Merge branch 'main' of https://git.ra3battle.cn/Kalospacer/WulaFallenEmpireRW
This commit is contained in:
Binary file not shown.
@@ -1,58 +1,10 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Defs>
|
||||
<!-- 基础单位-战舰编队 -->
|
||||
<AbilityDef>
|
||||
<defName>WULA_CallFleet</defName>
|
||||
<label>帝国舰队请求</label>
|
||||
<description>发送增援请求,呼叫乌拉帝国舰队前往殖民地的高空轨道,包含2艘可以发起轨道炮击的巡洋舰和1艘可以提供航空器支援的航空舰。</description>
|
||||
<iconPath>Wula/UI/Abilities/WULA_CallBattleShip</iconPath>
|
||||
<cooldownTicksRange>1</cooldownTicksRange>
|
||||
<hotKey>Misc12</hotKey>
|
||||
<casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
|
||||
<displayGizmoWhileUndrafted>true</displayGizmoWhileUndrafted>
|
||||
<disableGizmoWhileUndrafted>false</disableGizmoWhileUndrafted>
|
||||
<verbProperties>
|
||||
<verbClass>Verb_CastAbility</verbClass>
|
||||
<drawAimPie>true</drawAimPie>
|
||||
<requireLineOfSight>false</requireLineOfSight>
|
||||
<nonInterruptingSelfCast>true</nonInterruptingSelfCast>
|
||||
<warmupTime>2</warmupTime>
|
||||
<range>-1</range>
|
||||
<targetable>false</targetable>
|
||||
<targetParams>
|
||||
<canTargetLocations>false</canTargetLocations>
|
||||
<canTargetSelf>true</canTargetSelf>
|
||||
</targetParams>
|
||||
</verbProperties>
|
||||
<comps>
|
||||
<li Class="WulaFallenEmpire.CompProperties_AircraftStrike">
|
||||
<requiredAircraftType>WULA_AircraftCarrier_Entity</requiredAircraftType>
|
||||
<aircraftCooldownTicks>320000</aircraftCooldownTicks>
|
||||
<aircraftsPerUse>1</aircraftsPerUse>
|
||||
</li>
|
||||
<li Class="WulaFallenEmpire.CompProperties_AbilitySpawnFlyOver">
|
||||
<flyOverDef>WULA_AircraftCarrier</flyOverDef>
|
||||
<flyOverType>Standard</flyOverType>
|
||||
<flightSpeed>0.03</flightSpeed>
|
||||
<altitude>20</altitude>
|
||||
<startPosition>MapEdge</startPosition>
|
||||
<endPosition>OppositeMapEdge</endPosition>
|
||||
<playFlyOverSound>true</playFlyOverSound>
|
||||
</li>
|
||||
<li Class="WulaFallenEmpire.CompProperties_BlockedByFlyOverFacility">
|
||||
<blockedMessage>航道堵塞:已经有一艘大型舰船在殖民地上空</blockedMessage>
|
||||
<!-- 可选:指定特定的FlyOver定义 -->
|
||||
<!-- <specificFlyOverDef>ARA_HiveShip</specificFlyOverDef> -->
|
||||
<!-- 可选:指定特定的设施名称 -->
|
||||
<!-- <requiredFacility>BombardmentFacility</requiredFacility> -->
|
||||
</li>
|
||||
</comps>
|
||||
</AbilityDef>
|
||||
<!-- 母舰编队 -->
|
||||
<AbilityDef>
|
||||
<defName>WULA_CallMotherShip</defName>
|
||||
<label>呼叫帝国母舰</label>
|
||||
<description>发送增援请求,呼叫乌拉帝国母舰舰队前往殖民地的高空轨道,包含2艘可以发起轨道炮击的巡洋舰和1艘可以提供航空器和炮击支援的母舰。</description>
|
||||
<label>呼叫帝国母舰编队</label>
|
||||
<description>发送增援请求,呼叫乌拉帝国母舰舰队前往殖民地的高空轨道,包含4艘可以发起轨道炮击的巡洋舰和1艘可以提供航空器、炮击和轨道支援的母舰。</description>
|
||||
<iconPath>Wula/UI/Abilities/WULA_CallMotherShip</iconPath>
|
||||
<cooldownTicksRange>1</cooldownTicksRange>
|
||||
<hotKey>Misc12</hotKey>
|
||||
@@ -96,11 +48,107 @@
|
||||
</li>
|
||||
</comps>
|
||||
</AbilityDef>
|
||||
<!-- 战舰编队 -->
|
||||
<AbilityDef>
|
||||
<defName>WULA_CallFleet</defName>
|
||||
<label>呼叫帝国巡洋舰编队</label>
|
||||
<description>发送增援请求,呼叫乌拉帝国舰队前往殖民地的高空轨道,包含2艘可以发起轨道炮击的巡洋舰和1艘可以提供航空器的航空舰。</description>
|
||||
<iconPath>Wula/UI/Abilities/WULA_CallBattleShip</iconPath>
|
||||
<cooldownTicksRange>1</cooldownTicksRange>
|
||||
<hotKey>Misc12</hotKey>
|
||||
<casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
|
||||
<displayGizmoWhileUndrafted>true</displayGizmoWhileUndrafted>
|
||||
<disableGizmoWhileUndrafted>false</disableGizmoWhileUndrafted>
|
||||
<verbProperties>
|
||||
<verbClass>Verb_CastAbility</verbClass>
|
||||
<drawAimPie>true</drawAimPie>
|
||||
<requireLineOfSight>false</requireLineOfSight>
|
||||
<nonInterruptingSelfCast>true</nonInterruptingSelfCast>
|
||||
<warmupTime>2</warmupTime>
|
||||
<range>-1</range>
|
||||
<targetable>false</targetable>
|
||||
<targetParams>
|
||||
<canTargetLocations>false</canTargetLocations>
|
||||
<canTargetSelf>true</canTargetSelf>
|
||||
</targetParams>
|
||||
</verbProperties>
|
||||
<comps>
|
||||
<li Class="WulaFallenEmpire.CompProperties_AircraftStrike">
|
||||
<requiredAircraftType>WULA_AircraftCarrier_Entity</requiredAircraftType>
|
||||
<aircraftCooldownTicks>320000</aircraftCooldownTicks>
|
||||
<aircraftsPerUse>1</aircraftsPerUse>
|
||||
</li>
|
||||
<li Class="WulaFallenEmpire.CompProperties_AbilitySpawnFlyOver">
|
||||
<flyOverDef>WULA_AircraftCarrier</flyOverDef>
|
||||
<flyOverType>Standard</flyOverType>
|
||||
<flightSpeed>0.03</flightSpeed>
|
||||
<altitude>20</altitude>
|
||||
<startPosition>MapEdge</startPosition>
|
||||
<endPosition>OppositeMapEdge</endPosition>
|
||||
<playFlyOverSound>true</playFlyOverSound>
|
||||
</li>
|
||||
<li Class="WulaFallenEmpire.CompProperties_BlockedByFlyOverFacility">
|
||||
<blockedMessage>航道堵塞:已经有一艘大型舰船在殖民地上空</blockedMessage>
|
||||
<!-- 可选:指定特定的FlyOver定义 -->
|
||||
<!-- <specificFlyOverDef>ARA_HiveShip</specificFlyOverDef> -->
|
||||
<!-- 可选:指定特定的设施名称 -->
|
||||
<!-- <requiredFacility>BombardmentFacility</requiredFacility> -->
|
||||
</li>
|
||||
</comps>
|
||||
</AbilityDef>
|
||||
<!-- 防御编队 -->
|
||||
<AbilityDef>
|
||||
<defName>WULA_CallConstructionShip</defName>
|
||||
<label>呼叫帝国拒止舰编队</label>
|
||||
<description>发送增援请求,呼叫乌拉帝国拒止舰队前往殖民地的高空轨道,包含1艘可以提供轨道支援的拒止舰。</description>
|
||||
<iconPath>Wula/UI/Abilities/WULA_CallConstructionShip</iconPath>
|
||||
<cooldownTicksRange>1</cooldownTicksRange>
|
||||
<hotKey>Misc12</hotKey>
|
||||
<casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
|
||||
<displayGizmoWhileUndrafted>true</displayGizmoWhileUndrafted>
|
||||
<disableGizmoWhileUndrafted>false</disableGizmoWhileUndrafted>
|
||||
<verbProperties>
|
||||
<verbClass>Verb_CastAbility</verbClass>
|
||||
<drawAimPie>true</drawAimPie>
|
||||
<requireLineOfSight>false</requireLineOfSight>
|
||||
<nonInterruptingSelfCast>true</nonInterruptingSelfCast>
|
||||
<warmupTime>5</warmupTime>
|
||||
<range>-1</range>
|
||||
<targetable>false</targetable>
|
||||
<targetParams>
|
||||
<canTargetLocations>false</canTargetLocations>
|
||||
<canTargetSelf>true</canTargetSelf>
|
||||
</targetParams>
|
||||
</verbProperties>
|
||||
<comps>
|
||||
<li Class="WulaFallenEmpire.CompProperties_AircraftStrike">
|
||||
<requiredAircraftType>WULA_ConstructionShip_Entity</requiredAircraftType>
|
||||
<aircraftCooldownTicks>640000</aircraftCooldownTicks>
|
||||
<aircraftsPerUse>1</aircraftsPerUse>
|
||||
</li>
|
||||
<li Class="WulaFallenEmpire.CompProperties_AbilitySpawnFlyOver">
|
||||
<flyOverDef>WULA_ConstructionShip</flyOverDef>
|
||||
<flyOverType>Standard</flyOverType>
|
||||
<flightSpeed>0.01</flightSpeed>
|
||||
<altitude>20</altitude>
|
||||
<startPosition>MapEdge</startPosition>
|
||||
<endPosition>OppositeMapEdge</endPosition>
|
||||
<playFlyOverSound>true</playFlyOverSound>
|
||||
</li>
|
||||
<li Class="WulaFallenEmpire.CompProperties_BlockedByFlyOverFacility">
|
||||
<blockedMessage>航道堵塞:已经有一艘大型舰船在殖民地上空</blockedMessage>
|
||||
<!-- 可选:指定特定的FlyOver定义 -->
|
||||
<!-- <specificFlyOverDef>ARA_HiveShip</specificFlyOverDef> -->
|
||||
<!-- 可选:指定特定的设施名称 -->
|
||||
<!-- <requiredFacility>BombardmentFacility</requiredFacility> -->
|
||||
</li>
|
||||
</comps>
|
||||
</AbilityDef>
|
||||
<AbilityDef>
|
||||
<defName>WULA_ClearFlightPath</defName>
|
||||
<label>航道净空</label>
|
||||
<description>使近地轨道上的舰队离开,以使得其他乌拉帝国舰队可以入场</description>
|
||||
<iconPath>Wula/UI/Abilities/WULA_CallConstructionShip</iconPath>
|
||||
<iconPath>Wula/UI/Abilities/WULA_ClearFlightPath</iconPath>
|
||||
<cooldownTicksRange>1</cooldownTicksRange>
|
||||
<hotKey>Misc12</hotKey>
|
||||
<casterMustBeCapableOfViolence>false</casterMustBeCapableOfViolence>
|
||||
@@ -125,6 +173,7 @@
|
||||
</comps>
|
||||
</AbilityDef>
|
||||
|
||||
<!-- 全域封锁 -->
|
||||
<AbilityDef>
|
||||
<defName>WULA_Spawn_BattleShip_Artillery</defName>
|
||||
<label>呼叫全域封锁舰队</label>
|
||||
@@ -851,7 +900,7 @@
|
||||
<AbilityDef>
|
||||
<defName>WULA_Firepower_EnergyLance_Surveillance</defName>
|
||||
<label>光矛监视</label>
|
||||
<description>指挥战舰侧弦的副炮,监视一个区域1小时,对任何进入范围的敌对目标进行炮击。</description>
|
||||
<description>指挥战舰侧弦的光矛阵列,监视一个区域1小时,对任何进入范围的敌对目标进行持续照射。</description>
|
||||
<iconPath>Wula/UI/Abilities/WULA_Firepower_EnergyLance_Surveillance</iconPath>
|
||||
<cooldownTicksRange>1</cooldownTicksRange>
|
||||
<hotKey>Misc12</hotKey>
|
||||
@@ -918,8 +967,8 @@
|
||||
<bombardmentWidth>35</bombardmentWidth>
|
||||
<bombardmentLength>70</bombardmentLength>
|
||||
<targetSelectionChance>0.1</targetSelectionChance>
|
||||
<minTargetCells>16</minTargetCells>
|
||||
<maxTargetCells>16</maxTargetCells>
|
||||
<minTargetCells>8</minTargetCells>
|
||||
<maxTargetCells>8</maxTargetCells>
|
||||
<warmupTicks>240</warmupTicks>
|
||||
<rowDelayTicks>30</rowDelayTicks>
|
||||
<impactDelayTicks>2</impactDelayTicks>
|
||||
@@ -979,4 +1028,47 @@
|
||||
</li>
|
||||
</comps>
|
||||
</AbilityDef>
|
||||
|
||||
<!-- 支援 -->
|
||||
<AbilityDef>
|
||||
<defName>WULA_Support_Shield_Projection</defName>
|
||||
<label>护盾投射</label>
|
||||
<description>以启动拒止舰的止戈立场,在指定地点投射一面球形护盾,阻挡并反射所有的外来射弹。</description>
|
||||
<iconPath>Wula/UI/Abilities/WULA_Firepower_Minigun_Strafe</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>0</delayTicks>
|
||||
<skyfallerDef>WULA_Support_Shield_Projection_Skyfaller</skyfallerDef>
|
||||
<previewRadius>12</previewRadius>
|
||||
<previewColor>(0.6,0.8,0.8,0.5)</previewColor>
|
||||
</li>
|
||||
<li Class="WulaFallenEmpire.CompProperties_RequireFlyOverFacility">
|
||||
<!-- <flyOverDef></flyOverDef> -->
|
||||
<requiredFacility>FactoryFacility</requiredFacility>
|
||||
<facilityNotFoundMessage>需要拥有<color=#BD2F31><i>支援设施</i></color>设施的战舰在地图上才能进行轨道炮击支援</facilityNotFoundMessage>
|
||||
</li>
|
||||
<!-- <li Class="WulaFallenEmpire.CompProperties_AbilityResearchPrereq">
|
||||
<requiredResearch>WULA_Firepower_Minigun_Technology</requiredResearch>
|
||||
</li> -->
|
||||
</comps>
|
||||
</AbilityDef>
|
||||
</Defs>
|
||||
@@ -52,10 +52,6 @@
|
||||
</conditions>
|
||||
<hideWhenDisabled>false</hideWhenDisabled>
|
||||
<useCustomColors>false</useCustomColors>
|
||||
<normalColor>(255,255,255,255)</normalColor>
|
||||
<hoverColor>(157,201,185,195)</hoverColor>
|
||||
<textColor>(255,255,255,255)</textColor>
|
||||
<textHoverColor>(255,255,255,255)</textHoverColor>
|
||||
<optionEffects>
|
||||
<li>
|
||||
<effects>
|
||||
@@ -77,15 +73,11 @@
|
||||
</li>
|
||||
</conditions>
|
||||
<useCustomColors>false</useCustomColors>
|
||||
<normalColor>(255,255,255,255)</normalColor>
|
||||
<hoverColor>(157,201,185,195)</hoverColor>
|
||||
<textColor>(255,255,255,255)</textColor>
|
||||
<textHoverColor>(255,255,255,255)</textHoverColor>
|
||||
<optionEffects>
|
||||
<li>
|
||||
<effects>
|
||||
<li Class="WulaFallenEmpire.Effect_OpenCustomUI">
|
||||
<defName>WULA_GiveQuest_Colony_Promotion_UI_1</defName>
|
||||
<defName>WULA_Colony_Promotion_UI_1</defName>
|
||||
</li>
|
||||
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
|
||||
</effects>
|
||||
@@ -95,10 +87,6 @@
|
||||
<li>
|
||||
<label>再见</label>
|
||||
<useCustomColors>false</useCustomColors>
|
||||
<normalColor>(255,255,255,255)</normalColor>
|
||||
<hoverColor>(157,201,185,195)</hoverColor>
|
||||
<textColor>(255,255,255,255)</textColor>
|
||||
<textHoverColor>(255,255,255,255)</textHoverColor>
|
||||
<optionEffects>
|
||||
<li>
|
||||
<effects>
|
||||
@@ -222,10 +210,6 @@
|
||||
<li>
|
||||
<label>还有其他事情···</label>
|
||||
<useCustomColors>false</useCustomColors>
|
||||
<normalColor>(255,255,255,255)</normalColor>
|
||||
<hoverColor>(157,201,185,195)</hoverColor>
|
||||
<textColor>(255,255,255,255)</textColor>
|
||||
<textHoverColor>(255,255,255,255)</textHoverColor>
|
||||
<optionEffects>
|
||||
<li>
|
||||
<effects>
|
||||
@@ -670,10 +654,6 @@
|
||||
<li>
|
||||
<label>好的</label>
|
||||
<useCustomColors>false</useCustomColors>
|
||||
<normalColor>(255,255,255,255)</normalColor>
|
||||
<hoverColor>(157,201,185,195)</hoverColor>
|
||||
<textColor>(255,255,255,255)</textColor>
|
||||
<textHoverColor>(255,255,255,255)</textHoverColor>
|
||||
<optionEffects>
|
||||
<li>
|
||||
<effects>
|
||||
|
||||
@@ -57,6 +57,7 @@
|
||||
<li>Wula_FM_Switc_None</li>
|
||||
<li>Wula_FM_Switc_Artillery</li>
|
||||
<li>Wula_FM_Switc_Aircraft</li>
|
||||
<li>Wula_FM_Switc_Construction</li>
|
||||
</availableHediffs>
|
||||
<defaultHediffIndex>0</defaultHediffIndex>
|
||||
<gizmoIconPath>Wula/UI/Commands/WULA_Antenna_Switch</gizmoIconPath>
|
||||
@@ -85,7 +86,7 @@
|
||||
<HediffDef>
|
||||
<defName>Wula_FM_Switc_Artillery</defName>
|
||||
<label>调频(火炮)</label>
|
||||
<description>允许乌拉帝国的合成人呼叫轨道火力支援,包含一系列精准度较差但是覆盖范围广的轰炸能力,一般需要有战舰部署在轨道上才能启动。</description>
|
||||
<description>允许乌拉帝国的合成人呼叫轨道炮击,包含一系列精准度较差但是覆盖范围广的轰炸能力,一般需要有攻击型战舰部署在轨道上才能启动。</description>
|
||||
<hediffClass>Hediff_High</hediffClass>
|
||||
<everCurableByItem>false</everCurableByItem>
|
||||
<duplicationAllowed>false</duplicationAllowed>
|
||||
@@ -117,7 +118,7 @@
|
||||
<HediffDef>
|
||||
<defName>Wula_FM_Switc_Aircraft</defName>
|
||||
<label>调频(战机)</label>
|
||||
<description>允许乌拉帝国的合成人呼叫空中火力,包含一系列精准迅速的近地密接支援,每一艘战机会独立计算袭击冷却。</description>
|
||||
<description>允许乌拉帝国的合成人呼叫空中火力,包含一系列精准迅速的近地密接支援,每一艘战机会独立计算袭击冷却,一般需要有攻击型战舰部署在轨道上才能启动。</description>
|
||||
<hediffClass>Hediff_High</hediffClass>
|
||||
<everCurableByItem>false</everCurableByItem>
|
||||
<duplicationAllowed>false</duplicationAllowed>
|
||||
@@ -146,4 +147,29 @@
|
||||
</li>
|
||||
</comps>
|
||||
</HediffDef>
|
||||
<HediffDef>
|
||||
<defName>Wula_FM_Switc_Construction</defName>
|
||||
<label>调频(支援)</label>
|
||||
<description>允许乌拉帝国的合成人呼叫舰队支援,包含一系列防御性能力和生产加速能力,一般需要有拒止舰队部署在轨道上才能启动。</description>
|
||||
<hediffClass>Hediff_High</hediffClass>
|
||||
<everCurableByItem>false</everCurableByItem>
|
||||
<duplicationAllowed>false</duplicationAllowed>
|
||||
<keepOnBodyPartRestoration>True</keepOnBodyPartRestoration>
|
||||
<isBad>false</isBad>
|
||||
<stages>
|
||||
<li>
|
||||
<becomeVisible>false</becomeVisible>
|
||||
</li>
|
||||
</stages>
|
||||
<comps>
|
||||
<li Class="HediffCompProperties_GiveAbility">
|
||||
<abilityDefs>
|
||||
<li>WULA_CallMotherShip</li>
|
||||
<li>WULA_CallConstructionShip</li>
|
||||
<li>WULA_ClearFlightPath</li>
|
||||
<li>WULA_Support_Shield_Projection</li>
|
||||
</abilityDefs>
|
||||
</li>
|
||||
</comps>
|
||||
</HediffDef>
|
||||
</Defs>
|
||||
@@ -210,10 +210,6 @@
|
||||
<li>
|
||||
<label>下次一定</label>
|
||||
<useCustomColors>false</useCustomColors>
|
||||
<normalColor>(255,255,255,255)</normalColor>
|
||||
<hoverColor>(157,201,185,195)</hoverColor>
|
||||
<textColor>(255,255,255,255)</textColor>
|
||||
<textHoverColor>(255,255,255,255)</textHoverColor>
|
||||
<optionEffects>
|
||||
<li>
|
||||
<effects>
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
<?xml version="1.0" encoding="utf-8" ?>
|
||||
<Defs>
|
||||
<WulaFallenEmpire.EventDef>
|
||||
<defName>WULA_GiveQuest_Colony_Promotion_UI_1</defName>
|
||||
<defName>WULA_Colony_Promotion_UI_1</defName>
|
||||
<label>未知通讯</label>
|
||||
<portraitPath>Wula/Events/Portraits/WULA_Legion_2</portraitPath>
|
||||
<characterName>「军团」,P.I.A</characterName>
|
||||
@@ -12,17 +12,24 @@
|
||||
<li>
|
||||
<label>我们准备好了</label>
|
||||
<useCustomColors>false</useCustomColors>
|
||||
<normalColor>(255,255,255,255)</normalColor>
|
||||
<hoverColor>(157,201,185,195)</hoverColor>
|
||||
<textColor>(255,255,255,255)</textColor>
|
||||
<textHoverColor>(255,255,255,255)</textHoverColor>
|
||||
<hideWhenDisabled>false</hideWhenDisabled>
|
||||
<disabledReason>我记得我已经送了一个分体去你们殖民地了?在30天内,我不会再派出审查队。</disabledReason>
|
||||
<conditions>
|
||||
<li Class="WulaFallenEmpire.Condition_FlagNotExists">
|
||||
<flagName>WULA_Colony_Promotion_Lock</flagName>
|
||||
</li>
|
||||
</conditions>
|
||||
<optionEffects>
|
||||
<li>
|
||||
<effects>
|
||||
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
|
||||
<li Class="WulaFallenEmpire.Effect_SetTimedFlag">
|
||||
<flagName>WULA_Colony_Promotion_Lock</flagName>
|
||||
<durationTicks>1800000</durationTicks>
|
||||
</li>
|
||||
<li Class="WulaFallenEmpire.Effect_AddQuest">
|
||||
<quest>WULA_Colony_Promotion</quest>
|
||||
</li>
|
||||
<li Class="WulaFallenEmpire.Effect_CloseDialog" />
|
||||
</effects>
|
||||
</li>
|
||||
</optionEffects>
|
||||
@@ -30,10 +37,6 @@
|
||||
<li>
|
||||
<label>现在不是太合适···</label>
|
||||
<useCustomColors>false</useCustomColors>
|
||||
<normalColor>(255,255,255,255)</normalColor>
|
||||
<hoverColor>(157,201,185,195)</hoverColor>
|
||||
<textColor>(255,255,255,255)</textColor>
|
||||
<textHoverColor>(255,255,255,255)</textHoverColor>
|
||||
<optionEffects>
|
||||
<li>
|
||||
<effects>
|
||||
@@ -328,9 +331,9 @@
|
||||
<parms>
|
||||
<allowedThreats>Raids</allowedThreats>
|
||||
<onDays>1.0</onDays>
|
||||
<offDays>0.5</offDays>
|
||||
<offDays>1.5</offDays>
|
||||
<minSpacingDays>0.04</minSpacingDays>
|
||||
<numIncidentsRange>1~1.5</numIncidentsRange>
|
||||
<numIncidentsRange>1~1</numIncidentsRange>
|
||||
<currentThreatPointsFactor>1.1</currentThreatPointsFactor>
|
||||
<minThreatPoints>500</minThreatPoints>
|
||||
</parms>
|
||||
@@ -375,7 +378,7 @@
|
||||
</li>
|
||||
<li Class="QuestNode_End">
|
||||
<outcome>Fail</outcome>
|
||||
<goodwillChangeAmount>-5</goodwillChangeAmount>
|
||||
<goodwillChangeAmount>-30</goodwillChangeAmount>
|
||||
<goodwillChangeFactionOf>$asker</goodwillChangeFactionOf>
|
||||
<goodwillChangeReason>QuestPawnArrested</goodwillChangeReason>
|
||||
</li>
|
||||
@@ -395,7 +398,7 @@
|
||||
</li>
|
||||
<li Class="QuestNode_End">
|
||||
<outcome>Fail</outcome>
|
||||
<goodwillChangeAmount>-5</goodwillChangeAmount>
|
||||
<goodwillChangeAmount>-30</goodwillChangeAmount>
|
||||
<goodwillChangeFactionOf>$asker</goodwillChangeFactionOf>
|
||||
<goodwillChangeReason>PerformedHarmfulSurgery</goodwillChangeReason>
|
||||
</li>
|
||||
@@ -415,7 +418,7 @@
|
||||
</li>
|
||||
<li Class="QuestNode_End">
