暂存穿梭机

This commit is contained in:
2025-08-21 09:30:45 +08:00
parent 8c50acf54a
commit 5e75ebe28d
6 changed files with 965 additions and 15 deletions

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ThingDef ParentName="BuildingBase">
<defName>WULA_ArmedShuttle</defName>
<label>armed shuttle</label>
<description>A chemfuel-powered shuttle designed for long-distance travel, equipped with a turret for defense. It is capable of reaching orbital locations.</description>
<thingClass>WulaFallenEmpire.Building_ArmedShuttle</thingClass>
<preventDroppingThingsOn>true</preventDroppingThingsOn>
<altitudeLayer>Building</altitudeLayer>
<pathCost>50</pathCost>
<blockWind>true</blockWind>
<passability>PassThroughOnly</passability>
<fillPercent>0.5</fillPercent>
<size>(3,5)</size>
<drawHighlight>true</drawHighlight>
<highlightColor>(0.56, 0.62, 0.9)</highlightColor>
<uiIconScale>1</uiIconScale>
<graphicData>
<graphicClass>Graphic_Multi</graphicClass>
<texPath>Things/Building/PassengerShuttle/PassengerShuttle</texPath>
<shaderType>CutoutComplex</shaderType>
<drawSize>(3,5)</drawSize>
<shadowData>
<volume>(1.8, 1.0, 4.1)</volume>
<offset>(-0.1, 0, 0)</offset>
</shadowData>
</graphicData>
<statBases>
<MaxHitPoints>600</MaxHitPoints>
<Flammability>0.5</Flammability>
<WorkToBuild>40000</WorkToBuild>
<Mass>150</Mass>
<Comfort>0.65</Comfort>
</statBases>
<tickerType>Normal</tickerType>
<designationCategory>Odyssey</designationCategory>
<constructionSkillPrerequisite>8</constructionSkillPrerequisite>
<costList>
<Steel>300</Steel>
<Plasteel>200</Plasteel>
<ComponentIndustrial>8</ComponentIndustrial>
<ComponentSpacer>2</ComponentSpacer>
<ShuttleEngine>1</ShuttleEngine>
</costList>
<canOverlapZones>true</canOverlapZones>
<killedLeavings>
<Steel>60</Steel>
<Plasteel>60</Plasteel>
<ChunkSlagSteel>5</ChunkSlagSteel>
<ComponentIndustrial>4</ComponentIndustrial>
</killedLeavings>
<rotatable>true</rotatable>
<hasInteractionCell>true</hasInteractionCell>
<interactionCellOffset>(2, 0, 0)</interactionCellOffset>
<defaultPlacingRot>East</defaultPlacingRot>
<selectable>true</selectable>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<soundImpactDefault>BulletImpact_Metal</soundImpactDefault>
<preventSkyfallersLandingOn>true</preventSkyfallersLandingOn>
<drawerType>RealtimeOnly</drawerType>
<repairEffect>ConstructMetal</repairEffect>
<forceDebugSpawnable>true</forceDebugSpawnable>
<building>
<claimable>false</claimable>
<destroySound>BuildingDestroyed_Metal_Big</destroySound>
<paintable>true</paintable>
<isInert>true</isInert>
<forcedCostLeavings>
<li MayRequire="Ludeon.RimWorld.Odyssey">ShuttleEngine</li>
</forcedCostLeavings>
<turretGunDef>Gun_ChargeBlasterHeavyTurret</turretGunDef>
<turretBurstCooldownTime>5.5</turretBurstCooldownTime>
<turretTopDrawSize>1.75</turretTopDrawSize>
<turretTopOffset>(0, 0.05)</turretTopOffset>
</building>
<inspectorTabs>
<li>ITab_ContentsTransporter</li>
<li>ITab_Shells</li>
</inspectorTabs>
<researchPrerequisites>
<li>Shuttles</li>
</researchPrerequisites>
<comps>
<li Class="CompProperties_Shuttle">
<shipDef>Ship_ArmedShuttle</shipDef>
</li>
<li Class="CompProperties_Launchable">
<fuelPerTile>3</fuelPerTile>
<minFuelCost>50</minFuelCost>
<skyfallerLeaving>ArmedShuttleLeaving_WULA</skyfallerLeaving>
<worldObjectDef>PassengerShuttle</worldObjectDef>
<cooldownTicks>3750</cooldownTicks> <!-- 1.5 hours -->
<fixedLaunchDistanceMax>62</fixedLaunchDistanceMax>
<cooldownEndedMessage>{0} is ready to launch again.</cooldownEndedMessage>
</li>
<li Class="CompProperties_Transporter">
<massCapacity>500</massCapacity>
<max1PerGroup>true</max1PerGroup>
<canChangeAssignedThingsAfterStarting>true</canChangeAssignedThingsAfterStarting>
<pawnLoadedSound>Shuttle_PawnLoaded</pawnLoadedSound>
<pawnExitSound>Shuttle_PawnExit</pawnExitSound>
<showMassInInspectString>true</showMassInInspectString>
</li>
<li Class="CompProperties_Refuelable">
<fuelCapacity>400</fuelCapacity>
<targetFuelLevelConfigurable>true</targetFuelLevelConfigurable>
<initialConfigurableTargetFuelLevel>400</initialConfigurableTargetFuelLevel>
