCurve>
|
</rotationCurve>
|
||||||
<angleCurve>
|
<angleCurve>
|
||||||
<points>
|
<points>
|
||||||
<li>(0,0)</li>
|
<li>(0,-30)</li>
|
||||||
<li>(1, 1)</li>
|
<li>(1, -31)</li>
|
||||||
</points>
|
</points>
|
||||||
</angleCurve>
|
</angleCurve>
|
||||||
<explosionRadius>6</explosionRadius>
|
<explosionRadius>6</explosionRadius>
|
||||||
<explosionDamage>Bomb</explosionDamage>
|
<explosionDamage>WULA_GiantBomb</explosionDamage>
|
||||||
<explosionDamageFactor>0.85</explosionDamageFactor>
|
<explosionDamageFactor>0.28</explosionDamageFactor>
|
||||||
</skyfaller>
|
</skyfaller>
|
||||||
|
<comps>
|
||||||
|
<li Class="WulaFallenEmpire.CompProperties_PlaySoundOnSpawn">
|
||||||
|
<sound>WULA_Firepower_Cannon_Fire_sound</sound>
|
||||||
|
</li>
|
||||||
|
</comps>
|
||||||
</ThingDef>
|
</ThingDef>
|
||||||
<ThingDef ParentName="SkyfallerBase">
|
<ThingDef ParentName="SkyfallerBase">
|
||||||
<defName>WULA_Firepower_Cannon_Surveillance_Skyfaller</defName>
|
<defName>WULA_Firepower_Cannon_Surveillance_Skyfaller</defName>
|
||||||
@@ -1898,14 +1913,14 @@
|
|||||||
<cameraShake>1</cameraShake>
|
<cameraShake>1</cameraShake>
|
||||||
<rotationCurve>
|
<rotationCurve>
|
||||||
<points>
|
<points>
|
||||||
<li>(0,180)</li>
|
<li>(0,150)</li>
|
||||||
<li>(1, 181)</li>
|
<li>(1, 151)</li>
|
||||||
</points>
|
</points>
|
||||||
</rotationCurve>
|
</rotationCurve>
|
||||||
<angleCurve>
|
<angleCurve>
|
||||||
<points>
|
<points>
|
||||||
<li>(0,0)</li>
|
<li>(0,-30)</li>
|
||||||
<li>(1, 1)</li>
|
<li>(1, -31)</li>
|
||||||
</points>
|
</points>
|
||||||
</angleCurve>
|
</angleCurve>
|
||||||
<explosionRadius>35</explosionRadius>
|
<explosionRadius>35</explosionRadius>
|
||||||
@@ -1913,6 +1928,11 @@
|
|||||||
<explosionDamageFactor>1</explosionDamageFactor>
|
<explosionDamageFactor>1</explosionDamageFactor>
|
||||||
<spawnThing>CraterLarge</spawnThing>
|
<spawnThing>CraterLarge</spawnThing>
|
||||||
</skyfaller>
|
</skyfaller>
|
||||||
|
<comps>
|
||||||
|
<li Class="WulaFallenEmpire.CompProperties_PlaySoundOnSpawn">
|
||||||
|
<sound>WULA_Firepower_Primary_Cannon_Fire_sound</sound>
|
||||||
|
</li>
|
||||||
|
</comps>
|
||||||
</ThingDef>
|
</ThingDef>
|
||||||
<ThingDef ParentName="MoteBase">
|
<ThingDef ParentName="MoteBase">
|
||||||
<defName>WULA_DarkMatterBomb_FlashStrong</defName>
|
<defName>WULA_DarkMatterBomb_FlashStrong</defName>
|
||||||
@@ -2048,19 +2068,24 @@
|
|||||||
<cameraShake>1</cameraShake>
|
<cameraShake>1</cameraShake>
|
||||||
<rotationCurve>
|
<rotationCurve>
|
||||||
<points>
|
<points>
|
||||||
<li>(0,180)</li>
|
<li>(0,150)</li>
|
||||||
<li>(1, 181)</li>
|
<li>(1, 151)</li>
|
||||||
</points>
|
</points>
|
||||||
</rotationCurve>
|
</rotationCurve>
|
||||||
<angleCurve>
|
<angleCurve>
|
||||||
<points>
|
<points>
|
||||||
<li>(0,0)</li>
|
<li>(0,-30)</li>
|
||||||
<li>(1, 1)</li>
|
<li>(1, -31)</li>
|
||||||
</points>
|
</points>
|
||||||
</angleCurve>
|
</angleCurve>
|
||||||
<explosionRadius>35</explosionRadius>
|
<explosionRadius>35</explosionRadius>
|
||||||
<explosionDamage>EMP</explosionDamage>
|
<explosionDamage>EMP</explosionDamage>
|
||||||
<explosionDamageFactor>10</explosionDamageFactor>
|
<explosionDamageFactor>10</explosionDamageFactor>
|
||||||
</skyfaller>
|
</skyfaller>
|
||||||
|
<comps>
|
||||||
|
<li Class="WulaFallenEmpire.CompProperties_PlaySoundOnSpawn">
|
||||||
|
<sound>WULA_Firepower_Primary_Cannon_Fire_sound</sound>
|
||||||
|
</li>
|
||||||
|
</comps>
|
||||||
</ThingDef>
|
</ThingDef>
|
||||||
</Defs>
|
</Defs>
|
||||||
@@ -396,6 +396,8 @@
|
|||||||
<graphicClass>Graphic_Single</graphicClass>
|
<graphicClass>Graphic_Single</graphicClass>
|
||||||
<shaderType>CutoutComplex</shaderType>
|
<shaderType>CutoutComplex</shaderType>
|
||||||
</graphicData>
|
</graphicData>
|
||||||
|
<destroyOnDrop>true</destroyOnDrop>
|
||||||
|
<tradeability>None</tradeability>
|
||||||
<equippedAngleOffset>-65</equippedAngleOffset>
|
<equippedAngleOffset>-65</equippedAngleOffset>
|
||||||
<techLevel>Spacer</techLevel>
|
<techLevel>Spacer</techLevel>
|
||||||
<smeltable>false</smeltable>
|
<smeltable>false</smeltable>
|
||||||
@@ -500,8 +502,8 @@
|
|||||||
<defaultProjectile>Bullet_WULA_RW_Base_AR</defaultProjectile>
|
<defaultProjectile>Bullet_WULA_RW_Base_AR</defaultProjectile>
|
||||||
<warmupTime>1</warmupTime>
|
<warmupTime>1</warmupTime>
|
||||||
<range>25</range>
|
<range>25</range>
|
||||||
<burstShotCount>3</burstShotCount>
|
<burstShotCount>5</burstShotCount>
|
||||||
<ticksBetweenBurstShots>3</ticksBetweenBurstShots>
|
<ticksBetweenBurstShots>5</ticksBetweenBurstShots>
|
||||||
<soundCast>Shot_AssaultRifle</soundCast>
|
<soundCast>Shot_AssaultRifle</soundCast>
|
||||||
<soundCastTail>GunTail_Medium</soundCastTail>
|
<soundCastTail>GunTail_Medium</soundCastTail>
