This commit is contained in:
2025-08-20 14:33:45 +08:00
parent 617f8da51e
commit 608266e614
11 changed files with 474 additions and 760 deletions

View File

@@ -28,4 +28,28 @@
</shaderParameters>
</graphicData>
</ThingDef>
<ThingDef ParentName="MoteBase">
<defName>Mote_WULA_RW_Penetrating_Beam</defName>
<thingClass>MoteDualAttached</thingClass>
<altitudeLayer>MoteOverhead</altitudeLayer>
<mote>
<fadeInTime>0.1</fadeInTime>
<fadeOutTime>0.1</fadeOutTime>
<solidTime>0.1</solidTime>
<rotateTowardsTarget>True</rotateTowardsTarget>
<scaleToConnectTargets>True</scaleToConnectTargets>
</mote>
<drawOffscreen>true</drawOffscreen>
<graphicData>
<texPath>Things/Projectile/ChargeLanceShot</texPath>
<graphicClass>Graphic_MoteWithAgeSecs</graphicClass>
<shaderType>MoteBeam</shaderType>
<shaderParameters>
<_ScrollSpeedA>0</_ScrollSpeedA>
<_ScrollSpeedB>0</_ScrollSpeedB>
<_Intensity>2</_Intensity>
</shaderParameters>
</graphicData>
</ThingDef>
</Defs>

View File

@@ -1,127 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Defs>
<ThingDef ParentName="BaseHumanMakeableGun">
<defName>Weapon_ExampleCruiseMissileLauncher</defName>
<label>Cruise Missile Launcher</label>
<description>A heavy launcher designed for cruise missiles, capable of long-range precision strikes and area bombardment.</description>
<techLevel>Spacer</techLevel>
<graphicData>
<texPath>Things/Item/Weapon/Launcher</texPath> <!-- Placeholder, needs a proper texture path -->
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<generateCommonality>1</generateCommonality>
<soundInteract>Interact_ChargeRifle</soundInteract> <!-- Placeholder, needs a proper sound -->
<weaponClasses>
<li>LongShots</li>
<li>RangedHeavy</li>
</weaponClasses>
<recipeMaker>
<recipeUsers Inherit="False">
<li>WULA_Cube_Productor_BIO</li>
<li>WULA_Cube_Productor_Energy</li>
</recipeUsers>
<researchPrerequisite>WULA_Synth_Weapon_Technology</researchPrerequisite>
<unfinishedThingDef>UnfinishedWeapon</unfinishedThingDef>
</recipeMaker>
<statBases>
<WorkToMake>2500</WorkToMake>
<Mass>6.0</Mass>
<AccuracyTouch>0.3</AccuracyTouch>
<AccuracyShort>0.5</AccuracyShort>
<AccuracyMedium>0.6</AccuracyMedium>
<AccuracyLong>0.7</AccuracyLong>
<RangedWeapon_Cooldown>4.0</RangedWeapon_Cooldown>
</statBases>
<costList Inherit="False">
<Steel>180</Steel>
<ComponentIndustrial>10</ComponentIndustrial>
<Plasteel>40</Plasteel>
<Uranium>15</Uranium>
</costList>
<verbs>
<li>
<verbClass>Verb_LaunchProjectile</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>Bullet_ExampleCruiseMissile</defaultProjectile>
<warmupTime>3.0</warmupTime>
<range>60</range>
<burstShotCount>1</burstShotCount>
<soundCast>Shot_ChargeLance</soundCast> <!-- Placeholder, needs a proper sound -->
<soundCastTail>GunTail_Heavy</soundCastTail>
<muzzleFlashScale>15</muzzleFlashScale>
<targetParams>
<canTargetLocations>true</canTargetLocations>
</targetParams>
<forcedMiss>false</forcedMiss>
</li>
</verbs>
<weaponTags>
<li>Wula_Weapon_Init</li>
<li>CruiseMissileLauncher</li>
</weaponTags>
<thingSetMakerTags>
<li>RewardStandardQualitySuper</li>
</thingSetMakerTags>
</ThingDef>
<ThingDef ParentName="BaseBullet">
<defName>Bullet_ExampleCruiseMissile</defName>
<label>cruise missile</label>
<graphicData>
<texPath>Things/Projectile/Bullet_Big</texPath> <!-- Placeholder, needs a proper texture path -->
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<thingClass>WulaFallenEmpire.Projectile_CruiseMissile</thingClass>
<projectile>
<speed>30</speed>
<damageDef>Bomb</damageDef>
<damageAmountBase>20</damageAmountBase>
<stoppingPower>2.5</stoppingPower>
<armorPenetrationBase>0.8</armorPenetrationBase>
<soundExplode>Explosion_Bomb</soundExplode>
<soundImpactAnticipate>Impact_Metal</soundImpactAnticipate>
<flyOverhead>true</flyOverhead>
<shadowSize>1.0</shadowSize>
<explosionRadius>4.0</explosionRadius>
<postExplosionSpawnThingDef>Filth_Rubble</postExplosionSpawnThingDef>
<postExplosionSpawnChance>1.0</postExplosionSpawnChance>
<postExplosionSpawnThingCount>5</postExplosionSpawnThingCount>
<explosionDelay>120</explosionDelay>
<screenShakeFactor>1.5</screenShakeFactor>
<applyDamageToExplosionCellsNeighbors>true</applyDamageToExplosionCellsNeighbors>
<preExplosionSpawnChance>1.0</preExplosionSpawnChance>
<preExplosionSpawnThingCount>8</preExplosionSpawnThingCount>
<explosionChanceToStartFire>0.7</explosionChanceToStartFire>
<explosionDamageFalloff>true</explosionDamageFalloff>
<doExplosionVFX>true</doExplosionVFX>
<modExtensions>
<li Class="WulaFallenEmpire.CruiseMissileProperties">
<customDamageDef>Bomb</customDamageDef>
<customDamageAmount>25</customDamageAmount>
<customExplosionRadius>3.5</customExplosionRadius>
<customSoundExplode>Explosion_Bomb</customSoundExplode>
<useSubExplosions>true</useSubExplosions>
<subExplosionCount>5</subExplosionCount>
<subExplosionRadius>2.0</subExplosionRadius>
<subExplosionDamage>15</subExplosionDamage>
<subExplosionSpread>7.0</subExplosionSpread>
<subDamageDef>Bomb</subDamageDef>
<subSoundExplode>Explosion_Bomb</subSoundExplode>
<tailFleckDef>WULA_GunTail_Smoke</tailFleckDef>
<homingSpeed>0.05</homingSpeed>
<initRotateAngle>15</initRotateAngle>
<destroyTicksAfterLosingTrack>
<min>180</min>
<max>300</max>
</destroyTicksAfterLosingTrack>
<speedChangePerTick>0.001</speedChangePerTick>
<speedRangeOverride>
<min>10</min>
<max>20</max>
</speedRangeOverride>
<proximityFuseRange>1.5</proximityFuseRange>
</li>
</modExtensions>
</projectile>
</ThingDef>
</Defs>

