闪电链

This commit is contained in:
2025-08-01 13:04:15 +08:00
parent 6a26597c8e
commit b4a7e2c1ab
6 changed files with 612 additions and 12 deletions

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!-- 暗物质步枪 -->
<ThingDef ParentName="BaseHumanMakeableGun">
<defName>WULA_RW_DM_AR_Arc</defName>
<label>DMa-8b"未命名"</label>
<description>乌拉帝国一线部队所使用的由暗物质驱动的常规步枪,暗物质经由螺旋结构形成自旋极化光束,可以在远距离上连锁传导伤害性光束,仍在试验阶段。</description>
<techLevel>Ultra</techLevel>
<!-- <techLevel>Spacer</techLevel> -->
<graphicData>
<texPath>Wula/Weapon/WULA_RW_DM_AR</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>1.2</drawSize>
</graphicData>
<weaponTags>
<li>Wula_Ranged_Weapon_T4</li>
</weaponTags>
<uiIconScale>0.9</uiIconScale>
<soundInteract>Interact_ChargeRifle</soundInteract>
<recipeMaker>
<recipeUsers Inherit="False">
<li>WULA_Cube_Productor_Energy</li>
</recipeUsers>
<researchPrerequisite>WULA_Synth_Weapon_4_DM_Base_Technology</researchPrerequisite>
<unfinishedThingDef>UnfinishedWeapon</unfinishedThingDef>
</recipeMaker>
<costList Inherit="False">
<Steel>400</Steel>
<Plasteel>200</Plasteel>
<WULA_Dark_Matter_Item>4</WULA_Dark_Matter_Item>
</costList>
<statBases>
<WorkToMake>40000</WorkToMake>
<Mass>4.5</Mass>
<AccuracyTouch>1</AccuracyTouch>
<AccuracyShort>1</AccuracyShort>
<AccuracyMedium>1</AccuracyMedium>
<AccuracyLong>1</AccuracyLong>
<RangedWeapon_Cooldown>1</RangedWeapon_Cooldown>
</statBases>
<verbs>
<li Class="WulaFallenEmpire.VerbProperties_Arc">
<verbClass>WulaFallenEmpire.Verb_ShootArc</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<damageDef>Wula_Darm_Matter_Beam</damageDef>
<damageAmount>20</damageAmount>
<EMPDamageAmount>20</EMPDamageAmount>
<warmupTime>0.5</warmupTime>
<range>34.9</range>
<affectedAngle>25</affectedAngle>
<armorPenetration>1.0</armorPenetration>
<soundCast>Shot_BeamRepeater</soundCast>
<soundCastTail>GunTail_Medium</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
<targetParams>
<canTargetLocations>true</canTargetLocations>
</targetParams>
<isConductible>True</isConductible>
<conductFriendly>False</conductFriendly>
<conductNum>4</conductNum>
<beamMoteDef>WULA_ArcBeam</beamMoteDef>
</li>
</verbs>
<tradeability>None</tradeability>
</ThingDef>
<ThingDef ParentName="MoteBase">
<defName>WULA_ArcBeam</defName>
<thingClass>MoteDualAttached</thingClass>
<altitudeLayer>MoteOverhead</altitudeLayer>
<mote>
<fadeInTime>0</fadeInTime>
<fadeOutTime>0.4</fadeOutTime>
<solidTime>0.4</solidTime>
<needsMaintenance>False</needsMaintenance>
<rotateTowardsTarget>True</rotateTowardsTarget>
<scaleToConnectTargets>True</scaleToConnectTargets>
<fadeOutUnmaintained>False</fadeOutUnmaintained>
</mote>
<drawOffscreen>true</drawOffscreen>
<graphicData>
<texPath>Things/Mote/GraserBeam</texPath>
<color>(188, 112, 255, 255)</color>
<graphicClass>Graphic_MoteWithAgeSecs</graphicClass>
<shaderType>MoteBeam</shaderType>
<shaderParameters>
<_ExtraTexA>/Things/Mote/BeamSecondaryNoise_A</_ExtraTexA>
<_ExtraTexB>/Things/Mote/BeamSecondaryNoise_B</_ExtraTexB>
<_ScrollSpeedA>-4 </_ScrollSpeedA>
<_ScrollSpeedB>3</_ScrollSpeedB>
<_Intensity>2</_Intensity>
</shaderParameters>
</graphicData>
</ThingDef>
</Defs>

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using RimWorld;
using UnityEngine;
using Verse;
using Verse.Sound;
namespace WulaFallenEmpire
{
public class VerbProperties_Arc : VerbProperties
{
public DamageDef damageDef;
public float EMPDamageAmount = -1f;
public int damageAmount = -1;
public float armorPenetration = -1f;
public float affectedAngle;
public bool isConductible = false;
public int conductNum;
