This commit is contained in:
Tourswen
2026-03-06 00:56:27 +08:00
parent 1958c80856
commit b6a9720f19
13 changed files with 358 additions and 195 deletions

View File

@@ -1,4 +1,3 @@
// File: Verb_RangeChecker.cs
using RimWorld;
using System.Collections.Generic;
using UnityEngine;
@@ -7,194 +6,60 @@ using Verse;
namespace WulaFallenEmpire
{
/// <summary>
/// 用于距离判断的Verb不发射任何射弹不造成伤害仅用于距离计算和AI判断
/// 用于距离判断的Verb不发射任何射弹不造成伤害不产生噪音
/// 仅用于距离计算、视线检查和AI判断
/// 当发射成功时会设置Pawn身上所有Comp_MultiTurretGun的focusTarget为目标
/// </summary>
public class Verb_RangeChecker : Verb_LaunchProjectile
public class Verb_RangeChecker : Verb
{
// 重写瞄准相关方法,使其不产生视觉或声音效果
public override void WarmupComplete()
{
base.WarmupComplete();
// 不播放射击声音
// 不产生射击效果
}
protected override bool TryCastShot()
{
// 基础检查
if (currentTarget.HasThing && currentTarget.Thing.Map != caster.Map)
{
return false;
}
ThingDef projectile = Projectile;
if (projectile == null)
{
return false;
}
ShootLine resultingLine;
bool flag = TryFindShootLineFromTo(caster.Position, currentTarget, out resultingLine);
if (verbProps.stopBurstWithoutLos && !flag)
{
return false;
// 检查视线
ShootLine shootLine;
if (!TryFindShootLineFromTo(caster.Position, currentTarget, out shootLine))
{
if (verbProps.stopBurstWithoutLos)
return false;
}
// 更新设备状态(如果有)
if (base.EquipmentSource != null)
{
base.EquipmentSource.GetComp<CompChangeableProjectile>()?.Notify_ProjectileLaunched();
base.EquipmentSource.GetComp<CompApparelVerbOwner_Charged>()?.UsedOnce();
}
// 记录射击时间
lastShotTick = Find.TickManager.TicksGame;
Thing manningPawn = caster;
Thing equipmentSource = base.EquipmentSource;
CompMannable compMannable = caster.TryGetComp<CompMannable>();
if (compMannable?.ManningPawn != null)
{
manningPawn = compMannable.ManningPawn;
equipmentSource = caster;
}
Vector3 drawPos = caster.DrawPos;
Projectile projectile2 = (Projectile)GenSpawn.Spawn(projectile, resultingLine.Source, caster.Map);
if (equipmentSource.TryGetComp(out CompUniqueWeapon comp))
{
foreach (WeaponTraitDef item in comp.TraitsListForReading)
{
if (item.damageDefOverride != null)
{
projectile2.damageDefOverride = item.damageDefOverride;
}
if (!item.extraDamages.NullOrEmpty())
{
Projectile projectile3 = projectile2;
if (projectile3.extraDamages == null)
{
projectile3.extraDamages = new List<ExtraDamage>();
}
projectile2.extraDamages.AddRange(item.extraDamages);
}
}
}
// 更新炮塔焦点目标
UpdateTurretFocusTargets();
if (verbProps.ForcedMissRadius > 0.5f)
{
float num = verbProps.ForcedMissRadius;
if (manningPawn is Pawn pawn)
{
num *= verbProps.GetForceMissFactorFor(equipmentSource, pawn);
}
float num2 = VerbUtility.CalculateAdjustedForcedMiss(num, currentTarget.Cell - caster.Position);
if (num2 > 0.5f)
{
IntVec3 forcedMissTarget = GetForcedMissTarget(num2);
if (forcedMissTarget != currentTarget.Cell)
{
