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137
Source/WulaFallenEmpire/Verb_Wula_SustainedBeam.cs
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137
Source/WulaFallenEmpire/Verb_Wula_SustainedBeam.cs
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using System.Collections.Generic;
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using System.Linq;
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using RimWorld;
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using UnityEngine;
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using Verse;
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using Verse.Sound;
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namespace WulaFallenEmpire
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{
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public class Verb_Wula_SustainedBeam : Verb
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{
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// --- Copied from Verb_ShootBeam for visual effects ---
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private MoteDualAttached mote;
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private Effecter endEffecter;
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private Sustainer sustainer;
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// --- Our custom state ---
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private int ticksLeft;
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private int ticksToNextDamage;
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private Vector3 beamEnd;
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private VerbProperties_Wula_IonicBeam BeamProps => (VerbProperties_Wula_IonicBeam)verbProps;
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public override float? AimAngleOverride => (state == VerbState.Bursting) ? (beamEnd - caster.DrawPos).AngleFlat() : (float?)null;
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public override void WarmupComplete()
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{
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base.WarmupComplete();
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// For sustained beam, it always reaches its max range
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var shotAngle = (currentTarget.Cell - caster.Position).AngleFlat;
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beamEnd = GetMapEdgePoint(caster.Position, shotAngle);
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// --- Copied Effect Logic ---
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if (verbProps.beamMoteDef != null)
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{
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mote = MoteMaker.MakeInteractionOverlay(verbProps.beamMoteDef, caster, new TargetInfo(beamEnd.ToIntVec3(), caster.Map));
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}
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if (verbProps.soundCastBeam != null)
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{
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sustainer = verbProps.soundCastBeam.TrySpawnSustainer(SoundInfo.InMap(caster, MaintenanceType.PerTick));
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}
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}
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public override void BurstingTick()
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{
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// This verb is not a standard "burst", but we use the state to manage the effect
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if (ticksLeft > 0)
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{
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// --- Copied Effect Logic ---
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if (mote != null)
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{
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mote.UpdateTargets(new TargetInfo(caster.Position, caster.Map), new TargetInfo(beamEnd.ToIntVec3(), caster.Map), Vector3.zero, Vector3.zero);
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mote.Maintain();
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}
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if (endEffecter == null && verbProps.beamEndEffecterDef != null)
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{
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endEffecter = verbProps.beamEndEffecterDef.Spawn(beamEnd.ToIntVec3(), caster.Map, Vector3.zero);
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}
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if (endEffecter != null)
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{
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endEffecter.EffectTick(new TargetInfo(beamEnd.ToIntVec3(), caster.Map), TargetInfo.Invalid);
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}
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sustainer?.Maintain();
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// --- Custom Damage Logic ---
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ticksLeft--;
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ticksToNextDamage--;
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if (ticksToNextDamage <= 0)
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{
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ApplyDamage();
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ticksToNextDamage = BeamProps.tickInterval;
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}
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if (ticksLeft <= 0)
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{
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StopBeam();
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}
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}
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}
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protected override bool TryCastShot()
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{
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this.state = VerbState.Bursting;
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this.ticksLeft = BeamProps.duration;
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this.ticksToNextDamage = 0; // First damage tick happens immediately
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return true;
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}
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private void ApplyDamage()
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{
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var shotAngle = (beamEnd - caster.DrawPos).AngleFlat();
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var dinfo = new DamageInfo(verbProps.beamDamageDef ?? DamageDefOf.Burn, BeamProps.sustainedDamagePerTick, BeamProps.armorPenetration, shotAngle, caster, EquipmentSource);
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var cellsInBeam = WulaBeamUtility.GetCellsInBeamArea(caster.Position, beamEnd.ToIntVec3(), verbProps.beamWidth);
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foreach (var cell in cellsInBeam)
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{
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if (!cell.InBounds(caster.Map)) continue;
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var thingsToHit = cell.GetThingList(caster.Map).Where(t => CanHit(t)).ToList();
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foreach (var thing in thingsToHit)
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{
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thing.TakeDamage(dinfo);
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}
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}
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}
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private void StopBeam()
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{
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this.state = VerbState.Idle;
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mote?.Destroy();
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endEffecter?.Cleanup();
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sustainer?.End();
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}
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public override void ExposeData()
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{
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base.ExposeData();
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Scribe_Values.Look(ref ticksLeft, "ticksLeft", 0);
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Scribe_Values.Look(ref ticksToNextDamage, "ticksToNextDamage", 0);
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Scribe_Values.Look(ref beamEnd, "beamEnd");
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}
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private bool CanHit(Thing t)
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{
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return t != null && t.Spawned && t != caster && !t.def.IsFilth;
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}
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private Vector3 GetMapEdgePoint(IntVec3 start, float angle)
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{
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float mapSize = Mathf.Max(caster.Map.Size.x, caster.Map.Size.z) * 1.5f;
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Vector3 direction = Quaternion.AngleAxis(angle, Vector3.up) * Vector3.forward;
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return start.toVector3() + direction * mapSize;
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}
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}
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}
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