This commit is contained in:
2025-11-20 12:05:07 +08:00
parent 44bea4dbb8
commit cf82707c8f
12 changed files with 1069 additions and 208 deletions

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<?xml version="1.0" encoding="utf-8"?>
<Defs>
<AbilityDef>
<defName>Wula_Mech_Mobile_Factory_Produce</defName>
<label>生产战争机器</label>
<description>立刻生产10台CRm-51"兵蚁",快速组织一道近战阵线。</description>
<iconPath>Wula/UI/Abilities/Wula_Mech_Mobile_Factory_Produce</iconPath>
<cooldownTicksRange>5000</cooldownTicksRange>
<charges>5</charges>
<cooldownPerCharge>true</cooldownPerCharge>
<aiCanUse>true</aiCanUse>
<displayOrder>300</displayOrder>
<disableGizmoWhileUndrafted>true</disableGizmoWhileUndrafted>
<displayGizmoWhileUndrafted>false</displayGizmoWhileUndrafted>
<verbProperties>
<verbClass>Verb_CastAbility</verbClass>
<range>24</range>
<warmupTime>0</warmupTime>
<soundCast>WarqueenWarUrchinsSpawned</soundCast>
<violent>false</violent>
<targetable>false</targetable>
<targetParams>
<canTargetSelf>true</canTargetSelf>
</targetParams>
</verbProperties>
<comps>
<li Class="WulaFallenEmpire.CompProperties_AbilityLaunchMultiProjectile">
<projectileDef>Wula_Mech_Mobile_Factory_Produce_Proj</projectileDef>
<numProjectiles>10</numProjectiles>
</li>
</comps>
</AbilityDef>
<ThingDef ParentName="BaseGrenadeProjectile">
<defName>Wula_Mech_Mobile_Factory_Produce_Proj</defName>
<label>CRm-51"兵蚁"</label>
<thingClass>Projectile_SpawnsPawnZeroAge</thingClass>
<graphicData>
<texPath>Wula/Things/WULA_Mech_Flyer/WULA_Mech_Flyer_south</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<projectile>
<speed>41</speed>
<spawnsPawnKind>WULA_Mech_Flyer</spawnsPawnKind>
<tryAdjacentFreeSpaces>true</tryAdjacentFreeSpaces>
<damageDef>Bullet</damageDef>
<damageAmountBase>1</damageAmountBase>
</projectile>
</ThingDef>
<AbilityDef>
<defName>WULA_PsiCrusher</defName>
<label>灵能粉碎</label>
<description>释放纯净的灵能能量,直接摧毁面前扇形区域内的所有目标。</description>
<iconPath>UI/Abilities/FireSpew</iconPath>
<writeCombatLog>True</writeCombatLog>
<showPsycastEffects>False</showPsycastEffects>
<aiCanUse>true</aiCanUse>
<ai_SearchAOEForTargets>true</ai_SearchAOEForTargets>
<ai_IsIncendiary>true</ai_IsIncendiary>
<cooldownTicksRange>600</cooldownTicksRange>
<verbProperties>
<verbClass>Verb_CastAbility</verbClass>
<range>24</range>
<warmupTime>0</warmupTime>
<soundCast>WarqueenWarUrchinsSpawned</soundCast>
<ai_IsWeapon>true</ai_IsWeapon>
<ai_ProjectileLaunchingIgnoresMeleeThreats>true</ai_ProjectileLaunchingIgnoresMeleeThreats>
<requireLineOfSight>false</requireLineOfSight>
<aimingLineMote>Mote_HellsphereCannon_Aim</aimingLineMote>
<aimingChargeMote>Mote_HellsphereCannon_Charge</aimingChargeMote>
<aimingChargeMoteOffset>1.07</aimingChargeMoteOffset>
<aimingLineMoteFixedLength>32</aimingLineMoteFixedLength>
<aimingTargetMote>Mote_HellsphereCannon_Target</aimingTargetMote>
<targetParams>
<canTargetLocations>true</canTargetLocations>
<canTargetSelf>false</canTargetSelf>
<canTargetPawns>true</canTargetPawns>
<canTargetBuildings>true</canTargetBuildings>
<canTargetPlants>true</canTargetPlants>
</targetParams>
</verbProperties>
<comps>
<li Class="WulaFallenEmpire.CompProperties_AbilityAreaDestruction">
<range>12</range>
<lineWidthEnd>5</lineWidthEnd>
<canHitFilledCells>true</canHitFilledCells>
<affectAllies>false</affectAllies>
<affectCaster>false</affectCaster>
<effecterDef>Fire_Spew</effecterDef>
<hitEffecter>Fire_SpewShort</hitEffecter>
</li>
</comps>
</AbilityDef>
</Defs>

