环形轰炸,区域监视,光矛扫射

This commit is contained in:
2025-11-10 11:57:16 +08:00
parent 11c58f1b39
commit 97a1cbcf77
19 changed files with 2360 additions and 2 deletions

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@@ -635,11 +635,10 @@
</comps>
</AbilityDef>
<!-- 炮击 -->
<AbilityDef>
<defName>WULA_Firepower_Minigun_Strafe</defName>
<label>链炮扫射</label>
<description>以战舰上的自动链炮对目标区域进行可选方向的扫射,射击速度和冷却都很快,但是威力欠佳。</description>
<description>以战舰上的自动链炮对目标区域进行可选方向的扫射,射击速度和冷却都很快,对轻甲目标有效,但是威力欠佳。</description>
<!-- <iconPath>ArachnaeSwarm/UI/Abilities/ARA_Spawn_ARA_HiveCorvette_Rocket</iconPath> -->
<cooldownTicksRange>1</cooldownTicksRange>
<hotKey>Misc12</hotKey>
@@ -682,4 +681,127 @@
</li>
</comps>
</AbilityDef>
<AbilityDef>
<defName>WULA_Firepower_Cannon_Salvo</defName>
<label>轻型舰炮齐射</label>
<description>指挥战舰侧弦的副炮进行一轮共计12发炮弹的齐射造成中规中矩的毁伤。</description>
<!-- <iconPath>ArachnaeSwarm/UI/Abilities/ARA_Spawn_ARA_HiveCorvette_Rocket</iconPath> -->
<cooldownTicksRange>1</cooldownTicksRange>
<hotKey>Misc12</hotKey>
<casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
<verbProperties>
<verbClass>Verb_CastAbility</verbClass>
<drawAimPie>false</drawAimPie>
<requireLineOfSight>false</requireLineOfSight>
<warmupTime>1</warmupTime>
<range>120</range>
<targetable>true</targetable>
<targetParams>
<canTargetSelf>false</canTargetSelf>
<canTargetLocations>true</canTargetLocations>
</targetParams>
</verbProperties>
<comps>
<li Class="WulaFallenEmpire.CompProperties_GlobalFlyOverCooldown">
<globalCooldownTicks>1000</globalCooldownTicks>
<requiredFacility>BombardmentFacility</requiredFacility>
</li>
<li Class="WulaFallenEmpire.CompProperties_AbilityCircularBombardment">
<radius>10</radius>
<simultaneousLaunches>3</simultaneousLaunches>
<launchIntervalTicks>90</launchIntervalTicks>
<maxLaunches>12</maxLaunches>
<warmupTicks>120</warmupTicks>
<!-- 独立间隔模式:组内依次发射 -->
<useIndependentIntervals>true</useIndependentIntervals>
<innerLaunchIntervalTicks>5</innerLaunchIntervalTicks>
<skyfallerDef>WULA_Firepower_Cannon_Salvo_Skyfaller</skyfallerDef>
<showBombardmentArea>true</showBombardmentArea>
<showImpactPreview>false</showImpactPreview>
</li>
<li Class="WulaFallenEmpire.CompProperties_RequireFlyOverFacility">
<!-- <flyOverDef></flyOverDef> -->
<requiredFacility>BombardmentFacility</requiredFacility>
<facilityNotFoundMessage>需要拥有&lt;color=#BD2F31>&lt;i>武器阵列&lt;/i>&lt;/color>设施的战舰在地图上才能进行轨道炮击支援</facilityNotFoundMessage>
</li>
</comps>
</AbilityDef>
<AbilityDef>
<defName>WULA_Firepower_Cannon_Surveillance</defName>
<label>轻型舰炮监视</label>
<description>指挥战舰侧弦的副炮监视一个区域30秒对任何进入范围的敌对目标进行炮击。</description>
<!-- <iconPath>ArachnaeSwarm/UI/Abilities/ARA_Spawn_ARA_HiveCorvette_Rocket</iconPath> -->
<cooldownTicksRange>1</cooldownTicksRange>
<hotKey>Misc12</hotKey>
<casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
<verbProperties>
<verbClass>Verb_CastAbility</verbClass>
<drawAimPie>false</drawAimPie>
<requireLineOfSight>false</requireLineOfSight>
<warmupTime>1</warmupTime>
<range>120</range>
<targetable>true</targetable>
<targetParams>
<canTargetSelf>false</canTargetSelf>
<canTargetLocations>true</canTargetLocations>
</targetParams>
</verbProperties>
<comps>
<li Class="WulaFallenEmpire.CompProperties_GlobalFlyOverCooldown">
<globalCooldownTicks>1000</globalCooldownTicks>
<requiredFacility>BombardmentFacility</requiredFacility>
</li>
<li Class="WulaFallenEmpire.CompProperties_AbilityCallSkyfaller">
<delayTicks>180</delayTicks>
<skyfallerDef>WULA_Firepower_Cannon_Surveillance_Skyfaller</skyfallerDef>
<previewRadius>12</previewRadius>
<previewColor>(0.85,0.85,0.3,0.5)</previewColor>
</li>
<li Class="WulaFallenEmpire.CompProperties_RequireFlyOverFacility">
<!-- <flyOverDef></flyOverDef> -->
<requiredFacility>BombardmentFacility</requiredFacility>
<facilityNotFoundMessage>需要拥有&lt;color=#BD2F31>&lt;i>武器阵列&lt;/i>&lt;/color>设施的战舰在地图上才能进行轨道炮击支援</facilityNotFoundMessage>
</li>
</comps>
</AbilityDef>
<AbilityDef>
<defName>WULA_Firepower_EnergyLance_Strafe</defName>
<label>光矛扫射</label>
<description>指挥战舰侧弦的光矛阵列,发射一道光矛横扫战场,造成大量的热能伤害。</description>
<!-- <iconPath>ArachnaeSwarm/UI/Abilities/ARA_Spawn_ARA_HiveCorvette_Rocket</iconPath> -->
<cooldownTicksRange>1</cooldownTicksRange>
<hotKey>Misc12</hotKey>
<casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
<verbProperties>
<verbClass>Verb_CastAbility</verbClass>
<drawAimPie>false</drawAimPie>
<requireLineOfSight>false</requireLineOfSight>
<warmupTime>1</warmupTime>
<range>120</range>
<targetable>true</targetable>
<targetParams>
<canTargetSelf>false</canTargetSelf>
<canTargetLocations>true</canTargetLocations>
</targetParams>
</verbProperties>
<comps>
<li Class="WulaFallenEmpire.CompProperties_GlobalFlyOverCooldown">
<globalCooldownTicks>1000</globalCooldownTicks>
<requiredFacility>BombardmentFacility</requiredFacility>
</li>
<li Class="WulaFallenEmpire.CompProperties_EnergyLance">
<durationTicks>600</durationTicks>
<moveDistance>20</moveDistance>
<useFixedDistance>true</useFixedDistance>
<firesPerTick>3</firesPerTick>
</li>
<li Class="WulaFallenEmpire.CompProperties_RequireFlyOverFacility">
<!-- <flyOverDef></flyOverDef> -->
<requiredFacility>BombardmentFacility</requiredFacility>
<facilityNotFoundMessage>需要拥有&lt;color=#BD2F31>&lt;i>武器阵列&lt;/i>&lt;/color>设施的战舰在地图上才能进行轨道炮击支援</facilityNotFoundMessage>
</li>
</comps>
</AbilityDef>
</Defs>

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@@ -74,6 +74,7 @@
<li Class="HediffCompProperties_GiveAbility">
<abilityDefs>
<li>WULA_Firepower_Minigun_Strafe</li>
<li>WULA_Firepower_Cannon_Salvo</li>
</abilityDefs>
</li>
</comps>

