This commit is contained in:
2025-08-21 19:31:17 +08:00
parent d0d125d095
commit 6e232e8eb7
11 changed files with 587 additions and 1 deletions

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<HediffDef>
<defName>WULA_WeaponStealEffect</defName>
<label>磁力吸附</label>
<description>被磁力光束命中,磁力光束将会夺走当前所装备的武器.</description>
<hediffClass>HediffWithComps</hediffClass>
<defaultLabelColor>(1,0,0.5)</defaultLabelColor>
<maxSeverity>1.0</maxSeverity>
<initialSeverity>0.0</initialSeverity>
<isBad>true</isBad>
<comps>
<li Class="HediffCompProperties_Disappears">
<disappearsAfterTicks>30000</disappearsAfterTicks> <!-- 2 RimWorld days -->
</li>
</comps>
<stages>
<li>
<label>微弱</label>
<minSeverity>0</minSeverity>
</li>
<li>
<label>较弱</label>
<minSeverity>0.3</minSeverity>
<capMods>
</capMods>
</li>
<li>
<label>较强</label>
<minSeverity>0.6</minSeverity>
<capMods>
</capMods>
</li>
<li>
<label>极强</label>
<minSeverity>0.9</minSeverity>
<capMods>
</capMods>
</li>
</stages>
</HediffDef>
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!-- Lancer - fast mid-range shooter -->
<ThingDef Name="LancerMechanoidWalker" ParentName="BaseMechanoidWalker">
<defName>WULA_Mech_Flyer</defName>
<label>乌拉小镰</label>
<description>乌拉帝国小型机械体</description>
<tools>
<li>
<label>left fist</label>
<labelNoLocation>fist</labelNoLocation>
<capacities>
<li>Blunt</li>
</capacities>
<power>12.0</power>
<cooldownTime>2</cooldownTime>
<linkedBodyPartsGroup>LeftHand</linkedBodyPartsGroup>
<alwaysTreatAsWeapon>true</alwaysTreatAsWeapon>
</li>
<li>
<label>right fist</label>
<labelNoLocation>fist</labelNoLocation>
<capacities>
<li>Blunt</li>
</capacities>
<power>12.0</power>
<cooldownTime>2</cooldownTime>
<linkedBodyPartsGroup>RightHand</linkedBodyPartsGroup>
<alwaysTreatAsWeapon>true</alwaysTreatAsWeapon>
</li>
<li>
<label>head</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>8.5</power>
<cooldownTime>2</cooldownTime>
<linkedBodyPartsGroup>HeadAttackTool</linkedBodyPartsGroup>
<ensureLinkedBodyPartsGroupAlwaysUsable>true</ensureLinkedBodyPartsGroupAlwaysUsable>
<chanceFactor>0.2</chanceFactor>
</li>
</tools>
<race>
<body>Lancer</body>
<baseHealthScale>0.72</baseHealthScale>
<detritusLeavings>
<li>
<def>ChunkMechanoidSlag</def>
<texOverrideIndex>11</texOverrideIndex>
<spawnChance>0.1</spawnChance>
</li>
<li>
<def>ChunkMechanoidSlag</def>
<texOverrideIndex>12</texOverrideIndex>
<spawnChance>0.1</spawnChance>
</li>
</detritusLeavings>
<flightStartChanceOnJobStart>0.5</flightStartChanceOnJobStart>
</race>
<statBases>
<BandwidthCost MayRequire="Ludeon.RimWorld.Biotech">0</BandwidthCost>
<MaxFlightTime>30</MaxFlightTime>
<FlightCooldown>10</FlightCooldown>
</statBases>
<comps>
<!--加上这个组件的机械体会直接跳过原版指挥范围判定-->
<li Class="WulaFallenEmpire.CompProperties_GlobalMechCommand" />
<!--加上这个组件的机械体可以更换武器-->
<li Class="WulaFallenEmpire.CompProperties_MechWeapon" />
<li Class="CompProperties_TurretGun">
<turretDef>WULA_MechFlyerTurretGun</turretDef>
<angleOffset>-90</angleOffset>
<autoAttack>false</autoAttack>
<renderNodeProperties>
<li>
<nodeClass>PawnRenderNode_TurretGun</nodeClass>
<workerClass>PawnRenderNodeWorker_TurretGun</workerClass>
<parentTagDef>Body</parentTagDef>
<overrideMeshSize>(1, 1)</overrideMeshSize>
<baseLayer>20</baseLayer>
<pawnType>Any</pawnType>
<drawData>
<dataWest>
<rotationOffset>180</rotationOffset>
<offset>(0, 0, 0)</offset>
</dataWest>
</drawData>
</li>
</renderNodeProperties>
</li>
</comps>
</ThingDef>
<PawnKindDef ParentName="BaseMechanoidKind">
<defName>WULA_Mech_Flyer</defName>
<label>乌拉小镰</label>
<race>WULA_Mech_Flyer</race>
<combatPower>190</combatPower>
<flyingAnimationFramePathPrefix>Things/Pawn/Animal/Goose/Goose_Flying_</flyingAnimationFramePathPrefix>