public bool conductFriendly = false;
}
public class Verb_ShootArc : Verb
{
private VerbProperties_Arc Props
{
get
{
return (VerbProperties_Arc)this.verbProps;
}
}
private int damageAmount
{
get
{
return (this.Props.damageAmount > 0) ? this.Props.damageAmount : this.verbProps.beamDamageDef.defaultDamage;
}
}
private float armorPenetration
{
get
{
return (this.Props.armorPenetration > 0f) ? this.Props.armorPenetration : this.verbProps.beamDamageDef.defaultArmorPenetration;
}
}
public override void WarmupComplete()
{
this.TryCastShot();
}
protected override bool TryCastShot()
{
this.MakeExplosion();
bool flag = this.verbProps.soundCast != null;
bool flag3 = flag;
if (flag3)
{
this.verbProps.soundCast.PlayOneShot(new TargetInfo(this.caster.Position, this.caster.MapHeld, false));
}
bool flag2 = this.verbProps.soundCastTail != null;
bool flag4 = flag2;
if (flag4)
{
this.verbProps.soundCastTail.PlayOneShotOnCamera(this.caster.Map);
}
return true;
}
private bool IsTargetImmobile(LocalTargetInfo target)
{
Thing thing = target.Thing;
Pawn pawn = thing as Pawn;
return pawn != null && !pawn.Downed && pawn.GetPosture() == PawnPosture.Standing;
}
public override bool CanHitTarget(LocalTargetInfo targ)
{
bool flag = this.caster == null || !this.caster.Spawned;
bool flag2 = flag;
return !flag2 && (targ == this.caster || this.CanHitTargetFrom(this.caster.Position, targ));
}
protected void MakeExplosion()
{
Pawn casterPawn = this.CasterPawn;
bool spawned = casterPawn.Spawned;
bool flag11 = spawned;
if (flag11)
{
Thing targetThing = this.currentTarget.Thing;
bool flag = targetThing != null && this.IsTargetImmobile(this.currentTarget) && casterPawn.skills != null;
bool flag12 = flag;
if (flag12)
{
casterPawn.skills.Learn(SkillDefOf.Shooting, 250f * this.verbProps.AdjustedFullCycleTime(this, casterPawn), false, false);
}
bool flag2 = this.Props != null;
bool flag13 = flag2;
if (flag13)
{
List<IntVec3> cells = Verb_ShootArc.circularSectorCellsStartedCaster(casterPawn.Position, casterPawn.Map, this.currentTarget.Cell, this.Props.range, this.Props.affectedAngle, false).ToList<IntVec3>();
HashSet<IntVec3> hashSet = this.HashSetConverter(cells);
this.pawnConduct.Add(casterPawn);
float weaponDamageMultiplier = base.EquipmentSource.GetStatValue(StatDefOf.RangedWeapon_DamageMultiplier, true, -1);
int damageMultiplier = this.GetDamageAmount(weaponDamageMultiplier, null);
float armorPenetrationMultiplier = this.GetArmorPenetration(weaponDamageMultiplier, null);
foreach (IntVec3 cell in hashSet)
{
List<Thing> list = casterPawn.Map.thingGrid.ThingsListAt(cell);
for (int num = list.Count - 1; num >= 0; num--)
{
if (list[num] is Pawn p)
{
// 新增友方过滤逻辑
bool isFriendly = p.Faction != null
&& casterPawn.Faction != null
&& !p.Faction.HostileTo(casterPawn.Faction);
if (!Props.conductFriendly && isFriendly)
{
continue; // 跳过友方目标
}
// 原有姿势检查
bool isInvalidPosture = p.GetPosture() != PawnPosture.Standing
&& this.currentTarget.Thing != p;
if (!isInvalidPosture)
{
this.pawnConduct.Add(p);
}
}
}
}
bool isConductible = this.Props.isConductible;
bool flag17 = isConductible;
if (flag17)
{
for (int i = 0; i < this.Props.conductNum; i++)
{
bool flag6 = i > this.pawnConduct.Count - 2;
bool flag18 = flag6;
if (flag18)
{
break;
}
bool flag7 = this.Props.EMPDamageAmount > 0f;
bool flag19 = flag7;
if (flag19)
{
this.TargetTakeDamage(casterPawn, this.pawnConduct[i + 1], DamageDefOf.EMP, this.Props.EMPDamageAmount, -1f);
}
this.TargetTakeDamage(casterPawn, this.pawnConduct[i + 1], this.Props.damageDef, (float)damageMultiplier, armorPenetrationMultiplier);
bool flag8 = this.verbProps.beamMoteDef != null;