|
||||||
<muzzleFlashScale>7</muzzleFlashScale>
|
<muzzleFlashScale>7</muzzleFlashScale>
|
||||||
@@ -513,7 +515,6 @@
|
|||||||
</costList>
|
</costList>
|
||||||
<weaponTags Inherit="False">
|
<weaponTags Inherit="False">
|
||||||
<li>Wula_Ranged_Weapon_T1</li>
|
<li>Wula_Ranged_Weapon_T1</li>
|
||||||
<li>Wula_Assault_Cat_Weapon</li>
|
|
||||||
</weaponTags>
|
</weaponTags>
|
||||||
<comps>
|
<comps>
|
||||||
<li Class="CompProperties_EquippableAbilityReloadable">
|
<li Class="CompProperties_EquippableAbilityReloadable">
|
||||||
@@ -522,6 +523,59 @@
|
|||||||
</li>
|
</li>
|
||||||
</comps>
|
</comps>
|
||||||
</ThingDef>
|
</ThingDef>
|
||||||
|
<!-- 给猫猫的特殊武器,扔在地上会消失、没有人格核心、没有闪光弹 -->
|
||||||
|
<ThingDef ParentName="BaseHumanMakeableGun">
|
||||||
|
<destroyOnDrop>true</destroyOnDrop>
|
||||||
|
<defName>WULA_RW_Base_AR_For_Cat</defName>
|
||||||
|
<label>DLa-1"页岩"</label>
|
||||||
|
<description>乌拉帝国的基础突击步枪,仍然使用可靠的导气式结构驱动自动射击构件,是一种便宜但好用的武器,通常派发给殖民地作自卫武器之用。</description>
|
||||||
|
<tickerType>Normal</tickerType>
|
||||||
|
<techLevel>Spacer</techLevel>
|
||||||
|
<graphicData>
|
||||||
|
<texPath>Wula/Weapon/WULA_RW_Base_AR</texPath>
|
||||||
|
<graphicClass>Graphic_Single</graphicClass>
|
||||||
|
</graphicData>
|
||||||
|
<soundInteract>Interact_Rifle</soundInteract>
|
||||||
|
<tradeability>None</tradeability>
|
||||||
|
<recipeMaker>
|
||||||
|
<recipeUsers Inherit="False">
|
||||||
|
<li>WULA_WeaponArmor_Productor</li>
|
||||||
|
</recipeUsers>
|
||||||
|
<researchPrerequisite>WULA_Synth_Weapon_1_Base_Technology</researchPrerequisite>
|
||||||
|
<unfinishedThingDef>UnfinishedWeapon</unfinishedThingDef>
|
||||||
|
</recipeMaker>
|
||||||
|
<statBases>
|
||||||
|
<WorkToMake>1300</WorkToMake>
|
||||||
|
<!-- <MarketValue>370</MarketValue> -->
|
||||||
|
<Mass>3.5</Mass>
|
||||||
|
<AccuracyTouch>0.75</AccuracyTouch>
|
||||||
|
<AccuracyShort>0.75</AccuracyShort>
|
||||||
|
<AccuracyMedium>0.65</AccuracyMedium>
|
||||||
|
<AccuracyLong>0.45</AccuracyLong>
|
||||||
|
<RangedWeapon_Cooldown>1.2</RangedWeapon_Cooldown>
|
||||||
|
</statBases>
|
||||||
|
<verbs>
|
||||||
|
<li>
|
||||||
|
<verbClass>Verb_Shoot</verbClass>
|
||||||
|
<hasStandardCommand>true</hasStandardCommand>
|
||||||
|
<defaultProjectile>Bullet_WULA_RW_Base_AR</defaultProjectile>
|
||||||
|
<warmupTime>1</warmupTime>
|
||||||
|
<range>25</range>
|
||||||
|
<burstShotCount>5</burstShotCount>
|
||||||
|
<ticksBetweenBurstShots>5</ticksBetweenBurstShots>
|
||||||
|
<soundCast>Shot_AssaultRifle</soundCast>
|
||||||
|
<soundCastTail>GunTail_Medium</soundCastTail>
|
||||||
|
<muzzleFlashScale>7</muzzleFlashScale>
|
||||||
|
</li>
|
||||||
|
</verbs>
|
||||||
|
<costList Inherit="False">
|
||||||
|
<WULA_Alloy>40</WULA_Alloy>
|
||||||
|
<ComponentIndustrial>2</ComponentIndustrial>
|
||||||
|
</costList>
|
||||||
|
<weaponTags Inherit="False">
|
||||||
|
<li>Wula_Assault_Cat_Weapon</li>
|
||||||
|
</weaponTags>
|
||||||
|
</ThingDef>
|
||||||
<ThingDef ParentName="BaseBullet">
|
<ThingDef ParentName="BaseBullet">
|
||||||
<defName>Bullet_WULA_RW_Base_AR</defName>
|
<defName>Bullet_WULA_RW_Base_AR</defName>
|
||||||
<label>子弹</label>
|
<label>子弹</label>
|
||||||
@@ -2195,7 +2249,7 @@
|
|||||||
<defName>WULA_MW_Cheat_Weapon_Ability</defName>
|
<defName>WULA_MW_Cheat_Weapon_Ability</defName>
|
||||||
<label>放逐之门</label>
|
<label>放逐之门</label>
|
||||||
<description>使得目标立刻被放逐——无视一切保护措施,将其从存档中永远擦除。</description>
|
<description>使得目标立刻被放逐——无视一切保护措施,将其从存档中永远擦除。</description>
|
||||||
<iconPath>Wula/UI/Abilities/WULA_RW_Auto_GL_Smoke_Ability</iconPath>
|
<iconPath>Wula/UI/Commands/Wula_Psi_Titan_AreaDamage</iconPath>
|
||||||
<writeCombatLog>True</writeCombatLog>
|
<writeCombatLog>True</writeCombatLog>
|
||||||
<showPsycastEffects>False</showPsycastEffects>
|
<showPsycastEffects>False</showPsycastEffects>
|
||||||
<hotKey>Misc11</hotKey>
|
<hotKey>Misc11</hotKey>
|
||||||
|
|||||||
@@ -301,4 +301,9 @@
|
|||||||
<ToggleAreaDamageDesc>启用或禁用区域伤害效果</ToggleAreaDamageDesc>
|
<ToggleAreaDamageDesc>启用或禁用区域伤害效果</ToggleAreaDamageDesc>
|
||||||
<AreaDamageEnabled>区域伤害:已启用</AreaDamageEnabled>
|
<AreaDamageEnabled>区域伤害:已启用</AreaDamageEnabled>
|
||||||
<AreaDamageDisabled>区域伤害:已禁用</AreaDamageDisabled>
|
<AreaDamageDisabled>区域伤害:已禁用</AreaDamageDisabled>
|
||||||
|
|
||||||
|
<WULA_SwitchWeapon>更换武器</WULA_SwitchWeapon>
|
||||||
|
<WULA_SwitchWeapon_Desc>扔掉当前武器,并装备该单位的初始武器</WULA_SwitchWeapon_Desc>
|
||||||
|
<WULA_WeaponSwitched>{0} 更换了武器为 {1}</WULA_WeaponSwitched>
|
||||||
|
<WULA_NoWeaponAvailable>{0} 没有可用的武器类型</WULA_NoWeaponAvailable>
|
||||||
</LanguageData>
|
</LanguageData>
|
||||||
BIN
Content/Sounds/Wula/WULA_Basttleship_Shootingsound_L.wav
Normal file
BIN
Content/Sounds/Wula/WULA_Basttleship_Shootingsound_L.wav
Normal file
Binary file not shown.
