This commit is contained in:
Tourswen
2025-11-26 21:37:25 +08:00
parent 21cb3f4ecb
commit c91c222801
24 changed files with 536 additions and 471 deletions

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@@ -53,6 +53,7 @@
<WULA_Alloy>4</WULA_Alloy>
</costList>
<building>
<isInert>false</isInert>
<destroySound>BuildingDestroyed_Metal_Small</destroySound>
<isAirtight>false</isAirtight>
<isStuffableAirtight>false</isStuffableAirtight>

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@@ -4,6 +4,9 @@
<defName>WULA_OrbitalTradeBeacon</defName>
<label>乌拉轨道输送信标</label>
<thingClass>Building_OrbitalTradeBeacon</thingClass>
<thingCategories Inherit="False">
<li>BuildingsMisc</li>
</thingCategories>
<graphicData>
<texPath>Things/Building/Misc/DropBeacon</texPath>
<graphicClass>Graphic_Single</graphicClass>
@@ -52,7 +55,7 @@
</placeWorkers>
<designationHotKey>Misc2</designationHotKey>
<researchPrerequisites>
<li>Techprint_WULA_Colony_License_LV1_Technology</li>
<li>WULA_Colony_License_LV1_Technology</li>
</researchPrerequisites>
</ThingDef>
<!-- 舰队 -->
@@ -672,7 +675,6 @@
<description>乌拉帝国行星封锁机关的旗帜,没什么用但是可以宣示乌拉帝国的主权。</description>
<thingClass>Building</thingClass>
<category>Building</category>
<altitudeLayer>Building</altitudeLayer>
<passability>PassThroughOnly</passability>
<designationCategory>WULA_Buildings</designationCategory>
<selectable>true</selectable>
@@ -723,8 +725,9 @@
<label>天锁</label>
<description>天锁</description>
<thingClass>Building</thingClass>
<thingClass>WulaFallenEmpire.Building_ExtraGraphics</thingClass>
<preventDroppingThingsOn>true</preventDroppingThingsOn>
<altitudeLayer>Building</altitudeLayer>
<altitudeLayer>MetaOverlays</altitudeLayer>
<pathCost>50</pathCost>
<blockWind>true</blockWind>
<passability>PassThroughOnly</passability>
@@ -738,24 +741,27 @@
<shaderType>TransparentPostLight</shaderType>
<drawSize>(3,3)</drawSize>
<color>(195,195,195,255)</color>
<shadowData>
<volume>(4, 4, 4)</volume>
<offset>(0,0,-0.1)</offset>
</shadowData>
</graphicData>
<statBases>
<MaxHitPoints>100</MaxHitPoints>
<Flammability>0.5</Flammability>
<WorkToBuild>36000</WorkToBuild>
<MaxHitPoints>35000</MaxHitPoints>
<Flammability>0</Flammability>
<WorkToBuild>1</WorkToBuild>
<Mass>125</Mass>
<Comfort>0.65</Comfort>
</statBases>
<costList>
<WULA_Alloy>50</WULA_Alloy>
<ComponentIndustrial>1</ComponentIndustrial>
<WULA_Alloy>5000</WULA_Alloy>
</costList>
<!-- <designationCategory>WULA_Buildings</designationCategory> -->
<castEdgeShadows>true</castEdgeShadows>
<designationCategory>WULA_Buildings</designationCategory>
<tickerType>Normal</tickerType>
<canOverlapZones>true</canOverlapZones>
<rotatable>true</rotatable>
<hasInteractionCell>false</hasInteractionCell>
<defaultPlacingRot>East</defaultPlacingRot>
<defaultPlacingRot>North</defaultPlacingRot>
<selectable>true</selectable>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<soundImpactDefault>BulletImpact_Metal</soundImpactDefault>
@@ -768,13 +774,61 @@
<paintable>true</paintable>
<isInert>true</isInert>
</building>
<modExtensions>
<li Class="WulaFallenEmpire.ExtraGraphicsExtension">
<globalHoverSpeed>0</globalHoverSpeed>
<globalHoverIntensity>0</globalHoverIntensity>
<graphicLayers>
<li>
<texturePath>Wula/Building/WULA_Sky_Lock/WULA_Sky_Lock_B</texturePath>
<shaderName>Transparent</shaderName>
<scale>(4,350)</scale>
<drawOrder>1</drawOrder>
<offset>(0,1,123.75)</offset>
<hoverSpeed>0</hoverSpeed> <!-- 比全局慢 -->
<hoverIntensity>0</hoverIntensity> <!-- 比全局弱 -->
<hoverPhase>0</hoverPhase>
</li>
<li>
<texturePath>Wula/Building/WULA_Sky_Lock/WULA_Sky_Lock_A</texturePath>
<shaderName>Transparent</shaderName>
<scale>(4,4)</scale>
<drawOrder>0</drawOrder>
<offset>(0,1,0)</offset>
<hoverSpeed>0</hoverSpeed> <!-- 比全局慢 -->
<hoverIntensity>0</hoverIntensity> <!-- 比全局弱 -->
<hoverPhase>0</hoverPhase>
</li>
</graphicLayers>
</li>
</modExtensions>
<comps>
<li Class="WulaFallenEmpire.CompProperties_DamageReceiver">
<maxDamageCapacity>5000</maxDamageCapacity>
<damageDecayRate>10</damageDecayRate>
<damageDecayInterval>30</damageDecayInterval>
<showDamageBar>true</showDamageBar>
<canBeDestroyedByDamage>true</canBeDestroyedByDamage>
<li Class="WulaFallenEmpire.CompProperties_AreaShield">
<radius>7</radius>
<baseHitPoints>20</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>

