diff --git a/1.6/1.6/Assemblies/WulaFallenEmpire.dll b/1.6/1.6/Assemblies/WulaFallenEmpire.dll
index 849f6821..08b2c20d 100644
Binary files a/1.6/1.6/Assemblies/WulaFallenEmpire.dll and b/1.6/1.6/Assemblies/WulaFallenEmpire.dll differ
diff --git a/1.6/1.6/Defs/EventDefs/EventDef_Wula/Wula_MainEvent.xml b/1.6/1.6/Defs/EventDefs/EventDef_Wula/Wula_MainEvent.xml
index 3172b084..67ecd702 100644
--- a/1.6/1.6/Defs/EventDefs/EventDef_Wula/Wula_MainEvent.xml
+++ b/1.6/1.6/Defs/EventDefs/EventDef_Wula/Wula_MainEvent.xml
@@ -23,24 +23,6 @@
-
- 陆行舰正在逼近
- 艾妮西娅按照要求,吸引了一艘乌拉帝国的陆行舰机械体攻击我们的殖民地!
- 100
- Mechanoid
- ImmediateAttack
- EdgeWalkIn
- Combat
-
-
- Combat
- 100
-
- 100
-
-
-
-
@@ -80,6 +62,7 @@
+
Wula_UI_Legion_30
和P.I.A的通讯
diff --git a/1.6/1.6/Defs/QuestScriptDefs/Wula_Base_Events.xml b/1.6/1.6/Defs/QuestScriptDefs/WULA_Base_QuestScript.xml
similarity index 87%
rename from 1.6/1.6/Defs/QuestScriptDefs/Wula_Base_Events.xml
rename to 1.6/1.6/Defs/QuestScriptDefs/WULA_Base_QuestScript.xml
index 2a2237b3..c6179df6 100644
--- a/1.6/1.6/Defs/QuestScriptDefs/Wula_Base_Events.xml
+++ b/1.6/1.6/Defs/QuestScriptDefs/WULA_Base_QuestScript.xml
@@ -1,5 +1,6 @@
+
WULA_GiveQuest_Intro_Spy
GiveQuest
@@ -12,23 +13,19 @@
0
True
-
WULA_Intro_Spy
- 1
- 2
- true
- false
-
+ 1
+ 2
+ true
+ false
+
- questName->[QuestName]
-
-
- QuestName->hunted
+ questName->WULA_Intro_Spy_questName
@@ -36,7 +33,7 @@
QuestHospitalityCommon
- questDescription->[asker_nameFull], a [asker_royalTitleInCurrentFaction] of [asker_faction_name] is calling from nearby. [asker_possessive] guards were killed in an ambush. [asker_pronoun] escaped, but is now being followed by (*Threat)a manhunting [animalKindDef_label](/Threat).\n\n[asker_nameDef] wants you to keep [asker_objective] safe at [map_definite] for a few hours until [asker_possessive] shuttle can come pick [asker_objective] up.\n[asker_pronoun] will bestow [royalFavorReward] [asker_faction_royalFavorLabel] on whoever accepts this quest. This is enough [asker_faction_royalFavorLabel] to receive the royal title of Novice, and all benefits that come with it - including the first level of psychic powers.
+ questDescription->WULA_Intro_Spy_questDescription
@@ -46,20 +43,6 @@
Wula_Intro_Spy_UI_1
-
-
-
- questName->掩护帝国密探
-
-
-
-
-
-
- questDescription->乌拉帝国行星封锁机关的总控AI向殖民地发送了一个请求。一位乌拉帝国密探已经暴露,正在遭受未知派系追杀——密探手无寸铁且携带重要信息,殖民地需要掩护它直到乌拉帝国的穿梭机抵达并将其接走。袭击不会太剧烈,密探已经甩掉了大部分敌人。
-
-
-
Util_RandomizePointsChallengeRating
@@ -99,11 +82,11 @@
Wula_PawnKind
- asker
+ asker
Wula_PIA_Legion_Faction
1
1
- false
+ false
@@ -130,7 +113,7 @@
1800
-
+
Util_Raid
raid
@@ -141,39 +124,26 @@
$enemyFaction
$walkInSpot
{BASELABEL} chasing [../asker_nameDef]
- {BASETEXT}
- \nThe [enemyFaction_pawnsPlural] have come to get [../asker_nameDef].
+ {BASETEXT}\nThe [enemyFaction_pawnsPlural] have come to get [../asker_nameDef].
-
-
-
- $animalKindDef
- peacefulAnimal
-
-
- $peacefulAnimal
- [animalKindDef_label] arrived
- The [animalKindDef_label] that [asker_nameDef] was fleeing has arrived.\n\nIt turned out to be quite gentle and not aggressive at all.
-
-
7500
- $asker
+ $asker
Util_TransportShip_Pickup
- 45000
- $asker
- true
+ 45000
+ $asker
+ true
@@ -637,4 +607,83 @@
+
+
+
+ WULA_GiveQuest_Base_Tex
+ GiveQuest
+ 纳税
+
+ Map_PlayerHome
+
+ WULA_Base_Tex_Quest
+ IncidentWorker_GiveQuest
+ 0
+ True
+
+
+ WULA_Base_Tex_Quest
+ 0
+ true
+ false
+ 1
+ true
+ false
+
+
+
+ questName->WULA_Base_Tex_Quest_questName
+
+
+
+
+ QuestHospitalityCommon
+
+
+ questDescription->WULA_Intro_Spy_questDescription
+
+
+
+
+
+
+
+
+ taxAmount
+ 100
+
+
+ taxInterval
+ 250
+
+
+
+ Steel
+ $taxAmount
+ $taxInterval
+ TaxPaymentSuccess
+ TaxPaymentFailed
+ true
+ true
+
+
+
+ TaxPaymentSuccess
+
+
+
+ 纳税完成
+ 已成功从全局储存中扣除100钢铁作为税款。
+ PositiveEvent
+
+
+ Success
+ false
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/1.6/Defs/QuestScriptDefs/WULA_Scripts_Utility.xml b/1.6/1.6/Defs/QuestScriptDefs/WULA_Scripts_Utility.xml
new file mode 100644
index 00000000..d7377068
--- /dev/null
+++ b/1.6/1.6/Defs/QuestScriptDefs/WULA_Scripts_Utility.xml
@@ -0,0 +1,21 @@
+
+
+
+
+ Util_Wula_GlobalResourceCheck
+
+
+
+
+ $resourceDef
+ $requiredCount
+ $retryDelayTicks
+ $successSignal
+ $failSignal
+ $deductOnSuccess
+ $useInputStorage
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/1.6/Defs/ThingDefs_Races/Races_Wulaspecies.xml b/1.6/1.6/Defs/ThingDefs_Races/Races_Wulaspecies.xml
index 04254649..ad153e41 100644
--- a/1.6/1.6/Defs/ThingDefs_Races/Races_Wulaspecies.xml
+++ b/1.6/1.6/Defs/ThingDefs_Races/Races_Wulaspecies.xml
@@ -976,7 +976,7 @@
Wula_AI_Heavy_Panzer
HAp-6"战车"
- 乌拉帝国的中型战争机械,以悬浮的方式穿梭于战场之上,使用穿透力强大的战车炮和导弹打击敌方,是乌拉帝国前锋部队的中流砥柱。
+ 乌拉帝国的中型战争机械,以悬浮的方式穿梭于战场之上,使用破坏力巨大的自动炮和车体臼炮打击敌方,是乌拉帝国前锋部队的中流砥柱。
Wula/Things/Wula_AI_Heavy_Panzer/Wula_AI_Heavy_Panzer_Icon
1
@@ -1519,10 +1519,10 @@
-
+
+ CompMechanoid
+
- true
- 30
MechanoidsWakeUp
diff --git a/1.6/1.6/Languages/ChineseSimplified (简体中文)/DefInjected/QuestScriptDef/Wula_Base_QuestScript.xml b/1.6/1.6/Languages/ChineseSimplified (简体中文)/DefInjected/QuestScriptDef/Wula_Base_QuestScript.xml
new file mode 100644
index 00000000..4452ada8
--- /dev/null
+++ b/1.6/1.6/Languages/ChineseSimplified (简体中文)/DefInjected/QuestScriptDef/Wula_Base_QuestScript.xml
@@ -0,0 +1,58 @@
+
+
+
+ questName->掩护帝国密探
+
+
+ questDescription->乌拉帝国行星封锁机关的总控AI向殖民地发送了一个请求。一位乌拉帝国密探已经暴露,正在遭受其他派系追杀——密探手无寸铁且携带重要信息,殖民地需要掩护它直到乌拉帝国的穿梭机抵达并将其接走。虽然对方未透露更多信息,不过她指明袭击不会太剧烈,密探已经甩掉了大部分敌人。
+
+ {BASELABEL} 追捕[../asker_nameDef]
+ {BASETEXT}\n\n[enemyFaction_pawnsPlural]来此追捕[../asker_nameDef]。
+
+
+ 应该乘坐穿梭机出发
+
+ 穿梭机已抵达
+
+ 前来迎接[asker_nameDef]的穿梭机已抵达。
+
+ 宾客已死亡:{SUBJECT_definite}
+
+ 需要你小心保护的{SUBJECT_definite}已经死亡。[failLetterEndingCommon]
+
+ 宾客被遗弃:{SUBJECT_definite}
+
+ 需要你小心保护的{SUBJECT_definite}被遗弃。[failLetterEndingCommon]
+
+ 未授权手术:{SUBJECT_definite}
+
+ 需要你小心保护的{SUBJECT_definite}接受了一次未授权的额外手术。因为你违规在先,[asker_pronoun]将要离开此处。[failLetterEndingCommon]
+
+ 异种胚芽被吸收:{SUBJECT_definite}
+
+ 指定由你保护的{SUBJECT_definite}在你的殖民地被吸收了异种胚芽。这是一种侵犯行为,{SUBJECT_pronoun}现在将会直接离开[failLetterEndingCommon]。
+
+ 已被俘:{SUBJECT_definite}
+
+ 需要你小心保护的{SUBJECT_definite}已被俘虏。[failLetterEndingCommon]
+
+ 宾客失踪:{SUBJECT_definite}
+
+ 需要你小心保护的{SUBJECT_definite}在你的殖民地回归自然。[failLetterEndingCommon]
+
+ 宾客失踪:{SUBJECT_definite}
+
+ 需要你小心保护的{SUBJECT_definite}在你的殖民地回归自然。[failLetterEndingCommon]
+
+ 穿梭机被毁
+
+ 前来迎接[asker_nameDef]的穿梭机已被毁。[asker_pronoun]现在只能走回去了。[failLetterEndingCommon]
+
+ 穿梭机被遗弃
+
+ 前来迎接[asker_nameDef]的穿梭机已被遗弃。[asker_pronoun]现在只能走回去了。
+
+ 任务失败:[resolvedQuestName]
+
+ 前来迎接[asker_nameDef]的穿梭机在离开时因为一些原因落下了[asker_objective]。[asker_pronoun]现在只能走回去了。[failLetterEndingCommon]
+
\ No newline at end of file
diff --git a/Source/WulaFallenEmpire/Flyover/ThingclassFlyOver.cs b/Source/WulaFallenEmpire/Flyover/ThingclassFlyOver.cs
index 175fb2f8..abf7e010 100644
--- a/Source/WulaFallenEmpire/Flyover/ThingclassFlyOver.cs
+++ b/Source/WulaFallenEmpire/Flyover/ThingclassFlyOver.cs
@@ -197,6 +197,7 @@ namespace WulaFallenEmpire
return Mathf.Clamp01(currentFadeInTime / fadeInDuration);
}
}
+
// 新增:计算剩余飞行时间(秒)
public float RemainingFlightTime
{
@@ -206,16 +207,16 @@ namespace WulaFallenEmpire
return remainingProgress / (flightSpeed * 0.001f) * (1f / 60f);
}
}
+
// 修改后的紧急销毁方法 - 急速加速版本
public void EmergencyDestroy()
{
if (Destroyed || hasCompleted) return;
+
// 计算剩余进度
float remainingProgress = 1f - currentProgress;
// 计算需要的速度:确保在1秒内完成剩余进度
- // 每帧增加 flightSpeed * 0.001,1秒60帧,所以需要:remainingProgress = flightSpeed * 0.001 * 60
- // 因此:flightSpeed = remainingProgress / (0.001 * 60) = remainingProgress / 0.06
float requiredSpeed = remainingProgress / 0.06f;
// 设置新的飞行速度,确保至少是当前速度的2倍
@@ -223,11 +224,8 @@ namespace WulaFallenEmpire
// 标记为紧急销毁状态
hasCompleted = false; // 确保可以继续飞行
-
- Log.Message($"FlyOver emergency destroy: accelerating to complete in 1 second. " +
- $"Current progress: {currentProgress:F2}, Required speed: {requiredSpeed:F2}, " +
- $"Actual speed: {flightSpeed:F2}");
}
+
// 修改后的淡出透明度属性 - 紧急销毁时强制启用淡出
public float FadeOutAlpha
{
@@ -239,6 +237,7 @@ namespace WulaFallenEmpire
return Mathf.Clamp01(1f - (currentFadeOutTime / fadeOutDuration));
}
}
+
// 修改后的总体透明度属性 - 紧急销毁时强制计算淡出
public float OverallAlpha
{
@@ -248,6 +247,7 @@ namespace WulaFallenEmpire
return FadeInAlpha * FadeOutAlpha;
}
}
+
// 修改后的 Tick 方法,优化紧急销毁逻辑
protected override void Tick()
{
@@ -313,6 +313,7 @@ namespace WulaFallenEmpire
// 生成飞行轨迹特效
CreateFlightEffects();
}
+
// 修改后的 CompleteFlyOver 方法,添加紧急销毁处理
private void CompleteFlyOver()
{
@@ -333,8 +334,6 @@ namespace WulaFallenEmpire
SoundInfo.InMap(new TargetInfo(endPosition, base.Map)));
}
- Log.Message($"FlyOver completed at {endPosition}");
-
// 立即销毁
Destroy();
}
@@ -375,6 +374,7 @@ namespace WulaFallenEmpire
{
innerContainer = new ThingOwner(this);
}
+
public override void ExposeData()
{
base.ExposeData();
