1
This commit is contained in:
Binary file not shown.
@@ -412,6 +412,9 @@
|
||||
<gizmoDesc>让地堡中的两只乌拉猫猫继续操纵地堡中的机枪,剩下的乌拉猫猫抬着地堡移动——虽然很难相信但是事实就是这样的。</gizmoDesc>
|
||||
<gizmoIconPath>Wula/UI/Commands/WULA_BunkerCat</gizmoIconPath>
|
||||
</li>
|
||||
<li Class="WulaFallenEmpire.CompProperties_PathCostUpdater">
|
||||
<adaptiveExpansion>true</adaptiveExpansion>
|
||||
</li>
|
||||
</comps>
|
||||
</ThingDef>
|
||||
<ThingDef ParentName="BaseWeaponTurret">
|
||||
@@ -663,6 +666,9 @@
|
||||
<armorPenetration>2</armorPenetration>
|
||||
<destroyIfKilled>true</destroyIfKilled>
|
||||
</li>
|
||||
<li Class="WulaFallenEmpire.CompProperties_PathCostUpdater">
|
||||
<adaptiveExpansion>true</adaptiveExpansion>
|
||||
</li>
|
||||
</comps>
|
||||
</ThingDef>
|
||||
<ThingDef ParentName="BaseWeaponTurret">
|
||||
@@ -953,6 +959,9 @@
|
||||
<armorPenetration>2</armorPenetration>
|
||||
<destroyIfKilled>true</destroyIfKilled>
|
||||
</li>
|
||||
<li Class="WulaFallenEmpire.CompProperties_PathCostUpdater">
|
||||
<adaptiveExpansion>true</adaptiveExpansion>
|
||||
</li>
|
||||
</comps>
|
||||
</ThingDef>
|
||||
<ThingDef ParentName="BaseWeaponTurret">
|
||||
@@ -1238,6 +1247,9 @@
|
||||
<armorPenetration>2</armorPenetration>
|
||||
<destroyIfKilled>true</destroyIfKilled>
|
||||
</li>
|
||||
<li Class="WulaFallenEmpire.CompProperties_PathCostUpdater">
|
||||
<adaptiveExpansion>true</adaptiveExpansion>
|
||||
</li>
|
||||
</comps>
|
||||
</ThingDef>
|
||||
<ThingDef ParentName="BaseWeaponTurret">
|
||||
|
||||
@@ -9,17 +9,74 @@ namespace WulaFallenEmpire
|
||||
{
|
||||
private CompProperties_PathCostUpdater Props => (CompProperties_PathCostUpdater)props;
|
||||
|
||||
// 记录是否需要更新路径成本
|
||||
private bool needsPathUpdate = false;
|
||||
|
||||
// 记录需要更新的区域
|
||||
private CellRect updateRect;
|
||||
|
||||
public override void PostSpawnSetup(bool respawningAfterLoad)
|
||||
{
|
||||
base.PostSpawnSetup(respawningAfterLoad);
|
||||
|
||||
if (!respawningAfterLoad && parent.Spawned)
|
||||
if (!respawningAfterLoad)
|
||||
{
|
||||
// 建筑生成时更新路径
|
||||
UpdatePathCosts();
|
||||
MarkForPathUpdate();
|
||||
}
|
||||
}
|
||||
|
||||
public override void CompTick()
|
||||
{
|
||||
base.CompTick();
|
||||
|
||||
// 每帧检查是否需要更新路径
|
||||
if (needsPathUpdate && parent.Spawned)
|
||||
{
|
||||
UpdatePathCosts();
|
||||
needsPathUpdate = false;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 标记需要更新路径成本
|
||||
/// </summary>
|
||||
public void MarkForPathUpdate()
|
||||
{
|
||||
if (!parent.Spawned)
|
||||
return;
|
||||
|
||||
needsPathUpdate = true;
|
||||
|
||||
// 计算需要更新的区域
|
||||
updateRect = parent.OccupiedRect();
|
||||
|
||||
// 根据建筑大小决定扩展区域
|
||||
int expandBy = CalculateExpandDistance();
|
||||
updateRect = updateRect.ExpandedBy(expandBy);
|
||||
updateRect = updateRect.ClipInsideMap(parent.Map);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 根据建筑大小计算需要扩展的距离
|
||||
/// </summary>
|
||||
private int CalculateExpandDistance()
|
||||
{
|
||||
if (Props == null || !Props.adaptiveExpansion)
|
||||
return 1;
|
||||
|
||||
// 根据建筑尺寸决定扩展距离
|
||||
int size = parent.def.size.x * parent.def.size.z;
|
||||
|
||||
if (size <= 1) // 1x1 建筑
|
||||
return 1;
|
||||
else if (size <= 4) // 2x2 或 1x4 建筑
|
||||
return 2;
|
||||
else if (size <= 9) // 3x3 建筑
|
||||
return 3;
|
||||
else // 大型建筑
|
||||
return 4;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 更新路径成本
|
||||
/// </summary>
|
||||
@@ -30,25 +87,20 @@ namespace WulaFallenEmpire
|
||||
|
||||
Map map = parent.Map;
|
||||
|
||||
// 获取建筑占用的所有单元格
|
||||
CellRect occupiedRect = parent.OccupiedRect();
|
||||
|
||||
// 根据组件属性决定扩展范围
|
||||
int expandBy = Props != null && Props.expandToAdjacent ? Props.expandDistance : 0;
|
||||
CellRect updateRect = occupiedRect.ExpandedBy(expandBy).ClipInsideMap(map);
|
||||
|
||||
// 更新指定区域内的路径成本
|
||||
bool haveNotified = false;
|
||||
foreach (IntVec3 cell in updateRect)
|
||||
{
|
||||
if (cell.InBounds(map))
|
||||
{
|
||||
// 使用 Pathing 的正确方法
|
||||
map.pathing.RecalculatePerceivedPathCostAt(cell);
|
||||
}
|
||||
}
|
||||
// 使用map.pathing来更新路径成本
|
||||
// 根据Pathing.cs的RecalculatePerceivedPathCostUnderThing方法,我们可以直接调用它
|
||||
map.pathing.RecalculatePerceivedPathCostUnderThing(parent);
|
||||
|
||||
// 清理可达性缓存
|
||||
ClearReachabilityCache(map);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 清理可达性缓存
|
||||
/// </summary>
|
||||
private void ClearReachabilityCache(Map map)
|
||||
{
|
||||
// 清理整个地图的可达性缓存
|
||||
map.reachability.ClearCache();
|
||||
}
|
||||
|
||||
@@ -57,7 +109,11 @@ namespace WulaFallenEmpire
|
||||
/// </summary>
|
||||
public void ForceImmediateUpdate()
|
||||
{
|
||||
UpdatePathCosts();
|
||||
if (parent.Spawned)
|
||||
{
|
||||
UpdatePathCosts();
|
||||
needsPathUpdate = false;
|
||||
}
|
||||
}
|
||||
|
||||
public override IEnumerable<Gizmo> CompGetGizmosExtra()
|
||||
@@ -81,11 +137,8 @@ namespace WulaFallenEmpire
|
||||
|
||||
public class CompProperties_PathCostUpdater : CompProperties
|
||||
{
|
||||
// 是否扩展到相邻单元格
|
||||
public bool expandToAdjacent = true;
|
||||
|
||||
// 扩展距离
|
||||
public int expandDistance = 1;
|
||||
// 是否启用自适应扩展(根据建筑大小决定更新区域)
|
||||
public bool adaptiveExpansion = true;
|
||||
|
||||
public CompProperties_PathCostUpdater()
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user