<flyingAnimationFrameCount>8</flyingAnimationFrameCount>
<flyingAnimationTicksPerFrame>2</flyingAnimationTicksPerFrame>
<flyingAnimationDrawSize>1.35</flyingAnimationDrawSize>
<flyingAnimationInheritColors>false</flyingAnimationInheritColors>
<lifeStages>
<li MayRequire="Ludeon.RimWorld.Biotech">
<bodyGraphicData>
<texPath>Things/Pawn/Mechanoid/LancerClean</texPath>
<maskPath>Things/Pawn/Mechanoid/AllegianceOverlays/Mech_Lancer</maskPath>
<shaderType>CutoutWithOverlay</shaderType>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>1.5</drawSize>
<shadowData>
<volume>(0.4, 0.8, 0.4)</volume>
</shadowData>
</bodyGraphicData>
</li>
<li>
<bodyGraphicData>
<texPath>Things/Pawn/Mechanoid/Lancer</texPath>
<maskPath>Things/Pawn/Mechanoid/AllegianceOverlays/Mech_Lancer</maskPath>
<shaderType>CutoutWithOverlay</shaderType>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>1.5</drawSize>
<shadowData>
<volume>(0.4, 0.8, 0.4)</volume>
</shadowData>
</bodyGraphicData>
</li>
</lifeStages>
<weaponMoney>9999~9999</weaponMoney>
<weaponTags>
<li>MechanoidGunMedium</li>
</weaponTags>
<techHediffsChance>1</techHediffsChance>
<techHediffsMoney>9999~9999</techHediffsMoney>
</PawnKindDef>
<ThingDef ParentName="BaseWeaponTurret">
<defName>WULA_MechFlyerTurretGun</defName>
<label>乌拉小镰炮塔</label>
<description>乌拉小镰的内置炮塔。</description>
<tradeability>None</tradeability>
<destroyOnDrop>true</destroyOnDrop>
<graphicData>
<texPath>Things/Building/TacticalTurret/TacticalTurret_Top</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<statBases>
<Mass>2.6</Mass>
<AccuracyTouch>0.60</AccuracyTouch>
<AccuracyShort>0.80</AccuracyShort>
<AccuracyMedium>0.90</AccuracyMedium>
<AccuracyLong>0.85</AccuracyLong>
</statBases>
<verbs>
<li Class="WulaFallenEmpire.VerbProperties_WeaponStealBeam">
<verbClass>WulaFallenEmpire.Verb_ShootWeaponStealBeam</verbClass>
<hediffToApply>WULA_WeaponStealEffect</hediffToApply>
<hediffSeverityPerHit>0.1</hediffSeverityPerHit>
<hediffMaxSeverity>1.0</hediffMaxSeverity>
<removeHediffOnSteal>true</removeHediffOnSteal>
<!-- 基础射线参数 -->
<hasStandardCommand>true</hasStandardCommand>
<warmupTime>0</warmupTime>
<range>10</range>
<burstShotCount>5</burstShotCount>
<ticksBetweenBurstShots>50</ticksBetweenBurstShots>
<beamDamageDef>Wula_Dark_Matter_Beam</beamDamageDef>
<beamTotalDamage>3</beamTotalDamage>
<!-- 消除射线偏移的参数 -->
<beamFullWidthRange>1000</beamFullWidthRange>
<beamWidth>-1</beamWidth>
<beamMaxDeviation>0</beamMaxDeviation>
<beamCurvature>0</beamCurvature>
<beamStartOffset>0</beamStartOffset>
<!-- 视觉和音效 -->
<muzzleFlashScale>0</muzzleFlashScale>
<soundCastBeam>BeamGraser_Shooting</soundCastBeam>
<beamGroundFleckDef>Fleck_BeamBurn</beamGroundFleckDef>
<beamFleckChancePerTick>0.32</beamFleckChancePerTick>
<beamMoteDef>Mote_Wula_Dark_Matter_Beam</beamMoteDef>
<beamEndEffecterDef>GraserBeam_End</beamEndEffecterDef>
<screenShakeFactor>0.35</screenShakeFactor>
<!-- 火焰效果 -->
<beamChanceToStartFire>0.6</beamChanceToStartFire>
<beamChanceToAttachFire>0.6</beamChanceToAttachFire>
<beamFireSizeRange>0.25</beamFireSizeRange>
<!-- 其他射线属性 -->
<beamHitsNeighborCells>true</beamHitsNeighborCells>
<beamLineFleckChanceCurve>
<points>
<li>(0, 0)</li>
<li>(0.65, 0.4)</li>
<li>(1, 0.75)</li>
</points>
</beamLineFleckChanceCurve>
<!-- 攻击目标设置 -->
<targetParams>
<canTargetLocations>true</canTargetLocations>
</targetParams>
<!-- 每发都爆炸 -->
<enableExplosion>false</enableExplosion>
<!--<explosionShotInterval>1</explosionShotInterval>
<explosionRadius>1.8</explosionRadius>
<explosionDamageDef>Wula_Dark_Matter_Flame</explosionDamageDef>
<explosionDamage>15</explosionDamage>
<explosionSound>Explosion_Bomb</explosionSound>
<chanceToStartFire>0.6</chanceToStartFire>-->
</li>
</verbs>
</ThingDef>
</Defs>