@@ -390,6 +390,7 @@ namespace WulaFallenEmpire
Scribe_Values.Look(ref fadeInDuration, "fadeInDuration", 1.5f);
Scribe_Values.Look(ref currentFadeInTime, "currentFadeInTime", 0f);
Scribe_Values.Look(ref fadeInCompleted, "fadeInCompleted", false);
+
// 淡出效果数据保存
Scribe_Values.Look(ref fadeOutDuration, "fadeOutDuration", 0f);
Scribe_Values.Look(ref currentFadeOutTime, "currentFadeOutTime", 0f);
@@ -397,12 +398,14 @@ namespace WulaFallenEmpire
Scribe_Values.Look(ref fadeOutCompleted, "fadeOutCompleted", false);
Scribe_Values.Look(ref fadeOutStartProgress, "fadeOutStartProgress", 0.7f);
Scribe_Values.Look(ref defaultFadeOutDuration, "defaultFadeOutDuration", 1.5f);
+
// 进场动画数据保存
Scribe_Values.Look(ref approachDuration, "approachDuration", 1.0f);
Scribe_Values.Look(ref currentApproachTime, "currentApproachTime", 0f);
Scribe_Values.Look(ref approachCompleted, "approachCompleted", false);
Scribe_Values.Look(ref approachOffsetDistance, "approachOffsetDistance", 3f);
Scribe_Values.Look(ref useApproachAnimation, "useApproachAnimation", true);
+
// 新增:淡入淡出开关保存
Scribe_Values.Look(ref useFadeEffects, "useFadeEffects", true);
Scribe_Values.Look(ref useFadeIn, "useFadeIn", true);
@@ -410,16 +413,17 @@ namespace WulaFallenEmpire
Scribe_References.Look(ref caster, "caster");
Scribe_References.Look(ref faction, "faction");
}
+
public override void SpawnSetup(Map map, bool respawningAfterLoad)
{
base.SpawnSetup(map, respawningAfterLoad);
- Log.Message($"FlyOver Spawned - Start: {startPosition}, End: {endPosition}, Speed: {flightSpeed}, Altitude: {altitude}");
+
if (!respawningAfterLoad)
{
- Log.Message($"FlyOver Direction - Vector: {MovementDirection}, Rotation: {ExactRotation.eulerAngles}");
// 设置初始位置
base.Position = startPosition;
hasStarted = true;
+
// 从 ModExtension 加载配置
var extension = def.GetModExtension();
if (extension != null)
@@ -438,28 +442,30 @@ namespace WulaFallenEmpire
defaultFadeOutDuration = extension.defaultFadeOutDuration;
fadeOutStartProgress = extension.fadeOutStartProgress;
}
+
// 重置淡入状态
currentFadeInTime = 0f;
fadeInCompleted = !useFadeIn; // 如果不使用淡入,直接标记为完成
- // 重置淡出状态
+
+ // 重置淡出状态
currentFadeOutTime = 0f;
fadeOutStarted = false;
fadeOutCompleted = false;
fadeOutDuration = 0f;
+
// 重置进场动画状态
currentApproachTime = 0f;
approachCompleted = !useApproachAnimation; // 如果不使用进场动画,直接标记为完成
- Log.Message($"FlyOver fade effects: {useFadeEffects}, fadeIn: {useFadeIn}, fadeOut: {useFadeOut}");
- Log.Message($"FlyOver approach animation: {useApproachAnimation}, duration: {approachDuration}s, offset: {approachOffsetDistance}");
+
// 开始飞行音效
if (playFlyOverSound && def.skyfaller?.floatingSound != null)
{
flightSoundPlaying = def.skyfaller.floatingSound.TrySpawnSustainer(
SoundInfo.InMap(new TargetInfo(startPosition, map), MaintenanceType.PerTick));
- Log.Message("FlyOver sound started");
}
}
}
+
// 新增:开始淡出效果
private void StartFadeOut()
{
@@ -467,8 +473,6 @@ namespace WulaFallenEmpire
// 基于剩余距离动态计算淡出持续时间
fadeOutDuration = CalculateDynamicFadeOutDuration();
-
- Log.Message($"FlyOver started fade out at progress {currentProgress:F2}, duration: {fadeOutDuration:F2}s, remaining time: {RemainingFlightTime:F2}s");
}
// 修改后的 UpdateFlightSound 方法,添加紧急销毁时的音效处理
@@ -567,6 +571,7 @@ namespace WulaFallenEmpire
}
fadePropertyBlock.SetColor(ShaderPropertyIDs.Color,
new Color(graphic.Color.r, graphic.Color.g, graphic.Color.b, graphic.Color.a * alpha));
+
// 应用伴飞缩放
Vector3 scale = Vector3.one;
if (def.graphicData != null)
@@ -577,6 +582,7 @@ namespace WulaFallenEmpire
{
scale = new Vector3(escortScale, 1f, escortScale);
}
+
Vector3 highPos = drawPos;
highPos.y = AltitudeLayer.MetaOverlays.AltitudeFor();
Matrix4x4 matrix2 = Matrix4x4.TRS(highPos, ExactRotation, scale);
@@ -664,27 +670,24 @@ namespace WulaFallenEmpire
flyOver.useApproachAnimation = useApproachAnimation;
flyOver.approachDuration = approachDuration;
flyOver.approachOffsetDistance = approachOffsetDistance;
+
// 淡入淡出参数 - 新增
if (useFadeEffects.HasValue) flyOver.useFadeEffects = useFadeEffects.Value;
if (useFadeIn.HasValue) flyOver.useFadeIn = useFadeIn.Value;
if (useFadeOut.HasValue) flyOver.useFadeOut = useFadeOut.Value;
+
// 简化派系设置
if (casterPawn != null && casterPawn.Faction != null)
{
flyOver.faction = casterPawn.Faction;
- Log.Message($"FlyOver faction set to: {casterPawn.Faction.Name}");
- }
- else
- {
- Log.Warning($"FlyOver: Cannot set faction - casterPawn: {casterPawn?.Label ?? "NULL"}, casterFaction: {casterPawn?.Faction?.Name ?? "NULL"}");
}
+
if (contents != null)
{
flyOver.innerContainer.TryAddRangeOrTransfer(contents);
}
+
GenSpawn.Spawn(flyOver, start, map);
- Log.Message($"FlyOver created: {flyOver} from {start} to {end} at altitude {height}, " +
- $"FadeEffects: {flyOver.useFadeEffects}, FadeIn: {flyOver.useFadeIn}, FadeOut: {flyOver.useFadeOut}");
return flyOver;
}
}
@@ -709,10 +712,12 @@ namespace WulaFallenEmpire
public float fadeOutDistanceFactor = 0.01f;
public float ActuallyHeight = 150f;
+
// 进场动画配置
public bool useApproachAnimation = true;
public float approachDuration = 1.0f;
public float approachOffsetDistance = 3f;
+
// 新增:淡入淡出开关
public bool useFadeEffects = true; // 是否启用淡入淡出效果
public bool useFadeIn = true; // 是否启用淡入效果
diff --git a/Source/WulaFallenEmpire/Flyover/WULA_SpawnFlyOver/CompAbilityEffect_SpawnFlyOver.cs b/Source/WulaFallenEmpire/Flyover/WULA_SpawnFlyOver/CompAbilityEffect_SpawnFlyOver.cs
index 8f07dfba..22ed0263 100644
--- a/Source/WulaFallenEmpire/Flyover/WULA_SpawnFlyOver/CompAbilityEffect_SpawnFlyOver.cs
+++ b/Source/WulaFallenEmpire/Flyover/WULA_SpawnFlyOver/CompAbilityEffect_SpawnFlyOver.cs
@@ -9,27 +9,24 @@ namespace WulaFallenEmpire
public class CompAbilityEffect_SpawnFlyOver : CompAbilityEffect
{
public new CompProperties_AbilitySpawnFlyOver Props => (CompProperties_AbilitySpawnFlyOver)props;
- // 新增:检查航道等级限制
+
public override bool CanApplyOn(LocalTargetInfo target, LocalTargetInfo dest)
{
if (!base.CanApplyOn(target, dest))
return false;
return true;
}
- // 在 CompAbilityEffect_SpawnFlyOver.cs 中修改航道检查方法:
- // 修改 DestroyLowerLevelFlyOvers 方法(现在由全局管理器处理):
+
public override void Apply(LocalTargetInfo target, LocalTargetInfo dest)
{
base.Apply(target, dest);
if (parent.pawn == null || parent.pawn.Map == null)
return;
+
try
{
- Log.Message($"FlyOver skill activated by {parent.pawn.Label} at position {parent.pawn.Position}");
- Log.Message($"Target cell: {target.Cell}, Dest: {dest.Cell}");
// 计算起始和结束位置
IntVec3 startPos, endPos;
- // 根据进场类型选择不同的计算方法
if (Props.approachType == ApproachType.Perpendicular)
{
CalculatePerpendicularPath(target, out startPos, out endPos);
@@ -39,16 +36,17 @@ namespace WulaFallenEmpire
startPos = CalculateStartPosition(target);
endPos = CalculateEndPosition(target, startPos);
}
+
// 确保位置安全
startPos = GetSafeMapPosition(startPos, parent.pawn.Map);
endPos = GetSafeMapPosition(endPos, parent.pawn.Map);
+
// 验证并优化飞行路径
if (!ValidateAndOptimizePath(ref startPos, ref endPos, target.Cell))
{
- Log.Warning("FlyOver path validation failed, using fallback path");
CalculateFallbackPath(target, out startPos, out endPos);
}
- Log.Message($"Final positions - Start: {startPos}, End: {endPos}");
+
// 根据类型创建不同的飞越物体
switch (Props.flyOverType)
{
@@ -69,7 +67,7 @@ namespace WulaFallenEmpire
Log.Error($"Error spawning fly over: {ex}");
}
}
- // 更新:技能提示信息,包含航道等级信息
+
public override string ExtraLabelMouseAttachment(LocalTargetInfo target)
{
string baseInfo = "";
@@ -83,7 +81,7 @@ namespace WulaFallenEmpire
}
return baseInfo;
}
- // 更新:验证方法,包含航道等级检查
+
public override bool Valid(LocalTargetInfo target, bool throwMessages = false)
{
if (!base.Valid(target, throwMessages))
@@ -94,7 +92,7 @@ namespace WulaFallenEmpire
return false;
return true;
}
- // 更新:创建标准飞越方法,添加航道等级组件
+
private void CreateStandardFlyOver(IntVec3 startPos, IntVec3 endPos)
{
ThingDef flyOverDef = Props.flyOverDef ?? DefDatabase.GetNamedSilentFail("ARA_HiveShip");
@@ -103,6 +101,7 @@ namespace WulaFallenEmpire
Log.Warning("No fly over def specified for standard fly over");
return;
}
+
FlyOver flyOver = FlyOver.MakeFlyOver(
flyOverDef,
startPos,
@@ -113,13 +112,8 @@ namespace WulaFallenEmpire
);
flyOver.spawnContentsOnImpact = Props.dropContentsOnImpact;
flyOver.playFlyOverSound = Props.playFlyOverSound;
- if (Props.customSound != null)
- {
- // 自定义音效逻辑
- }
- Log.Message($"Standard FlyOver created: {flyOver} from {startPos} to {endPos}");
}
- // 更新:创建地面扫射飞越,添加航道等级组件
+
private void CreateGroundStrafingFlyOver(IntVec3 startPos, IntVec3 endPos, IntVec3 targetCell)
{
ThingDef flyOverDef = Props.flyOverDef ?? DefDatabase.GetNamedSilentFail("ARA_HiveCorvette");
@@ -128,6 +122,7 @@ namespace WulaFallenEmpire
Log.Warning("No fly over def specified for ground strafing fly over");
return;
}
+
FlyOver flyOver = FlyOver.MakeFlyOver(
flyOverDef,
startPos,