View File

@@ -6,8 +6,9 @@
<description>A rifle designed to fire homing projectiles. It can track targets and adjust its trajectory in real-time.</description>
<techLevel>Spacer</techLevel>
<graphicData>
<texPath>Things/Item/Weapon/Rifle</texPath> <!-- Placeholder, needs a proper texture path -->
<texPath>Wula/Weapon/WULA_RW_Plasm_AR</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>1.4</drawSize>
</graphicData>
<generateCommonality>1</generateCommonality>
<soundInteract>Interact_Rifle</soundInteract>
@@ -45,7 +46,7 @@
<warmupTime>1.0</warmupTime>
<range>35</range>
<burstShotCount>1</burstShotCount>
<soundCast>Shot_ChargeRifle</soundCast> <!-- Placeholder, needs a proper sound -->
<soundCast>Shot_ChargeRifle</soundCast> <!-- Placeholder, needs a proper sound -->
<soundCastTail>GunTail_Medium</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
</li>
@@ -63,7 +64,7 @@
<defName>Bullet_ExampleHoming</defName>
<label>homing bullet</label>
<graphicData>
<texPath>Things/Projectile/Bullet_Big</texPath> <!-- Placeholder, needs a proper texture path -->
<texPath>Things/Projectile/Bullet_Big</texPath> <!-- Placeholder, needs a proper texture path -->
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<thingClass>WulaFallenEmpire.Projectile_Homing</thingClass>
@@ -78,9 +79,6 @@
<flyOverhead>false</flyOverhead>
<shadowSize>0.5</shadowSize>
<explosionRadius>0.5</explosionRadius>
<postExplosionSpawnThingDef>Filth_Rubble</postExplosionSpawnThingDef>
<postExplosionSpawnChance>0.5</postExplosionSpawnChance>
<postExplosionSpawnThingCount>1</postExplosionSpawnThingCount>
<explosionDelay>0</explosionDelay>
<screenShakeFactor>0.5</screenShakeFactor>
<applyDamageToExplosionCellsNeighbors>false</applyDamageToExplosionCellsNeighbors>
@@ -89,22 +87,22 @@
<explosionChanceToStartFire>0.1</explosionChanceToStartFire>
<explosionDamageFalloff>true</explosionDamageFalloff>
<doExplosionVFX>true</doExplosionVFX>
<modExtensions>
<li Class="WulaFallenEmpire.HomingProjectileDef">
<initRotateAngle>10</initRotateAngle>
<homingSpeed>0.05</homingSpeed>
<destroyTicksAfterLosingTrack>60</destroyTicksAfterLosingTrack>
<proximityFuseRange>1.5</proximityFuseRange>
<hitChance>0.8</hitChance>
<extraProjectile>Bullet_ExampleHoming</extraProjectile>
<SpeedChangeTilesPerTickOverride>0.05</SpeedChangeTilesPerTickOverride>
<SpeedRangeTilesPerTickOverride>
<min>20</min>
<max>40</max>
</SpeedRangeTilesPerTickOverride>
<tailFleckDef>WULA_GunTail_Smoke</tailFleckDef>
</li>
</modExtensions>
</projectile>
<modExtensions>
<li Class="WulaFallenEmpire.HomingProjectileDef">
<initRotateAngle>10</initRotateAngle>
<homingSpeed>0.05</homingSpeed>
<destroyTicksAfterLosingTrack>60</destroyTicksAfterLosingTrack>
<proximityFuseRange>1.5</proximityFuseRange>
<hitChance>0.8</hitChance>
<extraProjectile>Bullet_ExampleHoming</extraProjectile>
<SpeedChangeTilesPerTickOverride>0.05</SpeedChangeTilesPerTickOverride>
<SpeedRangeTilesPerTickOverride>
<min>20</min>
<max>40</max>
</SpeedRangeTilesPerTickOverride>
<tailFleckDef>WULA_GunTail_Smoke</tailFleckDef>
</li>
</modExtensions>
</ThingDef>
</Defs>

View File

@@ -6,8 +6,9 @@
<description>A powerful launcher that fires homing projectiles with explosive payloads. Ideal for area denial and heavy damage.</description>
<techLevel>Spacer</techLevel>
<graphicData>
<texPath>Things/Item/Weapon/Launcher</texPath> <!-- Placeholder, needs a proper texture path -->
<texPath>Wula/Weapon/WULA_RW_Plasm_AR</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>1.4</drawSize>
</graphicData>
<generateCommonality>0.8</generateCommonality>
<soundInteract>Interact_ChargeRifle</soundInteract> <!-- Placeholder, needs a proper sound -->
@@ -79,10 +80,6 @@
<flyOverhead>true</flyOverhead>
<shadowSize>0.8</shadowSize>
<explosionRadius>3.0</explosionRadius>
<postExplosionSpawnThingDef>Filth_Rubble</postExplosionSpawnThingDef>
<postExplosionSpawnChance>1.0</postExplosionSpawnChance>
<postExplosionSpawnThingCount>3</postExplosionSpawnThingCount>
<explosionDelay>60</explosionDelay>
<screenShakeFactor>1.0</screenShakeFactor>
<applyDamageToExplosionCellsNeighbors>true</applyDamageToExplosionCellsNeighbors>
<preExplosionSpawnChance>1.0</preExplosionSpawnChance>
@@ -90,34 +87,22 @@
<explosionChanceToStartFire>0.5</explosionChanceToStartFire>
<explosionDamageFalloff>true</explosionDamageFalloff>
<doExplosionVFX>true</doExplosionVFX>
<modExtensions>
<li Class="WulaFallenEmpire.HomingProjectileDef">
<initRotateAngle>5</initRotateAngle>
<homingSpeed>0.03</homingSpeed>
<destroyTicksAfterLosingTrack>90</destroyTicksAfterLosingTrack>
<proximityFuseRange>2.0</proximityFuseRange>
<hitChance>0.7</hitChance>
<extraProjectile>Bullet_ExampleHomingExplosive</extraProjectile>
<SpeedChangeTilesPerTickOverride>0.03</SpeedChangeTilesPerTickOverride>
<SpeedRangeTilesPerTickOverride>
<min>20</min>
<max>30</max>
</SpeedRangeTilesPerTickOverride>
<tailFleckDef>WULA_GunTail_Smoke</tailFleckDef>
</li>
<li Class="WulaFallenEmpire.ModExtension_Cone">
<coneAngle>30</coneAngle>
<coneRange>5</coneRange>
<repeatExplosionCount>3</repeatExplosionCount>
<fragment>Bullet_ShotgunPellet</fragment> <!-- Example fragment -->
<fragmentCount>5</fragmentCount>
<fragmentRange>
<min>1</min>
<max>3</max>
</fragmentRange>
<showConeEffect>true</showConeEffect>
</li>
</modExtensions>
</projectile>
<modExtensions>
<li Class="WulaFallenEmpire.HomingProjectileDef">
<initRotateAngle>5</initRotateAngle>
<homingSpeed>0.03</homingSpeed>
<destroyTicksAfterLosingTrack>90</destroyTicksAfterLosingTrack>
<proximityFuseRange>2.0</proximityFuseRange>
<hitChance>0.7</hitChance>
<extraProjectile>Bullet_ExampleHomingExplosive</extraProjectile>
<SpeedChangeTilesPerTickOverride>0.03</SpeedChangeTilesPerTickOverride>
<SpeedRangeTilesPerTickOverride>
<min>20</min>
<max>30</max>
</SpeedRangeTilesPerTickOverride>
<tailFleckDef>WULA_GunTail_Smoke</tailFleckDef>
</li>
</modExtensions>
</ThingDef>
</Defs>