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@@ -231,52 +231,45 @@
<techHediffsChance>1</techHediffsChance>
<techHediffsMoney>9999~9999</techHediffsMoney>
</PawnKindDef>
<AbilityDef>
<defName>Wula_Mech_Mobile_Factory_Produce</defName>
<label>生产战争机器</label>
<description>立刻生产10台CRm-51"兵蚁",快速组织一道近战阵线。</description>
<iconPath>Wula/UI/Abilities/Wula_Mech_Mobile_Factory_Produce</iconPath>
<cooldownTicksRange>5000</cooldownTicksRange>
<charges>5</charges>
<cooldownPerCharge>true</cooldownPerCharge>
<aiCanUse>true</aiCanUse>
<displayOrder>300</displayOrder>
<disableGizmoWhileUndrafted>true</disableGizmoWhileUndrafted>
<displayGizmoWhileUndrafted>false</displayGizmoWhileUndrafted>
<verbProperties>
<verbClass>Verb_CastAbility</verbClass>
<range>24</range>
<warmupTime>0</warmupTime>
<soundCast>WarqueenWarUrchinsSpawned</soundCast>
<violent>false</violent>
<targetable>false</targetable>
<targetParams>
<canTargetSelf>true</canTargetSelf>
</targetParams>
</verbProperties>
<comps>
<li Class="WulaFallenEmpire.CompProperties_AbilityLaunchMultiProjectile">
<projectileDef>Wula_Mech_Mobile_Factory_Produce_Proj</projectileDef>
<numProjectiles>10</numProjectiles>
<PawnKindDef ParentName="HeavyMechanoidKind">
<defName>Wula_Psi_Titan</defName> <!-- 修改了defName以避免冲突 -->
<label>PAt-6"灵能泰坦"</label>
<race>Wula_Psi_Titan</race>
<combatPower>1000</combatPower>
<allowInMechClusters>false</allowInMechClusters>
<defaultFactionType>PlayerColony</defaultFactionType>
<canMeleeAttack>false</canMeleeAttack>
<isGoodBreacher>true</isGoodBreacher>
<flyingAnimationFramePathPrefix>Wula/Things/Wula_Mech_Mobile_Factory/Flying/Wula_Mech_Mobile_Factory_Flying_</flyingAnimationFramePathPrefix>
<flyingAnimationDrawSize>1</flyingAnimationDrawSize>
<flyingAnimationFrameCount>1</flyingAnimationFrameCount>
<flyingAnimationTicksPerFrame>2</flyingAnimationTicksPerFrame>
<flyingAnimationInheritColors>false</flyingAnimationInheritColors>
<lifeStages>
<li>
<bodyGraphicData>
<texPath>Wula/Things/Wula_Psi_Titan/Bodies/Naked_Thin</texPath>
<maskPath>Wula/Things/WULA_Cat/AllegianceOverlays/None</maskPath>
<shaderType>CutoutWithOverlay</shaderType>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>9</drawSize>
<shadowData>
<volume>(1.4, 1.8, 1.4)</volume>
</shadowData>
</bodyGraphicData>
</li>
</comps>
</AbilityDef>
<ThingDef ParentName="BaseGrenadeProjectile">
<defName>Wula_Mech_Mobile_Factory_Produce_Proj</defName>
<label>CRm-51"兵蚁"</label>
<thingClass>Projectile_SpawnsPawnZeroAge</thingClass>
<graphicData>
<texPath>Wula/Things/WULA_Mech_Flyer/WULA_Mech_Flyer_south</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<projectile>
<speed>41</speed>
<spawnsPawnKind>WULA_Mech_Flyer</spawnsPawnKind>
<tryAdjacentFreeSpaces>true</tryAdjacentFreeSpaces>
<damageDef>Bullet</damageDef>
<damageAmountBase>1</damageAmountBase>
</projectile>
</ThingDef>
</lifeStages>
<weaponMoney>99999~99999</weaponMoney>
<controlGroupPortraitZoom>0.7</controlGroupPortraitZoom>
<abilities>
<li>Wula_Mech_Mobile_Factory_Produce</li>
</abilities>
</PawnKindDef>
<!-- 战斗类乌拉 -->
<PawnKindDef>

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@@ -1,21 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!-- 全局资源检查工具 -->
<QuestScriptDef>
<defName>Util_Wula_GlobalResourceCheck</defName>
<root Class="QuestNode_Sequence">
<nodes>
<!-- 检查全局资源 -->
<li Class="WulaFallenEmpire.QuestNode_CheckGlobalResource">
<resourceDef>$resourceDef</resourceDef>
<requiredCount>$requiredCount</requiredCount>
<retryDelayTicks>$retryDelayTicks</retryDelayTicks>
<successSignal>$successSignal</successSignal>
<failSignal>$failSignal</failSignal>
<deductOnSuccess>$deductOnSuccess</deductOnSuccess>
<useInputStorage>$useInputStorage</useInputStorage>
</li>
</nodes>
</root>
</QuestScriptDef>
</Defs>

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@@ -896,6 +896,10 @@
<filthCountRange>1~2</filthCountRange>
</deathAction>
</race>
<costList Inherit="False">
<Steel>80</Steel>
<ComponentIndustrial>1</ComponentIndustrial>
</costList>
<recipeMaker>
<researchPrerequisite>WULA_Bunker_Drop_Technology</researchPrerequisite>
</recipeMaker>
@@ -1441,6 +1445,69 @@
</li>
</comps>
</ThingDef>
<ThingDef Name="Wula_Mech_Mobile_Factory" ParentName="WULA_BaseMechanoid">
<defName>Wula_Psi_Titan</defName> <!-- 修改了defName以避免冲突 -->
<label>PAt-6"灵能泰坦"</label>
<description>骇人之物</description>
<statBases>
<BandwidthCost>1</BandwidthCost>
<MoveSpeed>1</MoveSpeed>
<EnergyShieldEnergyMax>35</EnergyShieldEnergyMax>
<MaxFlightTime>9999</MaxFlightTime>
<FlightCooldown>0</FlightCooldown>
</statBases>
<race>
<body>Mech_Warqueen</body>
<baseBodySize>30</baseBodySize>
<lifeStageAges>
<li>
<def>MechanoidFullyFormed</def>
<minAge>0</minAge>
<soundWounded>Pawn_Mech_Warqueen_Wounded</soundWounded>
<soundDeath>Pawn_Mech_Warqueen_Death</soundDeath>
<soundCall>Pawn_Mech_Warqueen_Call</soundCall>
</li>
</lifeStageAges>
<baseHealthScale>25</baseHealthScale>
<flightStartChanceOnJobStart>1</flightStartChanceOnJobStart>
<!-- <thinkTreeConstant>WarUrchinConstant</thinkTreeConstant> -->
</race>
<tools>
<li>
<label>碾压</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>360</power>
<cooldownTime>8</cooldownTime>
<linkedBodyPartsGroup>Torso</linkedBodyPartsGroup>
<ensureLinkedBodyPartsGroupAlwaysUsable>true</ensureLinkedBodyPartsGroupAlwaysUsable>
</li>
</tools>
<comps>
<li Class="CompProperties_Shield">
<startingTicksToReset>36000</startingTicksToReset><!-- 10 mins -->
<minDrawSize>8.2</minDrawSize>
<maxDrawSize>8.4</maxDrawSize>
<energyLossPerDamage>0.01</energyLossPerDamage>
<energyOnReset>4.0</energyOnReset>
<blocksRangedWeapons>false</blocksRangedWeapons>
</li>
<!-- 飞行组件 -->
<li Class="WulaFallenEmpire.CompProperties_PawnFlight">
<!-- 飞行触发条件:仅在征召时飞行 -->
<flightCondition>Drafted</flightCondition>
<!-- 链接到我们刚刚创建的 AnimationDef -->
<flyingAnimationNorth>WULA_Hover_FlyNorth</flyingAnimationNorth>
<flyingAnimationEast>WULA_Hover_FlyEast</flyingAnimationEast>
<flyingAnimationSouth>WULA_Hover_FlySouth</flyingAnimationSouth>
</li>
</comps>
</ThingDef>
<!-- 特殊单位 -->
<ThingDef ParentName="BaseMechanoidWalker">

