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This commit is contained in:
147
Source/WulaFallenEmpire/Damage/202512031732.xml
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147
Source/WulaFallenEmpire/Damage/202512031732.xml
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<!-- 1. 基本额外伤害配置 -->
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<DamageDef>
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<defName>Damage_WithExtraEffects</defName>
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<label>带电击伤害</label>
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<workerClass>WulaFallenEmpire.DamageWorker_ExtraDamage</workerClass>
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<modExtensions>
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<li Class="WulaFallenEmpire.DamageDef_ExtraDamageExtension">
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<extraLabel>电击效果</extraLabel>
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<showExtraLog>true</showExtraLog>
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<extraDamages>
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<li>
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<damageDef>EMP</damageDef>
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<amount>15</amount>
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<isPercentage>false</isPercentage>
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<armorPenetration>25</armorPenetration>
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<soundDef>EMP_Small</soundDef>
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<fleckDef>ElectricArc</fleckDef>
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<minTriggerDamage>5</minTriggerDamage>
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<conditions>
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<li>
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<targetType>Mechanoid</targetType>
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<healthPercentRange>0,1</healthPercentRange>
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</li>
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</conditions>
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</li>
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</extraDamages>
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</li>
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</modExtensions>
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</DamageDef>
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<!-- 2. 百分比额外伤害 -->
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<DamageDef>
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<defName>Damage_WithBurn</defName>
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<label>带燃烧伤害</label>
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<workerClass>WulaFallenEmpire.DamageWorker_ExtraDamage</workerClass>
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<modExtensions>
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<li Class="WulaFallenEmpire.DamageDef_ExtraDamageExtension">
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<extraLabel>燃烧效果</extraLabel>
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<extraDamages>
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<li>
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<damageDef>Burn</damageDef>
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<isPercentage>true</isPercentage>
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<percentageMultiplier>0.3</percentageMultiplier>
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<effecterDef>SparkHit</effecterDef>
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<minTriggerDamage>10</minTriggerDamage>
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<conditions>
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<li>
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<targetType>Pawn</targetType>
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<healthPercentRange>0.3,1</healthPercentRange>
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<requiredTags>
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<li>Flammable</li>
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</requiredTags>
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</li>
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</conditions>
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</li>
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</extraDamages>
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</li>
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</modExtensions>
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</DamageDef>
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<!-- 3. 多种额外伤害 -->
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<DamageDef>
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<defName>Damage_MultiEffect</defName>
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<label>多重效果伤害</label>
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<workerClass>WulaFallenEmpire.DamageWorker_ExtraDamage</workerClass>
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<modExtensions>
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<li Class="WulaFallenEmpire.DamageDef_ExtraDamageExtension">
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<extraLabel>组合效果</extraLabel>
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<extraDamages>
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<!-- 对生物造成流血 -->
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<li>
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<damageDef>Cut</damageDef>
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<amount>5</amount>
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<isPercentage>false</isPercentage>
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<targetBodyPart>Torso</targetBodyPart>
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<conditions>
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<li>
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<targetType>Animal</targetType>
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</li>
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<li>
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<targetType>Humanlike</targetType>
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</li>
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</conditions>
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</li>
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<!-- 对机械造成EMP -->
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<li>
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<damageDef>EMP</damageDef>
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<isPercentage>true</isPercentage>
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<percentageMultiplier>0.5</percentageMultiplier>
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<canBeBlockedByArmor>false</canBeBlockedByArmor>
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<conditions>
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<li>
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<targetType>Mechanoid</targetType>
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</li>
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</conditions>
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</li>
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<!-- 对建筑造成额外伤害 -->
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<li>
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<damageDef>Blunt</damageDef>
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<amount>20</amount>
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<isPercentage>false</isPercentage>
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<conditions>
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<li>
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<targetType>Building</targetType>
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</li>
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</conditions>
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</li>
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</extraDamages>
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</li>
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</modExtensions>