|
||||
<outcome>Fail</outcome>
|
||||
<goodwillChangeAmount>-5</goodwillChangeAmount>
|
||||
<goodwillChangeAmount>-30</goodwillChangeAmount>
|
||||
<goodwillChangeFactionOf>$asker</goodwillChangeFactionOf>
|
||||
<goodwillChangeReason>XenogermAbsorbed</goodwillChangeReason>
|
||||
</li>
|
||||
@@ -435,7 +438,7 @@
|
||||
</li>
|
||||
<li Class="QuestNode_End">
|
||||
<outcome>Fail</outcome>
|
||||
<goodwillChangeAmount>-5</goodwillChangeAmount>
|
||||
<goodwillChangeAmount>-30</goodwillChangeAmount>
|
||||
<goodwillChangeFactionOf>$asker</goodwillChangeFactionOf>
|
||||
<goodwillChangeReason>QuestPawnLost</goodwillChangeReason>
|
||||
</li>
|
||||
@@ -455,7 +458,7 @@
|
||||
</li>
|
||||
<li Class="QuestNode_End">
|
||||
<outcome>Fail</outcome>
|
||||
<goodwillChangeAmount>-5</goodwillChangeAmount>
|
||||
<goodwillChangeAmount>-30</goodwillChangeAmount>
|
||||
<goodwillChangeFactionOf>$asker</goodwillChangeFactionOf>
|
||||
<goodwillChangeReason>ShuttleDestroyed</goodwillChangeReason>
|
||||
</li>
|
||||
@@ -475,7 +478,7 @@
|
||||
</li>
|
||||
<li Class="QuestNode_End">
|
||||
<outcome>Fail</outcome>
|
||||
<goodwillChangeAmount>-5</goodwillChangeAmount>
|
||||
<goodwillChangeAmount>-30</goodwillChangeAmount>
|
||||
<goodwillChangeFactionOf>$asker</goodwillChangeFactionOf>
|
||||
<goodwillChangeReason>QuestPawnLost</goodwillChangeReason>
|
||||
</li>
|
||||
@@ -493,7 +496,7 @@
|
||||
</li>
|
||||
<li Class="WulaFallenEmpire.QuestNode_EventLetter">
|
||||
<inSignal>pickupShipThing.SentSatisfied</inSignal>
|
||||
<eventDefName>WULA_GiveQuest_Colony_Promotion_UI_2</eventDefName>
|
||||
<eventDefName>WULA_Colony_Promotion_UI_2</eventDefName>
|
||||
</li>
|
||||
<li Class="QuestNode_End">
|
||||
<outcome>Success</outcome>
|
||||
@@ -513,7 +516,7 @@
|
||||
</li>
|
||||
<li Class="QuestNode_End">
|
||||
<outcome>Fail</outcome>
|
||||
<goodwillChangeAmount>-5</goodwillChangeAmount>
|
||||
<goodwillChangeAmount>-30</goodwillChangeAmount>
|
||||
<goodwillChangeFactionOf>$asker</goodwillChangeFactionOf>
|
||||
<goodwillChangeReason>MemberMissedShuttle</goodwillChangeReason>
|
||||
</li>
|
||||
@@ -544,7 +547,7 @@
|
||||
</root>
|
||||
</ThingSetMakerDef>
|
||||
<WulaFallenEmpire.EventDef>
|
||||
<defName>WULA_GiveQuest_Colony_Promotion_UI_2</defName>
|
||||
<defName>WULA_Colony_Promotion_UI_2</defName>
|
||||
<label>未知通讯</label>
|
||||
<portraitPath>Wula/Events/Portraits/WULA_Legion_2</portraitPath>
|
||||
<characterName>「军团」,P.I.A</characterName>
|
||||
@@ -576,10 +579,6 @@
|
||||
<li>
|
||||
<label>帝国荣光永存</label>
|
||||
<useCustomColors>false</useCustomColors>
|
||||
<normalColor>(255,255,255,255)</normalColor>
|
||||
<hoverColor>(157,201,185,195)</hoverColor>
|
||||
<textColor>(255,255,255,255)</textColor>
|
||||
<textHoverColor>(255,255,255,255)</textHoverColor>
|
||||
<optionEffects>
|
||||
<li>
|
||||
<effects>
|
||||
|
||||
@@ -60,10 +60,6 @@
|
||||
<li>
|
||||
<label>你是谁?</label>
|
||||
<useCustomColors>false</useCustomColors>
|
||||
<normalColor>(255,255,255,255)</normalColor>
|
||||
<hoverColor>(157,201,185,195)</hoverColor>
|
||||
<textColor>(255,255,255,255)</textColor>
|
||||
<textHoverColor>(255,255,255,255)</textHoverColor>
|
||||
<optionEffects>
|
||||
<li>
|
||||
<effects>
|
||||
@@ -78,10 +74,6 @@
|
||||
<li>
|
||||
<label>我们需要做什么?(发展流程)</label>
|
||||
<useCustomColors>false</useCustomColors>
|
||||
<normalColor>(255,255,255,255)</normalColor>
|
||||
<hoverColor>(157,201,185,195)</hoverColor>
|
||||
<textColor>(255,255,255,255)</textColor>
|
||||
<textHoverColor>(255,255,255,255)</textHoverColor>
|
||||
<optionEffects>
|
||||
<li>
|
||||
<effects>
|
||||
@@ -96,10 +88,6 @@
|
||||
<li>
|
||||
<label>收到,帝国荣光永存</label>
|
||||
<useCustomColors>false</useCustomColors>
|
||||
<normalColor>(255,255,255,255)</normalColor>
|
||||
<hoverColor>(157,201,185,195)</hoverColor>
|
||||
<textColor>(255,255,255,255)</textColor>
|
||||
<textHoverColor>(255,255,255,255)</textHoverColor>
|
||||
<optionEffects>
|
||||
<li>
|
||||
<effects>
|
||||
@@ -125,10 +113,6 @@
|
||||
<li>
|
||||
<label>行星封锁机关?</label>
|
||||
<useCustomColors>false</useCustomColors>
|
||||
<normalColor>(255,255,255,255)</normalColor>
|
||||
<hoverColor>(157,201,185,195)</hoverColor>
|
||||
<textColor>(255,255,255,255)</textColor>
|
||||
<textHoverColor>(255,255,255,255)</textHoverColor>
|
||||
<optionEffects>
|
||||
<li>
|
||||
<effects>
|
||||
@@ -143,10 +127,6 @@
|
||||
<li>
|
||||
<label>机械行会?</label>
|
||||
<useCustomColors>false</useCustomColors>
|
||||
<normalColor>(255,255,255,255)</normalColor>
|
||||
<hoverColor>(157,201,185,195)</hoverColor>
|
||||
<textColor>(255,255,255,255)</textColor>
|
||||
<textHoverColor>(255,255,255,255)</textHoverColor>
|
||||
<optionEffects>
|
||||
<li>
|
||||
<effects>
|
||||
@@ -161,10 +141,6 @@
|
||||
<li>
|
||||
<label>我们没有相关问题了···</label>
|
||||
<useCustomColors>false</useCustomColors>
|
||||
<normalColor>(255,255,255,255)</normalColor>
|
||||
<hoverColor>(157,201,185,195)</hoverColor>
|
||||
<textColor>(255,255,255,255)</textColor>
|
||||
<textHoverColor>(255,255,255,255)</textHoverColor>
|
||||
<optionEffects>
|
||||
<li>
|
||||
<effects>
|
||||
@@ -190,10 +166,6 @@
|
||||
<li>
|
||||
<label>我们还有别的问题···</label>
|
||||
<useCustomColors>false</useCustomColors>
|
||||
<normalColor>(255,255,255,255)</normalColor>
|
||||
<hoverColor>(157,201,185,195)</hoverColor>
|
||||
<textColor>(255,255,255,255)</textColor>
|
||||
<textHoverColor>(255,255,255,255)</textHoverColor>
|
||||
<optionEffects>
|
||||
<li>
|
||||
<effects>
|
||||
@@ -208,10 +180,6 @@
|
||||
<li>
|
||||
<label>我们没有相关问题了···</label>
|
||||
<useCustomColors>false</useCustomColors>
|
||||
<normalColor>(255,255,255,255)</normalColor>
|
||||
<hoverColor>(157,201,185,195)</hoverColor>
|
||||
<textColor>(255,255,255,255)</textColor>
|
||||
<textHoverColor>(255,255,255,255)</textHoverColor>
|
||||
<optionEffects>
|
||||
<li>
|
||||
<effects>
|
||||
@@ -237,10 +205,6 @@
|
||||
<li>
|
||||
<label>我们还有别的问题···</label>
|
||||
<useCustomColors>false</useCustomColors>
|
||||
<normalColor>(255,255,255,255)</normalColor>
|
||||
<hoverColor>(157,201,185,195)</hoverColor>
|
||||
<textColor>(255,255,255,255)</textColor>
|
||||
<textHoverColor>(255,255,255,255)</textHoverColor>
|
||||
<optionEffects>
|
||||
<li>
|
||||
<effects>
|
||||
@@ -255,10 +219,6 @@
|
||||
<li>
|
||||
<label>我们没有相关问题了···</label>
|
||||
<useCustomColors>false</useCustomColors>
|
||||
<normalColor>(255,255,255,255)</normalColor>
|
||||
<hoverColor>(157,201,185,195)</hoverColor>
|
||||
<textColor>(255,255,255,255)</textColor>
|
||||
<textHoverColor>(255,255,255,255)</textHoverColor>
|
||||
<optionEffects>
|
||||
<li>
|
||||
<effects>
|
||||
@@ -284,10 +244,6 @@
|
||||
<li>
|
||||
<label>我们还有别的问题···</label>
|
||||
<useCustomColors>false</useCustomColors>
|
||||
<normalColor>(255,255,255,255)</normalColor>
|
||||
<hoverColor>(157,201,185,195)</hoverColor>
|
||||
<textColor>(255,255,255,255)</textColor>
|
||||
<textHoverColor>(255,255,255,255)</textHoverColor>
|
||||
<optionEffects>
|
||||
<li>
|
||||
<effects>
|
||||
@@ -302,10 +258,6 @@
|
||||
<li>
|
||||
<label>我们没有相关问题了···</label>
|
||||
<useCustomColors>false</useCustomColors>
|
||||
<normalColor>(255,255,255,255)</normalColor>
|
||||
<hoverColor>(157,201,185,195)</hoverColor>
|
||||
<textColor>(255,255,255,255)</textColor>
|
||||
<textHoverColor>(255,255,255,255)</textHoverColor>
|
||||
<optionEffects>
|
||||
<li>
|
||||
<effects>
|
||||
@@ -331,10 +283,6 @@
|
||||
<li>
|
||||
<label>你是谁?</label>
|
||||
<useCustomColors>false</useCustomColors>
|
||||
<normalColor>(255,255,255,255)</normalColor>
|
||||
<hoverColor>(157,201,185,195)</hoverColor>
|
||||
<textColor>(255,255,255,255)</textColor>
|
||||
<textHoverColor>(255,255,255,255)</textHoverColor>
|
||||
<optionEffects>
|
||||
<li>
|
||||
<effects>
|
||||
@@ -349,10 +297,6 @@
|
||||
<li>
|
||||
<label>我们需要做什么?(发展流程)</label>
|
||||
<useCustomColors>false</useCustomColors>
|
||||
<normalColor>(255,255,255,255)</normalColor>
|
||||
<hoverColor>(157,201,185,195)</hoverColor>
|
||||
<textColor>(255,255,255,255)</textColor>
|
||||
<textHoverColor>(255,255,255,255)</textHoverColor>
|
||||
<optionEffects>
|
||||
<li>
|
||||
<effects>
|
||||
@@ -367,10 +311,6 @@
|
||||
<li>
|
||||
<label>收到,帝国荣光永存</label>
|
||||
<useCustomColors>false</useCustomColors>
|
||||
<normalColor>(255,255,255,255)</normalColor>
|
||||
<hoverColor>(157,201,185,195)</hoverColor>
|
||||
<textColor>(255,255,255,255)</textColor>
|
||||
<textHoverColor>(255,255,255,255)</textHoverColor>
|
||||
<optionEffects>
|
||||
<li>
|
||||
<effects>
|
||||
@@ -396,10 +336,6 @@
|
||||
<li>
|
||||
<label>(结束通讯)</label>
|
||||
<useCustomColors>false</useCustomColors>
|
||||
<normalColor>(255,255,255,255)</normalColor>
|
||||
<hoverColor>(157,201,185,195)</hoverColor>
|
||||
<textColor>(255,255,255,255)</textColor>
|
||||
<textHoverColor>(255,255,255,255)</textHoverColor>
|
||||
<optionEffects>
|
||||
<li>
|
||||
<effects>
|
||||
|
||||
@@ -418,10 +418,6 @@
|
||||
<li>
|
||||
<label>你们是谁?</label>
|
||||
<useCustomColors>false</useCustomColors>
|
||||
<normalColor>(255,255,255,255)</normalColor>
|
||||
<hoverColor>(157,201,185,195)</hoverColor>
|
||||
<textColor>(255,255,255,255)</textColor>
|
||||
<textHoverColor>(255,255,255,255)</textHoverColor>
|
||||
<optionEffects>
|
||||
<li>
|
||||
<effects>
|
||||
@@ -436,10 +432,6 @@
|
||||
<li>
|
||||
<label>我们能得到什么好处?</label>
|
||||
<useCustomColors>false</useCustomColors>
|
||||
<normalColor>(255,255,255,255)</normalColor>
|
||||
<hoverColor>(157,201,185,195)</hoverColor>
|
||||
<textColor>(255,255,255,255)</textColor>
|
||||
<textHoverColor>(255,255,255,255)</textHoverColor>
|
||||
<optionEffects>
|
||||
<li>
|
||||
<effects>
|
||||
@@ -454,10 +446,6 @@
|
||||
<li>
|
||||
<label>好的,我们会留意的</label>
|
||||
<useCustomColors>false</useCustomColors>
|
||||
<normalColor>(255,255,255,255)</normalColor>
|
||||
<hoverColor>(157,201,185,195)</hoverColor>
|
||||
<textColor>(255,255,255,255)</textColor>
|
||||
<textHoverColor>(255,255,255,255)</textHoverColor>
|
||||
<optionEffects>
|
||||
<li>
|
||||
<effects>
|
||||
@@ -480,10 +468,6 @@
|
||||
<li>
|
||||
<label>还有别的事情···</label>
|
||||
<useCustomColors>false</useCustomColors>
|
||||
<normalColor>(255,255,255,255)</normalColor>
|
||||
<hoverColor>(157,201,185,195)</hoverColor>
|
||||
<textColor>(255,255,255,255)</textColor>
|
||||
<textHoverColor>(255,255,255,255)</textHoverColor>
|
||||
<optionEffects>
|
||||
<li>
|
||||
<effects>
|
||||
@@ -509,10 +493,6 @@
|
||||
<li>
|
||||
<label>还有别的事情···</label>
|
||||
<useCustomColors>false</useCustomColors>
|
||||
<normalColor>(255,255,255,255)</normalColor>
|
||||
<hoverColor>(157,201,185,195)</hoverColor>
|
||||
<textColor>(255,255,255,255)</textColor>
|
||||
<textHoverColor>(255,255,255,255)</textHoverColor>
|
||||
<optionEffects>
|
||||
<li>
|
||||
<effects>
|
||||
@@ -538,10 +518,6 @@
|
||||
<li>
|
||||
<label>我们好像还不知道你的名字?</label>
|
||||
<useCustomColors>false</useCustomColors>
|
||||
<normalColor>(255,255,255,255)</normalColor>
|
||||
<hoverColor>(157,201,185,195)</hoverColor>
|
||||
<textColor>(255,255,255,255)</textColor>
|
||||
<textHoverColor>(255,255,255,255)</textHoverColor>
|
||||
<optionEffects>
|
||||
<li>
|
||||
<effects>
|
||||
@@ -595,10 +571,6 @@
|
||||
<li>
|
||||
<label>好的,奖励我们就收下了</label>
|
||||
<useCustomColors>false</useCustomColors>
|
||||
<normalColor>(255,255,255,255)</normalColor>
|
||||
<hoverColor>(157,201,185,195)</hoverColor>
|
||||
<textColor>(255,255,255,255)</textColor>
|
||||
<textHoverColor>(255,255,255,255)</textHoverColor>
|
||||
<optionEffects>
|
||||
<li>
|
||||
<effects>
|
||||
|
||||
@@ -204,6 +204,76 @@
|
||||
</subSounds>
|
||||
</SoundDef>
|
||||
|
||||
|
||||
<SoundDef>
|
||||
<defName>WULA_Firepower_Minigun_Fire_sound</defName>
|
||||
<context>MapOnly</context>
|
||||
<maxSimultaneous>2</maxSimultaneous>
|
||||
<subSounds>
|
||||
<li>
|
||||
<grains>
|
||||
<li Class="AudioGrain_Clip">
|
||||
<clipPath>Wula/WULA_Basttleship_Shootingsound_S</clipPath>
|
||||
</li>
|
||||
</grains>
|
||||
<volumeRange>35</volumeRange>
|
||||
<pitchRange>0.9~1.1</pitchRange>
|
||||
<onCamera>True</onCamera>
|
||||
</li>
|
||||
</subSounds>
|
||||
</SoundDef>
|
||||
<SoundDef>
|
||||
<defName>WULA_Firepower_Cannon_Fire_sound</defName>
|
||||
<context>MapOnly</context>
|
||||
<maxSimultaneous>2</maxSimultaneous>
|
||||
<subSounds>
|
||||
<li>
|
||||
<grains>
|
||||
<li Class="AudioGrain_Clip">
|
||||
<clipPath>Wula/WULA_Basttleship_Shootingsound_M</clipPath>
|
||||
</li>
|
||||
</grains>
|
||||
<volumeRange>45</volumeRange>
|
||||
<pitchRange>0.9~1.1</pitchRange>
|
||||
<onCamera>True</onCamera>
|
||||
</li>
|
||||
</subSounds>
|
||||
</SoundDef>
|
||||
<SoundDef>
|
||||
<defName>WULA_Firepower_Primary_Cannon_Fire_sound</defName>
|
||||
<context>MapOnly</context>
|
||||
<maxSimultaneous>2</maxSimultaneous>
|
||||
<subSounds>
|
||||
<li>
|
||||
<grains>
|
||||
<li Class="AudioGrain_Clip">
|
||||
<clipPath>Wula/WULA_Basttleship_Shootingsound_L</clipPath>
|
||||
</li>
|
||||
</grains>
|
||||
<volumeRange>55</volumeRange>
|
||||
<pitchRange>0.9~1.1</pitchRange>
|
||||
<onCamera>True</onCamera>
|
||||
</li>
|
||||
</subSounds>
|
||||
</SoundDef>
|
||||
<SoundDef>
|
||||
<defName>WULA_MotherShip_Planet_Interdiction_IncomingSound</defName>
|
||||
<context>MapOnly</context>
|
||||
<maxSimultaneous>2</maxSimultaneous>
|
||||
<subSounds>
|
||||
<li>
|
||||
<grains>
|
||||
<li Class="AudioGrain_Clip">
|
||||
<clipPath>Wula/WULA_MotherShip_Planet_Interdiction_IncomingSound</clipPath>
|
||||
</li>
|
||||
</grains>
|
||||
<volumeRange>55</volumeRange>
|
||||
<pitchRange>0.9~1.1</pitchRange>
|
||||
<onCamera>True</onCamera>
|
||||
</li>
|
||||
</subSounds>
|
||||
</SoundDef>
|
||||
|
||||
<!-- 单位 -->
|
||||
<SoundDef>
|
||||
<defName>Pawn_Wula_AI_Heavy_Panzer_Call</defName>
|
||||
|
||||
@@ -180,41 +180,6 @@
|
||||
<offDays>8</offDays>
|
||||
<numIncidentsRange>1</numIncidentsRange>
|
||||
</li>
|
||||
|
||||
<!-- 乌拉族初始任务 -->
|
||||
<li Class="WulaFallenEmpire.StorytellerCompProperties_ImportantQuestWithFactionFilter">
|
||||
<fireAfterDaysPassed>1</fireAfterDaysPassed>
|
||||
<questIncident>WULA_GiveQuest_Intro_Spy</questIncident>
|
||||
<questDef>WULA_Intro_Spy</questDef>
|
||||
<useFactionFilter>true</useFactionFilter> <!-- 添加这一行 -->
|
||||
<defaultBehavior>Allow</defaultBehavior> <!-- 明确指定默认行为 -->
|
||||
<factionTypeBlacklist>
|
||||
<li>WULA_Awakened_Synth</li>
|
||||
</factionTypeBlacklist>
|
||||
<!-- <factionTypeWhitelist>
|
||||
<li>Empire</li>
|
||||
</factionTypeWhitelist> -->
|
||||
<allowedTargetTags>
|
||||
<li>Map_PlayerHome</li>
|
||||
</allowedTargetTags>
|
||||
</li>
|
||||
|
||||
<!-- 乌拉族税收任务 -->
|
||||
<li Class="WulaFallenEmpire.StorytellerCompProperties_SimpleTechnologyTrigger">
|
||||
<technology>WULA_Colony_License_LV1_Technology</technology>
|
||||
<incident>WULA_GiveQuest_Base_Tex</incident>
|
||||
<questDef>WULA_Base_Tex_Quest</questDef>
|
||||
|
||||
<!-- 时间配置 -->
|
||||
<fireAfterDaysPassed>0</fireAfterDaysPassed> <!-- 游戏开始后立即开始检测 -->
|
||||
<checkIntervalDays>15</checkIntervalDays> <!-- 每5天检查一次 -->
|
||||
|
||||
<!-- 可选配置 -->
|
||||
<preventDuplicateQuests>false</preventDuplicateQuests>
|
||||
<debugLogging>false</debugLogging>
|
||||
|
||||
<requiredFaction>Wula_PIA_Legion_Faction</requiredFaction>
|
||||
</li>
|
||||
</comps>
|
||||
</StorytellerDef>
|
||||
</Defs>
|
||||
@@ -996,7 +996,7 @@
|
||||
</li>
|
||||
<li Class="CompProperties_Power">
|
||||
<compClass>CompPowerTrader</compClass>
|
||||
<basePowerConsumption>400</basePowerConsumption>
|
||||
<basePowerConsumption>100</basePowerConsumption>
|
||||
</li>
|
||||
</comps>
|
||||
</ThingDef>
|
||||
|
||||
@@ -74,7 +74,7 @@
|
||||
<ThingDef ParentName="BuildingBase">
|
||||
<defName>WULA_Fake_AircraftCarrier_Beacon_Building</defName>
|
||||
<label>帝国舰队信标</label>
|
||||
<description>用于向乌拉帝国舰队提交资源的信标,可以换取一支帝国舰队的额外征调权,包含2艘可以发起轨道炮击的巡洋舰和1艘可以提供航空器支援的航空舰。</description>
|
||||
<description>用于向乌拉帝国舰队提交资源的信标,可以换取一支帝国攻击舰队的额外征调权,包含2艘可以发起轨道炮击的巡洋舰和1艘可以提供航空器支援的航空舰。</description>
|
||||
<thingClass>Building</thingClass>
|
||||
<preventDroppingThingsOn>true</preventDroppingThingsOn>
|
||||
<altitudeLayer>Building</altitudeLayer>
|
||||
@@ -145,7 +145,85 @@
|
||||
</ThingDef>
|
||||
<ThingDef>
|
||||
<defName>WULA_AircraftCarrier_Entity</defName>
|
||||
<label>帝国航空舰</label>
|
||||
<label>帝国攻击舰队</label>
|
||||
<description>什么?这是个记录数量用的thingdef,你不应该在任何场合下看到这个。</description>
|
||||
<thingClass>Thing</thingClass>
|
||||
</ThingDef>
|
||||
<ThingDef ParentName="BuildingBase">
|
||||
<defName>WULA_Fake_ConstructionShip_Beacon_Building</defName>
|
||||
<label>帝国拒止舰信标</label>
|
||||
<description>用于向乌拉帝国舰队提交资源的信标,可以换取一支帝国拒止舰队的额外征调权,包含1艘可以提供轨道支援的拒止舰。\n\n帝国拒止舰是搭载了移动工厂的防御型装舰种,它们可以为各殖民地提供非攻击性的支援,以从猛烈的袭击中保护殖民地或加速殖民地的生产发展。</description>
|
||||
<thingClass>Building</thingClass>
|
||||
<preventDroppingThingsOn>true</preventDroppingThingsOn>
|
||||
<altitudeLayer>Building</altitudeLayer>
|
||||
<designationCategory>WULA_Buildings</designationCategory>
|
||||
<researchPrerequisites Inherit="False">
|
||||
<li>WULA_ConstructionShip_Technology</li>
|
||||
</researchPrerequisites>
|
||||
<pathCost>50</pathCost>
|
||||
<blockWind>true</blockWind>
|
||||
<passability>PassThroughOnly</passability>
|
||||
<fillPercent>1</fillPercent>
|
||||
<size>(3,3)</size>
|
||||
<uiIconPath>Wula/Building/WULA_Fake_ConstructionShip_Beacon_Building</uiIconPath>
|
||||
<drawHighlight>true</drawHighlight>
|
||||
<highlightColor>(0.56, 0.62, 0.9)</highlightColor>
|
||||
<graphicData>
|
||||
<texPath>Wula/Building/WULA_Flyover_Beacon</texPath>
|
||||
<graphicClass>Graphic_Single</graphicClass>
|
||||
<drawSize>(3,3)</drawSize>
|
||||
<color>(195,195,195,255)</color>
|
||||
</graphicData>
|
||||
<statBases>
|
||||