@@ -137,19 +132,17 @@ namespace WulaFallenEmpire
Props.altitude,
casterPawn: parent.pawn
);
- // 设置基本属性
+
flyOver.spawnContentsOnImpact = Props.dropContentsOnImpact;
flyOver.playFlyOverSound = Props.playFlyOverSound;
- // 获取扫射组件并设置预处理后的目标单元格
+
CompGroundStrafing strafingComp = flyOver.GetComp();
if (strafingComp != null)
{
- // 修复:计算扫射区域的所有单元格,以目标单元格为中心
Vector3 flightDirection = (endPos.ToVector3() - startPos.ToVector3()).normalized;
List potentialTargetCells = CalculateStrafingImpactCells(targetCell, flightDirection);
if (potentialTargetCells.Count > 0)
{
- // 预处理:根据概率筛选实际会被射击的单元格
List confirmedTargetCells = PreprocessStrafingTargets(
potentialTargetCells,
Props.strafeFireChance
@@ -158,22 +151,10 @@ namespace WulaFallenEmpire
{
strafingComp.SetConfirmedTargets(confirmedTargetCells);
}
- else
- {
- Log.Warning("No confirmed target cells after preprocessing!");
- }
}
- else
- {
- Log.Error("No potential target cells calculated for ground strafing!");
- }
- }
- else
- {
- Log.Error("FlyOver def does not have CompGroundStrafing component!");
}
}
- // 更新:创建扇形监视飞越,添加航道等级组件
+
private void CreateSectorSurveillanceFlyOver(IntVec3 startPos, IntVec3 endPos)
{
ThingDef flyOverDef = Props.flyOverDef ?? DefDatabase.GetNamedSilentFail("ARA_HiveCorvette");
@@ -182,6 +163,7 @@ namespace WulaFallenEmpire
Log.Warning("No fly over def specified for sector surveillance fly over");
return;
}
+
FlyOver flyOver = FlyOver.MakeFlyOver(
flyOverDef,
startPos,
@@ -191,76 +173,64 @@ namespace WulaFallenEmpire
Props.altitude,
casterPawn: parent.pawn
);
- // 设置基本属性
+
flyOver.spawnContentsOnImpact = Props.dropContentsOnImpact;
flyOver.playFlyOverSound = Props.playFlyOverSound;
- Log.Message($"SectorSurveillance FlyOver created: {flyOver} from {startPos} to {endPos}");
}
- // 新增:验证和优化飞行路径
+
private bool ValidateAndOptimizePath(ref IntVec3 startPos, ref IntVec3 endPos, IntVec3 targetCell)
{
Map map = parent.pawn.Map;
- // 检查路径是否有效
if (!startPos.InBounds(map) || !endPos.InBounds(map))
return false;
- // 检查起点和终点是否相同
if (startPos == endPos)
return false;
- // 检查路径长度是否合理
float distance = Vector3.Distance(startPos.ToVector3(), endPos.ToVector3());
- if (distance < 10f) // 最小飞行距离
+ if (distance < 10f)
return false;
- // 检查路径是否经过目标区域附近
if (!IsPathNearTarget(startPos, endPos, targetCell))
{
- // 优化路径使其经过目标区域
OptimizePathForTarget(ref startPos, ref endPos, targetCell);
}
return true;
}
- // 新增:检查路径是否经过目标区域
+
private bool IsPathNearTarget(IntVec3 startPos, IntVec3 endPos, IntVec3 targetCell)
{
Vector3 start = startPos.ToVector3();
Vector3 end = endPos.ToVector3();
Vector3 target = targetCell.ToVector3();
- // 计算点到直线的距离
Vector3 lineDirection = (end - start).normalized;
Vector3 pointToLine = target - start;
Vector3 projection = Vector3.Project(pointToLine, lineDirection);
Vector3 perpendicular = pointToLine - projection;
float distanceToLine = perpendicular.magnitude;
-
- // 检查投影是否在线段内
float projectionLength = projection.magnitude;
float lineLength = (end - start).magnitude;
bool isWithinSegment = projectionLength >= 0 && projectionLength <= lineLength;
- // 如果距离小于15格且在路径线段内,则认为路径经过目标
return distanceToLine <= 15f && isWithinSegment;
}
- // 新增:优化路径使其经过目标区域
+
private void OptimizePathForTarget(ref IntVec3 startPos, ref IntVec3 endPos, IntVec3 targetCell)
{
Map map = parent.pawn.Map;
Vector3 target = targetCell.ToVector3();
- // 计算从目标点到地图边缘的方向
Vector3[] directions = {
- new Vector3(1, 0, 0), // 右
- new Vector3(-1, 0, 0), // 左
- new Vector3(0, 0, 1), // 上
- new Vector3(0, 0, -1) // 下
+ new Vector3(1, 0, 0),
+ new Vector3(-1, 0, 0),
+ new Vector3(0, 0, 1),
+ new Vector3(0, 0, -1)
};
- // 找到两个相对的方向,确保路径穿过目标
Vector3 bestStartDir = Vector3.zero;
Vector3 bestEndDir = Vector3.zero;
float bestScore = float.MinValue;
@@ -272,19 +242,16 @@ namespace WulaFallenEmpire
Vector3 dir1 = directions[i];
Vector3 dir2 = directions[j];
- // 检查两个方向是否相对(夹角接近180度)
float dot = Vector3.Dot(dir1, dir2);
- if (dot < -0.5f) // 相对方向
+ if (dot < -0.5f)
{
IntVec3 testStart = FindMapEdgeInDirection(map, targetCell, dir1);
IntVec3 testEnd = FindMapEdgeInDirection(map, targetCell, dir2);
if (testStart.InBounds(map) && testEnd.InBounds(map))
{
- // 计算路径质量:路径长度和是否经过目标
float pathLength = Vector3.Distance(testStart.ToVector3(), testEnd.ToVector3());
bool passesNearTarget = IsPathNearTarget(testStart, testEnd, targetCell);
-
float score = pathLength + (passesNearTarget ? 50f : 0f);
if (score > bestScore)
@@ -298,95 +265,73 @@ namespace WulaFallenEmpire
}
}
- // 应用最佳路径
if (bestStartDir != Vector3.zero && bestEndDir != Vector3.zero)
{
startPos = FindMapEdgeInDirection(map, targetCell, bestStartDir);
endPos = FindMapEdgeInDirection(map, targetCell, bestEndDir);
- Log.Message($"Optimized path: {startPos} -> {targetCell} -> {endPos}");
}
}
- // 新增:备用路径计算方法
+
private void CalculateFallbackPath(LocalTargetInfo target, out IntVec3 startPos, out IntVec3 endPos)
{
Map map = parent.pawn.Map;
IntVec3 targetPos = target.Cell;
- // 使用简单的对角路径
if (Rand.Value < 0.5f)
{
- // 从左下到右上
startPos = new IntVec3(0, 0, 0);
endPos = new IntVec3(map.Size.x - 1, 0, map.Size.z - 1);
}
else
{
- // 从右下到左上
startPos = new IntVec3(map.Size.x - 1, 0, 0);
endPos = new IntVec3(0, 0, map.Size.z - 1);
}
- // 确保位置在地图范围内
startPos = GetSafeMapPosition(startPos, map);
endPos = GetSafeMapPosition(endPos, map);
-
- Log.Message($"Fallback path: {startPos} -> {endPos}");
}
- // 改进的垂直线进场路径计算方法
+
private void CalculatePerpendicularPath(LocalTargetInfo target, out IntVec3 startPos, out IntVec3 endPos)
{
Map map = parent.pawn.Map;
IntVec3 casterPos = parent.pawn.Position;
IntVec3 targetPos = target.Cell;
- Log.Message($"Calculating perpendicular path: Caster={casterPos}, Target={targetPos}");
- // 计算施法者到目标的方向向量
- Vector3 directionToTarget = (targetPos.ToVector3() - casterPos.ToVector3()).normalized;
- // 如果方向为零向量,使用随机方向
+ Vector3 directionToTarget = (targetPos.ToVector3() - casterPos.ToVector3()).normalized;
if (directionToTarget == Vector3.zero)
{
directionToTarget = new Vector3(Rand.Range(-1f, 1f), 0, Rand.Range(-1f, 1f)).normalized;
- Log.Message($"Using random direction: {directionToTarget}");
}
- // 计算垂直于施法者-目标连线的方向(旋转90度)
+
Vector3 perpendicularDirection = new Vector3(-directionToTarget.z, 0, directionToTarget.x).normalized;
- Log.Message($"Perpendicular direction: {perpendicularDirection}");
- // 改进:从目标点出发,向垂直方向的两侧延伸找到地图边缘
- // 确保两个边缘点在目标点的相对两侧
IntVec3 edge1 = FindMapEdgeInDirection(map, targetPos, perpendicularDirection);
IntVec3 edge2 = FindMapEdgeInDirection(map, targetPos, -perpendicularDirection);
- // 验证路径质量
+
Vector3 edge1Vec = edge1.ToVector3();
Vector3 edge2Vec = edge2.ToVector3();
Vector3 targetVec = targetPos.ToVector3();
- // 检查两个边缘点是否在目标点的相对两侧
Vector3 toEdge1 = (edge1Vec - targetVec).normalized;
Vector3 toEdge2 = (edge2Vec - targetVec).normalized;
float dot = Vector3.Dot(toEdge1, toEdge2);
- // 如果两个方向相似(夹角小于90度),说明路径有问题
if (dot > -0.3f)
{
- Log.Warning($"Perpendicular path may not cross target properly (dot: {dot}), adjusting...");
-
- // 强制使用相对方向
if (perpendicularDirection.x != 0)
{
- // 如果原方向主要是水平,改用垂直方向
perpendicularDirection = new Vector3(0, 0, 1f);
}
else
{
- // 如果原方向主要是垂直,改用水平方向
perpendicularDirection = new Vector3(1f, 0, 0);
}
edge1 = FindMapEdgeInDirection(map, targetPos, perpendicularDirection);
edge2 = FindMapEdgeInDirection(map, targetPos, -perpendicularDirection);
}
- // 随机选择起点和终点(确保目标点在路径上)
+
if (Rand.Value < 0.5f)
{
startPos = edge1;
@@ -397,26 +342,21 @@ namespace WulaFallenEmpire
startPos = edge2;
endPos = edge1;
}
- Log.Message($"Perpendicular path: {startPos} -> {targetPos} -> {endPos}, path length: {Vector3.Distance(startPos.ToVector3(), endPos.ToVector3())}");
}
- // 改进的地图边缘查找方法
+
private IntVec3 FindMapEdgeInDirection(Map map, IntVec3 fromPos, Vector3 direction)
{
- // 确保方向向量有效
if (direction == Vector3.zero)
{
direction = new Vector3(Rand.Range(-1f, 1f), 0, Rand.Range(-1f, 1f)).normalized;
}
- // 使用精确的射线投射方法找到地图边缘
Vector3 fromVec = fromPos.ToVector3();
Vector3 dirNormalized = direction.normalized;
- // 计算与地图边界的交点
float minT = float.MaxValue;
IntVec3? bestEdgePos = null;
- // 检查四个边界
for (int i = 0; i < 4; i++)
{
float t = 0f;
@@ -424,7 +364,7 @@ namespace WulaFallenEmpire
switch (i)
{
- case 0: // 左边界 (x = 0)
+ case 0:
if (Mathf.Abs(dirNormalized.x) > 0.001f)
{
t = (0 - fromVec.x) / dirNormalized.x;
@@ -439,7 +379,7 @@ namespace WulaFallenEmpire
}
break;
- case 1: // 右边界 (x = map.Size.x - 1)
+ case 1:
if (Mathf.Abs(dirNormalized.x) > 0.001f)
{
t = (map.Size.x - 1 - fromVec.x) / dirNormalized.x;
@@ -454,7 +394,7 @@ namespace WulaFallenEmpire
}
break;
- case 2: // 下边界 (z = 0)
+ case 2:
if (Mathf.Abs(dirNormalized.z) > 0.001f)
{
t = (0 - fromVec.z) / dirNormalized.z;
@@ -469,7 +409,7 @@ namespace WulaFallenEmpire
}
break;
- case 3: // 上边界 (z = map.Size.z - 1)
+ case 3:
if (Mathf.Abs(dirNormalized.z) > 0.001f)
{