BIN
Content/Sounds/Wula/WULA_Basttleship_Shootingsound_M.wav
Normal file
BIN
Content/Sounds/Wula/WULA_Basttleship_Shootingsound_M.wav
Normal file
Binary file not shown.
BIN
Content/Sounds/Wula/WULA_Basttleship_Shootingsound_S.wav
Normal file
BIN
Content/Sounds/Wula/WULA_Basttleship_Shootingsound_S.wav
Normal file
Binary file not shown.
Binary file not shown.
BIN
Content/Textures/Wula/UI/Abilities/WULA_ClearFlightPath.png
Normal file
BIN
Content/Textures/Wula/UI/Abilities/WULA_ClearFlightPath.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 6.4 KiB |
@@ -3,12 +3,12 @@ using RimWorld;
|
|||||||
|
|
||||||
namespace WulaFallenEmpire
|
namespace WulaFallenEmpire
|
||||||
{
|
{
|
||||||
public abstract class Condition
|
public abstract class ConditionBase
|
||||||
{
|
{
|
||||||
public abstract bool IsMet(out string reason);
|
public abstract bool IsMet(out string reason);
|
||||||
}
|
}
|
||||||
|
|
||||||
public class Condition_VariableEquals : Condition
|
public class Condition_VariableEquals : ConditionBase
|
||||||
{
|
{
|
||||||
public string name;
|
public string name;
|
||||||
public string value;
|
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 string name;
|
||||||
public float value;
|
public float value;
|
||||||
@@ -145,7 +145,7 @@ namespace WulaFallenEmpire
|
|||||||
protected override string GetOperatorString() => "<=";
|
protected override string GetOperatorString() => "<=";
|
||||||
}
|
}
|
||||||
|
|
||||||
public class Condition_VariableNotEqual : Condition
|
public class Condition_VariableNotEqual : ConditionBase
|
||||||
{
|
{
|
||||||
public string name;
|
public string name;
|
||||||
public string value;
|
public string value;
|
||||||
@@ -213,7 +213,7 @@ namespace WulaFallenEmpire
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public class Condition_FactionExists : Condition
|
public class Condition_FactionExists : ConditionBase
|
||||||
{
|
{
|
||||||
public FactionDef factionDef;
|
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 = "";
|
reason = "";
|
||||||
if (conditions.NullOrEmpty())
|
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 = "";
|
reason = "";
|
||||||
if (conditions.NullOrEmpty())
|
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]
|
[MustTranslate]
|
||||||
public string label;
|
public string label;
|
||||||
public List<Condition> conditions;
|
public List<ConditionBase> conditions;
|
||||||
[MustTranslate]
|
[MustTranslate]
|
||||||
public string disabledReason;
|
public string disabledReason;
|
||||||
public bool hideWhenDisabled = true;
|
public bool hideWhenDisabled = true;
|
||||||
@@ -102,7 +102,7 @@ namespace WulaFallenEmpire
|
|||||||
|
|
||||||
public class ConditionalEffects
|
public class ConditionalEffects
|
||||||
{
|
{
|
||||||
public List<Condition> conditions;
|
public List<ConditionBase> conditions;
|
||||||
public List<EffectBase> effects;
|
public List<EffectBase> effects;
|
||||||
public List<EffectBase> randomlistEffects;
|
public List<EffectBase> randomlistEffects;
|
||||||
public List<LoopEffects> loopEffects;
|
public List<LoopEffects> loopEffects;
|
||||||
@@ -164,7 +164,7 @@ namespace WulaFallenEmpire
|
|||||||
|
|
||||||
public class ConditionalDescription
|
public class ConditionalDescription
|
||||||
{
|
{
|
||||||
public List<Condition> conditions;
|
public List<ConditionBase> conditions;
|
||||||
[MustTranslate]
|
[MustTranslate]
|
||||||
public string text;
|
public string text;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -12,12 +12,17 @@ namespace WulaFallenEmpire
|
|||||||
private Dictionary<string, string> stringVars = new Dictionary<string, string>();
|
private Dictionary<string, string> stringVars = new Dictionary<string, string>();
|
||||||
private Dictionary<string, Pawn> pawnVars = new Dictionary<string, Pawn>();
|
private Dictionary<string, Pawn> pawnVars = new Dictionary<string, Pawn>();
|
||||||
private Dictionary<string, List<Pawn>> pawnListVars = new Dictionary<string, List<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
|
// 用于Scribe的辅助列表
|
||||||
private List<string> pawnVarKeys;
|
private List<string> pawnVarKeys;
|
||||||
private List<Pawn> pawnVarValues;
|
private List<Pawn> pawnVarValues;
|
||||||
private List<string> pawnListVarKeys;
|
private List<string> pawnListVarKeys;
|
||||||
private List<List<Pawn>> pawnListVarValues;
|
private List<List<Pawn>> pawnListVarValues;
|
||||||
|
private List<string> timedFlagKeys;
|
||||||
|
private List<int> timedFlagValues;
|
||||||
|
|
||||||
// Required for WorldComponent
|
// Required for WorldComponent
|
||||||
public EventVariableManager(World world) : base(world)
|
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 stringVars, "stringVars", LookMode.Value, LookMode.Value);
|
||||||
Scribe_Collections.Look(ref pawnVars, "pawnVars", LookMode.Value, LookMode.Reference, ref pawnVarKeys, ref pawnVarValues);
|
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 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
|
// Ensure dictionaries are not null after loading
|
||||||
if (Scribe.mode == LoadSaveMode.PostLoadInit)
|
if (Scribe.mode == LoadSaveMode.PostLoadInit)
|
||||||
@@ -41,6 +47,43 @@ namespace WulaFallenEmpire
|
|||||||
stringVars ??= new Dictionary<string, string>();
|
stringVars ??= new Dictionary<string, string>();
|
||||||
pawnVars ??= new Dictionary<string, Pawn>();
|
pawnVars ??= new Dictionary<string, Pawn>();
|
||||||
pawnListVars ??= new Dictionary<string, List<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)
|