View File

@@ -1,103 +1,101 @@
<?xml version="1.0" encoding="utf-8" ?>
<?xml version="1.0" encoding="utf-8"?>
<Defs>
<!-- Prefab Spawner Skyfaller -->
<ThingDef ParentName="SkyfallerBase">
<defName>WULA_Prefab_Incoming</defName>
<label>乌拉帝国建筑(空投中)</label>
<thingClass>WulaFallenEmpire.Skyfaller_PrefabSpawner</thingClass>
<size>(13,13)</size>
<graphicData>
<texPath>Wula/Building/Linked/WULA_Fortress_Wall_MenuIcon</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutFlying</shaderType>
<drawSize>(13,13)</drawSize>
</graphicData>
<skyfaller>
<movementType>Accelerate</movementType>
<shadow>Things/Skyfaller/SkyfallerShadowDropPod</shadow>
<shadowSize>(13, 13)</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>
</skyfaller>
<comps>
<li Class="CompProperties_Effecter">
<effecterDef>Smoke_Joint</effecterDef>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="BuildingBase">
<defName>WULA_Prefab_Cleanzone_NewColonyBase_Beacon</defName>
<label>乌拉预制件空投信标-小型前哨站</label>
<description>一个用于呼叫建筑的信标,用于快速建造一个小型前哨站。</description>
<uiIconPath>Wula/Building/Linked/WULA_Fortress_Wall_MenuIcon</uiIconPath>
<tickerType>Normal</tickerType>
<graphicData>
<texPath>Wula/Building/WULA_Dropping_Building_Cleanzone</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(13,13)</drawSize>
<damageData>
<enabled>false</enabled>
</damageData>
</graphicData>
<rotatable>false</rotatable>
<neverMultiSelect>false</neverMultiSelect>
<blockLight>false</blockLight>
<holdsRoof>false</holdsRoof>
<coversFloor>false</coversFloor>
<blockWind>false</blockWind>
<altitudeLayer>Building</altitudeLayer>
<passability>PassThroughOnly</passability>
<pathCost>0</pathCost>
<castEdgeShadows>false</castEdgeShadows>
<useStuffTerrainAffordance>false</useStuffTerrainAffordance>
<staticSunShadowHeight Inherit="False" IsNull="True" />
<fillPercent>0</fillPercent>
<canOverlapZones>false</canOverlapZones>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<statBases>
<MaxHitPoints>1</MaxHitPoints>
<WorkToBuild>0</WorkToBuild>
<Mass>1</Mass>
<Flammability>0</Flammability>
</statBases>
<size>(13,13)</size>
<constructionSkillPrerequisite>0</constructionSkillPrerequisite>
<resourcesFractionWhenDeconstructed>1</resourcesFractionWhenDeconstructed>
<stuffCategories Inherit="False"/>
<researchPrerequisites Inherit="False">
<li>WULA_Structure_Technology</li>
</researchPrerequisites>
<costStuffCount>0</costStuffCount>
<costList>
<WULA_Alloy>4</WULA_Alloy>
</costList>
<building>
<destroySound>BuildingDestroyed_Metal_Small</destroySound>
<isAirtight>false</isAirtight>
<isStuffableAirtight>false</isStuffableAirtight>
</building>
<comps>
<li Class="WulaFallenEmpire.CompProperties_PrefabSkyfallerCaller">
<prefabDefName>WULA_NewColonyBase</prefabDefName>
<freePrefab>true</freePrefab>
<skyfallerDef>WULA_Prefab_Incoming</skyfallerDef>
<destroyBuilding>true</destroyBuilding>
<delayTicks>1</delayTicks>
<allowThinRoof>true</allowThinRoof>
<allowThickRoof>false</allowThickRoof>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="BuildingBase">
<defName>WULA_Prefab_Cleanzone_NewColonyBase_Beacon</defName>
<label>乌拉预制件空投信标-小型前哨站</label>
<description>一个用于呼叫建筑的信标,用于快速建造一个小型前哨站。</description>
<uiIconPath>Wula/Building/Linked/WULA_Fortress_Wall_MenuIcon</uiIconPath>
<tickerType>Normal</tickerType>
<graphicData>
<texPath>Wula/Building/WULA_Dropping_Building_Cleanzone_Plus</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(13,13)</drawSize>
