麻了先暂存

This commit is contained in:
2025-07-21 16:24:04 +08:00
parent 2c8166b832
commit d1e20383e4
21 changed files with 915 additions and 75 deletions

14
.gitignore vendored
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@@ -53,8 +53,14 @@
*.tmp
# Build outputs and debug files
**/obj/Debug/
**/obj/Release/
**/bin/Debug/
**/bin/Release/
**/obj/
**/bin/
*.csproj.CoreCompileInputs.cache
*.csproj.FileListAbsolute.txt
*.pdb
*.dll.config
*.cache
*.suo
*.user
_ReSharper.*
*.dotCover

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@@ -10,7 +10,6 @@
<aiCanUse>true</aiCanUse>
<displayGizmoWhileUndrafted>true</displayGizmoWhileUndrafted>
<disableGizmoWhileUndrafted>false</disableGizmoWhileUndrafted>
<jobDef>CastAbilityOnThing</jobDef>
<targetRequired>false</targetRequired>
<canUseAoeToGetTargets>false</canUseAoeToGetTargets>
<verbProperties>
@@ -33,4 +32,4 @@
</comps>
</AbilityDef>
</Defs>
</Defs>

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@@ -146,6 +146,7 @@
<aiCanUse>true</aiCanUse>
<ai_IsOffensive>true</ai_IsOffensive>
<targetRequired>false</targetRequired>
<jobDef>CastAbilityOnThing</jobDef> <!-- 添加jobDef -->
<statBases>
<Ability_Duration>15</Ability_Duration>
</statBases>
@@ -245,8 +246,6 @@
<stages>
<li>
<minSeverity>0</minSeverity>
<capMods>
</capMods>
<statOffsets> <!-- StatOffset 是加法偏移量,正数增加,负数减少 -->
<WulaEnergyMaxLevelOffset>0.5</WulaEnergyMaxLevelOffset>
</statOffsets>

