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This commit is contained in:
@@ -1,107 +0,0 @@
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using RimWorld;
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using Verse;
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using UnityEngine;
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namespace WulaFallenEmpire
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{
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public class CompDamageReceiver : ThingComp
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{
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private CompProperties_DamageReceiver Props => (CompProperties_DamageReceiver)props;
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private float currentDamage;
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private int lastDamageTick;
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public float CurrentDamage => currentDamage;
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public float MaxDamageCapacity => Props.maxDamageCapacity;
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public float DamageRatio => currentDamage / Props.maxDamageCapacity;
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public override void PostExposeData()
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{
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base.PostExposeData();
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Scribe_Values.Look(ref currentDamage, "currentDamage", 0f);
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Scribe_Values.Look(ref lastDamageTick, "lastDamageTick", 0);
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}
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public override void CompTick()
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{
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base.CompTick();
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// 定期衰减伤害
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if (Find.TickManager.TicksGame % Props.damageDecayInterval == 0 && currentDamage > 0)
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{
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currentDamage = Mathf.Max(0f, currentDamage - Props.damageDecayRate);
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// 如果伤害为0,重置最后伤害时间
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if (currentDamage <= 0f)
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{
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lastDamageTick = 0;
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}
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}
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}
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/// <summary>
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/// 接收伤害
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/// </summary>
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public bool ReceiveDamage(float damageAmount, Pawn sourcePawn = null)
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{
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float oldDamage = currentDamage;
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currentDamage += damageAmount;
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lastDamageTick = Find.TickManager.TicksGame;
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// 检查是否超过容量
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if (currentDamage >= Props.maxDamageCapacity)
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{
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if (Props.canBeDestroyedByDamage)
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{
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// 摧毁建筑
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parent.Destroy(DestroyMode.Vanish);
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}
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else
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{
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// 只是达到上限,不再接收更多伤害
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currentDamage = Props.maxDamageCapacity;
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}
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return false; // 无法接收更多伤害
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}
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// 触发效果
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OnDamageReceived(damageAmount, sourcePawn);
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return true;
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}
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private void OnDamageReceived(float damageAmount, Pawn sourcePawn)
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{
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// 记录日志
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Log.Message($"[DamageReceiver] {parent.Label} 接收 {damageAmount} 点伤害,当前伤害: {currentDamage}/{Props.maxDamageCapacity}");
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}
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public override void PostDraw()
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{
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base.PostDraw();
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// 绘制伤害条
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if (Props.showDamageBar && currentDamage > 0f)
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{
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Vector3 drawPos = parent.DrawPos;
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drawPos.y += 0.5f; // 在建筑上方显示
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GenDraw.DrawFillableBar(new GenDraw.FillableBarRequest
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{
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center = drawPos,
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size = new Vector2(1f, 0.15f),
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fillPercent = DamageRatio,
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filledMat = SolidColorMaterials.SimpleSolidColorMaterial(Color.red),
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unfilledMat = SolidColorMaterials.SimpleSolidColorMaterial(Color.gray),
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margin = 0.1f,
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rotation = Rot4.North
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});
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}
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}
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// 获取接收器状态
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public string GetStatusString()
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{
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return $"伤害吸收: {currentDamage:F0}/{Props.maxDamageCapacity:F0} ({DamageRatio * 100:F1}%)";
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}
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}
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}
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@@ -1,123 +0,0 @@
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using RimWorld;
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using Verse;
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using System.Collections.Generic;
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using Verse.Sound;
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namespace WulaFallenEmpire
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{
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public class CompDamageTransfer : ThingComp
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{
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private CompProperties_DamageTransfer Props => (CompProperties_DamageTransfer)props;
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private Pawn Pawn => (Pawn)parent;
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public override void PostPostApplyDamage(DamageInfo dinfo, float totalDamageDealt)
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{
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base.PostPostApplyDamage(dinfo, totalDamageDealt);
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// 检查是否应该转移伤害
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if (ShouldTransferDamage(dinfo, totalDamageDealt))
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{
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TryTransferDamage(dinfo, totalDamageDealt);
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}
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}
