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This commit is contained in:
@@ -0,0 +1,338 @@
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using System.Collections.Generic;
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using RimWorld;
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using UnityEngine;
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using Verse;
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namespace WulaFallenEmpire
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{
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public class CompAbilityEffect_AreaDestruction : CompAbilityEffect
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{
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private readonly List<IntVec3> tmpCells = new List<IntVec3>();
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private readonly List<Thing> tmpThings = new List<Thing>();
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private new CompProperties_AbilityAreaDestruction Props => (CompProperties_AbilityAreaDestruction)props;
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private Pawn Pawn => parent.pawn;
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public override void Apply(LocalTargetInfo target, LocalTargetInfo dest)
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{
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base.Apply(target, dest);
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Map map = parent.pawn.MapHeld;
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if (map == null) return;
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// 获取扇形区域内的所有单元格
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List<IntVec3> affectedCells = AffectedCells(target);
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// 记录所有被影响的目标
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List<Thing> affectedTargets = new List<Thing>();
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foreach (IntVec3 cell in affectedCells)
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{
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if (!cell.InBounds(map)) continue;
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// 处理该单元格中的所有事物
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tmpThings.Clear();
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tmpThings.AddRange(cell.GetThingList(map));
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foreach (Thing thing in tmpThings)
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{
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if (thing == null || thing.Destroyed) continue;
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// 检查是否应该影响这个目标
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if (!ShouldAffectThing(thing)) continue;
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// 添加到受影响目标列表
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if (!affectedTargets.Contains(thing))
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{
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affectedTargets.Add(thing);
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}
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// 根据事物类型进行处理
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if (thing is Building building)
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{
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DestroyBuilding(building);
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}
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else if (thing is Pawn targetPawn)
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{
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DestroyAllBodyParts(targetPawn);
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}
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}
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}
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// 为每个受影响的目标播放命中效果器
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foreach (Thing affectedThing in affectedTargets)
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{
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PlayHitEffecter(affectedThing, map);
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}
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// 播放主要效果
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if (Props.effecterDef != null)
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{
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Props.effecterDef.Spawn(target.Cell, map).Cleanup();
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}
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}
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private void PlayHitEffecter(Thing target, Map map)
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{
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try
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{
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if (Props.hitEffecter == null) return;
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if (target == null || target.Destroyed) return;
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// 创建效果器
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Effecter effecter = Props.hitEffecter.Spawn();
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// 计算效果器方向(从目标指向施法者)
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TargetInfo targetInfo = new TargetInfo(target.Position, map, false);
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TargetInfo casterInfo = new TargetInfo(Pawn.Position, map, false);
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// 触发效果器,方向朝向施法者
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effecter.Trigger(targetInfo, casterInfo);
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// 如果效果器需要持续维护,添加到维护列表
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if (Props.hitEffecter.maintainTicks > 0)
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{
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map.effecterMaintainer.AddEffecterToMaintain(effecter, target, Props.hitEffecter.maintainTicks);
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}
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else
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{
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// 否则在适当时间后清理
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LongEventHandler.ExecuteWhenFinished(delegate
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{
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effecter.Cleanup();
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});
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}
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Log.Message($"[AreaDestruction] Played hit effecter on {target.Label} at {target.Position}");
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}
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catch (System.Exception ex)
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{
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Log.Warning($"[AreaDestruction] Error playing hit effecter on {target?.Label}: {ex.Message}");
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}
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}
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private bool ShouldAffectThing(Thing thing)
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{
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// 检查是否影响施法者自己
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if (thing == Pawn && !Props.affectCaster)
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return false;
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// 检查是否影响友方单位
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if (thing is Pawn targetPawn && targetPawn.Faction != null)
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{
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if (!Props.affectAllies && targetPawn.Faction == Pawn.Faction)
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return false;
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// 不攻击囚犯(除非设置影响友方)