bool flag20 = flag8;
if (flag20)
{
MoteMaker.MakeInteractionOverlay(this.verbProps.beamMoteDef, new TargetInfo(this.pawnConduct[i].Position, this.caster.Map, false), new TargetInfo(this.pawnConduct[i + 1].Position, this.caster.Map, false));
}
}
}
else
{
IntVec3 position = this.caster.Position;
float num2 = Mathf.Atan2(-(float)(this.currentTarget.Cell.z - position.z), (float)(this.currentTarget.Cell.x - position.x)) * 57.29578f;
bool flag9 = num2 - this.Props.affectedAngle < -180f || num2 + this.Props.affectedAngle > 180f;
bool flag21 = flag9;
if (flag21)
{
FloatRange? affectedAngle = new FloatRange?(new FloatRange(Verb_ShootArc.AngleWrapped(num2 - this.Props.affectedAngle), 180f));
// 修正后的爆炸调用(参数通过命名对齐)
GenExplosion.DoExplosion(
center: casterPawn.Position,
map: this.caster.MapHeld,
radius: this.verbProps.range,
damType: this.Props.damageDef,
instigator: null,
damAmount: damageMultiplier,
armorPenetration: armorPenetrationMultiplier,
explosionSound: null,
weapon: this.CasterPawn.equipment.Primary.def,
projectile: null,
intendedTarget: null,
postExplosionSpawnThingDef: ThingDefOf.Filth_FlammableBile,
postExplosionSpawnChance: 0f,
postExplosionSpawnThingCount: 1,
postExplosionGasType: null,
postExplosionGasRadiusOverride: null,
postExplosionGasAmount: 0,
applyDamageToExplosionCellsNeighbors: false,
preExplosionSpawnThingDef: null,
preExplosionSpawnChance: 0f,
preExplosionSpawnThingCount: 1,
chanceToStartFire: 0f,
damageFalloff: false,
direction: null,
ignoredThings: null,
affectedAngle: affectedAngle,
doVisualEffects: true,
propagationSpeed: 0.6f,
excludeRadius: 0f,
doSoundEffects: false,
postExplosionSpawnThingDefWater: null,
screenShakeFactor: 1f,
flammabilityChanceCurve: null,
overrideCells: null,
postExplosionSpawnSingleThingDef: null,
preExplosionSpawnSingleThingDef: null
);
affectedAngle = new FloatRange?(new FloatRange(-180f, Verb_ShootArc.AngleWrapped(num2 + this.Props.affectedAngle)));
// 第二次爆炸调用(参数结构相同)
GenExplosion.DoExplosion(
center: casterPawn.Position,
map: this.caster.MapHeld,
radius: this.verbProps.range,
damType: this.Props.damageDef,
instigator: null,
damAmount: damageMultiplier,
armorPenetration: armorPenetrationMultiplier,
explosionSound: null,
weapon: this.CasterPawn.equipment.Primary.def,
projectile: null,
intendedTarget: null,
postExplosionSpawnThingDef: ThingDefOf.Filth_FlammableBile,
postExplosionSpawnChance: 0f,
postExplosionSpawnThingCount: 1,
postExplosionGasType: null,
postExplosionGasRadiusOverride: null,
postExplosionGasAmount: 0,
applyDamageToExplosionCellsNeighbors: false,
preExplosionSpawnThingDef: null,
preExplosionSpawnChance: 0f,
preExplosionSpawnThingCount: 1,
chanceToStartFire: 0f,
damageFalloff: false,
direction: null,
ignoredThings: null,
affectedAngle: affectedAngle,
doVisualEffects: true,
propagationSpeed: 0.6f,
excludeRadius: 0f,
doSoundEffects: false,
postExplosionSpawnThingDefWater: null,
screenShakeFactor: 1f,
flammabilityChanceCurve: null,
overrideCells: null,
postExplosionSpawnSingleThingDef: null,
preExplosionSpawnSingleThingDef: null
);
}
else
{
FloatRange? affectedAngle2 = new FloatRange?(new FloatRange(num2 - this.Props.affectedAngle, num2 + this.Props.affectedAngle));
GenExplosion.DoExplosion(
center: casterPawn.Position,
map: this.caster.MapHeld,
radius: this.verbProps.range,
damType: this.Props.damageDef,
instigator: null,
damAmount: damageMultiplier,
armorPenetration: armorPenetrationMultiplier,
explosionSound: null,
weapon: this.CasterPawn.equipment.Primary.def,
projectile: null,
intendedTarget: null,
postExplosionSpawnThingDef: ThingDefOf.Filth_FlammableBile,
