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

@@ -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)