<damageData>
<enabled>false</enabled>
</damageData>
</graphicData>
<rotatable>false</rotatable>
<neverMultiSelect>false</neverMultiSelect>
<blockLight>false</blockLight>
<holdsRoof>false</holdsRoof>
<coversFloor>false</coversFloor>
<blockWind>false</blockWind>
<altitudeLayer>BuildingOnTop</altitudeLayer>
<passability>PassThroughOnly</passability>
<pathCost>0</pathCost>
<castEdgeShadows>false</castEdgeShadows>
<useStuffTerrainAffordance>false</useStuffTerrainAffordance>
<staticSunShadowHeight Inherit="False" IsNull="True" />
<fillPercent>0</fillPercent>
<canOverlapZones>false</canOverlapZones>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<statBases>
<MaxHitPoints>1</MaxHitPoints>
<WorkToBuild>0</WorkToBuild>
<Mass>1</Mass>
<Flammability>0</Flammability>
</statBases>
<size>(13,13)</size>
<constructionSkillPrerequisite>0</constructionSkillPrerequisite>
<resourcesFractionWhenDeconstructed>1</resourcesFractionWhenDeconstructed>
<stuffCategories Inherit="False" />
<researchPrerequisites Inherit="False">
<li>WULA_Structure_Technology</li>
</researchPrerequisites>
<costStuffCount>0</costStuffCount>
<costList>
<WULA_Alloy>4</WULA_Alloy>
</costList>
<building>
<destroySound>BuildingDestroyed_Metal_Small</destroySound>
<isAirtight>false</isAirtight>
<isStuffableAirtight>false</isStuffableAirtight>
</building>
<comps>
<li Class="WulaFallenEmpire.CompProperties_PrefabSkyfallerCaller">
<prefabDefName>WULA_NewColonyBase</prefabDefName>
<freePrefab>true</freePrefab>
<skyfallerDef>WULA_Prefab_Incoming</skyfallerDef>
<destroyBuilding>true</destroyBuilding>
<delayTicks>1</delayTicks>
<allowThinRoof>true</allowThinRoof>
<allowThickRoof>false</allowThickRoof>
</li>
</comps>
</ThingDef>
<!-- Prefab Spawner Skyfaller -->
<ThingDef ParentName="SkyfallerBase">
<defName>WULA_Prefab_Incoming</defName>
<label>乌拉帝国建筑(空投中)</label>
<thingClass>WulaFallenEmpire.Skyfaller_PrefabSpawner</thingClass>
<size>(13,13)</size>
<graphicData>
<texPath>Wula/Building/WULA_Prefab_Incoming</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutFlying</shaderType>
<drawSize>(19,19)</drawSize>
</graphicData>
<skyfaller>
<movementType>Accelerate</movementType>
<shadow>Things/Skyfaller/SkyfallerShadowDropPod</shadow>
<shadowSize>(13, 13)</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>
</skyfaller>
<comps>
<li Class="CompProperties_Effecter">
<effecterDef>Smoke_Joint</effecterDef>
</li>
</comps>
</ThingDef>
</Defs>

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@@ -39,7 +39,7 @@
</researchPrerequisites>
<statBases>
<MaxHitPoints>1</MaxHitPoints>
<WorkToBuild>1</WorkToBuild>
<WorkToBuild>0</WorkToBuild>
<Mass>1</Mass>
<Flammability>0</Flammability>
</statBases>

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@@ -1672,13 +1672,12 @@
<reflectCost>0</reflectCost>
<reflectEffecter>Interceptor_BlockedProjectile</reflectEffecter>
</li>
<li Class="WulaFallenEmpire.CompProperties_DamageTransfer">
<damageTransferRatio>0.75</damageTransferRatio>
<maxTransferRange>25</maxTransferRange>
<requireLineOfSight>false</requireLineOfSight>
<li Class="WulaFallenEmpire.CompProperties_DamageInterceptor">
<damageTransferRatio>1</damageTransferRatio>
<targetBuildingDefName>WULA_Sky_Lock</targetBuildingDefName>
<healthThreshold>
<min>0.1</min>
<max>0.9</max>
<min>0</min>
<max>1</max>
</healthThreshold>
</li>
<!-- 飞行组件 -->

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@@ -1,20 +1,5 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ThoughtDef>
<defName>WULA_Energy_Furnace_Though_Hunger</defName>
<workerClass>ThoughtWorker_Hediff</workerClass>
<hediff>WULA_Energy_Furnace_Hediff_Hunger</hediff>
<validWhileDespawned>true</validWhileDespawned>
<developmentalStageFilter>Baby, Child, Adult</developmentalStageFilter>
<stages>
<li>
<label>小馋猫</label>
<description>我要疯狂偷吃能源核心,这真是太爽了!</description>
<baseMoodEffect>20</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
<ThoughtDef>
<defName>Mech_WULA_Cat_Cute_Though</defName>
<workerClass>ThoughtWorker_Hediff</workerClass>

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@@ -1,107 +0,0 @@
using RimWorld;
using Verse;
using UnityEngine;
namespace WulaFallenEmpire
{
public class CompDamageReceiver : ThingComp
{
private CompProperties_DamageReceiver Props => (CompProperties_DamageReceiver)props;
private float currentDamage;
private int lastDamageTick;
public float CurrentDamage => currentDamage;
public float MaxDamageCapacity => Props.maxDamageCapacity;
public float DamageRatio => currentDamage / Props.maxDamageCapacity;
public override void PostExposeData()
{
base.PostExposeData();
Scribe_Values.Look(ref currentDamage, "currentDamage", 0f);
Scribe_Values.Look(ref lastDamageTick, "lastDamageTick", 0);
}
public override void CompTick()
{
base.CompTick();
// 定期衰减伤害
if (Find.TickManager.TicksGame % Props.damageDecayInterval == 0 && currentDamage > 0)
{
currentDamage = Mathf.Max(0f, currentDamage - Props.damageDecayRate);
// 如果伤害为0重置最后伤害时间
if (currentDamage <= 0f)
{
lastDamageTick = 0;
}
}
}
/// <summary>
/// 接收伤害
/// </summary>
public bool ReceiveDamage(float damageAmount, Pawn sourcePawn = null)
{
float oldDamage = currentDamage;
currentDamage += damageAmount;
lastDamageTick = Find.TickManager.TicksGame;
// 检查是否超过容量
if (currentDamage >= Props.maxDamageCapacity)
{
if (Props.canBeDestroyedByDamage)
{
// 摧毁建筑
parent.Destroy(DestroyMode.Vanish);
}
else
{
// 只是达到上限,不再接收更多伤害
currentDamage = Props.maxDamageCapacity;
}
return false; // 无法接收更多伤害
}
// 触发效果
OnDamageReceived(damageAmount, sourcePawn);
return true;
}
private void OnDamageReceived(float damageAmount, Pawn sourcePawn)
{
// 记录日志
Log.Message($"[DamageReceiver] {parent.Label} 接收 {damageAmount} 点伤害,当前伤害: {currentDamage}/{Props.maxDamageCapacity}");
}
public override void PostDraw()
{
base.PostDraw();
// 绘制伤害条
if (Props.showDamageBar && currentDamage > 0f)
{
Vector3 drawPos = parent.DrawPos;
drawPos.y += 0.5f; // 在建筑上方显示
GenDraw.DrawFillableBar(new GenDraw.FillableBarRequest
{
center = drawPos,
size = new Vector2(1f, 0.15f),
fillPercent = DamageRatio,
filledMat = SolidColorMaterials.SimpleSolidColorMaterial(Color.red),
unfilledMat = SolidColorMaterials.SimpleSolidColorMaterial(Color.gray),
margin = 0.1f,
rotation = Rot4.North
});
}
}
// 获取接收器状态
public string GetStatusString()
{
return $"伤害吸收: {currentDamage:F0}/{Props.maxDamageCapacity:F0} ({DamageRatio * 100:F1}%)";
}
}
}