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</DamageDef>
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<!-- 4. 武器使用这个伤害类型 -->
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<ThingDef>
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<defName>Gun_AdvancedRifle</defName>
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<label>先进步枪</label>
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<verbs>
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<li>
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<verbClass>Verb_Shoot</verbClass>
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<defaultProjectile>Bullet_Advanced</defaultProjectile>
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</li>
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</verbs>
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</ThingDef>
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<!-- 5. 抛射体定义 -->
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<ThingDef>
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<defName>Bullet_Advanced</defName>
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<label>先进子弹</label>
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<projectile>
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<damageDef>Damage_MultiEffect</damageDef>
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<damageAmountBase>25</damageAmountBase>
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</projectile>
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</ThingDef>
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299
Source/WulaFallenEmpire/Damage/DamageDef_ExtraDamageExtension.cs
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299
Source/WulaFallenEmpire/Damage/DamageDef_ExtraDamageExtension.cs
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@@ -0,0 +1,299 @@
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using System.Collections.Generic;
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using Verse;
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using RimWorld;
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namespace WulaFallenEmpire
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{
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public class DamageDef_ExtraDamageExtension : DefModExtension
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{
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/// <summary>
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/// 额外伤害列表
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/// </summary>
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public List<ExtraDamageDef> extraDamages = new List<ExtraDamageDef>();
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/// <summary>
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/// 条件触发器列表
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/// </summary>
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public List<DamageCondition> conditions = new List<DamageCondition>();
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/// <summary>
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/// 是否显示额外的战斗日志信息
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/// </summary>
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public bool showExtraLog = true;
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/// <summary>
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/// 额外伤害标签
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/// </summary>
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public string extraLabel = "";
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/// <summary>
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/// 获取所有适用于特定目标的额外伤害
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/// </summary>
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public List<ExtraDamageDef> GetApplicableExtraDamages(Thing target, DamageInfo originalDinfo)
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{
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List<ExtraDamageDef> result = new List<ExtraDamageDef>();
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foreach (var extraDamage in extraDamages)
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{
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if (IsConditionMet(extraDamage.conditions, target, originalDinfo))
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{
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result.Add(extraDamage);
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}
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}
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return result;
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}
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/// <summary>
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/// 检查条件是否满足
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/// </summary>
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private bool IsConditionMet(List<DamageCondition> conditions, Thing target, DamageInfo originalDinfo)
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{
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if (conditions == null || conditions.Count == 0)
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return true;
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foreach (var condition in conditions)
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{
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if (!condition.IsMet(target, originalDinfo))
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return false;
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}
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return true;
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}
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}
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/// <summary>
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/// 额外伤害定义
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/// </summary>
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public class ExtraDamageDef
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{
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/// <summary>
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/// 伤害类型
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/// </summary>
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public DamageDef damageDef;
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/// <summary>
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/// 伤害数值(如果是百分比,基于原始伤害)
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/// </summary>
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public float amount = 10f;
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/// <summary>
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/// 是否为百分比伤害(相对于原始伤害)
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/// </summary>
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public bool isPercentage = false;
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/// <summary>
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/// 百分比倍数(当isPercentage为true时有效)
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/// </summary>
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public float percentageMultiplier = 0.5f;
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/// <summary>
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/// 护甲穿透值
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/// </summary>
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public float armorPenetration = -1f; // -1表示使用damageDef的默认值
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/// <summary>
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/// 命中部位(可选)
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/// </summary>
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public BodyPartDef targetBodyPart;
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/// <summary>
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/// 伤害应用条件
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/// </summary>
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public List<DamageCondition> conditions = new List<DamageCondition>();
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/// <summary>