<fuelFilter>
<thingDefs>
<li>Chemfuel</li>
</thingDefs>
</fuelFilter>
<fuelLabel>Chemfuel</fuelLabel>
<fuelGizmoLabel>Chemfuel</fuelGizmoLabel>
<consumeFuelOnlyWhenUsed>true</consumeFuelOnlyWhenUsed>
<autoRefuelPercent>1</autoRefuelPercent>
<showFuelGizmo>true</showFuelGizmo>
<drawOutOfFuelOverlay>false</drawOutOfFuelOverlay>
<showAllowAutoRefuelToggle>true</showAllowAutoRefuelToggle>
<canEjectFuel>true</canEjectFuel>
</li>
<li Class="CompProperties_AmbientSound">
<sound>ShuttleIdle_Ambience</sound>
</li>
</comps>
<placeWorkers>
<li>PlaceWorker_NotUnderRoof</li>
<li>PlaceWorker_TurretTop</li>
</placeWorkers>
<uiOrder>2601</uiOrder>
</ThingDef>
<ThingDef ParentName="BaseBullet">
<defName>WULA_Bullet_ArmedShuttle</defName>
<label>shuttle cannon shell</label>
<graphicData>
<texPath>Things/Projectile/Bullet_Big</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<projectile>
<damageDef>Bullet</damageDef>
<damageAmountBase>25</damageAmountBase>
<speed>70</speed>
</projectile>
</ThingDef>
<ThingDef ParentName="BaseWeaponTurret">
<defName>Gun_ChargeBlasterHeavyTurret</defName>
<label>light charge blaster</label>
<description>A pulse-charged rapid-fire blaster for area fire.</description>
<graphicData>
<texPath>Things/Item/Equipment/WeaponRanged/ChargeBlasterLight</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<statBases>
<AccuracyLong>0.08</AccuracyLong>
<RangedWeapon_Cooldown>5.5</RangedWeapon_Cooldown>
</statBases>
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>WULA_Bullet_ArmedShuttle</defaultProjectile>
<warmupTime>1.25</warmupTime>
<minRange>3.9</minRange>
<range>45.9</range>
<ticksBetweenBurstShots>7</ticksBetweenBurstShots>
<burstShotCount>9</burstShotCount>
<soundCast>Shot_ChargeBlaster</soundCast>
<soundCastTail>GunTail_Heavy</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
</li>
</verbs>
</ThingDef>
<ThingDef ParentName="ShuttleSkyfallerBase">
<defName>ArmedShuttleIncoming_WULA</defName>
<label>armed shuttle (incoming)</label>
<thingClass>WulaFallenEmpire.ArmedShuttleIncoming</thingClass>
<graphicData>
<graphicClass>Graphic_Multi</graphicClass>
<texPath>Things/Building/PassengerShuttle/PassengerShuttle</texPath>
<shaderType>CutoutComplex</shaderType>
<drawSize>(3,5)</drawSize>
</graphicData>
<size>(3,5)</size>
<skyfaller>
<anticipationSound>Shuttle_Landing</anticipationSound>
<anticipationSoundTicks>250</anticipationSoundTicks>
<ticksToImpactRange>200~250</ticksToImpactRange>
<shadowSize>(3.5,5.5)</shadowSize>
<rotationCurve>
<points>
<li>(0,30)</li>
<li>(0.5,5)</li>
<li>(0.9,-5)</li>
<li>(0.95,0)</li>
</points>
</rotationCurve>
<zPositionCurve>
<points>
<li>(0.95,2.5)</li>
<li>(1,0)</li>
</points>
</zPositionCurve>
<speedCurve>
<points>
<li>(0.6,0.6)</li>
<li>(0.95,0.1)</li>
</points>
</speedCurve>
</skyfaller>
</ThingDef>
<ThingDef ParentName="ShuttleSkyfallerBase">
<defName>ArmedShuttleLeaving_WULA</defName>
<label>armed shuttle (leaving)</label>
<thingClass>PassengerShuttleLeaving</thingClass>
<rotatable>true</rotatable>
<graphicData>
<graphicClass>Graphic_Multi</graphicClass>
<texPath>Things/Building/PassengerShuttle/PassengerShuttle</texPath>
<shaderType>CutoutComplex</shaderType>
<drawSize>(3,5)</drawSize>
</graphicData>
<size>(3,5)</size>
<skyfaller>
<reversed>true</reversed>
<anticipationSound>Shuttle_Leaving</anticipationSound>
<anticipationSoundTicks>-10</anticipationSoundTicks>
<ticksToImpactRange>-40~-15</ticksToImpactRange>
<moteSpawnTime>0.05</moteSpawnTime>
<shadow>Things/Skyfaller/SkyfallerShadowRectangle</shadow>
<shadowSize>(3.5,5.5)</shadowSize>
<motesPerCell>1</motesPerCell>
<rotationCurve>
<points>
<li>(0,0)</li>
<li>(0.15,10)</li>
<li>(0.5,-5)</li>
</points>
</rotationCurve>
<zPositionCurve>
<points>
<li>(0,0)</li>
<li>(0.08,2)</li>
</points>
</zPositionCurve>
<speedCurve>
<points>
<li>(0,0.2)</li>
<li>(0.4,0.7)</li>
</points>
</speedCurve>
</skyfaller>
</ThingDef>
<TransportShipDef>
<defName>Ship_ArmedShuttle</defName>
<label>armed shuttle</label>
<shipThing>WULA_ArmedShuttle</shipThing>
<arrivingSkyfaller>ArmedShuttleIncoming_WULA</arrivingSkyfaller>