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@@ -60,6 +60,6 @@
<li>questName->什一税税收</li>
</WULA_Base_Tex_Quest.questNameRules.rulesStrings>
<WULA_Base_Tex_Quest.questDescriptionRules.rulesStrings>
<li>questDescription->唯死亡和税收不可避免——按时上交什一税是乌拉帝国殖民地的光荣义务。\n\n乌拉帝国的什一税会从殖民地储存在舰队中的资产里面扣除你可以建造&lt;color=#6BB7B7>&lt;i>乌拉帝国物资输送舱&lt;/i>&lt;/color>来将物资输送到位于轨道上的舰队。\n\n你可以快速地准备好税金,乌拉帝国对积极纳税的殖民地会给予更多关照——但是如果一直拖延,则会惹其不快,甚至有可能被定性为叛国!</li>
<li>questDescription->唯死亡和税收不可避免——按时上交什一税是乌拉帝国殖民地的光荣义务。\n\n乌拉帝国的什一税会从殖民地储存在舰队中的资产里面扣除你可以建造&lt;color=#6BB7B7>&lt;i>乌拉帝国物资输送舱&lt;/i>&lt;/color>来将物资输送到位于轨道上的舰队。\n\n乌拉帝国对积极纳税的殖民地会给予更多关照——但是如果拖延每延期一天都会惹其不快,最后甚至有可能被定性为叛国!</li>
</WULA_Base_Tex_Quest.questDescriptionRules.rulesStrings>
</LanguageData>