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@@ -749,4 +749,187 @@
<defaultDamage>25</defaultDamage>
<soundExplosion>Explosion_Bomb</soundExplosion>
</DamageDef>
<ThingDef ParentName="SkyfallerBase">
<defName>WULA_Firepower_Cannon_Salvo_Skyfaller</defName>
<label>轻型副炮炮弹</label>
<size>(1, 1)</size>
<graphicData>
<texPath>Wula/Projectile/WULA_Bullet_ChargeLanceShot_Red</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>MoteGlow</shaderType>
<drawSize>8</drawSize>
</graphicData>
<skyfaller>
<movementType>Accelerate</movementType>
<shadow>Things/Skyfaller/SkyfallerShadowDropPod</shadow>
<shadowSize>(1, 1)</shadowSize>
<anticipationSound>DropPod_Fall</anticipationSound>
<anticipationSoundTicks>100</anticipationSoundTicks>
<impactSound>Explosion_Bomb</impactSound>
<moteSpawnTime>0.05</moteSpawnTime>
<motesPerCell>1</motesPerCell>
<cameraShake>1</cameraShake>
<rotationCurve>
<points>
<li>(0,180)</li>
<li>(1, 181)</li>
</points>
</rotationCurve>
<angleCurve>
<points>
<li>(0,0)</li>
<li>(1, 1)</li>
</points>
</angleCurve>
<explosionRadius>6</explosionRadius>
<explosionDamage>Bomb</explosionDamage>
<explosionDamageFactor>0.85</explosionDamageFactor>
</skyfaller>
</ThingDef>
<ThingDef ParentName="SkyfallerBase">
<defName>WULA_Firepower_Cannon_Surveillance_Skyfaller</defName>
<label>舰炮监视信标</label>
<size>(1,1)</size>
<graphicData>
<texPath>Wula/Building/WULA_WeaponArmor_Productor_Incoming</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutFlying</shaderType>
<drawSize>(1,1)</drawSize>
</graphicData>
<skyfaller>
<movementType>Accelerate</movementType>
<shadow>Things/Skyfaller/SkyfallerShadowDropPod</shadow>
<shadowSize>(5, 5)</shadowSize>
<anticipationSound>DropPod_Fall</anticipationSound>
<anticipationSoundTicks>100</anticipationSoundTicks>
<impactSound>Explosion_Vaporize</impactSound>
<moteSpawnTime>0.05</moteSpawnTime>
<motesPerCell>1</motesPerCell>
<cameraShake>1</cameraShake>
<angleCurve>
<points>
<li>(0,0)</li>
<li>(1, 1)</li>
</points>
</angleCurve>
<spawnThing>WULA_Firepower_Cannon_Surveillance_Beacon</spawnThing>
</skyfaller>
</ThingDef>
<ThingDef ParentName="BuildingBase">
<defName>WULA_Firepower_Cannon_Surveillance_Beacon</defName>
<label>舰炮监视信标</label>
<description>一枚标定监视区的轰炸信标,进入此处的敌对势力都会被乌拉帝国舰队的舰炮狠狠打击。</description>
<uiIconPath>Wula/Building/WULA_WeaponArmor_Productor</uiIconPath>
<tickerType>Normal</tickerType>
<selectable>true</selectable>
<useHitPoints>false</useHitPoints>
<size>(1,1)</size>
<graphicData>
<texPath>Wula/Building/WULA_Dropping_Building_Cleanzone</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(3,3)</drawSize>
<damageData>
<enabled>false</enabled>
</damageData>
</graphicData>
<altitudeLayer>Building</altitudeLayer>
<passability>Standable</passability>
<castEdgeShadows>false</castEdgeShadows>
<fillPercent>0.5</fillPercent>
<canOverlapZones>false</canOverlapZones>
<pathCost>0</pathCost>
<hasInteractionCell>false</hasInteractionCell>
<rotatable>false</rotatable>
<statBases>
<WorkToBuild>1</WorkToBuild>
<Mass>0</Mass>
<Flammability>0</Flammability>
</statBases>
<resourcesFractionWhenDeconstructed>0</resourcesFractionWhenDeconstructed>
<building>
<destroySound>BuildingDestroyed_Metal_Small</destroySound>
</building>
<comps>
<li Class="CompProperties_OrbitalBeam">
<width>0.2</width>
<color>(255, 20, 20, 242)</color>
</li>
<li Class="WulaFallenEmpire.CompProperties_CustomRadius">
<radius>12</radius> <!-- 半径大小 -->
<color>(1, 1, 1)</color> <!-- 绿色圆圈 -->
<radiusOffset>0</radiusOffset> <!-- 半径偏移 -->
<showInGUI>true</showInGUI>
<label>射程</label>
<description>该信标所标定的舰炮监视范围,进入其中的敌军将遭到炮击</description>
<defaultVisible>true</defaultVisible>
</li>
<li Class="WulaFallenEmpire.CompProperties_BuildingBombardment">
<radius>12</radius>
<targetEnemies>true</targetEnemies>
<targetNeutrals>false</targetNeutrals>
<targetAnimals>false</targetAnimals>
<burstCount>3</burstCount>
<innerBurstIntervalTicks>15</innerBurstIntervalTicks>
<burstIntervalTicks>120</burstIntervalTicks>
<randomOffset>3</randomOffset>
<skyfallerDef>WULA_Firepower_Cannon_Salvo_Skyfaller</skyfallerDef>
</li>
<li Class="WulaFallenEmpire.CompProperties_FactionSetter">
<!-- <factionDef>Mechanoid</factionDef> 不写默认玩家派系-->
<usePlayerFactionIfNull>true</usePlayerFactionIfNull>
<overrideExistingFaction>false</overrideExistingFaction>
</li>
<li Class="CompProperties_Lifespan">
<lifespanTicks>3600</lifespanTicks>
</li>
<li Class="CompProperties_Glower">
<glowRadius>6</glowRadius>
<glowColor>(0.85,0.85,0.3,0.5)</glowColor>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="OrbitalStrikeBase">
<defName>WULA_EnergyLance_Base</defName>
<label>power beam</label>
<thingClass>PowerBeam</thingClass>
</ThingDef>
<ThingDef ParentName="OrbitalStrikeBase">
<defName>WULA_EnergyLance_Base</defName>
<label>energy lance</label>
<thingClass>WulaFallenEmpire.EnergyLance</thingClass>
<modExtensions>
<li Class="WulaFallenEmpire.EnergyLanceExtension">
<damageDef>Flame</damageDef>
<igniteFires>true</igniteFires>
<fireIgniteChance>0.9</fireIgniteChance>
<damageAmountRange>
<min>60</min>
<max>95</max>
</damageAmountRange>
<corpseDamageAmountRange>
<min>5</min>
<max>10</max>
</corpseDamageAmountRange>
</li>
</modExtensions>
<comps>
<!-- 使用原版的轨道光束组件 -->
<li Class="CompProperties_OrbitalBeam">
<width>6</width>
<color>(255, 200, 50, 242)</color>
<sound>OrbitalBeam</sound>
</li>
<li Class="CompProperties_CameraShaker">
<mag>0.02</mag>
</li>
<li Class="CompProperties_AffectsSky">
<skyColors>
<sky>(255, 220, 180)</sky>
<shadow>(220, 200, 160)</shadow>
<overlay>(255, 240, 200)</overlay>
<saturation>1.2</saturation>
</skyColors>
</li>
</comps>
</ThingDef>
</Defs>

