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

@@ -343,6 +343,9 @@
<weaponMoney>99999~99999</weaponMoney>
<controlGroupPortraitZoom>0.7</controlGroupPortraitZoom>
<weaponTags>
<li>Wula_Mech_Mobile_Factory_Weapon</li>
</weaponTags>
<abilities>
<li>Wula_Mech_Mobile_Factory_Produce</li>

View File

@@ -181,6 +181,38 @@
</li>
</subSounds>
</SoundDef>
<SoundDef>
<defName>Wula_AI_Heavy_Panzer_Turret_Weapon_Shootingsound</defName>
<context>MapOnly</context>
<maxSimultaneous>2</maxSimultaneous>
<subSounds>
<li>
<grains>
<li Class="AudioGrain_Clip">
<clipPath>Wula/Wula_AI_Heavy_Panzer_Turret_Weapon_Shootingsound</clipPath>
</li>
</grains>
<volumeRange>45</volumeRange>
<pitchRange>0.9~1.1</pitchRange>
</li>
</subSounds>
</SoundDef>
<SoundDef>
<defName>Wula_AI_Panzer_Destroyer_Turret_Weapon_Shootingsound</defName>
<context>MapOnly</context>
<maxSimultaneous>1</maxSimultaneous>
<subSounds>
<li>
<grains>
<li Class="AudioGrain_Clip">
<clipPath>Wula/Wula_AI_Panzer_Destroyer_Turret_Weapon_Shootingsound</clipPath>
</li>
</grains>
<volumeRange>65</volumeRange>
<pitchRange>0.9~1.1</pitchRange>
</li>
</subSounds>
</SoundDef>
<SoundDef>
<defName>WULA_PsiCrusher_Sound</defName>
<context>MapOnly</context>

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@@ -3,10 +3,10 @@
<!-- 战车 -->
<ThingDef ParentName="BuildingBase">
<defName>Wula_AI_Heavy_Panzer_Cleanzone</defName>
<label>HAp-6"战车"</label>
<description>清理出一块场地并准备好资源,使得乌拉帝国母舰可以向此处投放大型战争机械。\n\n战车是乌拉帝国的中型战争机械,以悬浮的方式穿梭于战场之上,使用穿透力强大的战车炮和导弹打击敌方,是乌拉帝国前锋部队的中流砥柱。</description>
<label>HAp-6"巨戟"</label>
<description>清理出一块场地并准备好资源,使得乌拉帝国母舰可以向此处投放大型战争机械。\n\n巨戟是乌拉帝国的中型构装体,以悬浮的方式穿梭于战场之上,使用拥有强大穿透力且射速较快的双联晶化炮打击敌方,是乌拉帝国前锋部队的中流砥柱。</description>
<uiIconPath>Wula/Things/Wula_AI_Heavy_Panzer/Wula_AI_Heavy_Panzer_Incoming</uiIconPath>
<uiIconScale>1.33</uiIconScale>
<uiIconScale>1</uiIconScale>
<uiIconOffset>(0, -0.1)</uiIconOffset>
<minifiedDef>MinifiedThing</minifiedDef>
<tickerType>Normal</tickerType>
@@ -20,7 +20,7 @@
<graphicData>
<texPath>Wula/Building/WULA_Dropping_Building_Cleanzone</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(3,3)</drawSize>
<drawSize>(4,4)</drawSize>
<damageData>
<enabled>false</enabled>
</damageData>
@@ -50,7 +50,7 @@
<Mass>1</Mass>
<Flammability>0</Flammability>
</statBases>
<size>(3,3)</size>
<size>(4,4)</size>
<constructionSkillPrerequisite>0</constructionSkillPrerequisite>
<resourcesFractionWhenDeconstructed>0</resourcesFractionWhenDeconstructed>
<leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
@@ -73,7 +73,7 @@
</ThingDef>
<ThingDef ParentName="SkyfallerBase">
<defName>Wula_AI_Heavy_Panzer_Incoming</defName>
<label>HAp-6"战车"(空投中)</label>
<label>HAp-6"巨戟"(空投中)</label>
<size>(1,1)</size>
<thingClass>WulaFallenEmpire.Skyfaller_PawnSpawner</thingClass>
<graphicData>
@@ -110,7 +110,7 @@
<li Class="WulaFallenEmpire.CompProperties_SkyfallerPawnSpawner">
<pawnKind>Wula_AI_Heavy_Panzer</pawnKind>
