整理一下
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194
Source/WulaFallenEmpire/Projectiles/Projectile_CruiseMissile.cs
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194
Source/WulaFallenEmpire/Projectiles/Projectile_CruiseMissile.cs
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using RimWorld;
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using System.Collections.Generic;
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using System.Linq;
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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 CruiseMissileProperties : DefModExtension
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{
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public DamageDef customDamageDef;
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public int customDamageAmount = 5;
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public float customExplosionRadius = 1.1f;
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public SoundDef customSoundExplode;
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public bool useSubExplosions = true;
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public int subExplosionCount = 3;
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public float subExplosionRadius = 1.9f;
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public int subExplosionDamage = 30;
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public float subExplosionSpread = 6f;
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public DamageDef subDamageDef;
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public SoundDef subSoundExplode;
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// 新增的弹道配置参数
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public float bezierArcHeightFactor = 0.05f; // 贝塞尔曲线高度因子
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public float bezierMinArcHeight = 2f; // 贝塞尔曲线最小高度
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public float bezierMaxArcHeight = 6f; // 贝塞尔曲线最大高度
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public float bezierHorizontalOffsetFactor = 0.1f; // 贝塞尔曲线水平偏移因子
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public float bezierSideOffsetFactor = 0.2f; // 贝塞尔曲线侧向偏移因子
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public float bezierRandomOffsetScale = 0.5f; // 贝塞尔曲线随机偏移缩放
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}
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public class Projectile_CruiseMissile : Projectile_Explosive
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{
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private CruiseMissileProperties settings;
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private bool flag2;
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private Vector3 Randdd;
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private Vector3 position2;
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public Vector3 ExPos;
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public override void SpawnSetup(Map map, bool respawningAfterLoad)
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{
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base.SpawnSetup(map, respawningAfterLoad);
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settings = def.GetModExtension<CruiseMissileProperties>() ?? new CruiseMissileProperties();
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}
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private void RandFactor()
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{
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// 调整随机范围,用于控制C形弹道的随机偏移
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Randdd = new Vector3(
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Rand.Range(-settings.bezierRandomOffsetScale, settings.bezierRandomOffsetScale), // X轴的随机偏移
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Rand.Range(0f, 0f), // Y轴(高度)不进行随机,保持平稳
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Rand.Range(-settings.bezierRandomOffsetScale, settings.bezierRandomOffsetScale) // Z轴的随机偏移
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);
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flag2 = true;
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}
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public Vector3 BPos(float t)
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{
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if (!flag2) RandFactor();
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// 计算水平距离
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float horizontalDistance = Vector3.Distance(new Vector3(origin.x, 0, origin.z),
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new Vector3(destination.x, 0, destination.z));
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// 动态调整控制点高度,使其更扁平,使用XML配置的高度因子
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float arcHeight = Mathf.Clamp(horizontalDistance * settings.bezierArcHeightFactor, settings.bezierMinArcHeight, settings.bezierMaxArcHeight);
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// 计算从起点到终点的方向向量
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Vector3 direction = (destination - origin).normalized;
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// 计算垂直于方向向量的水平向量(用于侧向偏移),确保C形弯曲方向一致
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Vector3 perpendicularDirection = Vector3.Cross(direction, Vector3.up).normalized;
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// 调整控制点以形成扁平 C 形,使用XML配置的偏移因子
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// P1: 在起点附近,向前偏移,向上偏移,并向一侧偏移
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Vector3 p1 = origin + direction * horizontalDistance * settings.bezierHorizontalOffsetFactor + Vector3.up * arcHeight + perpendicularDirection * horizontalDistance * settings.bezierSideOffsetFactor + Randdd;
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// P2: 在终点附近,向后偏移,向上偏移,并向同一侧偏移
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Vector3 p2 = destination - direction * horizontalDistance * settings.bezierHorizontalOffsetFactor + Vector3.up * arcHeight + perpendicularDirection * horizontalDistance * settings.bezierSideOffsetFactor + Randdd;
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return BezierCurve(origin, p1, p2, destination, t);
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}
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private Vector3 BezierCurve(Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, float t)
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{
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float u = 1 - t;
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return u * u * u * p0
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+ 3 * u * u * t * p1
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+ 3 * u * t * t * p2
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+ t * t * t * p3;
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}
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private IEnumerable<IntVec3> GetValidCells(Map map)
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{
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if (map == null || settings == null) yield break;
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var cells = GenRadial.RadialCellsAround(
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base.Position,
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settings.subExplosionSpread,
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false
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).Where(c => c.InBounds(map));
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var randomizedCells = cells.InRandomOrder().Take(settings.subExplosionCount);
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foreach (var cell in randomizedCells)
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{
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yield return cell;
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}
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}
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protected override void Impact(Thing hitThing, bool blockedByShield = false)
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{
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var map = base.Map;
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base.Impact(hitThing, blockedByShield);
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DoExplosion(
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base.Position,
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map,
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settings.customExplosionRadius,
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settings.customDamageDef,
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settings.customDamageAmount,
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settings.customSoundExplode
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);
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if (settings.useSubExplosions)
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{
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foreach (var cell in GetValidCells(map))
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{
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DoExplosion(
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cell,
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map,
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settings.subExplosionRadius,
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settings.subDamageDef,
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settings.subExplosionDamage,
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settings.subSoundExplode
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);
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}
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}
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}
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private void DoExplosion(IntVec3 pos, Map map, float radius, DamageDef dmgDef, int dmgAmount, SoundDef sound)
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{
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GenExplosion.DoExplosion(
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pos,
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map,
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radius,
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dmgDef,
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launcher,
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dmgAmount,
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ArmorPenetration,
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sound
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);
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}
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protected override void DrawAt(Vector3 position, bool flip = false)
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{
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position2 = BPos(DistanceCoveredFraction - 0.01f);
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ExPos = position = BPos(DistanceCoveredFraction);
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base.DrawAt(position, flip);
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}
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protected override void Tick()
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{
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if (intendedTarget.Thing is Pawn pawn && pawn.Spawned && !pawn.Destroyed)
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{
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if ((pawn.Dead || pawn.Downed) && DistanceCoveredFraction < 0.6f)
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{
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FindNextTarget(pawn.DrawPos);
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}
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destination = pawn.DrawPos;
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}
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base.Tick();
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}
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private void FindNextTarget(Vector3 center)
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{
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var map = base.Map;
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if (map == null) return;
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foreach (IntVec3 cell in GenRadial.RadialCellsAround(IntVec3.FromVector3(center), 7f, true))
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{
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if (!cell.InBounds(map)) continue;
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Pawn target = cell.GetFirstPawn(map);
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if (target != null && target.Faction.HostileTo(launcher?.Faction))
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{
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intendedTarget = target;
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return;
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}
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}
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intendedTarget = CellRect.CenteredOn(IntVec3.FromVector3(center), 7).RandomCell;
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}
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}
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}
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