<leavingSkyfaller>ArmedShuttleLeaving_WULA</leavingSkyfaller>
<worldObject>PassengerShuttle</worldObject>
<playerShuttle>true</playerShuttle>
</TransportShipDef>
</Defs>

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<WULA_Dark_Matter_Item>1</WULA_Dark_Matter_Item>
</costList>
<designationCategory>WULA_Buildings</designationCategory>
<costList>
<Steel>100</Steel>
<ComponentSpacer>2</ComponentSpacer>
<WULA_Dark_Matter_Item>1</WULA_Dark_Matter_Item>
</costList>
<comps>
<li Class="CompProperties_Glower">
<glowRadius>12</glowRadius>

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using RimWorld;
using Verse;
using System.Linq;
using UnityEngine;
namespace WulaFallenEmpire
{
public class ArmedShuttleIncoming : PassengerShuttleIncoming
{
public new Building_ArmedShuttle Shuttle => (Building_ArmedShuttle)base.innerContainer.FirstOrDefault();
public override Color DrawColor => Shuttle.DrawColor;
protected override void Impact()
{
Shuttle.TryGetComp<CompLaunchable>()?.Notify_Arrived();
// Do not call base.Impact(), as it leads to the InvalidCastException in the parent class.
// The base Skyfaller.Tick() will handle the rest of the impact logic after this method returns.
}
}
}

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using System.Collections.Generic;
using System.Linq;
using System.Text;
using RimWorld;
using RimWorld.Planet;
using UnityEngine;
using Verse;
using Verse.AI;
using Verse.Sound;
namespace WulaFallenEmpire
{
[StaticConstructorOnStartup]
public class Building_ArmedShuttle : Building, IAttackTargetSearcher, IRenameable
{
// --- TurretTop nested class ---
public class TurretTop
{
private Building_ArmedShuttle parentTurret;
private float curRotationInt;
private int ticksUntilIdleTurn;
private int idleTurnTicksLeft;
private bool idleTurnClockwise;
private const float IdleTurnDegreesPerTick = 0.26f;
private const int IdleTurnDuration = 140;
private const int IdleTurnIntervalMin = 150;
private const int IdleTurnIntervalMax = 350;
public static readonly int ArtworkRotation = -90;
public float CurRotation
{
get => curRotationInt;
set
{
curRotationInt = value % 360f;
if (curRotationInt < 0f) curRotationInt += 360f;
}
}
public TurretTop(Building_ArmedShuttle ParentTurret)
{
this.parentTurret = ParentTurret;
}
public void SetRotationFromOrientation() => CurRotation = parentTurret.Rotation.AsAngle;
public void ForceFaceTarget(LocalTargetInfo targ)
{
if (targ.IsValid)
{
CurRotation = (targ.Cell.ToVector3Shifted() - parentTurret.DrawPos).AngleFlat();
}
}
public void TurretTopTick()
{
LocalTargetInfo currentTarget = parentTurret.CurrentTarget;
if (currentTarget.IsValid)
{
CurRotation = (currentTarget.Cell.ToVector3Shifted() - parentTurret.DrawPos).AngleFlat();
ticksUntilIdleTurn = Rand.RangeInclusive(150, 350);
}
else if (ticksUntilIdleTurn > 0)
{
ticksUntilIdleTurn--;
if (ticksUntilIdleTurn == 0)
{
idleTurnClockwise = Rand.Value < 0.5f;
idleTurnTicksLeft = 140;
}
}
else
{
CurRotation += idleTurnClockwise ? 0.26f : -0.26f;
idleTurnTicksLeft--;
if (idleTurnTicksLeft <= 0)
{
ticksUntilIdleTurn = Rand.RangeInclusive(150, 350);
}
}
}
public void DrawTurret()
{
Vector3 v = new Vector3(parentTurret.def.building.turretTopOffset.x, 0f, parentTurret.def.building.turretTopOffset.y).RotatedBy(CurRotation);
float turretTopDrawSize = parentTurret.def.building.turretTopDrawSize;
float num = parentTurret.AttackVerb?.AimAngleOverride ?? CurRotation;
Vector3 pos = parentTurret.DrawPos + Altitudes.AltIncVect + v;
Quaternion q = ((float)ArtworkRotation + num).ToQuat();
Graphics.DrawMesh(matrix: Matrix4x4.TRS(pos, q, new Vector3(turretTopDrawSize, 1f, turretTopDrawSize)), mesh: MeshPool.plane10, material: parentTurret.TurretTopMaterial, layer: 0);
}
}
// --- Fields ---
protected LocalTargetInfo forcedTarget = LocalTargetInfo.Invalid;
private LocalTargetInfo lastAttackedTarget;
private int lastAttackTargetTick;
private StunHandler stunner;
private bool triedGettingStunner;
protected int burstCooldownTicksLeft;
protected int burstWarmupTicksLeft;