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using System.Collections.Generic;
using RimWorld;
using UnityEngine;
using Verse;
namespace WulaFallenEmpire
{
public class CompAbilityEffect_AreaDestruction : CompAbilityEffect
{
private readonly List<IntVec3> tmpCells = new List<IntVec3>();
private readonly List<Thing> tmpThings = new List<Thing>();
private new CompProperties_AbilityAreaDestruction Props => (CompProperties_AbilityAreaDestruction)props;
private Pawn Pawn => parent.pawn;
public override void Apply(LocalTargetInfo target, LocalTargetInfo dest)
{
base.Apply(target, dest);
Map map = parent.pawn.MapHeld;
if (map == null) return;
// 获取扇形区域内的所有单元格
List<IntVec3> affectedCells = AffectedCells(target);
// 记录所有被影响的目标
List<Thing> affectedTargets = new List<Thing>();
foreach (IntVec3 cell in affectedCells)
{
if (!cell.InBounds(map)) continue;
// 处理该单元格中的所有事物
tmpThings.Clear();
tmpThings.AddRange(cell.GetThingList(map));
foreach (Thing thing in tmpThings)
{
if (thing == null || thing.Destroyed) continue;
// 检查是否应该影响这个目标
if (!ShouldAffectThing(thing)) continue;
// 添加到受影响目标列表
if (!affectedTargets.Contains(thing))
{
affectedTargets.Add(thing);
}
// 根据事物类型进行处理
if (thing is Building building)
{
DestroyBuilding(building);
}
else if (thing is Pawn targetPawn)
{
DestroyAllBodyParts(targetPawn);
}
}
}
// 为每个受影响的目标播放命中效果器
foreach (Thing affectedThing in affectedTargets)
{
PlayHitEffecter(affectedThing, map);
}
// 播放主要效果
if (Props.effecterDef != null)
{
Props.effecterDef.Spawn(target.Cell, map).Cleanup();
}
}
private void PlayHitEffecter(Thing target, Map map)
{
try
{
if (Props.hitEffecter == null) return;
if (target == null || target.Destroyed) return;
// 创建效果器
Effecter effecter = Props.hitEffecter.Spawn();
// 计算效果器方向(从目标指向施法者)
TargetInfo targetInfo = new TargetInfo(target.Position, map, false);
TargetInfo casterInfo = new TargetInfo(Pawn.Position, map, false);
// 触发效果器,方向朝向施法者
effecter.Trigger(targetInfo, casterInfo);
// 如果效果器需要持续维护,添加到维护列表
if (Props.hitEffecter.maintainTicks > 0)
{
map.effecterMaintainer.AddEffecterToMaintain(effecter, target, Props.hitEffecter.maintainTicks);
}
else
{
// 否则在适当时间后清理
LongEventHandler.ExecuteWhenFinished(delegate
{
effecter.Cleanup();
});
}
Log.Message($"[AreaDestruction] Played hit effecter on {target.Label} at {target.Position}");
}
catch (System.Exception ex)
{
Log.Warning($"[AreaDestruction] Error playing hit effecter on {target?.Label}: {ex.Message}");
}
}
private bool ShouldAffectThing(Thing thing)
{
// 检查是否影响施法者自己
if (thing == Pawn && !Props.affectCaster)
return false;
// 检查是否影响友方单位
if (thing is Pawn targetPawn && targetPawn.Faction != null)
{
if (!Props.affectAllies && targetPawn.Faction == Pawn.Faction)
return false;
// 不攻击囚犯(除非设置影响友方)
if (targetPawn.IsPrisoner && targetPawn.HostFaction == Pawn.Faction && !Props.affectAllies)
return false;
}
return true;
}
private void DestroyBuilding(Building building)
{
try
{
if (building.Destroyed || !building.Spawned) return;
// 记录建筑信息用于日志
string buildingInfo = $"{building.Label} at {building.Position}";
// 直接销毁建筑
building.Destroy(DestroyMode.Vanish);
Log.Message($"[AreaDestruction] Destroyed building: {buildingInfo}");
}
catch (System.Exception ex)
{
Log.Warning($"[AreaDestruction] Error destroying building {building?.Label}: {ex.Message}");
}
}
private void DestroyAllBodyParts(Pawn targetPawn)
{
try
{
if (targetPawn.Destroyed || !targetPawn.Spawned || targetPawn.Dead) return;
// 记录pawn信息
string pawnInfo = $"{targetPawn.Label} at {targetPawn.Position}";
// 获取所有身体部位(不包括核心部位如躯干、头部)
var bodyPartRecords = targetPawn.def.race.body.AllParts;
int partsDestroyed = 0;
foreach (var bodyPartRecord in bodyPartRecords)
{
// 跳过核心部位以避免立即死亡(可选,根据需求调整)
if (IsCoreBodyPart(bodyPartRecord)) continue;
// 检查该部位是否已经缺失
if (!targetPawn.health.hediffSet.PartIsMissing(bodyPartRecord))
{
// 添加缺失部位hediff
targetPawn.health.AddHediff(HediffDefOf.MissingBodyPart, bodyPartRecord);
partsDestroyed++;
}
}
// 如果摧毁了任何部位检查是否应该杀死pawn
if (partsDestroyed > 0)
{
// 检查pawn是否还"活着"(没有核心部位缺失时可能还能存活)
CheckPawnViability(targetPawn);
Log.Message($"[AreaDestruction] Destroyed {partsDestroyed} body parts on {pawnInfo}");
}
}
catch (System.Exception ex)
{
Log.Warning($"[AreaDestruction] Error destroying body parts on {targetPawn?.Label}: {ex.Message}");
}
}
private bool IsCoreBodyPart(BodyPartRecord bodyPart)
{
// 定义核心部位,这些部位缺失会导致立即死亡
return bodyPart.def.tags.Contains(BodyPartTagDefOf.ConsciousnessSource) || // 大脑
bodyPart.def.tags.Contains(BodyPartTagDefOf.BloodPumpingSource) || // 心脏
bodyPart.def == BodyPartDefOf.Torso; // 躯干
}
private void CheckPawnViability(Pawn pawn)
{
// 检查pawn是否还能存活
if (pawn.Dead) return;
// 如果失去了所有肢体pawn可能会倒下但不会立即死亡
bool hasAnyLimbs = false;
var allParts = pawn.def.race.body.AllParts;
foreach (var part in allParts)
{
if ((part.def.tags.Contains(BodyPartTagDefOf.MovingLimbCore) ||
part.def.tags.Contains(BodyPartTagDefOf.ManipulationLimbCore)) &&
!pawn.health.hediffSet.PartIsMissing(part))
{
hasAnyLimbs = true;
break;
}
}
// 如果没有肢体了让pawn倒下
if (!hasAnyLimbs && pawn.health.capacities.CapableOf(PawnCapacityDefOf.Moving))
{
pawn.health.forceDowned = true;
pawn.health.CheckForStateChange(null, null);
}
}
public override IEnumerable<PreCastAction> GetPreCastActions()
{
if (Props.effecterDef != null)
{
yield return new PreCastAction
{
action = delegate(LocalTargetInfo a, LocalTargetInfo b)
{
parent.AddEffecterToMaintain(Props.effecterDef.Spawn(parent.pawn.Position, a.Cell, parent.pawn.Map),
Pawn.Position, a.Cell, 17, Pawn.MapHeld);
},
ticksAwayFromCast = 17
};
}
}
public override void DrawEffectPreview(LocalTargetInfo target)
{
GenDraw.DrawFieldEdges(AffectedCells(target), Color.red);
}
public override bool AICanTargetNow(LocalTargetInfo target)
{
if (Pawn.Faction != null && !Props.affectAllies)
{
foreach (IntVec3 cell in AffectedCells(target))
{
List<Thing> thingList = cell.GetThingList(Pawn.Map);
for (int i = 0; i < thingList.Count; i++)
{
if (thingList[i].Faction == Pawn.Faction)
{
return false;
}
}
}
}
return true;
}
private List<IntVec3> AffectedCells(LocalTargetInfo target)
{
tmpCells.Clear();
Vector3 casterPos = Pawn.Position.ToVector3Shifted().Yto0();
IntVec3 targetCell = target.Cell.ClampInsideMap(Pawn.Map);
if (Pawn.Position == targetCell)
{
return tmpCells;
}
float distance = (targetCell - Pawn.Position).LengthHorizontal;
float xRatio = (float)(targetCell.x - Pawn.Position.x) / distance;
float zRatio = (float)(targetCell.z - Pawn.Position.z) / distance;
// 计算扇形末端位置
targetCell.x = Mathf.RoundToInt((float)Pawn.Position.x + xRatio * Props.range);
targetCell.z = Mathf.RoundToInt((float)Pawn.Position.z + zRatio * Props.range);
float targetAngle = Vector3.SignedAngle(targetCell.ToVector3Shifted().Yto0() - casterPos, Vector3.right, Vector3.up);
float halfWidth = Props.lineWidthEnd / 2f;
float coneLength = Mathf.Sqrt(Mathf.Pow((targetCell - Pawn.Position).LengthHorizontal, 2f) + Mathf.Pow(halfWidth, 2f));
float coneAngle = 57.29578f * Mathf.Asin(halfWidth / coneLength);
// 遍历范围内的所有单元格
int radialCellCount = GenRadial.NumCellsInRadius(Props.range);
for (int i = 0; i < radialCellCount; i++)
{
IntVec3 cell = Pawn.Position + GenRadial.RadialPattern[i];
if (CanUseCell(cell) &&
Mathf.Abs(Mathf.DeltaAngle(Vector3.SignedAngle(cell.ToVector3Shifted().Yto0() - casterPos, Vector3.right, Vector3.up), targetAngle)) <= coneAngle)
{
tmpCells.Add(cell);
}
}
// 添加从施法者到目标直线上的单元格
List<IntVec3> lineCells = GenSight.BresenhamCellsBetween(Pawn.Position, targetCell);
for (int j = 0; j < lineCells.Count; j++)
{
IntVec3 lineCell = lineCells[j];
if (!tmpCells.Contains(lineCell) && CanUseCell(lineCell))
{
tmpCells.Add(lineCell);
}
}
return tmpCells;
bool CanUseCell(IntVec3 c)
{
if (!c.InBounds(Pawn.Map))
return false;
if (c == Pawn.Position && !Props.affectCaster)
return false;
if (!Props.canHitFilledCells && c.Filled(Pawn.Map))
return false;
if (!c.InHorDistOf(Pawn.Position, Props.range))
return false;
ShootLine resultingLine;
return parent.verb.TryFindShootLineFromTo(Pawn.Position, c, out resultingLine);
}
}
}
}