<faction>PlayerColony</faction>
<spawnDrafted>true</spawnDrafted>
<spawnDrafted>false</spawnDrafted>
<spawnHostile>false</spawnHostile>
</li>
</comps>
@@ -119,10 +119,10 @@
<!-- 喷火战车 -->
<ThingDef ParentName="BuildingBase">
<defName>Wula_AI_Rocket_Panzer_Cleanzone</defName>
<label>HRp-3"喷火战车"</label>
<description>清理出一块场地并准备好资源,使得乌拉帝国母舰可以向此处投放大型战争机械。\n\n喷火战车乌拉帝国的中型战争机械,以悬浮的方式穿梭于战场之上,拥有车体臼炮和两具可以发射大量燃烧火箭弹的转轮导弹巢,但是未像其姊妹型号那样装备护盾</description>
<label>HRp-3"炎霖"</label>
<description>清理出一块场地并准备好资源,使得乌拉帝国母舰可以向此处投放大型战争机械。\n\n炎霖是乌拉帝国的中型战争机械,以悬浮的方式穿梭于战场之上,可以在远距离上使用火箭弹巢发射漫天的弹幕,用纯粹的火力淹没敌方集群</description>
<uiIconPath>Wula/Things/Wula_AI_Heavy_Panzer/Wula_AI_Rocket_Panzer_Incoming</uiIconPath>
<uiIconScale>1.33</uiIconScale>
<uiIconScale>1</uiIconScale>
<uiIconOffset>(0, -0.1)</uiIconOffset>
<minifiedDef>MinifiedThing</minifiedDef>
<tickerType>Normal</tickerType>
@@ -189,7 +189,7 @@
</ThingDef>
<ThingDef ParentName="SkyfallerBase">
<defName>Wula_AI_Rocket_Panzer_Incoming</defName>
<label>HRp-3"喷火战车"(空投中)</label>
<label>HRp-3"炎霖"(空投中)</label>
<size>(1,1)</size>
<thingClass>WulaFallenEmpire.Skyfaller_PawnSpawner</thingClass>
<graphicData>
@@ -226,7 +226,123 @@
<li Class="WulaFallenEmpire.CompProperties_SkyfallerPawnSpawner">
<pawnKind>Wula_AI_Rocket_Panzer</pawnKind>
<faction>PlayerColony</faction>
<spawnDrafted>true</spawnDrafted>
<spawnDrafted>false</spawnDrafted>
<spawnHostile>false</spawnHostile>
</li>
</comps>
</ThingDef>
<!-- 坦克歼击车 -->
<ThingDef ParentName="BuildingBase">
<defName>Wula_AI_Panzer_Destroyer_Cleanzone</defName>
<label>HDp-1"冥波"</label>
<description>清理出一块场地并准备好资源,使得乌拉帝国母舰可以向此处投放大型战争机械。\n\n冥波是乌拉帝国的中型战争机械以悬浮的方式穿梭于战场之上拥有一门射速缓慢但射程极远、威力强大的电浆炮足以威胁那些最厚实的装甲单位。</description>
<uiIconPath>Wula/Things/Wula_AI_Heavy_Panzer/Wula_AI_Panzer_Destroyer_Incoming</uiIconPath>
<uiIconScale>1</uiIconScale>
<uiIconOffset>(0, -0.1)</uiIconOffset>
<minifiedDef>MinifiedThing</minifiedDef>
<tickerType>Normal</tickerType>
<tradeability>None</tradeability>
<descriptionHyperlinks>
<ThingDef>Wula_AI_Panzer_Destroyer</ThingDef>
</descriptionHyperlinks>
<thingCategories Inherit="False">
<li>BuildingsMisc</li>
</thingCategories>
<graphicData>
<texPath>Wula/Building/WULA_Dropping_Building_Cleanzone</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(3,3)</drawSize>
<damageData>
<enabled>false</enabled>
</damageData>
</graphicData>
<costList Inherit="False">
<WULA_Alloy>300</WULA_Alloy>
<WULA_Charge_Cube>18</WULA_Charge_Cube>
<ComponentSpacer>2</ComponentSpacer>
<Uranium>50</Uranium>
<WULA_Tex_Voucher>1</WULA_Tex_Voucher>
</costList>
<altitudeLayer>Building</altitudeLayer>
<passability>PassThroughOnly</passability>
<castEdgeShadows>false</castEdgeShadows>
<fillPercent>0.5</fillPercent>
<canOverlapZones>false</canOverlapZones>
<pathCost>0</pathCost>
<hasInteractionCell>false</hasInteractionCell>
<rotatable>false</rotatable>
<researchPrerequisites Inherit="False">
<li>WULA_AI_Heavy_Panzer_Technology</li>