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},
{
"path": "../../../../../../workshop/content/294100/3534748687"
},
{
"path": "../../../../../../workshop/content/294100/3550544871"
}
],
"settings": {}

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using Verse;
namespace WulaFallenEmpire
{
public class CompMechWeapon : ThingComp
{
// You can add custom logic or fields here if needed for this component.
// For now, it primarily serves as a marker for mechanical units that can use MechWeapon features.
}
public class CompProperties_MechWeapon : CompProperties
{
public CompProperties_MechWeapon()
{
compClass = typeof(CompMechWeapon);
}
}
}

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using System.Collections.Generic;
using RimWorld;
using Verse;
using Verse.AI;
namespace WulaFallenEmpire
{
public class FloatMenuProvider_Mech : FloatMenuOptionProvider
{
protected override bool Drafted => true;
protected override bool Undrafted => true;
protected override bool Multiselect => false;
protected override bool MechanoidCanDo => true;
public override bool SelectedPawnValid(Pawn pawn, FloatMenuContext context)
{
return base.SelectedPawnValid(pawn, context) && pawn.HasComp<CompMechWeapon>();
}
public override IEnumerable<FloatMenuOption> GetOptionsFor(Thing clickedThing, FloatMenuContext context)
{
Pawn pawn = context.FirstSelectedPawn;
if (clickedThing.def.IsWeapon && pawn.CanReserveAndReach(clickedThing, PathEndMode.Touch, Danger.Deadly))
{
yield return new FloatMenuOption("Equip".Translate(clickedThing.Label), delegate
{
pawn.jobs.StartJob(JobMaker.MakeJob(JobDefOf.Equip, clickedThing));
});
}
}
}
}

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using HarmonyLib;
using RimWorld;
using Verse;
namespace WulaFallenEmpire
{
[HarmonyPatch(typeof(MechRepairUtility), "IsMissingWeapon")]
public class Patch_MissingWeapon
{
[HarmonyPostfix]
private static void PostFix(ref bool __result, Pawn mech)
{
if (mech.HasComp<CompMechWeapon>())
{
__result = false;
}
}
}
}

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using HarmonyLib;
using RimWorld;
using Verse;
namespace WulaFallenEmpire
{
[HarmonyPatch(typeof(Pawn), "DropAndForbidEverything")]
public class Patch_WeaponDrop
{
[HarmonyPrefix]
private static bool PreFix(ref Pawn __instance, bool keepInventoryAndEquipmentIfInBed, bool rememberPrimary)
{
if (__instance.HasComp<CompMechWeapon>())
{
if (!__instance.InContainerEnclosed)
{
if (__instance.SpawnedOrAnyParentSpawned)
{
if (__instance.carryTracker?.CarriedThing != null)
{
__instance.carryTracker.TryDropCarriedThing(__instance.PositionHeld, ThingPlaceMode.Near, out var _);
}
if (!keepInventoryAndEquipmentIfInBed || !__instance.InBed())
{
__instance.equipment?.DropAllEquipment(__instance.PositionHeld, forbid: true, rememberPrimary);
if (__instance.inventory != null && __instance.inventory.innerContainer.TotalStackCount > 0)
{
__instance.inventory.DropAllNearPawn(__instance.PositionHeld, forbid: true);
}
}
}
return false;
}
if (__instance.carryTracker?.CarriedThing != null)
{
__instance.carryTracker.innerContainer.TryTransferToContainer(__instance.carryTracker.CarriedThing, __instance.holdingOwner);
}
if (__instance.equipment?.Primary != null)
{
__instance.equipment.TryTransferEquipmentToContainer(__instance.equipment.Primary, __instance.holdingOwner);
}
Pawn_InventoryTracker inventory = __instance.inventory;
if (inventory == null)
{
return false;
}
inventory.innerContainer.TryTransferAllToContainer(__instance.holdingOwner);
return false;
}
return true;
}
}
}