View File

@@ -0,0 +1,27 @@
using RimWorld;
using Verse;
namespace WulaFallenEmpire
{
public class CompProperties_AbilityAreaDestruction : CompProperties_AbilityEffect
{
public float range;
public float lineWidthEnd;
public EffecterDef effecterDef;
public bool canHitFilledCells;
// 新增:命中效果器
public EffecterDef hitEffecter;
// 新增:是否影响友方单位
public bool affectAllies = false;
// 新增:是否影响施法者自己
public bool affectCaster = false;
public CompProperties_AbilityAreaDestruction()
{
compClass = typeof(CompAbilityEffect_AreaDestruction);
}
}
}

View File

@@ -82,7 +82,7 @@ namespace WulaFallenEmpire.HarmonyPatches
return result;
}
// 清理反弹计数 - 修复:使用 Thing 的 Destroy 方法
// 清理反弹计数
[HarmonyPatch(typeof(Thing), "Destroy")]
public static class Thing_Destroy_Patch
{

View File

@@ -87,6 +87,200 @@ namespace WulaFallenEmpire
}
}
public override void CompPostTick(ref float severityAdjustment)
{
base.CompPostTick(ref severityAdjustment);
if (!TurretEnabled)
{
ResetCurrentTarget();
return;
}
if (!this.CanShoot)
{
return;
}
// 优先处理手动目标
if (HasManualTarget && CanAttackManualTarget)
{
LocalTargetInfo manualTarget = VolleyTargetManager.GetVolleyTarget(Pawn);
this.currentTarget = manualTarget;
this.curRotation = (manualTarget.Cell.ToVector3Shifted() - this.Pawn.DrawPos).AngleFlat() + this.Props.angleOffset;
}
else if (this.currentTarget.IsValid)
{
this.curRotation = (this.currentTarget.Cell.ToVector3Shifted() - this.Pawn.DrawPos).AngleFlat() + this.Props.angleOffset;
}
this.AttackVerb.VerbTick();
if (this.AttackVerb.state != VerbState.Bursting)
{
if (this.WarmingUp)
{
this.burstWarmupTicksLeft--;
if (this.burstWarmupTicksLeft == 0)
{
bool attackSuccess = this.AttackVerb.TryStartCastOn(this.currentTarget, false, true, false, true);
if (attackSuccess)
{
this.lastAttackTargetTick = Find.TickManager.TicksGame;
this.lastAttackedTarget = this.currentTarget;
}
else
{
// 如果手动攻击失败且目标无效,清除手动目标
if (HasManualTarget && !CanAttackManualTarget)
{
VolleyTargetManager.ClearVolleyTarget(Pawn);
}
}
return;
}
}
else
{
if (this.burstCooldownTicksLeft > 0)
{
this.burstCooldownTicksLeft--;
}
if (this.burstCooldownTicksLeft <= 0 && this.Pawn.IsHashIntervalTick(10))
{
// 如果手动目标无效,清除它
if (HasManualTarget && !CanAttackManualTarget)
{
VolleyTargetManager.ClearVolleyTarget(Pawn);
}
// 只有在没有有效的手动目标时才寻找新目标
if (!HasManualTarget || !CanAttackManualTarget)
{
this.currentTarget = (Thing)AttackTargetFinder.BestShootTargetFromCurrentPosition(this, TargetScanFlags.NeedThreat | TargetScanFlags.NeedAutoTargetable, null, 0f, 9999f);
if (this.currentTarget.IsValid)
{
this.burstWarmupTicksLeft = 1;
return;
}
}
this.ResetCurrentTarget();
}
}
}
}
// 检查是否有手动目标
private bool HasManualTarget
{
get
{
LocalTargetInfo manualTarget = VolleyTargetManager.GetVolleyTarget(Pawn);
return manualTarget.IsValid;
}
}
// 检查是否可以攻击手动目标
private bool CanAttackManualTarget
{
get
{
LocalTargetInfo manualTarget = VolleyTargetManager.GetVolleyTarget(Pawn);
if (!manualTarget.IsValid)
return false;
// 检查目标是否在射程内
float distance = Pawn.Position.DistanceTo(manualTarget.Cell);
if (distance > AttackVerb.verbProps.range)
return false;
// 检查是否可以命中目标
if (!AttackVerb.CanHitTarget(manualTarget))
return false;
// 检查目标是否还活着(如果是生物)
if (manualTarget.Thing is Pawn targetPawn && (targetPawn.Dead || targetPawn.Downed))
return false;
// 检查目标是否被摧毁(如果是建筑)
if (manualTarget.Thing != null && manualTarget.Thing.Destroyed)
return false;
return true;
}
}
// 简化的Gizmos - 只有设置目标和清除目标按钮
public override IEnumerable<Gizmo> CompGetGizmos()
{
// 只有 pawn 被选中且是玩家派系时才显示按钮
if (this.Pawn.Faction == Faction.OfPlayer && Find.Selector.IsSelected(this.Pawn))
{
// 原有开关按钮
yield return new Command_Toggle
{
defaultLabel = "CommandToggleTurret".Translate(),
defaultDesc = "CommandToggleTurretDesc".Translate(),
icon = ContentFinder<Texture2D>.Get("UI/Gizmos/ToggleTurret"),
isActive = () => TurretEnabled,
toggleAction = () => TurretEnabled = !TurretEnabled,
hotKey = KeyBindingDefOf.Misc1
};
// 设置目标按钮
yield return new Command_Action
{
defaultLabel = "CommandSetTarget".Translate(),
defaultDesc = "CommandSetTargetDesc".Translate(),
icon = ContentFinder<Texture2D>.Get("UI/Gizmos/SetTarget"),
action = () =>
{
Find.Targeter.BeginTargeting(
CreateTargetingParameters(),
delegate (LocalTargetInfo target)
{
VolleyTargetManager.SetVolleyTarget(Pawn, target);
},
Pawn, // caster 参数
null, // actionWhenFinished
null, // mouseAttachment
true // requiresCastedSelected
);
},
hotKey = KeyBindingDefOf.Misc2
};
// 清除目标按钮(只在有手动目标时显示)
LocalTargetInfo currentTarget = VolleyTargetManager.GetVolleyTarget(Pawn);
if (currentTarget.IsValid)
{
yield return new Command_Action
{
defaultLabel = "CommandClearTarget".Translate(),
defaultDesc = "CommandClearTargetDesc".Translate(),
icon = ContentFinder<Texture2D>.Get("UI/Gizmos/ClearTarget"),
action = () => VolleyTargetManager.ClearVolleyTarget(Pawn),
hotKey = KeyBindingDefOf.Misc3
};
}
}
}
// 创建目标参数
private TargetingParameters CreateTargetingParameters()
{
return TargetingParameters.ForThing();
}
// 在提示中显示目标状态
public override string CompTipStringExtra
{
get
{
string baseString = base.CompTipStringExtra;
string turretStatus = TurretEnabled ? "Turret: Active" : "Turret: Inactive";
string targetStatus = "Manual Target: ";
LocalTargetInfo manualTarget = VolleyTargetManager.GetVolleyTarget(Pawn);
if (manualTarget.IsValid)
{
targetStatus += $"{manualTarget.Thing?.LabelCap ?? manualTarget.Cell.ToString()}";
if (!CanAttackManualTarget)
{
targetStatus += " (Unreachable)";
}
}
else
{
targetStatus += "None";
}
string result = turretStatus + "\n" + targetStatus;
return string.IsNullOrEmpty(baseString) ? result : baseString + "\n" + result;
}
}
// 新增:炮塔启用状态
public bool TurretEnabled
{
@@ -190,60 +384,6 @@ namespace WulaFallenEmpire
};
}
}
public override void CompPostTick(ref float severityAdjustment)
{
base.CompPostTick(ref severityAdjustment);
// 新增:只在启用状态下执行攻击逻辑
if (!TurretEnabled)
{
ResetCurrentTarget();
return;
}
if (!this.CanShoot)
{
return;
}
if (this.currentTarget.IsValid)
{
this.curRotation = (this.currentTarget.Cell.ToVector3Shifted() - this.Pawn.DrawPos).AngleFlat() + this.Props.angleOffset;
}
this.AttackVerb.VerbTick();
if (this.AttackVerb.state != VerbState.Bursting)
{
if (this.WarmingUp)
{
this.burstWarmupTicksLeft--;
if (this.burstWarmupTicksLeft == 0)
{
this.AttackVerb.TryStartCastOn(this.currentTarget, false, true, false, true);
this.lastAttackTargetTick = Find.TickManager.TicksGame;
this.lastAttackedTarget = this.currentTarget;
return;
}
}
else
{
if (this.burstCooldownTicksLeft > 0)
{
this.burstCooldownTicksLeft--;
}
if (this.burstCooldownTicksLeft <= 0 && this.Pawn.IsHashIntervalTick(10))
{
this.currentTarget = (Thing)AttackTargetFinder.BestShootTargetFromCurrentPosition(this, TargetScanFlags.NeedThreat | TargetScanFlags.NeedAutoTargetable, null, 0f, 9999f);
if (this.currentTarget.IsValid)
{
this.burstWarmupTicksLeft = 1;
return;
}
this.ResetCurrentTarget();
}
}
}
}
private void ResetCurrentTarget()
{
this.currentTarget = LocalTargetInfo.Invalid;
@@ -273,35 +413,6 @@ namespace WulaFallenEmpire
}
}
// 新增:实现 Gizmo 接口
public override IEnumerable<Gizmo> CompGetGizmos()
{
// 只有 pawn 被选中且是玩家派系时才显示按钮
if (this.Pawn.Faction == Faction.OfPlayer && Find.Selector.IsSelected(this.Pawn))
{
yield return new Command_Toggle
{
defaultLabel = "CommandToggleTurret".Translate(),
defaultDesc = "CommandToggleTurretDesc".Translate(),
icon = ContentFinder<Texture2D>.Get("UI/Gizmos/ToggleTurret"),
isActive = () => TurretEnabled,
toggleAction = () => TurretEnabled = !TurretEnabled,
hotKey = KeyBindingDefOf.Misc1
};
}
}
// 新增:在绘制时显示状态
public override string CompTipStringExtra
{
get
{
string baseString = base.CompTipStringExtra;
string status = TurretEnabled ? "Turret: Active" : "Turret: Inactive";
return string.IsNullOrEmpty(baseString) ? status : baseString + "\n" + status;
}
}
private const int StartShootIntervalTicks = 10;
private static readonly CachedTexture ToggleTurretIcon = new CachedTexture("UI/Gizmos/ToggleTurret");