t = (map.Size.z - 1 - fromVec.z) / dirNormalized.z;
@@ -485,7 +425,6 @@ namespace WulaFallenEmpire
break;
}
- // 找到最近的有效边界点
if (edgePos.IsValid && edgePos.InBounds(map) && t > 0 && t < minT)
{
minT = t;
@@ -495,52 +434,44 @@ namespace WulaFallenEmpire
if (bestEdgePos.HasValue)
{
- Log.Message($"Found map edge at {bestEdgePos.Value} in direction {direction}");
return bestEdgePos.Value;
}
- // 如果没找到合适的边界点,使用随机边缘位置
- Log.Warning($"Could not find map edge in direction {direction}, using random edge");
return GetRandomMapEdgePosition(map);
}
- // 改进的随机地图边缘位置获取
+
private IntVec3 GetRandomMapEdgePosition(Map map)
{
- // 避免选择角落位置,因为角落容易导致路径问题
int edge = Rand.Range(0, 4);
int x, z;
switch (edge)
{
- case 0: // 上边 (避免左右角落)
+ case 0:
x = Rand.Range(5, map.Size.x - 5);
z = 0;
break;
- case 1: // 右边 (避免上下角落)
+ case 1:
x = map.Size.x - 1;
z = Rand.Range(5, map.Size.z - 5);
break;
- case 2: // 下边 (避免左右角落)
+ case 2:
x = Rand.Range(5, map.Size.x - 5);
z = map.Size.z - 1;
break;
- case 3: // 左边 (避免上下角落)
+ case 3:
default:
x = 0;
z = Rand.Range(5, map.Size.z - 5);
break;
}
- // 确保位置有效
x = Mathf.Clamp(x, 0, map.Size.x - 1);
z = Mathf.Clamp(z, 0, map.Size.z - 1);
- IntVec3 edgePos = new IntVec3(x, 0, z);
- Log.Message($"Random map edge position (avoiding corners): {edgePos}");
- return edgePos;
+ return new IntVec3(x, 0, z);
}
- // 修复的预览绘制方法
public override void DrawEffectPreview(LocalTargetInfo target)
{
base.DrawEffectPreview(target);
@@ -551,7 +482,6 @@ namespace WulaFallenEmpire
try
{
- // 计算飞行路径
IntVec3 startPos, endPos;
if (Props.approachType == ApproachType.Perpendicular)
{
@@ -563,17 +493,14 @@ namespace WulaFallenEmpire
endPos = CalculateEndPosition(target, startPos);
}
- // 确保位置在地图范围内
startPos = GetSafeMapPosition(startPos, map);
endPos = GetSafeMapPosition(endPos, map);
- // 检查预览稳定性
if (!IsPreviewStable(startPos, endPos, map))
{
return;
}
- // 根据不同类型显示不同的预览
if (Props.enableGroundStrafing && Props.showStrafePreview)
{
DrawStrafingAreaPreview(startPos, endPos, target.Cell);
@@ -585,57 +512,45 @@ namespace WulaFallenEmpire
}
catch (System.Exception)
{
- // 忽略预览绘制中的错误,避免影响游戏体验
+ // 忽略预览绘制中的错误
}
}
}
- // 安全的位置计算方法
private IntVec3 GetSafeMapPosition(IntVec3 pos, Map map)
{
if (map == null) return pos;
- // 确保位置在地图范围内
pos.x = Mathf.Clamp(pos.x, 0, map.Size.x - 1);
pos.z = Mathf.Clamp(pos.z, 0, map.Size.z - 1);
return pos;
}
- // 预览绘制稳定性检查
private bool IsPreviewStable(IntVec3 startPos, IntVec3 endPos, Map map)
{
if (map == null) return false;
-
- // 检查位置是否有效
if (!startPos.IsValid || !endPos.IsValid) return false;
-
- // 检查位置是否在地图范围内
if (!startPos.InBounds(map) || !endPos.InBounds(map)) return false;
- // 检查距离是否合理(避免过短的路径)
float distance = Vector3.Distance(startPos.ToVector3(), endPos.ToVector3());
if (distance < 5f) return false;
return true;
}
- // 修复:绘制地面扫射预览,现在接受目标单元格参数
private void DrawStrafingAreaPreview(IntVec3 startPos, IntVec3 endPos, IntVec3 targetCell)
{
Map map = parent.pawn.Map;
- // 计算飞行方向
Vector3 flightDirection = (endPos.ToVector3() - startPos.ToVector3()).normalized;
if (flightDirection == Vector3.zero)
{
flightDirection = Vector3.forward;
}
- // 只计算扫射影响区域的单元格
List strafeImpactCells = CalculateStrafingImpactCells(targetCell, flightDirection);
- // 绘制扫射影响区域的预览单元格
foreach (IntVec3 cell in strafeImpactCells)
{
if (cell.InBounds(map))
@@ -644,44 +559,33 @@ namespace WulaFallenEmpire
}
}
- // 绘制飞行路径线
GenDraw.DrawLineBetween(startPos.ToVector3Shifted(), endPos.ToVector3Shifted(), SimpleColor.Red, 0.2f);
-
- // 绘制扫射范围边界
DrawStrafingBoundaries(targetCell, flightDirection);
}
- // 修复:计算扫射影响区域的单元格,现在以目标单元格为中心
private List CalculateStrafingImpactCells(IntVec3 targetCell, Vector3 flightDirection)
{
List cells = new List();
Map map = parent.pawn.Map;
- // 计算垂直于飞行方向的方向
Vector3 perpendicular = new Vector3(-flightDirection.z, 0f, flightDirection.x).normalized;
-
- // 修复:以目标单元格为中心计算扫射区域
Vector3 targetCenter = targetCell.ToVector3();
- // 计算扫射区域的起始和结束位置(基于扫射长度,以目标为中心)
float strafeHalfLength = Props.strafeLength * 0.5f;
Vector3 strafeStart = targetCenter - flightDirection * strafeHalfLength;
Vector3 strafeEnd = targetCenter + flightDirection * strafeHalfLength;
- // 使用整数步进避免浮点精度问题
int steps = Mathf.Max(1, Mathf.CeilToInt(Props.strafeLength));
for (int i = 0; i <= steps; i++)
{
float progress = (float)i / steps;
Vector3 centerPoint = Vector3.Lerp(strafeStart, strafeEnd, progress);
- // 在垂直方向扩展扫射宽度
for (int w = -Props.strafeWidth; w <= Props.strafeWidth; w++)
{
Vector3 offset = perpendicular * w;
Vector3 cellPos = centerPoint + offset;
- // 使用更精确的单元格转换
IntVec3 cell = new IntVec3(
Mathf.RoundToInt(cellPos.x),
Mathf.RoundToInt(cellPos.y),
@@ -695,37 +599,29 @@ namespace WulaFallenEmpire
}
}
- Log.Message($"Strafing Area: Calculated {cells.Count} impact cells centered at {targetCell}");
return cells;
}
- // 修复:绘制扫射范围边界,现在以目标单元格为中心
private void DrawStrafingBoundaries(IntVec3 targetCell, Vector3 flightDirection)
{
Map map = parent.pawn.Map;
Vector3 perpendicular = new Vector3(-flightDirection.z, 0f, flightDirection.x).normalized;
- // 修复:以目标单元格为中心
Vector3 targetCenter = targetCell.ToVector3();
-
- // 计算扫射区域的起始和结束位置
float strafeHalfLength = Props.strafeLength * 0.5f;
Vector3 strafeStart = targetCenter - flightDirection * strafeHalfLength;
Vector3 strafeEnd = targetCenter + flightDirection * strafeHalfLength;
- // 计算扫射区域的四个角
Vector3 startLeft = strafeStart + perpendicular * Props.strafeWidth;
Vector3 startRight = strafeStart - perpendicular * Props.strafeWidth;
Vector3 endLeft = strafeEnd + perpendicular * Props.strafeWidth;
Vector3 endRight = strafeEnd - perpendicular * Props.strafeWidth;
- // 转换为 IntVec3 并确保在地图范围内
IntVec3 startLeftCell = GetSafeMapPosition(new IntVec3((int)startLeft.x, (int)startLeft.y, (int)startLeft.z), map);
IntVec3 startRightCell = GetSafeMapPosition(new IntVec3((int)startRight.x, (int)startRight.y, (int)startRight.z), map);
IntVec3 endLeftCell = GetSafeMapPosition(new IntVec3((int)endLeft.x, (int)endLeft.y, (int)endLeft.z), map);
IntVec3 endRightCell = GetSafeMapPosition(new IntVec3((int)endRight.x, (int)endRight.y, (int)endRight.z), map);
- // 绘制边界线 - 只绘制在地图范围内的线段
if (startLeftCell.InBounds(map) && endLeftCell.InBounds(map))
GenDraw.DrawLineBetween(startLeftCell.ToVector3Shifted(), endLeftCell.ToVector3Shifted(), SimpleColor.Red, 0.2f);
@@ -739,25 +635,19 @@ namespace WulaFallenEmpire
GenDraw.DrawLineBetween(endLeftCell.ToVector3Shifted(), endRightCell.ToVector3Shifted(), SimpleColor.Red, 0.2f);
}
- // 绘制扇形区域预览
private void DrawSectorAreaPreview(IntVec3 startPos, IntVec3 endPos)
{
Map map = parent.pawn.Map;
- // 计算飞行方向
Vector3 flightDirection = (endPos.ToVector3() - startPos.ToVector3()).normalized;
if (flightDirection == Vector3.zero)
{
flightDirection = Vector3.forward;
}
- // 计算垂直于飞行方向的方向
Vector3 perpendicular = new Vector3(-flightDirection.z, 0f, flightDirection.x).normalized;
-
- // 使用strafeWidth来近似扇形扫过的区域宽度
List previewCells = CalculateRectangularPreviewArea(startPos, endPos, flightDirection, perpendicular);
- // 绘制预览区域
foreach (IntVec3 cell in previewCells)
{
if (cell.InBounds(map))
@@ -766,36 +656,28 @@ namespace WulaFallenEmpire
}
}
- // 绘制飞行路径线
GenDraw.DrawLineBetween(startPos.ToVector3Shifted(), endPos.ToVector3Shifted(), SimpleColor.Blue, 0.2f);
-
- // 绘制预览区域边界
DrawRectangularPreviewBoundaries(startPos, endPos, flightDirection, perpendicular);
}
- // 计算矩形预览区域(近似扇形扫过的区域)
private List CalculateRectangularPreviewArea(IntVec3 startPos, IntVec3 endPos, Vector3 flightDirection, Vector3 perpendicular)
{
List cells = new List();
Map map = parent.pawn.Map;
- // 计算飞行路径的总长度
float totalPathLength = Vector3.Distance(startPos.ToVector3(), endPos.ToVector3());
-
- // 沿着飞行路径计算预览单元格
int steps = Mathf.Max(1, Mathf.CeilToInt(totalPathLength));
+
for (int i = 0; i <= steps; i++)
{
float progress = (float)i / steps;
Vector3 centerPoint = Vector3.Lerp(startPos.ToVector3(), endPos.ToVector3(), progress);
- // 在垂直方向扩展预览宽度(使用strafeWidth)
for (int w = -Props.strafeWidth; w <= Props.strafeWidth; w++)
{
Vector3 offset = perpendicular * w;
Vector3 cellPos = centerPoint + offset;
- // 使用精确的单元格转换
IntVec3 cell = new IntVec3(
Mathf.RoundToInt(cellPos.x),
Mathf.RoundToInt(cellPos.y),
@@ -812,24 +694,20 @@ namespace WulaFallenEmpire
return cells;
}
- // 绘制矩形预览边界
private void DrawRectangularPreviewBoundaries(IntVec3 startPos, IntVec3 endPos, Vector3 flightDirection, Vector3 perpendicular)
{
Map map = parent.pawn.Map;
- // 计算预览区域的四个角
Vector3 startLeft = startPos.ToVector3() + perpendicular * Props.strafeWidth;
Vector3 startRight = startPos.ToVector3() - perpendicular * Props.strafeWidth;
Vector3 endLeft = endPos.ToVector3() + perpendicular * Props.strafeWidth;
Vector3 endRight = endPos.ToVector3() - perpendicular * Props.strafeWidth;
- // 转换为 IntVec3 并确保在地图范围内
IntVec3 startLeftCell = GetSafeMapPosition(new IntVec3((int)startLeft.x, (int)startLeft.y, (int)startLeft.z), map);