View File

@@ -302,7 +302,7 @@
</WulaFallenEmpire.EventDef>
<WulaFallenEmpire.EventDef>
<defName>Wula_UI_FE_Spiritualist_10</defName>
<defName>Wula_UI_FE_Spiritualist_11</defName>
<label>乌拉帝国 大教堂</label>
<portraitPath>Wula/Events/Portraits/WULA_FE_Spiritualist_1</portraitPath>
<characterName>帝国修女</characterName>

View File

@@ -5,21 +5,8 @@ namespace WulaFallenEmpire
{
public class HomingProjectileDef : DefModExtension
{
public float SpeedChangeTilesPerTickOverride
{
get
{
return this.speedChangePerTick / 100f;
}
}
public FloatRange SpeedRangeTilesPerTickOverride
{
get
{
return this.speedRangeOverride.Value * 0.01f;
}
}
public float SpeedChangeTilesPerTickOverride;
public FloatRange SpeedRangeTilesPerTickOverride;
public float hitChance = 0.5f;
@@ -27,7 +14,7 @@ namespace WulaFallenEmpire
public float initRotateAngle = 30f;
public float proximityFuseRange = 0f;
public float proximityFuseRange = 0.5f; // 调整默认值,使其在接近目标时能正确触发引信
public IntRange destroyTicksAfterLosingTrack = new IntRange(60, 120);
@@ -37,5 +24,12 @@ namespace WulaFallenEmpire
public FloatRange? speedRangeOverride;
public FleckDef tailFleckDef;
// 拖尾特效的详细配置参数
public int fleckMakeFleckTickMax = 1;
public IntRange fleckMakeFleckNum = new IntRange(1, 1);
public FloatRange fleckAngle = new FloatRange(-180f, 180f);
public FloatRange fleckScale = new FloatRange(1f, 1f);
public FloatRange fleckSpeed = new FloatRange(0f, 0f);
public FloatRange fleckRotation = new FloatRange(-180f, 180f);
}
}