View File

@@ -15,6 +15,8 @@ namespace WulaFallenEmpire
volleyTargets[pawn] = target;
volleyEnabled[pawn] = target.IsValid;
Log.Message($"Set volley target for {pawn.Label}: {target.Thing?.Label ?? target.Cell.ToString()}");
}
public static void ClearVolleyTarget(Pawn pawn)
@@ -23,6 +25,8 @@ namespace WulaFallenEmpire
volleyTargets.Remove(pawn);
volleyEnabled.Remove(pawn);
Log.Message($"Cleared volley target for {pawn.Label}");
}
public static LocalTargetInfo GetVolleyTarget(Pawn pawn)
@@ -48,11 +52,36 @@ namespace WulaFallenEmpire
bool current = IsVolleyEnabled(pawn);
volleyEnabled[pawn] = !current;
Log.Message($"Toggled volley for {pawn.Label}: {!current}");
// 如果禁用齐射,清除目标
if (!volleyEnabled[pawn])
{
ClearVolleyTarget(pawn);
}
}
// 新增:检查齐射目标是否仍然有效
public static bool IsVolleyTargetValid(Pawn pawn)
{
if (!IsVolleyEnabled(pawn))
return false;
LocalTargetInfo target = GetVolleyTarget(pawn);
if (!target.IsValid)
return false;
// 检查目标是否还活着/存在
if (target.Thing != null)
{
if (target.Thing.Destroyed)
return false;
if (target.Thing is Pawn targetPawn && (targetPawn.Dead || targetPawn.Downed))
return false;
}
return true;
}
}
}