</researchPrerequisites>
<statBases>
<MarketValue>0</MarketValue>
<MaxHitPoints>1</MaxHitPoints>
<WorkToBuild>0</WorkToBuild>
<Mass>1</Mass>
<Flammability>0</Flammability>
</statBases>
<size>(3,3)</size>
<constructionSkillPrerequisite>0</constructionSkillPrerequisite>
<resourcesFractionWhenDeconstructed>0</resourcesFractionWhenDeconstructed>
<leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
<building>
<destroySound>BuildingDestroyed_Metal_Small</destroySound>
</building>
<placeWorkers>
<li>WulaFallenEmpire.PlaceWorker_CustomRadius</li>
</placeWorkers>
<designationCategory>WULA_Buildings</designationCategory>
<comps>
<li Class="WulaFallenEmpire.CompProperties_SkyfallerCaller">
<skyfallerDef>Wula_AI_Panzer_Destroyer_Incoming</skyfallerDef> <!-- 替换为您想要的Skyfaller类型 -->
<destroyBuilding>true</destroyBuilding>
<delayTicks>1</delayTicks>
<allowThinRoof>true</allowThinRoof>
<allowThickRoof>false</allowThickRoof>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="SkyfallerBase">
<defName>Wula_AI_Panzer_Destroyer_Incoming</defName>
<label>HDp-1"冥波"(空投中)</label>
<size>(1,1)</size>
<thingClass>WulaFallenEmpire.Skyfaller_PawnSpawner</thingClass>
<graphicData>
<texPath>Wula/Things/Wula_AI_Heavy_Panzer/Wula_AI_Rocket_Panzer_Incoming</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutFlying</shaderType>
<drawSize>(7,7)</drawSize>
</graphicData>
<skyfaller>
<movementType>Accelerate</movementType>
<shadow>Things/Skyfaller/SkyfallerShadowDropPod</shadow>
<shadowSize>(7, 7)</shadowSize>
<anticipationSound>DropPod_Fall</anticipationSound>
<anticipationSoundTicks>100</anticipationSoundTicks>
<impactSound>Explosion_Vaporize</impactSound>
<moteSpawnTime>0.05</moteSpawnTime>
<motesPerCell>1</motesPerCell>
<cameraShake>1</cameraShake>
<angleCurve>
<points>
<li>(0,0)</li>
<li>(1, 1)</li>
</points>
</angleCurve>
<!-- <spawnThing></spawnThing> -->
<explosionRadius>6</explosionRadius>
<explosionDamage>WULA_Mech_Drop</explosionDamage>
<explosionDamageFactor>0</explosionDamageFactor>
</skyfaller>
<comps>
<li Class="CompProperties_Effecter">
<effecterDef>Smoke_Joint</effecterDef>
</li>
<li Class="WulaFallenEmpire.CompProperties_SkyfallerPawnSpawner">
<pawnKind>Wula_AI_Panzer_Destroyer</pawnKind>
<faction>PlayerColony</faction>
<spawnDrafted>false</spawnDrafted>
<spawnHostile>false</spawnHostile>
</li>
</comps>
@@ -311,7 +427,7 @@
<texPath>Wula/Things/WULA_Mobile_Shield/WULA_Mobile_Shield_Incoming</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutFlying</shaderType>
<drawSize>(5,5)</drawSize>
<drawSize>(8,8)</drawSize>
</graphicData>
<skyfaller>
<movementType>Accelerate</movementType>
@@ -426,7 +542,7 @@
<texPath>Wula/Things/Wula_Mech_Mobile_Factory/Wula_Mech_Mobile_Factory_Incoming</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutFlying</shaderType>
<drawSize>(9,9)</drawSize>
<drawSize>(12,12)</drawSize>
</graphicData>
<skyfaller>
<movementType>Accelerate</movementType>