postExplosionSpawnChance: 0f,
postExplosionSpawnThingCount: 1,
postExplosionGasType: null,
postExplosionGasRadiusOverride: null,
postExplosionGasAmount: 0,
applyDamageToExplosionCellsNeighbors: false,
preExplosionSpawnThingDef: null,
preExplosionSpawnChance: 0f,
preExplosionSpawnThingCount: 1,
chanceToStartFire: 0f,
damageFalloff: false,
direction: null,
ignoredThings: null,
affectedAngle: affectedAngle2,
doVisualEffects: true,
propagationSpeed: 0.6f,
excludeRadius: 0f,
doSoundEffects: false,
postExplosionSpawnThingDefWater: null,
screenShakeFactor: 1f,
flammabilityChanceCurve: null,
overrideCells: null,
postExplosionSpawnSingleThingDef: null,
preExplosionSpawnSingleThingDef: null
);
}
for (int j = 1; j < this.pawnConduct.Count<Pawn>(); j++)
{
bool flag10 = this.Props.EMPDamageAmount > 0f;
bool flag22 = flag10;
if (flag22)
{
this.TargetTakeDamage(casterPawn, this.pawnConduct[j], DamageDefOf.EMP, this.Props.EMPDamageAmount, -1f);
}
}
}
this.pawnConduct.Clear();
}
}
}
public override void DrawHighlight(LocalTargetInfo target)
{
base.DrawHighlight(target);
bool isValid = target.IsValid;
bool flag = isValid;
if (flag)
{
IntVec3 position = this.caster.Position;
float num = Mathf.Atan2(-(float)(target.Cell.z - position.z), (float)(target.Cell.x - position.x)) * 57.29578f;
Verb_ShootArc.RenderPredictedAreaOfEffect(this.caster.Position, this.Props.range, this.verbProps.explosionRadiusRingColor, new FloatRange(num - this.Props.affectedAngle, num + this.Props.affectedAngle));
}
}
public static void RenderPredictedAreaOfEffect(IntVec3 loc, float radius, Color color, FloatRange affectedAngle)
{
bool flag = affectedAngle.min < -180f || affectedAngle.max > 180f;
bool flag2 = flag;
List<IntVec3> cellsSum;
if (flag2)
{
DamageWorker worker = DamageDefOf.Bomb.Worker;
Map currentMap = Find.CurrentMap;
FloatRange? affectedAngle2 = new FloatRange?(new FloatRange(Verb_ShootArc.AngleWrapped(affectedAngle.min), 180f));
List<IntVec3> cells = worker.ExplosionCellsToHit(loc, currentMap, radius, null, null, affectedAngle2).ToList<IntVec3>();
DamageWorker worker2 = DamageDefOf.Bomb.Worker;
Map currentMap2 = Find.CurrentMap;
affectedAngle2 = new FloatRange?(new FloatRange(-180f, Verb_ShootArc.AngleWrapped(affectedAngle.max)));
List<IntVec3> cells2 = worker2.ExplosionCellsToHit(loc, currentMap2, radius, null, null, affectedAngle2).ToList<IntVec3>();
cellsSum = cells.Concat(cells2).ToList<IntVec3>();
}
else
{
DamageWorker worker3 = DamageDefOf.Bomb.Worker;
Map currentMap3 = Find.CurrentMap;
FloatRange? affectedAngle3 = new FloatRange?(affectedAngle);
cellsSum = worker3.ExplosionCellsToHit(loc, currentMap3, radius, null, null, affectedAngle3).ToList<IntVec3>();
}
GenDraw.DrawFieldEdges(cellsSum, color, null);
}
public static float AngleWrapped(float angle)
{
while (angle > 180f)
{
angle -= 360f;
}
while (angle < -180f)
{
angle += 360f;
}
return (angle == 180f) ? -180f : angle;
}
private static IEnumerable<IntVec3> circularSectorCellsStartedCaster(IntVec3 center, Map map, IntVec3 target, float radius, float angle, bool useCenter = false)
{
float num = Mathf.Atan2(-(float)(target.z - center.z), (float)(target.x - center.x)) * 57.29578f;
FloatRange affectedAngle = new FloatRange(num - angle, num + angle);
bool flag = affectedAngle.min < -180f || affectedAngle.max > 180f;
bool flag2 = flag;
List<IntVec3> cellsSum;
if (flag2)
{
DamageWorker worker = DamageDefOf.Bomb.Worker;
FloatRange? affectedAngle2 = new FloatRange?(new FloatRange(Verb_ShootArc.AngleWrapped(affectedAngle.min), 180f));