View File

@@ -2,6 +2,7 @@ using HarmonyLib;
using RimWorld;
using System;
using System.Collections.Generic;
using System.Reflection;
using System.Text;
using UnityEngine;
using Verse;
@@ -11,11 +12,12 @@ namespace WulaFallenEmpire
{
public class CompProperties_ApparelInterceptor : CompProperties
{
public float radius = 3f; // 仅用于视觉效果
public float radius = 3f;
public int startupDelay = 0;
public int rechargeDelay = 3200;
public int hitPoints = 100;
public int maxBounces = 3;
public float bounceRange = 15f; // 反弹射程
public bool interceptGroundProjectiles = false;
public bool interceptNonHostileProjectiles = false;
@@ -78,6 +80,267 @@ namespace WulaFallenEmpire
public CompProperties_ApparelInterceptor Props => (CompProperties_ApparelInterceptor)props;
public Pawn PawnOwner => (parent as Apparel)?.Wearer;
private void BounceProjectileNew(Projectile originalProjectile)
{
try
{
if (originalProjectile == null || originalProjectile.Destroyed)
return;
// 计算反弹方向 - 朝穿戴者前方发射
Vector3 bounceDirection = CalculateForwardBounceDirection();
// 计算新目标位置
Vector3 newDestination = PawnOwner.Position.ToVector3Shifted() + bounceDirection * Props.bounceRange;
IntVec3 targetCell = newDestination.ToIntVec3();
// 创建新的抛射体
Projectile newProjectile = (Projectile)ThingMaker.MakeThing(originalProjectile.def, null);
// 使用 Traverse 复制字段
CopyProjectileFieldsUsingTraverse(newProjectile, originalProjectile);
// 生成新抛射体
GenSpawn.Spawn(newProjectile, PawnOwner.Position, PawnOwner.Map);
// 使用 Traverse 调用 Launch 方法
LaunchProjectileUsingTraverse(newProjectile, targetCell, originalProjectile);
// 销毁原抛射体
originalProjectile.Destroy(DestroyMode.Vanish);
// 播放反弹效果
PlayBounceEffect(originalProjectile);
Log.Message($"[Interceptor] Projectile bounced forward to {targetCell}");
}
catch (Exception ex)
{
Log.Error($"Error in BounceProjectileNew: {ex}");
}
}
// 使用 Traverse 复制字段
private void CopyProjectileFieldsUsingTraverse(Projectile newProjectile, Projectile originalProjectile)
{
try
{
Traverse newTraverse = Traverse.Create(newProjectile);
Traverse originalTraverse = Traverse.Create(originalProjectile);
// 复制所有重要字段
newTraverse.Field("launcher").SetValue(originalTraverse.Field("launcher").GetValue());
newTraverse.Field("equipment").SetValue(originalTraverse.Field("equipment").GetValue());
newTraverse.Field("equipmentDef").SetValue(originalTraverse.Field("equipmentDef").GetValue());
newTraverse.Field("damageDefOverride").SetValue(originalTraverse.Field("damageDefOverride").GetValue());
newTraverse.Field("targetCoverDef").SetValue(originalTraverse.Field("targetCoverDef").GetValue());
// 复制额外伤害列表
List<ExtraDamage> originalExtraDamages = originalTraverse.Field("extraDamages").GetValue<List<ExtraDamage>>();
if (originalExtraDamages != null)
{
newTraverse.Field("extraDamages").SetValue(new List<ExtraDamage>(originalExtraDamages));
}
}
catch (Exception ex)
{
Log.Warning($"Error copying projectile fields with Traverse: {ex}");
}
}
// 使用 Traverse 调用 Launch 方法
private void LaunchProjectileUsingTraverse(Projectile projectile, IntVec3 targetCell, Projectile originalProjectile)
{
try
{
Traverse projectileTraverse = Traverse.Create(projectile);
Traverse originalTraverse = Traverse.Create(originalProjectile);
// 获取 Launch 方法
var launchMethod = projectileTraverse.Method("Launch", new object[]
{
PawnOwner, // 发射者
PawnOwner.Position.ToVector3Shifted(), // 发射位置
new LocalTargetInfo(targetCell), // 目标位置
new LocalTargetInfo(targetCell), // 预期目标
originalProjectile.HitFlags, // 命中标志
originalTraverse.Field("preventFriendlyFire").GetValue<bool>(), // 防止友军伤害
originalTraverse.Field("equipment").GetValue<Thing>(), // 装备
originalTraverse.Field("targetCoverDef").GetValue<ThingDef>() // 目标覆盖定义
});
if (launchMethod.MethodExists())
{
launchMethod.GetValue();
}
else
{
Log.Error("Launch method not found using Traverse");
}
}
catch (Exception ex)
{
Log.Error($"Error launching projectile with Traverse: {ex}");
}
}
// 使用反射设置抛射体字段
private void SetProjectileFields(Projectile newProjectile, Projectile originalProjectile)
{
try
{
// 获取 Projectile 类型
Type projectileType = typeof(Projectile);
// 设置发射者
FieldInfo launcherField = projectileType.GetField("launcher", BindingFlags.Instance | BindingFlags.NonPublic);
launcherField?.SetValue(newProjectile, originalProjectile.Launcher);
// 设置装备
FieldInfo equipmentField = projectileType.GetField("equipment", BindingFlags.Instance | BindingFlags.NonPublic);
equipmentField?.SetValue(newProjectile, GetEquipment(originalProjectile));
// 设置装备定义
FieldInfo equipmentDefField = projectileType.GetField("equipmentDef", BindingFlags.Instance | BindingFlags.NonPublic);
equipmentDefField?.SetValue(newProjectile, GetEquipmentDef(originalProjectile));
// 设置伤害定义覆盖
FieldInfo damageDefOverrideField = projectileType.GetField("damageDefOverride", BindingFlags.Instance | BindingFlags.NonPublic);
damageDefOverrideField?.SetValue(newProjectile, GetDamageDefOverride(originalProjectile));
// 设置额外伤害
FieldInfo extraDamagesField = projectileType.GetField("extraDamages", BindingFlags.Instance | BindingFlags.NonPublic);
if (extraDamagesField != null)
{
List<ExtraDamage> originalExtraDamages = (List<ExtraDamage>)extraDamagesField.GetValue(originalProjectile);