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/// 伤害应用后的效果器
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/// </summary>
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public EffecterDef effecterDef;
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/// <summary>
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/// 伤害应用后的粒子
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/// </summary>
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public FleckDef fleckDef;
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/// <summary>
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/// 伤害应用后的音效
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/// </summary>
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public SoundDef soundDef;
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/// <summary>
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/// 最小触发伤害阈值
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/// </summary>
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public float minTriggerDamage = 0f;
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/// <summary>
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/// 是否可以被护甲抵抗
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/// </summary>
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public bool canBeBlockedByArmor = true;
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/// <summary>
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/// 是否为真实伤害(忽略所有抗性)
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/// </summary>
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public bool isTrueDamage = false;
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/// <summary>
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/// 计算实际伤害值
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/// </summary>
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public float CalculateActualAmount(DamageInfo originalDinfo, Thing target)
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{
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if (isPercentage)
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{
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return originalDinfo.Amount * percentageMultiplier;
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}
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return amount;
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}
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/// <summary>
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/// 计算实际护甲穿透值
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/// </summary>
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public float CalculateActualArmorPenetration()
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{
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if (armorPenetration >= 0)
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return armorPenetration;
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return damageDef.defaultArmorPenetration;
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}
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}
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/// <summary>
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/// 伤害条件
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/// </summary>
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public class DamageCondition
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{
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/// <summary>
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/// 目标类型
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/// </summary>
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public ConditionTarget targetType = ConditionTarget.Any;
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/// <summary>
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/// 特定种族列表(当targetType为SpecificRaces时有效)
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/// </summary>
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public List<ThingDef> specificRaces = new List<ThingDef>();
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/// <summary>
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/// 目标血量百分比阈值
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/// </summary>
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||||
public FloatRange healthPercentRange = new FloatRange(0f, 1f);
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||||
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/// <summary>
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/// 目标是否必须存活
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/// </summary>
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public bool targetMustBeAlive = true;
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/// <summary>
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/// 目标是否必须有特定标签
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/// </summary>
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||||
public List<string> requiredTags = new List<string>();
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||||
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||||
/// <summary>
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/// 原始伤害类型限制
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||||
/// </summary>
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||||
public List<DamageDef> requiredOriginalDamageTypes = new List<DamageDef>();
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||||
|
||||
/// <summary>
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||||
/// 原始伤害必须大于
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/// </summary>
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||||
public float originalDamageMustBeGreaterThan = 0f;
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||||
/// <summary>
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||||
/// 检查条件是否满足
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||||
/// </summary>
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||||
public bool IsMet(Thing target, DamageInfo originalDinfo)
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{
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||||
// 检查目标类型
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if (!CheckTargetType(target))
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||||
return false;
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||||
|
||||
// 检查血量百分比
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||||
if (!CheckHealthPercentage(target))
|
||||
return false;
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||||
|
||||
// 检查存活状态
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||||
if (targetMustBeAlive && target is Pawn pawn && (pawn.Dead || pawn.Downed))
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||||
return false;
|
||||
|
||||
// 检查标签
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if (!CheckTags(target))
|
||||
return false;
|
||||
|
||||
// 检查原始伤害类型
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||||
if (!CheckOriginalDamageType(originalDinfo))
|
||||
return false;
|
||||
|
||||
// 检查原始伤害大小
|
||||
if (originalDinfo.Amount <= originalDamageMustBeGreaterThan)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private bool CheckTargetType(Thing target)
|
||||
{
|
||||
switch (targetType)
|
||||
{
|
||||
case ConditionTarget.Any:
|
||||
return true;
|
||||
case ConditionTarget.Pawn:
|
||||
return target is Pawn;
|
||||
case ConditionTarget.Animal:
|
||||
return target is Pawn pawn && pawn.RaceProps.Animal;
|
||||
case ConditionTarget.Humanlike:
|
||||
return target is Pawn pawn && pawn.RaceProps.Humanlike;
|
||||
case ConditionTarget.Mechanoid:
|
||||
return target is Pawn pawn && pawn.RaceProps.IsMechanoid;
|
||||
case ConditionTarget.Building:
|
||||
return target is Building;
|
||||
case ConditionTarget.SpecificRaces:
|
||||
return target is Pawn pawn && specificRaces.Contains(pawn.def);
|
||||
default:
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
private bool CheckHealthPercentage(Thing target)
|
||||
{
|
||||
if (target is Pawn pawn)
|
||||
{
|
||||
float healthPercent = pawn.health.summaryHealth.SummaryHealthPercent;
|
||||
return healthPercentRange.Includes(healthPercent);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