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if (targetPawn.IsPrisoner && targetPawn.HostFaction == Pawn.Faction && !Props.affectAllies)
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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 void DestroyBuilding(Building building)
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{
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try
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{
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if (building.Destroyed || !building.Spawned) return;
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// 记录建筑信息用于日志
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string buildingInfo = $"{building.Label} at {building.Position}";
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// 直接销毁建筑
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building.Destroy(DestroyMode.Vanish);
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Log.Message($"[AreaDestruction] Destroyed building: {buildingInfo}");
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}
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catch (System.Exception ex)
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{
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Log.Warning($"[AreaDestruction] Error destroying building {building?.Label}: {ex.Message}");
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}
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}
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private void DestroyAllBodyParts(Pawn targetPawn)
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{
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try
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{
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if (targetPawn.Destroyed || !targetPawn.Spawned || targetPawn.Dead) return;
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// 记录pawn信息
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string pawnInfo = $"{targetPawn.Label} at {targetPawn.Position}";
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// 获取所有身体部位(不包括核心部位如躯干、头部)
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var bodyPartRecords = targetPawn.def.race.body.AllParts;
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int partsDestroyed = 0;
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foreach (var bodyPartRecord in bodyPartRecords)
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{
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// 跳过核心部位以避免立即死亡(可选,根据需求调整)
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if (IsCoreBodyPart(bodyPartRecord)) continue;
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// 检查该部位是否已经缺失
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if (!targetPawn.health.hediffSet.PartIsMissing(bodyPartRecord))
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{
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// 添加缺失部位hediff
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targetPawn.health.AddHediff(HediffDefOf.MissingBodyPart, bodyPartRecord);
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partsDestroyed++;
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}
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}
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// 如果摧毁了任何部位,检查是否应该杀死pawn
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if (partsDestroyed > 0)
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{
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// 检查pawn是否还"活着"(没有核心部位缺失时可能还能存活)
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CheckPawnViability(targetPawn);
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Log.Message($"[AreaDestruction] Destroyed {partsDestroyed} body parts on {pawnInfo}");
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}
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}
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catch (System.Exception ex)
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{
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Log.Warning($"[AreaDestruction] Error destroying body parts on {targetPawn?.Label}: {ex.Message}");
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}
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}
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private bool IsCoreBodyPart(BodyPartRecord bodyPart)
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{
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// 定义核心部位,这些部位缺失会导致立即死亡
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return bodyPart.def.tags.Contains(BodyPartTagDefOf.ConsciousnessSource) || // 大脑
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bodyPart.def.tags.Contains(BodyPartTagDefOf.BloodPumpingSource) || // 心脏
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bodyPart.def == BodyPartDefOf.Torso; // 躯干
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}
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private void CheckPawnViability(Pawn pawn)
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{
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// 检查pawn是否还能存活
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if (pawn.Dead) return;
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// 如果失去了所有肢体,pawn可能会倒下但不会立即死亡
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bool hasAnyLimbs = false;
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var allParts = pawn.def.race.body.AllParts;
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foreach (var part in allParts)
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{
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if ((part.def.tags.Contains(BodyPartTagDefOf.MovingLimbCore) ||
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part.def.tags.Contains(BodyPartTagDefOf.ManipulationLimbCore)) &&
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!pawn.health.hediffSet.PartIsMissing(part))
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{
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hasAnyLimbs = true;
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break;
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}
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}
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// 如果没有肢体了,让pawn倒下
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if (!hasAnyLimbs && pawn.health.capacities.CapableOf(PawnCapacityDefOf.Moving))
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{
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pawn.health.forceDowned = true;
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pawn.health.CheckForStateChange(null, null);
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}
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}
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public override IEnumerable<PreCastAction> GetPreCastActions()
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{
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if (Props.effecterDef != null)
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{
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yield return new PreCastAction
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{
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action = delegate(LocalTargetInfo a, LocalTargetInfo b)
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{
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parent.AddEffecterToMaintain(Props.effecterDef.Spawn(parent.pawn.Position, a.Cell, parent.pawn.Map),
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Pawn.Position, a.Cell, 17, Pawn.MapHeld);
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},
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ticksAwayFromCast = 17
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};
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}
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}
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public override void DrawEffectPreview(LocalTargetInfo target)
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{