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@@ -0,0 +1,531 @@
using RimWorld;
using Verse;
using UnityEngine;
using System.Collections.Generic;
using System.Linq;
namespace WulaFallenEmpire
{
public class CompAbilityEffect_CircularBombardment : CompAbilityEffect
{
public new CompProperties_AbilityCircularBombardment Props => (CompProperties_AbilityCircularBombardment)props;
// 轰炸状态
private CircularBombardmentState currentState = CircularBombardmentState.Idle;
private List<IntVec3> targetCells = new List<IntVec3>();
private List<IntVec3> remainingTargets = new List<IntVec3>();
private IntVec3 bombardmentCenter;
private int warmupTicksRemaining = 0;
private int nextLaunchTick = 0;
private int launchesCompleted = 0;
// 组内间隔状态
private List<IntVec3> currentGroupTargets = new List<IntVec3>();
private int currentGroupIndex = 0;
private int nextInnerLaunchTick = 0;
private bool isInGroupLaunch = false;
// 预览状态
private List<IntVec3> currentPreviewCells = new List<IntVec3>();
private List<IntVec3> impactPreviewCells = new List<IntVec3>();
public override void Apply(LocalTargetInfo target, LocalTargetInfo dest)
{
base.Apply(target, dest);
if (parent.pawn == null || parent.pawn.Map == null)
return;
try
{
Log.Message($"[CircularBombardment] Starting circular bombardment at {target.Cell}");
// 设置轰炸中心
bombardmentCenter = target.Cell;
// 选择目标格子
SelectTargetCells();
// 初始化剩余目标列表
remainingTargets = new List<IntVec3>(targetCells);
// 开始前摇
StartWarmup();
Log.Message($"[CircularBombardment] Bombardment initialized: {targetCells.Count} targets, " +
$"{Props.simultaneousLaunches} simultaneous launches, " +
$"independent intervals: {Props.useIndependentIntervals}");
}
catch (System.Exception ex)
{
Log.Error($"[CircularBombardment] Error starting bombardment: {ex}");
}
}
// 绘制预览效果
public override void DrawEffectPreview(LocalTargetInfo target)
{
base.DrawEffectPreview(target);
if (!Props.showBombardmentArea || parent.pawn == null || parent.pawn.Map == null)
return;
try
{
// 计算预览区域
CalculatePreviewArea(target.Cell);
// 绘制轰炸区域预览
DrawCircularAreaPreview(target.Cell);
// 绘制预计落点预览
if (Props.showImpactPreview)
{
DrawImpactPreview(target.Cell);
}
}
catch (System.Exception)
{
// 忽略预览绘制错误
}
}
// 计算预览区域
private void CalculatePreviewArea(IntVec3 center)
{
Map map = parent.pawn.Map;
currentPreviewCells.Clear();
impactPreviewCells.Clear();
// 计算圆形区域内的所有单元格
currentPreviewCells = GenRadial.RadialCellsAround(center, Props.radius, true).ToList();
// 随机选择一些单元格作为预计落点预览
var potentialTargets = currentPreviewCells
.Where(cell => cell.InBounds(map))
.Where(cell => IsValidTargetCell(cell, map))
.ToList();
// 随机选择预览目标
int previewCount = Mathf.Min(Props.maxTargets, potentialTargets.Count);
impactPreviewCells = potentialTargets
.InRandomOrder()
.Take(previewCount)
.ToList();
}
// 绘制圆形区域预览
private void DrawCircularAreaPreview(IntVec3 center)
{
Map map = parent.pawn.Map;
// 绘制圆形区域边界
foreach (var cell in currentPreviewCells)
{
if (cell.InBounds(map))
{
GenDraw.DrawFieldEdges(new List<IntVec3> { cell }, Props.areaPreviewColor, 0.2f);
}
}
// 绘制圆形边界线
DrawCircularBoundary(center);
}
// 绘制圆形边界
private void DrawCircularBoundary(IntVec3 center)
{
Map map = parent.pawn.Map;
// 绘制圆形边界(使用多个线段近似)
int segments = 36; // 36段每段10度
float angleStep = 360f / segments;
Vector3 centerPos = center.ToVector3Shifted();
for (int i = 0; i < segments; i++)
{
float angle1 = i * angleStep * Mathf.Deg2Rad;
float angle2 = (i + 1) * angleStep * Mathf.Deg2Rad;
Vector3 point1 = centerPos + new Vector3(
Mathf.Cos(angle1) * Props.radius,
0,
Mathf.Sin(angle1) * Props.radius
);
Vector3 point2 = centerPos + new Vector3(
Mathf.Cos(angle2) * Props.radius,
0,
Mathf.Sin(angle2) * Props.radius
);
GenDraw.DrawLineBetween(point1, point2, SimpleColor.Orange, 0.2f);
}
}
// 绘制预计落点预览
private void DrawImpactPreview(IntVec3 center)
{
Map map = parent.pawn.Map;
foreach (var cell in impactPreviewCells)
{
if (cell.InBounds(map))
{
// 绘制落点标记
GenDraw.DrawTargetHighlight(cell);
// 绘制落点范围指示
GenDraw.DrawRadiusRing(cell, 1f, Color.red, (c) => true);
}
}
}
// 选择目标格子
private void SelectTargetCells()
{
Map map = parent.pawn.Map;
// 获取圆形区域内的所有单元格
var areaCells = GenRadial.RadialCellsAround(bombardmentCenter, Props.radius, true)
.Where(cell => cell.InBounds(map))
.Where(cell => IsValidTargetCell(cell, map))
.ToList();
var selectedCells = new List<IntVec3>();
var missedCells = new List<IntVec3>();
// 根据概率选择目标格子
foreach (var cell in areaCells)
{
if (Rand.Value <= Props.targetSelectionChance)
{
selectedCells.Add(cell);
}
else
{
missedCells.Add(cell);
}
}
// 应用最小/最大限制
if (selectedCells.Count < Props.minTargets)
{
// 补充不足的格子
int needed = Props.minTargets - selectedCells.Count;
if (missedCells.Count > 0)
{
selectedCells.AddRange(missedCells.InRandomOrder().Take(Mathf.Min(needed, missedCells.Count)));
}
}
else if (selectedCells.Count > Props.maxTargets)
{
// 随机移除多余的格子
selectedCells = selectedCells.InRandomOrder().Take(Props.maxTargets).ToList();
}
targetCells = selectedCells;
Log.Message($"[CircularBombardment] Selected {targetCells.Count} target cells from {areaCells.Count} area cells");
}
// 检查单元格是否有效
private bool IsValidTargetCell(IntVec3 cell, Map map)
{
// 检查最小距离
if (Props.minDistanceFromCenter > 0)
{
float distance = Vector3.Distance(cell.ToVector3(), bombardmentCenter.ToVector3());
if (distance < Props.minDistanceFromCenter)
return false;
}
// 检查友军误伤
if (Props.avoidFriendlyFire)
{
var pawnsInCell = map.thingGrid.ThingsListAt(cell).OfType<Pawn>();
foreach (var pawn in pawnsInCell)
{
if (pawn.Faction != null && pawn.Faction == parent.pawn.Faction)
return false;
}
}
// 检查建筑物
if (Props.avoidBuildings)
{
var buildingsInCell = map.thingGrid.ThingsListAt(cell).OfType<Building>();
if (buildingsInCell.Any())
return false;
}
return true;
}
private void StartWarmup()
{
currentState = CircularBombardmentState.Warmup;
warmupTicksRemaining = Props.warmupTicks;
launchesCompleted = 0;
currentGroupIndex = 0;
Log.Message($"[CircularBombardment] Warmup started: {warmupTicksRemaining} ticks remaining");
}
private void UpdateWarmup()
{
warmupTicksRemaining--;
if (warmupTicksRemaining <= 0)
{
// 前摇结束,开始发射
currentState = CircularBombardmentState.Launching;
nextLaunchTick = Find.TickManager.TicksGame;
Log.Message($"[CircularBombardment] Warmup completed, starting launches");
}
}
// 开始新的一组发射
private void StartNewGroup()
{
if (remainingTargets.Count == 0 || launchesCompleted >= Props.maxLaunches)
{
currentState = CircularBombardmentState.Completed;
Log.Message($"[CircularBombardment] All launches completed: {launchesCompleted}/{Props.maxLaunches}");
return;
}
// 选择本组的目标
int groupSize = Mathf.Min(Props.simultaneousLaunches, remainingTargets.Count);
currentGroupTargets = remainingTargets.Take(groupSize).ToList();
remainingTargets.RemoveRange(0, groupSize);
if (Props.useIndependentIntervals)
{
// 启用组内独立间隔
isInGroupLaunch = true;
nextInnerLaunchTick = Find.TickManager.TicksGame;
currentGroupIndex++;
Log.Message($"[CircularBombardment] Starting group {currentGroupIndex} with {currentGroupTargets.Count} targets, using independent intervals");
}
else
{
// 传统模式:同时发射所有目标
foreach (var target in currentGroupTargets)
{
if (launchesCompleted < Props.maxLaunches)
{
LaunchSkyfaller(target);
launchesCompleted++;
}
}
// 设置下一组发射时间
nextLaunchTick = Find.TickManager.TicksGame + Props.launchIntervalTicks;
Log.Message($"[CircularBombardment] Launched group {currentGroupIndex + 1} simultaneously: {currentGroupTargets.Count} targets");
}
}
// 更新组内独立发射
private void UpdateIndependentGroupLaunch()
{
if (Find.TickManager.TicksGame < nextInnerLaunchTick)
return;
if (currentGroupTargets.Count == 0)
{
// 当前组发射完毕
isInGroupLaunch = false;
nextLaunchTick = Find.TickManager.TicksGame + Props.launchIntervalTicks;
Log.Message($"[CircularBombardment] Group {currentGroupIndex} completed");
return;
}
// 发射当前目标
var target = currentGroupTargets[0];
currentGroupTargets.RemoveAt(0);
LaunchSkyfaller(target);
launchesCompleted++;
// 设置下一个组内发射时间
if (currentGroupTargets.Count > 0 && launchesCompleted < Props.maxLaunches)
{
nextInnerLaunchTick = Find.TickManager.TicksGame + Props.innerLaunchIntervalTicks;
}
else
{
// 当前组发射完毕或达到最大发射数量
isInGroupLaunch = false;
nextLaunchTick = Find.TickManager.TicksGame + Props.launchIntervalTicks;
}
Log.Message($"[CircularBombardment] Launched target in group {currentGroupIndex} ({launchesCompleted}/{Props.maxLaunches})");
}
// 更新发射逻辑
private void UpdateLaunching()
{
if (Props.useIndependentIntervals && isInGroupLaunch)
{
UpdateIndependentGroupLaunch();
}
else
{
if (Find.TickManager.TicksGame >= nextLaunchTick)
{
StartNewGroup();
}
}
// 检查是否完成
if (launchesCompleted >= Props.maxLaunches ||
(remainingTargets.Count == 0 && !isInGroupLaunch))
{
currentState = CircularBombardmentState.Completed;
Log.Message($"[CircularBombardment] Bombardment completed: {launchesCompleted} launches");
}
}
private void LaunchSkyfaller(IntVec3 targetCell)
{
try
{
if (Props.skyfallerDef != null)
{
// 使用 Skyfaller
Skyfaller skyfaller = SkyfallerMaker.MakeSkyfaller(Props.skyfallerDef);
GenSpawn.Spawn(skyfaller, targetCell, parent.pawn.Map);
}
else if (Props.projectileDef != null)
{
// 使用抛射体作为备用
LaunchProjectileAt(targetCell);
}
else
{
Log.Error($"[CircularBombardment] No skyfaller or projectile defined");
}
}
catch (System.Exception ex)
{
Log.Error($"[CircularBombardment] Error launching at {targetCell}: {ex}");
}
}
private void LaunchProjectileAt(IntVec3 targetCell)
{
// 从上方发射抛射体
IntVec3 spawnCell = new IntVec3(targetCell.x, 0, targetCell.z);
Vector3 spawnPos = spawnCell.ToVector3() + new Vector3(0, 20f, 0);
Projectile projectile = (Projectile)GenSpawn.Spawn(Props.projectileDef, spawnCell, parent.pawn.Map);
if (projectile != null)
{
projectile.Launch(
parent.pawn,
spawnPos,
new LocalTargetInfo(targetCell),
new LocalTargetInfo(targetCell),
ProjectileHitFlags.All,
false
);
}
}
private void Cleanup()
{
// 重置状态
currentState = CircularBombardmentState.Idle;
targetCells.Clear();
remainingTargets.Clear();
currentGroupTargets.Clear();
currentPreviewCells.Clear();
impactPreviewCells.Clear();
currentGroupIndex = 0;
isInGroupLaunch = false;
launchesCompleted = 0;
Log.Message($"[CircularBombardment] Cleanup completed");
}
public override void CompTick()
{
base.CompTick();
if (currentState == CircularBombardmentState.Idle)
return;
switch (currentState)
{
case CircularBombardmentState.Warmup:
UpdateWarmup();
break;
case CircularBombardmentState.Launching:
UpdateLaunching();
break;
case CircularBombardmentState.Completed:
Cleanup();
break;
}
}
public override void PostExposeData()
{
base.PostExposeData();
Scribe_Values.Look(ref currentState, "currentState", CircularBombardmentState.Idle);
Scribe_Collections.Look(ref targetCells, "targetCells", LookMode.Value);
Scribe_Collections.Look(ref remainingTargets, "remainingTargets", LookMode.Value);
Scribe_Collections.Look(ref currentGroupTargets, "currentGroupTargets", LookMode.Value);
Scribe_Values.Look(ref warmupTicksRemaining, "warmupTicksRemaining", 0);
Scribe_Values.Look(ref nextLaunchTick, "nextLaunchTick", 0);
Scribe_Values.Look(ref nextInnerLaunchTick, "nextInnerLaunchTick", 0);
Scribe_Values.Look(ref launchesCompleted, "launchesCompleted", 0);
Scribe_Values.Look(ref currentGroupIndex, "currentGroupIndex", 0);
Scribe_Values.Look(ref isInGroupLaunch, "isInGroupLaunch", false);
}
// 技能提示信息
public override string ExtraLabelMouseAttachment(LocalTargetInfo target)
{
string baseInfo = $"圆形轰炸: 半径{Props.radius}格";
if (Props.useIndependentIntervals)
{
baseInfo += $"\n组内间隔: {Props.innerLaunchIntervalTicks}刻";
baseInfo += $"\n每组数量: {Props.simultaneousLaunches}个";
}
else
{
baseInfo += $"\n同时发射: {Props.simultaneousLaunches}个";
}
baseInfo += $"\n最大数量: {Props.maxLaunches}个";
baseInfo += $"\n组间间隔: {Props.launchIntervalTicks}刻";
return baseInfo;
}
public override bool Valid(LocalTargetInfo target, bool throwMessages = false)
{
return base.Valid(target, throwMessages) &&
parent.pawn != null &&
parent.pawn.Map != null &&
target.Cell.IsValid &&
target.Cell.InBounds(parent.pawn.Map);
}
}
// 圆形轰炸状态枚举
public enum CircularBombardmentState
{
Idle,
Warmup,
Launching,
Completed
}
}