IntVec3 startRightCell = GetSafeMapPosition(new IntVec3((int)startRight.x, (int)startRight.y, (int)startRight.z), map);
IntVec3 endLeftCell = GetSafeMapPosition(new IntVec3((int)endLeft.x, (int)endLeft.y, (int)endLeft.z), map);
IntVec3 endRightCell = GetSafeMapPosition(new IntVec3((int)endRight.x, (int)endRight.y, (int)endRight.z), map);
- // 绘制边界线 - 只绘制在地图范围内的线段
if (startLeftCell.InBounds(map) && endLeftCell.InBounds(map))
GenDraw.DrawLineBetween(startLeftCell.ToVector3Shifted(), endLeftCell.ToVector3Shifted(), SimpleColor.Blue, 0.2f);
@@ -843,11 +721,11 @@ namespace WulaFallenEmpire
GenDraw.DrawLineBetween(endLeftCell.ToVector3Shifted(), endRightCell.ToVector3Shifted(), SimpleColor.Blue, 0.2f);
}
- // 预处理扫射目标单元格
private List PreprocessStrafingTargets(List potentialTargets, float fireChance)
{
List confirmedTargets = new List();
List missedCells = new List();
+
foreach (IntVec3 cell in potentialTargets)
{
if (Rand.Value <= fireChance)
@@ -860,16 +738,13 @@ namespace WulaFallenEmpire
}
}
- // 应用最小和最大射弹数限制
if (Props.maxStrafeProjectiles > -1 && confirmedTargets.Count > Props.maxStrafeProjectiles)
{
- // 如果超出最大值,随机丢弃一些目标
confirmedTargets = confirmedTargets.InRandomOrder().Take(Props.maxStrafeProjectiles).ToList();
}
if (Props.minStrafeProjectiles > -1 && confirmedTargets.Count < Props.minStrafeProjectiles)
{
- // 如果不足最小值,从之前未选中的格子里补充
int needed = Props.minStrafeProjectiles - confirmedTargets.Count;
if (needed > 0 && missedCells.Count > 0)
{
@@ -877,11 +752,9 @@ namespace WulaFallenEmpire
}
}
- Log.Message($"Strafing Preprocess: {confirmedTargets.Count}/{potentialTargets.Count} cells confirmed after min/max adjustment.");
return confirmedTargets;
}
- // 原有的位置计算方法
private IntVec3 CalculateStartPosition(LocalTargetInfo target)
{
Map map = parent.pawn.Map;
@@ -890,16 +763,12 @@ namespace WulaFallenEmpire
{
case StartPosition.Caster:
return parent.pawn.Position;
-
case StartPosition.MapEdge:
return GetMapEdgePosition(map, GetDirectionFromCasterToTarget(target));
-
case StartPosition.CustomOffset:
return GetSafeMapPosition(parent.pawn.Position + Props.customStartOffset, map);
-
case StartPosition.RandomMapEdge:
return GetRandomMapEdgePosition(map);
-
default:
return parent.pawn.Position;
}
@@ -915,24 +784,18 @@ namespace WulaFallenEmpire
case EndPosition.TargetCell:
endPos = target.Cell;
break;
-
case EndPosition.OppositeMapEdge:
endPos = GetOppositeMapEdgeThroughCenter(map, startPos);
break;
-
case EndPosition.CustomOffset:
endPos = GetSafeMapPosition(target.Cell + Props.customEndOffset, map);
break;
-
case EndPosition.FixedDistance:
endPos = GetFixedDistancePosition(startPos, target.Cell);
break;
-
case EndPosition.RandomMapEdge:
endPos = GetRandomMapEdgePosition(map);
- Log.Message($"Random map edge selected as end position: {endPos}");
break;
-
default:
endPos = target.Cell;
break;
@@ -941,23 +804,18 @@ namespace WulaFallenEmpire
return GetSafeMapPosition(endPos, map);
}
- // 原有的辅助方法
private IntVec3 GetOppositeMapEdgeThroughCenter(Map map, IntVec3 startPos)
{
IntVec3 center = map.Center;
Vector3 toCenter = (center.ToVector3() - startPos.ToVector3()).normalized;
-
+
if (toCenter == Vector3.zero)
{
toCenter = new Vector3(Rand.Range(-1f, 1f), 0, Rand.Range(-1f, 1f)).normalized;
- Log.Message($"Using random direction to center: {toCenter}");
}
Vector3 fromCenter = toCenter;
- IntVec3 oppositeEdge = GetMapEdgePositionFromCenter(map, fromCenter);
-
- Log.Message($"Found opposite edge through center: {oppositeEdge}");
- return oppositeEdge;
+ return GetMapEdgePositionFromCenter(map, fromCenter);
}
private IntVec3 GetMapEdgePositionFromCenter(Map map, Vector3 direction)
@@ -974,13 +832,10 @@ namespace WulaFallenEmpire
if (!testPos.InBounds(map))
{
- IntVec3 edgePos = FindClosestValidPosition(testPos, map);
- Log.Message($"Found map edge from center: {edgePos} (direction: {direction}, distance: {i})");
- return edgePos;
+ return FindClosestValidPosition(testPos, map);
}
}
- Log.Warning("Could not find map edge from center, using random edge");
return GetRandomMapEdgePosition(map);
}
@@ -989,7 +844,6 @@ namespace WulaFallenEmpire
if (direction == Vector3.zero)
{
direction = new Vector3(Rand.Range(-1f, 1f), 0, Rand.Range(-1f, 1f)).normalized;
- Log.Message($"Using random direction: {direction}");
}
IntVec3 center = map.Center;
@@ -1004,13 +858,10 @@ namespace WulaFallenEmpire
if (!testPos.InBounds(map))
{
- IntVec3 edgePos = FindClosestValidPosition(testPos, map);
- Log.Message($"Found map edge position: {edgePos} (direction: {direction}, distance: {i})");
- return edgePos;
+ return FindClosestValidPosition(testPos, map);
}
}
- Log.Warning("Could not find map edge in direction, using random edge");
return GetRandomMapEdgePosition(map);
}
@@ -1030,16 +881,14 @@ namespace WulaFallenEmpire
return map.Center;
}
+
private IntVec3 GetFixedDistancePosition(IntVec3 startPos, IntVec3 targetPos)
{
Vector3 direction = (targetPos.ToVector3() - startPos.ToVector3()).normalized;
- IntVec3 endPos = startPos + new IntVec3(
+ return startPos + new IntVec3(
(int)(direction.x * Props.flyOverDistance),
0,
(int)(direction.z * Props.flyOverDistance));
-
- Log.Message($"Fixed distance position: {endPos} (from {startPos}, distance: {Props.flyOverDistance})");
- return endPos;
}
private Vector3 GetDirectionFromCasterToTarget(LocalTargetInfo target)
@@ -1049,7 +898,6 @@ namespace WulaFallenEmpire
if (direction == Vector3.zero)
{
direction = new Vector3(Rand.Range(-1f, 1f), 0, Rand.Range(-1f, 1f)).normalized;
- Log.Message($"Using random direction: {direction}");
}
return direction;
diff --git a/Source/WulaFallenEmpire/Hediff/HediffGiver_NonPlayerFaction.cs b/Source/WulaFallenEmpire/Hediff/HediffGiver_NonPlayerFaction.cs
deleted file mode 100644
index 88cfe2f7..00000000
--- a/Source/WulaFallenEmpire/Hediff/HediffGiver_NonPlayerFaction.cs
+++ /dev/null
@@ -1,121 +0,0 @@
-using RimWorld;
-using Verse;
-using System.Collections.Generic;
-
-namespace WulaFallenEmpire
-{
- public class HediffGiver_NonPlayerFaction : HediffGiver
- {
- // 显式重新定义这些字段,确保 XML 解析器能找到它们
- public float mtbDays;
- public new HediffDef hediff;
-
- // 新增:目标派系列表
- public List targetFactions;
-
- // 新增:是否排除玩家派系(默认为true)
- public bool excludePlayerFaction = true;
-
- // 新增:是否排除囚犯(默认为true)
- public bool excludePrisoners = true;
-
- // 新增:记录已经处理过的 pawn,避免重复处理
- private HashSet processedPawns = new HashSet();
-
- public override void OnIntervalPassed(Pawn pawn, Hediff cause)
- {
- // 检查 pawn 是否已经处理过
- if (processedPawns.Contains(pawn))
- {
- // 如果已经处理过,检查 hediff 是否还存在
- Hediff existingHediff = pawn.health?.hediffSet?.GetFirstHediffOfDef(this.hediff);
- if (existingHediff != null)
- {
- // hediff 还存在,不需要再次处理
- return;
- }
- else
- {
- // hediff 被移除了,从记录中移除这个 pawn
- processedPawns.Remove(pawn);
- }
- }
-
- // 检查派系条件
- if (ShouldHaveHediff(pawn))
- {
- // 检查是否已经有这个 hediff
- Hediff existing = pawn.health?.hediffSet?.GetFirstHediffOfDef(this.hediff);
- if (existing == null)
- {
- // 给予 hediff
- HealthUtility.AdjustSeverity(pawn, this.hediff, 1.0f);
- // 标记为已处理
- processedPawns.Add(pawn);
- Log.Message($"Added hediff {this.hediff.defName} to pawn {pawn.Label}");
- }
- }
- else
- {
- // 移除 hediff
- if (RemoveHediffIfExists(pawn))
- {
- // 如果成功移除了 hediff,也从记录中移除
- processedPawns.Remove(pawn);
- }
- }
- }
-
- private bool ShouldHaveHediff(Pawn pawn)
- {
- // 检查派系是否存在
- if (pawn.Faction == null)
- return false;
-
- // 检查是否排除玩家派系
- if (excludePlayerFaction && pawn.Faction == Faction.OfPlayer)
- return false;
-
- // 检查是否排除囚犯
- if (excludePrisoners && pawn.IsPrisonerOfColony)
- return false;
-
- // 检查目标派系
- if (targetFactions != null && targetFactions.Count > 0)
- {
- // 如果指定了目标派系,只给这些派系添加 hediff
- return targetFactions.Contains(pawn.Faction.def);
- }
- else
- {
- // 如果没有指定目标派系,保持原来的行为:给所有非玩家派系添加
- return pawn.Faction != Faction.OfPlayer;
- }
- }
-
- private bool RemoveHediffIfExists(Pawn pawn)
- {
- Hediff existing = pawn.health?.hediffSet?.GetFirstHediffOfDef(this.hediff);
- if (existing != null)
- {
- pawn.health.RemoveHediff(existing);
- Log.Message($"Removed hediff {this.hediff.defName} from pawn {pawn.Label}");
- return true;
- }
- return false;
- }
-
- // 新增:在 pawn 死亡或被销毁时清理记录
- public override void Notify_PawnDied(Pawn pawn, DamageInfo? dinfo)
- {
- base.Notify_PawnDied(pawn, dinfo);
- processedPawns.Remove(pawn);
- }
-
- public override void Notify_PawnDespawned(Pawn pawn, Map map)
- {
- base.Notify_PawnDespawned(pawn, map);
- processedPawns.Remove(pawn);
- }
- }
-}
diff --git a/Source/WulaFallenEmpire/HediffComp/HediffCompProperties_NanoRepair.cs b/Source/WulaFallenEmpire/HediffComp/HediffCompProperties_NanoRepair.cs
index b1a0f0bf..85a6e988 100644
--- a/Source/WulaFallenEmpire/HediffComp/HediffCompProperties_NanoRepair.cs