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using RimWorld;
using Verse;
namespace WulaFallenEmpire
{
public class VerbProperties_WeaponStealBeam : VerbPropertiesExplosiveBeam
{
public HediffDef hediffToApply;
public float hediffSeverityPerHit = 0.1f; // 每次命中增加的严重性百分比
public float hediffMaxSeverity = 1.0f; // 达到此严重性时触发抢夺
public bool removeHediffOnSteal = true; // 抢夺后是否移除hediff
public VerbProperties_WeaponStealBeam()
{
verbClass = typeof(Verb_ShootWeaponStealBeam);
}
}
}

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using RimWorld;
using Verse;
using System.Linq;
using System.Collections.Generic;
using UnityEngine; // For Vector3
using Verse.Sound; // For SoundDef.PlayOneShot
using Verse.AI; // For JobQueue
namespace WulaFallenEmpire
{
public class Verb_ShootWeaponStealBeam : Verse.Verb_ShootBeam
{
private int explosionShotCounter = 0;
protected VerbProperties_WeaponStealBeam StealBeamVerbProps => (VerbProperties_WeaponStealBeam)verbProps;
protected override bool TryCastShot()
{
bool result = base.TryCastShot();
// 如果光束命中对目标Pawn施加Hediff并检查是否抢夺武器
if (result && currentTarget.Thing is Pawn targetPawn && targetPawn.RaceProps.Humanlike) // 只对人形Pawn生效
{
ApplyHediffAndCheckForSteal(targetPawn);
}
if (result && verbProps is VerbPropertiesExplosiveBeam explosiveProps && explosiveProps.enableExplosion)
{
explosionShotCounter++;
if (explosionShotCounter >= explosiveProps.explosionShotInterval)
{
explosionShotCounter = 0;
TriggerExplosion(explosiveProps);
}
}
return result;
}
private void TriggerExplosion(VerbPropertiesExplosiveBeam explosiveProps)
{
Vector3 explosionPos = InterpolatedPosition;
IntVec3 explosionCell = explosionPos.ToIntVec3();
if (!explosionCell.InBounds(caster.Map))
return;
// 播放爆炸音效
if (explosiveProps.explosionSound != null)
{
explosiveProps.explosionSound.PlayOneShot(new TargetInfo(explosionCell, caster.Map));
}
// 生成爆炸
GenExplosion.DoExplosion(
center: explosionCell,
map: caster.Map,
radius: explosiveProps.explosionRadius,
damType: explosiveProps.explosionDamageDef ?? DamageDefOf.Bomb,
instigator: caster,
damAmount: explosiveProps.explosionDamage > 0 ? explosiveProps.explosionDamage : verbProps.defaultProjectile?.projectile?.GetDamageAmount(EquipmentSource) ?? 20,
armorPenetration: explosiveProps.explosionArmorPenetration >= 0 ? explosiveProps.explosionArmorPenetration : verbProps.defaultProjectile?.projectile?.GetArmorPenetration(EquipmentSource) ?? 0.3f,
explosionSound: null, // 我们已经手动播放了音效
weapon: base.EquipmentSource?.def,
projectile: null,
intendedTarget: currentTarget.Thing,
postExplosionSpawnThingDef: explosiveProps.postExplosionSpawnThingDef,
postExplosionSpawnChance: explosiveProps.postExplosionSpawnChance,
postExplosionSpawnThingCount: explosiveProps.postExplosionSpawnThingCount,
postExplosionGasType: explosiveProps.postExplosionGasType,
applyDamageToExplosionCellsNeighbors: explosiveProps.applyDamageToExplosionCellsNeighbors,
preExplosionSpawnThingDef: explosiveProps.preExplosionSpawnThingDef,
preExplosionSpawnChance: explosiveProps.preExplosionSpawnChance,
preExplosionSpawnThingCount: explosiveProps.preExplosionSpawnThingCount,