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using RimWorld;
using Verse;
using UnityEngine;
namespace WulaFallenEmpire
{
public class CompProperties_AbilityCircularBombardment : CompProperties_AbilityEffect
{
// 轰炸区域配置
public float radius = 10f; // 圆形区域半径
public bool useFixedRadius = true; // 是否使用固定半径
// 目标选择配置
public float targetSelectionChance = 0.5f; // 每个位置被选中的概率
public int minTargets = 3; // 最小目标数量
public int maxTargets = 15; // 最大目标数量
// 发射配置
public int simultaneousLaunches = 2; // 同时发射数量
public int launchIntervalTicks = 30; // 组间发射间隔(刻)
public int maxLaunches = 10; // 最大发射数量
public int warmupTicks = 120; // 前摇时间
// 组内独立间隔配置
public bool useIndependentIntervals = false; // 是否使用独立间隔
public int innerLaunchIntervalTicks = 10; // 组内发射间隔(刻)
// Skyfaller 配置
public ThingDef skyfallerDef; // 使用的 Skyfaller
public ThingDef projectileDef; // 备用的抛射体定义
// 视觉效果配置
public bool showBombardmentArea = true; // 是否显示轰炸区域
public Color areaPreviewColor = new Color(1f, 0.5f, 0.1f, 0.3f); // 区域预览颜色
public bool showImpactPreview = true; // 是否显示预计落点
// 随机分布配置
public float minDistanceFromCenter = 0f; // 距离中心的最小距离
public bool avoidFriendlyFire = true; // 避免友军误伤
public bool avoidBuildings = false; // 避免建筑物
public CompProperties_AbilityCircularBombardment()
{
this.compClass = typeof(CompAbilityEffect_CircularBombardment);
}
}
}

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using RimWorld;
using Verse;
using UnityEngine;
namespace WulaFallenEmpire
{
public class CompAbilityEffect_EnergyLance : CompAbilityEffect_WithDest
{
public new CompProperties_EnergyLance Props => (CompProperties_EnergyLance)props;
public override void Apply(LocalTargetInfo target, LocalTargetInfo dest)
{
base.Apply(target, dest);
// 计算光束的起点和方向
IntVec3 startPos = target.Cell;
IntVec3 endPos = dest.Cell;
// 如果使用固定距离,则从起点向终点方向移动固定距离
if (Props.useFixedDistance)
{
Vector3 direction = (endPos.ToVector3() - startPos.ToVector3()).normalized;
Vector3 offset = direction * Props.moveDistance;
endPos = startPos + new IntVec3(Mathf.RoundToInt(offset.x), 0, Mathf.RoundToInt(offset.z));
}
// 创建移动的能量光束
EnergyLance obj = (EnergyLance)GenSpawn.Spawn(ThingDef.Named("EnergyLance"), startPos, parent.pawn.Map);
obj.duration = Props.durationTicks;
obj.instigator = parent.pawn;
obj.startPos = startPos;
obj.endPos = endPos;
obj.moveDistance = Props.moveDistance;
obj.useFixedDistance = Props.useFixedDistance;
obj.firesPerTick = Props.firesPerTick;
// 不再需要传递伤害范围因为现在从ModExtension读取
obj.StartStrike();
Log.Message($"[EnergyLance] Created energy lance from {startPos} to {endPos}, distance: {Props.moveDistance}");
}
// 绘制预览效果
public override void DrawEffectPreview(LocalTargetInfo target)
{
base.DrawEffectPreview(target);
if (parent.pawn == null || parent.pawn.Map == null || !target.IsValid)
return;
try
{
// 绘制起点预览
GenDraw.DrawTargetHighlight(target.Cell);
// 如果选择了终点,绘制移动路径预览
if (selectedTarget.IsValid)
{
DrawMovePathPreview(target.Cell, selectedTarget.Cell);
}
}
catch (System.Exception)
{
// 忽略预览绘制错误
}
}
private void DrawMovePathPreview(IntVec3 startPos, IntVec3 endPos)
{
Map map = parent.pawn.Map;
// 计算实际终点
IntVec3 actualEndPos = endPos;
if (Props.useFixedDistance)
{
Vector3 direction = (endPos.ToVector3() - startPos.ToVector3()).normalized;
Vector3 offset = direction * Props.moveDistance;
actualEndPos = startPos + new IntVec3(Mathf.RoundToInt(offset.x), 0, Mathf.RoundToInt(offset.z));
}
// 绘制移动路径
Vector3 startVec = startPos.ToVector3Shifted();
Vector3 endVec = actualEndPos.ToVector3Shifted();
GenDraw.DrawLineBetween(startVec, endVec, SimpleColor.Yellow, 0.2f);
// 绘制终点预览
GenDraw.DrawTargetHighlight(actualEndPos);
// 绘制作用范围预览(在移动路径上)
DrawEffectRangePreview(startPos, actualEndPos);
}
private void DrawEffectRangePreview(IntVec3 startPos, IntVec3 endPos)
{
Map map = parent.pawn.Map;
// 沿着移动路径绘制作用范围
Vector3 currentPos = startPos.ToVector3();
Vector3 direction = (endPos.ToVector3() - startPos.ToVector3()).normalized;
float totalDistance = Vector3.Distance(startPos.ToVector3(), endPos.ToVector3());
float step = 1f; // 每格绘制
for (float distance = 0; distance <= totalDistance; distance += step)
{
Vector3 checkPos = startPos.ToVector3() + direction * distance;
IntVec3 checkCell = new IntVec3(Mathf.RoundToInt(checkPos.x), 0, Mathf.RoundToInt(checkPos.z));
if (checkCell.InBounds(map))
{
// 绘制作用范围指示
GenDraw.DrawRadiusRing(checkCell, 1.5f, Color.red, (c) => true);
}
}
}
public override string ExtraLabelMouseAttachment(LocalTargetInfo target)
{
string baseInfo = $"能量长矛: 持续{Props.durationTicks}刻";
if (Props.useFixedDistance)
{
baseInfo += $"\n移动距离: {Props.moveDistance}格";
}
baseInfo += $"\n选择起点后再选择移动方向";
return baseInfo;
}
}
}

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using RimWorld;
using Verse;
namespace WulaFallenEmpire
{
public class CompProperties_EnergyLance : CompProperties_EffectWithDest
{
public int durationTicks = 600; // 光束持续时间
public float moveDistance = 15f; // 光束移动距离
public bool useFixedDistance = true; // 是否使用固定距离
// 伤害配置
public int firesPerTick = 4; // 每刻产生的火焰数量
public IntRange flameDamageRange = new IntRange(65, 100); // 火焰伤害范围
public IntRange corpseFlameDamageRange = new IntRange(5, 10); // 尸体火焰伤害范围
public CompProperties_EnergyLance()
{
this.compClass = typeof(CompAbilityEffect_EnergyLance);
}
}
}

