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