protected LocalTargetInfo currentTargetInt = LocalTargetInfo.Invalid;
private bool holdFire;
private bool burstActivated;
public Thing gun;
protected TurretTop top;
protected CompPowerTrader powerComp;
protected CompCanBeDormant dormantComp;
protected CompInitiatable initiatableComp;
protected CompMannable mannableComp;
protected CompInteractable interactableComp;
public CompRefuelable refuelableComp;
protected Effecter progressBarEffecter;
protected CompMechPowerCell powerCellComp;
protected CompHackable hackableComp;
private string shuttleName;
private CompLaunchable cachedLaunchableComp;
private CompTransporter cachedTransporterComp;
private CompShuttle cachedShuttleComp;
public static readonly CachedTexture RefuelFromCargoIcon = new CachedTexture("UI/Commands/RefuelPassengerShuttle");
private static List<Thing> tmpContainedThings = new List<Thing>();
// --- PROPERTIES ---
public virtual Material TurretTopMaterial => def.building.turretTopMat;
protected bool IsStunned
{
get
{
if (!triedGettingStunner)
{
stunner = GetComp<CompStunnable>()?.StunHandler;
triedGettingStunner = true;
}
return stunner != null && stunner.Stunned;
}
}
public LocalTargetInfo TargetCurrentlyAimingAt => CurrentTarget;
public Verb CurrentEffectiveVerb => AttackVerb;
public LocalTargetInfo LastAttackedTarget => lastAttackedTarget;
public int LastAttackTargetTick => lastAttackTargetTick;
public LocalTargetInfo ForcedTarget => forcedTarget;
public virtual bool IsEverThreat => true;
public bool Active => (powerComp == null || powerComp.PowerOn) && (dormantComp == null || dormantComp.Awake) && (initiatableComp == null || initiatableComp.Initiated) && (interactableComp == null || burstActivated) && (powerCellComp == null || !powerCellComp.depleted) && (hackableComp == null || !hackableComp.IsHacked);
public CompEquippable GunCompEq => gun.TryGetComp<CompEquippable>();
public virtual LocalTargetInfo CurrentTarget => currentTargetInt;
private bool WarmingUp => burstWarmupTicksLeft > 0;
public virtual Verb AttackVerb => GunCompEq.PrimaryVerb;
public bool IsMannable => mannableComp != null;
private bool PlayerControlled => (base.Faction == Faction.OfPlayer || MannedByColonist) && !MannedByNonColonist && !IsActivable;
protected virtual bool CanSetForcedTarget => mannableComp != null && PlayerControlled;
private bool CanToggleHoldFire => PlayerControlled;
private bool IsMortar => def.building.IsMortar;
private bool IsMortarOrProjectileFliesOverhead => AttackVerb.ProjectileFliesOverhead() || IsMortar;
private bool IsActivable => interactableComp != null;
protected virtual bool HideForceTargetGizmo => false;
public TurretTop Top => top;
private bool CanExtractShell => PlayerControlled && (gun.TryGetComp<CompChangeableProjectile>()?.Loaded ?? false);
private bool MannedByColonist => mannableComp != null && mannableComp.ManningPawn != null && mannableComp.ManningPawn.Faction == Faction.OfPlayer;
private bool MannedByNonColonist => mannableComp != null && mannableComp.ManningPawn != null && mannableComp.ManningPawn.Faction != Faction.OfPlayer;
public CompLaunchable LaunchableComp => cachedLaunchableComp ?? (cachedLaunchableComp = GetComp<CompLaunchable>());
public CompTransporter TransporterComp => cachedTransporterComp ?? (cachedTransporterComp = GetComp<CompTransporter>());
public CompShuttle ShuttleComp => cachedShuttleComp ?? (cachedShuttleComp = GetComp<CompShuttle>());
public string RenamableLabel { get => shuttleName ?? BaseLabel; set => shuttleName = value; }
public string BaseLabel => def.LabelCap;
public string InspectLabel => RenamableLabel;
public override string Label => RenamableLabel;
public float FuelLevel => refuelableComp.Fuel;
public float MaxFuelLevel => refuelableComp.Props.fuelCapacity;
Thing IAttackTargetSearcher.Thing => this;
// --- CONSTRUCTOR ---
public Building_ArmedShuttle()
{
top = new TurretTop(this);
}
// --- METHODS ---
public override void SpawnSetup(Map map, bool respawningAfterLoad)
{
base.SpawnSetup(map, respawningAfterLoad);
dormantComp = GetComp<CompCanBeDormant>();
initiatableComp = GetComp<CompInitiatable>();
