1
This commit is contained in:
@@ -15,10 +15,9 @@ namespace WulaFallenEmpire
|
||||
}
|
||||
|
||||
public ThingDef turretDef;
|
||||
|
||||
public float angleOffset;
|
||||
|
||||
public bool autoAttack = true;
|
||||
public bool defaultEnabled = true; // 新增:默认启用状态
|
||||
}
|
||||
|
||||
[StaticConstructorOnStartup]
|
||||
@@ -88,10 +87,200 @@ namespace WulaFallenEmpire
|
||||
}
|
||||
}
|
||||
|
||||
private bool ShouldAttackVolleyTarget
|
||||
{
|
||||
get
|
||||
{
|
||||
if (!VolleyTargetManager.IsVolleyEnabled(Pawn))
|
||||
return false;
|
||||
|
||||
LocalTargetInfo volleyTarget = VolleyTargetManager.GetVolleyTarget(Pawn);
|
||||
if (!volleyTarget.IsValid)
|
||||
return false;
|
||||
|
||||
// 检查目标是否在射程内
|
||||
float distance = Pawn.Position.DistanceTo(volleyTarget.Cell);
|
||||
if (distance > AttackVerb.verbProps.range)
|
||||
return false;
|
||||
|
||||
// 检查是否可以命中目标
|
||||
return AttackVerb.CanHitTarget(volleyTarget);
|
||||
}
|
||||
}
|
||||
public override void CompPostTick(ref float severityAdjustment)
|
||||
{
|
||||
base.CompPostTick(ref severityAdjustment);
|
||||
|
||||
if (!TurretEnabled)
|
||||
{
|
||||
ResetCurrentTarget();
|
||||
return;
|
||||
}
|
||||
if (!this.CanShoot)
|
||||
{
|
||||
return;
|
||||
}
|
||||
// 新增:优先处理齐射目标
|
||||
if (ShouldAttackVolleyTarget)
|
||||
{
|
||||
LocalTargetInfo volleyTarget = VolleyTargetManager.GetVolleyTarget(Pawn);
|
||||
this.currentTarget = volleyTarget;
|
||||
this.curRotation = (volleyTarget.Cell.ToVector3Shifted() - this.Pawn.DrawPos).AngleFlat() + this.Props.angleOffset;
|
||||
}
|
||||
else if (this.currentTarget.IsValid)
|
||||
{
|
||||
this.curRotation = (this.currentTarget.Cell.ToVector3Shifted() - this.Pawn.DrawPos).AngleFlat() + this.Props.angleOffset;
|
||||
}
|
||||
|
||||
this.AttackVerb.VerbTick();
|
||||
if (this.AttackVerb.state != VerbState.Bursting)
|
||||
{
|
||||
if (this.WarmingUp)
|
||||
{
|
||||
this.burstWarmupTicksLeft--;
|
||||
if (this.burstWarmupTicksLeft == 0)
|
||||
{
|
||||
this.AttackVerb.TryStartCastOn(this.currentTarget, false, true, false, true);
|
||||
this.lastAttackTargetTick = Find.TickManager.TicksGame;
|
||||
this.lastAttackedTarget = this.currentTarget;
|
||||
return;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (this.burstCooldownTicksLeft > 0)
|
||||
{
|
||||
this.burstCooldownTicksLeft--;
|
||||
}
|
||||
if (this.burstCooldownTicksLeft <= 0 && this.Pawn.IsHashIntervalTick(10))
|
||||
{
|
||||
// 只有在没有齐射目标时才寻找新目标
|
||||
if (!ShouldAttackVolleyTarget)
|
||||
{
|
||||
this.currentTarget = (Thing)AttackTargetFinder.BestShootTargetFromCurrentPosition(this, TargetScanFlags.NeedThreat | TargetScanFlags.NeedAutoTargetable, null, 0f, 9999f);
|
||||
if (this.currentTarget.IsValid)
|
||||
{
|
||||
this.burstWarmupTicksLeft = 1;
|
||||
return;
|
||||
}
|
||||
}
|
||||
this.ResetCurrentTarget();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// 新增:齐射Gizmos
|
||||
public override IEnumerable<Gizmo> CompGetGizmos()
|
||||
{
|
||||
// 只有 pawn 被选中且是玩家派系时才显示按钮
|
||||
if (this.Pawn.Faction == Faction.OfPlayer && Find.Selector.IsSelected(this.Pawn))
|
||||
{
|
||||
// 原有开关按钮
|
||||
yield return new Command_Toggle
|
||||
{
|
||||