+++ b/Source/WulaFallenEmpire/HediffComp/HediffCompProperties_NanoRepair.cs
@@ -1,4 +1,3 @@
-// HediffCompProperties_NanoRepair.cs
using RimWorld;
using Verse;
using System.Collections.Generic;
@@ -44,8 +43,6 @@ namespace WulaFallenEmpire
var wulaEnergy = Pawn.needs.TryGetNeed(DefDatabase.GetNamedSilentFail("WULA_Energy"));
if (wulaEnergy != null)
{
- if (debugCounter % 10 == 0)
- Log.Message($"[NanoRepair] 使用 WULA_Energy 作为能量源");
return wulaEnergy;
}
@@ -53,13 +50,9 @@ namespace WulaFallenEmpire
var mechEnergy = Pawn.needs?.TryGetNeed();
if (mechEnergy != null)
{
- if (debugCounter % 10 == 0)
- Log.Message($"[NanoRepair] 使用 MechEnergy 作为能量源");
return mechEnergy;
}
- if (debugCounter % 10 == 0)
- Log.Message($"[NanoRepair] 没有找到可用的能量源");
return null;
}
@@ -88,8 +81,6 @@ namespace WulaFallenEmpire
if (parent.Severity != Props.inactiveSeverity)
{
parent.Severity = Props.inactiveSeverity;
- if (debugCounter % 10 == 0)
- Log.Message($"[NanoRepair] 修复系统已关闭,设置为不活跃状态");
}
return;
}
@@ -98,10 +89,6 @@ namespace WulaFallenEmpire
if (Find.TickManager.TicksGame % CheckInterval == 0)
{
debugCounter++;
- if (debugCounter % 10 == 0)
- {
- Log.Message($"[NanoRepair] Tick {Find.TickManager.TicksGame} - 开始检查修复状态");
- }
UpdateSeverityAndRepair();
}
}
@@ -110,8 +97,6 @@ namespace WulaFallenEmpire
{
if (Pawn == null || Pawn.Dead)
{
- if (debugCounter % 10 == 0)
- Log.Message($"[NanoRepair] Pawn为null或已死亡");
return;
}
@@ -122,22 +107,13 @@ namespace WulaFallenEmpire
if (parent.Severity != targetSeverity)
{
parent.Severity = targetSeverity;
- if (debugCounter % 10 == 0)
- Log.Message($"[NanoRepair] 更新严重性: {parent.Severity} -> {targetSeverity}");
}
// 如果处于活跃状态,执行修复
if (shouldBeActive)
{
- if (debugCounter % 10 == 0)
- Log.Message($"[NanoRepair] 系统活跃,尝试修复损伤");
TryRepairDamage();
}
- else
- {
- if (debugCounter % 10 == 0)
- Log.Message($"[NanoRepair] 系统不活跃,跳过修复");
- }
}
private bool ShouldBeActive()
@@ -145,8 +121,6 @@ namespace WulaFallenEmpire
// 如果修复系统关闭,直接返回不活跃
if (!repairSystemEnabled)
{
- if (debugCounter % 10 == 0)
- Log.Message($"[NanoRepair] 修复系统已关闭,系统不活跃");
return false;
}
@@ -154,15 +128,11 @@ namespace WulaFallenEmpire
var energyNeed = GetEnergyNeed();
if (energyNeed == null)
{
- if (debugCounter % 10 == 0)
- Log.Message($"[NanoRepair] 没有能量需求,系统不活跃");
return false;
}
if (energyNeed.CurLevelPercentage < Props.minEnergyThreshold)
{
- if (debugCounter % 10 == 0)
- Log.Message($"[NanoRepair] 能量不足: {energyNeed.CurLevelPercentage:P0} < {Props.minEnergyThreshold:P0},系统不活跃");
return false;
}
@@ -170,21 +140,15 @@ namespace WulaFallenEmpire
int cooldownRemaining = ActualRepairCooldownAfterDamage - (Find.TickManager.TicksGame - lastDamageTick);
if (cooldownRemaining > 0)
{
- if (debugCounter % 10 == 0)
- Log.Message($"[NanoRepair] 冷却中: {cooldownRemaining} ticks剩余,系统不活跃");
return false;
}
// 检查是否有需要修复的损伤
if (!HasDamageToRepair())
{
- if (debugCounter % 10 == 0)
- Log.Message($"[NanoRepair] 没有需要修复的损伤,系统不活跃");
return false;
}
- if (debugCounter % 10 == 0)
- Log.Message($"[NanoRepair] 所有条件满足,系统活跃");
return true;
}
@@ -192,8 +156,6 @@ namespace WulaFallenEmpire
{
if (Pawn.health == null || Pawn.health.hediffSet == null)
{
- if (debugCounter % 10 == 0)
- Log.Message($"[NanoRepair] Health或HediffSet为null");
return false;
}
@@ -201,22 +163,16 @@ namespace WulaFallenEmpire
var missingParts = Pawn.health.hediffSet.GetMissingPartsCommonAncestors();
if (missingParts.Count > 0)
{
- if (debugCounter % 10 == 0)
- Log.Message($"[NanoRepair] 检测到缺失部件: {missingParts.Count}个");
return true;
}
// 检查是否有损伤
if (HasDamagedParts())
{
- if (debugCounter % 10 == 0)
- Log.Message($"[NanoRepair] 检测到损伤部位");
return true;
}
// 不再检查疾病
- if (debugCounter % 10 == 0)
- Log.Message($"[NanoRepair] 没有检测到任何需要修复的损伤");
return false;
}
@@ -238,14 +194,9 @@ namespace WulaFallenEmpire
if (currentHealth < maxHealth)
{
damagedCount++;
- if (debugCounter % 10 == 0 && damagedCount == 1)
- Log.Message($"[NanoRepair] 部位 {part.def.defName} 有损伤: {currentHealth}/{maxHealth}");
}
}
}
-
- if (debugCounter % 10 == 0 && damagedCount > 0)
- Log.Message($"[NanoRepair] 总共检测到 {damagedCount} 个损伤部位");
return damagedCount > 0;
}
@@ -267,14 +218,9 @@ namespace WulaFallenEmpire
if (currentHealth < maxHealth)
{
damagedParts.Add(part);
- if (debugCounter % 10 == 0 && damagedParts.Count <= 3)
- Log.Message($"[NanoRepair] 损伤部位: {part.def.defName} ({currentHealth}/{maxHealth})");
}
}
}
-
- if (debugCounter % 10 == 0 && damagedParts.Count > 3)
- Log.Message($"[NanoRepair] ... 还有 {damagedParts.Count - 3} 个损伤部位");
return damagedParts;
}
@@ -284,34 +230,22 @@ namespace WulaFallenEmpire
var energyNeed = GetEnergyNeed();
if (energyNeed == null)
{
- if (debugCounter % 10 == 0)
- Log.Message($"[NanoRepair] 能量需求为null,无法修复");
return;
}
- if (debugCounter % 10 == 0)
- Log.Message($"[NanoRepair] 当前能量({GetEnergyNeedName()}): {energyNeed.CurLevel:F1}/{energyNeed.MaxLevel:F1} ({energyNeed.CurLevelPercentage:P0})");
-
// 优先修复缺失部件
if (TryRepairMissingParts(energyNeed))
{
- if (debugCounter % 10 == 0)
- Log.Message($"[NanoRepair] 已修复缺失部件");
return;
}
// 然后修复损伤
if (TryRepairDamagedParts(energyNeed))
{
- if (debugCounter % 10 == 0)
- Log.Message($"[NanoRepair] 已修复损伤部位");
return;
}
// 不再修复疾病
-
- if (debugCounter % 10 == 0)
- Log.Message($"[NanoRepair] 没有执行任何修复");
}
private bool TryRepairMissingParts(Need energyNeed)
@@ -319,14 +253,9 @@ namespace WulaFallenEmpire
var missingParts = Pawn.health.hediffSet.GetMissingPartsCommonAncestors();
if (missingParts == null || missingParts.Count == 0)
{
- if (debugCounter % 10 == 0)
- Log.Message($"[NanoRepair] 没有缺失部件需要修复");
return false;
}
- if (debugCounter % 10 == 0)
- Log.Message($"[NanoRepair] 检查修复缺失部件,共有 {missingParts.Count} 个");
-
// 选择最小的缺失部件进行修复(成本较低)
Hediff_MissingPart partToRepair = null;
float minHealth = float.MaxValue;
@@ -353,24 +282,14 @@ namespace WulaFallenEmpire
repairCost *= mechEnergyLoss;
}
- if (debugCounter % 10 == 0)
- Log.Message($"[NanoRepair] 尝试修复缺失部件 {partToRepair.Part.def.defName}, 成本: {repairCost:F2}, 当前能量: {energyNeed.CurLevel:F2}");
-
if (energyNeed.CurLevel >= repairCost)
{
if (ConvertMissingPartToInjury(partToRepair, repairCost))
{
energyNeed.CurLevel -= repairCost;
- if (debugCounter % 10 == 0)
- Log.Message($"[NanoRepair] 成功将缺失部件 {partToRepair.Part.def.defName} 转换为损伤, 消耗能量: {repairCost:F2}");
return true;
}
}
- else
- {
- if (debugCounter % 10 == 0)
- Log.Message($"[NanoRepair] 能量不足修复缺失部件: {energyNeed.CurLevel:F2} < {repairCost:F2}");
- }
}
return false;
}
@@ -380,14 +299,9 @@ namespace WulaFallenEmpire
var damagedParts = GetDamagedParts();
if (damagedParts.Count == 0)
{
- if (debugCounter % 10 == 0)
- Log.Message($"[NanoRepair] 没有损伤部位需要修复");
return false;
}
- if (debugCounter % 10 == 0)
- Log.Message($"[NanoRepair] 检查修复损伤部位,共有 {damagedParts.Count} 个");
-
// 选择健康值最低的部位进行修复
BodyPartRecord partToRepair = null;
float minHealthRatio = float.MaxValue;
@@ -421,24 +335,14 @@ namespace WulaFallenEmpire
repairCost *= mechEnergyLoss;
}
- if (debugCounter % 10 == 0)
- Log.Message($"[NanoRepair] 尝试修复部位 {partToRepair.def.defName}, 健康: {currentHealth:F1}/{maxHealth:F1}, 修复量: {healthToRepair:F1}, 成本: {repairCost:F2}");
-
if (energyNeed.CurLevel >= repairCost)
{
if (RepairDamagedPart(partToRepair, repairCost))
{
energyNeed.CurLevel -= repairCost;
- if (debugCounter % 10 == 0)
- Log.Message($"[NanoRepair] 成功修复部位 {partToRepair.def.defName}, 消耗能量: {repairCost:F2}");
return true;
}
}
- else
- {
- if (debugCounter % 10 == 0)
- Log.Message($"[NanoRepair] 能量不足修复损伤: {energyNeed.CurLevel:F2} < {repairCost:F2}");
- }
}
return false;
}
@@ -451,9 +355,6 @@ namespace WulaFallenEmpire
float maxHealth = part.def.GetMaxHealth(Pawn);
float currentHealth = Pawn.health.hediffSet.GetPartHealth(part);
- if (debugCounter % 10 == 0)
- Log.Message($"[NanoRepair] 开始修复部位 {part.def.defName}, 当前健康: {currentHealth:F1}/{maxHealth:F1}");
-
// 获取该部位的所有hediff
var hediffsOnPart = new List();
foreach (var hediff in Pawn.health.hediffSet.hediffs)
@@ -461,21 +362,14 @@ namespace WulaFallenEmpire
if (hediff.Part == part)
{
hediffsOnPart.Add(hediff);
- if (debugCounter % 10 == 0)
- Log.Message($"[NanoRepair] 部位 {part.def.defName} 上的hediff: {hediff.def.defName}, 类型: {hediff.GetType()}, 严重性: {hediff.Severity}");
}
}
if (hediffsOnPart.Count == 0)
{
- if (debugCounter % 10 == 0)
- Log.Message($"[NanoRepair] 部位 {part.def.defName} 上没有找到任何hediff");
return false;
}
- if (debugCounter % 10 == 0)
- Log.Message($"[NanoRepair] 在部位 {part.def.defName} 上找到 {hediffsOnPart.Count} 个hediff");
-
bool anyRepairDone = false;
foreach (var hediff in hediffsOnPart)
@@ -483,8 +377,6 @@ namespace WulaFallenEmpire
// 检查hediff是否可修复
if (!CanRepairHediff(hediff))
{
- if (debugCounter % 10 == 0)
- Log.Message($"[NanoRepair] 跳过不可修复的hediff: {hediff.def.defName}");
continue;
}
@@ -493,8 +385,6 @@ namespace WulaFallenEmpire
{
Pawn.health.RemoveHediff(hediff);