powerComp = GetComp<CompPowerTrader>();
mannableComp = GetComp<CompMannable>();
interactableComp = GetComp<CompInteractable>();
refuelableComp = GetComp<CompRefuelable>();
powerCellComp = GetComp<CompMechPowerCell>();
hackableComp = GetComp<CompHackable>();
if (!respawningAfterLoad)
{
top.SetRotationFromOrientation();
ShuttleComp.shipParent.Start();
}
}
public override void PostMake()
{
base.PostMake();
burstCooldownTicksLeft = def.building.turretInitialCooldownTime.SecondsToTicks();
MakeGun();
}
public override void DeSpawn(DestroyMode mode = DestroyMode.Vanish)
{
base.DeSpawn(mode);
ResetCurrentTarget();
progressBarEffecter?.Cleanup();
}
public override void ExposeData()
{
base.ExposeData();
Scribe_TargetInfo.Look(ref forcedTarget, "forcedTarget");
Scribe_TargetInfo.Look(ref lastAttackedTarget, "lastAttackedTarget");
Scribe_Values.Look(ref lastAttackTargetTick, "lastAttackTargetTick", 0);
Scribe_Values.Look(ref burstCooldownTicksLeft, "burstCooldownTicksLeft", 0);
Scribe_Values.Look(ref burstWarmupTicksLeft, "burstWarmupTicksLeft", 0);
Scribe_TargetInfo.Look(ref currentTargetInt, "currentTarget");
Scribe_Values.Look(ref holdFire, "holdFire", defaultValue: false);
Scribe_Values.Look(ref burstActivated, "burstActivated", defaultValue: false);
Scribe_Deep.Look(ref gun, "gun");
Scribe_Values.Look(ref shuttleName, "shuttleName");
if (Scribe.mode == LoadSaveMode.PostLoadInit)
{
if (gun == null)
{
Log.Error("Turret had null gun after loading. Recreating.");
MakeGun();
}
else
{
UpdateGunVerbs();
}
}
}
protected override void Tick()
{
base.Tick();
if (forcedTarget.HasThing && (!forcedTarget.Thing.Spawned || !base.Spawned || forcedTarget.Thing.Map != base.Map))
{
forcedTarget = LocalTargetInfo.Invalid;
}
if (CanExtractShell && MannedByColonist)
{
CompChangeableProjectile compChangeableProjectile = gun.TryGetComp<CompChangeableProjectile>();
if (!compChangeableProjectile.allowedShellsSettings.AllowedToAccept(compChangeableProjectile.LoadedShell))
{
ExtractShell();
}
}
if (forcedTarget.IsValid && !CanSetForcedTarget) ResetForcedTarget();
if (!CanToggleHoldFire) holdFire = false;
if (forcedTarget.ThingDestroyed) ResetForcedTarget();
if (Active && (mannableComp == null || mannableComp.MannedNow) && !IsStunned && base.Spawned)
{
GunCompEq.verbTracker.VerbsTick();
if (AttackVerb.state != VerbState.Bursting)
{
burstActivated = false;
if (WarmingUp)
{
burstWarmupTicksLeft--;
if (burstWarmupTicksLeft <= 0) BeginBurst();
}
else
{
if (burstCooldownTicksLeft > 0)
{
burstCooldownTicksLeft--;
if (IsMortar)
{
if (progressBarEffecter == null) progressBarEffecter = EffecterDefOf.ProgressBar.Spawn();
progressBarEffecter.EffectTick(this, TargetInfo.Invalid);
MoteProgressBar mote = ((SubEffecter_ProgressBar)progressBarEffecter.children[0]).mote;
mote.progress = 1f - (float)Mathf.Max(burstCooldownTicksLeft, 0) / (float)BurstCooldownTime().SecondsToTicks();
mote.offsetZ = -0.8f;
}
}
if (burstCooldownTicksLeft <= 0 && this.IsHashIntervalTick(15))
{
TryStartShootSomething(canBeginBurstImmediately: true);
}
}
}
top.TurretTopTick();
}
else
{
ResetCurrentTarget();
}
}
public override IEnumerable<Gizmo> GetGizmos()
{
foreach (Gizmo gizmo in base.GetGizmos()) yield return gizmo;
if (CanExtractShell)
{
CompChangeableProjectile compChangeableProjectile = gun.TryGetComp<CompChangeableProjectile>();
Command_Action command_Action = new Command_Action();
command_Action.defaultLabel = "CommandExtractShell".Translate();
command_Action.defaultDesc = "CommandExtractShellDesc".Translate();
command_Action.icon = compChangeableProjectile.LoadedShell.uiIcon;
command_Action.iconAngle = compChangeableProjectile.LoadedShell.uiIconAngle;
command_Action.iconOffset = compChangeableProjectile.LoadedShell.uiIconOffset;
command_Action.iconDrawScale = GenUI.IconDrawScale(compChangeableProjectile.LoadedShell);
command_Action.action = delegate { ExtractShell(); };
yield return command_Action;
}
CompChangeableProjectile compChangeableProjectile2 = gun.TryGetComp<CompChangeableProjectile>();
if (compChangeableProjectile2 != null)
{
