整理scoure
This commit is contained in:
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using RimWorld;
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using System.Collections.Generic;
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using Verse;
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namespace WulaFallenEmpire
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{
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public class CompProperties_ShipArtillery : CompProperties
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{
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// 攻击配置
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public int ticksBetweenAttacks = 600; // 攻击间隔(tick)
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public int attackDurationTicks = 1800; // 攻击持续时间(tick)
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public int warmupTicks = 120; // 预热时间(tick)
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public bool continuousAttack = false; // 是否持续攻击直到飞越结束
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// 目标区域配置
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public float attackRadius = 15f; // 攻击半径
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public IntVec3 targetOffset = IntVec3.Zero; // 目标偏移
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public bool useRandomTargets = true; // 是否使用随机目标
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public bool avoidPlayerAssets = true; // 是否避开玩家资产
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public float playerAssetAvoidanceRadius = 5f; // 避开玩家资产的半径
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// 新增:无视保护机制的概率
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public float ignoreProtectionChance = 0f; // 0-1之间的值,0表示从不无视,1表示总是无视
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// Skyfaller 配置
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public ThingDef skyfallerDef; // 使用的 Skyfaller 定义
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public List<ThingDef> skyfallerDefs; // 多个 Skyfaller 定义(随机选择)
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public int shellsPerVolley = 1; // 每轮齐射的炮弹数量
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public bool useDifferentShells = false; // 是否使用不同类型的炮弹
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// 音效配置
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public SoundDef attackSound; // 攻击音效
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public SoundDef impactSound; // 撞击音效
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// 视觉效果
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public EffecterDef warmupEffect; // 预热效果
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public EffecterDef attackEffect; // 攻击效果
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public FleckDef warmupFleck; // 预热粒子
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public FleckDef attackFleck; // 攻击粒子
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// 避免击中飞越物体本身
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public bool avoidHittingFlyOver = true;
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// 信件通知
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public bool sendAttackLetter = true; // 是否发送攻击信件
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public string customLetterLabel; // 自定义信件标题
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public string customLetterText; // 自定义信件内容
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public LetterDef letterDef = LetterDefOf.ThreatBig; // 信件类型
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public CompProperties_ShipArtillery()
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{
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compClass = typeof(CompShipArtillery);
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}
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}
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}
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@@ -0,0 +1,526 @@
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using RimWorld;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using Verse;
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using Verse.Sound;
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namespace WulaFallenEmpire
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{
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public class CompShipArtillery : ThingComp
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{
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public CompProperties_ShipArtillery Props => (CompProperties_ShipArtillery)props;
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// 状态变量
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private int ticksUntilNextAttack = 0;
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private int attackTicksRemaining = 0;
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private int warmupTicksRemaining = 0;
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private bool isAttacking = false;
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private bool isWarmingUp = false;
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private IntVec3 currentTarget;
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private Effecter warmupEffecter;
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private Effecter attackEffecter;
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// 目标跟踪
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private List<IntVec3> previousTargets = new List<IntVec3>();
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public override void Initialize(CompProperties props)
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{
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base.Initialize(props);
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ticksUntilNextAttack = Props.ticksBetweenAttacks;
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Log.Message($"Ship Artillery initialized: {Props.ticksBetweenAttacks} ticks between attacks, {Props.attackRadius} radius");
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}
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public override void CompTick()
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{
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base.CompTick();
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if (parent is not FlyOver flyOver || !flyOver.Spawned || flyOver.Map == null)
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return;
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// 更新预热状态
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if (isWarmingUp)
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{
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UpdateWarmup(flyOver);
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return;
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}
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// 更新攻击状态
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if (isAttacking)
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{
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UpdateAttack(flyOver);
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return;
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}
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// 检查是否开始攻击
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if (ticksUntilNextAttack <= 0)
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{
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StartAttack(flyOver);
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}
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else
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{
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ticksUntilNextAttack--;
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}
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}
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private void StartAttack(FlyOver flyOver)
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{
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if (!CanAttack(flyOver))
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return;
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// 选择目标区域
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currentTarget = SelectTarget(flyOver);
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if (!currentTarget.IsValid || !currentTarget.InBounds(flyOver.Map))
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{