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@@ -1,123 +0,0 @@
using RimWorld;
using Verse;
using System.Collections.Generic;
using Verse.Sound;
namespace WulaFallenEmpire
{
public class CompDamageTransfer : ThingComp
{
private CompProperties_DamageTransfer Props => (CompProperties_DamageTransfer)props;
private Pawn Pawn => (Pawn)parent;
public override void PostPostApplyDamage(DamageInfo dinfo, float totalDamageDealt)
{
base.PostPostApplyDamage(dinfo, totalDamageDealt);
// 检查是否应该转移伤害
if (ShouldTransferDamage(dinfo, totalDamageDealt))
{
TryTransferDamage(dinfo, totalDamageDealt);
}
}
private bool ShouldTransferDamage(DamageInfo dinfo, float totalDamageDealt)
{
if (parent == null || !parent.Spawned)
return false;
// 检查生命值阈值
if (Pawn.health != null)
{
float healthRatio = Pawn.health.summaryHealth.SummaryHealthPercent;
if (healthRatio < Props.healthThreshold.min || healthRatio > Props.healthThreshold.max)
return false;
}
// 检查伤害类型
if (!Props.transferAllDamageTypes)
{
// 这里可以添加特定伤害类型检查
// 例如:只转移物理伤害,不转移火焰伤害等
}
return true;
}
private void TryTransferDamage(DamageInfo dinfo, float totalDamageDealt)
{
// 计算转移的伤害量
float transferDamage = totalDamageDealt * Props.damageTransferRatio;
// 寻找可用的伤害接收器
CompDamageReceiver receiver = FindAvailableDamageReceiver();
if (receiver != null)
{
// 执行伤害转移
if (receiver.ReceiveDamage(transferDamage, Pawn))
{
OnDamageTransferred(dinfo, transferDamage, receiver);
// 记录日志
Log.Message($"[DamageTransfer] {Pawn.LabelShort} 将 {transferDamage} 点伤害转移至 {receiver.parent.Label}");
}
}
}
private CompDamageReceiver FindAvailableDamageReceiver()
{
if (parent?.Map == null)
return null;
var map = parent.Map;
var faction = parent.Faction;
// 搜索范围内的同派系建筑
foreach (var thing in GenRadial.RadialDistinctThingsAround(parent.Position, map, Props.maxTransferRange, true))
{
if (thing is Building building &&
building.Faction == faction &&
building != parent)
{
var receiver = building.TryGetComp<CompDamageReceiver>();
if (receiver != null && receiver.CurrentDamage < receiver.MaxDamageCapacity)
{
// 检查视线(如果需要)
if (Props.requireLineOfSight)
{
if (!GenSight.LineOfSight(parent.Position, building.Position, map))
continue;
}
return receiver;
}
}
}
return null;
}
private void OnDamageTransferred(DamageInfo dinfo, float transferDamage, CompDamageReceiver receiver)
{
// 创建转移效果
if (Props.transferEffecter != null)
{
Effecter effect = Props.transferEffecter.Spawn();
effect.Trigger(new TargetInfo(parent.Position, parent.Map), new TargetInfo(receiver.parent.Position, parent.Map));
effect.Cleanup();
}
// 播放音效
if (Props.transferSound != null)
{
Props.transferSound.PlayOneShot(new TargetInfo(parent.Position, parent.Map));
}
}
// 获取组件状态
public string GetStatusString()
{
return $"伤害转移: {Props.damageTransferRatio * 100}% (范围: {Props.maxTransferRange})";
}
}
}

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@@ -1,19 +0,0 @@
using RimWorld;
using Verse;
namespace WulaFallenEmpire
{
public class CompProperties_DamageReceiver : CompProperties
{
public float maxDamageCapacity = 1000f; // 最大伤害容量
public float damageDecayRate = 5f; // 每 tick 衰减的伤害量
public float damageDecayInterval = 60f; // 伤害衰减间隔ticks
public bool showDamageBar = true; // 是否显示伤害条
public bool canBeDestroyedByDamage = true; // 是否可以被伤害摧毁
public CompProperties_DamageReceiver()
{
compClass = typeof(CompDamageReceiver);
}
}
}

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@@ -1,23 +0,0 @@
using RimWorld;
using Verse;
namespace WulaFallenEmpire
{
public class CompProperties_DamageTransfer : CompProperties
{
public float damageTransferRatio = 0.8f; // 伤害转移比例 (80%)
public float maxTransferRange = 30f; // 最大转移范围
public bool requireLineOfSight = false; // 是否需要视线
public bool transferAllDamageTypes = true; // 是否转移所有伤害类型
public FloatRange healthThreshold = new FloatRange(0f, 1f); // 生命值阈值(低于此值才触发)
// 效果设置
public EffecterDef transferEffecter;
public SoundDef transferSound;
public CompProperties_DamageTransfer()
{
compClass = typeof(CompDamageTransfer);
}
}
}

