This commit is contained in:
2025-12-03 17:32:18 +08:00
committed by Tourswen
parent cd8a420837
commit 6217098163
14 changed files with 1509 additions and 95 deletions

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<!-- 1. 基本额外伤害配置 -->
<DamageDef>
<defName>Damage_WithExtraEffects</defName>
<label>带电击伤害</label>
<workerClass>WulaFallenEmpire.DamageWorker_ExtraDamage</workerClass>
<modExtensions>
<li Class="WulaFallenEmpire.DamageDef_ExtraDamageExtension">
<extraLabel>电击效果</extraLabel>
<showExtraLog>true</showExtraLog>
<extraDamages>
<li>
<damageDef>EMP</damageDef>
<amount>15</amount>
<isPercentage>false</isPercentage>
<armorPenetration>25</armorPenetration>
<soundDef>EMP_Small</soundDef>
<fleckDef>ElectricArc</fleckDef>
<minTriggerDamage>5</minTriggerDamage>
<conditions>
<li>
<targetType>Mechanoid</targetType>
<healthPercentRange>0,1</healthPercentRange>
</li>
</conditions>
</li>
</extraDamages>
</li>
</modExtensions>
</DamageDef>
<!-- 2. 百分比额外伤害 -->
<DamageDef>
<defName>Damage_WithBurn</defName>
<label>带燃烧伤害</label>
<workerClass>WulaFallenEmpire.DamageWorker_ExtraDamage</workerClass>
<modExtensions>
<li Class="WulaFallenEmpire.DamageDef_ExtraDamageExtension">
<extraLabel>燃烧效果</extraLabel>
<extraDamages>
<li>
<damageDef>Burn</damageDef>
<isPercentage>true</isPercentage>
<percentageMultiplier>0.3</percentageMultiplier>
<effecterDef>SparkHit</effecterDef>
<minTriggerDamage>10</minTriggerDamage>
<conditions>
<li>
<targetType>Pawn</targetType>
<healthPercentRange>0.3,1</healthPercentRange>
<requiredTags>
<li>Flammable</li>
</requiredTags>
</li>
</conditions>
</li>
</extraDamages>
</li>
</modExtensions>
</DamageDef>
<!-- 3. 多种额外伤害 -->
<DamageDef>
<defName>Damage_MultiEffect</defName>
<label>多重效果伤害</label>
<workerClass>WulaFallenEmpire.DamageWorker_ExtraDamage</workerClass>
<modExtensions>
<li Class="WulaFallenEmpire.DamageDef_ExtraDamageExtension">
<extraLabel>组合效果</extraLabel>
<extraDamages>
<!-- 对生物造成流血 -->
<li>
<damageDef>Cut</damageDef>
<amount>5</amount>
<isPercentage>false</isPercentage>
<targetBodyPart>Torso</targetBodyPart>
<conditions>
<li>
<targetType>Animal</targetType>
</li>
<li>
<targetType>Humanlike</targetType>
</li>
</conditions>
</li>
<!-- 对机械造成EMP -->
<li>
<damageDef>EMP</damageDef>
<isPercentage>true</isPercentage>
<percentageMultiplier>0.5</percentageMultiplier>
<canBeBlockedByArmor>false</canBeBlockedByArmor>
<conditions>
<li>
<targetType>Mechanoid</targetType>
</li>
</conditions>
</li>
<!-- 对建筑造成额外伤害 -->
<li>
<damageDef>Blunt</damageDef>
<amount>20</amount>
<isPercentage>false</isPercentage>
<conditions>
<li>
<targetType>Building</targetType>
</li>
</conditions>
</li>
</extraDamages>
</li>
</modExtensions>
</DamageDef>
<!-- 4. 武器使用这个伤害类型 -->
<ThingDef>
<defName>Gun_AdvancedRifle</defName>
<label>先进步枪</label>
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<defaultProjectile>Bullet_Advanced</defaultProjectile>
</li>
</verbs>
</ThingDef>
<!-- 5. 抛射体定义 -->
<ThingDef>
<defName>Bullet_Advanced</defName>
<label>先进子弹</label>
<projectile>
<damageDef>Damage_MultiEffect</damageDef>
<damageAmountBase>25</damageAmountBase>
</projectile>
</ThingDef>