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private bool ShouldTransferDamage(DamageInfo dinfo, float totalDamageDealt)
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{
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if (parent == null || !parent.Spawned)
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return false;
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// 检查生命值阈值
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if (Pawn.health != null)
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{
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float healthRatio = Pawn.health.summaryHealth.SummaryHealthPercent;
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if (healthRatio < Props.healthThreshold.min || healthRatio > Props.healthThreshold.max)
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return false;
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}
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// 检查伤害类型
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if (!Props.transferAllDamageTypes)
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{
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// 这里可以添加特定伤害类型检查
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// 例如:只转移物理伤害,不转移火焰伤害等
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}
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return true;
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}
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private void TryTransferDamage(DamageInfo dinfo, float totalDamageDealt)
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{
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// 计算转移的伤害量
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float transferDamage = totalDamageDealt * Props.damageTransferRatio;
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// 寻找可用的伤害接收器
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CompDamageReceiver receiver = FindAvailableDamageReceiver();
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if (receiver != null)
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{
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// 执行伤害转移
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if (receiver.ReceiveDamage(transferDamage, Pawn))
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{
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OnDamageTransferred(dinfo, transferDamage, receiver);
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// 记录日志
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Log.Message($"[DamageTransfer] {Pawn.LabelShort} 将 {transferDamage} 点伤害转移至 {receiver.parent.Label}");
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}
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}
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}
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private CompDamageReceiver FindAvailableDamageReceiver()
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{
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if (parent?.Map == null)
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return null;
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var map = parent.Map;
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var faction = parent.Faction;
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// 搜索范围内的同派系建筑
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foreach (var thing in GenRadial.RadialDistinctThingsAround(parent.Position, map, Props.maxTransferRange, true))
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{
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if (thing is Building building &&
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building.Faction == faction &&
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building != parent)
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{
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var receiver = building.TryGetComp<CompDamageReceiver>();
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if (receiver != null && receiver.CurrentDamage < receiver.MaxDamageCapacity)
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{
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// 检查视线(如果需要)
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if (Props.requireLineOfSight)
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{
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if (!GenSight.LineOfSight(parent.Position, building.Position, map))
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continue;
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}
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return receiver;
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}
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}
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}
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return null;
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}
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private void OnDamageTransferred(DamageInfo dinfo, float transferDamage, CompDamageReceiver receiver)
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{
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// 创建转移效果
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if (Props.transferEffecter != null)
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{
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Effecter effect = Props.transferEffecter.Spawn();
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effect.Trigger(new TargetInfo(parent.Position, parent.Map), new TargetInfo(receiver.parent.Position, parent.Map));
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effect.Cleanup();
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}
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// 播放音效
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if (Props.transferSound != null)
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{
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Props.transferSound.PlayOneShot(new TargetInfo(parent.Position, parent.Map));
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}
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}
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// 获取组件状态
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public string GetStatusString()
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{
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return $"伤害转移: {Props.damageTransferRatio * 100}% (范围: {Props.maxTransferRange})";
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}
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}
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}
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@@ -1,19 +0,0 @@
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using RimWorld;
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using Verse;
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namespace WulaFallenEmpire
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{
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public class CompProperties_DamageReceiver : CompProperties
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{
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public float maxDamageCapacity = 1000f; // 最大伤害容量
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public float damageDecayRate = 5f; // 每 tick 衰减的伤害量
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public float damageDecayInterval = 60f; // 伤害衰减间隔(ticks)
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public bool showDamageBar = true; // 是否显示伤害条
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public bool canBeDestroyedByDamage = true; // 是否可以被伤害摧毁
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public CompProperties_DamageReceiver()
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{
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compClass = typeof(CompDamageReceiver);
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}
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}
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}
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@@ -1,23 +0,0 @@
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using RimWorld;
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using Verse;
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namespace WulaFallenEmpire
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{
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public class CompProperties_DamageTransfer : CompProperties
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{
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public float damageTransferRatio = 0.8f; // 伤害转移比例 (80%)
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public float maxTransferRange = 30f; // 最大转移范围
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public bool requireLineOfSight = false; // 是否需要视线