View File

@@ -1,4 +1,3 @@
using System;
using System.Collections.Generic;
using System.Reflection;
using RimWorld;
@@ -9,317 +8,319 @@ using Verse.Sound;
namespace WulaFallenEmpire
{
public class Projectile_Homing : Bullet
{
public HomingProjectileDef HomingDef
{
get
{
bool flag = this.homingDefInt == null;
if (flag)
{
this.homingDefInt = this.def.GetModExtension<HomingProjectileDef>();
}
return this.homingDefInt;
}
}
public class Projectile_Homing : Bullet
{
private HomingProjectileDef homingDefInt;
public override void Launch(Thing launcher, Vector3 origin, LocalTargetInfo usedTarget, LocalTargetInfo intendedTarget, ProjectileHitFlags hitFlags, bool preventFriendlyFire = false, Thing equipment = null, ThingDef targetCoverDef = null)
{
bool flag = false;
bool flag2 = usedTarget.HasThing && usedTarget.Thing is IAttackTarget;
if (flag2)
{
bool flag3 = Rand.Chance(this.GetHitChance(usedTarget.Thing));
if (flag3)
{
hitFlags |= ProjectileHitFlags.IntendedTarget;
intendedTarget = usedTarget;
flag = true;
}
}
else
{
bool flag4 = Rand.Chance(this.GetHitChance(intendedTarget.Thing));
if (flag4)
{
hitFlags |= ProjectileHitFlags.IntendedTarget;
usedTarget = intendedTarget;
flag = true;
}
}
bool flag5 = flag;
if (flag5)
{
hitFlags &= ~ProjectileHitFlags.IntendedTarget;
}
base.Launch(launcher, origin, usedTarget, intendedTarget, hitFlags, preventFriendlyFire, equipment, targetCoverDef);
this.exactPositionInt = origin.Yto0() + Vector3.up * this.def.Altitude;
Vector3 normalized = (this.destination - origin).Yto0().normalized;
float degrees = Rand.Range(-this.HomingDef.initRotateAngle, this.HomingDef.initRotateAngle);
Vector2 vector = new Vector2(normalized.x, normalized.z);
vector = vector.RotatedBy(degrees);
Vector3 a = new Vector3(vector.x, 0f, vector.y);
bool flag6 = this.HomingDef.speedRangeOverride == null;
if (flag6)
{
this.curSpeed = a * this.def.projectile.SpeedTilesPerTick;
}
else
{
this.curSpeed = a * this.HomingDef.SpeedRangeTilesPerTickOverride.RandomInRange;
}
this.ticksToImpact = int.MaxValue;
this.lifetime = int.MaxValue;
this.ReflectInit();
}
private Sustainer ambientSustainer;
protected void ReflectInit()
{
bool flag = !this.def.projectile.soundAmbient.NullOrUndefined();
if (flag)
{
this.ambientSustainer = (Sustainer)NonPublicFields.Projectile_AmbientSustainer.GetValue(this);
}
this.comps = (List<ThingComp>)NonPublicFields.ThingWithComps_comps.GetValue(this);
}
private List<ThingComp> comps;
public float GetHitChance(Thing thing)
{
float num = this.HomingDef.hitChance;
bool flag = thing == null;
float result;
if (flag)
{
result = num;
}
else
{
Pawn pawn = thing as Pawn;
bool flag2 = pawn != null;
if (flag2)
{
num *= Mathf.Clamp(pawn.BodySize, 0.5f, 1.5f);
bool flag3 = pawn.GetPosture() > PawnPosture.Standing;
if (flag3)
{
num *= 0.5f;
}
float num2 = 1f;
switch (this.equipmentQuality)
{
case QualityCategory.Awful:
num2 = 0.5f;
goto IL_DD;
case QualityCategory.Poor:
num2 = 0.75f;
goto IL_DD;
case QualityCategory.Normal:
num2 = 1f;
goto IL_DD;
case QualityCategory.Excellent:
num2 = 1.1f;
goto IL_DD;
case QualityCategory.Masterwork:
num2 = 1.2f;
goto IL_DD;
case QualityCategory.Legendary:
num2 = 1.3f;
goto IL_DD;
}
Log.Message("Unknown QualityCategory, returning default qualityFactor = 1");
IL_DD:
num *= num2;
}
else
{
num *= 1.5f * thing.def.fillPercent;
}
result = Mathf.Clamp(num, 0f, 1f);
}
return result;
}
protected Vector3 exactPositionInt;
public override Vector3 ExactPosition
{
get
{
return this.exactPositionInt;
}
}
public Vector3 curSpeed;
public override Quaternion ExactRotation
{
get
{
return Quaternion.LookRotation(this.curSpeed);
}
}
public bool homing = true;
private int Fleck_MakeFleckTick; // 拖尾特效的计时器
private Vector3 lastTickPosition; // 记录上一帧的位置,用于计算移动方向
public virtual void MovementTick()
{
Vector3 vect = this.ExactPosition + this.curSpeed;
ShootLine shootLine = new ShootLine(this.ExactPosition.ToIntVec3(), vect.ToIntVec3());
Vector3 vector = (this.intendedTarget.Cell.ToVector3() - this.ExactPosition).Yto0();
bool flag = this.homing;
if (flag)
{
Vector3 a = vector.normalized - this.curSpeed.normalized;
bool flag2 = a.sqrMagnitude >= 1.414f;
if (flag2)
{
this.homing = false;
this.lifetime = this.HomingDef.destroyTicksAfterLosingTrack.RandomInRange;
this.ticksToImpact = this.lifetime;
base.HitFlags &= ~ProjectileHitFlags.IntendedTarget;
base.HitFlags |= ProjectileHitFlags.NonTargetPawns;
base.HitFlags |= ProjectileHitFlags.NonTargetWorld;
}
else
{
this.curSpeed += a * this.HomingDef.homingSpeed * this.curSpeed.magnitude;
}
}
foreach (IntVec3 b in shootLine.Points())
{
bool flag3 = (this.intendedTarget.Cell - b).SqrMagnitude <= this.HomingDef.proximityFuseRange * this.HomingDef.proximityFuseRange;
if (flag3)
{
this.homing = false;
this.lifetime = this.HomingDef.destroyTicksAfterLosingTrack.RandomInRange;
bool flag4 = (base.HitFlags & ProjectileHitFlags.IntendedTarget) == ProjectileHitFlags.IntendedTarget || this.HomingDef.proximityFuseRange > 0f;
if (flag4)
{
this.lifetime = 0;
this.ticksToImpact = 0;
vect = b.ToVector3();
bool flag5 = Find.TickManager.CurTimeSpeed == TimeSpeed.Normal && this.def.projectile.soundImpactAnticipate != null;
if (flag5)
{
this.def.projectile.soundImpactAnticipate.PlayOneShot(this);
}
}
}
}
this.exactPositionInt = vect;
this.curSpeed *= (this.curSpeed.magnitude + this.HomingDef.SpeedChangeTilesPerTickOverride) / this.curSpeed.magnitude;
}
private static class NonPublicFields
{
public static FieldInfo Projectile_AmbientSustainer = typeof(Projectile).GetField("ambientSustainer", BindingFlags.Instance | BindingFlags.NonPublic);