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using RimWorld;
using Verse;
using UnityEngine;
using System.Collections.Generic;
using System.Linq;
namespace WulaFallenEmpire
{
public class EnergyLance : OrbitalStrike
{
// 移动相关属性
public IntVec3 startPos;
public IntVec3 endPos;
public float moveDistance;
public bool useFixedDistance;
// 伤害配置
public int firesPerTick = 4;
// ModExtension引用
private EnergyLanceExtension extension;
// 移动状态
private Vector3 currentPos;
private Vector3 moveDirection;
private float moveSpeed;
private float traveledDistance;
private const float effectRadius = 3f; // 作用半径
private static List<Thing> tmpThings = new List<Thing>();
public override void StartStrike()
{
base.StartStrike();
// 获取ModExtension
extension = def.GetModExtension<EnergyLanceExtension>();
if (extension == null)
{
Log.Error($"[EnergyLance] No EnergyLanceExtension found on {def.defName}");
return;
}
// 初始化移动参数
currentPos = startPos.ToVector3();
if (useFixedDistance)
{
// 从起点向终点方向移动固定距离
Vector3 direction = (endPos.ToVector3() - startPos.ToVector3()).normalized;
moveDirection = direction;
moveSpeed = moveDistance / duration; // 根据持续时间计算移动速度
}
else
{
// 直接从起点移动到终点
Vector3 direction = (endPos.ToVector3() - startPos.ToVector3());
moveDirection = direction.normalized;
moveSpeed = direction.magnitude / duration;
}
traveledDistance = 0f;
// 创建视觉效果
CreateVisualEffect();
Log.Message($"[EnergyLance] Strike started from {startPos} to {endPos}, " +
$"damage: {extension.damageDef.defName}, speed: {moveSpeed}");
}
private void CreateVisualEffect()
{
// 使用ModExtension中定义的Mote如果没有则使用默认的PowerBeam
if (extension.moteDef != null)
{
Mote mote = MoteMaker.MakeStaticMote(base.Position, base.Map, extension.moteDef);
}
else
{
// 使用原版PowerBeam的视觉效果
MoteMaker.MakePowerBeamMote(base.Position, base.Map);
}
}
protected override void Tick()
{
base.Tick();
if (!base.Destroyed && extension != null)
{
// 移动光束
MoveBeam();
// 造成伤害
for (int i = 0; i < firesPerTick; i++)
{
DoBeamDamage();
}
}
}
private void MoveBeam()
{
// 计算移动距离
float moveThisTick = moveSpeed;
// 更新位置
currentPos += moveDirection * moveThisTick;
traveledDistance += moveThisTick;
// 更新光束的实际位置
IntVec3 newCell = new IntVec3(Mathf.RoundToInt(currentPos.x), 0, Mathf.RoundToInt(currentPos.z));
if (newCell != base.Position && newCell.InBounds(base.Map))
{
base.Position = newCell;
}
// 检查是否到达终点
if (useFixedDistance && traveledDistance >= moveDistance)
{
// 固定距离模式:移动指定距离后结束
Destroy();
Log.Message($"[EnergyLance] Reached fixed distance, destroying");
}
else if (!useFixedDistance && traveledDistance >= Vector3.Distance(startPos.ToVector3(), endPos.ToVector3()))
{
// 终点模式:到达终点后结束
Destroy();
Log.Message($"[EnergyLance] Reached end position, destroying");
}
}
private void DoBeamDamage()
{
if (extension == null) return;
// 在当前光束位置周围随机选择一个单元格
IntVec3 targetCell = (from x in GenRadial.RadialCellsAround(base.Position, effectRadius, useCenter: true)
where x.InBounds(base.Map)
select x).RandomElementByWeight((IntVec3 x) => 1f - Mathf.Min(x.DistanceTo(base.Position) / effectRadius, 1f) + 0.05f);
// 尝试在该单元格点火(如果配置了点火)
if (extension.igniteFires)
{
FireUtility.TryStartFireIn(targetCell, base.Map, Rand.Range(0.1f, extension.fireIgniteChance), instigator);
}
// 对该单元格内的物体造成伤害
tmpThings.Clear();
tmpThings.AddRange(targetCell.GetThingList(base.Map));
for (int i = 0; i < tmpThings.Count; i++)
{
Thing thing = tmpThings[i];
// 检查是否对尸体造成伤害
if (!extension.applyDamageToCorpses && thing is Corpse)
continue;
// 计算伤害量
int damageAmount = (thing is Corpse) ?
extension.corpseDamageAmountRange.RandomInRange :
extension.damageAmountRange.RandomInRange;
Pawn pawn = thing as Pawn;
BattleLogEntry_DamageTaken battleLogEntry = null;
if (pawn != null)
{
battleLogEntry = new BattleLogEntry_DamageTaken(pawn, RulePackDefOf.DamageEvent_PowerBeam, instigator as Pawn);
Find.BattleLog.Add(battleLogEntry);
}
// 使用ModExtension中定义的伤害类型
DamageInfo damageInfo = new DamageInfo(extension.damageDef, damageAmount, 0f, -1f, instigator, null, weaponDef);
thing.TakeDamage(damageInfo).AssociateWithLog(battleLogEntry);
Log.Message($"[EnergyLance] Applied {extension.damageDef.defName} damage {damageAmount} to {thing.Label}");
}
tmpThings.Clear();
}
public override void ExposeData()
{
base.ExposeData();
Scribe_Values.Look(ref startPos, "startPos");
Scribe_Values.Look(ref endPos, "endPos");
Scribe_Values.Look(ref moveDistance, "moveDistance");
Scribe_Values.Look(ref useFixedDistance, "useFixedDistance");
Scribe_Values.Look(ref firesPerTick, "firesPerTick", 4);
}
}
}

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using RimWorld;
using Verse;
namespace WulaFallenEmpire
{
public class EnergyLanceExtension : DefModExtension
{
// 伤害类型配置
public DamageDef damageDef = DamageDefOf.Flame; // 伤害类型,默认为火焰伤害
public bool applyDamageToCorpses = true; // 是否对尸体造成伤害
public bool igniteFires = true; // 是否点燃火焰
public float fireIgniteChance = 0.8f; // 点燃火焰的概率
// 伤害量配置
public IntRange damageAmountRange = new IntRange(65, 100); // 对生物的伤害范围
public IntRange corpseDamageAmountRange = new IntRange(5, 10); // 对尸体的伤害范围
// 视觉效果配置
public ThingDef moteDef; // 使用的Mote类型
public SoundDef impactSound; // 撞击音效
}
}