chanceToStartFire: explosiveProps.chanceToStartFire,
damageFalloff: explosiveProps.damageFalloff,
direction: null,
ignoredThings: null,
affectedAngle: null,
doVisualEffects: true,
propagationSpeed: 0.6f,
excludeRadius: 0f,
doSoundEffects: false, // 我们手动处理音效
screenShakeFactor: explosiveProps.screenShakeFactor // 新增:屏幕震动因子
);
// 在这里添加武器抢夺和Hediff施加的逻辑爆炸命中目标时
if (currentTarget.Thing is Pawn targetPawn && targetPawn.RaceProps.Humanlike) // 只对人形Pawn生效
{
ApplyHediffAndCheckForSteal(targetPawn);
}
// 生成额外的视觉效果
if (explosiveProps.explosionEffecter != null)
{
Effecter effecter = explosiveProps.explosionEffecter.Spawn(explosionCell, caster.Map);
effecter.Trigger(new TargetInfo(explosionCell, caster.Map), TargetInfo.Invalid);
effecter.Cleanup();
}
}
private void ApplyHediffAndCheckForSteal(Pawn targetPawn)
{
if (StealBeamVerbProps.hediffToApply == null)
{
return;
}
Hediff hediff = targetPawn.health.hediffSet.GetFirstHediffOfDef(StealBeamVerbProps.hediffToApply);
if (hediff == null)
{
hediff = HediffMaker.MakeHediff(StealBeamVerbProps.hediffToApply, targetPawn);
targetPawn.health.AddHediff(hediff);
}
hediff.Severity += StealBeamVerbProps.hediffSeverityPerHit;
if (hediff.Severity >= StealBeamVerbProps.hediffMaxSeverity)
{
TryStealWeapon(targetPawn);
if (StealBeamVerbProps.removeHediffOnSteal)
{
targetPawn.health.RemoveHediff(hediff);
}
}
}
private void TryStealWeapon(Pawn targetPawn)
{
if (!CasterIsPawn || CasterPawn == null)
{
return;
}
// 获取目标Pawn的装备武器
ThingWithComps targetWeapon = targetPawn.equipment?.Primary;
if (targetWeapon != null)
{
// 将武器从目标Pawn身上移除
targetPawn.equipment.Remove(targetWeapon);
// 将武器添加到发射者(宿主)的库存中
if (!CasterPawn.inventory.innerContainer.TryAdd(targetWeapon))
{
// 如果无法添加到库存,则尝试丢弃在地上
GenPlace.TryPlaceThing(targetWeapon, CasterPawn.Position, CasterPawn.Map, ThingPlaceMode.Near);
return; // 如果丢弃了,就不尝试装备了
}
// 让发射者装备该武器
if (CasterPawn.equipment.Primary == null || CasterPawn.equipment.Primary.def != targetWeapon.def)
{
CasterPawn.jobs.StartJob(JobMaker.MakeJob(JobDefOf.Equip, targetWeapon), JobCondition.InterruptForced);
}
}
}
public override void ExposeData()
{
base.ExposeData();
Scribe_Values.Look(ref explosionShotCounter, "explosionShotCounter", 0);
}
}
}

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<TargetFrameworkVersion>v4.8</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<Deterministic>true</Deterministic>
<LangVersion>8.0</LangVersion>
<LangVersion>11.0</LangVersion>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>false</DebugSymbols>
@@ -170,6 +170,12 @@
<Compile Include="WULA_Shuttle\ArmedShuttleIncoming.cs" />
<Compile Include="WULA_Shuttle\Building_ArmedShuttle.cs" />
<Compile Include="HarmonyPatches\Patch_DropCellFinder_SkyfallerCanLandAt.cs" />
<Compile Include="MechWeapon\FloatMenuProvider_Mech.cs" />
<Compile Include="MechWeapon\Patch_MissingWeapon.cs" />
<Compile Include="MechWeapon\Patch_WeaponDrop.cs" />
<Compile Include="MechWeapon\CompMechWeapon.cs" />
<Compile Include="Verb\VerbProperties_WeaponStealBeam.cs" />
<Compile Include="Verb\Verb_ShootWeaponStealBeam.cs" />
</ItemGroup>
<ItemGroup />
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />