整理一下
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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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// Final, robust extension class for configuring path-based penetration.
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public class Wula_PathPierce_Extension : DefModExtension
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{
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// Set to a positive number for limited hits, or -1 for infinite penetration.
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public int maxHits = 3;
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// The percentage of damage lost per hit. 0.25 means 25% damage loss per hit.
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public float damageFalloff = 0.25f;
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// If true, this projectile will never cause friendly fire, regardless of game settings.
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public bool preventFriendlyFire = false;
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public FleckDef tailFleckDef; // 用于配置拖尾特效的 FleckDef
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public int fleckDelayTicks = 10; // 拖尾特效延迟生成时间(tick)
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}
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public class Projectile_WulaLineAttack : Bullet
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{
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private int hitCounter = 0;
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private List<Thing> alreadyDamaged = new List<Thing>();
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private Vector3 lastTickPosition;
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private int Fleck_MakeFleckTick; // 拖尾特效的计时器
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public int Fleck_MakeFleckTickMax = 1; // 拖尾特效的生成频率
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public IntRange Fleck_MakeFleckNum = new IntRange(1, 1); // 每次生成的粒子数量
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public FloatRange Fleck_Angle = new FloatRange(-180f, 180f); // 粒子角度
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public FloatRange Fleck_Scale = new FloatRange(1f, 1f); // 粒子大小
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public FloatRange Fleck_Speed = new FloatRange(0f, 0f); // 粒子速度
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public FloatRange Fleck_Rotation = new FloatRange(-180f, 180f); // 粒子旋转
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private Wula_PathPierce_Extension Props => def.GetModExtension<Wula_PathPierce_Extension>();
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public override void ExposeData()
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{
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base.ExposeData();
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Scribe_Values.Look(ref hitCounter, "hitCounter", 0);
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Scribe_Collections.Look(ref alreadyDamaged, "alreadyDamaged", LookMode.Reference);
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Scribe_Values.Look(ref lastTickPosition, "lastTickPosition");
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if (alreadyDamaged == null)
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{
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alreadyDamaged = new List<Thing>();
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}
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}
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public override void Launch(Thing launcher, Vector3 origin, LocalTargetInfo usedTarget, LocalTargetInfo intendedTarget, ProjectileHitFlags hitFlags, bool preventFriendlyFire = false, Thing equipment = null, ThingDef targetCoverDef = null)
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{
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base.Launch(launcher, origin, usedTarget, intendedTarget, hitFlags, preventFriendlyFire, equipment, targetCoverDef);
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this.lastTickPosition = origin;
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this.alreadyDamaged.Clear();
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this.hitCounter = 0;
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// Friendly fire is prevented if EITHER the game setting is true OR the XML extension is true.
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this.preventFriendlyFire = preventFriendlyFire || (Props?.preventFriendlyFire ?? false);
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}
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protected override void Tick()
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{
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Vector3 startPos = this.lastTickPosition;
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base.Tick();
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if (this.Destroyed) return;
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this.Fleck_MakeFleckTick++;
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// 只有当达到延迟时间后才开始生成Fleck
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if (this.Fleck_MakeFleckTick >= Props.fleckDelayTicks)
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{
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if (this.Fleck_MakeFleckTick >= (Props.fleckDelayTicks + this.Fleck_MakeFleckTickMax))
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{
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this.Fleck_MakeFleckTick = Props.fleckDelayTicks; // 重置计时器,从延迟时间开始循环
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}
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Map map = base.Map;
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int randomInRange = this.Fleck_MakeFleckNum.RandomInRange;
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Vector3 currentPosition = this.ExactPosition; // Current position of the bullet
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Vector3 previousPosition = this.lastTickPosition; // Previous position of the bullet
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for (int i = 0; i < randomInRange; i++)
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{
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float currentBulletAngle = ExactRotation.eulerAngles.y; // 使用子弹当前的水平旋转角度
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float fleckRotationAngle = currentBulletAngle; // Fleck 的旋转角度与子弹方向一致
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float velocityAngle = this.Fleck_Angle.RandomInRange + currentBulletAngle; // Fleck 的速度角度基于子弹方向加上随机偏移
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float randomInRange2 = this.Fleck_Scale.RandomInRange;
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float randomInRange3 = this.Fleck_Speed.RandomInRange;
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if (Props?.tailFleckDef != null)
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{
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FleckCreationData dataStatic = FleckMaker.GetDataStatic(currentPosition, map, Props.tailFleckDef, randomInRange2);
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dataStatic.rotation = fleckRotationAngle;