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using RimWorld;
using Verse;
using UnityEngine;
using System.Collections.Generic;
using System.Linq;
namespace WulaFallenEmpire
{
public class CompBuildingEnergyLance : ThingComp
{
public CompProperties_BuildingEnergyLance Props => (CompProperties_BuildingEnergyLance)props;
// 状态管理
private EnergyLanceState currentState = EnergyLanceState.Idle;
private int nextUpdateTick = 0;
private int noTargetTicks = 0;
// 目标管理
private Pawn currentTarget = null;
private IntVec3 lastTargetPosition = IntVec3.Invalid;
// EnergyLance实例
private GuidedEnergyLance activeLance = null;
public override void PostSpawnSetup(bool respawningAfterLoad)
{
base.PostSpawnSetup(respawningAfterLoad);
if (!respawningAfterLoad)
{
// 新生成时立即开始搜索目标
nextUpdateTick = Find.TickManager.TicksGame;
currentState = EnergyLanceState.Searching;
Log.Message($"[BuildingEnergyLance] Building spawned, starting target search");
}
}
private void UpdateState()
{
switch (currentState)
{
case EnergyLanceState.Idle:
// 空闲状态,等待下一次更新
break;
case EnergyLanceState.Searching:
SearchForTarget();
break;
case EnergyLanceState.Tracking:
TrackTarget();
break;
case EnergyLanceState.NoTarget:
HandleNoTarget();
break;
}
}
private void SearchForTarget()
{
Map map = parent.Map;
if (map == null) return;
// 获取范围内的所有有效目标
var potentialTargets = new List<Pawn>();
foreach (var pawn in map.mapPawns.AllPawnsSpawned)
{
if (IsValidTarget(pawn) && IsInRange(pawn.Position))
{
potentialTargets.Add(pawn);
}
}
if (potentialTargets.Count > 0)
{
// 选择第一个目标(可以改为其他选择逻辑)
currentTarget = potentialTargets[0];
lastTargetPosition = currentTarget.Position;
// 创建EnergyLance
CreateEnergyLance();
currentState = EnergyLanceState.Tracking;
noTargetTicks = 0;
Log.Message($"[BuildingEnergyLance] Locked target: {currentTarget.Label}, position: {currentTarget.Position}");
}
else
{
// 没有找到目标
currentState = EnergyLanceState.NoTarget;
Log.Message($"[BuildingEnergyLance] No targets found in range");
}
}
private void TrackTarget()
{
if (currentTarget == null || !currentTarget.Spawned)
{
// 目标丢失,重新搜索
currentState = EnergyLanceState.Searching;
currentTarget = null;
return;
}
// 检查目标是否仍然有效
if (!IsValidTarget(currentTarget) || !IsInRange(currentTarget.Position))
{
// 目标无效或超出范围,寻找最近的敌人
FindNearestTarget();
return;
}
// 更新目标位置
lastTargetPosition = currentTarget.Position;
// 向EnergyLance发送目标位置
if (activeLance != null && !activeLance.Destroyed)
{
activeLance.UpdateTarget(lastTargetPosition);
noTargetTicks = 0;
Log.Message($"[BuildingEnergyLance] Updated target position: {lastTargetPosition}");
}
else
{
// EnergyLance丢失重新创建
CreateEnergyLance();
}
}
private void FindNearestTarget()
{
Map map = parent.Map;
if (map == null) return;
Pawn nearestTarget = null;
float nearestDistance = float.MaxValue;
// 获取当前EnergyLance位置
IntVec3 searchCenter = (activeLance != null && !activeLance.Destroyed) ?
activeLance.Position : parent.Position;
foreach (var pawn in map.mapPawns.AllPawnsSpawned)
{
if (IsValidTarget(pawn) && IsInRange(pawn.Position))
{
float distance = Vector3.Distance(searchCenter.ToVector3(), pawn.Position.ToVector3());
if (distance < nearestDistance)
{
nearestDistance = distance;
nearestTarget = pawn;
}
}
}
if (nearestTarget != null)
{
currentTarget = nearestTarget;
lastTargetPosition = currentTarget.Position;
// 更新EnergyLance目标
if (activeLance != null && !activeLance.Destroyed)
{
activeLance.UpdateTarget(lastTargetPosition);
}
Log.Message($"[BuildingEnergyLance] Switched to nearest target: {currentTarget.Label}, distance: {nearestDistance}");
}
else
{
// 没有找到替代目标
currentState = EnergyLanceState.NoTarget;
currentTarget = null;
Log.Message($"[BuildingEnergyLance] No alternative targets found");
}
}
private void HandleNoTarget()
{
noTargetTicks++;
// 向EnergyLance发送空位置
if (activeLance != null && !activeLance.Destroyed)
{
activeLance.UpdateTarget(IntVec3.Invalid);
}
// 检查是否应该销毁EnergyLance
if (noTargetTicks >= Props.maxNoTargetTicks)
{
if (activeLance != null && !activeLance.Destroyed)
{
activeLance.Destroy();
activeLance = null;
}
// 回到搜索状态
currentState = EnergyLanceState.Searching;
noTargetTicks = 0;
Log.Message($"[BuildingEnergyLance] EnergyLance destroyed due to no targets");
}
else if (noTargetTicks % 60 == 0) // 每60刻检查一次是否有新目标
{
SearchForTarget();
}
}
private void CreateEnergyLance()
{
if (Props.energyLanceDef == null)
{
Log.Error($"[BuildingEnergyLance] No energyLanceDef configured");
return;
}
try
{
// 销毁现有的EnergyLance
if (activeLance != null && !activeLance.Destroyed)
{
activeLance.Destroy();
}
// 创建新的EnergyLance
IntVec3 spawnPos = GetLanceSpawnPosition();
activeLance = (GuidedEnergyLance)GenSpawn.Spawn(Props.energyLanceDef, spawnPos, parent.Map);
// 初始化EnergyLance
activeLance.duration = Props.energyLanceDuration;
activeLance.instigator = parent;
activeLance.controlBuilding = this.parent;
activeLance.firesPerTick = Props.firesPerTick;
// 如果有当前目标,设置初始位置
if (currentTarget != null)
{
activeLance.UpdateTarget(currentTarget.Position);
}
activeLance.StartStrike();
Log.Message($"[BuildingEnergyLance] Created EnergyLance at {spawnPos}");
}
catch (System.Exception ex)
{
Log.Error($"[BuildingEnergyLance] Error creating EnergyLance: {ex}");
}
}
private IntVec3 GetLanceSpawnPosition()
{
// 在建筑周围寻找一个合适的生成位置
Map map = parent.Map;
IntVec3 center = parent.Position;
// 优先选择建筑上方的位置
if (center.InBounds(map) && center.Walkable(map))
{
return center;
}
// 如果建筑位置不可用,在周围寻找
foreach (IntVec3 cell in GenRadial.RadialCellsAround(center, 2f, true))
{
if (cell.InBounds(map) && cell.Walkable(map))
{
return cell;
}
}
// 如果都不可用,返回建筑位置
return center;
}
private bool IsValidTarget(Pawn pawn)
{
if (pawn == null || pawn.Downed || pawn.Dead || !pawn.Spawned)
return false;
// 检查目标类型
if (Props.targetEnemies && pawn.HostileTo(parent.Faction))
return true;
if (Props.targetNeutrals && !pawn.HostileTo(parent.Faction) && pawn.Faction != parent.Faction)
return true;
if (Props.targetAnimals && pawn.RaceProps.Animal)
return true;
return false;
}
private bool IsInRange(IntVec3 position)
{
float distance = Vector3.Distance(parent.Position.ToVector3(), position.ToVector3());
return distance <= Props.radius;
}
public override void CompTick()
{
base.CompTick();
int currentTick = Find.TickManager.TicksGame;
// 检查是否需要更新状态
if (currentTick >= nextUpdateTick)
{
UpdateState();
nextUpdateTick = currentTick + Props.updateIntervalTicks;
}
// 检查EnergyLance状态
if (activeLance != null && activeLance.Destroyed)
{
activeLance = null;
if (currentState == EnergyLanceState.Tracking)
{
currentState = EnergyLanceState.Searching;
}
}
}
// 外部调用当EnergyLance需要目标时调用
public bool TryGetCurrentTarget(out IntVec3 targetPos)
{
if (currentTarget != null && IsValidTarget(currentTarget) && IsInRange(currentTarget.Position))
{
targetPos = currentTarget.Position;
return true;
}
targetPos = IntVec3.Invalid;
return false;
}
public override void PostExposeData()
{
base.PostExposeData();
Scribe_Values.Look(ref currentState, "currentState", EnergyLanceState.Idle);
Scribe_Values.Look(ref nextUpdateTick, "nextUpdateTick", 0);
Scribe_Values.Look(ref noTargetTicks, "noTargetTicks", 0);
Scribe_References.Look(ref currentTarget, "currentTarget");
Scribe_Values.Look(ref lastTargetPosition, "lastTargetPosition", IntVec3.Invalid);
Scribe_References.Look(ref activeLance, "activeLance");
}
}
public enum EnergyLanceState
{
Idle,
Searching,
Tracking,
NoTarget
}
}

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using RimWorld;
using Verse;
namespace WulaFallenEmpire
{
public class CompProperties_BuildingEnergyLance : CompProperties
{
// 基础配置
public float radius = 20f; // 作用半径
public int updateIntervalTicks = 30; // 目标更新间隔(刻)
public int maxNoTargetTicks = 120; // 无目标时最大存活时间
// 目标选择配置
public bool targetEnemies = true; // 是否以敌人为目标
public bool targetNeutrals = false; // 是否以中立单位为目标
public bool targetAnimals = false; // 是否以动物为目标
// EnergyLance配置
public ThingDef energyLanceDef; // 使用的EnergyLance类型
public int energyLanceDuration = 600; // EnergyLance基础持续时间
public int firesPerTick = 3; // 每刻伤害次数
public CompProperties_BuildingEnergyLance()
{
this.compClass = typeof(CompBuildingEnergyLance);
}
}
}