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GenDraw.DrawFieldEdges(AffectedCells(target), Color.red);
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}
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public override bool AICanTargetNow(LocalTargetInfo target)
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{
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if (Pawn.Faction != null && !Props.affectAllies)
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{
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foreach (IntVec3 cell in AffectedCells(target))
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{
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List<Thing> thingList = cell.GetThingList(Pawn.Map);
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for (int i = 0; i < thingList.Count; i++)
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{
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if (thingList[i].Faction == Pawn.Faction)
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{
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return false;
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}
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}
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}
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}
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return true;
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}
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private List<IntVec3> AffectedCells(LocalTargetInfo target)
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{
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tmpCells.Clear();
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Vector3 casterPos = Pawn.Position.ToVector3Shifted().Yto0();
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IntVec3 targetCell = target.Cell.ClampInsideMap(Pawn.Map);
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if (Pawn.Position == targetCell)
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{
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return tmpCells;
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}
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float distance = (targetCell - Pawn.Position).LengthHorizontal;
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float xRatio = (float)(targetCell.x - Pawn.Position.x) / distance;
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float zRatio = (float)(targetCell.z - Pawn.Position.z) / distance;
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// 计算扇形末端位置
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targetCell.x = Mathf.RoundToInt((float)Pawn.Position.x + xRatio * Props.range);
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targetCell.z = Mathf.RoundToInt((float)Pawn.Position.z + zRatio * Props.range);
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float targetAngle = Vector3.SignedAngle(targetCell.ToVector3Shifted().Yto0() - casterPos, Vector3.right, Vector3.up);
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float halfWidth = Props.lineWidthEnd / 2f;
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float coneLength = Mathf.Sqrt(Mathf.Pow((targetCell - Pawn.Position).LengthHorizontal, 2f) + Mathf.Pow(halfWidth, 2f));
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float coneAngle = 57.29578f * Mathf.Asin(halfWidth / coneLength);
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// 遍历范围内的所有单元格
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int radialCellCount = GenRadial.NumCellsInRadius(Props.range);
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for (int i = 0; i < radialCellCount; i++)
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{
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IntVec3 cell = Pawn.Position + GenRadial.RadialPattern[i];
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if (CanUseCell(cell) &&
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Mathf.Abs(Mathf.DeltaAngle(Vector3.SignedAngle(cell.ToVector3Shifted().Yto0() - casterPos, Vector3.right, Vector3.up), targetAngle)) <= coneAngle)
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{
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tmpCells.Add(cell);
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}
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}
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// 添加从施法者到目标直线上的单元格
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List<IntVec3> lineCells = GenSight.BresenhamCellsBetween(Pawn.Position, targetCell);
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for (int j = 0; j < lineCells.Count; j++)
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{
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IntVec3 lineCell = lineCells[j];
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if (!tmpCells.Contains(lineCell) && CanUseCell(lineCell))
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{
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tmpCells.Add(lineCell);
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}
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}
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return tmpCells;
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bool CanUseCell(IntVec3 c)
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{
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if (!c.InBounds(Pawn.Map))
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return false;
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if (c == Pawn.Position && !Props.affectCaster)
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return false;
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if (!Props.canHitFilledCells && c.Filled(Pawn.Map))
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return false;
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if (!c.InHorDistOf(Pawn.Position, Props.range))
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return false;
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ShootLine resultingLine;
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return parent.verb.TryFindShootLineFromTo(Pawn.Position, c, out resultingLine);
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}
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}
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}
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}
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@@ -0,0 +1,27 @@
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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_AbilityAreaDestruction : CompProperties_AbilityEffect
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{
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public float range;
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public float lineWidthEnd;
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public EffecterDef effecterDef;
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public bool canHitFilledCells;
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// 新增:命中效果器
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public EffecterDef hitEffecter;
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// 新增:是否影响友方单位
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public bool affectAllies = false;
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// 新增:是否影响施法者自己
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public bool affectCaster = false;
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public CompProperties_AbilityAreaDestruction()
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{
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compClass = typeof(CompAbilityEffect_AreaDestruction);
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}
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}
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}
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@@ -82,7 +82,7 @@ namespace WulaFallenEmpire.HarmonyPatches
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return result;
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}