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using System.Collections.Generic;
using Verse;
using RimWorld;
namespace WulaFallenEmpire
{
public class DamageDef_ExtraDamageExtension : DefModExtension
{
/// <summary>
/// 额外伤害列表
/// </summary>
public List<ExtraDamageDef> extraDamages = new List<ExtraDamageDef>();
/// <summary>
/// 条件触发器列表
/// </summary>
public List<DamageCondition> conditions = new List<DamageCondition>();
/// <summary>
/// 是否显示额外的战斗日志信息
/// </summary>
public bool showExtraLog = true;
/// <summary>
/// 额外伤害标签
/// </summary>
public string extraLabel = "";
/// <summary>
/// 获取所有适用于特定目标的额外伤害
/// </summary>
public List<ExtraDamageDef> GetApplicableExtraDamages(Thing target, DamageInfo originalDinfo)
{
List<ExtraDamageDef> result = new List<ExtraDamageDef>();
foreach (var extraDamage in extraDamages)
{
if (IsConditionMet(extraDamage.conditions, target, originalDinfo))
{
result.Add(extraDamage);
}
}
return result;
}
/// <summary>
/// 检查条件是否满足
/// </summary>
private bool IsConditionMet(List<DamageCondition> conditions, Thing target, DamageInfo originalDinfo)
{
if (conditions == null || conditions.Count == 0)
return true;
foreach (var condition in conditions)
{
if (!condition.IsMet(target, originalDinfo))
return false;
}
return true;
}
}
/// <summary>
/// 额外伤害定义
/// </summary>
public class ExtraDamageDef
{
/// <summary>
/// 伤害类型
/// </summary>
public DamageDef damageDef;
/// <summary>
/// 伤害数值(如果是百分比,基于原始伤害)
/// </summary>
public float amount = 10f;
/// <summary>
/// 是否为百分比伤害(相对于原始伤害)
/// </summary>
public bool isPercentage = false;
/// <summary>
/// 百分比倍数当isPercentage为true时有效
/// </summary>
public float percentageMultiplier = 0.5f;
/// <summary>
/// 护甲穿透值
/// </summary>
public float armorPenetration = -1f; // -1表示使用damageDef的默认值
/// <summary>
/// 命中部位(可选)
/// </summary>
public BodyPartDef targetBodyPart;
/// <summary>
/// 伤害应用条件
/// </summary>
public List<DamageCondition> conditions = new List<DamageCondition>();
/// <summary>
/// 伤害应用后的效果器
/// </summary>
public EffecterDef effecterDef;
/// <summary>
/// 伤害应用后的粒子
/// </summary>
public FleckDef fleckDef;
/// <summary>
/// 伤害应用后的音效
/// </summary>
public SoundDef soundDef;
/// <summary>
/// 最小触发伤害阈值
/// </summary>
public float minTriggerDamage = 0f;
/// <summary>
/// 是否可以被护甲抵抗
/// </summary>
public bool canBeBlockedByArmor = true;
/// <summary>
/// 是否为真实伤害(忽略所有抗性)
/// </summary>
public bool isTrueDamage = false;
/// <summary>
/// 计算实际伤害值
/// </summary>
public float CalculateActualAmount(DamageInfo originalDinfo, Thing target)
{
if (isPercentage)
{
return originalDinfo.Amount * percentageMultiplier;
}
return amount;
}
/// <summary>
/// 计算实际护甲穿透值
/// </summary>
public float CalculateActualArmorPenetration()
{
if (armorPenetration >= 0)
return armorPenetration;
return damageDef.defaultArmorPenetration;
}
}
/// <summary>
/// 伤害条件
/// </summary>
public class DamageCondition
{
/// <summary>
/// 目标类型
/// </summary>
public ConditionTarget targetType = ConditionTarget.Any;
/// <summary>
/// 特定种族列表当targetType为SpecificRaces时有效
/// </summary>
public List<ThingDef> specificRaces = new List<ThingDef>();
/// <summary>
/// 目标血量百分比阈值
/// </summary>
public FloatRange healthPercentRange = new FloatRange(0f, 1f);
/// <summary>
/// 目标是否必须存活
/// </summary>
public bool targetMustBeAlive = true;
/// <summary>
/// 目标是否必须有特定标签
/// </summary>
public List<string> requiredTags = new List<string>();
/// <summary>
/// 原始伤害类型限制
/// </summary>
public List<DamageDef> requiredOriginalDamageTypes = new List<DamageDef>();
/// <summary>
/// 原始伤害必须大于
/// </summary>
public float originalDamageMustBeGreaterThan = 0f;
/// <summary>
/// 检查条件是否满足
/// </summary>
public bool IsMet(Thing target, DamageInfo originalDinfo)
{
// 检查目标类型
if (!CheckTargetType(target))
return false;
// 检查血量百分比
if (!CheckHealthPercentage(target))
return false;
// 检查存活状态
if (targetMustBeAlive && target is Pawn pawn && (pawn.Dead || pawn.Downed))
return false;
// 检查标签
if (!CheckTags(target))
return false;
// 检查原始伤害类型
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
}
}

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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();
}
}
}