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@@ -1,54 +0,0 @@
using HarmonyLib;
using RimWorld;
using Verse;
namespace WulaFallenEmpire
{
[HarmonyPatch(typeof(Pawn), "PostApplyDamage")]
public static class Patch_Pawn_PostApplyDamage
{
[HarmonyPostfix]
public static void Postfix(Pawn __instance, DamageInfo dinfo, float totalDamageDealt)
{
// 检查Pawn是否有伤害转移组件
var transferComp = __instance.TryGetComp<CompDamageTransfer>();
if (transferComp != null)
{
// 组件会在PostPostApplyDamage中自动处理
// 这里主要用于调试和日志记录
Log.Message($"[DamageTransfer] {__instance.LabelShort} 受到 {totalDamageDealt} 点伤害,转移组件已激活");
}
}
}
[HarmonyPatch(typeof(Pawn), "PreApplyDamage")]
public static class Patch_Pawn_PreApplyDamage
{
[HarmonyPrefix]
public static bool Prefix(Pawn __instance, ref DamageInfo dinfo, out bool __state)
{
__state = false;
// 检查Pawn是否有伤害转移组件
var transferComp = __instance.TryGetComp<CompDamageTransfer>();
if (transferComp != null && __instance.Spawned && !__instance.Dead)
{
// 这里可以添加预处理逻辑
// 例如:在某些条件下完全阻止伤害
__state = true;
}
return true;
}
[HarmonyPostfix]
public static void Postfix(Pawn __instance, DamageInfo dinfo, bool __state)
{
if (__state)
{
// 后处理逻辑
// 例如:记录伤害转移统计
}
}
}
}

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using RimWorld;
using Verse;
using System.Collections.Generic;
using Verse.Sound;
using HarmonyLib;
namespace WulaFallenEmpire
{
public class CompDamageInterceptor : ThingComp
{
private CompProperties_DamageInterceptor Props => (CompProperties_DamageInterceptor)props;
private Pawn Pawn => (Pawn)parent;
// 使用Harmony补丁在伤害应用前完全拦截
public bool PreApplyDamage(ref DamageInfo dinfo)
{
if (!ShouldInterceptDamage(dinfo))
return true; // 继续应用伤害
// 计算要转移的伤害量(完全拦截)
float transferDamage = dinfo.Amount * Props.damageTransferRatio;
// 寻找可用的目标建筑
Building targetBuilding = FindTargetBuilding();
if (targetBuilding != null)
{
// 将伤害完全转移到建筑
ApplyDamageToBuilding(transferDamage, targetBuilding, dinfo);
OnDamageIntercepted(dinfo, transferDamage, targetBuilding);
// 完全拦截伤害 - 将伤害设置为0
dinfo.SetAmount(0f);
Log.Message($"[DamageInterceptor] {Pawn.LabelShort} 完全拦截 {transferDamage} 点伤害并转移至 {targetBuilding.Label}自身承受0伤害");
return true; // 继续应用修改后的伤害0伤害
}
return true; // 没有找到建筑,正常应用伤害
}
private bool ShouldInterceptDamage(DamageInfo dinfo)
{
if (parent == null || !parent.Spawned || Pawn.Dead)
return false;
// 检查生命值阈值
if (Pawn.health != null)
{
float healthRatio = Pawn.health.summaryHealth.SummaryHealthPercent;
if (healthRatio < Props.healthThreshold.min || healthRatio > Props.healthThreshold.max)
return false;
}
return true;
}
private Building FindTargetBuilding()
{
if (parent?.Map == null)
return null;
var map = parent.Map;
var faction = parent.Faction;
// 在全图范围内搜索目标建筑
List<Building> targetBuildings = new List<Building>();
foreach (var building in map.listerBuildings.allBuildingsColonist)
{
if (building.def.defName == Props.targetBuildingDefName &&
!building.Destroyed)
{
// 检查派系(如果需要)
if (Props.requireSameFaction && building.Faction != faction)
continue;
targetBuildings.Add(building);
}
}
// 随机选择一个建筑
if (targetBuildings.Count > 0)
{
return targetBuildings.RandomElement();
}
return null;
}
/// <summary>
/// 将伤害直接应用到目标建筑的生命值上
/// </summary>
private void ApplyDamageToBuilding(float damageAmount, Building building, DamageInfo originalDinfo)
{
// 创建新的伤害信息,使用原始伤害类型
DamageInfo buildingDamage = new DamageInfo(
originalDinfo.Def, // 使用相同的伤害类型
damageAmount,
originalDinfo.ArmorPenetrationInt,
originalDinfo.Angle,
originalDinfo.Instigator,
originalDinfo.HitPart,
originalDinfo.Weapon,
originalDinfo.Category,
originalDinfo.IntendedTarget
);
// 对建筑造成伤害
building.TakeDamage(buildingDamage);
Log.Message($"[DamageInterceptor] 对建筑 {building.Label} 造成 {damageAmount} 点伤害,剩余生命值: {building.HitPoints}/{building.MaxHitPoints}");
}
private void OnDamageIntercepted(DamageInfo dinfo, float interceptDamage, Building targetBuilding)
{
// 创建拦截效果
if (Props.interceptEffecter != null)
{
Effecter effect = Props.interceptEffecter.Spawn();
effect.Trigger(new TargetInfo(parent.Position, parent.Map), new TargetInfo(targetBuilding.Position, parent.Map));
effect.Cleanup();
}
// 播放音效
if (Props.interceptSound != null)
{
Props.interceptSound.PlayOneShot(new TargetInfo(parent.Position, parent.Map));
}
}
// 获取组件状态
public string GetStatusString()
{
return $"伤害拦截: {Props.damageTransferRatio * 100}% → {Props.targetBuildingDefName}";
}
}
}