public T GetVariable<T>(string name, T defaultValue = default)
|
||||||
{
|
{
|
||||||
if (string.IsNullOrEmpty(name)) return defaultValue;
|
if (string.IsNullOrEmpty(name)) return defaultValue;
|
||||||
@@ -138,7 +255,8 @@ namespace WulaFallenEmpire
|
|||||||
floatVars.ContainsKey(name) ||
|
floatVars.ContainsKey(name) ||
|
||||||
stringVars.ContainsKey(name) ||
|
stringVars.ContainsKey(name) ||
|
||||||
pawnVars.ContainsKey(name) ||
|
pawnVars.ContainsKey(name) ||
|
||||||
pawnListVars.ContainsKey(name);
|
pawnListVars.ContainsKey(name) ||
|
||||||
|
timedFlags.ContainsKey(name);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void ClearVariable(string name)
|
public void ClearVariable(string name)
|
||||||
@@ -152,6 +270,7 @@ namespace WulaFallenEmpire
|
|||||||
stringVars.Remove(name);
|
stringVars.Remove(name);
|
||||||
pawnVars.Remove(name);
|
pawnVars.Remove(name);
|
||||||
pawnListVars.Remove(name);
|
pawnListVars.Remove(name);
|
||||||
|
timedFlags.Remove(name);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void ClearAll()
|
public void ClearAll()
|
||||||
@@ -161,6 +280,7 @@ namespace WulaFallenEmpire
|
|||||||
stringVars.Clear();
|
stringVars.Clear();
|
||||||
pawnVars.Clear();
|
pawnVars.Clear();
|
||||||
pawnListVars.Clear();
|
pawnListVars.Clear();
|
||||||
|
timedFlags.Clear();
|
||||||
}
|
}
|
||||||
|
|
||||||
public Dictionary<string, object> GetAllVariables()
|
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 stringVars) allVars[kvp.Key] = kvp.Value;
|
||||||
foreach (var kvp in pawnVars) 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 pawnListVars) allVars[kvp.Key] = kvp.Value;
|
||||||
|
foreach (var kvp in timedFlags) allVars[kvp.Key] = $"Flag (expires: {kvp.Value})";
|
||||||
return allVars;
|
return allVars;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -24,20 +24,27 @@ namespace WulaFallenEmpire
|
|||||||
// 目标跟踪
|
// 目标跟踪
|
||||||
private List<IntVec3> previousTargets = new List<IntVec3>();
|
private List<IntVec3> previousTargets = new List<IntVec3>();
|
||||||
|
|
||||||
// 新增:微追踪目标列表
|
// 优化:缓存目标列表,避免每帧重新计算
|
||||||
private List<LocalTargetInfo> microTrackingTargets = new List<LocalTargetInfo>();
|
private List<LocalTargetInfo> cachedTargets = new List<LocalTargetInfo>();
|
||||||
private List<float> microTrackingWeights = new List<float>(); // 新增:权重列表
|
private List<float> cachedTargetWeights = new List<float>();
|
||||||
|
private int lastTargetUpdateTick = -9999;
|
||||||
|
private const int TARGET_UPDATE_INTERVAL = 60; // 每60 ticks更新一次目标列表
|
||||||
|
|
||||||
// 新增:目标类型权重配置
|
// 优化:一轮炮击的目标缓存
|
||||||
private const float PAWN_WEIGHT = 5.0f; // Pawn权重:5倍
|
private IntVec3 currentVolleyCenter;
|
||||||
private const float OWNED_BUILDING_WEIGHT = 1.0f; // 有主建筑权重:1倍
|
private List<IntVec3> currentVolleyTargets = new List<IntVec3>();
|
||||||
private const float UNOWNED_BUILDING_WEIGHT = 0.01f; // 无主建筑权重:0.01倍
|
private int currentVolleyIndex = 0;
|
||||||
private const float OTHER_WEIGHT = 1.0f; // 其他目标权重:1倍
|
|
||||||
|
// 目标类型权重配置
|
||||||
|
private const float PAWN_WEIGHT = 5.0f;
|
||||||
|
private const float OWNED_BUILDING_WEIGHT = 1.0f;
|
||||||
|
private const float UNOWNED_BUILDING_WEIGHT = 0.01f;
|
||||||
|
private const float WALL_WEIGHT = 0.001f; // 墙的权重极低
|
||||||
|
private const float OTHER_WEIGHT = 1.0f;
|
||||||
|
|
||||||
public override void Initialize(CompProperties props)
|
public override void Initialize(CompProperties props)
|
||||||
{
|
{
|
||||||
base.Initialize(props);
|
base.Initialize(props);
|
||||||
|
|
||||||
ticksUntilNextAttack = Props.ticksBetweenAttacks;
|
ticksUntilNextAttack = Props.ticksBetweenAttacks;
|
||||||
|
|
||||||
Log.Message($"Ship Artillery initialized: {Props.ticksBetweenAttacks} ticks between attacks, {Props.attackRadius} radius");
|
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)
|
if (parent is not FlyOver flyOver || !flyOver.Spawned || flyOver.Map == null)
|
||||||
return;
|
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)
|
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
|
// 更新预热状态
|
||||||
@@ -82,103 +93,99 @@ namespace WulaFallenEmpire
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// 新增:更新微追踪目标列表
|
// 优化:缓存目标列表
|
||||||
private void UpdateMicroTrackingTargets(FlyOver flyOver)
|
private void UpdateTargetCache(FlyOver flyOver)
|
||||||
{
|
{
|
||||||
microTrackingTargets.Clear();
|
cachedTargets.Clear();
|
||||||
microTrackingWeights.Clear();
|
cachedTargetWeights.Clear();
|
||||||
|
|
||||||
Faction targetFaction = GetTargetFaction(flyOver);
|
Faction targetFaction = GetTargetFaction(flyOver);
|
||||||
if (targetFaction == null) return;
|
if (targetFaction == null) return;
|
||||||
|
|
||||||
// 获取飞越物体当前位置
|
|
||||||
IntVec3 center = GetFlyOverPosition(flyOver);
|
IntVec3 center = GetFlyOverPosition(flyOver);
|
||||||
|
|
||||||
// 搜索范围内的所有潜在目标
|
// 优化:使用更高效的目标搜索
|
||||||
foreach (IntVec3 cell in GenRadial.RadialCellsAround(center, Props.attackRadius, true))
|
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;
|
cachedTargets.Add(new LocalTargetInfo(thing));
|
||||||
|
cachedTargetWeights.Add(GetTargetWeight(thing));
|
||||||
// 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);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// 移除重复目标(基于位置)
|
if (DebugSettings.godMode && cachedTargets.Count > 0)
|
||||||
for (int i = microTrackingTargets.Count - 1; i >= 0; i--)
|
|
||||||
{
|
{
|
||||||
for (int j = 0; j < i; j++)
|
Log.Message($"Target Cache Updated: Found {cachedTargets.Count} targets");
|
||||||
{
|
var stats = GetTargetStatistics();