public static FieldInfo ThingWithComps_comps = typeof(ThingWithComps).GetField("comps", BindingFlags.Instance | BindingFlags.NonPublic);
public static MethodInfo ProjectileCheckForFreeInterceptBetween = typeof(Projectile).GetMethod("CheckForFreeInterceptBetween", BindingFlags.Instance | BindingFlags.NonPublic);
}
protected override void Tick()
{
this.ThingWithCompsTick();
this.lifetime--;
if (this.HomingDef.tailFleckDef != null)
{
FleckMaker.Static(this.ExactPosition, base.Map, this.HomingDef.tailFleckDef, 1f);
}
bool landed = this.landed;
if (!landed)
{
Vector3 exactPosition = this.ExactPosition;
this.ticksToImpact--;
this.MovementTick();
bool flag = !this.ExactPosition.InBounds(base.Map);
if (flag)
{
base.Position = exactPosition.ToIntVec3();
this.Destroy(DestroyMode.Vanish);
}
else
{
Vector3 exactPosition2 = this.ExactPosition;
object[] parameters = new object[]
{
exactPosition,
exactPosition2
};
bool flag2 = (bool)Projectile_Homing.ProjectileCheckForFreeInterceptBetween.Invoke(this, parameters);
if (!flag2)
{
base.Position = this.ExactPosition.ToIntVec3();
bool flag3 = this.ticksToImpact == 60 && Find.TickManager.CurTimeSpeed == TimeSpeed.Normal && this.def.projectile.soundImpactAnticipate != null;
if (flag3)
{
this.def.projectile.soundImpactAnticipate.PlayOneShot(this);
}
bool flag4 = this.ticksToImpact <= 0;
if (flag4)
{
this.ImpactSomething();
}
else
{
bool flag5 = this.ambientSustainer != null;
if (flag5)
{
this.ambientSustainer.Maintain();
}
}
}
}
}
}
public HomingProjectileDef HomingDef
{
get
{
if (homingDefInt == null)
{
homingDefInt = def.GetModExtension<HomingProjectileDef>();
if (homingDefInt == null)
{
Log.ErrorOnce($"HomingProjectileDef for {this.def.defName} is null. Creating a default instance.", this.thingIDNumber ^ 0x12345678);
this.homingDefInt = new HomingProjectileDef();
}
}
return homingDefInt;
}
}
private void ThingWithCompsTick()
{
bool flag = this.comps != null;
if (flag)
{
int i = 0;
int count = this.comps.Count;
while (i < count)
{
this.comps[i].CompTick();
i++;
}
}
}
public override Vector3 ExactPosition => exactPositionInt;
protected override void Impact(Thing hitThing, bool blockedByShield = false)
{
Map map = base.Map;
IntVec3 position = base.Position;
base.Impact(hitThing, blockedByShield);
bool flag = this.HomingDef.extraProjectile != null;
if (flag)
{
bool flag2 = hitThing != null && hitThing.Spawned;
if (flag2)
{
((Projectile)GenSpawn.Spawn(this.HomingDef.extraProjectile, base.Position, map, WipeMode.Vanish)).Launch(this.launcher, this.ExactPosition, hitThing, hitThing, ProjectileHitFlags.All, false, null, null);
}
else
{
((Projectile)GenSpawn.Spawn(this.HomingDef.extraProjectile, base.Position, map, WipeMode.Vanish)).Launch(this.launcher, this.ExactPosition, position, position, ProjectileHitFlags.All, false, null, null);
}
}
}
public override Quaternion ExactRotation => Quaternion.LookRotation(curSpeed);
public override void ExposeData()
{
base.ExposeData();
Scribe_Values.Look<Vector3>(ref this.exactPositionInt, "exactPosition", default(Vector3), false);
Scribe_Values.Look<Vector3>(ref this.curSpeed, "curSpeed", default(Vector3), false);
Scribe_Values.Look<bool>(ref this.homing, "homing", false, false);
bool flag = Scribe.mode == LoadSaveMode.PostLoadInit;
if (flag)
{
this.ReflectInit();
}
}
public override void Launch(Thing launcher, Vector3 origin, LocalTargetInfo usedTarget, LocalTargetInfo intendedTarget, ProjectileHitFlags hitFlags, bool preventFriendlyFire = false, Thing equipment = null, ThingDef targetCoverDef = null)
{
bool flag = false;
if (usedTarget.HasThing && usedTarget.Thing is IAttackTarget)
{
if (Rand.Chance(GetHitChance(usedTarget.Thing)))
{
hitFlags |= ProjectileHitFlags.IntendedTarget;
intendedTarget = usedTarget;
flag = true;
}
}
else if (Rand.Chance(GetHitChance(intendedTarget.Thing)))
{
hitFlags |= ProjectileHitFlags.IntendedTarget;
usedTarget = intendedTarget;
flag = true;
}
if (flag)
{
hitFlags &= ~ProjectileHitFlags.IntendedTarget;
}
base.Launch(launcher, origin, usedTarget, intendedTarget, hitFlags, preventFriendlyFire, equipment, targetCoverDef);
exactPositionInt = origin.Yto0() + Vector3.up * def.Altitude;
lastTickPosition = origin; // 初始化 lastTickPosition
Vector3 normalized = (destination - origin).Yto0().normalized;
float degrees = Rand.Range(0f - HomingDef.initRotateAngle, HomingDef.initRotateAngle);
Vector2 v = new Vector2(normalized.x, normalized.z);
v = v.RotatedBy(degrees);
Vector3 vector = new Vector3(v.x, 0f, v.y);
// 检查 HomingDef.speedRangeOverride 是否有值
if (!HomingDef.speedRangeOverride.HasValue)
{
curSpeed = vector * def.projectile.SpeedTilesPerTick;
}
else
{
curSpeed = vector * HomingDef.SpeedRangeTilesPerTickOverride.RandomInRange;
}
ticksToImpact = int.MaxValue;
lifetime = int.MaxValue;
ReflectInit();
}
private HomingProjectileDef homingDefInt;
protected void ReflectInit()
{
if (!def.projectile.soundAmbient.NullOrUndefined())
{
ambientSustainer = (Sustainer)NonPublicFields.Projectile_AmbientSustainer.GetValue(this);
}
comps = (List<ThingComp>)NonPublicFields.ThingWithComps_comps.GetValue(this);
}
private Sustainer ambientSustainer;
public float GetHitChance(Thing thing)
{
if (this.HomingDef == null)
{
Log.ErrorOnce("HomingDef is null for projectile " + this.def.defName + ". Returning default hitChance.", this.thingIDNumber ^ 0x12345678);
return 0.7f;
}
private List<ThingComp> comps;
float hitChance = HomingDef.hitChance;
if (thing == null)
{
return hitChance;
}
if (thing is Pawn pawn)
{
hitChance *= Mathf.Clamp(pawn.BodySize, 0.5f, 1.5f);
if (pawn.GetPosture() != 0)
{
hitChance *= 0.5f;