foreach (Gizmo item in StorageSettingsClipboard.CopyPasteGizmosFor(compChangeableProjectile2.GetStoreSettings()))
{
yield return item;
}
}
if (!HideForceTargetGizmo)
{
if (CanSetForcedTarget)
{
Command_VerbTarget command_VerbTarget = new Command_VerbTarget();
command_VerbTarget.defaultLabel = "CommandSetForceAttackTarget".Translate();
command_VerbTarget.defaultDesc = "CommandSetForceAttackTargetDesc".Translate();
command_VerbTarget.icon = ContentFinder<Texture2D>.Get("UI/Commands/Attack");
command_VerbTarget.verb = AttackVerb;
command_VerbTarget.hotKey = KeyBindingDefOf.Misc4;
command_VerbTarget.drawRadius = false;
command_VerbTarget.requiresAvailableVerb = false;
if (base.Spawned && IsMortarOrProjectileFliesOverhead && base.Position.Roofed(base.Map))
{
command_VerbTarget.Disable("CannotFire".Translate() + ": " + "Roofed".Translate().CapitalizeFirst());
}
yield return command_VerbTarget;
}
if (forcedTarget.IsValid)
{
Command_Action command_Action2 = new Command_Action();
command_Action2.defaultLabel = "CommandStopForceAttack".Translate();
command_Action2.defaultDesc = "CommandStopForceAttackDesc".Translate();
command_Action2.icon = ContentFinder<Texture2D>.Get("UI/Commands/Halt");
command_Action2.action = delegate
{
ResetForcedTarget();
SoundDefOf.Tick_Low.PlayOneShotOnCamera();
};
if (!forcedTarget.IsValid)
{
command_Action2.Disable("CommandStopAttackFailNotForceAttacking".Translate());
}
command_Action2.hotKey = KeyBindingDefOf.Misc5;
yield return command_Action2;
}
}
if (CanToggleHoldFire)
{
Command_Toggle command_Toggle = new Command_Toggle();
command_Toggle.defaultLabel = "CommandHoldFire".Translate();
command_Toggle.defaultDesc = "CommandHoldFireDesc".Translate();
command_Toggle.icon = ContentFinder<Texture2D>.Get("UI/Commands/HoldFire");
command_Toggle.hotKey = KeyBindingDefOf.Misc6;
command_Toggle.toggleAction = delegate
{
holdFire = !holdFire;
if (holdFire) ResetForcedTarget();
};
command_Toggle.isActive = () => holdFire;
yield return command_Toggle;
}
foreach (Gizmo gizmo in ShuttleComp.CompGetGizmosExtra()) yield return gizmo;
foreach (Gizmo gizmo in LaunchableComp.CompGetGizmosExtra()) yield return gizmo;
foreach (Gizmo gizmo in TransporterComp.CompGetGizmosExtra()) yield return gizmo;
float fuelInShuttle = FuelInShuttle();
string text = null;
if (fuelInShuttle <= 0f) text = "NoFuelInShuttle".Translate();
if (Mathf.Approximately(FuelLevel, MaxFuelLevel)) text = "ShuttleFullyFueled".Translate();
Command_Action refuelAction = new Command_Action();
refuelAction.defaultLabel = "CommandRefuelShuttleFromCargo".Translate();
refuelAction.defaultDesc = "CommandRefuelShuttleFromCargoDesc".Translate();
refuelAction.icon = RefuelFromCargoIcon.Texture;
refuelAction.action = delegate
{
int to = Mathf.FloorToInt(Mathf.Min(fuelInShuttle, MaxFuelLevel - FuelLevel));
Dialog_Slider window = new Dialog_Slider((int val) => "RefuelShuttleCount".Translate(val), 1, to, delegate(int count)
{
ConsumeFuelFromInventory(count);
refuelableComp.Refuel(count);
});
Find.WindowStack.Add(window);
};
refuelAction.Disabled = !text.NullOrEmpty();
refuelAction.disabledReason = text;
yield return refuelAction;
}
public void OrderAttack(LocalTargetInfo targ)
{
if (!targ.IsValid)
{
if (forcedTarget.IsValid) ResetForcedTarget();
return;
}
if ((targ.Cell - base.Position).LengthHorizontal < AttackVerb.verbProps.EffectiveMinRange(targ, this))
{
Messages.Message("MessageTargetBelowMinimumRange".Translate(), this, MessageTypeDefOf.RejectInput, historical: false);
return;
}
if ((targ.Cell - base.Position).LengthHorizontal > AttackVerb.EffectiveRange)
{
Messages.Message("MessageTargetBeyondMaximumRange".Translate(), this, MessageTypeDefOf.RejectInput, historical: false);
return;
}
if (forcedTarget != targ)
{
forcedTarget = targ;
if (burstCooldownTicksLeft <= 0) TryStartShootSomething(canBeginBurstImmediately: false);
}
if (holdFire)
{
Messages.Message("MessageTurretWontFireBecauseHoldFire".Translate(def.label), this, MessageTypeDefOf.RejectInput, historical: false);
}
}
public bool ThreatDisabled(IAttackTargetSearcher disabledFor)