|
||||||
if (microTrackingTargets[i].Cell == microTrackingTargets[j].Cell)
|
Log.Message($"Target Statistics - Pawns: {stats.pawnCount}, Owned Buildings: {stats.ownedBuildingCount}, Unowned Buildings: {stats.unownedBuildingCount}, Walls: {stats.wallCount}, Others: {stats.otherCount}");
|
||||||
{
|
|
||||||
microTrackingTargets.RemoveAt(i);
|
|
||||||
microTrackingWeights.RemoveAt(i);
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (DebugSettings.godMode)
|
|
||||||
{
|
|
||||||
Log.Message($"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}");
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// 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)
|
private float GetTargetWeight(Thing thing)
|
||||||
{
|
{
|
||||||
if (thing is Pawn)
|
if (thing is Pawn)
|
||||||
{
|
|
||||||
return PAWN_WEIGHT;
|
return PAWN_WEIGHT;
|
||||||
}
|
|
||||||
else if (thing is Building building)
|
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)
|
if (building.Faction == null)
|
||||||
{
|
|
||||||
return UNOWNED_BUILDING_WEIGHT;
|
return UNOWNED_BUILDING_WEIGHT;
|
||||||
}
|
|
||||||
else
|
else
|
||||||
{
|
|
||||||
return OWNED_BUILDING_WEIGHT;
|
return OWNED_BUILDING_WEIGHT;
|
||||||
}
|
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
|
||||||
return OTHER_WEIGHT;
|
return OTHER_WEIGHT;
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// 新增:获取目标统计信息
|
// 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 pawnCount = 0;
|
||||||
int ownedBuildingCount = 0;
|
int ownedBuildingCount = 0;
|
||||||
int unownedBuildingCount = 0;
|
int unownedBuildingCount = 0;
|
||||||
|
int wallCount = 0;
|
||||||
int otherCount = 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 == null) continue;
|
||||||
|
|
||||||
if (thing is Pawn)
|
if (thing is Pawn)
|
||||||
@@ -187,7 +194,11 @@ namespace WulaFallenEmpire
|
|||||||
}
|
}
|
||||||
else if (thing is Building building)
|
else if (thing is Building building)
|
||||||
{
|
{
|
||||||
if (building.Faction == null)
|
if (building.def?.building?.isWall == true)
|
||||||
|
{
|
||||||
|
wallCount++;
|
||||||
|
}
|
||||||
|
else if (building.Faction == null)
|
||||||
{
|
{
|
||||||
unownedBuildingCount++;
|
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)
|
private Faction GetTargetFaction(FlyOver flyOver)
|
||||||
{
|
{
|
||||||
if (!Props.useFactionDiscrimination)
|
if (!Props.useFactionDiscrimination)
|
||||||
return null;
|
return null;
|
||||||
|
|
||||||
// 如果指定了目标派系,使用指定的派系
|
|
||||||
if (Props.targetFaction != null)
|
if (Props.targetFaction != null)
|
||||||
{
|
{
|
||||||
Faction faction = Find.FactionManager.FirstFactionOfDef(Props.targetFaction);
|
Faction faction = Find.FactionManager.FirstFactionOfDef(Props.targetFaction);
|
||||||
if (faction != null) return faction;
|
if (faction != null) return faction;
|
||||||
}
|
}
|
||||||
|
|
||||||
// 否则使用玩家当前派系
|
|
||||||
return Faction.OfPlayer;
|
return Faction.OfPlayer;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -266,11 +247,15 @@ namespace WulaFallenEmpire
|
|||||||
|
|
||||||
Log.Message($"Ship Artillery starting attack on target area: {currentTarget} (attack radius: {Props.attackRadius})");
|
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;
|
isWarmingUp = true;
|
||||||
warmupTicksRemaining = Props.warmupTicks;
|
warmupTicksRemaining = Props.warmupTicks;
|
||||||
|
|
||||||
// 启动预热效果
|
|
||||||
if (Props.warmupEffect != null)
|
if (Props.warmupEffect != null)
|
||||||
{
|
{
|
||||||
warmupEffecter = Props.warmupEffect.Spawn();
|
warmupEffecter = Props.warmupEffect.Spawn();
|
||||||
@@ -282,19 +267,16 @@ namespace WulaFallenEmpire
|
|||||||
{
|
{
|
||||||
warmupTicksRemaining--;
|
warmupTicksRemaining--;
|
||||||
|
|
||||||
// 维持预热效果
|
|
||||||
if (warmupEffecter != null)
|
if (warmupEffecter != null)
|
||||||
{
|
{
|
||||||
warmupEffecter.EffectTick(new TargetInfo(currentTarget, flyOver.Map), new TargetInfo(currentTarget, flyOver.Map));
|
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))
|
if (Props.warmupFleck != null && Rand.MTBEventOccurs(0.1f, 1f, 1f))
|
||||||
{
|
{
|
||||||
FleckMaker.Static(currentTarget.ToVector3Shifted(), flyOver.Map, Props.warmupFleck);
|
FleckMaker.Static(currentTarget.ToVector3Shifted(), flyOver.Map, Props.warmupFleck);
|
||||||
}
|
}
|
||||||
|
|
||||||
// 预热完成,开始攻击
|
|
||||||
if (warmupTicksRemaining <= 0)
|
if (warmupTicksRemaining <= 0)
|
||||||
{
|
{
|
||||||
StartFiring(flyOver);
|
StartFiring(flyOver);
|
||||||
@@ -307,11 +289,9 @@ namespace WulaFallenEmpire
|
|||||||
isAttacking = true;
|
isAttacking = true;
|
||||||
attackTicksRemaining = Props.attackDurationTicks;
|
attackTicksRemaining = Props.attackDurationTicks;
|
||||||
|
|
||||||
// 清理预热效果
|
|
||||||
warmupEffecter?.Cleanup();
|
warmupEffecter?.Cleanup();
|
||||||
warmupEffecter = null;
|
warmupEffecter = null;
|
||||||
|
|
||||||
// 启动攻击效果
|
|
||||||
if (Props.attackEffect != null)
|
if (Props.attackEffect != null)
|
||||||
{
|
{
|
||||||
attackEffecter = Props.attackEffect.Spawn();
|
attackEffecter = Props.attackEffect.Spawn();
|
||||||
@@ -333,26 +313,23 @@ namespace WulaFallenEmpire
|
|||||||
{
|
{
|
||||||
attackTicksRemaining--;
|
attackTicksRemaining--;
|
||||||
|
|
||||||
// 维持攻击效果
|
|
||||||
if (attackEffecter != null)
|
if (attackEffecter != null)
|
||||||
{
|
{
|
||||||
attackEffecter.EffectTick(new TargetInfo(currentTarget, flyOver.Map), new TargetInfo(currentTarget, flyOver.Map));
|
attackEffecter.EffectTick(new TargetInfo(currentTarget, flyOver.Map), new TargetInfo(currentTarget, flyOver.Map));