@@ -456,7 +572,7 @@
<li Class="WulaFallenEmpire.CompProperties_SkyfallerPawnSpawner">
<pawnKind>Wula_Mech_Mobile_Factory</pawnKind>
<faction>PlayerColony</faction>
<spawnDrafted>true</spawnDrafted>
<spawnDrafted>false</spawnDrafted>
<spawnHostile>false</spawnHostile>
</li>
</comps>

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@@ -281,6 +281,65 @@
</li>
</modExtensions>
</ThingDef>
<ThingDef ParentName="BaseHumanMakeableGun">
<defName>Wula_Mech_Mobile_Factory_Main_Weapon</defName>
<label>目标标定器</label>
<description>MFm-2"陆行舰"车体上的测距器,可以确保其炮塔在可以开火的最佳距离,被其瞄准的目标会成为炮塔的优先攻击目标。</description>
<tickerType>Normal</tickerType>
<techLevel>Spacer</techLevel>
<tradeability>None</tradeability>
<destroyOnDrop>true</destroyOnDrop>
<uiIconPath>Wula/Weapon/WULA_WM_Panzer_Destroyer_Turret</uiIconPath>
<graphicData>
<texPath>Wula/Weapon/WULA_Weapon_Empty</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>1.35</drawSize>
</graphicData>
<soundInteract>Interact_Rifle</soundInteract>
<recipeMaker Inherit="False" IsNull="True"/>
<statBases>
<WorkToMake>2500</WorkToMake>
<!-- <MarketValue>370</MarketValue> -->
<Mass>8</Mass>
<AccuracyTouch>1</AccuracyTouch>
<AccuracyShort>1</AccuracyShort>
<AccuracyMedium>1</AccuracyMedium>
<AccuracyLong>1</AccuracyLong>
<RangedWeapon_Cooldown>0.1</RangedWeapon_Cooldown>
</statBases>
<verbs>
<li>
<verbClass>WulaFallenEmpire.Verb_RangeChecker</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>Bullet_ChargeRifle</defaultProjectile>
<minRange>12</minRange>
<range>120</range>
<warmupTime>0.2</warmupTime>
<burstShotCount>1</burstShotCount>
<noiseRadius>0</noiseRadius>
<requireLineOfSight>false</requireLineOfSight>
<!-- <soundCast>RocketswarmLauncher_Fire</soundCast>
<soundCastTail>GunTail_Heavy</soundCastTail> -->
<targetParams>
<canTargetLocations>true</canTargetLocations>
</targetParams>
</li>
</verbs>
<costList Inherit="False">
<Steel>1</Steel>
</costList>
<weaponTags Inherit="False">
<li>Wula_Mech_Mobile_Factory_Weapon</li>
</weaponTags>
<thingCategories Inherit="False"/>
<comps>
<li Class="WulaFallenEmpire.CompProperties_MechOnlyWeapon">
<allowedMechRaces>
<li>Wula_Mech_Mobile_Factory</li>
</allowedMechRaces>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="BaseWeaponTurret">
<defName>WULA_MechFlyerTurretGun</defName>
@@ -396,7 +455,7 @@
<burstShotCount>2</burstShotCount>
<ticksBetweenBurstShots>4</ticksBetweenBurstShots>
<requireLineOfSight>true</requireLineOfSight>
<soundCast>WULA_MW_Mass_Drivers_Shootingsound</soundCast>
<soundCast>Wula_AI_Heavy_Panzer_Turret_Weapon_Shootingsound</soundCast>
<soundCastTail>GunTail_Heavy</soundCastTail>
<muzzleFlashScale>18</muzzleFlashScale>
<canGoWild>false</canGoWild>
@@ -450,7 +509,7 @@
<techLevel>Spacer</techLevel>
<tradeability>None</tradeability>
<destroyOnDrop>true</destroyOnDrop>
<uiIconPath>Wula/Projectile/WULA_Shrapnel</uiIconPath>
<uiIconPath>Wula/Weapon/WULA_WM_Panzer_Turret</uiIconPath>