{
if (!IsEverThreat) return true;
if (powerComp != null && !powerComp.PowerOn) return true;
if (mannableComp != null && !mannableComp.MannedNow) return true;
if (dormantComp != null && !dormantComp.Awake) return true;
if (initiatableComp != null && !initiatableComp.Initiated) return true;
if (powerCellComp != null && powerCellComp.depleted) return true;
if (hackableComp != null && hackableComp.IsHacked) return true;
return false;
}
protected void OnAttackedTarget(LocalTargetInfo target)
{
lastAttackTargetTick = Find.TickManager.TicksGame;
lastAttackedTarget = target;
}
public void TryStartShootSomething(bool canBeginBurstImmediately)
{
if (progressBarEffecter != null)
{
progressBarEffecter.Cleanup();
progressBarEffecter = null;
}
if (!base.Spawned || (holdFire && CanToggleHoldFire) || (AttackVerb.ProjectileFliesOverhead() && base.Map.roofGrid.Roofed(base.Position)) || !AttackVerb.Available())
{
ResetCurrentTarget();
return;
}
bool wasValid = currentTargetInt.IsValid;
currentTargetInt = forcedTarget.IsValid ? forcedTarget : TryFindNewTarget();
if (!wasValid && currentTargetInt.IsValid && def.building.playTargetAcquiredSound)
{
SoundDefOf.TurretAcquireTarget.PlayOneShot(new TargetInfo(base.Position, base.Map));
}
if (currentTargetInt.IsValid)
{
float warmupTime = def.building.turretBurstWarmupTime.RandomInRange;
if (warmupTime > 0f)
{
burstWarmupTicksLeft = warmupTime.SecondsToTicks();
}
else if (canBeginBurstImmediately)
{
BeginBurst();
}
else
{
burstWarmupTicksLeft = 1;
}
}
else
{
ResetCurrentTarget();
}
}
public virtual LocalTargetInfo TryFindNewTarget()
{
IAttackTargetSearcher searcher = this;
Faction faction = searcher.Thing.Faction;
float range = AttackVerb.EffectiveRange;
if (Rand.Value < 0.5f && AttackVerb.ProjectileFliesOverhead() && faction.HostileTo(Faction.OfPlayer))
{
if (base.Map.listerBuildings.allBuildingsColonist.Where(delegate(Building x)
{
float minRange = AttackVerb.verbProps.EffectiveMinRange(x, this);
float distSq = x.Position.DistanceToSquared(base.Position);
return distSq > minRange * minRange && distSq < range * range;
}).TryRandomElement(out Building result))
{
return result;
}
}
TargetScanFlags flags = TargetScanFlags.NeedThreat | TargetScanFlags.NeedAutoTargetable;
if (!AttackVerb.ProjectileFliesOverhead())
{
flags |= TargetScanFlags.NeedLOSToAll | TargetScanFlags.LOSBlockableByGas;
}
if (AttackVerb.IsIncendiary_Ranged())
{
flags |= TargetScanFlags.NeedNonBurning;
}
if (IsMortar)
{
flags |= TargetScanFlags.NeedNotUnderThickRoof;
}
return (Thing)AttackTargetFinder.BestShootTargetFromCurrentPosition(searcher, flags, IsValidTarget);
}
private IAttackTargetSearcher TargSearcher() => (mannableComp != null && mannableComp.MannedNow) ? (IAttackTargetSearcher)mannableComp.ManningPawn : this;
private bool IsValidTarget(Thing t)
{
if (t is Pawn pawn)
{
if (base.Faction == Faction.OfPlayer && pawn.IsPrisoner) return false;
if (AttackVerb.ProjectileFliesOverhead())
{
RoofDef roof = base.Map.roofGrid.RoofAt(t.Position);
if (roof != null && roof.isThickRoof) return false;
}
if (mannableComp == null) return !GenAI.MachinesLike(base.Faction, pawn);
if (pawn.RaceProps.Animal && pawn.Faction == Faction.OfPlayer) return false;
}
return true;
}
protected virtual void BeginBurst()
{
AttackVerb.TryStartCastOn(CurrentTarget);
OnAttackedTarget(CurrentTarget);
}
protected void BurstComplete()
{
burstCooldownTicksLeft = BurstCooldownTime().SecondsToTicks();
}
protected float BurstCooldownTime() => (def.building.turretBurstCooldownTime >= 0f) ? def.building.turretBurstCooldownTime : AttackVerb.verbProps.defaultCooldownTime;
public override string GetInspectString()
{
StringBuilder sb = new StringBuilder(base.GetInspectString());
if (AttackVerb.verbProps.minRange > 0f)
{
sb.AppendLine("MinimumRange".Translate() + ": " + AttackVerb.verbProps.minRange.ToString("F0"));
}
if (base.Spawned && IsMortarOrProjectileFliesOverhead && base.Position.Roofed(base.Map))
{
sb.AppendLine("CannotFire".Translate() + ": " + "Roofed".Translate().CapitalizeFirst());
}
