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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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