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public bool transferAllDamageTypes = true; // 是否转移所有伤害类型
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public FloatRange healthThreshold = new FloatRange(0f, 1f); // 生命值阈值(低于此值才触发)
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// 效果设置
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public EffecterDef transferEffecter;
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public SoundDef transferSound;
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public CompProperties_DamageTransfer()
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{
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compClass = typeof(CompDamageTransfer);
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}
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}
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}
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@@ -1,54 +0,0 @@
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using HarmonyLib;
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using RimWorld;
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using Verse;
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namespace WulaFallenEmpire
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{
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[HarmonyPatch(typeof(Pawn), "PostApplyDamage")]
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public static class Patch_Pawn_PostApplyDamage
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{
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[HarmonyPostfix]
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public static void Postfix(Pawn __instance, DamageInfo dinfo, float totalDamageDealt)
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{
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// 检查Pawn是否有伤害转移组件
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var transferComp = __instance.TryGetComp<CompDamageTransfer>();
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if (transferComp != null)
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{
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// 组件会在PostPostApplyDamage中自动处理
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// 这里主要用于调试和日志记录
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Log.Message($"[DamageTransfer] {__instance.LabelShort} 受到 {totalDamageDealt} 点伤害,转移组件已激活");
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}
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}
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}
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[HarmonyPatch(typeof(Pawn), "PreApplyDamage")]
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public static class Patch_Pawn_PreApplyDamage
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{
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[HarmonyPrefix]
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public static bool Prefix(Pawn __instance, ref DamageInfo dinfo, out bool __state)
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{
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__state = false;
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// 检查Pawn是否有伤害转移组件
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var transferComp = __instance.TryGetComp<CompDamageTransfer>();
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if (transferComp != null && __instance.Spawned && !__instance.Dead)
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{
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// 这里可以添加预处理逻辑
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// 例如:在某些条件下完全阻止伤害
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__state = true;
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}
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return true;
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}
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[HarmonyPostfix]
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public static void Postfix(Pawn __instance, DamageInfo dinfo, bool __state)
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{
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if (__state)
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{
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// 后处理逻辑
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// 例如:记录伤害转移统计
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}
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}
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}
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}
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@@ -0,0 +1,137 @@
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using RimWorld;
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using Verse;
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using System.Collections.Generic;
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using Verse.Sound;
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using HarmonyLib;
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namespace WulaFallenEmpire
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{
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public class CompDamageInterceptor : ThingComp
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{
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private CompProperties_DamageInterceptor Props => (CompProperties_DamageInterceptor)props;
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private Pawn Pawn => (Pawn)parent;
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// 使用Harmony补丁在伤害应用前完全拦截
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public bool PreApplyDamage(ref DamageInfo dinfo)
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{
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if (!ShouldInterceptDamage(dinfo))
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return true; // 继续应用伤害
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// 计算要转移的伤害量(完全拦截)
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float transferDamage = dinfo.Amount * Props.damageTransferRatio;
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// 寻找可用的目标建筑
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Building targetBuilding = FindTargetBuilding();
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if (targetBuilding != null)
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{
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// 将伤害完全转移到建筑
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ApplyDamageToBuilding(transferDamage, targetBuilding, dinfo);
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OnDamageIntercepted(dinfo, transferDamage, targetBuilding);
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// 完全拦截伤害 - 将伤害设置为0
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dinfo.SetAmount(0f);
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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");
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return true; // 继续应用修改后的伤害(0伤害)
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}
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return true; // 没有找到建筑,正常应用伤害
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}
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private bool ShouldInterceptDamage(DamageInfo dinfo)
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{
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if (parent == null || !parent.Spawned || Pawn.Dead)
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return false;
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// 检查生命值阈值
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if (Pawn.health != null)
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{
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float healthRatio = Pawn.health.summaryHealth.SummaryHealthPercent;
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if (healthRatio < Props.healthThreshold.min || healthRatio > Props.healthThreshold.max)
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return false;
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}
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return true;
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}
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private Building FindTargetBuilding()
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{
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if (parent?.Map == null)
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return null;
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var map = parent.Map;
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var faction = parent.Faction;
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// 在全图范围内搜索目标建筑