<graphicData>
<texPath>Wula/Weapon/WULA_Weapon_Empty</texPath>
<graphicClass>Graphic_Single</graphicClass>
@@ -598,7 +657,7 @@
<techLevel>Spacer</techLevel>
<tradeability>None</tradeability>
<destroyOnDrop>true</destroyOnDrop>
<uiIconPath>Wula/Projectile/WULA_Shrapnel</uiIconPath>
<uiIconPath>Wula/Weapon/WULA_WM_Panzer_Rocket_Turret</uiIconPath>
<graphicData>
<texPath>Wula/Weapon/WULA_Weapon_Empty</texPath>
<graphicClass>Graphic_Single</graphicClass>
@@ -657,7 +716,7 @@
<destroyOnDrop>true</destroyOnDrop>
<techLevel>Ultra</techLevel>
<graphicData>
<texPath>Wula/Weapon/WULA_WM_Panzer_Turret</texPath>
<texPath>Wula/Weapon/WULA_WM_Panzer_Destroyer_Turret</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>3</drawSize>
</graphicData>
@@ -681,7 +740,7 @@
<burstShotCount>1</burstShotCount>
<ticksBetweenBurstShots>8</ticksBetweenBurstShots>
<requireLineOfSight>true</requireLineOfSight>
<soundCast>WULA_MW_Mass_Drivers_Shootingsound</soundCast>
<soundCast>Wula_AI_Panzer_Destroyer_Turret_Weapon_Shootingsound</soundCast>
<soundCastTail>GunTail_Heavy</soundCastTail>
<muzzleFlashScale>18</muzzleFlashScale>
<canGoWild>false</canGoWild>
@@ -743,7 +802,7 @@
<techLevel>Spacer</techLevel>
<tradeability>None</tradeability>
<destroyOnDrop>true</destroyOnDrop>
<uiIconPath>Wula/Projectile/WULA_Shrapnel</uiIconPath>
<uiIconPath>Wula/Weapon/WULA_WM_Panzer_Destroyer_Turret</uiIconPath>
<graphicData>
<texPath>Wula/Weapon/WULA_Weapon_Empty</texPath>
<graphicClass>Graphic_Single</graphicClass>

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@@ -1490,7 +1490,7 @@
<repairEffect>ConstructMetal</repairEffect>
</li>
<li Class="WulaFallenEmpire.CompProperties_MechInherentWeapon">
<weaponDef>Wula_AI_Heavy_Panzer_Main_Weapon</weaponDef>
<weaponDef>Wula_Mech_Mobile_Factory_Main_Weapon</weaponDef>
</li>
<li Class="WulaFallenEmpire.CompProperties_MechDefaultPilot">
<enableForNonPlayerFaction>true</enableForNonPlayerFaction>

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@@ -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;
// 检查视线
ShootLine shootLine;
if (!TryFindShootLineFromTo(caster.Position, currentTarget, out shootLine))
{
if (verbProps.stopBurstWithoutLos)
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;
}
// 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);
}
}
}
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)
{
// 更新炮塔焦点目标
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;
}
base.DrawHighlight(target);
/// <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;
// 可以绘制距离指示,但不绘制射击预览
}
/// <summary>
@@ -208,6 +73,8 @@ namespace WulaFallenEmpire
var turretComps = pawn.GetComps<Comp_MultiTurretGun>();
foreach (var turretComp in turretComps)
{
if (turretComp != null)
{
// 设置集中火力目标
Comp_MultiTurretGun.focusTarget = currentTarget;
@@ -218,6 +85,79 @@ namespace WulaFallenEmpire
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;
}
}
}