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using RimWorld;
using Verse;
using System.Collections.Generic;
using Verse.Sound;
namespace WulaFallenEmpire
{
public class CompDamageRelay : ThingComp
{
private CompProperties_DamageRelay Props => (CompProperties_DamageRelay)props;
private Building Building => (Building)parent;
public override void PostPostApplyDamage(DamageInfo dinfo, float totalDamageDealt)
{
base.PostPostApplyDamage(dinfo, totalDamageDealt);
// 检查是否应该传递伤害
if (ShouldRelayDamage(dinfo, totalDamageDealt))
{
TryRelayDamage(dinfo, totalDamageDealt);
}
}
private bool ShouldRelayDamage(DamageInfo dinfo, float totalDamageDealt)
{
if (parent == null || !parent.Spawned || parent.Destroyed)
return false;
// 检查生命值阈值
float healthRatio = (float)Building.HitPoints / Building.MaxHitPoints;
if (healthRatio < Props.healthThreshold.min || healthRatio > Props.healthThreshold.max)
return false;
return true;
}
private void TryRelayDamage(DamageInfo dinfo, float totalDamageDealt)
{
// 计算传递的伤害量
float relayDamage = totalDamageDealt * Props.damageRelayRatio;
// 寻找可用的同派系建筑
Building targetBuilding = FindAvailableBuilding();
if (targetBuilding != null)
{
// 执行伤害传递
ApplyDamageToBuilding(relayDamage, targetBuilding, dinfo);
OnDamageRelayed(dinfo, relayDamage, targetBuilding);
// 记录日志
Log.Message($"[DamageRelay] {Building.Label} 将 {relayDamage} 点伤害传递给 {targetBuilding.Label}");
}
}
private Building FindAvailableBuilding()
{
if (parent?.Map == null)
return null;
var map = parent.Map;
var faction = parent.Faction;
// 在全图范围内搜索建筑
List<Building> availableBuildings = new List<Building>();
foreach (var building in map.listerBuildings.allBuildingsColonist)
{
if (building != parent && !building.Destroyed)
{
// 检查派系(如果需要)
if (Props.relayOnlyToSameFaction && building.Faction != faction)
continue;
availableBuildings.Add(building);
}
}
// 随机选择一个建筑
if (availableBuildings.Count > 0)
{
return availableBuildings.RandomElement();
}
return null;
}
/// <summary>
/// 将伤害直接应用到目标建筑的生命值上
/// </summary>
private void ApplyDamageToBuilding(float damageAmount, Building building, DamageInfo originalDinfo)
{
// 创建新的伤害信息,使用原始伤害类型
DamageInfo buildingDamage = new DamageInfo(
originalDinfo.Def, // 使用相同的伤害类型
damageAmount,
originalDinfo.ArmorPenetrationInt,
originalDinfo.Angle,
originalDinfo.Instigator,
originalDinfo.HitPart,
originalDinfo.Weapon,
originalDinfo.Category,
originalDinfo.IntendedTarget
);
// 对建筑造成伤害
building.TakeDamage(buildingDamage);
Log.Message($"[DamageRelay] 对建筑 {building.Label} 造成 {damageAmount} 点伤害,剩余生命值: {building.HitPoints}/{building.MaxHitPoints}");
}
private void OnDamageRelayed(DamageInfo dinfo, float relayDamage, Building targetBuilding)
{
// 创建传递效果
if (Props.relayEffecter != null)
{
Effecter effect = Props.relayEffecter.Spawn();
effect.Trigger(new TargetInfo(parent.Position, parent.Map), new TargetInfo(targetBuilding.Position, parent.Map));
effect.Cleanup();
}
// 播放音效
if (Props.relaySound != null)
{
Props.relaySound.PlayOneShot(new TargetInfo(parent.Position, parent.Map));
}
}
// 获取组件状态
public string GetStatusString()
{
return $"伤害传递: {Props.damageRelayRatio * 100}%";
}
}
}