<MaxHitPoints>600</MaxHitPoints>
|
||||
<Flammability>0.5</Flammability>
|
||||
<WorkToBuild>36000</WorkToBuild>
|
||||
<Mass>125</Mass>
|
||||
<Comfort>0.65</Comfort>
|
||||
</statBases>
|
||||
<costList>
|
||||
<WULA_Alloy>300</WULA_Alloy>
|
||||
<ComponentIndustrial>6</ComponentIndustrial>
|
||||
</costList>
|
||||
<tickerType>Normal</tickerType>
|
||||
<canOverlapZones>true</canOverlapZones>
|
||||
<rotatable>false</rotatable>
|
||||
<hasInteractionCell>false</hasInteractionCell>
|
||||
<defaultPlacingRot>North</defaultPlacingRot>
|
||||
<selectable>true</selectable>
|
||||
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
|
||||
<soundImpactDefault>BulletImpact_Metal</soundImpactDefault>
|
||||
<preventSkyfallersLandingOn>true</preventSkyfallersLandingOn>
|
||||
<drawerType>RealtimeOnly</drawerType>
|
||||
<repairEffect>ConstructMetal</repairEffect>
|
||||
<forceDebugSpawnable>true</forceDebugSpawnable>
|
||||
<building>
|
||||
<expandHomeArea>false</expandHomeArea>
|
||||
<destroySound>BuildingDestroyed_Metal_Big</destroySound>
|
||||
<paintable>true</paintable>
|
||||
<isInert>true</isInert>
|
||||
</building>
|
||||
<comps>
|
||||
<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="WulaFallenEmpire.CompProperties_AircraftHangar">
|
||||
<aircraftDef>WULA_ConstructionShip_Entity</aircraftDef>
|
||||
<aircraftCount>1</aircraftCount>
|
||||
<skyfallerLeaving></skyfallerLeaving>
|
||||
|
||||
<autoLaunchEnabled>true</autoLaunchEnabled>
|
||||
<autoLaunchDelayTicks>1</autoLaunchDelayTicks>
|
||||
<autoLaunchOnConstruction>true</autoLaunchOnConstruction>
|
||||
<autoLaunchOnPowerOn>false</autoLaunchOnPowerOn>
|
||||
</li>
|
||||
</comps>
|
||||
</ThingDef>
|
||||
<ThingDef>
|
||||
<defName>WULA_ConstructionShip_Entity</defName>
|
||||
<label>帝国拒止舰队</label>
|
||||
<description>什么?这是个记录数量用的thingdef,你不应该在任何场合下看到这个。</description>
|
||||
<thingClass>Thing</thingClass>
|
||||
</ThingDef>
|
||||
@@ -216,84 +294,6 @@
|
||||
<description>什么?这是个记录数量用的thingdef,你不应该在任何场合下看到这个。</description>
|
||||
<thingClass>Thing</thingClass>
|
||||
</ThingDef>
|
||||
<ThingDef ParentName="BuildingBase">
|
||||
<defName>WULA_Fake_ConstructionShip_Beacon_Building</defName>
|
||||
<label>帝国工程舰信标</label>
|
||||
<description>用于向乌拉帝国舰队提交资源的信标,可以换取一艘帝国工程舰的支援。\n\n帝国工程舰是搭载了移动工厂的无武装舰种,它们可以完整地使用乌拉帝国的锻造技术生产装备、护甲、建筑和机械体,并依照指令通过空投仓将其送至各殖民地。\n\n工程舰拥有以下设施:\n<color=#6BB7B7><i>-生产设施</i></color>\n<color=#DEC28F><i>-建筑空投设施</i></color></description>
|
||||
<thingClass>Building</thingClass>
|
||||
<preventDroppingThingsOn>true</preventDroppingThingsOn>
|
||||
<altitudeLayer>Building</altitudeLayer>
|
||||
<!-- <designationCategory>WULA_Buildings</designationCategory>
|
||||
<researchPrerequisites Inherit="False">
|
||||
<li>WULA_ConstructionShip_Technology</li>
|
||||
</researchPrerequisites> -->
|
||||
<pathCost>50</pathCost>
|
||||
<blockWind>true</blockWind>
|
||||
<passability>PassThroughOnly</passability>
|
||||
<fillPercent>1</fillPercent>
|
||||
<size>(3,3)</size>
|
||||
<uiIconPath>Wula/Building/WULA_Fake_ConstructionShip_Beacon_Building</uiIconPath>
|
||||
<drawHighlight>true</drawHighlight>
|
||||
<highlightColor>(0.56, 0.62, 0.9)</highlightColor>
|
||||
<graphicData>
|
||||
<texPath>Wula/Building/WULA_Flyover_Beacon</texPath>
|
||||
<graphicClass>Graphic_Single</graphicClass>
|
||||
<drawSize>(3,3)</drawSize>
|
||||
<color>(195,195,195,255)</color>
|
||||
</graphicData>
|
||||
<statBases>
|
||||
<MaxHitPoints>600</MaxHitPoints>
|
||||
<Flammability>0.5</Flammability>
|
||||
<WorkToBuild>36000</WorkToBuild>
|
||||
<Mass>125</Mass>
|
||||
<Comfort>0.65</Comfort>
|
||||
</statBases>
|
||||
<costList>
|
||||
<WULA_Alloy>300</WULA_Alloy>
|
||||
<ComponentIndustrial>6</ComponentIndustrial>
|
||||
</costList>
|
||||
<tickerType>Normal</tickerType>
|
||||
<canOverlapZones>true</canOverlapZones>
|
||||
<rotatable>false</rotatable>
|
||||
<hasInteractionCell>false</hasInteractionCell>
|
||||
<defaultPlacingRot>North</defaultPlacingRot>
|
||||
<selectable>true</selectable>
|
||||
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
|
||||
<soundImpactDefault>BulletImpact_Metal</soundImpactDefault>
|
||||
<preventSkyfallersLandingOn>true</preventSkyfallersLandingOn>
|
||||
<drawerType>RealtimeOnly</drawerType>
|
||||
<repairEffect>ConstructMetal</repairEffect>
|
||||
<forceDebugSpawnable>true</forceDebugSpawnable>
|
||||
<building>
|
||||
<expandHomeArea>false</expandHomeArea>
|
||||
<destroySound>BuildingDestroyed_Metal_Big</destroySound>
|
||||
<paintable>true</paintable>
|
||||
<isInert>true</isInert>
|
||||
</building>
|
||||
<comps>
|
||||
<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="WulaFallenEmpire.CompProperties_AircraftHangar">
|
||||
<aircraftDef>WULA_ConstructionShip_Entity</aircraftDef>
|
||||
<aircraftCount>1</aircraftCount>
|
||||
<skyfallerLeaving></skyfallerLeaving>
|
||||
|
||||
<autoLaunchEnabled>true</autoLaunchEnabled>
|
||||
<autoLaunchDelayTicks>1</autoLaunchDelayTicks>
|
||||
<autoLaunchOnConstruction>true</autoLaunchOnConstruction>
|
||||
<autoLaunchOnPowerOn>false</autoLaunchOnPowerOn>
|
||||
</li>
|
||||
</comps>
|
||||
</ThingDef>
|
||||
<ThingDef>
|
||||
<defName>WULA_ConstructionShip_Entity</defName>
|
||||
<label>帝国工程舰</label>
|
||||
<description>什么?这是个记录数量用的thingdef,你不应该在任何场合下看到这个。</description>
|
||||
<thingClass>Thing</thingClass>
|
||||
</ThingDef>
|
||||
|
||||
<!-- <ThingDef ParentName="BuildingBase">
|
||||
<defName>WULA_Watch_Tower</defName>
|
||||
@@ -636,10 +636,10 @@
|
||||
<Steel>5</Steel>
|
||||
</costList>
|
||||
<statBases>
|
||||
<MaxHitPoints>600</MaxHitPoints>
|
||||
<MaxHitPoints>50</MaxHitPoints>
|
||||
<Flammability>0.5</Flammability>
|
||||
<WorkToBuild>1000</WorkToBuild>
|
||||
<Mass>125</Mass>
|
||||
<Mass>5</Mass>
|
||||
<Comfort>0.65</Comfort>
|
||||
</statBases>
|
||||
<tickerType>Normal</tickerType>
|
||||
@@ -728,7 +728,6 @@
|
||||
<MaxHitPoints>50</MaxHitPoints>
|
||||
<Flammability>1.0</Flammability>
|
||||
<WorkToBuild>330</WorkToBuild>
|
||||
<MaxHitPoints>35</MaxHitPoints>
|
||||
<Mass>2</Mass>
|
||||
</statBases>
|
||||
<uiOrder>2991</uiOrder>
|
||||
|
||||
@@ -252,8 +252,8 @@
|
||||
<!-- 入场信封信息 -->
|
||||
<li Class="WulaFallenEmpire.CompProperties_SendLetterAfterTicks">
|
||||
<ticksDelay>60</ticksDelay> <!-- 2秒后发送 -->
|
||||
<letterLabel>帝国航空舰已抵达</letterLabel>
|
||||
<letterText>一艘帝国航空舰响应请求抵达殖民地上空!</letterText>
|
||||
<letterLabel>帝国攻击舰队已抵达</letterLabel>
|
||||
<letterText>帝国攻击舰队响应请求抵达殖民地上空!</letterText>
|
||||
<letterDef>PositiveEvent</letterDef>
|
||||
<onlySendOnce>true</onlySendOnce>
|
||||
<requireOnMap>true</requireOnMap>
|
||||
@@ -510,10 +510,10 @@
|
||||
</li>
|
||||
</comps>
|
||||
</ThingDef>
|
||||
<!-- 工程舰(弃用) -->
|
||||
<!-- 拒止舰 -->
|
||||
<ThingDef ParentName="EtherealThingBase">
|
||||
<defName>WULA_ConstructionShip</defName>
|
||||
<label>乌拉帝国工程舰</label>
|
||||
<label>乌拉帝国拒止舰</label>
|
||||
<thingClass>WulaFallenEmpire.FlyOver</thingClass>
|
||||
<tickerType>Normal</tickerType>
|
||||
<drawerType>RealtimeOnly</drawerType>
|
||||
@@ -559,13 +559,101 @@
|
||||
<!-- 入场信封信息 -->
|
||||
<li Class="WulaFallenEmpire.CompProperties_SendLetterAfterTicks">
|
||||
<ticksDelay>60</ticksDelay> <!-- 2秒后发送 -->
|
||||
<letterLabel>帝国工程舰已抵达</letterLabel>
|
||||
<letterText>一艘帝国工程舰响应请求抵达殖民地上空!</letterText>
|
||||
<letterLabel>帝国拒止舰已抵达</letterLabel>
|
||||
<letterText>帝国拒止舰队响应请求抵达殖民地上空!</letterText>
|
||||
<letterDef>PositiveEvent</letterDef>
|
||||
<onlySendOnce>true</onlySendOnce>
|
||||
<requireOnMap>true</requireOnMap>
|
||||
<destroyAfterSending>false</destroyAfterSending> <!-- 发送后销毁flyover -->
|
||||
</li>
|
||||
<li Class="WulaFallenEmpire.CompProperties_FlyOverEscort">
|
||||
<escortFlyOverDef>WULA_Striker_Escort</escortFlyOverDef>
|
||||
|
||||
<!-- 生成配置 -->
|
||||
<spawnIntervalTicks>1000</spawnIntervalTicks> <!-- 5秒 -->
|
||||
<maxEscorts>20</maxEscorts>
|
||||
<spawnCount>1</spawnCount>
|
||||
|
||||
<!-- 位置配置 -->
|
||||
<spawnDistance>0</spawnDistance>
|
||||
<lateralOffset>100</lateralOffset>
|
||||
<verticalOffset>5</verticalOffset>
|
||||
<useRandomOffset>true</useRandomOffset>
|
||||
<minSafeDistanceBetweenEscorts>10</minSafeDistanceBetweenEscorts> <!-- 伴飞物之间的距离 -->
|
||||
<minSafeDistanceFromMain>70</minSafeDistanceFromMain> <!-- 与主飞行物的距离检查 -->
|
||||
|
||||
<!-- 飞行配置 -->
|
||||
<escortSpeedMultiplier>25</escortSpeedMultiplier> <!-- 比主舰稍快 -->
|
||||
<escortAltitudeOffset>10</escortAltitudeOffset> <!-- 比主舰稍高 -->
|
||||
<mirrorMovement>false</mirrorMovement>
|
||||
|
||||
<!-- 行为配置 -->
|
||||
<spawnOnStart>true</spawnOnStart>
|
||||
<destroyWithParent>false</destroyWithParent>
|
||||
<continuousSpawning>true</continuousSpawning>
|
||||
|
||||
<!-- 外观配置 -->
|
||||
<useParentRotation>true</useParentRotation>
|
||||
|
||||
<!-- 缩放区间配置 -->
|
||||
<escortScaleRange>
|
||||
<min>0.3</min>
|
||||
<max>0.6</max>
|
||||
</escortScaleRange>
|
||||
|
||||
<!-- 高度遮罩配置 -->
|
||||
<useHeightMask>true</useHeightMask>
|
||||
<heightMaskAlphaRange>
|
||||
<min>0.6</min>
|
||||
<max>0.8</max>
|
||||
</heightMaskAlphaRange>
|
||||
<heightMaskColor>(0.7,0.85,1.0,1.0)</heightMaskColor>
|
||||
<heightMaskScaleMultiplier>1.3</heightMaskScaleMultiplier>
|
||||
</li>
|
||||
<li Class="WulaFallenEmpire.CompProperties_FlyOverEscort">
|
||||
<escortFlyOverDef>WULA_Bomber_Escort</escortFlyOverDef>
|
||||
|
||||
<!-- 生成配置 -->
|
||||
<spawnIntervalTicks>1350</spawnIntervalTicks> <!-- 5秒 -->
|
||||
<maxEscorts>10</maxEscorts>
|
||||
<spawnCount>1</spawnCount>
|
||||
|
||||
<!-- 位置配置 -->
|
||||
<spawnDistance>0</spawnDistance>
|
||||
<lateralOffset>130</lateralOffset>
|
||||
<verticalOffset>5</verticalOffset>
|
||||
<useRandomOffset>true</useRandomOffset>
|
||||
<minSafeDistanceBetweenEscorts>10</minSafeDistanceBetweenEscorts> <!-- 伴飞物之间的距离 -->
|
||||
<minSafeDistanceFromMain>70</minSafeDistanceFromMain> <!-- 与主飞行物的距离检查 -->
|
||||
|
||||
<!-- 飞行配置 -->
|
||||
<escortSpeedMultiplier>15</escortSpeedMultiplier> <!-- 比主舰稍快 -->
|
||||
<escortAltitudeOffset>10</escortAltitudeOffset> <!-- 比主舰稍高 -->
|
||||
<mirrorMovement>false</mirrorMovement>
|
||||
|
||||
<!-- 行为配置 -->
|
||||
<spawnOnStart>true</spawnOnStart>
|
||||
<destroyWithParent>false</destroyWithParent>
|
||||
<continuousSpawning>true</continuousSpawning>
|
||||
|
||||
<!-- 外观配置 -->
|
||||
<useParentRotation>true</useParentRotation>
|
||||
|
||||
<!-- 缩放区间配置 -->
|
||||
<escortScaleRange>
|
||||
<min>0.3</min>
|
||||
<max>0.6</max>
|
||||
</escortScaleRange>
|
||||
|
||||
<!-- 高度遮罩配置 -->
|
||||
<useHeightMask>true</useHeightMask>
|
||||
<heightMaskAlphaRange>
|
||||
<min>0.6</min>
|
||||
<max>0.8</max>
|
||||
</heightMaskAlphaRange>
|
||||
<heightMaskColor>(0.7,0.85,1.0,1.0)</heightMaskColor>
|
||||
<heightMaskScaleMultiplier>1.3</heightMaskScaleMultiplier>
|
||||
</li>
|
||||
<li Class="WulaFallenEmpire.CompProperties_FlyOverFacilities">
|
||||
<availableFacilities>
|
||||
<li>FactoryFacility</li>
|
||||
@@ -768,58 +856,8 @@
|
||||
<altitudeLayer>MetaOverlays</altitudeLayer>
|
||||
<comps>
|
||||
<!-- 入场信封信息 -->
|
||||
<li Class="WulaFallenEmpire.CompProperties_SendLetterAfterTicks">
|
||||
<ticksDelay>60</ticksDelay> <!-- 2秒后发送 -->
|
||||
<letterLabel>全域封锁</letterLabel>
|
||||
<letterText>全域封锁舰队已抵达,请自行寻找掩护!</letterText>
|
||||
<letterDef>PositiveEvent</letterDef>
|
||||
<onlySendOnce>true</onlySendOnce>
|
||||
<requireOnMap>true</requireOnMap>
|
||||
<destroyAfterSending>false</destroyAfterSending> <!-- 发送后销毁flyover -->
|
||||
</li>
|
||||
<li Class="WulaFallenEmpire.CompProperties_FlyOverEscort">
|
||||
<escortFlyOverDef>WULA_Striker_Escort</escortFlyOverDef>
|
||||
|
||||
<!-- 生成配置 -->
|
||||
<spawnIntervalTicks>1000</spawnIntervalTicks> <!-- 5秒 -->
|
||||
<maxEscorts>30</maxEscorts>
|
||||
<spawnCount>2</spawnCount>
|
||||
|
||||
<!-- 位置配置 -->
|
||||
<spawnDistance>0</spawnDistance>
|
||||
<lateralOffset>100</lateralOffset>
|
||||
<verticalOffset>5</verticalOffset>
|
||||
<useRandomOffset>true</useRandomOffset>
|
||||
<minSafeDistanceBetweenEscorts>10</minSafeDistanceBetweenEscorts> <!-- 伴飞物之间的距离 -->
|
||||
<minSafeDistanceFromMain>70</minSafeDistanceFromMain> <!-- 与主飞行物的距离检查 -->
|
||||
|
||||
<!-- 飞行配置 -->
|
||||
<escortSpeedMultiplier>50</escortSpeedMultiplier> <!-- 比主舰稍快 -->
|
||||
<escortAltitudeOffset>10</escortAltitudeOffset> <!-- 比主舰稍高 -->
|
||||
<mirrorMovement>false</mirrorMovement>
|
||||
|
||||
<!-- 行为配置 -->
|
||||
<spawnOnStart>true</spawnOnStart>
|
||||
<destroyWithParent>false</destroyWithParent>
|
||||
<continuousSpawning>true</continuousSpawning>
|
||||
|
||||
<!-- 外观配置 -->
|
||||
<useParentRotation>true</useParentRotation>
|
||||
|
||||
<!-- 缩放区间配置 -->
|
||||
<escortScaleRange>
|
||||
<min>0.3</min>
|
||||
<max>0.6</max>
|
||||
</escortScaleRange>
|
||||
|
||||
<!-- 高度遮罩配置 -->
|
||||
<useHeightMask>true</useHeightMask>
|
||||
<heightMaskAlphaRange>
|
||||
<min>0.6</min>
|
||||
<max>0.8</max>
|
||||
</heightMaskAlphaRange>
|
||||
<heightMaskColor>(0.7,0.85,1.0,1.0)</heightMaskColor>
|
||||
<heightMaskScaleMultiplier>1.3</heightMaskScaleMultiplier>
|
||||
<li Class="WulaFallenEmpire.CompProperties_PlaySoundOnSpawn">
|
||||
<sound>WULA_MotherShip_Planet_Interdiction_IncomingSound</sound>
|
||||
</li>
|
||||
<li Class="WulaFallenEmpire.CompProperties_FlyOverEscort">
|
||||
<escortFlyOverDef>WULA_BattleShip_Planet_Interdiction</escortFlyOverDef>
|
||||
@@ -831,7 +869,7 @@
|
||||
|
||||
<!-- 位置配置 -->
|
||||
<spawnDistance>0</spawnDistance>
|
||||
<lateralOffset>80</lateralOffset>
|
||||
<lateralOffset>70</lateralOffset>
|
||||
<verticalOffset>5</verticalOffset>
|
||||
<useRandomOffset>true</useRandomOffset>
|
||||
<minSafeDistanceBetweenEscorts>30</minSafeDistanceBetweenEscorts> <!-- 伴飞物之间的距离 -->
|
||||
@@ -865,6 +903,17 @@
|
||||
<heightMaskColor>(0.7,0.85,1.0,1.0)</heightMaskColor>
|
||||
<heightMaskScaleMultiplier>1.3</heightMaskScaleMultiplier>
|
||||
</li>
|
||||
<li Class="WulaFallenEmpire.CompProperties_ShipArtillery">
|
||||
<ticksBetweenAttacks>300</ticksBetweenAttacks>
|
||||
<attackDurationTicks>300</attackDurationTicks>
|
||||
<attackRadius>65</attackRadius>
|
||||
<skyfallerDef>WULA_Firepower_Cannon_Salvo_Skyfaller</skyfallerDef>
|
||||
<shellsPerVolley>12</shellsPerVolley>
|
||||
|
||||
<!-- 新增派系甄别配置 -->
|
||||
<useFactionDiscrimination>true</useFactionDiscrimination>
|
||||
<useMicroTracking>true</useMicroTracking>
|
||||
</li>
|
||||
</comps>
|
||||
</ThingDef>
|
||||
<ThingDef ParentName="EtherealThingBase">
|
||||
@@ -912,6 +961,50 @@
|
||||
<alwaysHaulable>false</alwaysHaulable>
|
||||
<altitudeLayer>MetaOverlays</altitudeLayer>
|
||||
<comps>
|
||||
<li Class="WulaFallenEmpire.CompProperties_FlyOverEscort">
|
||||
<escortFlyOverDef>WULA_Striker_Escort</escortFlyOverDef>
|
||||
|
||||
<!-- 生成配置 -->
|
||||
<spawnIntervalTicks>1000</spawnIntervalTicks> <!-- 5秒 -->
|
||||
<maxEscorts>30</maxEscorts>
|
||||
<spawnCount>2</spawnCount>
|
||||
|
||||
<!-- 位置配置 -->
|
||||
<spawnDistance>0</spawnDistance>
|
||||
<lateralOffset>100</lateralOffset>
|
||||
<verticalOffset>5</verticalOffset>
|
||||
<useRandomOffset>true</useRandomOffset>
|
||||
<minSafeDistanceBetweenEscorts>10</minSafeDistanceBetweenEscorts> <!-- 伴飞物之间的距离 -->
|
||||
<minSafeDistanceFromMain>70</minSafeDistanceFromMain> <!-- 与主飞行物的距离检查 -->
|
||||
|
||||
<!-- 飞行配置 -->
|
||||
<escortSpeedMultiplier>10</escortSpeedMultiplier> <!-- 比主舰稍快 -->
|
||||
<escortAltitudeOffset>10</escortAltitudeOffset> <!-- 比主舰稍高 -->
|
||||
<mirrorMovement>false</mirrorMovement>
|
||||
|
||||
<!-- 行为配置 -->
|
||||
<spawnOnStart>true</spawnOnStart>
|
||||
<destroyWithParent>false</destroyWithParent>
|
||||
<continuousSpawning>true</continuousSpawning>
|
||||
|
||||
<!-- 外观配置 -->
|
||||
<useParentRotation>true</useParentRotation>
|
||||
|
||||
<!-- 缩放区间配置 -->
|
||||
<escortScaleRange>
|
||||
<min>0.3</min>
|
||||
<max>0.6</max>
|
||||
</escortScaleRange>
|
||||
|
||||
<!-- 高度遮罩配置 -->
|
||||
<useHeightMask>true</useHeightMask>
|
||||
<heightMaskAlphaRange>
|
||||
<min>0.6</min>
|
||||
<max>0.8</max>
|
||||
</heightMaskAlphaRange>
|
||||
<heightMaskColor>(0.7,0.85,1.0,1.0)</heightMaskColor>
|
||||
<heightMaskScaleMultiplier>1.3</heightMaskScaleMultiplier>
|
||||
</li>
|
||||
<li Class="WulaFallenEmpire.CompProperties_ShipArtillery">
|
||||
<ticksBetweenAttacks>300</ticksBetweenAttacks>
|
||||
<attackDurationTicks>300</attackDurationTicks>
|
||||
@@ -1455,20 +1548,25 @@
|
||||
<cameraShake>1</cameraShake>
|
||||
<rotationCurve>
|
||||
<points>
|
||||
<li>(0,180)</li>
|
||||
<li>(1, 181)</li>
|
||||
<li>(0,150)</li>
|
||||
<li>(1, 151)</li>
|
||||
</points>
|
||||
</rotationCurve>
|
||||
<angleCurve>
|
||||
<points>
|
||||
<li>(0,0)</li>
|
||||
<li>(1, 1)</li>
|
||||
<li>(0,-30)</li>
|
||||
<li>(1, -31)</li>
|
||||
</points>
|
||||
</angleCurve>
|
||||
<explosionRadius>4</explosionRadius>
|
||||
<explosionDamage>WULA_Firepower_Minigun_Strafe_Damage</explosionDamage>
|
||||
<explosionDamageFactor>1</explosionDamageFactor>
|
||||
</skyfaller>
|
||||
<comps>
|
||||
<li Class="WulaFallenEmpire.CompProperties_PlaySoundOnSpawn">
|
||||
<sound>WULA_Firepower_Minigun_Fire_sound</sound>
|
||||
</li>
|
||||
</comps>
|
||||
</ThingDef>
|
||||
<ThingDef ParentName="SkyfallerBase">
|
||||
<defName>WULA_Firepower_Cannon_Salvo_Skyfaller</defName>
|
||||
@@ -1493,20 +1591,25 @@
|
||||
<cameraShake>1</cameraShake>
|
||||
<rotationCurve>
|
||||
<points>
|
||||
<li>(0,180)</li>
|
||||
<li>(1, 181)</li>
|
||||
<li>(0,150)</li>
|
||||
<li>(1, 151)</li>
|
||||
</points>
|
||||
</rotationCurve>
|
||||
<angleCurve>
|
||||
<points>
|
||||
<li>(0,0)</li>
|
||||
<li>(1, 1)</li>
|
||||
<li>(0,-30)</li>
|
||||
<li>(1, -31)</li>
|
||||
</points>
|
||||
</angleCurve>
|
||||
<explosionRadius>6</explosionRadius>
|
||||
<explosionDamage>Bomb</explosionDamage>
|
||||
<explosionDamageFactor>0.85</explosionDamageFactor>
|
||||
<explosionDamage>WULA_GiantBomb</explosionDamage>