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Log.Warning("Ship Artillery: Invalid target selected, skipping attack");
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ticksUntilNextAttack = Props.ticksBetweenAttacks;
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return;
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}
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Log.Message($"Ship Artillery starting attack on target area: {currentTarget} (attack radius: {Props.attackRadius})");
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// 开始预热
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isWarmingUp = true;
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warmupTicksRemaining = Props.warmupTicks;
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// 启动预热效果
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if (Props.warmupEffect != null)
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{
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warmupEffecter = Props.warmupEffect.Spawn();
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warmupEffecter.Trigger(new TargetInfo(currentTarget, flyOver.Map), new TargetInfo(currentTarget, flyOver.Map));
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}
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}
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private void UpdateWarmup(FlyOver flyOver)
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{
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warmupTicksRemaining--;
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// 维持预热效果
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if (warmupEffecter != null)
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{
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warmupEffecter.EffectTick(new TargetInfo(currentTarget, flyOver.Map), new TargetInfo(currentTarget, flyOver.Map));
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}
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// 生成预热粒子
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if (Props.warmupFleck != null && Rand.MTBEventOccurs(0.1f, 1f, 1f))
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{
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FleckMaker.Static(currentTarget.ToVector3Shifted(), flyOver.Map, Props.warmupFleck);
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}
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// 预热完成,开始攻击
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if (warmupTicksRemaining <= 0)
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{
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StartFiring(flyOver);
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}
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}
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private void StartFiring(FlyOver flyOver)
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{
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isWarmingUp = false;
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isAttacking = true;
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attackTicksRemaining = Props.attackDurationTicks;
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// 清理预热效果
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warmupEffecter?.Cleanup();
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warmupEffecter = null;
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// 启动攻击效果
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if (Props.attackEffect != null)
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{
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attackEffecter = Props.attackEffect.Spawn();
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}
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Log.Message($"Ship Artillery started firing at area {currentTarget}");
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// 发送攻击通知
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if (Props.sendAttackLetter)
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{
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SendAttackLetter(flyOver);
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}
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// 立即执行第一轮齐射
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ExecuteVolley(flyOver);
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}
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private void UpdateAttack(FlyOver flyOver)
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{
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attackTicksRemaining--;
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// 维持攻击效果
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if (attackEffecter != null)
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{
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attackEffecter.EffectTick(new TargetInfo(currentTarget, flyOver.Map), new TargetInfo(currentTarget, flyOver.Map));
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}
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// 在攻击期间定期发射炮弹
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if (attackTicksRemaining % 60 == 0) // 每秒发射一次
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{
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ExecuteVolley(flyOver);
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}
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// 生成攻击粒子
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if (Props.attackFleck != null && Rand.MTBEventOccurs(0.2f, 1f, 1f))
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{
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Vector3 randomOffset = new Vector3(Rand.Range(-3f, 3f), 0f, Rand.Range(-3f, 3f));
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FleckMaker.Static((currentTarget.ToVector3Shifted() + randomOffset), flyOver.Map, Props.attackFleck);
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}
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// 攻击结束
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if (attackTicksRemaining <= 0)
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{
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EndAttack(flyOver);
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}
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}
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private void ExecuteVolley(FlyOver flyOver)
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{
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for (int i = 0; i < Props.shellsPerVolley; i++)
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{
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FireShell(flyOver);
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}
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}
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private void FireShell(FlyOver flyOver)
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{
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try
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{
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// 选择炮弹类型
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ThingDef shellDef = SelectShellDef();
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if (shellDef == null)
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{
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Log.Error("Ship Artillery: No valid shell def found");
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return;
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}
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// 直接选择随机目标
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IntVec3 shellTarget = SelectRandomTarget(flyOver);
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// 关键修复:使用 SkyfallerMaker 创建并立即生成 Skyfaller
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SkyfallerMaker.SpawnSkyfaller(shellDef, shellTarget, flyOver.Map);
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float distanceFromCenter = shellTarget.DistanceTo(currentTarget);
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Log.Message($"Ship Artillery fired shell at {shellTarget} (distance from center: {distanceFromCenter:F1})");
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// 播放音效
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if (Props.attackSound != null)
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{
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Props.attackSound.PlayOneShot(new TargetInfo(shellTarget, flyOver.Map));
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}
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}
