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

View File

@@ -0,0 +1,338 @@
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)