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using RimWorld;
using Verse;
using UnityEngine;
using System.Collections.Generic;
using System.Linq;
namespace WulaFallenEmpire
{
public class GuidedEnergyLance : OrbitalStrike
{
// 引导相关属性
public Thing controlBuilding; // 控制建筑
private IntVec3 currentTarget = IntVec3.Invalid; // 当前目标位置
private int lastTargetUpdateTick = -1; // 最后收到目标更新的刻
private int maxNoUpdateTicks = 60; // 无更新时的最大存活时间
// 移动配置
public float moveSpeed = 2.0f; // 移动速度(格/秒)
public float turnSpeed = 90f; // 转向速度(度/秒)
// 状态
private Vector3 currentVelocity;
private bool hasValidTarget = false;
// ModExtension引用
private EnergyLanceExtension extension;
private static List<Thing> tmpThings = new List<Thing>();
public override void StartStrike()
{
base.StartStrike();
// 获取ModExtension
extension = def.GetModExtension<EnergyLanceExtension>();
if (extension == null)
{
Log.Error($"[GuidedEnergyLance] No EnergyLanceExtension found on {def.defName}");
return;
}
lastTargetUpdateTick = Find.TickManager.TicksGame;
// 创建视觉效果
CreateVisualEffect();
Log.Message($"[GuidedEnergyLance] Guided EnergyLance started, controlled by {controlBuilding?.Label ?? "None"}");
}
private void CreateVisualEffect()
{
// 使用ModExtension中定义的Mote如果没有则使用默认的PowerBeam
if (extension.moteDef != null)
{
Mote mote = MoteMaker.MakeStaticMote(base.Position, base.Map, extension.moteDef);
}
else
{
// 使用原版PowerBeam的视觉效果
MoteMaker.MakePowerBeamMote(base.Position, base.Map);
}
}
protected override void Tick()
{
base.Tick();
if (!base.Destroyed && extension != null)
{
// 检查目标更新状态
CheckTargetStatus();
// 移动光束
MoveBeam();
// 造成伤害
for (int i = 0; i < firesPerTick; i++)
{
DoBeamDamage();
}
}
}
private void CheckTargetStatus()
{
int currentTick = Find.TickManager.TicksGame;
int ticksSinceUpdate = currentTick - lastTargetUpdateTick;
// 检查是否长时间未收到更新
if (ticksSinceUpdate >= maxNoUpdateTicks)
{
Log.Message($"[GuidedEnergyLance] No target updates for {ticksSinceUpdate} ticks, destroying");
Destroy();
return;
}
// 检查控制建筑状态
if (controlBuilding == null || controlBuilding.Destroyed || !controlBuilding.Spawned)
{
Log.Message($"[GuidedEnergyLance] Control building lost, destroying");
Destroy();
return;
}
}
private void MoveBeam()
{
if (!hasValidTarget || !currentTarget.IsValid)
{
// 没有有效目标,缓慢移动或保持原地
ApplyMinimalMovement();
return;
}
// 计算移动方向
Vector3 targetDirection = (currentTarget.ToVector3() - base.Position.ToVector3()).normalized;
// 平滑转向
if (currentVelocity.magnitude > 0.1f)
{
float maxTurnAngle = turnSpeed * 0.0167f; // 每帧最大转向角度假设60FPS
currentVelocity = Vector3.RotateTowards(currentVelocity, targetDirection, maxTurnAngle * Mathf.Deg2Rad, moveSpeed * 0.0167f);
}
else
{
currentVelocity = targetDirection * moveSpeed * 0.0167f;
}
// 应用移动
Vector3 newPos = base.Position.ToVector3() + currentVelocity;
IntVec3 newCell = new IntVec3(Mathf.RoundToInt(newPos.x), 0, Mathf.RoundToInt(newPos.z));
if (newCell != base.Position && newCell.InBounds(base.Map))
{
base.Position = newCell;
}
// 检查是否接近目标
float distanceToTarget = Vector3.Distance(base.Position.ToVector3(), currentTarget.ToVector3());
if (distanceToTarget < 1.5f)
{
// 到达目标附近,可以减速或保持位置
currentVelocity *= 0.8f;
}
Log.Message($"[GuidedEnergyLance] Moving to {currentTarget}, distance: {distanceToTarget:F1}");
}
private void ApplyMinimalMovement()
{
// 无目标时的最小移动,防止完全静止
if (currentVelocity.magnitude < 0.1f)
{
// 随机轻微移动
currentVelocity = new Vector3(Rand.Range(-0.1f, 0.1f), 0f, Rand.Range(-0.1f, 0.1f));
}
else
{
// 缓慢减速
currentVelocity *= 0.95f;
}
Vector3 newPos = base.Position.ToVector3() + currentVelocity;
IntVec3 newCell = new IntVec3(Mathf.RoundToInt(newPos.x), 0, Mathf.RoundToInt(newPos.z));
if (newCell != base.Position && newCell.InBounds(base.Map))
{
base.Position = newCell;
}
}
private void DoBeamDamage()
{
if (extension == null) return;
// 在当前光束位置周围随机选择一个单元格
IntVec3 targetCell = (from x in GenRadial.RadialCellsAround(base.Position, 2f, useCenter: true)
where x.InBounds(base.Map)
select x).RandomElementByWeight((IntVec3 x) => 1f - Mathf.Min(x.DistanceTo(base.Position) / 2f, 1f) + 0.05f);
// 尝试在该单元格点火(如果配置了点火)
if (extension.igniteFires)
{
FireUtility.TryStartFireIn(targetCell, base.Map, Rand.Range(0.1f, extension.fireIgniteChance), instigator);
}
// 对该单元格内的物体造成伤害
tmpThings.Clear();
tmpThings.AddRange(targetCell.GetThingList(base.Map));
for (int i = 0; i < tmpThings.Count; i++)
{
Thing thing = tmpThings[i];
// 检查是否对尸体造成伤害
if (!extension.applyDamageToCorpses && thing is Corpse)
continue;
// 计算伤害量
int damageAmount = (thing is Corpse) ?
extension.corpseDamageAmountRange.RandomInRange :
extension.damageAmountRange.RandomInRange;
Pawn pawn = thing as Pawn;
BattleLogEntry_DamageTaken battleLogEntry = null;
if (pawn != null)
{
battleLogEntry = new BattleLogEntry_DamageTaken(pawn, RulePackDefOf.DamageEvent_PowerBeam, instigator as Pawn);
Find.BattleLog.Add(battleLogEntry);
}
// 使用ModExtension中定义的伤害类型
DamageInfo damageInfo = new DamageInfo(extension.damageDef, damageAmount, 0f, -1f, instigator, null, weaponDef);
thing.TakeDamage(damageInfo).AssociateWithLog(battleLogEntry);
}
tmpThings.Clear();
}
// 外部调用:更新目标位置
public void UpdateTarget(IntVec3 newTarget)
{
lastTargetUpdateTick = Find.TickManager.TicksGame;
if (newTarget.IsValid && newTarget.InBounds(base.Map))
{
currentTarget = newTarget;
hasValidTarget = true;
Log.Message($"[GuidedEnergyLance] Target updated to {newTarget}");
}
else
{
hasValidTarget = false;
currentTarget = IntVec3.Invalid;
Log.Message($"[GuidedEnergyLance] Target cleared");
}
}
public override void ExposeData()
{
base.ExposeData();
Scribe_References.Look(ref controlBuilding, "controlBuilding");
Scribe_Values.Look(ref currentTarget, "currentTarget", IntVec3.Invalid);
Scribe_Values.Look(ref lastTargetUpdateTick, "lastTargetUpdateTick", -1);
Scribe_Values.Look(ref maxNoUpdateTicks, "maxNoUpdateTicks", 60);
Scribe_Values.Look(ref moveSpeed, "moveSpeed", 2.0f);
Scribe_Values.Look(ref turnSpeed, "turnSpeed", 90f);
Scribe_Values.Look(ref firesPerTick, "firesPerTick", 3);
}
}
}

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using RimWorld;
using Verse;
using UnityEngine;
using System.Collections.Generic;
namespace WulaFallenEmpire
{
public class CompAbilityEffect_CallSkyfaller : CompAbilityEffect
{
public new CompProperties_AbilityCallSkyfaller Props => (CompProperties_AbilityCallSkyfaller)props;
public override void Apply(LocalTargetInfo target, LocalTargetInfo dest)
{
base.Apply(target, dest);
if (parent.pawn == null || parent.pawn.Map == null || !target.IsValid)
return;
try
{
// 创建延时召唤
CallSkyfallerDelayed(target.Cell);
Log.Message($"[CallSkyfaller] Scheduled skyfaller at {target.Cell} with {Props.delayTicks} ticks delay");
}
catch (System.Exception ex)
{
Log.Error($"[CallSkyfaller] Error calling skyfaller: {ex}");
}
}
private void CallSkyfallerDelayed(IntVec3 targetCell)
{
// 使用延时动作来召唤skyfaller
parent.pawn.Map.GetComponent<MapComponent_SkyfallerDelayed>()?
.ScheduleSkyfaller(Props.skyfallerDef, targetCell, Props.delayTicks, parent.pawn);
}
// 绘制预览效果
public override void DrawEffectPreview(LocalTargetInfo target)
{
base.DrawEffectPreview(target);
if (parent.pawn == null || parent.pawn.Map == null || !target.IsValid)
return;
try
{
// 绘制圆形预览区域
DrawCircularPreview(target.Cell);
}
catch (System.Exception)
{
// 忽略预览绘制错误
}
}
private void DrawCircularPreview(IntVec3 center)
{
Map map = parent.pawn.Map;
// 获取圆形区域内的所有单元格
var previewCells = GenRadial.RadialCellsAround(center, Props.previewRadius, true);
// 绘制预览区域
foreach (var cell in previewCells)
{
if (cell.InBounds(map))
{
GenDraw.DrawFieldEdges(new List<IntVec3> { cell }, Props.previewColor, 0.2f);
}
}
// 绘制目标点高亮
GenDraw.DrawTargetHighlight(center);
}
public override string ExtraLabelMouseAttachment(LocalTargetInfo target)
{
return $"召唤空投舱: {Props.delayTicks}刻后到达";
}
}
}