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catch (System.Exception ex)
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{
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Log.Error($"Error firing ship artillery shell: {ex}");
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}
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}
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private ThingDef SelectShellDef()
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{
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if (Props.skyfallerDefs != null && Props.skyfallerDefs.Count > 0)
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{
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if (Props.useDifferentShells)
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{
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return Props.skyfallerDefs.RandomElement();
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}
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else
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{
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return Props.skyfallerDefs[0];
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}
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}
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return Props.skyfallerDef;
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}
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private IntVec3 GetLaunchPosition(FlyOver flyOver)
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{
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// 从飞越物体的位置发射
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IntVec3 launchPos = flyOver.Position;
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// 确保发射位置在地图边界内
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if (!launchPos.InBounds(flyOver.Map))
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{
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launchPos = flyOver.Map.Center;
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}
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return launchPos;
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}
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// 简化的目标选择 - 每次直接随机选择目标
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private IntVec3 SelectRandomTarget(FlyOver flyOver)
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{
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IntVec3 center = GetFlyOverPosition(flyOver) + Props.targetOffset;
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return FindRandomTargetInRadius(center, flyOver.Map, Props.attackRadius);
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}
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private IntVec3 SelectTarget(FlyOver flyOver)
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{
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// 获取飞越物体当前位置作为基础中心
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IntVec3 flyOverPos = GetFlyOverPosition(flyOver);
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IntVec3 center = flyOverPos + Props.targetOffset;
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Log.Message($"FlyOver position: {flyOverPos}, Center for targeting: {center}");
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// 在攻击半径内选择随机目标
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return FindRandomTargetInRadius(center, flyOver.Map, Props.attackRadius);
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}
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// 改进的飞越物体位置获取
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private IntVec3 GetFlyOverPosition(FlyOver flyOver)
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{
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// 优先使用 DrawPos,因为它反映实际视觉位置
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Vector3 drawPos = flyOver.DrawPos;
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IntVec3 result = new IntVec3(
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Mathf.RoundToInt(drawPos.x),
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0,
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Mathf.RoundToInt(drawPos.z)
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);
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// 如果 DrawPos 无效,回退到 Position
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if (!result.InBounds(flyOver.Map))
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{
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result = flyOver.Position;
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}
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return result;
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}
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// 目标查找逻辑 - 基于攻击半径
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private IntVec3 FindRandomTargetInRadius(IntVec3 center, Map map, float radius)
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{
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Log.Message($"Finding target around {center} with radius {radius}");
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// 如果半径为0,直接返回中心
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if (radius <= 0)
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return center;
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bool ignoreProtectionForThisTarget = Rand.Value < Props.ignoreProtectionChance;
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for (int i = 0; i < 30; i++)
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{
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// 在圆形区域内随机选择
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float angle = Rand.Range(0f, 360f);
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float distance = Rand.Range(0f, radius);
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IntVec3 potentialTarget = center;
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potentialTarget.x += Mathf.RoundToInt(Mathf.Cos(angle * Mathf.Deg2Rad) * distance);
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potentialTarget.z += Mathf.RoundToInt(Mathf.Sin(angle * Mathf.Deg2Rad) * distance);
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if (potentialTarget.InBounds(map) && IsValidTarget(potentialTarget, map, ignoreProtectionForThisTarget))
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{
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// 避免重复攻击同一位置
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if (!previousTargets.Contains(potentialTarget) || previousTargets.Count > 10)
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{
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if (previousTargets.Count > 10)
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previousTargets.RemoveAt(0);
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previousTargets.Add(potentialTarget);
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float actualDistance = potentialTarget.DistanceTo(center);
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Log.Message($"Found valid target at {potentialTarget} (distance from center: {actualDistance:F1})");
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if (ignoreProtectionForThisTarget)
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{
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Log.Warning($"Protection ignored for target selection! May target player assets.");
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}
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return potentialTarget;
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}
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}
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}
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// 回退:使用地图随机位置
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Log.Warning("Could not find valid target in radius, using fallback");
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CellRect mapRect = CellRect.WholeMap(map);
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for (int i = 0; i < 10; i++)
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{
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IntVec3 fallbackTarget = mapRect.RandomCell;
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if (IsValidTarget(fallbackTarget, map, ignoreProtectionForThisTarget))
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{
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return fallbackTarget;
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}