|
||||||
}
|
}
|
||||||
|
|
||||||
// 在攻击期间定期发射炮弹
|
// 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);
|
ExecuteVolley(flyOver);
|
||||||
}
|
}
|
||||||
|
|
||||||
// 生成攻击粒子
|
|
||||||
if (Props.attackFleck != null && Rand.MTBEventOccurs(0.2f, 1f, 1f))
|
if (Props.attackFleck != null && Rand.MTBEventOccurs(0.2f, 1f, 1f))
|
||||||
{
|
{
|
||||||
Vector3 randomOffset = new Vector3(Rand.Range(-3f, 3f), 0f, Rand.Range(-3f, 3f));
|
Vector3 randomOffset = new Vector3(Rand.Range(-3f, 3f), 0f, Rand.Range(-3f, 3f));
|
||||||
FleckMaker.Static((currentTarget.ToVector3Shifted() + randomOffset), flyOver.Map, Props.attackFleck);
|
FleckMaker.Static((currentTarget.ToVector3Shifted() + randomOffset), flyOver.Map, Props.attackFleck);
|
||||||
}
|
}
|
||||||
|
|
||||||
// 攻击结束
|
|
||||||
if (attackTicksRemaining <= 0)
|
if (attackTicksRemaining <= 0)
|
||||||
{
|
{
|
||||||
EndAttack(flyOver);
|
EndAttack(flyOver);
|
||||||
@@ -361,17 +338,66 @@ namespace WulaFallenEmpire
|
|||||||
|
|
||||||
private void ExecuteVolley(FlyOver flyOver)
|
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++)
|
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
|
try
|
||||||
{
|
{
|
||||||
// 选择炮弹类型
|
|
||||||
ThingDef shellDef = SelectShellDef();
|
ThingDef shellDef = SelectShellDef();
|
||||||
if (shellDef == null)
|
if (shellDef == null)
|
||||||
{
|
{
|
||||||
@@ -379,24 +405,14 @@ namespace WulaFallenEmpire
|
|||||||
return;
|
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);
|
SkyfallerMaker.SpawnSkyfaller(shellDef, shellTarget, flyOver.Map);
|
||||||
|
|
||||||
float distanceFromCenter = shellTarget.DistanceTo(currentTarget);
|
float distanceFromCenter = shellTarget.DistanceTo(currentVolleyCenter);
|
||||||
Log.Message($"Ship Artillery fired shell at {shellTarget} (distance from center: {distanceFromCenter:F1})");
|
if (DebugSettings.godMode)
|
||||||
|
{
|
||||||
|
Log.Message($"Ship Artillery fired shell at {shellTarget} (distance from center: {distanceFromCenter:F1})");
|
||||||
|
}
|
||||||
|
|
||||||
// 播放音效
|
|
||||||
if (Props.attackSound != null)
|
if (Props.attackSound != null)
|
||||||
{
|
{
|
||||||
Props.attackSound.PlayOneShot(new TargetInfo(shellTarget, flyOver.Map));
|
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
|
// 优化:从缓存中选择目标
|
||||||
private IntVec3 SelectMicroTrackingTarget(FlyOver flyOver)
|
private IntVec3 SelectTargetFromCache(FlyOver flyOver)
|
||||||
{
|
{
|
||||||
if (microTrackingTargets.Count == 0)
|
if (cachedTargets.Count == 0)
|
||||||
{
|
{
|
||||||
Log.Warning("MicroTracking: No targets available, falling back to random target");
|
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();
|
LocalTargetInfo selectedTarget = SelectTargetByWeight();
|
||||||
IntVec3 targetCell = selectedTarget.Cell;
|
IntVec3 targetCell = selectedTarget.Cell;
|
||||||
|
|
||||||
@@ -429,7 +444,6 @@ namespace WulaFallenEmpire
|
|||||||
offsetTarget.x += Mathf.RoundToInt(Mathf.Cos(angle * Mathf.Deg2Rad) * offsetDistance);
|
offsetTarget.x += Mathf.RoundToInt(Mathf.Cos(angle * Mathf.Deg2Rad) * offsetDistance);
|
||||||
offsetTarget.z += Mathf.RoundToInt(Mathf.Sin(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))
|
if (!offsetTarget.InBounds(flyOver.Map))
|
||||||
{
|
{
|
||||||
offsetTarget = targetCell;
|
offsetTarget = targetCell;
|
||||||
@@ -448,37 +462,34 @@ namespace WulaFallenEmpire
|
|||||||
return offsetTarget;
|
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()
|
private LocalTargetInfo SelectTargetByWeight()
|
||||||
{
|
{
|
||||||
if (microTrackingTargets.Count == 0)
|
if (cachedTargets.Count == 0)
|
||||||
return LocalTargetInfo.Invalid;
|
return LocalTargetInfo.Invalid;
|
||||||
|
|
||||||
if (microTrackingTargets.Count == 1)
|
if (cachedTargets.Count == 1)
|
||||||
return microTrackingTargets[0];
|
return cachedTargets[0];
|
||||||
|
|
||||||
// 计算总权重
|
|
||||||
float totalWeight = 0f;
|
float totalWeight = 0f;
|
||||||
foreach (float weight in microTrackingWeights)
|
foreach (float weight in cachedTargetWeights)
|
||||||
{
|
{
|
||||||
totalWeight += weight;
|
totalWeight += weight;
|
||||||
}
|
}
|
||||||
|
|
||||||
// 随机选择
|
|
||||||
float randomValue = Rand.Range(0f, totalWeight);
|
float randomValue = Rand.Range(0f, totalWeight);
|
||||||
float currentSum = 0f;
|
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)
|
if (randomValue <= currentSum)
|
||||||
{
|
{
|
||||||
return microTrackingTargets[i];
|
return cachedTargets[i];
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// 回退到最后一个目标
|
return cachedTargets[cachedTargets.Count - 1];
|
||||||
return microTrackingTargets[microTrackingTargets.Count - 1];
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private ThingDef SelectShellDef()
|
private ThingDef SelectShellDef()
|
||||||
@@ -512,26 +523,18 @@ namespace WulaFallenEmpire
|
|||||||
return launchPos;
|
return launchPos;
|
||||||
}
|
}
|
||||||
|
|
||||||
// 简化的目标选择 - 每次直接随机选择目标
|
private IntVec3 SelectTarget(FlyOver flyOver)
|
||||||
private IntVec3 SelectRandomTarget(FlyOver flyOver)
|
|
||||||
{
|
{
|
||||||
IntVec3 center = GetFlyOverPosition(flyOver) + Props.targetOffset;
|
IntVec3 center = GetFlyOverPosition(flyOver) + Props.targetOffset;
|
||||||
return FindRandomTargetInRadius(center, flyOver.Map, Props.attackRadius);
|
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
|
return FindRandomTargetInRadius(center, map, radius);
|
||||||
IntVec3 flyOverPos = GetFlyOverPosition(flyOver);
|
|
||||||
IntVec3 center = flyOverPos + Props.targetOffset;
|
|
||||||
|
|
||||||