defaultLabel = "CommandToggleTurret".Translate(),
|
||||
defaultDesc = "CommandToggleTurretDesc".Translate(),
|
||||
icon = ContentFinder<Texture2D>.Get("UI/Gizmos/ToggleTurret"),
|
||||
isActive = () => TurretEnabled,
|
||||
toggleAction = () => TurretEnabled = !TurretEnabled,
|
||||
hotKey = KeyBindingDefOf.Misc1
|
||||
};
|
||||
// 新增:齐射开关按钮
|
||||
yield return new Command_Toggle
|
||||
{
|
||||
defaultLabel = "CommandToggleVolley".Translate(),
|
||||
defaultDesc = "CommandToggleVolleyDesc".Translate(),
|
||||
icon = ContentFinder<Texture2D>.Get("UI/Gizmos/VolleyFire"),
|
||||
isActive = () => VolleyTargetManager.IsVolleyEnabled(Pawn),
|
||||
toggleAction = () => VolleyTargetManager.ToggleVolley(Pawn),
|
||||
hotKey = KeyBindingDefOf.Misc2
|
||||
};
|
||||
// 新增:设置齐射目标按钮(只在齐射启用时显示)
|
||||
if (VolleyTargetManager.IsVolleyEnabled(Pawn))
|
||||
{
|
||||
yield return new Command_Action
|
||||
{
|
||||
defaultLabel = "CommandSetVolleyTarget".Translate(),
|
||||
defaultDesc = "CommandSetVolleyTargetDesc".Translate(),
|
||||
icon = ContentFinder<Texture2D>.Get("UI/Gizmos/SetTarget"),
|
||||
action = () => Find.Targeter.BeginTargeting(TargetingParameters.ForAttack(),
|
||||
delegate (LocalTargetInfo target)
|
||||
{
|
||||
VolleyTargetManager.SetVolleyTarget(Pawn, target);
|
||||
},
|
||||
null,
|
||||
null,
|
||||
"SetVolleyTarget".Translate()),
|
||||
hotKey = KeyBindingDefOf.Misc3
|
||||
};
|
||||
// 新增:清除齐射目标按钮
|
||||
LocalTargetInfo currentVolleyTarget = VolleyTargetManager.GetVolleyTarget(Pawn);
|
||||
if (currentVolleyTarget.IsValid)
|
||||
{
|
||||
yield return new Command_Action
|
||||
{
|
||||
defaultLabel = "CommandClearVolleyTarget".Translate(),
|
||||
defaultDesc = "CommandClearVolleyTargetDesc".Translate(),
|
||||
icon = ContentFinder<Texture2D>.Get("UI/Gizmos/ClearTarget"),
|
||||
action = () => VolleyTargetManager.ClearVolleyTarget(Pawn),
|
||||
hotKey = KeyBindingDefOf.Misc4
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// 新增:在提示中显示齐射状态
|
||||
public override string CompTipStringExtra
|
||||
{
|
||||
get
|
||||
{
|
||||
string baseString = base.CompTipStringExtra;
|
||||
string turretStatus = TurretEnabled ? "Turret: Active" : "Turret: Inactive";
|
||||
|
||||
string volleyStatus = "Volley: ";
|
||||
if (VolleyTargetManager.IsVolleyEnabled(Pawn))
|
||||
{
|
||||
LocalTargetInfo volleyTarget = VolleyTargetManager.GetVolleyTarget(Pawn);
|
||||
if (volleyTarget.IsValid)
|
||||
{
|
||||
volleyStatus += $"Targeting {volleyTarget.Thing?.LabelCap ?? volleyTarget.Cell.ToString()}";
|
||||
}
|
||||
else
|
||||
{
|
||||
volleyStatus += "Enabled (No Target)";
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
volleyStatus += "Disabled";
|
||||
}
|
||||
string result = turretStatus + "\n" + volleyStatus;
|
||||
return string.IsNullOrEmpty(baseString) ? result : baseString + "\n" + result;
|
||||
}
|
||||
}
|
||||
|
||||
// 新增:炮塔启用状态
|
||||
public bool TurretEnabled
|
||||
{
|
||||
get { return turretEnabled; }
|
||||
set
|
||||
{
|
||||
turretEnabled = value;
|
||||
if (!turretEnabled)
|
||||
{
|
||||
ResetCurrentTarget(); // 禁用时重置目标
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private bool CanShoot
|