}
float num = 1f;
switch (equipmentQuality)
{
case QualityCategory.Awful:
num = 0.5f;
break;
case QualityCategory.Poor:
num = 0.75f;
break;
case QualityCategory.Normal:
num = 1f;
break;
case QualityCategory.Excellent:
num = 1.1f;
break;
case QualityCategory.Masterwork:
num = 1.2f;
break;
case QualityCategory.Legendary:
num = 1.3f;
break;
default:
Log.Message("Unknown QualityCategory, returning default qualityFactor = 1");
break;
}
hitChance *= num;
}
else
{
hitChance *= 1.5f * thing.def.fillPercent;
}
return Mathf.Clamp(hitChance, 0f, 1f);
}
protected Vector3 exactPositionInt;
public virtual void MovementTick()
{
Vector3 vect = ExactPosition + curSpeed;
ShootLine shootLine = new ShootLine(ExactPosition.ToIntVec3(), vect.ToIntVec3());
Vector3 vector = (intendedTarget.Cell.ToVector3() - ExactPosition).Yto0();
if (homing)
{
Vector3 vector2 = vector.normalized - curSpeed.normalized;
if (vector2.sqrMagnitude >= 1.414f)
{
homing = false;
lifetime = HomingDef.destroyTicksAfterLosingTrack.RandomInRange;
ticksToImpact = lifetime;
base.HitFlags &= ~ProjectileHitFlags.IntendedTarget;
base.HitFlags |= ProjectileHitFlags.NonTargetPawns;
base.HitFlags |= ProjectileHitFlags.NonTargetWorld;
}
else
{
curSpeed += vector2 * HomingDef.homingSpeed * curSpeed.magnitude;
}
}
foreach (IntVec3 item in shootLine.Points())
{
if (!((intendedTarget.Cell - item).SqrMagnitude <= HomingDef.proximityFuseRange * HomingDef.proximityFuseRange))
{
continue;
}
homing = false;
lifetime = HomingDef.destroyTicksAfterLosingTrack.RandomInRange;
if ((base.HitFlags & ProjectileHitFlags.IntendedTarget) == ProjectileHitFlags.IntendedTarget || HomingDef.proximityFuseRange > 0f)
{
lifetime = 0;
ticksToImpact = 0;
vect = item.ToVector3();
if (Find.TickManager.CurTimeSpeed == TimeSpeed.Normal && def.projectile.soundImpactAnticipate != null)
{
def.projectile.soundImpactAnticipate.PlayOneShot(this);
}
}
}
exactPositionInt = vect;
curSpeed *= (curSpeed.magnitude + HomingDef.SpeedChangeTilesPerTickOverride) / curSpeed.magnitude;
}
public Vector3 curSpeed;
protected override void Tick()
{
ThingWithCompsTick();
lifetime--;
// 处理拖尾特效
if (HomingDef != null && HomingDef.tailFleckDef != null)
{
Fleck_MakeFleckTick++;
if (Fleck_MakeFleckTick >= HomingDef.fleckMakeFleckTickMax)
{
Fleck_MakeFleckTick = 0;
Map map = base.Map;
int randomInRange = HomingDef.fleckMakeFleckNum.RandomInRange;
Vector3 currentPosition = ExactPosition;
Vector3 previousPosition = lastTickPosition;
public bool homing = true;
for (int i = 0; i < randomInRange; i++)
{
float num = (currentPosition - previousPosition).AngleFlat();
float velocityAngle = HomingDef.fleckAngle.RandomInRange + num;
float randomInRange2 = HomingDef.fleckScale.RandomInRange;
float randomInRange3 = HomingDef.fleckSpeed.RandomInRange;
FleckCreationData dataStatic = FleckMaker.GetDataStatic(currentPosition, map, HomingDef.tailFleckDef, randomInRange2);
dataStatic.rotation = (currentPosition - previousPosition).AngleFlat();
dataStatic.rotationRate = HomingDef.fleckRotation.RandomInRange;
dataStatic.velocityAngle = velocityAngle;
dataStatic.velocitySpeed = randomInRange3;
map.flecks.CreateFleck(dataStatic);
}
}
}
lastTickPosition = ExactPosition; // 更新上一帧位置
private static MethodInfo ProjectileCheckForFreeInterceptBetween = typeof(Projectile).GetMethod("CheckForFreeInterceptBetween", BindingFlags.Instance | BindingFlags.NonPublic);
}
if (landed)
{
return;
}
Vector3 exactPosition = ExactPosition;
ticksToImpact--;
MovementTick();
if (!ExactPosition.InBounds(base.Map))
{
base.Position = exactPosition.ToIntVec3();
Destroy();
return;
}
Vector3 exactPosition2 = ExactPosition;
object[] parameters = new object[2] { exactPosition, exactPosition2 };
if (!(bool)NonPublicFields.ProjectileCheckForFreeInterceptBetween.Invoke(this, parameters))
{
base.Position = ExactPosition.ToIntVec3();
if (ticksToImpact == 60 && Find.TickManager.CurTimeSpeed == TimeSpeed.Normal && def.projectile.soundImpactAnticipate != null)
{
def.projectile.soundImpactAnticipate.PlayOneShot(this);
}
if (ticksToImpact <= 0)
{
ImpactSomething();
}
else if (ambientSustainer != null)
{
ambientSustainer.Maintain();
}
}
}
private void ThingWithCompsTick()
{
if (comps != null)
{
int i = 0;
for (int count = comps.Count; i < count; i++)
{
comps[i].CompTick();
}
}
}
protected override void Impact(Thing hitThing, bool blockedByShield = false)
{
Map map = base.Map;
IntVec3 position = base.Position;
base.Impact(hitThing, blockedByShield);
if (HomingDef.extraProjectile != null)
{
if (hitThing != null && hitThing.Spawned)
{
((Projectile)GenSpawn.Spawn(HomingDef.extraProjectile, base.Position, map, WipeMode.Vanish)).Launch(launcher, ExactPosition, hitThing, hitThing, ProjectileHitFlags.All, false, null, null);
}
else
{
((Projectile)GenSpawn.Spawn(HomingDef.extraProjectile, base.Position, map, WipeMode.Vanish)).Launch(launcher, ExactPosition, position, position, ProjectileHitFlags.All, false, null, null);
}
}
}
public override void ExposeData()
{
base.ExposeData();
Scribe_Values.Look(ref exactPositionInt, "exactPosition");
Scribe_Values.Look(ref curSpeed, "curSpeed");
Scribe_Values.Look(ref homing, "homing", defaultValue: false);
if (Scribe.mode == LoadSaveMode.PostLoadInit)
{
ReflectInit();
if (this.homingDefInt == null)
{
this.homingDefInt = this.def.GetModExtension<HomingProjectileDef>();
if (this.homingDefInt == null)
{
Log.ErrorOnce($"HomingProjectileDef is null for projectile {this.def.defName} after PostLoadInit. Creating a default instance.", this.thingIDNumber ^ 0x12345678);
this.homingDefInt = new HomingProjectileDef();
}
}
}
}
}
}