Log.Message($"FlyOver position: {flyOverPos}, Center for targeting: {center}");
|
|
||||||
|
|
||||||
// 在攻击半径内选择随机目标
|
|
||||||
return FindRandomTargetInRadius(center, flyOver.Map, Props.attackRadius);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// 改进的飞越物体位置获取
|
|
||||||
private IntVec3 GetFlyOverPosition(FlyOver flyOver)
|
private IntVec3 GetFlyOverPosition(FlyOver flyOver)
|
||||||
{
|
{
|
||||||
// 优先使用 DrawPos,因为它反映实际视觉位置
|
// 优先使用 DrawPos,因为它反映实际视觉位置
|
||||||
@@ -554,15 +557,13 @@ namespace WulaFallenEmpire
|
|||||||
// 目标查找逻辑 - 基于攻击半径
|
// 目标查找逻辑 - 基于攻击半径
|
||||||
private IntVec3 FindRandomTargetInRadius(IntVec3 center, Map map, float radius)
|
private IntVec3 FindRandomTargetInRadius(IntVec3 center, Map map, float radius)
|
||||||
{
|
{
|
||||||
Log.Message($"Finding target around {center} with radius {radius}");
|
|
||||||
|
|
||||||
// 如果半径为0,直接返回中心
|
|
||||||
if (radius <= 0)
|
if (radius <= 0)
|
||||||
return center;
|
return center;
|
||||||
|
|
||||||
bool ignoreProtectionForThisTarget = Rand.Value < Props.ignoreProtectionChance;
|
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
|
// 在圆形区域内随机选择
|
||||||
float angle = Rand.Range(0f, 360f);
|
float angle = Rand.Range(0f, 360f);
|
||||||
@@ -582,12 +583,15 @@ namespace WulaFallenEmpire
|
|||||||
|
|
||||||
previousTargets.Add(potentialTarget);
|
previousTargets.Add(potentialTarget);
|
||||||
|
|
||||||
float actualDistance = potentialTarget.DistanceTo(center);
|
if (DebugSettings.godMode)
|
||||||
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.");
|
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;
|
return potentialTarget;
|
||||||
@@ -598,7 +602,7 @@ namespace WulaFallenEmpire
|
|||||||
// 回退:使用地图随机位置
|
// 回退:使用地图随机位置
|
||||||
Log.Warning("Could not find valid target in radius, using fallback");
|
Log.Warning("Could not find valid target in radius, using fallback");
|
||||||
CellRect mapRect = CellRect.WholeMap(map);
|
CellRect mapRect = CellRect.WholeMap(map);
|
||||||
for (int i = 0; i < 10; i++)
|
for (int i = 0; i < 5; i++)
|
||||||
{
|
{
|
||||||
IntVec3 fallbackTarget = mapRect.RandomCell;
|
IntVec3 fallbackTarget = mapRect.RandomCell;
|
||||||
if (IsValidTarget(fallbackTarget, map, ignoreProtectionForThisTarget))
|
if (IsValidTarget(fallbackTarget, map, ignoreProtectionForThisTarget))
|
||||||
@@ -731,6 +735,10 @@ namespace WulaFallenEmpire
|
|||||||
attackEffecter?.Cleanup();
|
attackEffecter?.Cleanup();
|
||||||
attackEffecter = null;
|
attackEffecter = null;
|
||||||
|
|
||||||
|
// 清理缓存
|
||||||
|
currentVolleyTargets.Clear();
|
||||||
|
currentVolleyIndex = 0;
|
||||||
|
|
||||||
// 重置计时器
|
// 重置计时器
|
||||||
if (Props.continuousAttack && !flyOver.hasCompleted)
|
if (Props.continuousAttack && !flyOver.hasCompleted)
|
||||||
{
|
{
|
||||||
@@ -773,9 +781,13 @@ namespace WulaFallenEmpire
|
|||||||
Scribe_Values.Look(ref isAttacking, "isAttacking", false);
|
Scribe_Values.Look(ref isAttacking, "isAttacking", false);
|
||||||
Scribe_Values.Look(ref isWarmingUp, "isWarmingUp", false);
|
Scribe_Values.Look(ref isWarmingUp, "isWarmingUp", false);
|
||||||
Scribe_Values.Look(ref currentTarget, "currentTarget");
|
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 previousTargets, "previousTargets", LookMode.Value);
|
||||||
Scribe_Collections.Look(ref microTrackingTargets, "microTrackingTargets", LookMode.LocalTargetInfo);
|
Scribe_Collections.Look(ref cachedTargets, "cachedTargets", LookMode.LocalTargetInfo);
|
||||||
Scribe_Collections.Look(ref microTrackingWeights, "microTrackingWeights", LookMode.Value);
|
Scribe_Collections.Look(ref cachedTargetWeights, "cachedTargetWeights", LookMode.Value);
|
||||||
|
Scribe_Collections.Look(ref currentVolleyTargets, "currentVolleyTargets", LookMode.Value);
|
||||||
}
|
}
|
||||||
|
|
||||||
public override IEnumerable<Gizmo> CompGetGizmosExtra()
|
public override IEnumerable<Gizmo> CompGetGizmosExtra()
|
||||||
@@ -791,7 +803,14 @@ namespace WulaFallenEmpire
|
|||||||
yield return new Command_Action
|
yield return new Command_Action
|
||||||
{
|
{
|
||||||
defaultLabel = "Dev: Fire Single Shell",
|
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
|
yield return new Command_Action
|
||||||
@@ -814,11 +833,14 @@ namespace WulaFallenEmpire
|
|||||||
// 显示派系甄别信息
|
// 显示派系甄别信息
|
||||||
Faction targetFaction = GetTargetFaction(flyOver);
|
Faction targetFaction = GetTargetFaction(flyOver);
|
||||||
Log.Message($"Faction Discrimination: {Props.useFactionDiscrimination}, Target Faction: {targetFaction?.def.defName ?? "None"}");
|
Log.Message($"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
|
// 显示目标统计
|
||||||
var stats = GetTargetStatistics();
|
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
|
yield return new Command_Action
|
||||||
{
|
{
|
||||||
defaultLabel = $"Dev: Show Micro Targets ({microTrackingTargets.Count})",
|
defaultLabel = $"Dev: Show Cached Targets ({cachedTargets.Count})",
|
||||||
action = () =>
|
action = () =>
|
||||||
{
|
{
|
||||||
if (parent is FlyOver flyOver)
|
if (parent is FlyOver flyOver)
|
||||||
{
|
{
|
||||||
for (int i = 0; i < microTrackingTargets.Count; i++)
|
for (int i = 0; i < cachedTargets.Count; i++)
|
||||||
{
|
{
|
||||||
var target = microTrackingTargets[i];
|
var target = cachedTargets[i];
|
||||||
float weight = microTrackingWeights[i];
|
float weight = cachedTargetWeights[i];
|
||||||
Thing thing = target.Thing;
|
Thing thing = target.Thing;
|
||||||
string type = thing is Pawn ? "Pawn" :
|
string type = thing is Pawn ? "Pawn" :
|
||||||
thing is Building building ?