||||
{
|
||||
get
|
||||
{
|
||||
// 新增:检查炮塔是否启用
|
||||
if (!TurretEnabled)
|
||||
return false;
|
||||
|
||||
Pawn pawn;
|
||||
if ((pawn = (this.Pawn)) != null)
|
||||
{
|
||||
@@ -150,6 +339,8 @@ namespace WulaFallenEmpire
|
||||
{
|
||||
base.CompPostMake();
|
||||
this.MakeGun();
|
||||
// 新增:设置默认启用状态
|
||||
TurretEnabled = Props.defaultEnabled;
|
||||
}
|
||||
|
||||
private void MakeGun()
|
||||
@@ -171,9 +362,18 @@ namespace WulaFallenEmpire
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
public override void CompPostTick(ref float severityAdjustment)
|
||||
{
|
||||
base.CompPostTick(ref severityAdjustment);
|
||||
|
||||
// 新增:只在启用状态下执行攻击逻辑
|
||||
if (!TurretEnabled)
|
||||
{
|
||||
ResetCurrentTarget();
|
||||
return;
|
||||
}
|
||||
|
||||
if (!this.CanShoot)
|
||||
{
|
||||
return;
|
||||
@@ -230,6 +430,9 @@ namespace WulaFallenEmpire
|
||||
Scribe_TargetInfo.Look(ref this.currentTarget, "currentTarget");
|
||||
Scribe_Deep.Look<Thing>(ref this.gun, "gun", Array.Empty<object>());
|
||||
Scribe_Values.Look<bool>(ref this.fireAtWill, "fireAtWill", true, false);
|
||||
// 新增:保存启用状态
|
||||
Scribe_Values.Look<bool>(ref this.turretEnabled, "turretEnabled", Props.defaultEnabled, false);
|
||||
|
||||
if (Scribe.mode == LoadSaveMode.PostLoadInit)
|
||||
{
|
||||
if (this.gun == null)
|
||||
@@ -242,27 +445,52 @@ namespace WulaFallenEmpire
|
||||
}
|
||||
}
|
||||
|
||||
// 新增:实现 Gizmo 接口
|
||||
public override IEnumerable<Gizmo> CompGetGizmos()
|
||||
{
|
||||
// 只有 pawn 被选中且是玩家派系时才显示按钮
|
||||
if (this.Pawn.Faction == Faction.OfPlayer && Find.Selector.IsSelected(this.Pawn))
|
||||
{
|
||||
yield return new Command_Toggle
|
||||
{
|
||||
defaultLabel = "CommandToggleTurret".Translate(),
|
||||
defaultDesc = "CommandToggleTurretDesc".Translate(),
|
||||
icon = ContentFinder<Texture2D>.Get("UI/Gizmos/ToggleTurret"),
|
||||
isActive = () => TurretEnabled,
|
||||
toggleAction = () => TurretEnabled = !TurretEnabled,
|
||||
hotKey = KeyBindingDefOf.Misc1
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
// 新增:在绘制时显示状态
|
||||
public override string CompTipStringExtra
|
||||
{
|
||||
get
|
||||
{
|
||||
string baseString = base.CompTipStringExtra;
|
||||
string status = TurretEnabled ? "Turret: Active" : "Turret: Inactive";
|
||||
return string.IsNullOrEmpty(baseString) ? status : baseString + "\n" + status;
|
||||
}
|
||||
}
|
||||
|
||||
private const int StartShootIntervalTicks = 10;
|
||||
|
||||
private static readonly CachedTexture ToggleTurretIcon = new CachedTexture("UI/Gizmos/ToggleTurret");
|
||||
|
||||
public Thing gun;
|
||||
|
||||
protected int burstCooldownTicksLeft;
|
||||
|
||||
protected int burstWarmupTicksLeft;
|
||||
|
||||
protected LocalTargetInfo currentTarget = LocalTargetInfo.Invalid;
|
||||
|
||||
private bool fireAtWill = true;
|
||||
|
||||
private LocalTargetInfo lastAttackedTarget = LocalTargetInfo.Invalid;
|
||||
|
||||
private int lastAttackTargetTick;
|
||||
|
||||
private float curRotation;
|
||||
|
||||
// 新增:炮塔启用状态字段
|
||||
private bool turretEnabled = true;
|
||||
|
||||
[Unsaved(false)]
|
||||
public Material turretMat;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user