private bool CheckTags(Thing target)
|
||||
{
|
||||
if (requiredTags == null || requiredTags.Count == 0)
|
||||
return true;
|
||||
|
||||
foreach (var tag in requiredTags)
|
||||
{
|
||||
if (target.def.HasTag(tag))
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private bool CheckOriginalDamageType(DamageInfo originalDinfo)
|
||||
{
|
||||
if (requiredOriginalDamageTypes == null || requiredOriginalDamageTypes.Count == 0)
|
||||
return true;
|
||||
|
||||
return requiredOriginalDamageTypes.Contains(originalDinfo.Def);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 条件目标类型
|
||||
/// </summary>
|
||||
public enum ConditionTarget
|
||||
{
|
||||
Any,
|
||||
Pawn,
|
||||
Animal,
|
||||
Humanlike,
|
||||
Mechanoid,
|
||||
Building,
|
||||
SpecificRaces
|
||||
}
|
||||
}
|
||||
245
Source/WulaFallenEmpire/Damage/DamageWorker_ExtraDamage.cs
Normal file
245
Source/WulaFallenEmpire/Damage/DamageWorker_ExtraDamage.cs
Normal file
@@ -0,0 +1,245 @@
|
||||
using System.Collections.Generic;
|
||||
using RimWorld;
|
||||
using Verse;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
public class DamageWorker_ExtraDamage : DamageWorker
|
||||
{
|
||||
/// <summary>
|
||||
/// 重写伤害应用方法
|
||||
/// </summary>
|
||||
public override DamageResult Apply(DamageInfo dinfo, Thing victim)
|
||||
{
|
||||
// 先应用原始伤害
|
||||
DamageResult originalResult = base.Apply(dinfo, victim);
|
||||
|
||||
// 获取额外伤害扩展
|
||||
DamageDef_ExtraDamageExtension extension =
|
||||
dinfo.Def.GetModExtension<DamageDef_ExtraDamageExtension>();
|
||||
|
||||
if (extension != null && victim != null && !victim.Destroyed)
|
||||
{
|
||||
// 应用额外伤害
|
||||
var extraDamageResults = ApplyExtraDamages(extension, dinfo, victim, originalResult);
|
||||
|
||||
// 如果需要,添加战斗日志
|
||||
if (extension.showExtraLog && extraDamageResults.Count > 0)
|
||||
{
|
||||
AddCombatLog(extension, dinfo, victim, extraDamageResults);
|
||||
}
|
||||
}
|
||||
|
||||
return originalResult;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 应用额外伤害
|
||||
/// </summary>
|
||||
private List<DamageResult> ApplyExtraDamages(
|
||||
DamageDef_ExtraDamageExtension extension,
|
||||
DamageInfo originalDinfo,
|
||||
Thing victim,
|
||||
DamageResult originalResult)
|
||||
{
|
||||
List<DamageResult> results = new List<DamageResult>();
|
||||
|
||||
var applicableDamages = extension.GetApplicableExtraDamages(victim, originalDinfo);
|
||||
|
||||
foreach (var extraDamage in applicableDamages)
|
||||
{
|
||||
if (ShouldApplyExtraDamage(extraDamage, originalDinfo, victim))
|
||||
{
|
||||
DamageResult result = ApplySingleExtraDamage(extraDamage, originalDinfo, victim);
|
||||
if (result != null)
|
||||
{
|
||||
results.Add(result);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return results;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 检查是否应该应用额外伤害
|
||||
/// </summary>
|
||||
private bool ShouldApplyExtraDamage(ExtraDamageDef extraDamage, DamageInfo originalDinfo, Thing victim)
|
||||
{
|
||||
// 检查最小触发伤害
|
||||
if (originalDinfo.Amount < extraDamage.minTriggerDamage)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 应用单个额外伤害
|
||||
/// </summary>
|
||||
private DamageResult ApplySingleExtraDamage(ExtraDamageDef extraDamage, DamageInfo originalDinfo, Thing victim)
|
||||
{
|
||||
try
|
||||
{
|
||||
// 计算伤害值
|
||||
float damageAmount = extraDamage.CalculateActualAmount(originalDinfo, victim);
|
||||
if (damageAmount <= 0)
|
||||
return null;
|
||||
|
||||
// 计算护甲穿透
|
||||
float armorPenetration = extraDamage.CalculateActualArmorPenetration();
|
||||
|
||||
// 创建伤害信息
|
||||
DamageInfo extraDinfo = new DamageInfo(
|
||||
def: extraDamage.damageDef,
|
||||
amount: damageAmount,
|
||||
armorPenetration: armorPenetration,
|
||||
angle: originalDinfo.Angle,
|
||||
instigator: originalDinfo.Instigator,
|
||||
hitPart: GetTargetBodyPart(victim, extraDamage.targetBodyPart),
|
||||
weapon: originalDinfo.Weapon,
|
||||
category: DamageInfo.SourceCategory.ThingOrUnknown,
|
||||
intendedTarget: originalDinfo.IntendedTarget
|
||||
);
|
||||
|
||||
// 如果是真实伤害,设置特殊标志(如果需要特殊处理)
|
||||
if (extraDamage.isTrueDamage)
|
||||
{
|
||||
// 这里可能需要特殊的处理方式
|
||||
// 例如,可以设置伤害信息中的特殊标志
|
||||
}
|
||||
|
||||
// 应用伤害
|
||||
DamageResult result = victim.TakeDamage(extraDinfo);
|
||||
|
||||
// 播放效果
|
||||
PlayExtraDamageEffects(extraDamage, victim, damageAmount);
|
||||
|
||||
return result;
|
||||
}
|
||||
catch (System.Exception ex)
|
||||
{
|
||||
Log.Warning($"应用额外伤害时出错: {ex.Message}");
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取目标部位
|
||||
/// </summary>
|
||||
private BodyPartRecord GetTargetBodyPart(Thing victim, BodyPartDef bodyPartDef)
|
||||
{
|
||||
if (bodyPartDef == null || !(victim is Pawn pawn))
|
||||
return null;
|
||||
|
||||
return pawn.RaceProps.body.GetPartsWithDef(bodyPartDef).FirstOrDefault();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 播放额外伤害效果
|
||||
/// </summary>
|
||||
private void PlayExtraDamageEffects(ExtraDamageDef extraDamage, Thing victim, float damageAmount)
|
||||
{
|
||||
if (victim.Map == null)
|
||||
return;
|
||||
|
||||
// 播放音效
|
||||
if (extraDamage.soundDef != null)
|
||||
{
|
||||
extraDamage.soundDef.PlayOneShot(new TargetInfo(victim.Position, victim.Map));
|
||||
}
|
||||
|
||||
// 播放粒子效果
|
||||
if (extraDamage.fleckDef != null)
|
||||
{
|
||||
FleckMaker.Static(victim.DrawPos, victim.Map, extraDamage.fleckDef);
|
||||
}
|
||||
|
||||
// 播放效果器
|
||||
if (extraDamage.effecterDef != null)
|
||||
{
|
||||
Effecter effecter = extraDamage.effecterDef.Spawn();
|
||||
effecter.Trigger(new TargetInfo(victim.Position, victim.Map), new TargetInfo(victim.Position, victim.Map));
|
||||
effecter.Cleanup();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 添加战斗日志
|
||||
/// </summary>
|
||||
private void AddCombatLog(
|
||||
DamageDef_ExtraDamageExtension extension,
|
||||
DamageInfo originalDinfo,
|
||||
Thing victim,
|
||||
List<DamageResult> extraResults)
|
||||
{
|
||||
if (victim is Pawn victimPawn)
|
||||
{
|
||||
StringBuilder sb = new StringBuilder();
|
||||
sb.AppendLine($"{extension.extraLabel} - 额外伤害:");
|
||||
|
||||
foreach (var result in extraResults)
|
||||
{
|
||||
if (result != null && result.totalDamageDealt > 0)
|
||||
{
|
||||
sb.AppendLine($" {result.totalDamageDealt:F1} 伤害");
|
||||
}
|
||||
}
|
||||
|
||||
// 这里可以添加更详细的战斗日志逻辑
|
||||
// 例如,创建一个自定义的战斗日志条目
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 重写爆炸伤害处理
|
||||
/// </summary>
|
||||
protected override void ExplosionDamageThing(Explosion explosion, Thing t, List<Thing> damagedThings, List<Thing> ignoredThings, IntVec3 cell)
|
||||
{
|
||||
base.ExplosionDamageThing(explosion, t, damagedThings, ignoredThings, cell);
|
||||
|
||||
// 检查并应用额外伤害
|
||||
DamageDef_ExtraDamageExtension extension =
|
||||
explosion.damType.GetModExtension<DamageDef_ExtraDamageExtension>();
|
||||
|
||||
if (extension != null && !t.Destroyed)
|
||||
{
|
||||
// 为爆炸中的每个目标应用额外伤害
|
||||
// 注意:这里需要创建适当的DamageInfo
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取伤害描述(用于UI显示)
|
||||
/// </summary>
|
||||
public string GetExtraDamageDescription(DamageDef damageDef)
|
||||
{
|
||||
DamageDef_ExtraDamageExtension extension =
|
||||
damageDef.GetModExtension<DamageDef_ExtraDamageExtension>();
|
||||
|
||||
if (extension == null || extension.extraDamages.Count == 0)
|
||||
return "";
|
||||
|
||||
StringBuilder sb = new StringBuilder();
|
||||
sb.AppendLine("额外伤害效果:");
|
||||
|
||||
foreach (var extraDamage in extension.extraDamages)
|
||||
{
|
||||
string damageType = extraDamage.damageDef.label;
|
||||
string amountStr = extraDamage.isPercentage ?
|
||||
$"{extraDamage.percentageMultiplier * 100}% 原始伤害" :
|
||||
$"{extraDamage.amount} 点";
|
||||
|
||||
sb.AppendLine($" {damageType}: {amountStr}");
|
||||
|
||||
if (extraDamage.minTriggerDamage > 0)
|
||||
{
|
||||
sb.AppendLine($" 触发条件: 原始伤害 > {extraDamage.minTriggerDamage}");
|
||||
}
|
||||
}
|
||||
|
||||
return sb.ToString();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -2,20 +2,46 @@ using System.Collections.Generic;
|
||||
using RimWorld;
|
||||
using UnityEngine;
|
||||
using Verse;
|
||||
using System.Linq;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
// Final, robust extension class for configuring path-based penetration.
|
||||
public class Wula_PathPierce_Extension : DefModExtension
|
||||
{
|
||||
// Set to a positive number for limited hits, or -1 for infinite penetration.