|
||||
<explosionDamageFactor>0.28</explosionDamageFactor>
|
||||
</skyfaller>
|
||||
<comps>
|
||||
<li Class="WulaFallenEmpire.CompProperties_PlaySoundOnSpawn">
|
||||
<sound>WULA_Firepower_Cannon_Fire_sound</sound>
|
||||
</li>
|
||||
</comps>
|
||||
</ThingDef>
|
||||
<ThingDef ParentName="SkyfallerBase">
|
||||
<defName>WULA_Firepower_Cannon_Surveillance_Skyfaller</defName>
|
||||
@@ -1898,14 +2001,14 @@
|
||||
<cameraShake>1</cameraShake>
|
||||
<rotationCurve>
|
||||
<points>
|
||||
<li>(0,180)</li>
|
||||
<li>(1, 181)</li>
|
||||
<li>(0,150)</li>
|
||||
<li>(1, 151)</li>
|
||||
</points>
|
||||
</rotationCurve>
|
||||
<angleCurve>
|
||||
<points>
|
||||
<li>(0,0)</li>
|
||||
<li>(1, 1)</li>
|
||||
<li>(0,-30)</li>
|
||||
<li>(1, -31)</li>
|
||||
</points>
|
||||
</angleCurve>
|
||||
<explosionRadius>35</explosionRadius>
|
||||
@@ -1913,6 +2016,11 @@
|
||||
<explosionDamageFactor>1</explosionDamageFactor>
|
||||
<spawnThing>CraterLarge</spawnThing>
|
||||
</skyfaller>
|
||||
<comps>
|
||||
<li Class="WulaFallenEmpire.CompProperties_PlaySoundOnSpawn">
|
||||
<sound>WULA_Firepower_Primary_Cannon_Fire_sound</sound>
|
||||
</li>
|
||||
</comps>
|
||||
</ThingDef>
|
||||
<ThingDef ParentName="MoteBase">
|
||||
<defName>WULA_DarkMatterBomb_FlashStrong</defName>
|
||||
@@ -2048,19 +2156,185 @@
|
||||
<cameraShake>1</cameraShake>
|
||||
<rotationCurve>
|
||||
<points>
|
||||
<li>(0,180)</li>
|
||||
<li>(1, 181)</li>
|
||||
<li>(0,150)</li>
|
||||
<li>(1, 151)</li>
|
||||
</points>
|
||||
</rotationCurve>
|
||||
<angleCurve>
|
||||
<points>
|
||||
<li>(0,0)</li>
|
||||
<li>(1, 1)</li>
|
||||
<li>(0,-30)</li>
|
||||
<li>(1, -31)</li>
|
||||
</points>
|
||||
</angleCurve>
|
||||
<explosionRadius>35</explosionRadius>
|
||||
<explosionDamage>EMP</explosionDamage>
|
||||
<explosionDamageFactor>10</explosionDamageFactor>
|
||||
</skyfaller>
|
||||
<comps>
|
||||
<li Class="WulaFallenEmpire.CompProperties_PlaySoundOnSpawn">
|
||||
<sound>WULA_Firepower_Primary_Cannon_Fire_sound</sound>
|
||||
</li>
|
||||
</comps>
|
||||
</ThingDef>
|
||||
|
||||
<ThingDef ParentName="SkyfallerBase">
|
||||
<defName>WULA_Support_Shield_Projection_Skyfaller</defName>
|
||||
<label>拒止护盾(落地中)</label>
|
||||
<size>(1,1)</size>
|
||||
<graphicData>
|
||||
<texPath>Wula/Building/Flag/WULA_Flag_Building_Mount</texPath>
|
||||
<graphicClass>Graphic_Single</graphicClass>
|
||||
<shaderType>TransparentPostLight</shaderType>
|
||||
<drawSize>(1,1)</drawSize>
|
||||
<damageData>
|
||||
<enabled>false</enabled>
|
||||
</damageData>
|
||||
</graphicData>
|
||||
<skyfaller>
|
||||
<movementType>Accelerate</movementType>
|
||||
<shadow>Things/Skyfaller/SkyfallerShadowDropPod</shadow>
|
||||
<shadowSize>(0, 0)</shadowSize>
|
||||
<anticipationSound>DropPod_Fall</anticipationSound>
|
||||
<anticipationSoundTicks>100</anticipationSoundTicks>
|
||||
<!-- <impactSound>Explosion_Vaporize</impactSound> -->
|
||||
<moteSpawnTime>0.05</moteSpawnTime>
|
||||
<motesPerCell>0</motesPerCell>
|
||||
<cameraShake>0</cameraShake>
|
||||
<angleCurve>
|
||||
<points>
|
||||
<li>(0,0)</li>
|
||||
<li>(1, 1)</li>
|
||||
</points>
|
||||
</angleCurve>
|
||||
<spawnThing>WULA_Support_Shield</spawnThing>
|
||||
</skyfaller>
|
||||
</ThingDef>
|
||||
<ThingDef ParentName="BuildingBase">
|
||||
<defName>WULA_Support_Shield</defName>
|
||||
<label>全反射拒止护盾</label>
|
||||
<description>一面大型护盾,反射所有的敌方射弹,己方的开火不受影响。</description>
|
||||
<thingClass>WulaFallenEmpire.Building_ExtraGraphics</thingClass>
|
||||
<preventDroppingThingsOn>true</preventDroppingThingsOn>
|
||||
<altitudeLayer>BuildingOnTop</altitudeLayer>
|
||||
<pathCost>50</pathCost>
|
||||
<blockWind>true</blockWind>
|
||||
<passability>PassThroughOnly</passability>
|
||||
<fillPercent>1</fillPercent>
|
||||
<size>(1,1)</size>
|
||||
<drawHighlight>true</drawHighlight>
|
||||
<highlightColor>(0.56, 0.62, 0.9)</highlightColor>
|
||||
<uiIconPath>Wula/Building/Flag/WULA_Flag_Building_A</uiIconPath>
|
||||
<rotatable>false</rotatable>
|
||||
<graphicData>
|
||||
<texPath>Wula/Building/Flag/WULA_Flag_Building_Mount</texPath>
|
||||
<graphicClass>Graphic_Single</graphicClass>
|
||||
<shaderType>TransparentPostLight</shaderType>
|
||||
<drawSize>(1,1)</drawSize>
|
||||
</graphicData>
|
||||
<costList>
|
||||
<Steel>5</Steel>
|
||||
</costList>
|
||||
<statBases>
|
||||
<MaxHitPoints>100</MaxHitPoints>
|
||||
<Flammability>0.5</Flammability>
|
||||
<WorkToBuild>1000</WorkToBuild>
|
||||
<Mass>125</Mass>
|
||||
<Comfort>0.65</Comfort>
|
||||
</statBases>
|
||||
<tickerType>Normal</tickerType>
|
||||
<canOverlapZones>true</canOverlapZones>
|
||||
<hasInteractionCell>false</hasInteractionCell>
|
||||
<defaultPlacingRot>North</defaultPlacingRot>
|
||||
<selectable>true</selectable>
|
||||
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
|
||||
<soundImpactDefault>BulletImpact_Metal</soundImpactDefault>
|
||||
<preventSkyfallersLandingOn>true</preventSkyfallersLandingOn>
|
||||
<drawerType>RealtimeOnly</drawerType>
|
||||
<repairEffect>ConstructMetal</repairEffect>
|
||||
<forceDebugSpawnable>true</forceDebugSpawnable>
|
||||
<designationCategory>WULA_Buildings</designationCategory>
|
||||
<building>
|
||||
<expandHomeArea>false</expandHomeArea>
|
||||
<destroySound>BuildingDestroyed_Metal_Big</destroySound>
|
||||
<paintable>true</paintable>
|
||||
<isInert>true</isInert>
|
||||
</building>
|
||||
<modExtensions>
|
||||
<li Class="WulaFallenEmpire.ExtraGraphicsExtension">
|
||||
<globalHoverSpeed>0</globalHoverSpeed>
|
||||
<globalHoverIntensity>0</globalHoverIntensity>
|
||||
|
||||
<graphicLayers>
|
||||
<li>
|
||||
<texturePath>Wula/Building/Flag/WULA_Flag_Building_A</texturePath>
|
||||
<scale>(3,3)</scale>
|
||||
<drawOrder>0</drawOrder>
|
||||
<offset>(0,1,3)</offset>
|
||||
<hoverSpeed>1.5</hoverSpeed> <!-- 比全局慢 -->
|
||||
<hoverIntensity>0.2</hoverIntensity> <!-- 比全局弱 -->
|
||||
<hoverPhase>0</hoverPhase>
|
||||
</li>
|
||||
<li>
|
||||
<texturePath>Wula/Building/Flag/WULA_Flag_Building_Mount</texturePath>
|
||||
<scale>(1,1)</scale>
|
||||
<drawOrder>1</drawOrder>
|
||||
<offset>(0,1,0)</offset>
|
||||
<hoverSpeed>0</hoverSpeed> <!-- 比全局慢 -->
|
||||
<hoverIntensity>0</hoverIntensity> <!-- 比全局弱 -->
|
||||
<hoverPhase>0</hoverPhase>
|
||||
</li>
|
||||
<li>
|
||||
<texturePath>Wula/Building/WULA_Support_Shield_Building</texturePath>
|
||||
<scale>(24,24)</scale>
|
||||
<drawOrder>2</drawOrder>
|
||||
<offset>(0,1,0)</offset>
|
||||
<hoverSpeed>0</hoverSpeed>
|
||||
<hoverIntensity>0</hoverIntensity>
|
||||
<hoverPhase>0</hoverPhase>
|
||||
</li>
|
||||
</graphicLayers>
|
||||
</li>
|
||||
</modExtensions>
|
||||
<comps>
|
||||
<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_Glower">
|
||||
<glowRadius>3</glowRadius>
|
||||
<glowColor>(120,240,252,0)</glowColor>
|
||||
</li>
|
||||
<li Class="CompProperties_Lifespan">
|
||||
<lifespanTicks>3600</lifespanTicks>
|
||||
</li>
|
||||
<!-- 护盾无法在此绘制 -->
|
||||
<li Class="WulaFallenEmpire.CompProperties_AreaShield">
|
||||
<radius>12</radius>
|
||||
<baseHitPoints>150000</baseHitPoints>
|
||||
<rechargeDelay>2400</rechargeDelay>
|
||||
<rechargeHitPointsIntervalTicks>30</rechargeHitPointsIntervalTicks>
|
||||
|
||||
<!-- 效果器配置 -->
|
||||
<absorbEffecter>Interceptor_BlockedProjectile</absorbEffecter>
|
||||
<interceptEffecter>Interceptor_BlockedProjectile</interceptEffecter>
|
||||
<breakEffecter>Shield_Break</breakEffecter>
|
||||
<reactivateEffecter>BulletShieldGenerator_Reactivate</reactivateEffecter>
|
||||
|
||||
<color>(0.9, 0.2, 0.2, 0.5)</color> <!-- 护盾气泡的颜色 (RGBA) -->
|
||||
|
||||
<!-- 拦截设置 -->
|
||||
<interceptGroundProjectiles>true</interceptGroundProjectiles>
|
||||
<interceptNonHostileProjectiles>false</interceptNonHostileProjectiles>
|
||||
<interceptAirProjectiles>true</interceptAirProjectiles>
|
||||
|
||||
<!-- 反射设置 -->
|
||||
<canReflect>true</canReflect>
|
||||
<reflectChance>1</reflectChance>
|
||||
<reflectAngleRange>30</reflectAngleRange>
|
||||
<reflectCost>0</reflectCost>
|
||||
<reflectEffecter>Interceptor_BlockedProjectile</reflectEffecter>
|
||||
</li>
|
||||
</comps>
|
||||
</ThingDef>
|
||||
</Defs>
|
||||
@@ -396,6 +396,8 @@
|
||||
<graphicClass>Graphic_Single</graphicClass>
|
||||
<shaderType>CutoutComplex</shaderType>
|
||||
</graphicData>
|
||||
<destroyOnDrop>true</destroyOnDrop>
|
||||
<tradeability>None</tradeability>
|
||||
<equippedAngleOffset>-65</equippedAngleOffset>
|
||||
<techLevel>Spacer</techLevel>
|
||||
<smeltable>false</smeltable>
|
||||
@@ -500,8 +502,8 @@
|
||||
<defaultProjectile>Bullet_WULA_RW_Base_AR</defaultProjectile>
|
||||
<warmupTime>1</warmupTime>
|
||||
<range>25</range>
|
||||
<burstShotCount>3</burstShotCount>
|
||||
<ticksBetweenBurstShots>3</ticksBetweenBurstShots>
|
||||
<burstShotCount>5</burstShotCount>
|
||||
<ticksBetweenBurstShots>5</ticksBetweenBurstShots>
|
||||
<soundCast>Shot_AssaultRifle</soundCast>
|
||||
<soundCastTail>GunTail_Medium</soundCastTail>
|
||||
<muzzleFlashScale>7</muzzleFlashScale>
|
||||
@@ -513,7 +515,6 @@
|
||||
</costList>
|
||||
<weaponTags Inherit="False">
|
||||
<li>Wula_Ranged_Weapon_T1</li>
|
||||
<li>Wula_Assault_Cat_Weapon</li>
|
||||
</weaponTags>
|
||||
<comps>
|
||||
<li Class="CompProperties_EquippableAbilityReloadable">
|
||||
@@ -522,6 +523,59 @@
|
||||
</li>
|
||||
</comps>
|
||||
</ThingDef>
|
||||
<!-- 给猫猫的特殊武器,扔在地上会消失、没有人格核心、没有闪光弹 -->
|
||||
<ThingDef ParentName="BaseHumanMakeableGun">
|
||||
<destroyOnDrop>true</destroyOnDrop>
|
||||
<defName>WULA_RW_Base_AR_For_Cat</defName>
|
||||
<label>DLa-1"页岩"</label>
|
||||
<description>乌拉帝国的基础突击步枪,仍然使用可靠的导气式结构驱动自动射击构件,是一种便宜但好用的武器,通常派发给殖民地作自卫武器之用。</description>
|
||||
<tickerType>Normal</tickerType>
|
||||
<techLevel>Spacer</techLevel>
|
||||
<graphicData>
|
||||
<texPath>Wula/Weapon/WULA_RW_Base_AR</texPath>
|
||||
<graphicClass>Graphic_Single</graphicClass>
|
||||
</graphicData>
|
||||
<soundInteract>Interact_Rifle</soundInteract>
|
||||
<tradeability>None</tradeability>
|
||||
<recipeMaker>
|
||||
<recipeUsers Inherit="False">
|
||||
<li>WULA_WeaponArmor_Productor</li>
|
||||
</recipeUsers>
|
||||
<researchPrerequisite>WULA_Synth_Weapon_1_Base_Technology</researchPrerequisite>
|
||||
<unfinishedThingDef>UnfinishedWeapon</unfinishedThingDef>
|
||||
</recipeMaker>
|
||||
<statBases>
|
||||
<WorkToMake>1300</WorkToMake>
|
||||
<!-- <MarketValue>370</MarketValue> -->
|
||||
<Mass>3.5</Mass>
|
||||
<AccuracyTouch>0.75</AccuracyTouch>
|
||||
<AccuracyShort>0.75</AccuracyShort>
|
||||
<AccuracyMedium>0.65</AccuracyMedium>
|
||||
<AccuracyLong>0.45</AccuracyLong>
|
||||
<RangedWeapon_Cooldown>1.2</RangedWeapon_Cooldown>
|
||||
</statBases>
|
||||
<verbs>
|
||||
<li>
|
||||
<verbClass>Verb_Shoot</verbClass>
|
||||
<hasStandardCommand>true</hasStandardCommand>
|
||||
<defaultProjectile>Bullet_WULA_RW_Base_AR</defaultProjectile>
|
||||
<warmupTime>1</warmupTime>
|
||||
<range>25</range>
|
||||
<burstShotCount>5</burstShotCount>
|
||||
<ticksBetweenBurstShots>5</ticksBetweenBurstShots>
|
||||
<soundCast>Shot_AssaultRifle</soundCast>
|
||||
<soundCastTail>GunTail_Medium</soundCastTail>
|
||||
<muzzleFlashScale>7</muzzleFlashScale>
|
||||
</li>
|
||||
</verbs>
|
||||
<costList Inherit="False">
|
||||
<WULA_Alloy>40</WULA_Alloy>
|
||||
<ComponentIndustrial>2</ComponentIndustrial>
|
||||
</costList>
|
||||
<weaponTags Inherit="False">
|
||||
<li>Wula_Assault_Cat_Weapon</li>
|
||||
</weaponTags>
|
||||
</ThingDef>
|
||||
<ThingDef ParentName="BaseBullet">
|
||||
<defName>Bullet_WULA_RW_Base_AR</defName>
|
||||
<label>子弹</label>
|
||||
@@ -2195,7 +2249,7 @@
|
||||
<defName>WULA_MW_Cheat_Weapon_Ability</defName>
|
||||
<label>放逐之门</label>
|
||||
<description>使得目标立刻被放逐——无视一切保护措施,将其从存档中永远擦除。</description>
|
||||
<iconPath>Wula/UI/Abilities/WULA_RW_Auto_GL_Smoke_Ability</iconPath>
|
||||
<iconPath>Wula/UI/Commands/Wula_Psi_Titan_AreaDamage</iconPath>
|
||||
<writeCombatLog>True</writeCombatLog>
|
||||
<showPsycastEffects>False</showPsycastEffects>
|
||||
<hotKey>Misc11</hotKey>
|
||||
|
||||
@@ -1454,13 +1454,32 @@
|
||||
</li>
|
||||
</renderNodeProperties>
|
||||
</li>
|
||||
<li Class="CompProperties_Shield">
|
||||
<startingTicksToReset>36000</startingTicksToReset><!-- 10 mins -->
|
||||
<minDrawSize>8.2</minDrawSize>
|
||||
<maxDrawSize>8.4</maxDrawSize>
|
||||
<energyLossPerDamage>0.01</energyLossPerDamage>
|
||||
<energyOnReset>4.0</energyOnReset>
|
||||
<blocksRangedWeapons>false</blocksRangedWeapons>
|
||||
<!-- 护盾无法在此绘制 -->
|
||||
<li Class="WulaFallenEmpire.CompProperties_AreaShield">
|
||||
<radius>9</radius>
|
||||
<baseHitPoints>300</baseHitPoints>
|
||||
<rechargeDelay>2400</rechargeDelay>
|
||||
<rechargeHitPointsIntervalTicks>30</rechargeHitPointsIntervalTicks>
|
||||
|
||||
<!-- 效果器配置 -->
|
||||
<absorbEffecter>Interceptor_BlockedProjectile</absorbEffecter>
|
||||
<interceptEffecter>Interceptor_BlockedProjectile</interceptEffecter>
|
||||
<breakEffecter>Shield_Break</breakEffecter>
|
||||
<reactivateEffecter>BulletShieldGenerator_Reactivate</reactivateEffecter>
|
||||
|
||||
<color>(0.9, 0.2, 0.2, 0.5)</color> <!-- 护盾气泡的颜色 (RGBA) -->
|
||||
|
||||
<!-- 拦截设置 -->
|
||||
<interceptGroundProjectiles>true</interceptGroundProjectiles>
|
||||
<interceptNonHostileProjectiles>false</interceptNonHostileProjectiles>
|
||||
<interceptAirProjectiles>true</interceptAirProjectiles>
|
||||
|
||||
<!-- 反射设置 -->
|
||||
<canReflect>true</canReflect>
|
||||
<reflectChance>0.6</reflectChance>
|
||||
<reflectAngleRange>30</reflectAngleRange>
|
||||
<reflectCost>0</reflectCost>
|
||||
<reflectEffecter>Interceptor_BlockedProjectile</reflectEffecter>
|
||||
</li>
|
||||
<!-- 飞行组件 -->
|
||||
<li Class="WulaFallenEmpire.CompProperties_PawnFlight">
|
||||
@@ -1624,13 +1643,32 @@
|
||||
</li>
|
||||
</tools>
|
||||
<comps>
|
||||
<li Class="CompProperties_Shield">
|
||||
<startingTicksToReset>36000</startingTicksToReset><!-- 10 mins -->
|
||||
<minDrawSize>11.2</minDrawSize>
|
||||
<maxDrawSize>11.4</maxDrawSize>
|
||||
<energyLossPerDamage>0.01</energyLossPerDamage>
|
||||
<energyOnReset>4.0</energyOnReset>
|
||||
<blocksRangedWeapons>false</blocksRangedWeapons>
|
||||
<!-- 护盾无法在此绘制 -->
|
||||
<li Class="WulaFallenEmpire.CompProperties_AreaShield">
|
||||
<radius>9</radius>
|
||||
<baseHitPoints>500</baseHitPoints>
|
||||
<rechargeDelay>2400</rechargeDelay>
|
||||
<rechargeHitPointsIntervalTicks>30</rechargeHitPointsIntervalTicks>
|
||||
|
||||
<!-- 效果器配置 -->
|
||||
<absorbEffecter>Interceptor_BlockedProjectile</absorbEffecter>
|
||||
<interceptEffecter>Interceptor_BlockedProjectile</interceptEffecter>
|
||||
<breakEffecter>Shield_Break</breakEffecter>
|
||||
<reactivateEffecter>BulletShieldGenerator_Reactivate</reactivateEffecter>
|
||||
|
||||
<color>(0.9, 0.2, 0.2, 0.5)</color> <!-- 护盾气泡的颜色 (RGBA) -->
|
||||
|
||||
<!-- 拦截设置 -->
|
||||
<interceptGroundProjectiles>true</interceptGroundProjectiles>
|
||||
<interceptNonHostileProjectiles>false</interceptNonHostileProjectiles>
|
||||
<interceptAirProjectiles>true</interceptAirProjectiles>
|
||||
|
||||
<!-- 反射设置 -->
|
||||
<canReflect>true</canReflect>
|
||||
<reflectChance>0.75</reflectChance>
|
||||
<reflectAngleRange>30</reflectAngleRange>
|
||||
<reflectCost>0</reflectCost>
|
||||
<reflectEffecter>Interceptor_BlockedProjectile</reflectEffecter>
|
||||
</li>
|
||||
<!-- 飞行组件 -->
|
||||
<li Class="WulaFallenEmpire.CompProperties_PawnFlight">
|
||||
|
||||
@@ -301,4 +301,9 @@
|
||||
<ToggleAreaDamageDesc>启用或禁用区域伤害效果</ToggleAreaDamageDesc>
|
||||
<AreaDamageEnabled>区域伤害:已启用</AreaDamageEnabled>
|
||||
<AreaDamageDisabled>区域伤害:已禁用</AreaDamageDisabled>
|
||||
|
||||
<WULA_SwitchWeapon>更换武器</WULA_SwitchWeapon>
|
||||
<WULA_SwitchWeapon_Desc>扔掉当前武器,并装备该单位的初始武器</WULA_SwitchWeapon_Desc>
|
||||
<WULA_WeaponSwitched>{0} 更换了武器为 {1}</WULA_WeaponSwitched>
|
||||
<WULA_NoWeaponAvailable>{0} 没有可用的武器类型</WULA_NoWeaponAvailable>
|
||||
</LanguageData>
|
||||
44
1.6/1.6/Patches/WULA_BaseStoryteller_Patch.xml
Normal file
44
1.6/1.6/Patches/WULA_BaseStoryteller_Patch.xml
Normal file
@@ -0,0 +1,44 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<Patch>
|
||||
<!-- 乌拉族初始任务 -->
|
||||
<Operation Class="PatchOperationAdd">
|
||||
<xpath>Defs/StorytellerDef[@Name="BaseStoryteller"]/comps</xpath>
|
||||
<value>
|
||||
<li Class="WulaFallenEmpire.StorytellerCompProperties_ImportantQuestWithFactionFilter">
|
||||
<fireAfterDaysPassed>1</fireAfterDaysPassed>
|
||||
<questIncident>WULA_GiveQuest_Intro_Spy</questIncident>
|
||||
<questDef>WULA_Intro_Spy</questDef>
|
||||
<useFactionFilter>true</useFactionFilter>
|
||||
<defaultBehavior>Allow</defaultBehavior>
|
||||
<factionTypeBlacklist>
|
||||
<li>WULA_Awakened_Synth</li>
|
||||
</factionTypeBlacklist>
|
||||
<allowedTargetTags>
|
||||
<li>Map_PlayerHome</li>
|
||||
</allowedTargetTags>
|
||||
</li>
|
||||
</value>
|
||||
</Operation>
|
||||
|
||||
<!-- 乌拉族税收任务 -->
|
||||
<Operation Class="PatchOperationAdd">
|
||||
<xpath>Defs/StorytellerDef[@Name="BaseStoryteller"]/comps</xpath>
|
||||
<value>
|
||||
<li Class="WulaFallenEmpire.StorytellerCompProperties_SimpleTechnologyTrigger">
|
||||
<technology>WULA_Colony_License_LV1_Technology</technology>
|
||||
<incident>WULA_GiveQuest_Base_Tex</incident>
|
||||
<questDef>WULA_Base_Tex_Quest</questDef>
|
||||
|
||||
<!-- 时间配置 -->
|
||||
<fireAfterDaysPassed>0</fireAfterDaysPassed>
|
||||
<checkIntervalDays>15</checkIntervalDays>
|
||||
|
||||
<!-- 可选配置 -->
|
||||
<preventDuplicateQuests>false</preventDuplicateQuests>
|
||||
<debugLogging>false</debugLogging>
|
||||
|
||||
<requiredFaction>Wula_PIA_Legion_Faction</requiredFaction>
|
||||
</li>
|
||||
</value>
|
||||
</Operation>
|
||||
</Patch>
|
||||
BIN
Content/Sounds/Wula/WULA_Basttleship_Shootingsound_L.wav
Normal file
BIN
Content/Sounds/Wula/WULA_Basttleship_Shootingsound_L.wav
Normal file
Binary file not shown.