anyRepairDone = true;
- if (debugCounter % 10 == 0)
- Log.Message($"[NanoRepair] 删除严重性小于1的hediff: {hediff.def.defName} (严重性: {hediff.Severity:F2})");
}
else
{
@@ -503,14 +393,9 @@ namespace WulaFallenEmpire
hediff.Severity = 0f;
Pawn.health.RemoveHediff(hediff);
anyRepairDone = true;
- if (debugCounter % 10 == 0)
- Log.Message($"[NanoRepair] 完全修复hediff: {hediff.def.defName} (严重性: {originalSeverity:F2} -> 0)");
}
}
- if (debugCounter % 10 == 0)
- Log.Message($"[NanoRepair] 部位 {part.def.defName} 修复完成,执行了 {anyRepairDone} 次修复");
-
return anyRepairDone;
}
catch (System.Exception ex)
@@ -526,8 +411,6 @@ namespace WulaFallenEmpire
// 跳过疾病
if (IsDisease(hediff))
{
- if (debugCounter % 10 == 0)
- Log.Message($"[NanoRepair] 跳过疾病: {hediff.def.defName}");
return false;
}
@@ -568,9 +451,6 @@ namespace WulaFallenEmpire
{
try
{
- if (debugCounter % 10 == 0)
- Log.Message($"[NanoRepair] 开始将缺失部件 {missingPart.Part.def.defName} 转换为损伤");
-
float partMaxHealth = missingPart.Part.def.GetMaxHealth(Pawn);
// 关键修复:确保转换后的损伤不会导致部位再次缺失
@@ -600,9 +480,6 @@ namespace WulaFallenEmpire
Pawn.health.AddHediff(injury);
- if (debugCounter % 10 == 0)
- Log.Message($"[NanoRepair] 成功将缺失部件 {missingPart.Part.def.defName} 转换为 {injuryDef.defName} 损伤, 严重性: {injurySeverity} (最大健康值: {partMaxHealth})");
-
return true;
}
catch (System.Exception ex)
@@ -628,7 +505,6 @@ namespace WulaFallenEmpire
// 记录最后一次受到伤害的时间
lastDamageTick = Find.TickManager.TicksGame;
- Log.Message($"[NanoRepair] 受到伤害,开始修复冷却: {lastDamageTick}");
}
// 新增:动态获取属性值的方法
@@ -675,7 +551,6 @@ namespace WulaFallenEmpire
"WULA_NanoRepair_DisabledMsg".Translate(Pawn.LabelShort),
MessageTypeDefOf.SilentInput
);
- Log.Message($"[NanoRepair] 修复系统已{(repairSystemEnabled ? "启用" : "禁用")}");
},
hotKey = KeyBindingDefOf.Misc1
};
diff --git a/Source/WulaFallenEmpire/HediffComp/WULA_HediffComp_TopTurret/HediffComp_TopTurret.cs b/Source/WulaFallenEmpire/HediffComp/WULA_HediffComp_TopTurret/HediffComp_TopTurret.cs
index d96cb358..3ed7b89d 100644
--- a/Source/WulaFallenEmpire/HediffComp/WULA_HediffComp_TopTurret/HediffComp_TopTurret.cs
+++ b/Source/WulaFallenEmpire/HediffComp/WULA_HediffComp_TopTurret/HediffComp_TopTurret.cs
@@ -87,184 +87,12 @@ namespace WulaFallenEmpire
}
}
- private bool ShouldAttackVolleyTarget
- {
- get
- {
- if (!VolleyTargetManager.IsVolleyEnabled(Pawn))
- return false;
-
- LocalTargetInfo volleyTarget = VolleyTargetManager.GetVolleyTarget(Pawn);
- if (!volleyTarget.IsValid)
- return false;
-
- // 检查目标是否在射程内
- float distance = Pawn.Position.DistanceTo(volleyTarget.Cell);
- if (distance > AttackVerb.verbProps.range)
- return false;
-
- // 检查是否可以命中目标
- return AttackVerb.CanHitTarget(volleyTarget);
- }
- }
- public override void CompPostTick(ref float severityAdjustment)
- {
- base.CompPostTick(ref severityAdjustment);
-
- if (!TurretEnabled)
- {
- ResetCurrentTarget();
- return;
- }
- if (!this.CanShoot)
- {
- return;
- }
- // 新增:优先处理齐射目标
- if (ShouldAttackVolleyTarget)
- {
- LocalTargetInfo volleyTarget = VolleyTargetManager.GetVolleyTarget(Pawn);
- this.currentTarget = volleyTarget;
- this.curRotation = (volleyTarget.Cell.ToVector3Shifted() - this.Pawn.DrawPos).AngleFlat() + this.Props.angleOffset;
- }
- else if (this.currentTarget.IsValid)
- {
- this.curRotation = (this.currentTarget.Cell.ToVector3Shifted() - this.Pawn.DrawPos).AngleFlat() + this.Props.angleOffset;
- }
-
- this.AttackVerb.VerbTick();
- if (this.AttackVerb.state != VerbState.Bursting)
- {
- if (this.WarmingUp)
- {
- this.burstWarmupTicksLeft--;
- if (this.burstWarmupTicksLeft == 0)
- {
- this.AttackVerb.TryStartCastOn(this.currentTarget, false, true, false, true);
- this.lastAttackTargetTick = Find.TickManager.TicksGame;
- this.lastAttackedTarget = this.currentTarget;
- return;
- }
- }
- else
- {
- if (this.burstCooldownTicksLeft > 0)
- {
- this.burstCooldownTicksLeft--;
- }
- if (this.burstCooldownTicksLeft <= 0 && this.Pawn.IsHashIntervalTick(10))
- {
- // 只有在没有齐射目标时才寻找新目标
- if (!ShouldAttackVolleyTarget)
- {
- this.currentTarget = (Thing)AttackTargetFinder.BestShootTargetFromCurrentPosition(this, TargetScanFlags.NeedThreat | TargetScanFlags.NeedAutoTargetable, null, 0f, 9999f);
- if (this.currentTarget.IsValid)
- {
- this.burstWarmupTicksLeft = 1;
- return;
- }
- }
- this.ResetCurrentTarget();
- }
- }
- }
- }
- // 新增:齐射Gizmos
- public override IEnumerable CompGetGizmos()
- {
- // 只有 pawn 被选中且是玩家派系时才显示按钮
- if (this.Pawn.Faction == Faction.OfPlayer && Find.Selector.IsSelected(this.Pawn))
- {
- // 原有开关按钮
- yield return new Command_Toggle
- {
- defaultLabel = "CommandToggleTurret".Translate(),
- defaultDesc = "CommandToggleTurretDesc".Translate(),
- icon = ContentFinder.Get("UI/Gizmos/ToggleTurret"),
- isActive = () => TurretEnabled,
- toggleAction = () => TurretEnabled = !TurretEnabled,
- hotKey = KeyBindingDefOf.Misc1
- };
- // 新增:齐射开关按钮
- yield return new Command_Toggle
- {
- defaultLabel = "CommandToggleVolley".Translate(),
- defaultDesc = "CommandToggleVolleyDesc".Translate(),
- icon = ContentFinder.Get("UI/Gizmos/VolleyFire"),
- isActive = () => VolleyTargetManager.IsVolleyEnabled(Pawn),
- toggleAction = () => VolleyTargetManager.ToggleVolley(Pawn),
- hotKey = KeyBindingDefOf.Misc2
- };
- // 新增:设置齐射目标按钮(只在齐射启用时显示)
- if (VolleyTargetManager.IsVolleyEnabled(Pawn))
- {
- yield return new Command_Action
- {
- defaultLabel = "CommandSetVolleyTarget".Translate(),
- defaultDesc = "CommandSetVolleyTargetDesc".Translate(),
- icon = ContentFinder.Get("UI/Gizmos/SetTarget"),
- action = () => Find.Targeter.BeginTargeting(TargetingParameters.ForAttack(),
- delegate (LocalTargetInfo target)
- {
- VolleyTargetManager.SetVolleyTarget(Pawn, target);
- },
- null,
- null,
- "SetVolleyTarget".Translate()),
- hotKey = KeyBindingDefOf.Misc3
- };
- // 新增:清除齐射目标按钮
- LocalTargetInfo currentVolleyTarget = VolleyTargetManager.GetVolleyTarget(Pawn);
- if (currentVolleyTarget.IsValid)
- {
- yield return new Command_Action
- {
- defaultLabel = "CommandClearVolleyTarget".Translate(),
- defaultDesc = "CommandClearVolleyTargetDesc".Translate(),
- icon = ContentFinder.Get("UI/Gizmos/ClearTarget"),
- action = () => VolleyTargetManager.ClearVolleyTarget(Pawn),
- hotKey = KeyBindingDefOf.Misc4
- };
- }
- }
- }
- }
- // 新增:在提示中显示齐射状态
- public override string CompTipStringExtra
- {
- get
- {
- string baseString = base.CompTipStringExtra;
- string turretStatus = TurretEnabled ? "Turret: Active" : "Turret: Inactive";
-
- string volleyStatus = "Volley: ";
- if (VolleyTargetManager.IsVolleyEnabled(Pawn))
- {
- LocalTargetInfo volleyTarget = VolleyTargetManager.GetVolleyTarget(Pawn);
- if (volleyTarget.IsValid)
- {
- volleyStatus += $"Targeting {volleyTarget.Thing?.LabelCap ?? volleyTarget.Cell.ToString()}";
- }
- else
- {
- volleyStatus += "Enabled (No Target)";
- }
- }
- else
- {
- volleyStatus += "Disabled";
- }
- string result = turretStatus + "\n" + volleyStatus;
- return string.IsNullOrEmpty(baseString) ? result : baseString + "\n" + result;
- }
- }
-
// 新增:炮塔启用状态
public bool TurretEnabled
{
get { return turretEnabled; }
- set
- {
+ set
+ {
turretEnabled = value;
if (!turretEnabled)
{
@@ -366,7 +194,7 @@ namespace WulaFallenEmpire
public override void CompPostTick(ref float severityAdjustment)
{
base.CompPostTick(ref severityAdjustment);
-
+
// 新增:只在启用状态下执行攻击逻辑
if (!TurretEnabled)
{
@@ -432,7 +260,7 @@ namespace WulaFallenEmpire
Scribe_Values.Look(ref this.fireAtWill, "fireAtWill", true, false);
// 新增:保存启用状态
Scribe_Values.Look(ref this.turretEnabled, "turretEnabled", Props.defaultEnabled, false);
-
+
if (Scribe.mode == LoadSaveMode.PostLoadInit)
{
if (this.gun == null)
@@ -486,11 +314,11 @@ namespace WulaFallenEmpire
private LocalTargetInfo lastAttackedTarget = LocalTargetInfo.Invalid;
private int lastAttackTargetTick;
private float curRotation;
-
+
// 新增:炮塔启用状态字段
private bool turretEnabled = true;
[Unsaved(false)]
public Material turretMat;
}
-}
+}
\ No newline at end of file
diff --git a/Source/WulaFallenEmpire/QuestNodes/QuestNode_CheckGlobalResource.cs b/Source/WulaFallenEmpire/QuestNodes/QuestNode_CheckGlobalResource.cs
new file mode 100644
index 00000000..6325dfe9
--- /dev/null
+++ b/Source/WulaFallenEmpire/QuestNodes/QuestNode_CheckGlobalResource.cs
@@ -0,0 +1,84 @@
+using RimWorld;
+using RimWorld.Planet;
+using System.Collections.Generic;
+using Verse;
+using RimWorld.QuestGen;
+
+namespace WulaFallenEmpire
+{
+ public class QuestNode_CheckGlobalResource : QuestNode
+ {
+ // 输入参数
+ public SlateRef resourceDef;
+ public SlateRef requiredCount;
+ public SlateRef retryDelayTicks = 60; // 默认60 ticks (1秒)
+ public SlateRef successSignal;
+ public SlateRef failSignal;
+ public SlateRef deductOnSuccess = true;
+ public SlateRef useInputStorage = true; // true=输入存储, false=输出存储
+
+ // 保护参数不被序列化
+ [NoTranslate]
+ private string debugInfo;
+