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using RimWorld;
using Verse;
namespace WulaFallenEmpire
{
public class CompProperties_DamageInterceptor : CompProperties
{
public float damageTransferRatio = 1f; // 完全拦截并转移伤害
public string targetBuildingDefName = "WULA_Sky_Lock"; // 目标建筑类型
public bool requireSameFaction = true; // 是否需要同派系
public FloatRange healthThreshold = new FloatRange(0f, 1f); // 生命值阈值范围
// 效果设置
public EffecterDef interceptEffecter;
public SoundDef interceptSound;
public CompProperties_DamageInterceptor()
{
compClass = typeof(CompDamageInterceptor);
}
}
}

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using RimWorld;
using Verse;
namespace WulaFallenEmpire
{
public class CompProperties_DamageRelay : CompProperties
{
public float damageRelayRatio = 0.3f; // 继续传递伤害的比例
public bool relayOnlyToSameFaction = true; // 是否只传递给同派系建筑
public FloatRange healthThreshold = new FloatRange(0.1f, 1f); // 生命值阈值(低于此值才开始传递)
// 效果设置
public EffecterDef relayEffecter;
public SoundDef relaySound;
public CompProperties_DamageRelay()
{
compClass = typeof(CompDamageRelay);
}
}
}

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using HarmonyLib;
using RimWorld;
using Verse;
namespace WulaFallenEmpire
{
[HarmonyPatch(typeof(Pawn), "PreApplyDamage")]
public static class Patch_Pawn_PreApplyDamage
{
[HarmonyPrefix]
public static bool Prefix(Pawn __instance, ref DamageInfo dinfo)
{
// 检查Pawn是否有伤害拦截组件
var interceptorComp = __instance.TryGetComp<CompDamageInterceptor>();
if (interceptorComp != null)
{
Log.Message($"[DamageInterceptor] {__instance.LabelShort} 即将受到 {dinfo.Amount} 点伤害,拦截组件激活");
// 让拦截组件处理伤害
return interceptorComp.PreApplyDamage(ref dinfo);
}
return true; // 继续正常处理伤害
}
}
[HarmonyPatch(typeof(Pawn), "PostApplyDamage")]
public static class Patch_Pawn_PostApplyDamage
{
[HarmonyPostfix]
public static void Postfix(Pawn __instance, DamageInfo dinfo, float totalDamageDealt)
{
// 记录实际承受的伤害
var interceptorComp = __instance.TryGetComp<CompDamageInterceptor>();
if (interceptorComp != null && totalDamageDealt == 0f)
{
Log.Message($"[DamageInterceptor] {__instance.LabelShort} 成功拦截所有伤害实际承受0点伤害");
}
}
}
}

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@@ -270,11 +270,11 @@
<Compile Include="ThingComp\WULA_AreaTeleporter\ThingComp_AreaTeleporter.cs" />
<Compile Include="ThingComp\WULA_CustomUniqueWeapon\CompCustomUniqueWeapon.cs" />
<Compile Include="ThingComp\WULA_CustomUniqueWeapon\CompProperties_CustomUniqueWeapon.cs" />
<Compile Include="ThingComp\WULA_DamageReceiver\CompDamageReceiver.cs" />
<Compile Include="ThingComp\WULA_DamageReceiver\CompDamageTransfer.cs" />
<Compile Include="ThingComp\WULA_DamageReceiver\CompProperties_DamageReceiver.cs" />
<Compile Include="ThingComp\WULA_DamageReceiver\CompProperties_DamageTransfer.cs" />
<Compile Include="ThingComp\WULA_DamageReceiver\Patch_Pawn_DamageTransfer.cs" />
<Compile Include="ThingComp\WULA_DamageTransaction\CompDamageInterceptor.cs" />
<Compile Include="ThingComp\WULA_DamageTransaction\CompDamageRelay.cs" />
<Compile Include="ThingComp\WULA_DamageTransaction\CompProperties_DamageInterceptor.cs" />
<Compile Include="ThingComp\WULA_DamageTransaction\CompProperties_DamageRelay.cs" />
<Compile Include="ThingComp\WULA_DamageTransaction\Patch_Pawn_PreApplyDamage.cs" />
<Compile Include="ThingComp\WULA_GiveHediffsInRange\CompGiveHediffsInRange.cs" />
<Compile Include="ThingComp\WULA_GiveHediffsInRange\CompProperties_GiveHediffsInRange.cs" />
<Compile Include="ThingComp\WULA_MechRepairKit\CompUseEffect_FixAllHealthConditions.cs" />