BIN
Content/Sounds/Wula/WULA_Basttleship_Shootingsound_M.wav
Normal file
BIN
Content/Sounds/Wula/WULA_Basttleship_Shootingsound_M.wav
Normal file
Binary file not shown.
BIN
Content/Sounds/Wula/WULA_Basttleship_Shootingsound_S.wav
Normal file
BIN
Content/Sounds/Wula/WULA_Basttleship_Shootingsound_S.wav
Normal file
Binary file not shown.
Binary file not shown.
BIN
Content/Textures/Wula/Building/WULA_Support_Shield_Building.png
Normal file
BIN
Content/Textures/Wula/Building/WULA_Support_Shield_Building.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 375 KiB |
BIN
Content/Textures/Wula/UI/Abilities/WULA_ClearFlightPath.png
Normal file
BIN
Content/Textures/Wula/UI/Abilities/WULA_ClearFlightPath.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 6.4 KiB |
@@ -3,12 +3,12 @@ using RimWorld;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
public abstract class Condition
|
||||
public abstract class ConditionBase
|
||||
{
|
||||
public abstract bool IsMet(out string reason);
|
||||
}
|
||||
|
||||
public class Condition_VariableEquals : Condition
|
||||
public class Condition_VariableEquals : ConditionBase
|
||||
{
|
||||
public string name;
|
||||
public string value;
|
||||
@@ -75,7 +75,7 @@ namespace WulaFallenEmpire
|
||||
}
|
||||
}
|
||||
|
||||
public abstract class Condition_CompareVariable : Condition
|
||||
public abstract class Condition_CompareVariable : ConditionBase
|
||||
{
|
||||
public string name;
|
||||
public float value;
|
||||
@@ -145,7 +145,7 @@ namespace WulaFallenEmpire
|
||||
protected override string GetOperatorString() => "<=";
|
||||
}
|
||||
|
||||
public class Condition_VariableNotEqual : Condition
|
||||
public class Condition_VariableNotEqual : ConditionBase
|
||||
{
|
||||
public string name;
|
||||
public string value;
|
||||
@@ -213,7 +213,7 @@ namespace WulaFallenEmpire
|
||||
}
|
||||
}
|
||||
|
||||
public class Condition_FactionExists : Condition
|
||||
public class Condition_FactionExists : ConditionBase
|
||||
{
|
||||
public FactionDef factionDef;
|
||||
|
||||
@@ -0,0 +1,83 @@
|
||||
using Verse;
|
||||
using RimWorld;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
public abstract class Condition
|
||||
{
|
||||
public abstract bool IsMet(out string reason);
|
||||
}
|
||||
|
||||
public class Condition_FlagExists : ConditionBase
|
||||
{
|
||||
public string flagName;
|
||||
|
||||
public override bool IsMet(out string reason)
|
||||
{
|
||||
if (string.IsNullOrEmpty(flagName))
|
||||
{
|
||||
reason = "Flag name is not specified.";
|
||||
return false;
|
||||
}
|
||||
|
||||
var eventVarManager = Find.World.GetComponent<EventVariableManager>();
|
||||
bool flagExists = eventVarManager.HasFlag(flagName);
|
||||
|
||||
if (!flagExists)
|
||||
{
|
||||
reason = $"Flag '{flagName}' does not exist or has expired.";
|
||||
}
|
||||
else
|
||||
{
|
||||
int remainingTicks = eventVarManager.GetFlagRemainingTicks(flagName);
|
||||
if (remainingTicks < 0)
|
||||
{
|
||||
reason = $"Flag '{flagName}' exists (permanent).";
|
||||
}
|
||||
else
|
||||
{
|
||||
reason = $"Flag '{flagName}' exists (expires in {remainingTicks} ticks).";
|
||||
}
|
||||
}
|
||||
|
||||
Log.Message($"[EventSystem] Condition_FlagExists check: Flag='{flagName}', Exists={flagExists}, Reason='{reason}'");
|
||||
return flagExists;
|
||||
}
|
||||
}
|
||||
|
||||
public class Condition_FlagNotExists : ConditionBase
|
||||
{
|
||||
public string flagName;
|
||||
|
||||
public override bool IsMet(out string reason)
|
||||
{
|
||||
if (string.IsNullOrEmpty(flagName))
|
||||
{
|
||||
reason = "Flag name is not specified.";
|
||||
return false;
|
||||
}
|
||||
|
||||
var eventVarManager = Find.World.GetComponent<EventVariableManager>();
|
||||
bool flagExists = eventVarManager.HasFlag(flagName);
|
||||
|
||||
if (flagExists)
|
||||
{
|
||||
int remainingTicks = eventVarManager.GetFlagRemainingTicks(flagName);
|
||||
if (remainingTicks < 0)
|
||||
{
|
||||
reason = $"Flag '{flagName}' exists (permanent).";
|
||||
}
|
||||
else
|
||||
{
|
||||
reason = $"Flag '{flagName}' exists (expires in {remainingTicks} ticks).";
|
||||
}
|
||||
return false;
|
||||
}
|
||||
else
|
||||
{
|
||||
reason = $"Flag '{flagName}' does not exist.";
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -572,7 +572,7 @@ namespace WulaFallenEmpire
|
||||
}
|
||||
}
|
||||
|
||||
private bool AreConditionsMet(List<Condition> conditions, out string reason)
|
||||
private bool AreConditionsMet(List<ConditionBase> conditions, out string reason)
|
||||
{
|
||||
reason = "";
|
||||
if (conditions.NullOrEmpty())
|
||||
|
||||
@@ -68,7 +68,7 @@ namespace WulaFallenEmpire
|
||||
}
|
||||
}
|
||||
|
||||
private bool AreConditionsMet(List<Condition> conditions, out string reason)
|
||||
private bool AreConditionsMet(List<ConditionBase> conditions, out string reason)
|
||||
{
|
||||
reason = "";
|
||||
if (conditions.NullOrEmpty())
|
||||
|
||||
@@ -0,0 +1,27 @@
|
||||
// 在 EffectBase.cs 中添加以下类
|
||||
using Verse;
|
||||
using RimWorld;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
public class Effect_SetTimedFlag : EffectBase
|
||||
{
|
||||
public string flagName;
|
||||
public int durationTicks; // 持续时间(tick),负数表示永久
|
||||
|
||||
public override void Execute(Window dialog = null)
|
||||
{
|
||||
if (string.IsNullOrEmpty(flagName))
|
||||
{
|
||||
Log.Error("[WulaFallenEmpire] Effect_SetTimedFlag has a null or empty flagName.");
|
||||
return;
|
||||
}
|
||||
|
||||
var eventVarManager = Find.World.GetComponent<EventVariableManager>();
|
||||
eventVarManager.SetTimedFlag(flagName, durationTicks);
|
||||
|
||||
string durationInfo = durationTicks < 0 ? "permanent" : $"{durationTicks} ticks";
|
||||
Log.Message($"[EventSystem] Set timed flag '{flagName}' with duration: {durationInfo}");
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -71,7 +71,7 @@ namespace WulaFallenEmpire
|
||||
{
|
||||
[MustTranslate]
|
||||
public string label;
|
||||
public List<Condition> conditions;
|
||||
public List<ConditionBase> conditions;
|
||||
[MustTranslate]
|
||||
public string disabledReason;
|
||||
public bool hideWhenDisabled = true;
|
||||
@@ -102,7 +102,7 @@ namespace WulaFallenEmpire
|
||||
|
||||
public class ConditionalEffects
|
||||
{
|
||||
public List<Condition> conditions;
|
||||
public List<ConditionBase> conditions;
|
||||
public List<EffectBase> effects;
|
||||
public List<EffectBase> randomlistEffects;
|
||||
public List<LoopEffects> loopEffects;
|
||||
@@ -164,7 +164,7 @@ namespace WulaFallenEmpire
|
||||
|
||||
public class ConditionalDescription
|
||||
{
|
||||
public List<Condition> conditions;
|
||||
public List<ConditionBase> conditions;
|
||||
[MustTranslate]
|
||||
public string text;
|
||||
}
|
||||
|
||||
@@ -12,12 +12,17 @@ namespace WulaFallenEmpire
|
||||
private Dictionary<string, string> stringVars = new Dictionary<string, string>();
|
||||
private Dictionary<string, Pawn> pawnVars = new Dictionary<string, Pawn>();
|
||||
private Dictionary<string, List<Pawn>> pawnListVars = new Dictionary<string, List<Pawn>>();
|
||||
|
||||
// 新增:有时限的flag字典
|
||||
private Dictionary<string, int> timedFlags = new Dictionary<string, int>();
|
||||
|
||||
// 用于Scribe的辅助列表
|
||||
private List<string> pawnVarKeys;
|
||||
private List<Pawn> pawnVarValues;
|
||||
private List<string> pawnListVarKeys;
|
||||
private List<List<Pawn>> pawnListVarValues;
|
||||
private List<string> timedFlagKeys;
|
||||
private List<int> timedFlagValues;
|
||||
|
||||
// Required for WorldComponent
|
||||
public EventVariableManager(World world) : base(world)
|
||||
@@ -32,6 +37,7 @@ namespace WulaFallenEmpire
|
||||
Scribe_Collections.Look(ref stringVars, "stringVars", LookMode.Value, LookMode.Value);
|
||||
Scribe_Collections.Look(ref pawnVars, "pawnVars", LookMode.Value, LookMode.Reference, ref pawnVarKeys, ref pawnVarValues);
|
||||
Scribe_Collections.Look(ref pawnListVars, "pawnListVars", LookMode.Value, LookMode.Reference, ref pawnListVarKeys, ref pawnListVarValues);
|
||||
Scribe_Collections.Look(ref timedFlags, "timedFlags", LookMode.Value, LookMode.Value, ref timedFlagKeys, ref timedFlagValues);
|
||||
|
||||
// Ensure dictionaries are not null after loading
|
||||
if (Scribe.mode == LoadSaveMode.PostLoadInit)
|
||||
@@ -41,6 +47,43 @@ namespace WulaFallenEmpire
|
||||
stringVars ??= new Dictionary<string, string>();
|
||||
pawnVars ??= new Dictionary<string, Pawn>();
|
||||
pawnListVars ??= new Dictionary<string, List<Pawn>>();
|
||||
timedFlags ??= new Dictionary<string, int>();
|
||||
}
|
||||
}
|
||||
|
||||
public override void WorldComponentTick()
|
||||
{
|
||||
base.WorldComponentTick();
|
||||
|
||||
// 每60 tick检查一次过期flag
|
||||
if (Find.TickManager.TicksGame % 60 == 0)
|
||||
{
|
||||
CheckExpiredFlags();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 检查并清理过期的flag
|
||||
/// </summary>
|
||||
private void CheckExpiredFlags()
|
||||
{
|
||||
List<string> flagsToRemove = new List<string>();
|
||||
int currentTick = Find.TickManager.TicksGame;
|
||||
|
||||
foreach (var kvp in timedFlags)
|
||||
{
|
||||
// 如果flag的过期时间不为负数且小于当前tick,则标记为需要移除
|
||||
if (kvp.Value >= 0 && currentTick >= kvp.Value)
|
||||
{
|
||||
flagsToRemove.Add(kvp.Key);
|
||||
Log.Message($"[EventSystem] Flag '{kvp.Key}' expired and will be removed.");
|
||||
}
|
||||
}
|
||||
|
||||
// 移除过期的flag
|
||||
foreach (string flagName in flagsToRemove)
|
||||
{
|
||||
timedFlags.Remove(flagName);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -81,6 +124,80 @@ namespace WulaFallenEmpire
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 设置有时限的flag
|
||||
/// </summary>
|
||||
/// <param name="flagName">flag名称</param>
|
||||
/// <param name="durationTicks">持续时间(tick),负数表示永久</param>
|
||||
public void SetTimedFlag(string flagName, int durationTicks)
|
||||
{
|
||||
if (string.IsNullOrEmpty(flagName)) return;
|
||||
|
||||
int expiryTick;
|
||||
if (durationTicks < 0)
|
||||
{
|
||||
// 负数表示永久flag
|
||||
expiryTick = -1;
|
||||
Log.Message($"[EventSystem] Setting permanent flag '{flagName}'.");
|
||||
}
|
||||
else
|
||||
{
|
||||
// 正数表示有时间限制的flag
|
||||
expiryTick = Find.TickManager.TicksGame + durationTicks;
|
||||
Log.Message($"[EventSystem] Setting timed flag '{flagName}' with duration {durationTicks} ticks (expires at tick {expiryTick}).");
|
||||
}
|
||||
|
||||
timedFlags[flagName] = expiryTick;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 检查flag是否存在且未过期
|
||||
/// </summary>
|
||||
public bool HasFlag(string flagName)
|
||||
{
|
||||
if (string.IsNullOrEmpty(flagName)) return false;
|
||||
|
||||
if (timedFlags.TryGetValue(flagName, out int expiryTick))
|
||||
{
|
||||
if (expiryTick < 0)
|
||||
{
|
||||
// 永久flag
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
// 检查是否过期
|
||||
bool isActive = Find.TickManager.TicksGame < expiryTick;
|
||||
if (!isActive)
|
||||
{
|
||||
// 如果过期了,移除它
|
||||
timedFlags.Remove(flagName);
|
||||
Log.Message($"[EventSystem] Flag '{flagName}' has expired and was removed.");
|
||||
}
|
||||
return isActive;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取flag的剩余时间(tick)
|
||||
/// </summary>
|
||||
public int GetFlagRemainingTicks(string flagName)
|
||||
{
|
||||
if (string.IsNullOrEmpty(flagName) || !timedFlags.TryGetValue(flagName, out int expiryTick))
|
||||
return 0;
|
||||
|
||||
if (expiryTick < 0)
|
||||
{
|
||||
// 永久flag
|
||||
return -1;
|
||||
}
|
||||
|
||||
int remaining = expiryTick - Find.TickManager.TicksGame;
|
||||
return remaining > 0 ? remaining : 0;
|
||||
}
|
||||
|
||||
public T GetVariable<T>(string name, T defaultValue = default)
|
||||
{
|
||||
if (string.IsNullOrEmpty(name)) return defaultValue;
|
||||
@@ -138,7 +255,8 @@ namespace WulaFallenEmpire
|
||||
floatVars.ContainsKey(name) ||
|
||||
stringVars.ContainsKey(name) ||
|
||||
pawnVars.ContainsKey(name) ||
|
||||
pawnListVars.ContainsKey(name);
|
||||
pawnListVars.ContainsKey(name) ||
|
||||
timedFlags.ContainsKey(name);
|
||||
}
|
||||
|
||||
public void ClearVariable(string name)
|
||||
@@ -152,6 +270,7 @@ namespace WulaFallenEmpire
|
||||
stringVars.Remove(name);
|
||||
pawnVars.Remove(name);
|
||||
pawnListVars.Remove(name);
|
||||
timedFlags.Remove(name);
|
||||
}
|
||||
|
||||
public void ClearAll()
|
||||
@@ -161,6 +280,7 @@ namespace WulaFallenEmpire
|
||||
stringVars.Clear();
|
||||
pawnVars.Clear();
|
||||
pawnListVars.Clear();
|
||||
timedFlags.Clear();
|
||||
}
|
||||
|
||||
public Dictionary<string, object> GetAllVariables()
|
||||
@@ -171,7 +291,8 @@ namespace WulaFallenEmpire
|
||||
foreach (var kvp in stringVars) allVars[kvp.Key] = kvp.Value;
|
||||
foreach (var kvp in pawnVars) allVars[kvp.Key] = kvp.Value;
|
||||
foreach (var kvp in pawnListVars) allVars[kvp.Key] = kvp.Value;
|
||||
foreach (var kvp in timedFlags) allVars[kvp.Key] = $"Flag (expires: {kvp.Value})";
|
||||
return allVars;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -24,20 +24,27 @@ namespace WulaFallenEmpire
|
||||
// 目标跟踪
|
||||
private List<IntVec3> previousTargets = new List<IntVec3>();
|
||||
|
||||
// 新增:微追踪目标列表
|
||||
private List<LocalTargetInfo> microTrackingTargets = new List<LocalTargetInfo>();
|
||||
private List<float> microTrackingWeights = new List<float>(); // 新增:权重列表
|
||||
// 优化:缓存目标列表,避免每帧重新计算
|
||||
private List<LocalTargetInfo> cachedTargets = new List<LocalTargetInfo>();
|
||||
private List<float> cachedTargetWeights = new List<float>();
|
||||
private int lastTargetUpdateTick = -9999;
|
||||
private const int TARGET_UPDATE_INTERVAL = 60; // 每60 ticks更新一次目标列表
|
||||
|
||||
// 新增:目标类型权重配置
|
||||
private const float PAWN_WEIGHT = 5.0f; // Pawn权重:5倍
|
||||
private const float OWNED_BUILDING_WEIGHT = 1.0f; // 有主建筑权重:1倍
|
||||
private const float UNOWNED_BUILDING_WEIGHT = 0.01f; // 无主建筑权重:0.01倍
|
||||
private const float OTHER_WEIGHT = 1.0f; // 其他目标权重:1倍
|
||||
// 优化:一轮炮击的目标缓存
|
||||
private IntVec3 currentVolleyCenter;
|
||||
private List<IntVec3> currentVolleyTargets = new List<IntVec3>();
|
||||
private int currentVolleyIndex = 0;
|
||||
|
||||
// 目标类型权重配置
|
||||
private const float PAWN_WEIGHT = 5.0f;
|
||||
private const float OWNED_BUILDING_WEIGHT = 1.0f;
|
||||
private const float UNOWNED_BUILDING_WEIGHT = 0.01f;
|
||||
private const float WALL_WEIGHT = 0.001f; // 墙的权重极低
|
||||
private const float OTHER_WEIGHT = 1.0f;
|
||||
|
||||
public override void Initialize(CompProperties props)
|
||||
{
|
||||
base.Initialize(props);
|
||||
|
||||
ticksUntilNextAttack = Props.ticksBetweenAttacks;
|
||||
|
||||
Log.Message($"Ship Artillery initialized: {Props.ticksBetweenAttacks} ticks between attacks, {Props.attackRadius} radius");
|
||||
@@ -51,10 +58,14 @@ namespace WulaFallenEmpire
|
||||
if (parent is not FlyOver flyOver || !flyOver.Spawned || flyOver.Map == null)
|
||||
return;
|
||||
|
||||
// 更新微追踪目标列表(如果需要)
|
||||
// 优化:减少目标更新频率
|
||||
if (Props.useMicroTracking && Props.useFactionDiscrimination)
|
||||
{
|
||||
UpdateMicroTrackingTargets(flyOver);
|
||||
if (Find.TickManager.TicksGame - lastTargetUpdateTick > TARGET_UPDATE_INTERVAL)
|
||||
{
|
||||
UpdateTargetCache(flyOver);
|
||||
lastTargetUpdateTick = Find.TickManager.TicksGame;
|
||||
}
|
||||
}
|
||||
|
||||
// 更新预热状态
|
||||
@@ -82,103 +93,99 @@ namespace WulaFallenEmpire
|
||||
}
|
||||
}
|
||||
|
||||
// 新增:更新微追踪目标列表
|
||||
private void UpdateMicroTrackingTargets(FlyOver flyOver)
|
||||
// 优化:缓存目标列表
|
||||
private void UpdateTargetCache(FlyOver flyOver)
|
||||
{
|
||||
microTrackingTargets.Clear();
|
||||
microTrackingWeights.Clear();
|
||||
cachedTargets.Clear();
|
||||
cachedTargetWeights.Clear();
|
||||
|
||||
Faction targetFaction = GetTargetFaction(flyOver);
|
||||
if (targetFaction == null) return;
|
||||
|
||||
// 获取飞越物体当前位置
|
||||
IntVec3 center = GetFlyOverPosition(flyOver);
|
||||
|
||||
// 搜索范围内的所有潜在目标
|
||||
foreach (IntVec3 cell in GenRadial.RadialCellsAround(center, Props.attackRadius, true))
|
||||
// 优化:使用更高效的目标搜索
|
||||
var potentialTargets = GenRadial.RadialDistinctThingsAround(center, flyOver.Map, Props.attackRadius, true)
|
||||
.Where(thing => IsValidMicroTrackingTarget(thing, targetFaction))
|
||||
.Distinct(); // 避免重复
|
||||
|
||||
foreach (Thing thing in potentialTargets)
|
||||
{
|
||||
if (!cell.InBounds(flyOver.Map)) continue;
|
||||
|
||||
// 检查建筑
|
||||
Building building = cell.GetEdifice(flyOver.Map);
|
||||
if (building != null && IsValidMicroTrackingTarget(building, targetFaction))
|
||||
{
|
||||
microTrackingTargets.Add(new LocalTargetInfo(building));
|
||||
float weight = GetTargetWeight(building);
|
||||
microTrackingWeights.Add(weight);
|
||||
}
|
||||
|
||||
// 检查生物
|
||||
List<Thing> thingList = cell.GetThingList(flyOver.Map);
|
||||
foreach (Thing thing in thingList)
|
||||
{
|
||||
if (thing is Pawn pawn && IsValidMicroTrackingTarget(pawn, targetFaction))
|
||||
{
|
||||
microTrackingTargets.Add(new LocalTargetInfo(pawn));
|
||||
float weight = GetTargetWeight(pawn);
|
||||
microTrackingWeights.Add(weight);
|
||||
}
|
||||
}
|
||||
cachedTargets.Add(new LocalTargetInfo(thing));
|
||||
cachedTargetWeights.Add(GetTargetWeight(thing));
|
||||
}
|
||||
|
||||
// 移除重复目标(基于位置)
|
||||
for (int i = microTrackingTargets.Count - 1; i >= 0; i--)
|
||||
if (DebugSettings.godMode && cachedTargets.Count > 0)
|
||||
{
|
||||
for (int j = 0; j < i; j++)
|
||||
{
|
||||
if (microTrackingTargets[i].Cell == microTrackingTargets[j].Cell)
|
||||
{
|
||||
microTrackingTargets.RemoveAt(i);
|
||||
microTrackingWeights.RemoveAt(i);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (DebugSettings.godMode)
|
||||
{
|
||||
Log.Message($"MicroTracking: Found {microTrackingTargets.Count} targets for faction {targetFaction.def.defName}");
|
||||
// 输出目标统计信息
|
||||
var targetStats = GetTargetStatistics();
|
||||
Log.Message($"Target Statistics - Pawns: {targetStats.pawnCount}, Owned Buildings: {targetStats.ownedBuildingCount}, Unowned Buildings: {targetStats.unownedBuildingCount}, Others: {targetStats.otherCount}");
|
||||
Log.Message($"Target Cache Updated: Found {cachedTargets.Count} targets");
|
||||
var stats = GetTargetStatistics();
|
||||
Log.Message($"Target Statistics - Pawns: {stats.pawnCount}, Owned Buildings: {stats.ownedBuildingCount}, Unowned Buildings: {stats.unownedBuildingCount}, Walls: {stats.wallCount}, Others: {stats.otherCount}");
|
||||
}
|
||||
}
|
||||
|
||||
// 新增:获取目标权重
|
||||
// 优化:改进的目标有效性检查
|
||||
private bool IsValidMicroTrackingTarget(Thing thing, Faction targetFaction)
|
||||
{
|
||||
if (thing == null || thing.Destroyed) return false;
|
||||
|
||||
// 修复1:无主建筑总是被排除
|
||||