ProjectileHitFlags projectileHitFlags = ProjectileHitFlags.NonTargetWorld;
if (Rand.Chance(0.5f))
{
projectileHitFlags = ProjectileHitFlags.All;
}
if (!canHitNonTargetPawnsNow)
{
projectileHitFlags &= ~ProjectileHitFlags.NonTargetPawns;
}
// 模拟发射成功,但不实际发射
bool shotResult = SimulateShotSuccess(drawPos, forcedMissTarget, currentTarget, projectileHitFlags, preventFriendlyFire, equipmentSource);
if (shotResult)
{
UpdateTurretFocusTargets();
}
return shotResult;
}
}
}
ShotReport shotReport = ShotReport.HitReportFor(caster, this, currentTarget);
Thing randomCoverToMissInto = shotReport.GetRandomCoverToMissInto();
ThingDef targetCoverDef = randomCoverToMissInto?.def;
if (verbProps.canGoWild && !Rand.Chance(shotReport.AimOnTargetChance_IgnoringPosture))
{
bool flyOverhead = projectile2?.def?.projectile != null && projectile2.def.projectile.flyOverhead;
resultingLine.ChangeDestToMissWild(shotReport.AimOnTargetChance_StandardTarget, flyOverhead, caster.Map);
ProjectileHitFlags projectileHitFlags2 = ProjectileHitFlags.NonTargetWorld;
if (Rand.Chance(0.5f) && canHitNonTargetPawnsNow)
{
projectileHitFlags2 |= ProjectileHitFlags.NonTargetPawns;
}
// 模拟发射成功,但不实际发射
bool shotResult = SimulateShotSuccess(drawPos, resultingLine.Dest, currentTarget, projectileHitFlags2, preventFriendlyFire, equipmentSource, targetCoverDef);
if (shotResult)
{
UpdateTurretFocusTargets();
}
return shotResult;
}
if (currentTarget.Thing != null && currentTarget.Thing.def.CanBenefitFromCover && !Rand.Chance(shotReport.PassCoverChance))
{
ProjectileHitFlags projectileHitFlags3 = ProjectileHitFlags.NonTargetWorld;
if (canHitNonTargetPawnsNow)
{
projectileHitFlags3 |= ProjectileHitFlags.NonTargetPawns;
}
// 模拟发射成功,但不实际发射
bool shotResult = SimulateShotSuccess(drawPos, randomCoverToMissInto, currentTarget, projectileHitFlags3, preventFriendlyFire, equipmentSource, targetCoverDef);
if (shotResult)
{
UpdateTurretFocusTargets();
}
return shotResult;
}
ProjectileHitFlags projectileHitFlags4 = ProjectileHitFlags.IntendedTarget;
if (canHitNonTargetPawnsNow)
{
projectileHitFlags4 |= ProjectileHitFlags.NonTargetPawns;
}
if (!currentTarget.HasThing || currentTarget.Thing.def.Fillage == FillCategory.Full)
{
projectileHitFlags4 |= ProjectileHitFlags.NonTargetWorld;
}
// 模拟发射成功,但不实际发射
bool finalShotResult = SimulateFinalShotSuccess(drawPos, resultingLine.Dest, currentTarget, projectileHitFlags4, preventFriendlyFire, equipmentSource, targetCoverDef);
if (finalShotResult)
{
UpdateTurretFocusTargets();
}
return finalShotResult;
}
/// <summary>
/// 模拟射击成功的情况
/// </summary>
private bool SimulateShotSuccess(Vector3 drawPos, IntVec3 targetCell, LocalTargetInfo target, ProjectileHitFlags hitFlags, bool preventFriendlyFire, Thing equipmentSource, ThingDef targetCoverDef = null)
{
// 这里不实际发射射弹,只返回成功
// 销毁之前创建的射弹对象,因为我们不需要它
// 返回成功,但不实际射击
return true;
}
/// <summary>
/// 模拟射击成功的情况(带目标)