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// 清理反弹计数 - 修复:使用 Thing 的 Destroy 方法
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// 清理反弹计数
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[HarmonyPatch(typeof(Thing), "Destroy")]
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public static class Thing_Destroy_Patch
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{
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@@ -87,6 +87,200 @@ namespace WulaFallenEmpire
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}
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}
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public override void CompPostTick(ref float severityAdjustment)
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{
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base.CompPostTick(ref severityAdjustment);
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if (!TurretEnabled)
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{
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ResetCurrentTarget();
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return;
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}
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if (!this.CanShoot)
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{
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return;
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}
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// 优先处理手动目标
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if (HasManualTarget && CanAttackManualTarget)
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{
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LocalTargetInfo manualTarget = VolleyTargetManager.GetVolleyTarget(Pawn);
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this.currentTarget = manualTarget;
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this.curRotation = (manualTarget.Cell.ToVector3Shifted() - this.Pawn.DrawPos).AngleFlat() + this.Props.angleOffset;
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}
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else if (this.currentTarget.IsValid)
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{
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this.curRotation = (this.currentTarget.Cell.ToVector3Shifted() - this.Pawn.DrawPos).AngleFlat() + this.Props.angleOffset;
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}
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this.AttackVerb.VerbTick();
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if (this.AttackVerb.state != VerbState.Bursting)
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{
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if (this.WarmingUp)
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{
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this.burstWarmupTicksLeft--;
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if (this.burstWarmupTicksLeft == 0)
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{
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bool attackSuccess = this.AttackVerb.TryStartCastOn(this.currentTarget, false, true, false, true);
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if (attackSuccess)
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{
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this.lastAttackTargetTick = Find.TickManager.TicksGame;
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this.lastAttackedTarget = this.currentTarget;
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}
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else
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{
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// 如果手动攻击失败且目标无效,清除手动目标
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if (HasManualTarget && !CanAttackManualTarget)
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{
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VolleyTargetManager.ClearVolleyTarget(Pawn);
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}
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}
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return;
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}
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}
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else
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{
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if (this.burstCooldownTicksLeft > 0)
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{
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this.burstCooldownTicksLeft--;
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}
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if (this.burstCooldownTicksLeft <= 0 && this.Pawn.IsHashIntervalTick(10))
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{
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// 如果手动目标无效,清除它
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if (HasManualTarget && !CanAttackManualTarget)
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{
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VolleyTargetManager.ClearVolleyTarget(Pawn);
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}
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// 只有在没有有效的手动目标时才寻找新目标
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if (!HasManualTarget || !CanAttackManualTarget)
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{
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this.currentTarget = (Thing)AttackTargetFinder.BestShootTargetFromCurrentPosition(this, TargetScanFlags.NeedThreat | TargetScanFlags.NeedAutoTargetable, null, 0f, 9999f);
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if (this.currentTarget.IsValid)
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{
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this.burstWarmupTicksLeft = 1;
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return;
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}
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}
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this.ResetCurrentTarget();
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}
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}
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}
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}
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// 检查是否有手动目标
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private bool HasManualTarget
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{
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get
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{
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LocalTargetInfo manualTarget = VolleyTargetManager.GetVolleyTarget(Pawn);
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return manualTarget.IsValid;
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}
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}
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// 检查是否可以攻击手动目标
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private bool CanAttackManualTarget
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{
|
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get
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{
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LocalTargetInfo manualTarget = VolleyTargetManager.GetVolleyTarget(Pawn);
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if (!manualTarget.IsValid)
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return false;
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// 检查目标是否在射程内
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float distance = Pawn.Position.DistanceTo(manualTarget.Cell);
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if (distance > AttackVerb.verbProps.range)
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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");
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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)
|
||||
|
||||
Reference in New Issue
Block a user