整理scoure
This commit is contained in:
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using RimWorld;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using UnityEngine;
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using Verse;
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using Verse.Sound;
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using HarmonyLib; // For AccessTools
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namespace WulaFallenEmpire
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{
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// 自定义 CompProperties_Shield 变体
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public class DRMCompShieldProp : CompProperties
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{
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public int startingTicksToReset = 3200;
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public float minDrawSize = 1.2f;
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public float maxDrawSize = 1.55f;
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public float energyLossPerDamage = 0.033f;
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public float energyOnReset = 0.2f;
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public bool blocksRangedWeapons = true;
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public DRMCompShieldProp()
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{
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compClass = typeof(DRMDamageShield);
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}
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}
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public class DRMDamageShield : ThingComp
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{
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// 从 Hediff_DamageShield 获取层数作为能量
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public float Energy
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{
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get
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{
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Hediff_DamageShield hediff = PawnOwner?.health?.hediffSet.GetFirstHediff<Hediff_DamageShield>();
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return hediff?.ShieldCharges ?? 0;
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}
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set
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{
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Hediff_DamageShield hediff = PawnOwner?.health?.hediffSet.GetFirstHediff<Hediff_DamageShield>();
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if (hediff != null)
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{
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hediff.ShieldCharges = (int)value;
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}
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}
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}
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public float MaxEnergy
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{
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get
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{
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Hediff_DamageShield hediff = PawnOwner?.health?.hediffSet.GetFirstHediff<Hediff_DamageShield>();
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return hediff?.def.maxSeverity ?? 0;
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}
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set
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{
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// MaxEnergy 由 HediffDef 控制,这里不需要设置
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}
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}
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public bool IsActive = false; // 控制护盾是否激活,由 Hediff_DamageShield 管理
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// 复制自 CompShield
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protected int ticksToReset = -1;
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protected int lastKeepDisplayTick = -9999;
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private Vector3 impactAngleVect;
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private int lastAbsorbDamageTick = -9999;
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public DRMCompShieldProp Props => (DRMCompShieldProp)props;
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public ShieldState ShieldState
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{
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get
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{
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if (PawnOwner == null || !IsActive || Energy <= 0)
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{
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return ShieldState.Disabled;
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}
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if (ticksToReset <= 0)
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{
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return ShieldState.Active;
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}
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return ShieldState.Resetting;
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}
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}
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protected Pawn PawnOwner
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{
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get
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{
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return parent as Pawn;
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}
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}
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public override void PostExposeData()
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{
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base.PostExposeData();
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Scribe_Values.Look(ref ticksToReset, "ticksToReset", -1);
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Scribe_Values.Look(ref lastKeepDisplayTick, "lastKeepDisplayTick", 0);
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Scribe_Values.Look(ref IsActive, "isActive", false);
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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 (PawnOwner == null || !IsActive)
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{
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return;
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}
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if (ShieldState == ShieldState.Resetting)
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{
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ticksToReset--;
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if (ticksToReset <= 0)
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{
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Reset();
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}
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}
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else if (ShieldState == ShieldState.Active)
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{
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// 护盾能量(层数)通过 Hediff_DamageShield 的 Tick 方法管理,这里不需要额外回复
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// 如果需要自动回复层数,可以在这里实现
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}
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}
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public override void PostPreApplyDamage(ref DamageInfo dinfo, out bool absorbed)
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{
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absorbed = false;
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// 获取 Hediff_DamageShield 实例
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Hediff_DamageShield damageShield = PawnOwner?.health?.hediffSet.GetFirstHediff<Hediff_DamageShield>();
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if (ShieldState != ShieldState.Active || !IsActive || damageShield == null || damageShield.ShieldCharges <= 0)
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{
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return;
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}
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// 我们的护盾阻挡所有伤害类型,但不包含手术
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// 如果伤害类型不被认为是“有益的”(例如,不是手术),则阻挡
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if (!dinfo.Def.consideredHelpful)
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{
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// 消耗一层护盾
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damageShield.ShieldCharges--;
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// 触发护盾吸收效果
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Notify_DamageAbsorbed(dinfo);
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// 护盾抖动效果
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PawnOwner.Drawer.renderer.wiggler.SetToCustomRotation(Rand.Range(-0.05f, 0.05f));
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// 移除文字提示
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// 移除粒子效果
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absorbed = true; // 伤害被吸收
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// 如果护盾层数归零,触发护盾击穿效果
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if (damageShield.ShieldCharges <= 0)
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{
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Notify_ShieldBreak();
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}
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}
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}
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public void Notify_DamageAbsorbed(DamageInfo dinfo)
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{
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// 复制自 CompShield.AbsorbedDamage
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SoundDefOf.EnergyShield_AbsorbDamage.PlayOneShot(new TargetInfo(PawnOwner.Position, PawnOwner.Map));
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impactAngleVect = Vector3Utility.HorizontalVectorFromAngle(dinfo.Angle);
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// 移除 FleckMaker.Static 和 FleckMaker.ThrowDustPuff
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lastAbsorbDamageTick = Find.TickManager.TicksGame;
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KeepDisplaying();
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}
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public void Notify_ShieldBreak()
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{
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// 复制自 CompShield.Break
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if (parent.Spawned)
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{
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float scale = Mathf.Lerp(Props.minDrawSize, Props.maxDrawSize, Energy / MaxEnergy); // 根据当前能量比例调整大小
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EffecterDefOf.Shield_Break.SpawnAttached(parent, parent.MapHeld, scale);
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// 移除 FleckMaker.Static 和 FleckMaker.ThrowDustPuff