|
||||
public int maxHits = 3;
|
||||
// The percentage of damage lost per hit. 0.25 means 25% damage loss per hit.
|
||||
// 设置正数表示有限命中次数,-1 表示无限穿透
|
||||
public int maxHits = 3;
|
||||
|
||||
// 每次命中的伤害损失百分比。0.25 表示每次命中损失25%伤害
|
||||
public float damageFalloff = 0.25f;
|
||||
// If true, this projectile will never cause friendly fire, regardless of game settings.
|
||||
|
||||
// 如果为 true,无论游戏设置如何,这个抛射体都不会造成友军伤害
|
||||
public bool preventFriendlyFire = false;
|
||||
public FleckDef tailFleckDef; // 用于配置拖尾特效的 FleckDef
|
||||
public int fleckDelayTicks = 10; // 拖尾特效延迟生成时间(tick)
|
||||
|
||||
// 尾部拖尾特效的 FleckDef
|
||||
public FleckDef tailFleckDef;
|
||||
|
||||
// 拖尾特效延迟生成时间(tick)
|
||||
public int fleckDelayTicks = 10;
|
||||
|
||||
|
||||
// 1. 击中敌人时播放的效果器(Effecter)
|
||||
public EffecterDef hitEffecterDef;
|
||||
// 2. 击中敌人时播放的粒子(Fleck)
|
||||
public FleckDef hitFleckDef;
|
||||
// 4. 特效持续时间(tick,仅对效果器有效)
|
||||
public int effectDurationTicks = 60;
|
||||
// 5. 是否对每个命中的敌人都播放特效
|
||||
public bool playEffectOnEveryHit = true;
|
||||
// 6. 特效位置偏移(相对于被击中目标)
|
||||
public Vector3 effectOffset = Vector3.zero;
|
||||
// 7. 特效缩放
|
||||
public float effectScale = 1.0f;
|
||||
// 8. 伤害阈值:只有达到这个伤害值才会播放特效(0表示总是播放)
|
||||
public float damageThreshold = 0f;
|
||||
// 9. 随机播放的特效列表(随机选择一个)
|
||||
public List<EffecterDef> randomHitEffecters;
|
||||
// 10. 随机粒子列表(随机选择一个)
|
||||
public List<FleckDef> randomHitFlecks;
|
||||
}
|
||||
|
||||
public class Projectile_WulaLineAttack : Bullet
|
||||
@@ -23,14 +49,18 @@ namespace WulaFallenEmpire
|
||||
private int hitCounter = 0;
|
||||
private List<Thing> alreadyDamaged = new List<Thing>();
|
||||
private Vector3 lastTickPosition;
|
||||
private int Fleck_MakeFleckTick; // 拖尾特效的计时器
|
||||
public int Fleck_MakeFleckTickMax = 1; // 拖尾特效的生成频率
|
||||
public IntRange Fleck_MakeFleckNum = new IntRange(1, 1); // 每次生成的粒子数量
|
||||
public FloatRange Fleck_Angle = new FloatRange(-180f, 180f); // 粒子角度
|
||||
public FloatRange Fleck_Scale = new FloatRange(1f, 1f); // 粒子大小
|
||||
public FloatRange Fleck_Speed = new FloatRange(0f, 0f); // 粒子速度
|
||||
public FloatRange Fleck_Rotation = new FloatRange(-180f, 180f); // 粒子旋转
|
||||
|
||||
private int fleckMakeFleckTick; // 拖尾特效的计时器
|
||||
public int fleckMakeFleckTickMax = 1; // 拖尾特效的生成频率
|
||||
public IntRange fleckMakeFleckNum = new IntRange(1, 1); // 每次生成的粒子数量
|
||||
public FloatRange fleckAngle = new FloatRange(-180f, 180f); // 粒子角度
|
||||
public FloatRange fleckScale = new FloatRange(1f, 1f); // 粒子大小
|
||||
public FloatRange fleckSpeed = new FloatRange(0f, 0f); // 粒子速度
|
||||
public FloatRange fleckRotation = new FloatRange(-180f, 180f); // 粒子旋转
|
||||
|
||||
// 特效维护列表
|
||||
private List<Effecter> activeEffecters = new List<Effecter>();
|
||||
private Dictionary<Pawn, int> effecterEndTicks = new Dictionary<Pawn, int>();
|
||||
|
||||
private Wula_PathPierce_Extension Props => def.GetModExtension<Wula_PathPierce_Extension>();
|
||||
|
||||
public override void ExposeData()
|
||||
@@ -39,10 +69,21 @@ namespace WulaFallenEmpire
|
||||
Scribe_Values.Look(ref hitCounter, "hitCounter", 0);
|
||||
Scribe_Collections.Look(ref alreadyDamaged, "alreadyDamaged", LookMode.Reference);
|
||||
Scribe_Values.Look(ref lastTickPosition, "lastTickPosition");
|
||||
Scribe_Collections.Look(ref activeEffecters, "activeEffecters", LookMode.Deep);
|
||||
Scribe_Collections.Look(ref effecterEndTicks, "effecterEndTicks", LookMode.Reference, LookMode.Value);
|
||||
|
||||
if (alreadyDamaged == null)
|
||||
{
|
||||
alreadyDamaged = new List<Thing>();
|
||||
}
|
||||
if (activeEffecters == null)
|
||||
{
|
||||
activeEffecters = new List<Effecter>();
|
||||
}
|
||||
if (effecterEndTicks == null)
|
||||
{
|
||||
effecterEndTicks = new Dictionary<Pawn, int>();
|
||||
}
|
||||
}
|
||||
|
||||
public override void Launch(Thing launcher, Vector3 origin, LocalTargetInfo usedTarget, LocalTargetInfo intendedTarget, ProjectileHitFlags hitFlags, bool preventFriendlyFire = false, Thing equipment = null, ThingDef targetCoverDef = null)
|
||||
@@ -51,8 +92,11 @@ namespace WulaFallenEmpire
|
||||
this.lastTickPosition = origin;
|
||||
this.alreadyDamaged.Clear();
|
||||
this.hitCounter = 0;
|
||||
// Friendly fire is prevented if EITHER the game setting is true OR the XML extension is true.