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}
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// 最终回退:使用中心
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return center;
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}
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// 检查是否靠近玩家资产
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private bool IsNearPlayerAssets(IntVec3 cell, Map map)
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{
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if (!Props.avoidPlayerAssets)
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return false;
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foreach (IntVec3 checkCell in GenRadial.RadialCellsAround(cell, Props.playerAssetAvoidanceRadius, true))
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{
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if (!checkCell.InBounds(map))
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continue;
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// 检查玩家建筑
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var building = checkCell.GetEdifice(map);
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if (building != null && building.Faction == Faction.OfPlayer)
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return true;
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// 检查玩家殖民者
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var pawn = map.thingGrid.ThingAt<Pawn>(checkCell);
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if (pawn != null && pawn.Faction == Faction.OfPlayer && pawn.RaceProps.Humanlike)
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return true;
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// 检查玩家动物
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var animal = map.thingGrid.ThingAt<Pawn>(checkCell);
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if (animal != null && animal.Faction == Faction.OfPlayer && animal.RaceProps.Animal)
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return true;
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// 检查玩家物品
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var items = checkCell.GetThingList(map);
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foreach (var item in items)
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{
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if (item.Faction == Faction.OfPlayer && item.def.category == ThingCategory.Item)
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return true;
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}
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}
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return false;
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}
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private bool IsValidTarget(IntVec3 target, Map map, bool ignoreProtection = false)
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{
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if (!target.InBounds(map))
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return false;
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// 避开玩家资产(除非无视保护机制)
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if (Props.avoidPlayerAssets && !ignoreProtection && IsNearPlayerAssets(target, map))
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{
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return false;
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}
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// 避免击中飞越物体本身
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if (Props.avoidHittingFlyOver)
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{
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float distanceToFlyOver = target.DistanceTo(parent.Position);
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if (distanceToFlyOver < 10f) // 增加安全距离
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{
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return false;
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}
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}
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return true;
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}
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private bool CanAttack(FlyOver flyOver)
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{
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if (flyOver.Map == null)
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return false;
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if (flyOver.hasCompleted)
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return false;
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return true;
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}
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private void EndAttack(FlyOver flyOver)
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{
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isAttacking = false;
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// 清理效果
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attackEffecter?.Cleanup();
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attackEffecter = null;
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// 重置计时器
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if (Props.continuousAttack && !flyOver.hasCompleted)
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{
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ticksUntilNextAttack = 0;
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}
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else
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{
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ticksUntilNextAttack = Props.ticksBetweenAttacks;
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}
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||||
|
||||
Log.Message($"Ship Artillery attack ended");
|
||||
}
|
||||
|
||||
private void SendAttackLetter(FlyOver flyOver)
|
||||
{
|
||||
try
|
||||
{
|
||||
string label = Props.customLetterLabel ?? "ShipArtilleryAttack".Translate();
|
||||
string text = Props.customLetterText ?? "ShipArtilleryAttackDesc".Translate();
|
||||
|
||||
Find.LetterStack.ReceiveLetter(
|
||||
label,
|
||||
text,
|
||||
Props.letterDef,
|
||||
new TargetInfo(currentTarget, flyOver.Map)
|
||||
);
|
||||
}
|
||||
catch (System.Exception ex)
|
||||
{
|
||||
Log.Error($"Error sending ship artillery letter: {ex}");
|
||||
}
|
||||
}
|
||||
|
||||
public override void PostExposeData()
|
||||
{
|
||||
base.PostExposeData();
|
||||
Scribe_Values.Look(ref ticksUntilNextAttack, "ticksUntilNextAttack", 0);
|
||||
Scribe_Values.Look(ref attackTicksRemaining, "attackTicksRemaining", 0);
|
||||
Scribe_Values.Look(ref warmupTicksRemaining, "warmupTicksRemaining", 0);
|
||||
Scribe_Values.Look(ref isAttacking, "isAttacking", false);
|
||||
Scribe_Values.Look(ref isWarmingUp, "isWarmingUp", false);
|
||||
Scribe_Values.Look(ref currentTarget, "currentTarget");
|
||||
Scribe_Collections.Look(ref previousTargets, "previousTargets", LookMode.Value);
|
||||
}
|
||||
|
||||
public override IEnumerable<Gizmo> CompGetGizmosExtra()
|
||||
{
|
||||
if (DebugSettings.ShowDevGizmos && parent is FlyOver)
|
||||
{
|
||||
yield return new Command_Action
|
||||
{
|
||||
defaultLabel = "Dev: Trigger Artillery Attack",
|
||||
action = () => StartAttack(parent as FlyOver)
|
||||
};
|
||||
|
||||
yield return new Command_Action
|
||||
{
|
||||
defaultLabel = "Dev: Fire Single Shell",
|
||||
action = () => FireShell(parent as FlyOver)
|
||||
};
|
||||
|
||||
yield return new Command_Action
|
||||
{
|
||||
defaultLabel = $"Dev: Status - Next: {ticksUntilNextAttack}, Attacking: {isAttacking}",
|
||||
action = () => {}
|
||||
};
|
||||
|
||||
yield return new Command_Action
|
||||
{
|
||||
defaultLabel = $"Dev: Debug Position Info",
|
||||
action = () =>
|
||||
{
|
||||
if (parent is FlyOver flyOver)
|
||||
{
|
||||
IntVec3 flyOverPos = GetFlyOverPosition(flyOver);
|
||||
Log.Message($"FlyOver - DrawPos: {flyOver.DrawPos}, Position: {flyOver.Position}, Calculated: {flyOverPos}");
|
||||
Log.Message($"Current Target: {currentTarget}, Distance: {flyOverPos.DistanceTo(currentTarget):F1}");
|
||||
}
|
||||
}
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
public void TriggerAttack()
|
||||
{
|
||||
if (parent is FlyOver flyOver)
|
||||
{
|
||||
StartAttack(flyOver);
|
||||
}
|
||||
}
|
||||
|
||||
public void SetTarget(IntVec3 target)
|
||||
{
|
||||
currentTarget = target;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user