+ protected override bool TestRunInt(Slate slate)
+ {
+ // 测试模式下只检查参数是否有效
+ if (resourceDef == null || resourceDef.GetValue(slate) == null)
+ {
+ Log.Error("QuestNode_CheckGlobalResource: resourceDef is null");
+ return false;
+ }
+
+ if (requiredCount.GetValue(slate) <= 0)
+ {
+ Log.Error("QuestNode_CheckGlobalResource: requiredCount must be positive");
+ return false;
+ }
+
+ // 测试全局存储组件是否存在
+ var globalStorage = Find.World.GetComponent();
+ if (globalStorage == null)
+ {
+ Log.Error("QuestNode_CheckGlobalResource: GlobalStorageWorldComponent not found");
+ return false;
+ }
+
+ return true;
+ }
+
+ protected override void RunInt()
+ {
+ Slate slate = QuestGen.slate;
+ Quest quest = QuestGen.quest;
+
+ ThingDef actualResourceDef = resourceDef.GetValue(slate);
+ int actualRequiredCount = requiredCount.GetValue(slate);
+ int actualRetryDelay = retryDelayTicks.GetValue(slate);
+ string actualSuccessSignal = successSignal.GetValue(slate);
+ string actualFailSignal = failSignal.GetValue(slate);
+ bool actualDeductOnSuccess = deductOnSuccess.GetValue(slate);
+ bool actualUseInputStorage = useInputStorage.GetValue(slate);
+
+ // 创建调试信息
+ debugInfo = $"Checking {actualRequiredCount} {actualResourceDef?.defName ?? "NULL"} in {(actualUseInputStorage ? "Input" : "Output")} Storage with retry delay {actualRetryDelay}";
+
+ // 添加任务部分
+ QuestPart_GlobalResourceCheck part = new QuestPart_GlobalResourceCheck
+ {
+ resourceDef = actualResourceDef,
+ requiredCount = actualRequiredCount,
+ retryDelayTicks = actualRetryDelay,
+ successSignal = actualSuccessSignal,
+ failSignal = actualFailSignal,
+ deductOnSuccess = actualDeductOnSuccess,
+ useInputStorage = actualUseInputStorage,
+ debugInfo = debugInfo
+ };
+
+ quest.AddPart(part);
+
+ Log.Message($"QuestNode_CheckGlobalResource: Added resource check for {actualRequiredCount} {actualResourceDef.defName} in {(actualUseInputStorage ? "Input" : "Output")} Storage");
+ }
+ }
+}
diff --git a/Source/WulaFallenEmpire/QuestNodes/QuestPart_GlobalResourceCheck.cs b/Source/WulaFallenEmpire/QuestNodes/QuestPart_GlobalResourceCheck.cs
new file mode 100644
index 00000000..d99764c6
--- /dev/null
+++ b/Source/WulaFallenEmpire/QuestNodes/QuestPart_GlobalResourceCheck.cs
@@ -0,0 +1,226 @@
+using RimWorld;
+using RimWorld.Planet;
+using System.Collections.Generic;
+using Verse;
+using RimWorld.QuestGen;
+
+namespace WulaFallenEmpire
+{
+ public class QuestPart_GlobalResourceCheck : QuestPartActivable
+ {
+ // 配置参数
+ public ThingDef resourceDef;
+ public int requiredCount;
+ public int retryDelayTicks = 60;
+ public string successSignal;
+ public string failSignal;
+ public bool deductOnSuccess = true;
+ public bool useInputStorage = true;
+ public string debugInfo;
+
+ // 状态变量
+ private int nextRetryTick = -1;
+ private bool hasSucceeded = false;
+ private bool hasFailed = false;
+ private int retryCount = 0;
+ private const int MAX_RETRY_COUNT = 1000;
+
+ protected override void Enable(SignalArgs receivedArgs)
+ {
+ base.Enable(receivedArgs);
+
+ // 激活时立即开始第一次检查
+ nextRetryTick = Find.TickManager.TicksGame;
+ Log.Message($"QuestPart_GlobalResourceCheck Enabled: Will check for {requiredCount} {resourceDef?.defName} in {(useInputStorage ? "Input" : "Output")} Storage");
+ }
+
+ public override void Notify_QuestSignalReceived(Signal signal)
+ {
+ base.Notify_QuestSignalReceived(signal);
+
+ // 如果任务已经结束,停止所有操作
+ if (quest.State != QuestState.Ongoing && quest.State != QuestState.NotYetAccepted)
+ {
+ DoCleanup();
+ return;
+ }
+ }
+
+ public override void QuestPartTick()
+ {
+ base.QuestPartTick();
+
+ // 如果已经成功或失败,或者任务已结束,不再处理
+ if (hasSucceeded || hasFailed || (quest.State != QuestState.Ongoing && quest.State != QuestState.NotYetAccepted))
+ {
+ DoCleanup();
+ return;
+ }
+
+ // 检查是否到了重试时间
+ if (Find.TickManager.TicksGame < nextRetryTick && nextRetryTick != -1)
+ return;
+
+ // 执行资源检查
+ CheckGlobalResource();
+ }
+
+ private void CheckGlobalResource()
+ {
+ // 更新下次重试时间
+ nextRetryTick = Find.TickManager.TicksGame + retryDelayTicks;
+ retryCount++;
+
+ // 获取全局资源储存器
+ GlobalStorageWorldComponent globalStorage = Find.World.GetComponent();
+ if (globalStorage == null)
+ {
+ Log.Error("QuestPart_GlobalResourceCheck: GlobalStorageWorldComponent not found");
+ HandleFailure("Global storage component missing");
+ return;
+ }
+
+ if (resourceDef == null)
+ {
+ Log.Error("QuestPart_GlobalResourceCheck: resourceDef is null");
+ HandleFailure("Resource definition is null");
+ return;
+ }
+
+ // 检查资源是否足够
+ int currentAmount = useInputStorage ?
+ globalStorage.GetInputStorageCount(resourceDef) :
+ globalStorage.GetOutputStorageCount(resourceDef);
+
+ bool hasEnough = currentAmount >= requiredCount;
+
+ Log.Message($"GlobalResourceCheck [{retryCount}]: {currentAmount}/{requiredCount} {resourceDef.defName} in {(useInputStorage ? "Input" : "Output")} Storage - Enough: {hasEnough}");
+
+ if (hasEnough)
+ {
+ // 资源足够,处理成功
+ HandleSuccess(globalStorage);
+ }
+ else
+ {
+ // 资源不足,安排重试
+ HandleFailure($"Insufficient resources: {currentAmount}/{requiredCount}");
+ }
+ }
+
+ private void HandleSuccess(GlobalStorageWorldComponent globalStorage)
+ {
+ hasSucceeded = true;
+
+ // 如果需要扣除资源
+ if (deductOnSuccess)
+ {
+ bool deducted = useInputStorage ?
+ globalStorage.RemoveFromInputStorage(resourceDef, requiredCount) :
+ globalStorage.RemoveFromOutputStorage(resourceDef, requiredCount);
+
+ if (!deducted)
+ {
+ Log.Error($"QuestPart_GlobalResourceCheck: Failed to deduct {requiredCount} {resourceDef.defName} from {(useInputStorage ? "Input" : "Output")} Storage");
+ }
+ }
+
+ Log.Message($"GlobalResourceCheck: SUCCESS - {(deductOnSuccess ? "Deducted" : "Found")} {requiredCount} {resourceDef.defName} from {(useInputStorage ? "Input" : "Output")} Storage");
+
+ // 发送成功信号 - 使用 QuestGenUtility 来生成带任务前缀的信号
+ if (!successSignal.NullOrEmpty())
+ {
+ string fullSignal = QuestGenUtility.HardcodedSignalWithQuestID(successSignal);
+ Find.SignalManager.SendSignal(new Signal(fullSignal));
+ Log.Message($"GlobalResourceCheck: Sent success signal '{fullSignal}'");
+ }
+
+ // 清理这个任务部分
+ DoCleanup();
+ }
+
+ private void HandleFailure(string reason = "")
+ {
+ // 检查是否超过最大重试次数
+ if (retryCount >= MAX_RETRY_COUNT)
+ {
+ Log.Warning($"GlobalResourceCheck: Max retry count ({MAX_RETRY_COUNT}) reached for {resourceDef.defName}. Reason: {reason}");
+ hasFailed = true;
+
+ // 发送失败信号
+ if (!failSignal.NullOrEmpty())
+ {
+ string fullSignal = QuestGenUtility.HardcodedSignalWithQuestID(failSignal);
+ Find.SignalManager.SendSignal(new Signal(fullSignal));
+ Log.Message($"GlobalResourceCheck: Sent fail signal '{fullSignal}' after max retries");
+ }
+
+ DoCleanup();
+ return;
+ }
+
+ // 安排下次重试
+ ScheduleRetry(reason);
+ }
+
+ private void ScheduleRetry(string reason = "")
+ {
+ nextRetryTick = Find.TickManager.TicksGame + retryDelayTicks;
+
+ // 记录重试信息
+ Log.Message($"GlobalResourceCheck: Scheduled retry #{retryCount + 1} in {retryDelayTicks} ticks for {requiredCount} {resourceDef.defName}. Reason: {reason}");
+ }
+
+ // 使用新名称避免与基类冲突
+ private void DoCleanup()
+ {
+ // 标记为已完成,停止tick更新
+ nextRetryTick = -1;
+ }
+
+ public override void ExposeData()
+ {
+ base.ExposeData();
+
+ Scribe_Defs.Look(ref resourceDef, "resourceDef");
+ Scribe_Values.Look(ref requiredCount, "requiredCount");
+ Scribe_Values.Look(ref retryDelayTicks, "retryDelayTicks");
+ Scribe_Values.Look(ref successSignal, "successSignal");
+ Scribe_Values.Look(ref failSignal, "failSignal");
+ Scribe_Values.Look(ref deductOnSuccess, "deductOnSuccess");
+ Scribe_Values.Look(ref useInputStorage, "useInputStorage");
+ Scribe_Values.Look(ref debugInfo, "debugInfo");
+
+ Scribe_Values.Look(ref nextRetryTick, "nextRetryTick");
+ Scribe_Values.Look(ref hasSucceeded, "hasSucceeded");
+ Scribe_Values.Look(ref hasFailed, "hasFailed");
+ Scribe_Values.Look(ref retryCount, "retryCount");
+ }
+
+ public override void AssignDebugData()
+ {
+ base.AssignDebugData();
+
+ resourceDef = ThingDefOf.Steel;
+ requiredCount = 100;
+ retryDelayTicks = 60;
+ successSignal = "TaxPaymentSuccess";
+ failSignal = "TaxPaymentFailed";
+ deductOnSuccess = true;
+ useInputStorage = true;
+ debugInfo = "Debug: Tax Collection Check";
+ }
+
+ public override string DescriptionPart
+ {
+ get
+ {
+ string status = hasSucceeded ? "SUCCEEDED" :
+ hasFailed ? "FAILED" :
+ $"CHECKING (retry #{retryCount}, next in {nextRetryTick - Find.TickManager.TicksGame} ticks)";
+
+ return $"Tax Collection: {requiredCount} {resourceDef?.defName ?? "NULL"} - {status}";
+ }
+ }
+ }
+}
diff --git a/Source/WulaFallenEmpire/WulaFallenEmpire.csproj b/Source/WulaFallenEmpire/WulaFallenEmpire.csproj
index 107a03fc..d35b350b 100644
--- a/Source/WulaFallenEmpire/WulaFallenEmpire.csproj
+++ b/Source/WulaFallenEmpire/WulaFallenEmpire.csproj
@@ -208,6 +208,8 @@
+
+