|
||||
// 如果游戏设置为 true 或 XML 扩展为 true,则防止友军伤害
|
||||
this.preventFriendlyFire = preventFriendlyFire || (Props?.preventFriendlyFire ?? false);
|
||||
|
||||
// 清理旧的特效器
|
||||
CleanupOldEffecters();
|
||||
}
|
||||
|
||||
protected override void Tick()
|
||||
@@ -62,40 +106,12 @@ namespace WulaFallenEmpire
|
||||
|
||||
if (this.Destroyed) return;
|
||||
|
||||
this.Fleck_MakeFleckTick++;
|
||||
// 只有当达到延迟时间后才开始生成Fleck
|
||||
if (this.Fleck_MakeFleckTick >= Props.fleckDelayTicks)
|
||||
{
|
||||
if (this.Fleck_MakeFleckTick >= (Props.fleckDelayTicks + this.Fleck_MakeFleckTickMax))
|
||||
{
|
||||
this.Fleck_MakeFleckTick = Props.fleckDelayTicks; // 重置计时器,从延迟时间开始循环
|
||||
}
|
||||
|
||||
Map map = base.Map;
|
||||
int randomInRange = this.Fleck_MakeFleckNum.RandomInRange;
|
||||
Vector3 currentPosition = this.ExactPosition; // Current position of the bullet
|
||||
Vector3 previousPosition = this.lastTickPosition; // Previous position of the bullet
|
||||
|
||||
for (int i = 0; i < randomInRange; i++)
|
||||
{
|
||||
float currentBulletAngle = ExactRotation.eulerAngles.y; // 使用子弹当前的水平旋转角度
|
||||
float fleckRotationAngle = currentBulletAngle; // Fleck 的旋转角度与子弹方向一致
|
||||
float velocityAngle = this.Fleck_Angle.RandomInRange + currentBulletAngle; // Fleck 的速度角度基于子弹方向加上随机偏移
|
||||
float randomInRange2 = this.Fleck_Scale.RandomInRange;
|
||||
float randomInRange3 = this.Fleck_Speed.RandomInRange;
|
||||
|
||||
if (Props?.tailFleckDef != null)
|
||||
{
|
||||
FleckCreationData dataStatic = FleckMaker.GetDataStatic(currentPosition, map, Props.tailFleckDef, randomInRange2);
|
||||
dataStatic.rotation = fleckRotationAngle;
|
||||
dataStatic.rotationRate = this.Fleck_Rotation.RandomInRange;
|
||||
dataStatic.velocityAngle = velocityAngle;
|
||||
dataStatic.velocitySpeed = randomInRange3;
|
||||
map.flecks.CreateFleck(dataStatic);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 更新拖尾特效
|
||||
UpdateTrailFlecks();
|
||||
|
||||
// 更新击中特效器
|
||||
UpdateHitEffecters();
|
||||
|
||||
if (this.Destroyed) return;
|
||||
|
||||
Vector3 endPos = this.ExactPosition;
|
||||
@@ -105,17 +121,102 @@ namespace WulaFallenEmpire
|
||||
this.lastTickPosition = endPos;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 更新拖尾粒子特效
|
||||
/// </summary>
|
||||
private void UpdateTrailFlecks()
|
||||
{
|
||||
this.fleckMakeFleckTick++;
|
||||
|
||||
// 只有当达到延迟时间后才开始生成 Fleck
|
||||
if (this.fleckMakeFleckTick >= Props?.fleckDelayTicks)
|
||||
{
|
||||
if (this.fleckMakeFleckTick >= (Props.fleckDelayTicks + this.fleckMakeFleckTickMax))
|
||||
{
|
||||
this.fleckMakeFleckTick = Props.fleckDelayTicks; // 重置计时器,从延迟时间开始循环
|
||||
}
|
||||
|
||||
Map map = base.Map;
|
||||
int randomInRange = this.fleckMakeFleckNum.RandomInRange;
|
||||
Vector3 currentPosition = this.ExactPosition; // 子弹当前位置
|
||||
|
||||
for (int i = 0; i < randomInRange; i++)
|
||||
{
|
||||
float currentBulletAngle = ExactRotation.eulerAngles.y; // 使用子弹当前的水平旋转角度
|
||||
float fleckRotationAngle = currentBulletAngle; // Fleck 的旋转角度与子弹方向一致
|
||||
float velocityAngle = this.fleckAngle.RandomInRange + currentBulletAngle; // Fleck 的速度角度基于子弹方向加上随机偏移
|
||||
float randomInRange2 = this.fleckScale.RandomInRange;
|
||||
float randomInRange3 = this.fleckSpeed.RandomInRange;
|
||||
|
||||
if (Props?.tailFleckDef != null)
|
||||
{
|
||||
FleckCreationData dataStatic = FleckMaker.GetDataStatic(currentPosition, map, Props.tailFleckDef, randomInRange2);
|
||||
dataStatic.rotation = fleckRotationAngle;
|
||||
dataStatic.rotationRate = this.fleckRotation.RandomInRange;
|
||||
dataStatic.velocityAngle = velocityAngle;
|
||||
dataStatic.velocitySpeed = randomInRange3;
|
||||
map.flecks.CreateFleck(dataStatic);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 更新击中特效器
|
||||
/// </summary>
|
||||
private void UpdateHitEffecters()
|
||||
{
|
||||
if (activeEffecters == null || activeEffecters.Count == 0)
|
||||
return;
|
||||
|
||||
var ticksGame = Find.TickManager.TicksGame;
|
||||
var effectersToRemove = new List<Effecter>();
|
||||
var pawnsToRemove = new List<Pawn>();
|
||||
|
||||