if (thing is Building building && building.Faction == null)
|
||||
return false;
|
||||
|
||||
// 修复2:isWall的建筑总是不考虑
|
||||
if (thing.def?.building?.isWall == true)
|
||||
return false;
|
||||
|
||||
// 检查派系关系
|
||||
if (thing.Faction != null)
|
||||
{
|
||||
if (thing.Faction == targetFaction) return false;
|
||||
if (thing.Faction.RelationKindWith(targetFaction) == FactionRelationKind.Ally) return false;
|
||||
}
|
||||
|
||||
// 检查保护范围
|
||||
if (Props.avoidPlayerAssets && IsNearPlayerAssets(thing.Position, thing.Map))
|
||||
return false;
|
||||
|
||||
// 避免击中飞越物体本身
|
||||
if (Props.avoidHittingFlyOver && thing.Position.DistanceTo(parent.Position) < 10f)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// 优化:获取目标权重
|
||||
private float GetTargetWeight(Thing thing)
|
||||
{
|
||||
if (thing is Pawn)
|
||||
{
|
||||
return PAWN_WEIGHT;
|
||||
}
|
||||
else if (thing is Building building)
|
||||
{
|
||||
// 修复2:墙的权重极低
|
||||
if (building.def?.building?.isWall == true)
|
||||
return WALL_WEIGHT;
|
||||
|
||||
if (building.Faction == null)
|
||||
{
|
||||
return UNOWNED_BUILDING_WEIGHT;
|
||||
}
|
||||
else
|
||||
{
|
||||
return OWNED_BUILDING_WEIGHT;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
return OTHER_WEIGHT;
|
||||
}
|
||||
}
|
||||
|
||||
// 新增:获取目标统计信息
|
||||
private (int pawnCount, int ownedBuildingCount, int unownedBuildingCount, int otherCount) GetTargetStatistics()
|
||||
private (int pawnCount, int ownedBuildingCount, int unownedBuildingCount, int wallCount, int otherCount) GetTargetStatistics()
|
||||
{
|
||||
int pawnCount = 0;
|
||||
int ownedBuildingCount = 0;
|
||||
int unownedBuildingCount = 0;
|
||||
int wallCount = 0;
|
||||
int otherCount = 0;
|
||||
|
||||
for (int i = 0; i < microTrackingTargets.Count; i++)
|
||||
foreach (var target in cachedTargets)
|
||||
{
|
||||
Thing thing = microTrackingTargets[i].Thing;
|
||||
Thing thing = target.Thing;
|
||||
if (thing == null) continue;
|
||||
|
||||
if (thing is Pawn)
|
||||
@@ -187,7 +194,11 @@ namespace WulaFallenEmpire
|
||||
}
|
||||
else if (thing is Building building)
|
||||
{
|
||||
if (building.Faction == null)
|
||||
if (building.def?.building?.isWall == true)
|
||||
{
|
||||
wallCount++;
|
||||
}
|
||||
else if (building.Faction == null)
|
||||
{
|
||||
unownedBuildingCount++;
|
||||
}
|
||||
@@ -202,50 +213,20 @@ namespace WulaFallenEmpire
|
||||
}
|
||||
}
|
||||
|
||||
return (pawnCount, ownedBuildingCount, unownedBuildingCount, otherCount);
|
||||
return (pawnCount, ownedBuildingCount, unownedBuildingCount, wallCount, otherCount);
|
||||
}
|
||||
|
||||
// 新增:检查是否为有效的微追踪目标
|
||||
private bool IsValidMicroTrackingTarget(Thing thing, Faction targetFaction)
|
||||
{
|
||||
if (thing == null || thing.Destroyed) return false;
|
||||
|
||||
// 检查派系关系:目标派系的友军不应该被攻击
|
||||
if (thing.Faction != null)
|
||||
{
|
||||
if (thing.Faction == targetFaction) return false;
|
||||
if (thing.Faction.RelationKindWith(targetFaction) == FactionRelationKind.Ally) return false;
|
||||
}
|
||||
|
||||
// 检查是否在保护范围内
|
||||
if (Props.avoidPlayerAssets && IsNearPlayerAssets(thing.Position, thing.Map))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// 避免击中飞越物体本身
|
||||
if (Props.avoidHittingFlyOver && thing.Position.DistanceTo(parent.Position) < 10f)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// 新增:获取目标派系
|
||||
private Faction GetTargetFaction(FlyOver flyOver)
|
||||
{
|
||||
if (!Props.useFactionDiscrimination)
|
||||
return null;
|
||||
|
||||
// 如果指定了目标派系,使用指定的派系
|
||||
if (Props.targetFaction != null)
|
||||
{
|
||||
Faction faction = Find.FactionManager.FirstFactionOfDef(Props.targetFaction);
|
||||
if (faction != null) return faction;
|
||||
}
|
||||
|
||||
// 否则使用玩家当前派系
|
||||
return Faction.OfPlayer;
|
||||
}
|
||||
|
||||
@@ -266,11 +247,15 @@ namespace WulaFallenEmpire
|
||||
|
||||
Log.Message($"Ship Artillery starting attack on target area: {currentTarget} (attack radius: {Props.attackRadius})");
|
||||
|
||||
// 开始预热
|
||||
// 修复3:在一轮炮击中,只进行一次目标选择
|
||||
currentVolleyCenter = currentTarget;
|
||||
currentVolleyTargets.Clear();
|
||||
currentVolleyIndex = 0;
|
||||
|
||||
// 预热阶段
|
||||
isWarmingUp = true;
|
||||
warmupTicksRemaining = Props.warmupTicks;
|
||||
|
||||
// 启动预热效果
|
||||
if (Props.warmupEffect != null)
|
||||
{
|
||||
warmupEffecter = Props.warmupEffect.Spawn();
|
||||
@@ -282,19 +267,16 @@ namespace WulaFallenEmpire
|
||||
{
|
||||
warmupTicksRemaining--;
|
||||
|
||||
// 维持预热效果
|
||||
if (warmupEffecter != null)
|
||||
{
|
||||
warmupEffecter.EffectTick(new TargetInfo(currentTarget, flyOver.Map), new TargetInfo(currentTarget, flyOver.Map));
|
||||
}
|
||||
|
||||
// 生成预热粒子
|
||||
if (Props.warmupFleck != null && Rand.MTBEventOccurs(0.1f, 1f, 1f))
|
||||
{
|
||||
FleckMaker.Static(currentTarget.ToVector3Shifted(), flyOver.Map, Props.warmupFleck);
|
||||
}
|
||||
|
||||
// 预热完成,开始攻击
|
||||
if (warmupTicksRemaining <= 0)
|
||||
{
|
||||
StartFiring(flyOver);
|
||||
@@ -307,11 +289,9 @@ namespace WulaFallenEmpire
|
||||
isAttacking = true;
|
||||
attackTicksRemaining = Props.attackDurationTicks;
|
||||
|
||||
// 清理预热效果
|
||||
warmupEffecter?.Cleanup();
|
||||
warmupEffecter = null;
|
||||
|
||||
// 启动攻击效果
|
||||
if (Props.attackEffect != null)
|
||||
{
|
||||
attackEffecter = Props.attackEffect.Spawn();
|
||||
@@ -333,26 +313,23 @@ namespace WulaFallenEmpire
|
||||
{
|
||||
attackTicksRemaining--;
|
||||
|
||||
// 维持攻击效果
|
||||
if (attackEffecter != null)
|
||||
{
|
||||
attackEffecter.EffectTick(new TargetInfo(currentTarget, flyOver.Map), new TargetInfo(currentTarget, flyOver.Map));
|
||||
}
|
||||
|
||||
// 在攻击期间定期发射炮弹
|
||||
if (attackTicksRemaining % 60 == 0) // 每秒发射一次
|
||||
if (attackTicksRemaining % 60 == 0)
|
||||
{
|
||||
ExecuteVolley(flyOver);
|
||||
}
|
||||
|
||||
// 生成攻击粒子
|
||||
if (Props.attackFleck != null && Rand.MTBEventOccurs(0.2f, 1f, 1f))
|
||||
{
|
||||
Vector3 randomOffset = new Vector3(Rand.Range(-3f, 3f), 0f, Rand.Range(-3f, 3f));
|
||||
FleckMaker.Static((currentTarget.ToVector3Shifted() + randomOffset), flyOver.Map, Props.attackFleck);
|
||||
}
|
||||
|
||||
// 攻击结束
|
||||
if (attackTicksRemaining <= 0)
|
||||
{
|
||||
EndAttack(flyOver);
|
||||
@@ -361,17 +338,66 @@ namespace WulaFallenEmpire
|
||||
|
||||
private void ExecuteVolley(FlyOver flyOver)
|
||||
{
|
||||
// 修复3:为这一轮炮击生成所有目标
|
||||
if (currentVolleyTargets.Count == 0)
|
||||
{
|
||||
GenerateVolleyTargets(flyOver);
|
||||
}
|
||||
|
||||
for (int i = 0; i < Props.shellsPerVolley; i++)
|
||||
{
|
||||
FireShell(flyOver);
|
||||
if (currentVolleyIndex < currentVolleyTargets.Count)
|
||||
{
|
||||
FireShell(flyOver, currentVolleyTargets[currentVolleyIndex]);
|
||||
currentVolleyIndex++;
|
||||
}
|
||||
else
|
||||
{
|
||||
// 如果目标用完了,重新生成(对于持续攻击)
|
||||
GenerateVolleyTargets(flyOver);
|
||||
if (currentVolleyTargets.Count > 0)
|
||||
{
|
||||
FireShell(flyOver, currentVolleyTargets[0]);
|
||||
currentVolleyIndex = 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void FireShell(FlyOver flyOver)
|
||||
// 修复3:生成一轮炮击的所有目标
|
||||
private void GenerateVolleyTargets(FlyOver flyOver)
|
||||
{
|
||||
currentVolleyTargets.Clear();
|
||||
currentVolleyIndex = 0;
|
||||
|
||||
for (int i = 0; i < Props.shellsPerVolley * 3; i++) // 生成足够的目标
|
||||
{
|
||||
IntVec3 target;
|
||||
if (Props.useMicroTracking && Props.useFactionDiscrimination && cachedTargets.Count > 0)
|
||||
{
|
||||
target = SelectTargetFromCache(flyOver);
|
||||
}
|
||||
else
|
||||
{
|
||||
target = SelectRandomTargetInRadius(currentVolleyCenter, flyOver.Map, Props.attackRadius);
|
||||
}
|
||||
|
||||
if (target.IsValid && target.InBounds(flyOver.Map))
|
||||
{
|
||||
currentVolleyTargets.Add(target);
|
||||
}
|
||||
}
|
||||
|
||||
if (DebugSettings.godMode)
|
||||
{
|
||||
Log.Message($"Generated {currentVolleyTargets.Count} targets for volley around {currentVolleyCenter}");
|
||||
}
|
||||
}
|
||||
|
||||
private void FireShell(FlyOver flyOver, IntVec3 shellTarget)
|
||||
{
|
||||
try
|
||||
{
|
||||
// 选择炮弹类型
|
||||
ThingDef shellDef = SelectShellDef();
|
||||
if (shellDef == null)
|
||||
{
|
||||
@@ -379,24 +405,14 @@ namespace WulaFallenEmpire
|
||||
return;
|
||||
}
|
||||
|
||||
// 选择目标
|
||||
IntVec3 shellTarget;
|
||||
if (Props.useMicroTracking && Props.useFactionDiscrimination && microTrackingTargets.Count > 0)
|
||||
{
|
||||
shellTarget = SelectMicroTrackingTarget(flyOver);
|
||||
}
|
||||
else
|
||||
{
|
||||
shellTarget = SelectRandomTarget(flyOver);
|
||||
}
|
||||
|
||||
// 关键修复:使用 SkyfallerMaker 创建并立即生成 Skyfaller
|
||||
SkyfallerMaker.SpawnSkyfaller(shellDef, shellTarget, flyOver.Map);
|
||||
|
||||
float distanceFromCenter = shellTarget.DistanceTo(currentTarget);
|
||||
Log.Message($"Ship Artillery fired shell at {shellTarget} (distance from center: {distanceFromCenter:F1})");
|
||||
float distanceFromCenter = shellTarget.DistanceTo(currentVolleyCenter);
|
||||
if (DebugSettings.godMode)
|
||||
{
|
||||
Log.Message($"Ship Artillery fired shell at {shellTarget} (distance from center: {distanceFromCenter:F1})");
|
||||
}
|
||||
|
||||
// 播放音效
|
||||
if (Props.attackSound != null)
|
||||
{
|
||||
Props.attackSound.PlayOneShot(new TargetInfo(shellTarget, flyOver.Map));
|
||||
@@ -408,16 +424,15 @@ namespace WulaFallenEmpire
|
||||
}
|
||||
}
|
||||
|
||||
// 修改:微追踪目标选择 - 现在使用权重系统
|
||||
private IntVec3 SelectMicroTrackingTarget(FlyOver flyOver)
|
||||
// 优化:从缓存中选择目标
|
||||
private IntVec3 SelectTargetFromCache(FlyOver flyOver)
|
||||
{
|
||||
if (microTrackingTargets.Count == 0)
|
||||
if (cachedTargets.Count == 0)
|
||||
{
|
||||
Log.Warning("MicroTracking: No targets available, falling back to random target");
|
||||
return SelectRandomTarget(flyOver);
|
||||
return SelectRandomTargetInRadius(currentVolleyCenter, flyOver.Map, Props.attackRadius);
|
||||
}
|
||||
|
||||
// 使用权重系统选择目标
|
||||
LocalTargetInfo selectedTarget = SelectTargetByWeight();
|
||||
IntVec3 targetCell = selectedTarget.Cell;
|
||||
|
||||
@@ -429,7 +444,6 @@ namespace WulaFallenEmpire
|
||||
offsetTarget.x += Mathf.RoundToInt(Mathf.Cos(angle * Mathf.Deg2Rad) * offsetDistance);
|
||||
offsetTarget.z += Mathf.RoundToInt(Mathf.Sin(angle * Mathf.Deg2Rad) * offsetDistance);
|
||||
|
||||
// 确保目标在地图内
|
||||
if (!offsetTarget.InBounds(flyOver.Map))
|
||||
{
|
||||
offsetTarget = targetCell;
|
||||
@@ -448,37 +462,34 @@ namespace WulaFallenEmpire
|
||||
return offsetTarget;
|
||||
}
|
||||
|
||||
// 新增:基于权重的目标选择
|
||||
// 基于权重的目标选择
|
||||
private LocalTargetInfo SelectTargetByWeight()
|
||||
{
|
||||
if (microTrackingTargets.Count == 0)
|
||||
if (cachedTargets.Count == 0)
|
||||
return LocalTargetInfo.Invalid;
|
||||
|
||||
if (microTrackingTargets.Count == 1)
|
||||
return microTrackingTargets[0];
|
||||
if (cachedTargets.Count == 1)
|
||||
return cachedTargets[0];
|
||||
|
||||
// 计算总权重
|
||||
float totalWeight = 0f;
|
||||
foreach (float weight in microTrackingWeights)
|
||||
foreach (float weight in cachedTargetWeights)
|
||||
{
|
||||
totalWeight += weight;
|
||||
}
|
||||
|
||||
// 随机选择
|
||||
float randomValue = Rand.Range(0f, totalWeight);
|
||||
float currentSum = 0f;
|
||||
|
||||
for (int i = 0; i < microTrackingTargets.Count; i++)
|
||||
for (int i = 0; i < cachedTargets.Count; i++)
|
||||
{
|
||||
currentSum += microTrackingWeights[i];
|
||||
currentSum += cachedTargetWeights[i];
|
||||
if (randomValue <= currentSum)
|
||||
{
|
||||
return microTrackingTargets[i];
|
||||
return cachedTargets[i];
|
||||
}
|
||||
}
|
||||
|
||||
// 回退到最后一个目标
|
||||
return microTrackingTargets[microTrackingTargets.Count - 1];
|
||||
return cachedTargets[cachedTargets.Count - 1];
|
||||
}
|
||||
|
||||
private ThingDef SelectShellDef()
|
||||
@@ -512,26 +523,18 @@ namespace WulaFallenEmpire
|
||||
return launchPos;
|
||||
}
|
||||
|
||||
// 简化的目标选择 - 每次直接随机选择目标
|
||||
private IntVec3 SelectRandomTarget(FlyOver flyOver)
|
||||
private IntVec3 SelectTarget(FlyOver flyOver)
|
||||
{
|
||||
IntVec3 center = GetFlyOverPosition(flyOver) + Props.targetOffset;
|
||||
return FindRandomTargetInRadius(center, flyOver.Map, Props.attackRadius);
|
||||
}
|
||||
|
||||
private IntVec3 SelectTarget(FlyOver flyOver)
|
||||
// 简化的目标选择 - 每次直接随机选择目标
|
||||
private IntVec3 SelectRandomTargetInRadius(IntVec3 center, Map map, float radius)
|
||||
{
|
||||
// 获取飞越物体当前位置作为基础中心
|
||||
IntVec3 flyOverPos = GetFlyOverPosition(flyOver);
|
||||
IntVec3 center = flyOverPos + Props.targetOffset;
|
||||
|
||||
Log.Message($"FlyOver position: {flyOverPos}, Center for targeting: {center}");
|
||||
|
||||
// 在攻击半径内选择随机目标
|
||||
return FindRandomTargetInRadius(center, flyOver.Map, Props.attackRadius);
|
||||
return FindRandomTargetInRadius(center, map, radius);
|
||||
}
|
||||
|
||||
// 改进的飞越物体位置获取
|
||||
private IntVec3 GetFlyOverPosition(FlyOver flyOver)
|
||||
{
|
||||
// 优先使用 DrawPos,因为它反映实际视觉位置
|
||||
@@ -554,15 +557,13 @@ namespace WulaFallenEmpire
|
||||
// 目标查找逻辑 - 基于攻击半径
|
||||
private IntVec3 FindRandomTargetInRadius(IntVec3 center, Map map, float radius)
|
||||
{
|
||||
Log.Message($"Finding target around {center} with radius {radius}");
|
||||
|
||||
// 如果半径为0,直接返回中心
|
||||
if (radius <= 0)
|
||||
return center;
|
||||
|
||||
bool ignoreProtectionForThisTarget = Rand.Value < Props.ignoreProtectionChance;
|
||||
|
||||
for (int i = 0; i < 30; i++)
|
||||
// 优化:减少尝试次数
|
||||
for (int i = 0; i < 15; i++)
|
||||
{
|
||||
// 在圆形区域内随机选择
|
||||
float angle = Rand.Range(0f, 360f);
|
||||
@@ -582,12 +583,15 @@ namespace WulaFallenEmpire
|
||||
|
||||
previousTargets.Add(potentialTarget);
|
||||
|
||||
float actualDistance = potentialTarget.DistanceTo(center);
|
||||
Log.Message($"Found valid target at {potentialTarget} (distance from center: {actualDistance:F1})");
|
||||
|
||||
if (ignoreProtectionForThisTarget)
|
||||
if (DebugSettings.godMode)
|
||||
{
|
||||
Log.Warning($"Protection ignored for target selection! May target player assets.");
|
||||
float actualDistance = potentialTarget.DistanceTo(center);
|
||||
Log.Message($"Found valid target at {potentialTarget} (distance from center: {actualDistance:F1})");
|
||||
|
||||
if (ignoreProtectionForThisTarget)
|
||||
{
|
||||
Log.Warning($"Protection ignored for target selection! May target player assets.");
|
||||
}
|
||||
}
|
||||
|
||||
return potentialTarget;
|
||||
@@ -598,7 +602,7 @@ namespace WulaFallenEmpire
|
||||
// 回退:使用地图随机位置
|
||||
Log.Warning("Could not find valid target in radius, using fallback");
|
||||
CellRect mapRect = CellRect.WholeMap(map);
|
||||
for (int i = 0; i < 10; i++)
|
||||
for (int i = 0; i < 5; i++)
|
||||
{
|
||||
IntVec3 fallbackTarget = mapRect.RandomCell;
|
||||
if (IsValidTarget(fallbackTarget, map, ignoreProtectionForThisTarget))
|
||||
@@ -731,6 +735,10 @@ namespace WulaFallenEmpire
|
||||
attackEffecter?.Cleanup();
|
||||
attackEffecter = null;
|
||||
|
||||
// 清理缓存
|
||||
currentVolleyTargets.Clear();
|
||||
currentVolleyIndex = 0;
|
||||
|
||||
// 重置计时器
|
||||
if (Props.continuousAttack && !flyOver.hasCompleted)
|
||||
{
|
||||
@@ -773,9 +781,13 @@ namespace WulaFallenEmpire
|
||||
Scribe_Values.Look(ref isAttacking, "isAttacking", false);
|
||||
Scribe_Values.Look(ref isWarmingUp, "isWarmingUp", false);
|
||||
Scribe_Values.Look(ref currentTarget, "currentTarget");
|
||||
Scribe_Values.Look(ref currentVolleyCenter, "currentVolleyCenter");
|
||||
Scribe_Values.Look(ref currentVolleyIndex, "currentVolleyIndex");
|
||||
Scribe_Values.Look(ref lastTargetUpdateTick, "lastTargetUpdateTick", -9999);
|
||||
Scribe_Collections.Look(ref previousTargets, "previousTargets", LookMode.Value);
|
||||
Scribe_Collections.Look(ref microTrackingTargets, "microTrackingTargets", LookMode.LocalTargetInfo);
|
||||
Scribe_Collections.Look(ref microTrackingWeights, "microTrackingWeights", LookMode.Value);
|
||||
Scribe_Collections.Look(ref cachedTargets, "cachedTargets", LookMode.LocalTargetInfo);
|
||||
Scribe_Collections.Look(ref cachedTargetWeights, "cachedTargetWeights", LookMode.Value);
|
||||
Scribe_Collections.Look(ref currentVolleyTargets, "currentVolleyTargets", LookMode.Value);
|
||||
}
|
||||
|
||||
public override IEnumerable<Gizmo> CompGetGizmosExtra()
|
||||
@@ -791,7 +803,14 @@ namespace WulaFallenEmpire
|
||||
yield return new Command_Action
|
||||
{
|
||||
defaultLabel = "Dev: Fire Single Shell",
|
||||
action = () => FireShell(parent as FlyOver)
|
||||
action = () =>
|
||||
{
|
||||
if (parent is FlyOver flyOver)
|
||||
{
|
||||
IntVec3 target = SelectRandomTargetInRadius(GetFlyOverPosition(flyOver), flyOver.Map, Props.attackRadius);
|
||||
FireShell(flyOver, target);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
yield return new Command_Action
|
||||
@@ -814,11 +833,14 @@ namespace WulaFallenEmpire
|
||||
// 显示派系甄别信息
|
||||
Faction targetFaction = GetTargetFaction(flyOver);
|
||||
Log.Message($"Faction Discrimination: {Props.useFactionDiscrimination}, Target Faction: {targetFaction?.def.defName ?? "None"}");
|
||||
Log.Message($"Micro Tracking: {Props.useMicroTracking}, Targets Found: {microTrackingTargets.Count}");
|
||||
Log.Message($"Micro Tracking: {Props.useMicroTracking}, Targets Found: {cachedTargets.Count}");
|
||||
|
||||
// 显示目标统计
|
||||
var stats = GetTargetStatistics();
|
||||
Log.Message($"Target Stats - Pawns: {stats.pawnCount}, Owned Buildings: {stats.ownedBuildingCount}, Unowned Buildings: {stats.unownedBuildingCount}, Others: {stats.otherCount}");
|
||||
Log.Message($"Target Stats - Pawns: {stats.pawnCount}, Owned Buildings: {stats.ownedBuildingCount}, Unowned Buildings: {stats.unownedBuildingCount}, Walls: {stats.wallCount}, Others: {stats.otherCount}");
|
||||
|
||||
// 显示炮击信息
|
||||
Log.Message($"Volley - Center: {currentVolleyCenter}, Targets: {currentVolleyTargets.Count}, Index: {currentVolleyIndex}");
|
||||
}
|
||||
}
|
||||
};
|
||||
@@ -828,26 +850,56 @@ namespace WulaFallenEmpire
|
||||
{
|
||||
yield return new Command_Action
|
||||
{
|
||||
defaultLabel = $"Dev: Show Micro Targets ({microTrackingTargets.Count})",
|
||||
defaultLabel = $"Dev: Show Cached Targets ({cachedTargets.Count})",
|
||||
action = () =>
|
||||
{
|
||||
if (parent is FlyOver flyOver)
|
||||
{
|
||||
for (int i = 0; i < microTrackingTargets.Count; i++)
|
||||
for (int i = 0; i < cachedTargets.Count; i++)
|
||||
{
|
||||
var target = microTrackingTargets[i];
|
||||
float weight = microTrackingWeights[i];
|
||||
var target = cachedTargets[i];
|
||||
float weight = cachedTargetWeights[i];
|
||||
Thing thing = target.Thing;
|
||||
string type = thing is Pawn ? "Pawn" :
|
||||
thing is Building building ?