/// 重写射击效果,确保不产生任何视觉或声音效果
/// </summary>
private bool SimulateShotSuccess(Vector3 drawPos, Thing target, LocalTargetInfo originalTarget, ProjectileHitFlags hitFlags, bool preventFriendlyFire, Thing equipmentSource, ThingDef targetCoverDef = null)
public override void DrawHighlight(LocalTargetInfo target)
{
// 这里不实际发射射弹,只返回成功
// 销毁之前创建的射弹对象,因为我们不需要它
return true;
}
/// <summary>
/// 模拟最终射击成功的情况
/// </summary>
private bool SimulateFinalShotSuccess(Vector3 drawPos, IntVec3 targetCell, LocalTargetInfo target, ProjectileHitFlags hitFlags, bool preventFriendlyFire, Thing equipmentSource, ThingDef targetCoverDef = null)
{
// 这里不实际发射射弹,只返回成功
// 销毁之前创建的射弹对象,因为我们不需要它
return true;
base.DrawHighlight(target);
// 可以绘制距离指示,但不绘制射击预览
}
/// <summary>
@@ -209,14 +74,89 @@ namespace WulaFallenEmpire
foreach (var turretComp in turretComps)
{
// 设置集中火力目标
Comp_MultiTurretGun.focusTarget = currentTarget;
Comp_MultiTurretGun.lastFocusSetTick = Find.TickManager.TicksGame;
Comp_MultiTurretGun.lastFocusPawn = pawn;
// 强制炮塔立即重新索敌,以便它们能检测到新的集中火力目标
turretComp.TryAcquireTarget();
if (turretComp != null)
{
// 设置集中火力目标
Comp_MultiTurretGun.focusTarget = currentTarget;
Comp_MultiTurretGun.lastFocusSetTick = Find.TickManager.TicksGame;
Comp_MultiTurretGun.lastFocusPawn = pawn;
// 强制炮塔立即重新索敌,以便它们能检测到新的集中火力目标
turretComp.TryAcquireTarget();
}
}
// 记录日志
if (Prefs.DevMode)
{
Log.Message($"[Verb_RangeChecker] {pawn.LabelShort} set focus target to {currentTarget}");
}
}
}
/// <summary>
/// 重写可用性检查确保只有符合条件的Pawn才能使用
/// </summary>
public override bool Available()
{
if (!base.Available())
return false;
// 额外的检查:确保有炮塔组件
if (caster is Pawn pawn)
{
var turretComps = pawn.GetComps<Comp_MultiTurretGun>();
if (turretComps == null )
return false;
}
return true;
}
/// <summary>
/// 重写验证方法,添加额外的距离检查
/// </summary>
public override bool CanHitTarget(LocalTargetInfo targ)
{
if (!base.CanHitTarget(targ))
return false;
// 检查距离
float distance = caster.Position.DistanceTo(targ.Cell);
if (distance > verbProps.range)
return false;
// 检查最小距离
if (distance < verbProps.minRange)
return false;
return true;
}
/// <summary>
/// 重写目标高亮显示
/// </summary>
public override void OrderForceTarget(LocalTargetInfo target)
{
if (CanHitTarget(target))
{
base.OrderForceTarget(target);
UpdateTurretFocusTargets();
}
}
/// <summary>
/// 重写,确保不产生任何射击效果
/// </summary>
public override void Notify_EquipmentLost()
{
base.Notify_EquipmentLost();
// 清理焦点目标
if (caster is Pawn pawn)
{
Comp_MultiTurretGun.lastFocusPawn = null;
Comp_MultiTurretGun.focusTarget = LocalTargetInfo.Invalid;
}
}
}
@@ -230,8 +170,21 @@ namespace WulaFallenEmpire
{
verbClass = typeof(Verb_RangeChecker);
// 默认设置为不发射射弹
// 设置为不发射射弹
defaultProjectile = null;
// 设置无噪音
soundCast = null;
soundCastTail = null;
// 无视觉效果
muzzleFlashScale = 0f;
// 无预热时间
warmupTime = 0f;
// 无冷却时间
defaultCooldownTime = 0f;
}
}
}