if (originalExtraDamages != null)
{
List<ExtraDamage> newExtraDamages = new List<ExtraDamage>(originalExtraDamages);
extraDamagesField.SetValue(newProjectile, newExtraDamages);
}
}
// 设置目标覆盖定义
FieldInfo targetCoverDefField = projectileType.GetField("targetCoverDef", BindingFlags.Instance | BindingFlags.NonPublic);
targetCoverDefField?.SetValue(newProjectile, GetTargetCoverDef(originalProjectile));
}
catch (Exception ex)
{
Log.Warning($"Error setting projectile fields: {ex}");
}
}
// 使用反射调用 Launch 方法
private void LaunchProjectile(Projectile projectile, IntVec3 targetCell, Projectile originalProjectile)
{
try
{
Type projectileType = typeof(Projectile);
// 获取 Launch 方法
MethodInfo launchMethod = projectileType.GetMethod("Launch", new Type[]
{
typeof(Thing),
typeof(Vector3),
typeof(LocalTargetInfo),
typeof(LocalTargetInfo),
typeof(ProjectileHitFlags),
typeof(bool),
typeof(Thing),
typeof(ThingDef)
});
if (launchMethod != null)
{
// 获取原抛射体的命中标志
ProjectileHitFlags hitFlags = GetHitFlags(originalProjectile);
// 获取防止友军伤害设置
bool preventFriendlyFire = GetPreventFriendlyFire(originalProjectile);
// 调用 Launch 方法
launchMethod.Invoke(projectile, new object[]
{
PawnOwner, // 发射者改为护盾穿戴者
PawnOwner.Position.ToVector3Shifted(), // 发射位置
new LocalTargetInfo(targetCell), // 目标位置
new LocalTargetInfo(targetCell), // 预期目标
hitFlags,
preventFriendlyFire,
GetEquipment(originalProjectile), // 装备
GetTargetCoverDef(originalProjectile) // 目标覆盖定义
});
}
else
{
Log.Error("Could not find Launch method on Projectile");
}
}
catch (Exception ex)
{
Log.Error($"Error launching projectile: {ex}");
}
}
// 使用反射获取私有字段值
private Thing GetEquipment(Projectile projectile)
{
try
{
FieldInfo equipmentField = typeof(Projectile).GetField("equipment", BindingFlags.Instance | BindingFlags.NonPublic);
return (Thing)equipmentField?.GetValue(projectile);
}
catch
{
return null;
}
}
private ThingDef GetEquipmentDef(Projectile projectile)
{
try
{
FieldInfo equipmentDefField = typeof(Projectile).GetField("equipmentDef", BindingFlags.Instance | BindingFlags.NonPublic);
return (ThingDef)equipmentDefField?.GetValue(projectile);
}
catch
{
return null;
}
}
private DamageDef GetDamageDefOverride(Projectile projectile)
{
try
{
FieldInfo damageDefOverrideField = typeof(Projectile).GetField("damageDefOverride", BindingFlags.Instance | BindingFlags.NonPublic);
return (DamageDef)damageDefOverrideField?.GetValue(projectile);
}
catch
{
return null;
}
}
private ThingDef GetTargetCoverDef(Projectile projectile)
{
try
{
FieldInfo targetCoverDefField = typeof(Projectile).GetField("targetCoverDef", BindingFlags.Instance | BindingFlags.NonPublic);
return (ThingDef)targetCoverDefField?.GetValue(projectile);
}
catch
{
return null;
}
}
private ProjectileHitFlags GetHitFlags(Projectile projectile)
{
try
{
return projectile.HitFlags;
}
catch
{
return ProjectileHitFlags.All;
}
}
private bool GetPreventFriendlyFire(Projectile projectile)
{
try
{
FieldInfo preventFriendlyFireField = typeof(Projectile).GetField("preventFriendlyFire", BindingFlags.Instance | BindingFlags.NonPublic);
return preventFriendlyFireField != null && (bool)preventFriendlyFireField.GetValue(projectile);
}
catch
{
return false;
}
}
// 主要拦截方法
public bool TryInterceptProjectile(Projectile projectile, Thing hitThing)
{
@@ -156,8 +419,8 @@ namespace WulaFallenEmpire
}
}
// 反弹抛射体
BounceProjectile(projectile);
// 反弹抛射体 - 新方法:销毁原抛射体并创建新的
BounceProjectileNew(projectile);
}
catch (Exception ex)
{
@@ -165,61 +428,17 @@ namespace WulaFallenEmpire
}
}
private void BounceProjectile(Projectile projectile)
private Vector3 CalculateForwardBounceDirection()
{
try
{
if (projectile == null || projectile.Destroyed)
return;
// 计算反弹方向
Vector3 bounceDirection = CalculateBounceDirection(projectile);
// 使用 Traverse 修改抛射体方向
var traverse = Traverse.Create(projectile);
// 修改目的地 - 随机弹射
Vector3 newDestination = projectile.ExactPosition + bounceDirection * 30f;
traverse.Field("destination").SetValue(newDestination);
// 重置起点为当前位置
traverse.Field("origin").SetValue(projectile.ExactPosition);
// 重新计算飞行时间
float distance = (newDestination - projectile.ExactPosition).MagnitudeHorizontal();
int newTicks = Mathf.CeilToInt(distance / projectile.def.projectile.SpeedTilesPerTick);
traverse.Field("ticksToImpact").SetValue(newTicks);
// 播放反弹效果
PlayBounceEffect(projectile);
Log.Message($"[Interceptor] Projectile bounced towards {bounceDirection}");
}
catch (Exception ex)
{
Log.Error($"Error in BounceProjectile: {ex}");
}
}
private Vector3 CalculateBounceDirection(Projectile projectile)
{
// 如果有发射者,尝试弹向发射者
if (projectile.Launcher != null && projectile.Launcher.Spawned)
{
try
{
Vector3 toLauncher = (projectile.Launcher.Position.ToVector3() - projectile.ExactPosition).normalized;
return toLauncher;
}
catch
{
// 如果计算失败,使用随机方向
}
}
// 随机弹射方向
float angle = Rand.Range(0f, 360f);
return Quaternion.AngleAxis(angle, Vector3.up) * Vector3.forward;
// 获取穿戴者的朝向
float pawnRotation = PawnOwner.Rotation.AsAngle;
// 添加一些随机偏移,使反弹更自然
float randomOffset = Rand.Range(-30f, 30f);
float finalAngle = pawnRotation + randomOffset;
// 转换为方向向量
return Quaternion.AngleAxis(finalAngle, Vector3.up) * Vector3.forward;
}
private void PlayBounceEffect(Projectile projectile)