|
thing is Building building ?
|
||||||
(building.Faction == null ? "Unowned Building" : "Owned Building") : "Other";
|
(building.Faction == null ? "Unowned Building" : "Owned Building") : "Other";
|
||||||
|
|
||||||
Log.Message($"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;
|
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 $"{status}, {targetInfo}{volleyInfo}";
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -207,6 +207,112 @@ namespace WulaFallenEmpire
|
|||||||
{
|
{
|
||||||
yield return new DroneGizmo(this);
|
yield return new DroneGizmo(this);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// 更换武器按钮(仅当有装备武器时显示)
|
||||||
|
if (MechPawn.equipment?.Primary != null)
|
||||||
|
{
|
||||||
|
yield return CreateWeaponSwitchGizmo();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 创建更换武器的Gizmo
|
||||||
|
/// </summary>
|
||||||
|
private Gizmo CreateWeaponSwitchGizmo()
|
||||||
|
{
|
||||||
|
Command_Action switchWeaponCommand = new Command_Action
|
||||||
|
{
|
||||||
|
defaultLabel = "WULA_SwitchWeapon".Translate(),
|
||||||
|
defaultDesc = "WULA_SwitchWeapon_Desc".Translate(),
|
||||||
|
icon = ContentFinder<Texture2D>.Get("Wula/UI/Abilities/WULA_WeaponSwitchAbility", false) ?? BaseContent.BadTex,
|
||||||
|
action = SwitchWeapon
|
||||||
|
};
|
||||||
|
|
||||||
|
return switchWeaponCommand;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 更换武器逻辑
|
||||||
|
/// </summary>
|
||||||
|
private void SwitchWeapon()
|
||||||
|
{
|
||||||
|
if (MechPawn == null || MechPawn.Destroyed || !MechPawn.Spawned)
|
||||||
|
return;
|
||||||
|
|
||||||
|
try
|
||||||
|
{
|
||||||
|
// 1. 扔掉当前武器
|
||||||
|
ThingWithComps currentWeapon = MechPawn.equipment?.Primary;
|
||||||
|
if (currentWeapon != null)
|
||||||
|
{
|
||||||
|
// 将武器扔在地上
|
||||||
|
MechPawn.equipment.TryDropEquipment(currentWeapon, out ThingWithComps droppedWeapon, MechPawn.Position, true);
|
||||||
|
|
||||||
|
if (Prefs.DevMode)
|
||||||
|
{
|
||||||
|
Log.Message($"[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)
|
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\CompProperties_StorageTurret.cs" />
|
||||||
<Compile Include="BuildingComp\WULA_StorageTurret\CompStorageTurret.cs" />
|
<Compile Include="BuildingComp\WULA_StorageTurret\CompStorageTurret.cs" />
|
||||||
<Compile Include="EventSystem\CompOpenCustomUI.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\DebugActions.cs" />
|
||||||
<Compile Include="EventSystem\DelayedActionManager.cs" />
|
<Compile Include="EventSystem\DelayedActionManager.cs" />
|
||||||
<Compile Include="EventSystem\Dialog_CustomDisplay.cs" />
|
<Compile Include="EventSystem\Dialog_CustomDisplay.cs" />
|
||||||
<Compile Include="EventSystem\Dialog_ManageEventVariables.cs" />
|
<Compile Include="EventSystem\Dialog_ManageEventVariables.cs" />
|
||||||
<Compile Include="EventSystem\Effect\EffectBase.cs" />
|
<Compile Include="EventSystem\Effect\EffectBase.cs" />
|
||||||
<Compile Include="EventSystem\Effect\Effect_CallSkyfaller.cs" />
|
<Compile Include="EventSystem\Effect\Effect_CallSkyfaller.cs" />
|
||||||
|
<Compile Include="EventSystem\Effect\Effect_SetTimedFlag.cs" />
|
||||||
<Compile Include="EventSystem\EventDef.cs" />
|
<Compile Include="EventSystem\EventDef.cs" />
|
||||||
<Compile Include="EventSystem\EventUIButtonConfigDef.cs" />
|
<Compile Include="EventSystem\EventUIButtonConfigDef.cs" />
|
||||||
<Compile Include="EventSystem\EventUIConfigDef.cs" />
|
<Compile Include="EventSystem\EventUIConfigDef.cs" />
|
||||||
@@ -266,6 +268,8 @@
|
|||||||
<Compile Include="ThingComp\WULA_PersonaCore\CompExperienceCore.cs" />
|
<Compile Include="ThingComp\WULA_PersonaCore\CompExperienceCore.cs" />
|
||||||
<Compile Include="ThingComp\WULA_PersonaCore\CompExperienceDataPack.cs" />
|
<Compile Include="ThingComp\WULA_PersonaCore\CompExperienceDataPack.cs" />
|
||||||
<Compile Include="ThingComp\WULA_PersonaCore\CompProperties_ExperienceCore.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\CompWulaRitualSpot.cs" />
|
||||||
<Compile Include="ThingComp\WULA_PsychicRitual\PsychicRitualDef_AddHediff.cs" />
|
<Compile Include="ThingComp\WULA_PsychicRitual\PsychicRitualDef_AddHediff.cs" />
|
||||||
<Compile Include="ThingComp\WULA_PsychicRitual\PsychicRitualDef_Wula.cs" />
|
<Compile Include="ThingComp\WULA_PsychicRitual\PsychicRitualDef_Wula.cs" />
|
||||||
|
|||||||
Reference in New Issue
Block a user