// 检查每个特效器是否应该结束
|
||||
foreach (var kvp in effecterEndTicks)
|
||||
{
|
||||
if (ticksGame >= kvp.Value || kvp.Key == null || kvp.Key.Destroyed || !kvp.Key.Spawned)
|
||||
{
|
||||
pawnsToRemove.Add(kvp.Key);
|
||||
}
|
||||
}
|
||||
|
||||
// 清理结束的特效器
|
||||
foreach (var pawn in pawnsToRemove)
|
||||
{
|
||||
effecterEndTicks.Remove(pawn);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 清理旧的特效器
|
||||
/// </summary>
|
||||
private void CleanupOldEffecters()
|
||||
{
|
||||
if (activeEffecters != null)
|
||||
{
|
||||
foreach (var effecter in activeEffecters)
|
||||
{
|
||||
effecter?.Cleanup();
|
||||
}
|
||||
activeEffecters.Clear();
|
||||
}
|
||||
|
||||
effecterEndTicks?.Clear();
|
||||
}
|
||||
|
||||
protected override void Impact(Thing hitThing, bool blockedByShield = false)
|
||||
{
|
||||
CheckPathForDamage(lastTickPosition, this.ExactPosition);
|
||||
|
||||
if (hitThing != null && alreadyDamaged.Contains(hitThing))
|
||||
{
|
||||
base.Impact(null, blockedByShield);
|
||||
base.Impact(null, blockedByShield);
|
||||
}
|
||||
else
|
||||
{
|
||||
base.Impact(hitThing, blockedByShield);
|
||||
base.Impact(hitThing, blockedByShield);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -145,17 +246,17 @@ namespace WulaFallenEmpire
|
||||
{
|
||||
bool shouldDamage = false;
|
||||
|
||||
// Case 1: Always damage the intended target if it's a pawn. This allows hunting.
|
||||
// 情况1:如果预期目标是pawn,总是造成伤害。这允许狩猎。
|
||||
if (this.intendedTarget.Thing == pawn)
|
||||
{
|
||||
shouldDamage = true;
|
||||
}
|
||||
// Case 2: Always damage hostile pawns in the path.
|
||||
// 情况2:总是对路径上的敌对pawn造成伤害。
|
||||
else if (pawn.HostileTo(this.launcher))
|
||||
{
|
||||
shouldDamage = true;
|
||||
}
|
||||
// Case 3: Damage non-hostiles (friendlies, neutrals) if the shot itself isn't marked to prevent friendly fire.
|
||||
// 情况3:如果射击本身没有标记为防止友军伤害,则对非敌对(友好,中立)造成伤害。
|
||||
else if (!this.preventFriendlyFire)
|
||||
{
|
||||
shouldDamage = true;
|
||||
@@ -176,11 +277,17 @@ namespace WulaFallenEmpire
|
||||
Wula_PathPierce_Extension props = Props;
|
||||
float falloff = props?.damageFalloff ?? 0.25f;
|
||||
|
||||
// Damage falloff now applies universally, even for infinite penetration.
|
||||
// 伤害衰减现在普遍适用,即使是无限穿透。
|
||||
float damageMultiplier = Mathf.Pow(1f - falloff, hitCounter);
|
||||
|
||||
int damageAmount = (int)(this.DamageAmount * damageMultiplier);
|
||||
if (damageAmount <= 0) return;
|
||||
|
||||
// 检查伤害阈值
|
||||
if (props?.damageThreshold > 0 && damageAmount < props.damageThreshold)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var dinfo = new DamageInfo(
|
||||
this.def.projectile.damageDef,
|
||||
@@ -196,6 +303,115 @@ namespace WulaFallenEmpire
|
||||
pawn.TakeDamage(dinfo);
|
||||
alreadyDamaged.Add(pawn);
|
||||
hitCounter++;
|
||||
|
||||
// 播放击中特效
|
||||
PlayHitEffects(pawn, damageAmount);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 播放击中敌人时的特效
|
||||
/// </summary>
|
||||
/// <param name="pawn">被击中的Pawn</param>
|
||||
/// <param name="damageAmount">造成的伤害值</param>
|
||||
private void PlayHitEffects(Pawn pawn, int damageAmount)
|
||||
{
|
||||
if (pawn == null || pawn.Destroyed || pawn.Map == null)
|
||||
return;
|
||||
|
||||
Wula_PathPierce_Extension props = Props;
|
||||
if (props == null)
|
||||
return;
|
||||
|
||||
// 是否对每个命中都播放特效
|
||||
if (!props.playEffectOnEveryHit && hitCounter > 1)
|
||||
return;
|
||||
|
||||
// 播放粒子特效
|
||||
PlayHitFleck(pawn);
|
||||
|
||||
// 播放效果器特效
|
||||
PlayHitEffecter(pawn);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 播放击中粒子特效
|
||||
/// </summary>
|
||||
private void PlayHitFleck(Pawn pawn)
|
||||
{
|
||||
Wula_PathPierce_Extension props = Props;
|
||||
if (props == null)
|
||||
return;
|
||||
|
||||
FleckDef fleckDef = null;
|
||||
|
||||
// 选择粒子:优先使用随机列表,然后使用固定粒子
|
||||
if (props.randomHitFlecks != null && props.randomHitFlecks.Count > 0)
|
||||
{
|
||||
fleckDef = props.randomHitFlecks.RandomElement();
|
||||
}
|
||||
else if (props.hitFleckDef != null)
|
||||
{
|
||||
fleckDef = props.hitFleckDef;
|
||||
}
|
||||
|
||||