View File

@@ -84,19 +84,32 @@ namespace WulaFallenEmpire
{
if (!infinitePenetration && hitCounter >= maxHits) break;
if (thing is Pawn pawn && pawn != launcher && !alreadyDamaged.Contains(pawn))
// 统一处理 Pawn 和 Building 的伤害逻辑
// 确保 Thing 未被伤害过且不是发射者
if (thing != launcher && !alreadyDamaged.Contains(thing))
{
bool shouldDamage = false;
if (intendedTarget.Thing == pawn) shouldDamage = true;
else if (pawn.HostileTo(launcher)) shouldDamage = true;
else if (!shouldPreventFriendlyFire) shouldDamage = true;
Pawn pawn = thing as Pawn;
Building building = thing as Building;
if (pawn != null) // 如果是 Pawn
{
if (intendedTarget.Thing == pawn) shouldDamage = true;
else if (pawn.HostileTo(launcher)) shouldDamage = true;
else if (!shouldPreventFriendlyFire) shouldDamage = true;
}
else if (building != null) // 如果是 Building
{
shouldDamage = true; // 默认对 Building 造成伤害
}
if (shouldDamage)
{
ApplyPathDamage(pawn, props);
ApplyPathDamage(thing, props); // 传递 Thing
}
}
else if (thing.def.Fillage == FillCategory.Full && thing.def.blockLight)
// 只有当遇到完全阻挡的 Thing 且不是 Pawn 或 Building 时才停止穿透
else if (thing.def.Fillage == FillCategory.Full && thing.def.blockLight && !(thing is Pawn) && !(thing is Building))
{
break;
}
@@ -105,9 +118,15 @@ namespace WulaFallenEmpire
this.Destroy(DestroyMode.Vanish);
}
private void ApplyPathDamage(Pawn pawn, Wula_BeamPierce_Extension props)
private void ApplyPathDamage(Thing targetThing, Wula_BeamPierce_Extension props) // 接受 Thing 参数
{
float damageMultiplier = Mathf.Pow(1f - props.damageFalloff, hitCounter);
float damageMultiplier = 1f;
if (targetThing is Pawn) // 只有 Pawn 才计算穿透衰减
{
damageMultiplier = Mathf.Pow(1f - props.damageFalloff, hitCounter);
}
// Building 不受穿透衰减影响,或者 Building 的穿透衰减始终为 1 (不衰减)
int damageAmount = (int)(this.DamageAmount * damageMultiplier);
if (damageAmount <= 0) return;
@@ -123,9 +142,13 @@ namespace WulaFallenEmpire
DamageInfo.SourceCategory.ThingOrUnknown,
this.intendedTarget.Thing);
pawn.TakeDamage(dinfo);
alreadyDamaged.Add(pawn);
hitCounter++;
targetThing.TakeDamage(dinfo); // 对 targetThing 造成伤害
alreadyDamaged.Add(targetThing);
if (targetThing is Pawn) // 只有 Pawn 才增加 hitCounter
{
hitCounter++;
}
}
protected override void Tick() { }

View File

@@ -17,7 +17,7 @@ namespace WulaFallenEmpire
public FleckDef tailFleckDef; // 用于配置拖尾特效的 FleckDef
}
public class Projectile_WulaLineAttack : Projectile
public class Projectile_WulaLineAttack : Bullet
{
private int hitCounter = 0;
private List<Thing> alreadyDamaged = new List<Thing>();