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List<Building> targetBuildings = new List<Building>();
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foreach (var building in map.listerBuildings.allBuildingsColonist)
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{
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if (building.def.defName == Props.targetBuildingDefName &&
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!building.Destroyed)
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{
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// 检查派系(如果需要)
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if (Props.requireSameFaction && building.Faction != faction)
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continue;
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targetBuildings.Add(building);
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}
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}
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// 随机选择一个建筑
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if (targetBuildings.Count > 0)
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{
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return targetBuildings.RandomElement();
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}
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return null;
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}
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/// <summary>
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/// 将伤害直接应用到目标建筑的生命值上
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/// </summary>
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private void ApplyDamageToBuilding(float damageAmount, Building building, DamageInfo originalDinfo)
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{
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// 创建新的伤害信息,使用原始伤害类型
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DamageInfo buildingDamage = new DamageInfo(
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originalDinfo.Def, // 使用相同的伤害类型
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damageAmount,
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originalDinfo.ArmorPenetrationInt,
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originalDinfo.Angle,
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originalDinfo.Instigator,
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originalDinfo.HitPart,
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originalDinfo.Weapon,
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originalDinfo.Category,
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originalDinfo.IntendedTarget
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);
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// 对建筑造成伤害
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building.TakeDamage(buildingDamage);
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Log.Message($"[DamageInterceptor] 对建筑 {building.Label} 造成 {damageAmount} 点伤害,剩余生命值: {building.HitPoints}/{building.MaxHitPoints}");
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}
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private void OnDamageIntercepted(DamageInfo dinfo, float interceptDamage, Building targetBuilding)
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{
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// 创建拦截效果
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if (Props.interceptEffecter != null)
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{
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Effecter effect = Props.interceptEffecter.Spawn();
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effect.Trigger(new TargetInfo(parent.Position, parent.Map), new TargetInfo(targetBuilding.Position, parent.Map));
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effect.Cleanup();
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}
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// 播放音效
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if (Props.interceptSound != null)
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{
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Props.interceptSound.PlayOneShot(new TargetInfo(parent.Position, parent.Map));
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}
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}
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// 获取组件状态
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public string GetStatusString()
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{
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return $"伤害拦截: {Props.damageTransferRatio * 100}% → {Props.targetBuildingDefName}";
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}
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||||
}
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||||
}
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@@ -0,0 +1,133 @@
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using RimWorld;
|
||||
using Verse;
|
||||
using System.Collections.Generic;
|
||||
using Verse.Sound;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
public class CompDamageRelay : ThingComp
|
||||
{
|
||||
private CompProperties_DamageRelay Props => (CompProperties_DamageRelay)props;
|
||||
private Building Building => (Building)parent;
|
||||
|
||||
public override void PostPostApplyDamage(DamageInfo dinfo, float totalDamageDealt)
|
||||
{
|
||||
base.PostPostApplyDamage(dinfo, totalDamageDealt);
|
||||
|
||||
// 检查是否应该传递伤害
|
||||
if (ShouldRelayDamage(dinfo, totalDamageDealt))
|
||||
{
|
||||
TryRelayDamage(dinfo, totalDamageDealt);
|
||||
}
|
||||
}
|
||||
|
||||
private bool ShouldRelayDamage(DamageInfo dinfo, float totalDamageDealt)
|
||||
{
|
||||
if (parent == null || !parent.Spawned || parent.Destroyed)
|
||||
return false;
|
||||
|
||||
// 检查生命值阈值
|
||||
float healthRatio = (float)Building.HitPoints / Building.MaxHitPoints;
|
||||
if (healthRatio < Props.healthThreshold.min || healthRatio > Props.healthThreshold.max)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private void TryRelayDamage(DamageInfo dinfo, float totalDamageDealt)
|
||||
{
|
||||
// 计算传递的伤害量
|
||||
float relayDamage = totalDamageDealt * Props.damageRelayRatio;
|
||||
|
||||
// 寻找可用的同派系建筑
|
||||
Building targetBuilding = FindAvailableBuilding();
|
||||
if (targetBuilding != null)
|
||||
{
|
||||
// 执行伤害传递
|
||||
ApplyDamageToBuilding(relayDamage, targetBuilding, dinfo);
|
||||
OnDamageRelayed(dinfo, relayDamage, targetBuilding);
|
||||
|
||||
// 记录日志
|
||||
Log.Message($"[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 $"伤害传递: {Props.damageRelayRatio * 100}%";
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,22 @@
|
||||
using RimWorld;
|
||||
using Verse;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
public class CompProperties_DamageInterceptor : CompProperties
|
||||
{
|
||||
public float damageTransferRatio = 1f; // 完全拦截并转移伤害
|
||||
public string targetBuildingDefName = "WULA_Sky_Lock"; // 目标建筑类型
|
||||
public bool requireSameFaction = true; // 是否需要同派系
|
||||
public FloatRange healthThreshold = new FloatRange(0f, 1f); // 生命值阈值范围
|
||||
|
||||
// 效果设置
|
||||
public EffecterDef interceptEffecter;
|
||||
public SoundDef interceptSound;
|
||||
|
||||
public CompProperties_DamageInterceptor()
|
||||
{
|
||||
compClass = typeof(CompDamageInterceptor);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,21 @@
|
||||
using RimWorld;
|
||||
using Verse;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
public class CompProperties_DamageRelay : CompProperties
|
||||
{
|
||||
public float damageRelayRatio = 0.3f; // 继续传递伤害的比例
|
||||
public bool relayOnlyToSameFaction = true; // 是否只传递给同派系建筑
|
||||
public FloatRange healthThreshold = new FloatRange(0.1f, 1f); // 生命值阈值(低于此值才开始传递)
|
||||
|
||||
// 效果设置
|
||||
public EffecterDef relayEffecter;
|
||||
public SoundDef relaySound;
|
||||
|
||||
public CompProperties_DamageRelay()
|
||||
{
|
||||
compClass = typeof(CompDamageRelay);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,41 @@
|
||||
using HarmonyLib;
|
||||
using RimWorld;
|
||||
using Verse;
|
||||
|
||||
namespace WulaFallenEmpire
|
||||
{
|
||||
[HarmonyPatch(typeof(Pawn), "PreApplyDamage")]
|
||||
public static class Patch_Pawn_PreApplyDamage
|
||||
{
|
||||
[HarmonyPrefix]
|
||||
public static bool Prefix(Pawn __instance, ref DamageInfo dinfo)
|
||||
{
|
||||
// 检查Pawn是否有伤害拦截组件
|
||||
var interceptorComp = __instance.TryGetComp<CompDamageInterceptor>();
|
||||
if (interceptorComp != null)
|
||||
{
|
||||
Log.Message($"[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");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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" />
|
||||
|
||||
Reference in New Issue
Block a user