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