if (fleckDef != null)
|
||||
{
|
||||
Vector3 position = pawn.DrawPos + props.effectOffset;
|
||||
float scale = props.effectScale;
|
||||
|
||||
FleckCreationData data = FleckMaker.GetDataStatic(position, pawn.Map, fleckDef, scale);
|
||||
pawn.Map.flecks.CreateFleck(data);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 播放击中效果器特效
|
||||
/// </summary>
|
||||
private void PlayHitEffecter(Pawn pawn)
|
||||
{
|
||||
Wula_PathPierce_Extension props = Props;
|
||||
if (props == null)
|
||||
return;
|
||||
|
||||
EffecterDef effecterDef = null;
|
||||
|
||||
// 选择效果器:优先使用随机列表,然后使用固定效果器
|
||||
if (props.randomHitEffecters != null && props.randomHitEffecters.Count > 0)
|
||||
{
|
||||
effecterDef = props.randomHitEffecters.RandomElement();
|
||||
}
|
||||
else if (props.hitEffecterDef != null)
|
||||
{
|
||||
effecterDef = props.hitEffecterDef;
|
||||
}
|
||||
|
||||
if (effecterDef != null)
|
||||
{
|
||||
Vector3 position = pawn.DrawPos + props.effectOffset;
|
||||
|
||||
// 创建效果器
|
||||
Effecter effecter = effecterDef.Spawn();
|
||||
effecter.Trigger(new TargetInfo(pawn.Position, pawn.Map), new TargetInfo(pawn.Position, pawn.Map));
|
||||
|
||||
// 如果需要持续效果,添加到维护列表
|
||||
if (props.effectDurationTicks > 0)
|
||||
{
|
||||
activeEffecters.Add(effecter);
|
||||
effecterEndTicks[pawn] = Find.TickManager.TicksGame + props.effectDurationTicks;
|
||||
}
|
||||
else
|
||||
{
|
||||
// 立即清理效果器
|
||||
effecter.Cleanup();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override void Destroy(DestroyMode mode = DestroyMode.Vanish)
|
||||
{
|
||||
// 清理所有特效器
|
||||
CleanupOldEffecters();
|
||||
base.Destroy(mode);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
63
Source/WulaFallenEmpire/Verb/Verb_ShootBeyondTarget.cs
Normal file
63
Source/WulaFallenEmpire/Verb/Verb_ShootBeyondTarget.cs
Normal file
@@ -0,0 +1,63 @@
|
||||
using RimWorld;
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using Verse;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
public class Verb_ShootBeyondTarge : Verb_ShootWithOffset
|
||||
{
|
||||
/// <summary>
|
||||
/// 重写射击逻辑,直接修改当前目标为延长线目标
|
||||
/// </summary>
|
||||
protected override bool TryCastShot()
|
||||
{
|
||||
// 保存原始目标
|
||||
LocalTargetInfo originalTarget = currentTarget;
|
||||
|
||||
try
|
||||
{
|
||||
// 计算延长线目标
|
||||
LocalTargetInfo beyondTarget = CalculateBeyondTarget(originalTarget);
|
||||
|
||||
// 设置为延长线目标
|
||||
currentTarget = beyondTarget;
|
||||
|
||||
// 调用基类射击逻辑
|
||||
return base.TryCastShot();
|
||||
}
|
||||
finally
|
||||
{
|
||||
// 恢复原始目标
|
||||
currentTarget = originalTarget;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 计算延长线目标
|
||||
/// </summary>
|
||||
private LocalTargetInfo CalculateBeyondTarget(LocalTargetInfo target)
|
||||
{
|
||||
if (!target.IsValid || caster == null || caster.Map == null)
|
||||
return target;
|
||||
|
||||
Vector3 shooterPos = caster.DrawPos;
|
||||
Vector3 targetPos = target.HasThing ?
|
||||
target.Thing.DrawPos :
|
||||
target.Cell.ToVector3Shifted();
|
||||
|
||||
Vector3 direction = (targetPos - shooterPos).normalized;
|
||||
float maxRange = EffectiveRange;
|
||||
Vector3 beyondTargetPos = shooterPos + direction * maxRange;
|
||||
IntVec3 beyondTargetCell = beyondTargetPos.ToIntVec3();
|
||||
|
||||
// 确保在地图范围内
|
||||
if (!beyondTargetCell.InBounds(caster.Map))
|
||||
{
|
||||
beyondTargetCell = beyondTargetCell.ClampInsideMap(caster.Map);
|
||||
}
|
||||
|
||||
return new LocalTargetInfo(beyondTargetCell);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -347,6 +347,7 @@
|
||||
<Compile Include="HediffComp\HediffComp_TimedExplosion.cs" />
|
||||
<Compile Include="Projectiles\Projectile_ConfigurableHellsphereCannon.cs" />
|
||||
<Compile Include="Verb\Verb_ShootBeamSplitAndChain.cs" />
|
||||
<Compile Include="Verb\Verb_ShootBeyondTarget.cs" />
|
||||
<Compile Include="Verb\Verb_ShootShotgun.cs" />
|
||||
<Compile Include="Projectiles\Projectile_CruiseMissile.cs" />
|
||||
<Compile Include="Verb\Verb_ShootBeamExplosive\Verb_ShootBeamExplosive.cs" />
|
||||
|
||||
Reference in New Issue
Block a user