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using RimWorld;
using Verse;
using UnityEngine;
using System.Collections.Generic;
using System.Linq;
namespace WulaFallenEmpire
{
public class CompBuildingBombardment : ThingComp
{
public CompProperties_BuildingBombardment Props => (CompProperties_BuildingBombardment)props;
// 轰炸状态
private BuildingBombardmentState currentState = BuildingBombardmentState.Idle;
private int nextBurstTick = 0;
private int currentBurstCount = 0;
private int nextInnerBurstTick = 0;
private List<LocalTargetInfo> currentTargets = new List<LocalTargetInfo>();
public override void PostSpawnSetup(bool respawningAfterLoad)
{
base.PostSpawnSetup(respawningAfterLoad);
if (!respawningAfterLoad)
{
// 新生成时立即开始第一轮轰炸
StartNextBurst();
}
}
private void StartNextBurst()
{
currentState = BuildingBombardmentState.Targeting;
currentBurstCount = 0;
currentTargets.Clear();
// 选择目标
SelectTargets();
if (currentTargets.Count > 0)
{
currentState = BuildingBombardmentState.Bursting;
nextInnerBurstTick = Find.TickManager.TicksGame;
Log.Message($"[BuildingBombardment] Starting burst with {currentTargets.Count} targets");
}
else
{
// 没有找到目标,等待下一轮
currentState = BuildingBombardmentState.Idle;
nextBurstTick = Find.TickManager.TicksGame + Props.burstIntervalTicks;
Log.Message($"[BuildingBombardment] No targets found, waiting for next burst");
}
}
private void SelectTargets()
{
Map map = parent.Map;
if (map == null) return;
// 获取范围内的所有pawn
var potentialTargets = new List<Pawn>();
foreach (var pawn in map.mapPawns.AllPawnsSpawned)
{
if (IsValidTarget(pawn) && IsInRange(pawn.Position))
{
potentialTargets.Add(pawn);
}
}
// 随机选择目标最多burstCount个
int targetCount = Mathf.Min(Props.burstCount, potentialTargets.Count);
currentTargets = potentialTargets
.InRandomOrder()
.Take(targetCount)
.Select(p => new LocalTargetInfo(p))
.ToList();
}
private bool IsValidTarget(Pawn pawn)
{
if (pawn == null || pawn.Downed || pawn.Dead) return false;
// 检查目标类型
if (Props.targetEnemies && pawn.HostileTo(parent.Faction))
return true;
if (Props.targetNeutrals && !pawn.HostileTo(parent.Faction) && pawn.Faction != parent.Faction)
return true;
if (Props.targetAnimals && pawn.RaceProps.Animal)
return true;
return false;
}
private bool IsInRange(IntVec3 position)
{
float distance = Vector3.Distance(parent.Position.ToVector3(), position.ToVector3());
return distance <= Props.radius;
}
private void UpdateBursting()
{
if (Find.TickManager.TicksGame < nextInnerBurstTick)
return;
if (currentBurstCount >= currentTargets.Count)
{
// 当前组发射完毕
currentState = BuildingBombardmentState.Idle;
nextBurstTick = Find.TickManager.TicksGame + Props.burstIntervalTicks;
Log.Message($"[BuildingBombardment] Burst completed, waiting for next burst");
return;
}
// 发射当前目标
var target = currentTargets[currentBurstCount];
LaunchBombardment(target);
currentBurstCount++;
// 设置下一个组内发射时间
if (currentBurstCount < currentTargets.Count)
{
nextInnerBurstTick = Find.TickManager.TicksGame + Props.innerBurstIntervalTicks;
}
Log.Message($"[BuildingBombardment] Launched bombardment {currentBurstCount}/{currentTargets.Count}");
}
private void LaunchBombardment(LocalTargetInfo target)
{
try
{
// 应用随机偏移
IntVec3 targetCell = ApplyRandomOffset(target.Cell);
if (Props.skyfallerDef != null)
{
// 使用 Skyfaller
Skyfaller skyfaller = SkyfallerMaker.MakeSkyfaller(Props.skyfallerDef);
GenSpawn.Spawn(skyfaller, targetCell, parent.Map);
}
else if (Props.projectileDef != null)
{
// 使用抛射体作为备用
LaunchProjectileAt(targetCell);
}
}
catch (System.Exception ex)
{
Log.Error($"[BuildingBombardment] Error launching bombardment: {ex}");
}
}
private IntVec3 ApplyRandomOffset(IntVec3 originalCell)
{
if (Props.randomOffset <= 0f)
return originalCell;
// 在随机偏移范围内选择一个位置
float offsetX = Rand.Range(-Props.randomOffset, Props.randomOffset);
float offsetZ = Rand.Range(-Props.randomOffset, Props.randomOffset);
IntVec3 offsetCell = new IntVec3(
Mathf.RoundToInt(originalCell.x + offsetX),
originalCell.y,
Mathf.RoundToInt(originalCell.z + offsetZ)
);
// 确保位置有效
if (offsetCell.InBounds(parent.Map))
return offsetCell;
else
return originalCell;
}
private void LaunchProjectileAt(IntVec3 targetCell)
{
// 从建筑位置发射抛射体
Vector3 spawnPos = parent.Position.ToVector3Shifted();
Projectile projectile = (Projectile)GenSpawn.Spawn(Props.projectileDef, parent.Position, parent.Map);
if (projectile != null)
{
projectile.Launch(
parent,
spawnPos,
new LocalTargetInfo(targetCell),
new LocalTargetInfo(targetCell),
ProjectileHitFlags.All,
false
);
}
}
public override void CompTick()
{
base.CompTick();
switch (currentState)
{
case BuildingBombardmentState.Idle:
if (Find.TickManager.TicksGame >= nextBurstTick)
{
StartNextBurst();
}
break;
case BuildingBombardmentState.Bursting:
UpdateBursting();
break;
}
}
public override void PostExposeData()
{
base.PostExposeData();
Scribe_Values.Look(ref currentState, "currentState", BuildingBombardmentState.Idle);
Scribe_Values.Look(ref nextBurstTick, "nextBurstTick", 0);
Scribe_Values.Look(ref currentBurstCount, "currentBurstCount", 0);
Scribe_Values.Look(ref nextInnerBurstTick, "nextInnerBurstTick", 0);
Scribe_Collections.Look(ref currentTargets, "currentTargets", LookMode.LocalTargetInfo);
}
}
public enum BuildingBombardmentState
{
Idle,
Targeting,
Bursting
}
}

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using RimWorld;
using Verse;
using UnityEngine;
namespace WulaFallenEmpire
{
public class CompProperties_AbilityCallSkyfaller : CompProperties_AbilityEffect
{
// 基础配置
public int delayTicks = 120; // 延时(刻)
public ThingDef skyfallerDef; // 使用的 Skyfaller
// 预览配置
public float previewRadius = 5f; // 预览半径
public Color previewColor = new Color(1f, 0.5f, 0.1f, 0.3f); // 预览颜色
public CompProperties_AbilityCallSkyfaller()
{
this.compClass = typeof(CompAbilityEffect_CallSkyfaller);
}
}
}

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using RimWorld;
using Verse;
namespace WulaFallenEmpire
{
public class CompProperties_BuildingBombardment : CompProperties
{
// 轰炸区域配置
public float radius = 15f; // 作用半径
// 目标选择配置
public bool targetEnemies = true; // 是否以敌人为目标
public bool targetNeutrals = false; // 是否以中立单位为目标
public bool targetAnimals = false; // 是否以动物为目标
// 召唤配置
public int burstCount = 3; // 单组召唤数量
public int innerBurstIntervalTicks = 10; // 同组召唤间隔
public int burstIntervalTicks = 60; // 组间召唤间隔
public float randomOffset = 2f; // 随机偏移量
// Skyfaller 配置
public ThingDef skyfallerDef; // 使用的 Skyfaller
public ThingDef projectileDef; // 备用的抛射体定义
public CompProperties_BuildingBombardment()
{
this.compClass = typeof(CompBuildingBombardment);
}
}
}

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using RimWorld;
using Verse;
using System.Collections.Generic;
namespace WulaFallenEmpire
{
public class MapComponent_SkyfallerDelayed : MapComponent
{
private List<DelayedSkyfaller> scheduledSkyfallers = new List<DelayedSkyfaller>();
public MapComponent_SkyfallerDelayed(Map map) : base(map) { }
public void ScheduleSkyfaller(ThingDef skyfallerDef, IntVec3 targetCell, int delayTicks, Pawn caster = null)
{
scheduledSkyfallers.Add(new DelayedSkyfaller
{
skyfallerDef = skyfallerDef,
targetCell = targetCell,
spawnTick = Find.TickManager.TicksGame + delayTicks,
caster = caster
});
}
public override void MapComponentTick()
{
base.MapComponentTick();
int currentTick = Find.TickManager.TicksGame;
// 检查并执行到期的召唤
for (int i = scheduledSkyfallers.Count - 1; i >= 0; i--)
{
var skyfaller = scheduledSkyfallers[i];
if (currentTick >= skyfaller.spawnTick)
{
SpawnSkyfaller(skyfaller);
scheduledSkyfallers.RemoveAt(i);
}
}
}
private void SpawnSkyfaller(DelayedSkyfaller delayedSkyfaller)
{
try
{
if (delayedSkyfaller.skyfallerDef != null && delayedSkyfaller.targetCell.IsValid && delayedSkyfaller.targetCell.InBounds(map))
{
Skyfaller skyfaller = SkyfallerMaker.MakeSkyfaller(delayedSkyfaller.skyfallerDef);
GenSpawn.Spawn(skyfaller, delayedSkyfaller.targetCell, map);
Log.Message($"[DelayedSkyfaller] Spawned skyfaller at {delayedSkyfaller.targetCell}");
}
}
catch (System.Exception ex)
{
Log.Error($"[DelayedSkyfaller] Error spawning skyfaller: {ex}");
}
}
public override void ExposeData()
{
base.ExposeData();
Scribe_Collections.Look(ref scheduledSkyfallers, "scheduledSkyfallers", LookMode.Deep);
}
}
public class DelayedSkyfaller : IExposable
{
public ThingDef skyfallerDef;
public IntVec3 targetCell;
public int spawnTick;
public Pawn caster;
public void ExposeData()
{
Scribe_Defs.Look(ref skyfallerDef, "skyfallerDef");
Scribe_Values.Look(ref targetCell, "targetCell");
Scribe_Values.Look(ref spawnTick, "spawnTick");
Scribe_References.Look(ref caster, "caster");
}
}
}

View File

@@ -74,6 +74,17 @@
<Compile Include="Ability\CompAbilityEffect_ResearchPrereq.cs" />
<Compile Include="Ability\WULA_AbilityBombardment\CompAbilityEffect_Bombardment.cs" />
<Compile Include="Ability\WULA_AbilityBombardment\CompProperties_AbilityBombardment.cs" />
<Compile Include="Ability\WULA_AbilityCircularBombardment\CompAbilityEffect_CircularBombardment.cs" />
<Compile Include="Ability\WULA_AbilityCircularBombardment\CompProperties_AbilityCircularBombardment.cs" />
<Compile Include="Ability\WULA_AbilityEnergyLance\CompAbilityEffect_EnergyLance.cs" />
<Compile Include="Ability\WULA_AbilityEnergyLance\CompProperties_EnergyLance.cs" />
<Compile Include="Ability\WULA_AbilityEnergyLance\EnergyLance.cs" />
<Compile Include="Ability\WULA_AbilityEnergyLance\EnergyLanceExtension.cs" />
<Compile Include="Ability\WULA_AbilitySurveillanceBombardment\CompAbilityEffect_CallSkyfaller.cs" />
<Compile Include="Ability\WULA_AbilitySurveillanceBombardment\CompBuildingBombardment.cs" />
<Compile Include="Ability\WULA_AbilitySurveillanceBombardment\CompProperties_AbilityCallSkyfaller.cs" />
<Compile Include="Ability\WULA_AbilitySurveillanceBombardment\CompProperties_BuildingBombardment.cs" />
<Compile Include="Ability\WULA_AbilitySurveillanceBombardment\MapComponent_SkyfallerDelayed.cs" />
<Compile Include="BuildingComp\Building_TurretGunHasSpeed.cs" />
<Compile Include="BuildingComp\WULA_InitialFaction\CompProperties_InitialFaction.cs" />
<Compile Include="BuildingComp\WULA_MechanoidRecycler\Building_MechanoidRecycler.cs" />