|
||||
(building.Faction == null ? "Unowned Building" : "Owned Building") : "Other";
|
||||
|
||||
Log.Message($"Micro Target: {thing?.Label ?? "Unknown"} ({type}) at {target.Cell}, Weight: {weight:F2}");
|
||||
Log.Message($"Cached Target: {thing?.Label ?? "Unknown"} ({type}) at {target.Cell}, Weight: {weight:F2}");
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
// 显示当前炮击目标
|
||||
if (currentVolleyTargets.Count > 0)
|
||||
{
|
||||
yield return new Command_Action
|
||||
{
|
||||
defaultLabel = $"Dev: Show Volley Targets ({currentVolleyTargets.Count})",
|
||||
action = () =>
|
||||
{
|
||||
for (int i = 0; i < currentVolleyTargets.Count; i++)
|
||||
{
|
||||
Log.Message($"Volley Target {i}: {currentVolleyTargets[i]} ({(i == currentVolleyIndex ? "NEXT" : "queued")})");
|
||||
}
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
// 强制更新目标缓存
|
||||
yield return new Command_Action
|
||||
{
|
||||
defaultLabel = "Dev: Force Update Target Cache",
|
||||
action = () =>
|
||||
{
|
||||
if (parent is FlyOver flyOver)
|
||||
{
|
||||
UpdateTargetCache(flyOver);
|
||||
Log.Message($"Force updated target cache: {cachedTargets.Count} targets found");
|
||||
}
|
||||
}
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
@@ -863,5 +915,21 @@ namespace WulaFallenEmpire
|
||||
{
|
||||
currentTarget = target;
|
||||
}
|
||||
|
||||
// 新增:获取当前状态信息
|
||||
public string GetStatusString()
|
||||
{
|
||||
if (parent is not FlyOver flyOver)
|
||||
return "Invalid parent";
|
||||
|
||||
string status = isWarmingUp ? $"Warming up ({warmupTicksRemaining} ticks)" :
|
||||
isAttacking ? $"Attacking ({attackTicksRemaining} ticks)" :
|
||||
$"Next attack in {ticksUntilNextAttack} ticks";
|
||||
|
||||
string targetInfo = currentTarget.IsValid ? $"Target: {currentTarget}" : "No target";
|
||||
string volleyInfo = currentVolleyTargets.Count > 0 ? $", Volley: {currentVolleyIndex}/{currentVolleyTargets.Count}" : "";
|
||||
|
||||
return $"{status}, {targetInfo}{volleyInfo}";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -207,6 +207,112 @@ namespace WulaFallenEmpire
|
||||
{
|
||||
yield return new DroneGizmo(this);
|
||||
}
|
||||
|
||||
// 更换武器按钮(仅当有装备武器时显示)
|
||||
if (MechPawn.equipment?.Primary != null)
|
||||
{
|
||||
yield return CreateWeaponSwitchGizmo();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 创建更换武器的Gizmo
|
||||
/// </summary>
|
||||
private Gizmo CreateWeaponSwitchGizmo()
|
||||
{
|
||||
Command_Action switchWeaponCommand = new Command_Action
|
||||
{
|
||||
defaultLabel = "WULA_SwitchWeapon".Translate(),
|
||||
defaultDesc = "WULA_SwitchWeapon_Desc".Translate(),
|
||||
icon = ContentFinder<Texture2D>.Get("Wula/UI/Abilities/WULA_WeaponSwitchAbility", false) ?? BaseContent.BadTex,
|
||||
action = SwitchWeapon
|
||||
};
|
||||
|
||||
return switchWeaponCommand;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 更换武器逻辑
|
||||
/// </summary>
|
||||
private void SwitchWeapon()
|
||||
{
|
||||
if (MechPawn == null || MechPawn.Destroyed || !MechPawn.Spawned)
|
||||
return;
|
||||
|
||||
try
|
||||
{
|
||||
// 1. 扔掉当前武器
|
||||
ThingWithComps currentWeapon = MechPawn.equipment?.Primary;
|
||||
if (currentWeapon != null)
|
||||
{
|
||||
// 将武器扔在地上
|
||||
MechPawn.equipment.TryDropEquipment(currentWeapon, out ThingWithComps droppedWeapon, MechPawn.Position, true);
|
||||
|
||||
if (Prefs.DevMode)
|
||||
{
|
||||
Log.Message($"[CompAutonomousMech] {MechPawn.LabelCap} dropped weapon: {currentWeapon.LabelCap}");
|
||||
}
|
||||
}
|
||||
|
||||
// 2. 从PawnKind允许的武器中生成新武器
|
||||
ThingDef newWeaponDef = GetRandomWeaponFromPawnKind();
|
||||
if (newWeaponDef != null)
|
||||
{
|
||||
// 生成新武器
|
||||
Thing newWeapon = ThingMaker.MakeThing(newWeaponDef);
|
||||
if (newWeapon is ThingWithComps newWeaponWithComps)
|
||||
{
|
||||
// 使用 AddEquipment 方法装备新武器
|
||||
MechPawn.equipment.AddEquipment(newWeaponWithComps);
|
||||
|
||||
Messages.Message("WULA_WeaponSwitched".Translate(MechPawn.LabelCap, newWeaponDef.LabelCap),
|
||||
MechPawn, MessageTypeDefOf.PositiveEvent);
|
||||
|
||||
if (Prefs.DevMode)
|
||||
{
|
||||
Log.Message($"[CompAutonomousMech] {MechPawn.LabelCap} equipped new weapon: {newWeaponDef.LabelCap}");
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Messages.Message("WULA_NoWeaponAvailable".Translate(MechPawn.LabelCap),
|
||||
MechPawn, MessageTypeDefOf.NegativeEvent);
|
||||
}
|
||||
}
|
||||
catch (System.Exception ex)
|
||||
{
|
||||
Log.Error($"[CompAutonomousMech] Error switching weapon for {MechPawn?.LabelCap}: {ex}");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 从PawnKind允许的武器中随机获取一个武器定义
|
||||
/// </summary>
|
||||
private ThingDef GetRandomWeaponFromPawnKind()
|
||||
{
|
||||
if (MechPawn.kindDef?.weaponTags == null || MechPawn.kindDef.weaponTags.Count == 0)
|
||||
return null;
|
||||
|
||||
// 收集所有匹配的武器
|
||||
List<ThingDef> availableWeapons = new List<ThingDef>();
|
||||
|
||||
foreach (string weaponTag in MechPawn.kindDef.weaponTags)
|
||||
{
|
||||
foreach (ThingDef thingDef in DefDatabase<ThingDef>.AllDefs)
|
||||
{
|
||||
if (thingDef.IsWeapon && thingDef.weaponTags != null && thingDef.weaponTags.Contains(weaponTag))
|
||||
{
|
||||
availableWeapons.Add(thingDef);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (availableWeapons.Count == 0)
|
||||
return null;
|
||||
|
||||
// 随机选择一个武器
|
||||
return availableWeapons.RandomElement();
|
||||
}
|
||||
|
||||
public void SetWorkMode(DroneWorkModeDef mode)
|
||||
|
||||
@@ -16,11 +16,13 @@ namespace WulaFallenEmpire
|
||||
{
|
||||
if (map == null)
|
||||
yield break;
|
||||
|
||||
if (Find.TickManager.TicksGame - lastUpdateTick > UPDATE_INTERVAL_TICKS)
|
||||
{
|
||||
UpdateShieldCache();
|
||||
lastUpdateTick = Find.TickManager.TicksGame;
|
||||
}
|
||||
|
||||
if (activeShieldsByMap.TryGetValue(map, out var shields))
|
||||
{
|
||||
foreach (var shield in shields)
|
||||
@@ -30,36 +32,57 @@ namespace WulaFallenEmpire
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static void UpdateShieldCache()
|
||||
{
|
||||
activeShieldsByMap.Clear();
|
||||
|
||||
foreach (var map in Find.Maps)
|
||||
{
|
||||
if (map == null) continue;
|
||||
|
||||
var shieldSet = new HashSet<ThingComp_AreaShield>();
|
||||
|
||||
// 搜索装备上的护盾
|
||||
foreach (var pawn in map.mapPawns.AllPawnsSpawned)
|
||||
{
|
||||
if (pawn?.apparel == null || pawn.Destroyed)
|
||||
continue;
|
||||
|
||||
foreach (var apparel in pawn.apparel.WornApparel)
|
||||
{
|
||||
if (apparel == null || apparel.Destroyed)
|
||||
continue;
|
||||
|
||||
var shield = apparel.TryGetComp<ThingComp_AreaShield>();
|
||||
// 修改:只有立定且激活的护盾才加入缓存
|
||||
if (shield != null && shield.Active && !shield.IsWearerMoving)
|
||||
if (shield != null && shield.Active && !shield.IsHolderMoving)
|
||||
{
|
||||
shieldSet.Add(shield);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 搜索固定物品上的护盾(新增)
|
||||
foreach (var thing in map.listerThings.AllThings)
|
||||
{
|
||||
if (thing == null || thing.Destroyed || thing is Apparel)
|
||||
continue;
|
||||
|
||||
var shield = thing.TryGetComp<ThingComp_AreaShield>();
|
||||
if (shield != null && shield.Active)
|
||||
{
|
||||
shieldSet.Add(shield);
|
||||
}
|
||||
}
|
||||
|
||||
activeShieldsByMap[map] = shieldSet;
|
||||
}
|
||||
}
|
||||
|
||||
public static void NotifyShieldStateChanged(ThingComp_AreaShield shield)
|
||||
{
|
||||
if (shield?.Wearer?.Map != null)
|
||||
if (shield?.Holder?.Map != null)
|
||||
{
|
||||
lastUpdateTick = 0;
|
||||
}
|
||||
|
||||
@@ -10,7 +10,8 @@ namespace WulaFallenEmpire
|
||||
public ThingComp_AreaShield shield;
|
||||
private static readonly Texture2D FullShieldBarTex = SolidColorMaterials.NewSolidColorMaterial(new Color(0.2f, 0.8f, 0.85f), ShaderDatabase.MetaOverlay).mainTexture as Texture2D;
|
||||
private static readonly Texture2D EmptyShieldBarTex = SolidColorMaterials.NewSolidColorMaterial(new Color(0.2f, 0.2f, 0.24f), ShaderDatabase.MetaOverlay).mainTexture as Texture2D;
|
||||
// 新增:移动状态的颜色
|
||||
|
||||
// 新增:移动状态的颜色(仅对装备有效)
|
||||
private static readonly Texture2D MovingShieldBarTex = SolidColorMaterials.NewSolidColorMaterial(new Color(0.5f, 0.5f, 0.5f), ShaderDatabase.MetaOverlay).mainTexture as Texture2D;
|
||||
|
||||
public override float GetWidth(float maxWidth) => 140f;
|
||||
@@ -39,11 +40,11 @@ namespace WulaFallenEmpire
|
||||
barTex = EmptyShieldBarTex;
|
||||
statusText = "ShieldOnCooldown".Translate();
|
||||
}
|
||||
else if (shield.IsWearerMoving)
|
||||
else if (shield.IsEquipment && shield.IsHolderMoving)
|
||||
{
|
||||
// 移动时显示灰色状态条和"移动中"文本
|
||||
// 移动时显示灰色状态条和"移动中"文本(仅对装备有效)
|
||||
barTex = MovingShieldBarTex;
|
||||
statusText = "ShieldOfflineByMoving".Translate(); // 你可以根据需要修改这个文本
|
||||
statusText = "ShieldOfflineByMoving".Translate();
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
@@ -21,42 +21,205 @@ namespace WulaFallenEmpire
|
||||
private bool drawInterceptCone;
|
||||
|
||||
public CompProperties_AreaShield Props => (CompProperties_AreaShield)props;
|
||||
|
||||
// 回退机制:支持装备和普通物品
|
||||
public Pawn Wearer => (parent as Apparel)?.Wearer;
|
||||
public bool IsEquipment => parent is Apparel;
|
||||
public bool IsStandalone => !IsEquipment;
|
||||
|
||||
// 获取护盾持有者(回退机制)
|
||||
public Thing Holder => IsEquipment ? (Thing)Wearer : parent;
|
||||
|
||||
public bool IsOnCooldown => ticksToReset > 0;
|
||||
public int HitPointsMax => Props.baseHitPoints;
|
||||
|
||||
private bool initialized = false;
|
||||
private StunHandler stunner;
|
||||
|
||||
// 新增:移动状态检测
|
||||
public bool IsWearerMoving
|
||||
// 材质定义
|
||||
private static readonly Material ForceFieldMat = MaterialPool.MatFrom("Other/ForceField", ShaderDatabase.MoteGlow);
|
||||
private static readonly Material ForceFieldConeMat = MaterialPool.MatFrom("Other/ForceFieldCone", ShaderDatabase.MoteGlow);
|
||||
private static readonly MaterialPropertyBlock MatPropertyBlock = new MaterialPropertyBlock();
|
||||
private const float TextureActualRingSizeFactor = 1.1601562f;
|
||||
private static readonly Color InactiveColor = new Color(0.2f, 0.2f, 0.2f);
|
||||
|
||||
// 护盾绘制方法 - 参考原版实现
|
||||
public override void CompDrawWornExtras()
|
||||
{
|
||||
base.CompDrawWornExtras();
|
||||
|
||||
if (!IsEquipment) return; // 只有装备使用这个方法
|
||||
|
||||
DrawShield();
|
||||
}
|
||||
public override void PostDraw()
|
||||
{
|
||||
base.PostDraw();
|
||||
|
||||
if (IsEquipment) return; // 装备使用 CompDrawWornExtras
|
||||
|
||||
DrawShield();
|
||||
}
|
||||
/// <summary>
|
||||
/// 统一的护盾绘制方法 - 参考原版实现
|
||||
/// </summary>
|
||||
private void DrawShield()
|
||||
{
|
||||
if (!Active || Holder?.Map == null || Holder.Destroyed)
|
||||
return;
|
||||
Vector3 drawPos = GetHolderDrawPos();
|
||||
drawPos.y = AltitudeLayer.MoteOverhead.AltitudeFor();
|
||||
float currentAlpha = GetCurrentAlpha();
|
||||
if (currentAlpha > 0f)
|
||||
{
|
||||
// 参考原版:未激活但被选中时使用灰色
|
||||
Color color = (!Active && Find.Selector.IsSelected(parent)) ? InactiveColor : Props.color;
|
||||
color.a *= currentAlpha;
|
||||
MatPropertyBlock.SetColor(ShaderPropertyIDs.Color, color);
|
||||
|
||||
Matrix4x4 matrix = default;
|
||||
float scale = Props.radius * 2f * TextureActualRingSizeFactor;
|
||||
matrix.SetTRS(drawPos, Quaternion.identity, new Vector3(scale, 1f, scale));
|
||||
Graphics.DrawMesh(MeshPool.plane10, matrix, ForceFieldMat, 0, null, 0, MatPropertyBlock);
|
||||
}
|
||||
// 添加拦截锥形效果
|
||||
float coneAlpha = GetCurrentConeAlpha();
|
||||
if (coneAlpha > 0f)
|
||||
{
|
||||
Color color = Props.color;
|
||||
color.a *= coneAlpha;
|
||||
MatPropertyBlock.SetColor(ShaderPropertyIDs.Color, color);
|
||||
|
||||
Matrix4x4 matrix = default;
|
||||
float scale = Props.radius * 2f;
|
||||
matrix.SetTRS(drawPos, Quaternion.Euler(0f, lastInterceptAngle - 90f, 0f), new Vector3(scale, 1f, scale));
|
||||
Graphics.DrawMesh(MeshPool.plane10, matrix, ForceFieldConeMat, 0, null, 0, MatPropertyBlock);
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// 获取当前透明度 - 参考原版的多状态叠加
|
||||
/// </summary>
|
||||
private float GetCurrentAlpha()
|
||||
{
|
||||
// 多个透明度来源叠加,取最大值
|
||||
return Mathf.Max(
|
||||
Mathf.Max(
|
||||
Mathf.Max(
|
||||
GetCurrentAlpha_Idle(),
|
||||
GetCurrentAlpha_Selected()
|
||||
),
|
||||
GetCurrentAlpha_RecentlyIntercepted()
|
||||
),
|
||||
0.1f // 最小透明度
|
||||
);
|
||||
}
|
||||
/// <summary>
|
||||
/// 空闲状态透明度
|
||||
/// </summary>
|
||||
private float GetCurrentAlpha_Idle()
|
||||
{
|
||||
if (!Active) return 0f;
|
||||
|
||||
// 固定物品:始终显示空闲状态
|
||||
if (IsStandalone)
|
||||
{
|
||||
// 脉冲效果
|
||||
return Mathf.Lerp(0.3f, 0.6f,
|
||||
(Mathf.Sin((float)Gen.HashCombineInt(parent.thingIDNumber, 35990913) + Time.realtimeSinceStartup * 2f) + 1f) / 2f);
|
||||
}
|
||||
// 装备:只在特定条件下显示
|
||||
else if (IsEquipment)
|
||||
{
|
||||
// 装备护盾只在以下情况显示空闲状态:
|
||||
if (Holder is Pawn pawn)
|
||||
{
|
||||
if (pawn.Drafted || pawn.InAggroMentalState ||
|
||||
(pawn.Faction != null && pawn.Faction.HostileTo(Faction.OfPlayer) && !pawn.IsPrisoner))
|
||||
{
|
||||
return Mathf.Lerp(0.3f, 0.6f,
|
||||
(Mathf.Sin((float)Gen.HashCombineInt(parent.thingIDNumber, 35990913) + Time.realtimeSinceStartup * 2f) + 1f) / 2f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return 0f;
|
||||
}
|
||||
/// <summary>
|
||||
/// 被选中状态透明度 - 参考原版实现
|
||||
/// </summary>
|
||||
private float GetCurrentAlpha_Selected()
|
||||
{
|
||||
// 如果被选中,显示更高的透明度
|
||||
if (Find.Selector.IsSelected(parent) && Active)
|
||||
{
|
||||
return Mathf.Lerp(0.4f, 0.8f,
|
||||
(Mathf.Sin((float)Gen.HashCombineInt(parent.thingIDNumber, 96804938) + Time.realtimeSinceStartup * 2.5f) + 1f) / 2f);
|
||||
}
|
||||
|
||||
return 0f;
|
||||
}
|
||||
/// <summary>
|
||||
/// 最近拦截状态透明度
|
||||
/// </summary>
|
||||
private float GetCurrentAlpha_RecentlyIntercepted()
|
||||
{
|
||||
int ticksSinceIntercept = Find.TickManager.TicksGame - lastInterceptTicks;
|
||||
return Mathf.Clamp01(1f - (float)ticksSinceIntercept / 40f) * 0.3f;
|
||||
}
|
||||
/// <summary>
|
||||
/// 拦截锥形透明度
|
||||
/// </summary>
|
||||
private float GetCurrentConeAlpha()
|
||||
{
|
||||
if (!drawInterceptCone) return 0f;
|
||||
|
||||
int ticksSinceIntercept = Find.TickManager.TicksGame - lastInterceptTicks;
|
||||
return Mathf.Clamp01(1f - (float)ticksSinceIntercept / 40f) * 0.82f;
|
||||
}
|
||||
/// <summary>
|
||||
/// 获取持有者绘制位置(回退机制)
|
||||
/// </summary>
|
||||
private Vector3 GetHolderDrawPos()
|
||||
{
|
||||
if (Holder is Pawn pawn)
|
||||
return pawn.Drawer?.DrawPos ?? pawn.Position.ToVector3Shifted();
|
||||
else
|
||||
return Holder.DrawPos;
|
||||
}
|
||||
|
||||
// 移动状态检测(仅对装备有效)
|
||||
public bool IsHolderMoving
|
||||
{
|
||||
get
|
||||
{
|
||||
if (IsStandalone) return false; // 固定物品不会移动
|
||||
if (Wearer == null || !Wearer.Spawned) return false;
|
||||
return Wearer.pather.Moving;
|
||||
}
|
||||
}
|
||||
|
||||
// 修改Active属性:只有在立定时才激活
|
||||
// 修改Active属性:装备只有在立定时才激活,固定物品始终激活
|
||||
public bool Active
|
||||
{
|
||||
get
|
||||
{
|
||||
if (Wearer == null || !Wearer.Spawned || Wearer.Dead || Wearer.Downed || IsOnCooldown)
|
||||
if (Holder == null || !Holder.Spawned || Holder.Destroyed)
|
||||
return false;
|
||||
// 新增:只有在立定时才激活
|
||||
if (IsWearerMoving)
|
||||
|
||||
if (Holder is Pawn pawn && (pawn.Dead || pawn.Downed))
|
||||
return false;
|
||||
|
||||
if (IsOnCooldown)
|
||||
return false;
|
||||
|
||||
// 装备:只有在立定时才激活
|
||||
if (IsEquipment && IsHolderMoving)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
// 材质定义
|
||||
private static readonly Material ForceFieldMat = MaterialPool.MatFrom("Other/ForceField", ShaderDatabase.MoteGlow);
|
||||
private static readonly Material ForceFieldConeMat = MaterialPool.MatFrom("Other/ForceFieldCone", ShaderDatabase.MoteGlow);
|
||||
private static readonly MaterialPropertyBlock MatPropertyBlock = new MaterialPropertyBlock();
|
||||
|
||||
public override void PostPostMake()
|
||||
{
|
||||
base.PostPostMake();
|
||||
@@ -84,7 +247,7 @@ namespace WulaFallenEmpire
|
||||
wasActiveLastCheck = isActive;
|
||||
}
|
||||
|
||||
if (Wearer == null) return;
|
||||
if (Holder == null) return;
|
||||
|
||||
if (IsOnCooldown)
|
||||
{
|
||||
@@ -125,14 +288,15 @@ namespace WulaFallenEmpire
|
||||
public bool TryIntercept(Projectile projectile, Vector3 lastExactPos, Vector3 newExactPos)
|
||||
{
|
||||
// 增强安全检查
|
||||
if (!Active || projectile == null || projectile.Destroyed || Wearer == null || Wearer.Map == null)
|
||||
if (!Active || projectile == null || projectile.Destroyed || Holder == null || Holder.Map == null)
|
||||
return false;
|
||||
|
||||
if (currentHitPoints <= 0)
|
||||
return false;
|
||||
|
||||
try
|
||||
{
|
||||
if (!GenGeo.IntersectLineCircleOutline(Wearer.Position.ToVector2(), Props.radius, lastExactPos.ToVector2(), newExactPos.ToVector2()))
|
||||
if (!GenGeo.IntersectLineCircleOutline(Holder.Position.ToVector2(), Props.radius, lastExactPos.ToVector2(), newExactPos.ToVector2()))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
@@ -140,27 +304,27 @@ namespace WulaFallenEmpire
|
||||
return false;
|
||||
if (!projectile.def.projectile.flyOverhead && !Props.interceptGroundProjectiles)
|
||||
return false;
|
||||
if (projectile.Launcher != null && !projectile.Launcher.HostileTo(Wearer.Faction) && !Props.interceptNonHostileProjectiles)
|
||||
if (projectile.Launcher != null && !projectile.Launcher.HostileTo(Holder.Faction) && !Props.interceptNonHostileProjectiles)
|
||||
return false;
|
||||
|
||||
lastInterceptTicks = Find.TickManager.TicksGame;
|
||||
|
||||
// 记录拦截角度用于视觉效果
|
||||
lastInterceptAngle = projectile.ExactPosition.AngleToFlat(Wearer.TrueCenter());
|
||||
lastInterceptAngle = projectile.ExactPosition.AngleToFlat(GetHolderCenter());
|
