2
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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;
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// 检查是否可以命中目标
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if (!AttackVerb.CanHitTarget(manualTarget))
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return false;
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// 检查目标是否还活着(如果是生物)
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if (manualTarget.Thing is Pawn targetPawn && (targetPawn.Dead || targetPawn.Downed))
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return false;
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// 检查目标是否被摧毁(如果是建筑)
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if (manualTarget.Thing != null && manualTarget.Thing.Destroyed)
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return false;
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return true;
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}
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}
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// 简化的Gizmos - 只有设置目标和清除目标按钮
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public override IEnumerable<Gizmo> CompGetGizmos()
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{
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// 只有 pawn 被选中且是玩家派系时才显示按钮
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if (this.Pawn.Faction == Faction.OfPlayer && Find.Selector.IsSelected(this.Pawn))
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{
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// 原有开关按钮
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yield return new Command_Toggle
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{
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defaultLabel = "CommandToggleTurret".Translate(),
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defaultDesc = "CommandToggleTurretDesc".Translate(),
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icon = ContentFinder<Texture2D>.Get("UI/Gizmos/ToggleTurret"),
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isActive = () => TurretEnabled,
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toggleAction = () => TurretEnabled = !TurretEnabled,
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hotKey = KeyBindingDefOf.Misc1
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};
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// 设置目标按钮
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yield return new Command_Action
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{
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defaultLabel = "CommandSetTarget".Translate(),
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defaultDesc = "CommandSetTargetDesc".Translate(),
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icon = ContentFinder<Texture2D>.Get("UI/Gizmos/SetTarget"),
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action = () =>
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{
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Find.Targeter.BeginTargeting(
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CreateTargetingParameters(),
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delegate (LocalTargetInfo target)
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{
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VolleyTargetManager.SetVolleyTarget(Pawn, target);
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},
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Pawn, // caster 参数
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null, // actionWhenFinished
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null, // mouseAttachment
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true // requiresCastedSelected
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);
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},
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hotKey = KeyBindingDefOf.Misc2
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};
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// 清除目标按钮(只在有手动目标时显示)
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LocalTargetInfo currentTarget = VolleyTargetManager.GetVolleyTarget(Pawn);
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if (currentTarget.IsValid)
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{
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yield return new Command_Action
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{
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defaultLabel = "CommandClearTarget".Translate(),
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defaultDesc = "CommandClearTargetDesc".Translate(),
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icon = ContentFinder<Texture2D>.Get("UI/Gizmos/ClearTarget"),
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action = () => VolleyTargetManager.ClearVolleyTarget(Pawn),
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hotKey = KeyBindingDefOf.Misc3
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};
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}
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}
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}
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// 创建目标参数
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private TargetingParameters CreateTargetingParameters()
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{
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return TargetingParameters.ForThing();
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}
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// 在提示中显示目标状态
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public override string CompTipStringExtra
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{
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get
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{
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string baseString = base.CompTipStringExtra;
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string turretStatus = TurretEnabled ? "Turret: Active" : "Turret: Inactive";
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string targetStatus = "Manual Target: ";
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LocalTargetInfo manualTarget = VolleyTargetManager.GetVolleyTarget(Pawn);
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if (manualTarget.IsValid)
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{
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targetStatus += $"{manualTarget.Thing?.LabelCap ?? manualTarget.Cell.ToString()}";
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if (!CanAttackManualTarget)
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{
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targetStatus += " (Unreachable)";
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}
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}
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else
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{
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targetStatus += "None";
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}
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string result = turretStatus + "\n" + targetStatus;
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return string.IsNullOrEmpty(baseString) ? result : baseString + "\n" + result;
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}
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}
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// 新增:炮塔启用状态
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public bool TurretEnabled
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{
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@@ -190,60 +384,6 @@ namespace WulaFallenEmpire
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};
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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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// 新增:只在启用状态下执行攻击逻辑
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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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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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this.AttackVerb.TryStartCastOn(this.currentTarget, false, true, false, true);
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this.lastAttackTargetTick = Find.TickManager.TicksGame;
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this.lastAttackedTarget = this.currentTarget;
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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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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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this.ResetCurrentTarget();
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}
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}
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}
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}
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private void ResetCurrentTarget()
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{
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this.currentTarget = LocalTargetInfo.Invalid;
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@@ -273,35 +413,6 @@ namespace WulaFallenEmpire
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}
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}
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// 新增:实现 Gizmo 接口
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public override IEnumerable<Gizmo> CompGetGizmos()
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{
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// 只有 pawn 被选中且是玩家派系时才显示按钮
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if (this.Pawn.Faction == Faction.OfPlayer && Find.Selector.IsSelected(this.Pawn))
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{
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yield return new Command_Toggle
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{
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defaultLabel = "CommandToggleTurret".Translate(),
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defaultDesc = "CommandToggleTurretDesc".Translate(),
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icon = ContentFinder<Texture2D>.Get("UI/Gizmos/ToggleTurret"),
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isActive = () => TurretEnabled,
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toggleAction = () => TurretEnabled = !TurretEnabled,
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hotKey = KeyBindingDefOf.Misc1
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};
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}
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}
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// 新增:在绘制时显示状态
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public override string CompTipStringExtra
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{
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get
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{
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string baseString = base.CompTipStringExtra;
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string status = TurretEnabled ? "Turret: Active" : "Turret: Inactive";
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return string.IsNullOrEmpty(baseString) ? status : baseString + "\n" + status;
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}
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}
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private const int StartShootIntervalTicks = 10;
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private static readonly CachedTexture ToggleTurretIcon = new CachedTexture("UI/Gizmos/ToggleTurret");
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@@ -15,6 +15,8 @@ namespace WulaFallenEmpire
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volleyTargets[pawn] = target;
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volleyEnabled[pawn] = target.IsValid;
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Log.Message($"Set volley target for {pawn.Label}: {target.Thing?.Label ?? target.Cell.ToString()}");
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}
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public static void ClearVolleyTarget(Pawn pawn)
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@@ -23,6 +25,8 @@ namespace WulaFallenEmpire
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volleyTargets.Remove(pawn);
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volleyEnabled.Remove(pawn);
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Log.Message($"Cleared volley target for {pawn.Label}");
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}
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public static LocalTargetInfo GetVolleyTarget(Pawn pawn)
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@@ -48,11 +52,36 @@ namespace WulaFallenEmpire
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bool current = IsVolleyEnabled(pawn);
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volleyEnabled[pawn] = !current;
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Log.Message($"Toggled volley for {pawn.Label}: {!current}");
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// 如果禁用齐射,清除目标
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if (!volleyEnabled[pawn])
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{
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ClearVolleyTarget(pawn);
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}
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}
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// 新增:检查齐射目标是否仍然有效
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public static bool IsVolleyTargetValid(Pawn pawn)
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{
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if (!IsVolleyEnabled(pawn))
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return false;
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LocalTargetInfo target = GetVolleyTarget(pawn);
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if (!target.IsValid)
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return false;
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// 检查目标是否还活着/存在
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if (target.Thing != null)
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{
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if (target.Thing.Destroyed)
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return false;
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if (target.Thing is Pawn targetPawn && (targetPawn.Dead || targetPawn.Downed))
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return false;
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}
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return true;
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}
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}
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}
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