List<IntVec3> cells = worker.ExplosionCellsToHit(center, map, radius, null, null, affectedAngle2).ToList<IntVec3>();
DamageWorker worker2 = DamageDefOf.Bomb.Worker;
affectedAngle2 = new FloatRange?(new FloatRange(-180f, Verb_ShootArc.AngleWrapped(affectedAngle.max)));
List<IntVec3> cells2 = worker2.ExplosionCellsToHit(center, map, radius, null, null, affectedAngle2).ToList<IntVec3>();
cellsSum = cells.Concat(cells2).ToList<IntVec3>();
}
else
{
DamageWorker worker3 = DamageDefOf.Bomb.Worker;
FloatRange? affectedAngle3 = new FloatRange?(affectedAngle);
cellsSum = worker3.ExplosionCellsToHit(center, map, radius, null, null, affectedAngle3).ToList<IntVec3>();
}
return cellsSum;
}
protected virtual HashSet<IntVec3> HashSetConverter(IEnumerable<IntVec3> points)
{
HashSet<IntVec3> hashSet = new HashSet<IntVec3>();
bool flag = points.Any<IntVec3>();
bool flag2 = flag;
if (flag2)
{
foreach (IntVec3 point in points)
{
hashSet.Add(point);
}
}
return hashSet;
}
private void TargetTakeDamage(Pawn caster, Pawn target, DamageDef damageDef, float damageAmount, float armorPenetration = -1f)
{
bool flag = caster == null || target == null;
bool flag2 = flag;
if (flag2)
{
Log.Error("TargetTakeDamage has null caster or target");
}
else
{
float angleFlat = (this.currentTarget.Cell - caster.Position).AngleFlat;
BattleLogEntry_RangedImpact log = new BattleLogEntry_RangedImpact(caster, target, this.currentTarget.Thing, base.EquipmentSource.def, null, null);
DamageInfo dinfo = new DamageInfo(damageDef, damageAmount, armorPenetration, angleFlat, caster, null, base.EquipmentSource.def, DamageInfo.SourceCategory.ThingOrUnknown, this.currentTarget.Thing, true, true, QualityCategory.Normal, true);
target.TakeDamage(dinfo).AssociateWithLog(log);
}
}
public int GetDamageAmount(float weaponDamageMultiplier, StringBuilder explanation = null)
{
int num = this.damageAmount;
bool flag = explanation != null;
bool flag3 = flag;
if (flag3)
{
explanation.AppendLine("StatsReport_BaseValue".Translate() + ": " + num.ToString());
explanation.Append("StatsReport_QualityMultiplier".Translate() + ": " + weaponDamageMultiplier.ToStringPercent());
}
num = Mathf.RoundToInt((float)num * weaponDamageMultiplier);
bool flag2 = explanation != null;
bool flag4 = flag2;
if (flag4)
{
explanation.AppendLine();
explanation.AppendLine();
explanation.Append("StatsReport_FinalValue".Translate() + ": " + num.ToString());
}
return num;
}
public float GetArmorPenetration(float weaponDamageMultiplier, StringBuilder explanation = null)
{
float num = this.armorPenetration;
bool flag = num < 0f;
bool flag4 = flag;
if (flag4)
{
num = (float)this.damageAmount * 0.015f;
}
bool flag2 = explanation != null;
bool flag5 = flag2;
if (flag5)
{
explanation.AppendLine("StatsReport_BaseValue".Translate() + ": " + num.ToStringPercent());
explanation.AppendLine();
explanation.Append("StatsReport_QualityMultiplier".Translate() + ": " + weaponDamageMultiplier.ToStringPercent());
}
num *= weaponDamageMultiplier;
bool flag3 = explanation != null;
bool flag6 = flag3;
if (flag6)
{
explanation.AppendLine();
explanation.AppendLine();
explanation.Append("StatsReport_FinalValue".Translate() + ": " + num.ToStringPercent());
}
return num;
}
public List<Pawn> pawnConduct = new List<Pawn>();
}
}

View File

@@ -73,6 +73,7 @@
<Compile Include="CompApparelInterceptor.cs" />
<Compile Include="SectionLayer_WulaHull.cs" />
<Compile Include="HediffComp_RegenerateBackstory.cs" />
<Compile Include="Verb\ShootArc.cs" />
<Compile Include="WulaFallenEmpireMod.cs" />
<Compile Include="Need_WulaEnergy.cs" />
<Compile Include="NeedDefExtension_Energy.cs" />