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dataStatic.rotationRate = this.Fleck_Rotation.RandomInRange;
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dataStatic.velocityAngle = velocityAngle;
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dataStatic.velocitySpeed = randomInRange3;
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map.flecks.CreateFleck(dataStatic);
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}
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}
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}
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if (this.Destroyed) return;
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Vector3 endPos = this.ExactPosition;
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CheckPathForDamage(startPos, endPos);
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this.lastTickPosition = endPos;
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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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CheckPathForDamage(lastTickPosition, this.ExactPosition);
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if (hitThing != null && alreadyDamaged.Contains(hitThing))
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{
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base.Impact(null, blockedByShield);
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}
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else
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{
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base.Impact(hitThing, blockedByShield);
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}
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}
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private void CheckPathForDamage(Vector3 startPos, Vector3 endPos)
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{
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if (startPos == endPos) return;
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int maxHits = Props?.maxHits ?? 1;
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bool infinitePenetration = maxHits < 0;
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if (!infinitePenetration && hitCounter >= maxHits) return;
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Map map = this.Map;
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float distance = Vector3.Distance(startPos, endPos);
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Vector3 direction = (endPos - startPos).normalized;
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for (float i = 0; i < distance; i += 0.8f)
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{
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if (!infinitePenetration && hitCounter >= maxHits) break;
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Vector3 checkPos = startPos + direction * i;
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var thingsInCell = new HashSet<Thing>(map.thingGrid.ThingsListAt(checkPos.ToIntVec3()));
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foreach (Thing thing in thingsInCell)
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{
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if (thing is Pawn pawn && pawn != this.launcher && !alreadyDamaged.Contains(pawn))
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{
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bool shouldDamage = false;
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// Case 1: Always damage the intended target if it's a pawn. This allows hunting.
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if (this.intendedTarget.Thing == pawn)
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{
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shouldDamage = true;
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}
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// Case 2: Always damage hostile pawns in the path.
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else if (pawn.HostileTo(this.launcher))
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{
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shouldDamage = true;
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}
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// Case 3: Damage non-hostiles (friendlies, neutrals) if the shot itself isn't marked to prevent friendly fire.
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else if (!this.preventFriendlyFire)
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{
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shouldDamage = true;
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}
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if (shouldDamage)
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{
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ApplyPathDamage(pawn);
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if (!infinitePenetration && hitCounter >= maxHits) break;
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}
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}
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}
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}
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}
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private void ApplyPathDamage(Pawn pawn)
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{
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Wula_PathPierce_Extension props = Props;
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float falloff = props?.damageFalloff ?? 0.25f;
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// Damage falloff now applies universally, even for infinite penetration.
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float damageMultiplier = Mathf.Pow(1f - falloff, hitCounter);
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int damageAmount = (int)(this.DamageAmount * damageMultiplier);
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if (damageAmount <= 0) return;
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var dinfo = new DamageInfo(
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this.def.projectile.damageDef,
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damageAmount,
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this.ArmorPenetration * damageMultiplier,
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this.ExactRotation.eulerAngles.y,
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this.launcher,
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null,
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this.equipmentDef,
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DamageInfo.SourceCategory.ThingOrUnknown,
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this.intendedTarget.Thing);
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pawn.TakeDamage(dinfo);
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alreadyDamaged.Add(pawn);
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hitCounter++;
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}
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}
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}
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