View File

@@ -1,8 +1,6 @@
using RimWorld;
using System.Collections.Generic;
using Verse.Sound;
using System.Linq;
using System.Reflection;
using UnityEngine;
using Verse;
@@ -22,150 +20,74 @@ namespace WulaFallenEmpire
public float subExplosionSpread = 6f;
public DamageDef subDamageDef;
public SoundDef subSoundExplode;
public FleckDef tailFleckDef; // 用于配置拖尾特效的 FleckDef
public float homingSpeed = 0.1f;
public float initRotateAngle = 30f;
public IntRange destroyTicksAfterLosingTrack = new IntRange(60, 120);
public float speedChangePerTick;
public FloatRange? speedRangeOverride;
public float proximityFuseRange = 0f;
// 新增的弹道配置参数
public float bezierArcHeightFactor = 0.05f; // 贝塞尔曲线高度因子
public float bezierMinArcHeight = 2f; // 贝塞尔曲线最小高度
public float bezierMaxArcHeight = 6f; // 贝塞尔曲线最大高度
public float bezierHorizontalOffsetFactor = 0.1f; // 贝塞尔曲线水平偏移因子
public float bezierSideOffsetFactor = 0.2f; // 贝塞尔曲线侧向偏移因子
public float bezierRandomOffsetScale = 0.5f; // 贝塞尔曲线随机偏移缩放
}
public class Projectile_CruiseMissile : Projectile_Explosive
{
private CruiseMissileProperties settings;
protected Vector3 exactPositionInt;
public Vector3 curSpeed;
public bool homing = true;
private Sustainer ambientSustainer;
private List<ThingComp> comps;
private int ticksToDestroy = -1;
// Launch 方法的参数作为字段
// 拖尾特效相关字段
private int Fleck_MakeFleckTick;
public int Fleck_MakeFleckTickMax = 1;
public IntRange Fleck_MakeFleckNum = new IntRange(1, 1);
public FloatRange Fleck_Angle = new FloatRange(-180f, 180f);
public FloatRange Fleck_Scale = new FloatRange(1f, 1f);
public FloatRange Fleck_Speed = new FloatRange(0f, 0f);
public FloatRange Fleck_Rotation = new FloatRange(-180f, 180f);
private bool flag2;
private Vector3 Randdd;
private Vector3 position2;
public Vector3 ExPos;
public override void SpawnSetup(Map map, bool respawningAfterLoad)
{
base.SpawnSetup(map, respawningAfterLoad);
settings = def.GetModExtension<CruiseMissileProperties>() ?? new CruiseMissileProperties();
this.ReflectInit();
}
public override void Launch(Thing launcherParam, Vector3 originParam, LocalTargetInfo usedTargetParam, LocalTargetInfo intendedTargetParam, ProjectileHitFlags hitFlagsParam, bool preventFriendlyFireParam = false, Thing equipmentParam = null, ThingDef targetCoverDefParam = null)
private void RandFactor()
{
this.launcher = launcherParam;
this.origin = originParam;
this.usedTarget = usedTargetParam;
this.intendedTarget = intendedTargetParam;
this.HitFlags = hitFlagsParam;
this.preventFriendlyFire = preventFriendlyFireParam;
this.equipment = equipmentParam;
this.targetCoverDef = targetCoverDefParam;
this.exactPositionInt = origin.Yto0() + Vector3.up * this.def.Altitude;
Vector3 normalized = (this.destination - origin).Yto0().normalized;
float degrees = Rand.Range(-this.settings.initRotateAngle, this.settings.initRotateAngle);
Vector2 vector = new Vector2(normalized.x, normalized.z);
vector = vector.RotatedBy(degrees);
Vector3 a = new Vector3(vector.x, 0f, vector.y);
bool flag6 = this.settings.speedRangeOverride == null;
if (flag6)
{
this.curSpeed = a * this.def.projectile.SpeedTilesPerTick;
}
else
{
this.curSpeed = a * this.settings.speedRangeOverride.Value.RandomInRange;
}
this.ticksToImpact = int.MaxValue;
this.lifetime = int.MaxValue;
// 调整随机范围用于控制C形弹道的随机偏移
Randdd = new Vector3(
Rand.Range(-settings.bezierRandomOffsetScale, settings.bezierRandomOffsetScale), // X轴的随机偏移
Rand.Range(0f, 0f), // Y轴高度不进行随机保持平稳
Rand.Range(-settings.bezierRandomOffsetScale, settings.bezierRandomOffsetScale) // Z轴的随机偏移
);
flag2 = true;
}
protected void ReflectInit()
public Vector3 BPos(float t)
{
if (NonPublicFields.Projectile_AmbientSustainer == null)
{
NonPublicFields.Projectile_AmbientSustainer = typeof(Projectile).GetField("ambientSustainer", BindingFlags.Instance | BindingFlags.NonPublic);
}
if (NonPublicFields.ThingWithComps_comps == null)
{
NonPublicFields.ThingWithComps_comps = typeof(ThingWithComps).GetField("comps", BindingFlags.Instance | BindingFlags.NonPublic);
}
if (NonPublicFields.ProjectileCheckForFreeInterceptBetween == null)
{
NonPublicFields.ProjectileCheckForFreeInterceptBetween = typeof(Projectile).GetMethod("CheckForFreeInterceptBetween", BindingFlags.Instance | BindingFlags.NonPublic);
}
if (!flag2) RandFactor();
bool flag = !this.def.projectile.soundAmbient.NullOrUndefined();
if (flag)
{
this.ambientSustainer = (Sustainer)NonPublicFields.Projectile_AmbientSustainer.GetValue(this);
}
this.comps = (List<ThingComp>)NonPublicFields.ThingWithComps_comps.GetValue(this);
// 计算水平距离
float horizontalDistance = Vector3.Distance(new Vector3(origin.x, 0, origin.z),
new Vector3(destination.x, 0, destination.z));
// 动态调整控制点高度使其更扁平使用XML配置的高度因子
float arcHeight = Mathf.Clamp(horizontalDistance * settings.bezierArcHeightFactor, settings.bezierMinArcHeight, settings.bezierMaxArcHeight);
// 计算从起点到终点的方向向量
Vector3 direction = (destination - origin).normalized;
// 计算垂直于方向向量的水平向量用于侧向偏移确保C形弯曲方向一致
Vector3 perpendicularDirection = Vector3.Cross(direction, Vector3.up).normalized;
// 调整控制点以形成扁平 C 形使用XML配置的偏移因子
// P1: 在起点附近,向前偏移,向上偏移,并向一侧偏移
Vector3 p1 = origin + direction * horizontalDistance * settings.bezierHorizontalOffsetFactor + Vector3.up * arcHeight + perpendicularDirection * horizontalDistance * settings.bezierSideOffsetFactor + Randdd;
// P2: 在终点附近,向后偏移,向上偏移,并向同一侧偏移
Vector3 p2 = destination - direction * horizontalDistance * settings.bezierHorizontalOffsetFactor + Vector3.up * arcHeight + perpendicularDirection * horizontalDistance * settings.bezierSideOffsetFactor + Randdd;
return BezierCurve(origin, p1, p2, destination, t);
}
public float GetHitChance(Thing thing)
private Vector3 BezierCurve(Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, float t)
{
float num = this.settings.homingSpeed;
bool flag = thing == null;
float result;
if (flag)
{
result = num;
}
else
{
Pawn pawn = thing as Pawn;
bool flag2 = pawn != null;
if (flag2)
{
num *= Mathf.Clamp(pawn.BodySize, 0.5f, 1.5f);
bool flag3 = pawn.GetPosture() > PawnPosture.Standing;
if (flag3)
{
num *= 0.5f;
}
float num2 = 1f;
switch (this.equipmentQuality)
{
case QualityCategory.Awful:
num2 = 0.5f;
goto IL_DD;
case QualityCategory.Poor:
num2 = 0.75f;
goto IL_DD;
case QualityCategory.Normal:
num2 = 1f;
goto IL_DD;
case QualityCategory.Excellent:
num2 = 1.1f;
goto IL_DD;
case QualityCategory.Masterwork:
num2 = 1.2f;
goto IL_DD;
case QualityCategory.Legendary:
num2 = 1.3f;
goto IL_DD;
}
Log.Message("Unknown QualityCategory, returning default qualityFactor = 1");
IL_DD:
num *= num2;
}
else
{
num *= 1.5f * thing.def.fillPercent;
}
result = Mathf.Clamp(num, 0f, 1f);
}
return result;
float u = 1 - t;
return u * u * u * p0
+ 3 * u * u * t * p1
+ 3 * u * t * t * p2
+ t * t * t * p3;
}
private IEnumerable<IntVec3> GetValidCells(Map map)
@@ -230,149 +152,43 @@ namespace WulaFallenEmpire
);
}
public override Quaternion ExactRotation
protected override void DrawAt(Vector3 position, bool flip = false)
{
get
{
return Quaternion.LookRotation(this.curSpeed);
}
}
public override Vector3 ExactPosition
{
get
{
return this.exactPositionInt;
}
position2 = BPos(DistanceCoveredFraction - 0.01f);
ExPos = position = BPos(DistanceCoveredFraction);
base.DrawAt(position, flip);
}
protected override void Tick()
{
this.ThingWithCompsTick();
this.lifetime--;
if (this.settings.tailFleckDef != null)
if (intendedTarget.Thing is Pawn pawn && pawn.Spawned && !pawn.Destroyed)
{
this.Fleck_MakeFleckTick++;
if (this.Fleck_MakeFleckTick >= this.Fleck_MakeFleckTickMax)
if ((pawn.Dead || pawn.Downed) && DistanceCoveredFraction < 0.6f)
{
this.Fleck_MakeFleckTick = 0;
for (int i = 0; i < this.Fleck_MakeFleckNum.RandomInRange; i++)
{
FleckMaker.Static(this.ExactPosition + Gen.RandomHorizontalVector(this.Fleck_Scale.RandomInRange / 2f), base.Map, this.settings.tailFleckDef, this.Fleck_Scale.RandomInRange);
}
}
}
bool landed = this.landed;
if (!landed)
{
Vector3 exactPosition = this.ExactPosition;
this.ticksToImpact--;
this.MovementTick();
bool flag = !this.ExactPosition.InBounds(base.Map);
if (flag)
{
base.Position = exactPosition.ToIntVec3();
this.Destroy(DestroyMode.Vanish);
}
else
{
Vector3 exactPosition2 = this.ExactPosition;
object[] parameters = new object[]
{
exactPosition,
exactPosition2
};
bool flag2 = (bool)NonPublicFields.ProjectileCheckForFreeInterceptBetween.Invoke(this, parameters);
if (!flag2)
{
base.Position = this.ExactPosition.ToIntVec3();
bool flag3 = this.ticksToImpact == 60 && Find.TickManager.CurTimeSpeed == TimeSpeed.Normal && this.def.projectile.soundImpactAnticipate != null;
if (flag3)
{
this.def.projectile.soundImpactAnticipate.PlayOneShot(this);
}
bool flag4 = this.ticksToImpact <= 0;
if (flag4)
{
this.Impact(null);
}
else
{
bool flag5 = this.ambientSustainer != null;
if (flag5)
{
this.ambientSustainer.Maintain();
}
}
}
FindNextTarget(pawn.DrawPos);
}
destination = pawn.DrawPos;
}
base.Tick();
}
private void MovementTick()
private void FindNextTarget(Vector3 center)
{
if (this.homing)
var map = base.Map;
if (map == null) return;
foreach (IntVec3 cell in GenRadial.RadialCellsAround(IntVec3.FromVector3(center), 7f, true))
{
if (this.intendedTarget != null && this.intendedTarget.Thing != null)
if (!cell.InBounds(map)) continue;
Pawn target = cell.GetFirstPawn(map);
if (target != null && target.Faction.HostileTo(launcher?.Faction))
{
Vector3 vector = (this.intendedTarget.Thing.DrawPos - this.exactPositionInt).normalized;
this.curSpeed = Vector3.RotateTowards(this.curSpeed, vector * this.curSpeed.magnitude, this.settings.homingSpeed, 0f);
}
else if (this.ticksToDestroy == -1)
{
this.ticksToDestroy = this.settings.destroyTicksAfterLosingTrack.RandomInRange;
}
}
if (this.ticksToDestroy > 0)
{
this.ticksToDestroy--;
if (this.ticksToDestroy == 0)
{
this.Destroy(DestroyMode.Vanish);
intendedTarget = target;
return;
}
}
if (this.settings.speedChangePerTick != 0f)
{
this.curSpeed = this.curSpeed.normalized * (this.curSpeed.magnitude + this.settings.speedChangePerTick);
}
if (this.settings.proximityFuseRange > 0f)
{
if (this.intendedTarget != null && this.intendedTarget.Thing != null && (this.intendedTarget.Thing.DrawPos - this.exactPositionInt).magnitude < this.settings.proximityFuseRange)
{
this.Impact(null);
return;
}
}
this.exactPositionInt += this.curSpeed;
intendedTarget = CellRect.CenteredOn(IntVec3.FromVector3(center), 7).RandomCell;
}
protected void ThingWithCompsTick()
{
if (this.comps != null)
{
for (int i = 0; i < this.comps.Count; i++)
{
this.comps[i].CompTick();
}
}
}
public override void ExposeData()
{
base.ExposeData();
Scribe_Values.Look<Vector3>(ref this.exactPositionInt, "exactPosition", default(Vector3), false);
Scribe_Values.Look<Vector3>(ref this.curSpeed, "curSpeed", default(Vector3), false);
Scribe_Values.Look<bool>(ref this.homing, "homing", true, false);
Scribe_Values.Look<int>(ref this.ticksToDestroy, "ticksToDestroy", -1, false);
}
}
public static class NonPublicFields
{
public static FieldInfo Projectile_AmbientSustainer;
public static FieldInfo ThingWithComps_comps;
public static MethodInfo ProjectileCheckForFreeInterceptBetween;
}
}