||||
drawInterceptCone = true;
|
||||
|
||||
// 尝试反射
|
||||
if (Props.canReflect && TryReflectProjectile(projectile, lastExactPos, newExactPos))
|
||||
{
|
||||
// 反射成功,播放反射特效
|
||||
Props.reflectEffecter?.Spawn(projectile.ExactPosition.ToIntVec3(), Wearer.Map).Cleanup();
|
||||
Props.reflectEffecter?.Spawn(projectile.ExactPosition.ToIntVec3(), Holder.Map).Cleanup();
|
||||
ApplyCosts(Props.reflectCost);
|
||||
return false; // 不销毁原抛射体,让它继续飞行(我们会在反射中销毁它)
|
||||
}
|
||||
else
|
||||
{
|
||||
// 普通拦截,播放拦截特效
|
||||
Props.interceptEffecter?.Spawn(projectile.ExactPosition.ToIntVec3(), Wearer.Map).Cleanup();
|
||||
Props.interceptEffecter?.Spawn(projectile.ExactPosition.ToIntVec3(), Holder.Map).Cleanup();
|
||||
ApplyCosts();
|
||||
return true; // 销毁抛射体
|
||||
}
|
||||
@@ -172,6 +336,17 @@ namespace WulaFallenEmpire
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取持有者中心位置(回退机制)
|
||||
/// </summary>
|
||||
private Vector3 GetHolderCenter()
|
||||
{
|
||||
if (Holder is Pawn pawn)
|
||||
return pawn.TrueCenter();
|
||||
else
|
||||
return Holder.DrawPos;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 尝试反射抛射体 - 现在会创建新的抛射体
|
||||
/// </summary>
|
||||
@@ -183,13 +358,14 @@ namespace WulaFallenEmpire
|
||||
// 检查反射概率
|
||||
if (Rand.Value > Props.reflectChance)
|
||||
return false;
|
||||
|
||||
try
|
||||
{
|
||||
// 计算入射方向
|
||||
Vector3 incomingDirection = (newExactPos - lastExactPos).normalized;
|
||||
|
||||
// 计算法线方向(从护盾中心到碰撞点)
|
||||
Vector3 normal = (newExactPos - Wearer.DrawPos).normalized;
|
||||
Vector3 normal = (newExactPos - GetHolderCenter()).normalized;
|
||||
|
||||
// 计算反射方向(镜面反射)
|
||||
Vector3 reflectDirection = Vector3.Reflect(incomingDirection, normal);
|
||||
@@ -216,28 +392,34 @@ namespace WulaFallenEmpire
|
||||
{
|
||||
try
|
||||
{
|
||||
if (originalProjectile == null || originalProjectile.Destroyed || Wearer == null || Wearer.Map == null)
|
||||
if (originalProjectile == null || originalProjectile.Destroyed || Holder == null || Holder.Map == null)
|
||||
return false;
|
||||
|
||||
// 计算新的发射位置(护盾位置附近)
|
||||
Vector3 spawnPosition = GetReflectSpawnPosition(collisionPoint);
|
||||
|
||||
// 确保位置在地图内
|
||||
IntVec3 spawnCell = spawnPosition.ToIntVec3();
|
||||
if (!spawnCell.InBounds(Wearer.Map))
|
||||
if (!spawnCell.InBounds(Holder.Map))
|
||||
{
|
||||
spawnCell = Wearer.Position;
|
||||
spawnCell = Holder.Position;
|
||||
}
|
||||
|
||||
// 计算新的目标位置
|
||||
Vector3 targetPosition = spawnCell.ToVector3Shifted() + reflectDirection * 30f;
|
||||
IntVec3 targetCell = targetPosition.ToIntVec3();
|
||||
|
||||
// 创建新的抛射体
|
||||
Projectile newProjectile = (Projectile)GenSpawn.Spawn(originalProjectile.def, spawnCell, Wearer.Map);
|
||||
Projectile newProjectile = (Projectile)GenSpawn.Spawn(originalProjectile.def, spawnCell, Holder.Map);
|
||||
if (newProjectile == null)
|
||||
{
|
||||
Log.Warning("Failed to spawn reflected projectile");
|
||||
return false;
|
||||
}
|
||||
// 设置发射者为装备穿戴者
|
||||
Thing launcher = Wearer;
|
||||
|
||||
// 设置发射者为护盾持有者
|
||||
Thing launcher = Holder;
|
||||
|
||||
// 发射新抛射体
|
||||
newProjectile.Launch(
|
||||
launcher,
|
||||
@@ -247,11 +429,14 @@ namespace WulaFallenEmpire
|
||||
ProjectileHitFlags.All,
|
||||
false
|
||||
);
|
||||
|
||||
// 复制重要的属性
|
||||
CopyProjectileProperties(originalProjectile, newProjectile);
|
||||
|
||||
// 使用延迟销毁而不是立即销毁
|
||||
ReflectedProjectileManager.MarkForDelayedDestroy(originalProjectile);
|
||||
Log.Message($"反射抛射体: 由 {Wearer?.LabelShort} 从 {spawnCell} 向 {targetCell} 发射");
|
||||
|
||||
Log.Message($"反射抛射体: 由 {Holder?.LabelShort} 从 {spawnCell} 向 {targetCell} 发射");
|
||||
return true;
|
||||
}
|
||||
catch (System.Exception ex)
|
||||
@@ -266,15 +451,15 @@ namespace WulaFallenEmpire
|
||||
/// </summary>
|
||||
private Vector3 GetReflectSpawnPosition(Vector3 collisionPoint)
|
||||
{
|
||||
if (Wearer == null)
|
||||
if (Holder == null)
|
||||
return collisionPoint;
|
||||
|
||||
// 计算从护盾中心到碰撞点的方向
|
||||
Vector3 directionFromCenter = (collisionPoint - Wearer.DrawPos).normalized;
|
||||
Vector3 directionFromCenter = (collisionPoint - GetHolderCenter()).normalized;
|
||||
|
||||
// 在护盾边界上生成(稍微向内一点避免立即再次碰撞)
|
||||
float spawnDistance = Props.radius * 0.9f;
|
||||
Vector3 spawnPosition = Wearer.DrawPos + directionFromCenter * spawnDistance;
|
||||
Vector3 spawnPosition = GetHolderCenter() + directionFromCenter * spawnDistance;
|
||||
|
||||
return spawnPosition;
|
||||
}
|
||||
@@ -310,26 +495,26 @@ namespace WulaFallenEmpire
|
||||
public override void PostPreApplyDamage(ref DamageInfo dinfo, out bool absorbed)
|
||||
{
|
||||
absorbed = false;
|
||||
if (!Active || Wearer == null) return;
|
||||
if (!Active || Holder == null) return;
|
||||
|
||||
if (dinfo.Def.isRanged) return;
|
||||
|
||||
if (dinfo.Instigator != null)
|
||||
{
|
||||
float distance = Wearer.Position.DistanceTo(dinfo.Instigator.Position);
|
||||
float distance = Holder.Position.DistanceTo(dinfo.Instigator.Position);
|
||||
if (distance > Props.radius) return;
|
||||
}
|
||||
|
||||
if (currentHitPoints <= 0) return;
|
||||
|
||||
Props.absorbEffecter?.Spawn(Wearer.Position, Wearer.Map).Cleanup();
|
||||
Props.absorbEffecter?.Spawn(Holder.Position, Holder.Map).Cleanup();
|
||||
ApplyCosts();
|
||||
absorbed = true;
|
||||
}
|
||||
|
||||
private void Break()
|
||||
{
|
||||
Props.breakEffecter?.Spawn(Wearer.Position, Wearer.Map).Cleanup();
|
||||
Props.breakEffecter?.Spawn(Holder.Position, Holder.Map).Cleanup();
|
||||
ticksToReset = Props.rechargeDelay;
|
||||
currentHitPoints = 0;
|
||||
AreaShieldManager.NotifyShieldStateChanged(this);
|
||||
@@ -337,85 +522,50 @@ namespace WulaFallenEmpire
|
||||
|
||||
private void Reset()
|
||||
{
|
||||
if (Wearer != null && Wearer.Spawned)
|
||||
if (Holder != null && Holder.Spawned)
|
||||
{
|
||||
Props.reactivateEffecter?.Spawn(Wearer.Position, Wearer.Map).Cleanup();
|
||||
Props.reactivateEffecter?.Spawn(Holder.Position, Holder.Map).Cleanup();
|
||||
}
|
||||
currentHitPoints = HitPointsMax;
|
||||
AreaShieldManager.NotifyShieldStateChanged(this);
|
||||
}
|
||||
|
||||
// 护盾绘制方法 - 只有在立定时才绘制
|
||||
public override void CompDrawWornExtras()
|
||||
{
|
||||
base.CompDrawWornExtras();
|
||||
|
||||
// 修改:移动时不绘制护盾
|
||||
if (!Active || Wearer?.Map == null || !ShouldDisplay || IsWearerMoving)
|
||||
return;
|
||||
|
||||
Vector3 drawPos = Wearer.Drawer?.DrawPos ?? Wearer.Position.ToVector3Shifted();
|
||||
drawPos.y = AltitudeLayer.MoteOverhead.AltitudeFor();
|
||||
|
||||
float alpha = GetCurrentAlpha();
|
||||
if (alpha > 0f)
|
||||
{
|
||||
Color color = Props.color;
|
||||
color.a *= alpha;
|
||||
MatPropertyBlock.SetColor(ShaderPropertyIDs.Color, color);
|
||||
Matrix4x4 matrix = default;
|
||||
|
||||
float scale = Props.radius * 2f * 1.1601562f;
|
||||
matrix.SetTRS(drawPos, Quaternion.identity, new Vector3(scale, 1f, scale));
|
||||
Graphics.DrawMesh(MeshPool.plane10, matrix, ForceFieldMat, 0, null, 0, MatPropertyBlock);
|
||||
}
|
||||
|
||||
// 添加拦截锥形效果
|
||||
float coneAlpha = GetCurrentConeAlpha();
|
||||
if (coneAlpha > 0f)
|
||||
{
|
||||
Color color = Props.color;
|
||||
color.a *= coneAlpha;
|
||||
MatPropertyBlock.SetColor(ShaderPropertyIDs.Color, color);
|
||||
Matrix4x4 matrix = default;
|
||||
float scale = Props.radius * 2f;
|
||||
matrix.SetTRS(drawPos, Quaternion.Euler(0f, lastInterceptAngle - 90f, 0f), new Vector3(scale, 1f, scale));
|
||||
Graphics.DrawMesh(MeshPool.plane10, matrix, ForceFieldConeMat, 0, null, 0, MatPropertyBlock);
|
||||
}
|
||||
}
|
||||
|
||||
// 显示条件
|
||||
// 显示条件 - 修改为固定物品始终显示,装备有条件显示
|
||||
protected bool ShouldDisplay
|
||||
{
|
||||
get
|
||||
{
|
||||
if (Wearer == null || !Wearer.Spawned || Wearer.Dead || Wearer.Downed || !Active)
|
||||
if (Holder == null || !Holder.Spawned || Holder.Destroyed || !Active)
|
||||
return false;
|
||||
|
||||
if (Wearer.Drafted || Wearer.InAggroMentalState ||
|
||||
(Wearer.Faction != null && Wearer.Faction.HostileTo(Faction.OfPlayer) && !Wearer.IsPrisoner))
|
||||
|
||||
// 对于装备:只在特定条件下显示
|
||||
if (IsEquipment && Holder is Pawn pawn)
|
||||
{
|
||||
if (pawn.Dead || pawn.Downed)
|
||||
return false;
|
||||
|
||||
// 装备护盾只在以下情况显示:
|
||||
// 1. 穿戴者被选中
|
||||
// 2. 穿戴者处于战斗状态(征召状态或敌对)
|
||||
// 3. 穿戴者处于攻击性精神状态
|
||||
if (Find.Selector.IsSelected(pawn))
|
||||
return true;
|
||||
|
||||
if (pawn.Drafted || pawn.InAggroMentalState)
|
||||
return true;
|
||||
|
||||
if (pawn.Faction != null && pawn.Faction.HostileTo(Faction.OfPlayer) && !pawn.IsPrisoner)
|
||||
return true;
|
||||
}
|
||||
// 对于固定物品:始终显示(只要护盾激活)
|
||||
else if (IsStandalone)
|
||||
{
|
||||
return true;
|
||||
|
||||
if (Find.Selector.IsSelected(Wearer))
|
||||
return true;
|
||||
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
private float GetCurrentAlpha()
|
||||
{
|
||||
float idleAlpha = Mathf.Lerp(0.3f, 0.6f, (Mathf.Sin((float)Gen.HashCombineInt(parent.thingIDNumber, 35990913) + Time.realtimeSinceStartup * 2f) + 1f) / 2f);
|
||||
float interceptAlpha = Mathf.Clamp01(1f - (float)(Find.TickManager.TicksGame - lastInterceptTicks) / 40f);
|
||||
return Mathf.Max(idleAlpha, interceptAlpha);
|
||||
}
|
||||
|
||||
private float GetCurrentConeAlpha()
|
||||
{
|
||||
if (!drawInterceptCone) return 0f;
|
||||
return Mathf.Clamp01(1f - (float)(Find.TickManager.TicksGame - lastInterceptTicks) / 40f) * 0.82f;
|
||||
}
|
||||
|
||||
private void EnsureInitialized()
|
||||
{
|
||||
if (initialized) return;
|
||||
@@ -433,7 +583,18 @@ namespace WulaFallenEmpire
|
||||
{
|
||||
EnsureInitialized();
|
||||
|
||||
if (Wearer != null && Find.Selector.SingleSelectedThing == Wearer)
|
||||
if (IsEquipment && Wearer != null && Find.Selector.SingleSelectedThing == Wearer)
|
||||
{
|
||||
yield return new Gizmo_AreaShieldStatus { shield = this };
|
||||
}
|
||||
}
|
||||
|
||||
public override IEnumerable<Gizmo> CompGetGizmosExtra()
|
||||
{
|
||||
EnsureInitialized();
|
||||
|
||||
// 固定物品也显示护盾状态
|
||||
if (IsStandalone && Find.Selector.SingleSelectedThing == parent)
|
||||
{
|
||||
yield return new Gizmo_AreaShieldStatus { shield = this };
|
||||
}
|
||||
|
||||
@@ -0,0 +1,187 @@
|
||||
using RimWorld;
|
||||
using Verse;
|
||||
using Verse.Sound;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
public class CompPlaySoundOnSpawn : ThingComp
|
||||
{
|
||||
private CompProperties_PlaySoundOnSpawn Props => (CompProperties_PlaySoundOnSpawn)props;
|
||||
|
||||
private bool soundPlayed = false;
|
||||
private int delayTicksRemaining = 0;
|
||||
|
||||
public override void Initialize(CompProperties props)
|
||||
{
|
||||
base.Initialize(props);
|
||||
|
||||
// 计算延迟的 ticks
|
||||
if (Props.delaySeconds > 0)
|
||||
{
|
||||
delayTicksRemaining = (int)(Props.delaySeconds * 60f);
|
||||
}
|
||||
}
|
||||
|
||||
public override void PostSpawnSetup(bool respawningAfterLoad)
|
||||
{
|
||||
base.PostSpawnSetup(respawningAfterLoad);
|
||||
|
||||
// 如果是重新加载存档,不播放声音
|
||||
if (respawningAfterLoad)
|
||||
return;
|
||||
|
||||
// 检查播放条件
|
||||
if (!ShouldPlaySound())
|
||||
return;
|
||||
|
||||
// 如果有延迟,设置延迟计数器
|
||||
if (Props.delaySeconds > 0)
|
||||
{
|
||||
delayTicksRemaining = (int)(Props.delaySeconds * 60f);
|
||||
}
|
||||
else
|
||||
{
|
||||
// 立即播放声音
|
||||
PlaySound();
|
||||
}
|
||||
}
|
||||
|
||||
public override void CompTick()
|
||||
{
|
||||
base.CompTick();
|
||||
|
||||
// 处理延迟播放
|
||||
if (delayTicksRemaining > 0 && !soundPlayed)
|
||||
{
|
||||
delayTicksRemaining--;
|
||||
if (delayTicksRemaining <= 0)
|
||||
{
|
||||
PlaySound();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private bool ShouldPlaySound()
|
||||
{
|
||||
if (soundPlayed)
|
||||
return false;
|
||||
|
||||
if (Props.sound == null)
|
||||
return false;
|
||||
|
||||
// 检查派系条件
|
||||
if (parent.Faction != null)
|
||||
{
|
||||
if (Props.onlyIfPlayerFaction && parent.Faction != Faction.OfPlayer)
|
||||
return false;
|
||||
|
||||
if (Props.onlyIfHostileFaction && parent.Faction.RelationKindWith(Faction.OfPlayer) != FactionRelationKind.Hostile)
|
||||
return false;
|
||||
|
||||
if (Props.onlyIfNeutralFaction && parent.Faction.RelationKindWith(Faction.OfPlayer) != FactionRelationKind.Neutral)
|
||||
return false;
|
||||
}
|
||||
else
|
||||
{
|
||||
// 如果没有派系,检查是否要求特定派系
|
||||
if (Props.onlyIfPlayerFaction || Props.onlyIfHostileFaction || Props.onlyIfNeutralFaction)
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private void PlaySound()
|
||||
{
|
||||
if (soundPlayed || Props.sound == null)
|
||||
return;
|
||||
|
||||
try
|
||||
{
|
||||
SoundInfo soundInfo;
|
||||
|
||||
if (Props.playOnCamera)
|
||||
{
|
||||
// 在摄像机位置播放
|
||||
soundInfo = SoundInfo.OnCamera();
|
||||
}
|
||||
else if (Props.playAtThingPosition)
|
||||
{
|
||||
// 在物体位置播放
|
||||
soundInfo = SoundInfo.InMap(new TargetInfo(parent.Position, parent.Map));
|
||||
}
|
||||
else
|
||||
{
|
||||
// 默认在物体位置播放
|
||||
soundInfo = SoundInfo.InMap(new TargetInfo(parent.Position, parent.Map));
|
||||
}
|
||||
|
||||
// 应用音量和音调设置
|
||||
if (Props.volume != 1f)
|
||||
soundInfo.volumeFactor = Props.volume;
|
||||
|
||||
if (Props.pitch != 1f)
|
||||
soundInfo.pitchFactor = Props.pitch;
|
||||
|
||||
// 播放声音
|
||||
Props.sound.PlayOneShot(soundInfo);
|
||||
soundPlayed = true;
|
||||
|
||||
// 调试日志
|
||||
if (Prefs.DevMode)
|
||||
{
|
||||
Log.Message($"Played spawn sound: {Props.sound.defName} for {parent.Label} at {parent.Position}");
|
||||
}
|
||||
}
|
||||
catch (System.Exception ex)
|
||||
{
|
||||
Log.Error($"Error playing spawn sound for {parent.Label}: {ex}");
|
||||
}
|
||||
}
|
||||
|
||||
public override void PostExposeData()
|
||||
{
|
||||
base.PostExposeData();
|
||||
Scribe_Values.Look(ref soundPlayed, "soundPlayed", false);
|
||||
Scribe_Values.Look(ref delayTicksRemaining, "delayTicksRemaining", 0);
|
||||
}
|
||||
|
||||
// 调试工具
|
||||
public override IEnumerable<Gizmo> CompGetGizmosExtra()
|
||||
{
|
||||
if (DebugSettings.ShowDevGizmos)
|
||||
{
|
||||
yield return new Command_Action
|
||||
{
|
||||
defaultLabel = "Dev: Test Spawn Sound",
|
||||
defaultDesc = $"Play sound: {Props.sound?.defName ?? "None"}",
|
||||
action = () =>
|
||||
{
|
||||
if (Props.sound != null)
|
||||
{
|
||||
PlaySound();
|
||||
}
|
||||
else
|
||||
{
|
||||
Log.Warning("No sound defined for CompPlaySoundOnSpawn");
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
yield return new Command_Action
|
||||
{
|
||||
defaultLabel = $"Dev: Sound Status - Played: {soundPlayed}, Delay: {delayTicksRemaining}",
|
||||
action = () => {}
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
// 重置状态(用于重新播放)
|
||||
public void Reset()
|
||||
{
|
||||
soundPlayed = false;
|
||||
delayTicksRemaining = Props.delaySeconds > 0 ? (int)(Props.delaySeconds * 60f) : 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,31 @@
|
||||
using RimWorld;
|
||||
using Verse;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
public class CompProperties_PlaySoundOnSpawn : CompProperties
|
||||
{
|
||||
public SoundDef sound;
|
||||
|
||||
// 可选:延迟播放声音(秒)
|
||||
public float delaySeconds = 0f;
|
||||
|
||||
// 可选:只在特定条件下播放
|
||||
public bool onlyIfPlayerFaction = false;
|
||||
public bool onlyIfHostileFaction = false;
|
||||
public bool onlyIfNeutralFaction = false;
|
||||
|
||||
// 可选:音量控制
|
||||
public float volume = 1f;
|
||||
public float pitch = 1f;
|
||||
|
||||
// 可选:播放位置
|
||||
public bool playOnCamera = false; // 在摄像机位置播放
|
||||
public bool playAtThingPosition = true; // 在物体位置播放
|
||||
|
||||
public CompProperties_PlaySoundOnSpawn()
|
||||
{
|
||||
compClass = typeof(CompPlaySoundOnSpawn);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -117,13 +117,15 @@
|
||||
<Compile Include="BuildingComp\WULA_StorageTurret\CompProperties_StorageTurret.cs" />
|
||||
<Compile Include="BuildingComp\WULA_StorageTurret\CompStorageTurret.cs" />
|
||||
<Compile Include="EventSystem\CompOpenCustomUI.cs" />
|
||||
<Compile Include="EventSystem\Condition.cs" />
|
||||
<Compile Include="EventSystem\Condition\ConditionBase.cs" />
|
||||
<Compile Include="EventSystem\Condition\Condition_FlagExists.cs" />
|
||||
<Compile Include="EventSystem\DebugActions.cs" />
|
||||
<Compile Include="EventSystem\DelayedActionManager.cs" />
|
||||
<Compile Include="EventSystem\Dialog_CustomDisplay.cs" />
|
||||
<Compile Include="EventSystem\Dialog_ManageEventVariables.cs" />
|
||||
<Compile Include="EventSystem\Effect\EffectBase.cs" />
|
||||
<Compile Include="EventSystem\Effect\Effect_CallSkyfaller.cs" />
|
||||
<Compile Include="EventSystem\Effect\Effect_SetTimedFlag.cs" />
|
||||
<Compile Include="EventSystem\EventDef.cs" />
|
||||
<Compile Include="EventSystem\EventUIButtonConfigDef.cs" />
|
||||
<Compile Include="EventSystem\EventUIConfigDef.cs" />
|
||||
@@ -266,6 +268,8 @@
|
||||
<Compile Include="ThingComp\WULA_PersonaCore\CompExperienceCore.cs" />
|
||||
<Compile Include="ThingComp\WULA_PersonaCore\CompExperienceDataPack.cs" />
|
||||
<Compile Include="ThingComp\WULA_PersonaCore\CompProperties_ExperienceCore.cs" />
|
||||
<Compile Include="ThingComp\WULA_PlaySoundOnSpawn\CompPlaySoundOnSpawn.cs" />
|
||||
<Compile Include="ThingComp\WULA_PlaySoundOnSpawn\CompProperties_PlaySoundOnSpawn.cs" />
|
||||
<Compile Include="ThingComp\WULA_PsychicRitual\CompWulaRitualSpot.cs" />
|
||||
<Compile Include="ThingComp\WULA_PsychicRitual\PsychicRitualDef_AddHediff.cs" />
|
||||
<Compile Include="ThingComp\WULA_PsychicRitual\PsychicRitualDef_Wula.cs" />
|
||||
|
||||
BIN
美术与文本源文件/Wula/Building/WULA_Support_Shield_Building.sai2
Normal file
BIN
美术与文本源文件/Wula/Building/WULA_Support_Shield_Building.sai2
Normal file
Binary file not shown.
Binary file not shown.
Reference in New Issue
Block a user