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}
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ticksToReset = Props.startingTicksToReset;
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// 护盾层数归零将由 Hediff_DamageShield 负责移除 Hediff
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}
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private void Reset()
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{
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// 复制自 CompShield.Reset
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if (PawnOwner.Spawned)
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{
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SoundDefOf.EnergyShield_Reset.PlayOneShot(new TargetInfo(PawnOwner.Position, PawnOwner.Map));
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// 移除 FleckMaker.ThrowLightningGlow
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}
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ticksToReset = -1;
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// 能量恢复由 Hediff_DamageShield 负责,这里不需要设置 Energy
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// 这里可以添加逻辑,让 Hediff_DamageShield 恢复层数
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Hediff_DamageShield hediff = PawnOwner?.health?.hediffSet.GetFirstHediff<Hediff_DamageShield>();
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if (hediff != null)
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{
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hediff.ShieldCharges = (int)hediff.def.initialSeverity; // 重置时恢复到初始层数
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}
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}
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public void KeepDisplaying()
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{
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lastKeepDisplayTick = Find.TickManager.TicksGame;
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}
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}
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}
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@@ -0,0 +1,115 @@
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using Verse;
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using System; // Add for Activator
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using System.Text;
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using RimWorld;
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using UnityEngine;
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using HarmonyLib; // Needed for AccessTools if you use it here directly
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namespace WulaFallenEmpire
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{
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public class Hediff_DamageShield : HediffWithComps
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{
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// 伤害抵挡层数
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public int ShieldCharges
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{
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get => (int)severityInt;
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set => severityInt = value;
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}
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// 获取或创建 DRMDamageShield 组件
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public DRMDamageShield ShieldComp
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{
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get
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{
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DRMDamageShield comp = pawn.GetComp<DRMDamageShield>();
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if (comp == null)
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{
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comp = (DRMDamageShield)Activator.CreateInstance(typeof(DRMDamageShield));
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comp.parent = pawn;
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comp.props = new DRMCompShieldProp(); // 确保有属性,即使是默认的
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pawn.AllComps.Add(comp);
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comp.Initialize(comp.props);
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}
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return comp;
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}
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}
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public override string LabelInBrackets
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{
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get
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{
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if (ShieldCharges > 0)
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{
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return "层数: " + ShieldCharges;
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}
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return null;
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}
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}
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public override string TipStringExtra
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{
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get
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{
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StringBuilder sb = new StringBuilder();
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sb.Append(base.TipStringExtra);
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if (ShieldCharges > 0)
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{
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sb.AppendLine(" - 每层抵挡一次伤害。当前层数: " + ShieldCharges);
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}
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else
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{
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sb.AppendLine(" - 没有可用的抵挡层数。");
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}
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return sb.ToString();
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}
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}
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public override void ExposeData()
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{
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base.ExposeData();
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// severityInt 会自动保存,所以不需要额外处理 ShieldCharges
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}
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public override void PostAdd(DamageInfo? dinfo)
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{
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base.PostAdd(dinfo);
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// 确保 Pawn 拥有 DRMCompShield 组件
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DRMDamageShield comp = ShieldComp; // 访问属性以确保组件被添加
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if (comp != null)
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{
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comp.IsActive = true; // 激活护盾组件
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// 能量同步将在 Tick() 中完成
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}
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}
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public override void PostRemoved()
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{
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base.PostRemoved();
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// 当 Hediff 被移除时,移除对应的 DRMDamageShield 组件
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DRMDamageShield comp = pawn.GetComp<DRMDamageShield>();
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if (comp != null)
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{
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pawn.AllComps.Remove(comp);
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comp.IsActive = false; // 确保禁用
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}
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}
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public override void Tick()
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{
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base.Tick();
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// 如果层数归零,移除 Hediff
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if (ShieldCharges <= 0)
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{
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pawn.health.RemoveHediff(this);
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}
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// 同步能量到 ShieldComp
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DRMDamageShield comp = pawn.GetComp<DRMDamageShield>(); // 每次 Tick 获取,确保是最新的
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if (comp != null && comp.IsActive)
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{
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comp.Energy = ShieldCharges;
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comp.MaxEnergy = (int)def.maxSeverity;
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}
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}
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}
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}
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@@ -1,7 +1,7 @@
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using System;
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using Verse;
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namespace WulaFallenEmpire.MoharHediffs
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namespace WulaFallenEmpire
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{
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public class HediffCompProperties_Spawner : HediffCompProperties
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{
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@@ -5,7 +5,7 @@ using RimWorld;
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using RimWorld.Planet;
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using Verse;
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namespace WulaFallenEmpire.MoharHediffs
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namespace WulaFallenEmpire
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{
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public class HediffComp_Spawner : HediffComp
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{
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@@ -4,7 +4,7 @@ using RimWorld;
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using UnityEngine;
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using Verse;
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namespace WulaFallenEmpire.MoharHediffs
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namespace WulaFallenEmpire
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{
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public static class Tools
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{
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Block a user