else if (base.Spawned && burstCooldownTicksLeft > 0 && BurstCooldownTime() > 5f)
{
sb.AppendLine("CanFireIn".Translate() + ": " + burstCooldownTicksLeft.ToStringSecondsFromTicks());
}
CompChangeableProjectile changeable = gun.TryGetComp<CompChangeableProjectile>();
if (changeable != null)
{
sb.AppendLine(changeable.Loaded ? "ShellLoaded".Translate(changeable.LoadedShell.LabelCap, changeable.LoadedShell) : "ShellNotLoaded".Translate());
}
return sb.ToString().TrimEndNewlines();
}
protected override void DrawAt(Vector3 drawLoc, bool flip = false)
{
top.DrawTurret();
base.DrawAt(drawLoc, flip);
}
public override void DrawExtraSelectionOverlays()
{
base.DrawExtraSelectionOverlays();
float range = AttackVerb.EffectiveRange;
if (range < 90f) GenDraw.DrawRadiusRing(base.Position, range);
float minRange = AttackVerb.verbProps.EffectiveMinRange(allowAdjacentShot: true);
if (minRange < 90f && minRange > 0.1f) GenDraw.DrawRadiusRing(base.Position, minRange);
if (WarmingUp)
{
int degrees = (int)(burstWarmupTicksLeft * 0.5f);
GenDraw.DrawAimPie(this, CurrentTarget, degrees, (float)def.size.x * 0.5f);
}
if (forcedTarget.IsValid && (!forcedTarget.HasThing || forcedTarget.Thing.Spawned))
{
Vector3 b = forcedTarget.HasThing ? forcedTarget.Thing.TrueCenter() : forcedTarget.Cell.ToVector3Shifted();
Vector3 a = this.TrueCenter();
b.y = a.y = AltitudeLayer.MetaOverlays.AltitudeFor();
GenDraw.DrawLineBetween(a, b, MaterialPool.MatFrom(GenDraw.LineTexPath, ShaderDatabase.Transparent, new Color(1f, 0.5f, 0.5f)));
}
}
private void ExtractShell() => GenPlace.TryPlaceThing(gun.TryGetComp<CompChangeableProjectile>().RemoveShell(), base.Position, base.Map, ThingPlaceMode.Near);
private void ResetForcedTarget()
{
forcedTarget = LocalTargetInfo.Invalid;
burstWarmupTicksLeft = 0;
if (burstCooldownTicksLeft <= 0) TryStartShootSomething(canBeginBurstImmediately: false);
}
private void ResetCurrentTarget()
{
currentTargetInt = LocalTargetInfo.Invalid;
burstWarmupTicksLeft = 0;
}
public void MakeGun()
{
gun = ThingMaker.MakeThing(def.building.turretGunDef);
UpdateGunVerbs();
}
private void UpdateGunVerbs()
{
List<Verb> allVerbs = gun.TryGetComp<CompEquippable>().AllVerbs;
for (int i = 0; i < allVerbs.Count; i++)
{
allVerbs[i].caster = this;
allVerbs[i].castCompleteCallback = BurstComplete;
}
}
private float FuelInShuttle()
{
float num = 0f;
foreach (Thing item in (IEnumerable<Thing>)TransporterComp.innerContainer)
{
if (refuelableComp.Props.fuelFilter.Allows(item))
{
num += (float)item.stackCount;
}
}
return num;
}
private void ConsumeFuelFromInventory(int fuelAmount)
{
tmpContainedThings.Clear();
tmpContainedThings.AddRange(TransporterComp.innerContainer);
int num = fuelAmount;
int num2 = tmpContainedThings.Count - 1;
while (num2 >= 0)
{
Thing thing = tmpContainedThings[num2];
if (refuelableComp.Props.fuelFilter.Allows(thing))
{
Thing thing2 = thing.SplitOff(Mathf.Min(num, thing.stackCount));
num -= thing2.stackCount;
}
if (num > 0) num2--;
else break;
}
}
}
}

View File

@@ -1,5 +1,6 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Project ToolsVersion="15.0"
xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
@@ -166,13 +167,16 @@
<Compile Include="WeaponSwitch.cs" />
<Compile Include="Verb\CompMultiStrike.cs" />
<Compile Include="Verb\Verb_MeleeAttack_MultiStrike.cs" />
<Compile Include="Projectile_ExplosiveWithTrail.cs" />
<Compile Include="BulletWithTrail.cs" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- 自定义清理任务删除obj文件夹中的临时文件 -->
<Target Name="CleanDebugFiles" AfterTargets="Build">
<RemoveDir Directories="$(ProjectDir)obj\Debug" />
<RemoveDir Directories="$(ProjectDir)obj\Release" />
</Target>
<Compile Include="Projectile_ExplosiveWithTrail.cs" />
<Compile Include="BulletWithTrail.cs" />
<Compile Include="ArmedShuttleIncoming.cs" />
<Compile Include="Building_ArmedShuttle.cs" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- 自定义清理任务删除obj文件夹中的临时文件 -->
<Target Name="CleanDebugFiles" AfterTargets="Build">
<RemoveDir Directories="$(ProjectDir)obj\Debug" />
<RemoveDir Directories="$(ProjectDir)obj\Release" />
</Target
>
</Project>