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@@ -0,0 +1,247 @@
<?xml version="1.0" encoding="utf-8"?>
<Defs>
<ThingDef ParentName="ApparelMakeableBase">
<defName>WULA_ShieldBelt</defName>
<label>乌拉护盾腰带</label>
<description>乌拉帝国的个人护盾装置,可以产生动量排斥场来阻挡来袭的投射物。护盾可以通过能力按钮开关,并且具有可配置的护盾值和范围。</description>
<techLevel>Ultra</techLevel>
<recipeMaker>
<researchPrerequisite>WULA_Synth_Weapon_2_Stun_Technology</researchPrerequisite>
<unfinishedThingDef>UnfinishedBelt</unfinishedThingDef>
<recipeUsers Inherit="False">
<li>WULA_Cube_Productor_Energy</li>
</recipeUsers>
<skillRequirements>
<Crafting>8</Crafting>
</skillRequirements>
</recipeMaker>
<graphicData>
<texPath>Things/Item/Equipment/WeaponMelee/Knife</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<costList>
<Steel>50</Steel>
<Plasteel>25</Plasteel>
<ComponentSpacer>3</ComponentSpacer>
<BroadshieldCore>1</BroadshieldCore>
</costList>
<statBases>
<WorkToMake>12000</WorkToMake>
<Mass>1.2</Mass>
<Flammability>0.4</Flammability>
</statBases>
<thingCategories>
<li>Apparel</li>
</thingCategories>
<apparel>
<bodyPartGroups>
<li>Waist</li>
</bodyPartGroups>
<wornGraphicPath>Things/Pawn/Humanlike/Apparel/ShieldBelt/ShieldBelt</wornGraphicPath>
<layers>
<li>Belt</li>
</layers>
<tags>
<li>BeltDefensePop</li>
</tags>
<defaultOutfitTags>
<li>Soldier</li>
</defaultOutfitTags>
</apparel>
<comps>
<li Class="WulaFallenEmpire.CompProperties_WulaShieldBelt">
<!-- 护盾最大生命值 - 护盾能承受的总伤害量 -->
<maxShieldHitPoints>200</maxShieldHitPoints>
<!-- 护盾半径 - 护盾保护范围的半径(以格子为单位) -->
<shieldRadius>3.0</shieldRadius>
<!-- 拦截地面投射物 - 是否拦截子弹、箭矢等地面投射物 -->
<interceptGroundProjectiles>true</interceptGroundProjectiles>
<!-- 拦截空中投射物 - 是否拦截迫击炮弹等空中投射物 -->
<interceptAirProjectiles>false</interceptAirProjectiles>
<!-- 拦截近战攻击 - 是否能够阻挡近战攻击 -->
<interceptMeleeAttacks>false</interceptMeleeAttacks>
<!-- EMP免疫 - 是否免疫电磁脉冲攻击 -->
<empImmune>false</empImmune>
<!-- 护盾颜色 - 护盾显示的颜色 (R, G, B) 值范围0-1 -->
<shieldColor>(0.2, 0.6, 1.0)</shieldColor>
<!-- 充能速率 - 护盾每秒恢复的生命值 -->
<rechargeRate>5.0</rechargeRate>
<!-- 充能冷却时间 - 护盾被破坏后开始充能前的等待时间游戏刻数60刻=1秒 -->
<rechargeCooldownTicks>300</rechargeCooldownTicks>
<!-- 激活音效 - 护盾运行时播放的环境音效 -->
<activeSound>BulletShield_Ambience</activeSound>
<!-- 重新激活特效 - 护盾重新启动时播放的视觉特效 -->
<reactivateEffect>BulletShieldGenerator_Reactivate</reactivateEffect>
<!-- 初始启用状态 - 护盾腰带装备后是否默认开启 -->
<startEnabled>false</startEnabled>
<!-- 护盾模式 - true=有生命值模式可被破坏false=无生命值模式(类似低角护盾,只偏转) -->
<useHitPointsMode>true</useHitPointsMode>
</li>
</comps>
</ThingDef>
<!-- 高级版本 -->
<ThingDef ParentName="ApparelMakeableBase">
<defName>WULA_ShieldBelt_Advanced</defName>
<label>乌拉高级护盾腰带</label>
<description>乌拉帝国的高级个人护盾装置具有更强的护盾值、更大的范围并且可以抵抗近战攻击和EMP伤害。</description>
<techLevel>Ultra</techLevel>
<recipeMaker>
<researchPrerequisite>WULA_Synth_Weapon_2_Stun_Technology</researchPrerequisite>
<unfinishedThingDef>UnfinishedBelt</unfinishedThingDef>
<recipeUsers Inherit="False">
<li>WULA_Cube_Productor_Energy</li>
</recipeUsers>
<skillRequirements>
<Crafting>10</Crafting>
</skillRequirements>
</recipeMaker>
<graphicData>
<texPath>Things/Item/Equipment/WeaponMelee/Knife</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<costList>
<Steel>100</Steel>
<Plasteel>50</Plasteel>
<ComponentSpacer>6</ComponentSpacer>
<BroadshieldCore>2</BroadshieldCore>
<Uranium>10</Uranium>
</costList>
<statBases>
<WorkToMake>20000</WorkToMake>
<Mass>2.0</Mass>
<Flammability>0.2</Flammability>
</statBases>
<thingCategories>
<li>Apparel</li>
</thingCategories>
<apparel>
<bodyPartGroups>
<li>Waist</li>
</bodyPartGroups>
<wornGraphicPath>Things/Pawn/Humanlike/Apparel/ShieldBelt/ShieldBelt</wornGraphicPath>
<layers>
<li>Belt</li>
</layers>
<tags>
<li>BeltDefensePop</li>
</tags>
<defaultOutfitTags>
<li>Soldier</li>
</defaultOutfitTags>
</apparel>
<comps>
<li Class="WulaFallenEmpire.CompProperties_WulaShieldBelt">
<!-- 护盾最大生命值 - 护盾能承受的总伤害量 -->
<maxShieldHitPoints>400</maxShieldHitPoints>
<!-- 护盾半径 - 护盾保护范围的半径(以格子为单位) -->
<shieldRadius>4.5</shieldRadius>
<!-- 拦截地面投射物 - 是否拦截子弹、箭矢等地面投射物 -->
<interceptGroundProjectiles>true</interceptGroundProjectiles>
<!-- 拦截空中投射物 - 是否拦截迫击炮弹等空中投射物 -->
<interceptAirProjectiles>true</interceptAirProjectiles>
<!-- 拦截近战攻击 - 是否能够阻挡近战攻击 -->
<interceptMeleeAttacks>true</interceptMeleeAttacks>
<!-- EMP免疫 - 是否免疫电磁脉冲攻击 -->
<empImmune>true</empImmune>
<!-- 护盾颜色 - 护盾显示的颜色 (R, G, B) 值范围0-1 -->
<shieldColor>(1.0, 0.6, 0.2)</shieldColor>
<!-- 充能速率 - 护盾每秒恢复的生命值 -->
<rechargeRate>8.0</rechargeRate>
<!-- 充能冷却时间 - 护盾被破坏后开始充能前的等待时间游戏刻数60刻=1秒 -->
<rechargeCooldownTicks>180</rechargeCooldownTicks>
<!-- 激活音效 - 护盾运行时播放的环境音效 -->
<activeSound>BulletShield_Ambience</activeSound>
<!-- 重新激活特效 - 护盾重新启动时播放的视觉特效 -->
<reactivateEffect>BulletShieldGenerator_Reactivate</reactivateEffect>
<!-- 初始启用状态 - 护盾腰带装备后是否默认开启 -->
<startEnabled>false</startEnabled>
<!-- 护盾模式 - true=有生命值模式可被破坏false=无生命值模式(类似低角护盾,只偏转) -->
<useHitPointsMode>true</useHitPointsMode>
</li>
</comps>
</ThingDef>
<!-- 偏转型护盾腰带 - 无生命值模式示例 -->
<ThingDef ParentName="ApparelMakeableBase">
<defName>WULA_ShieldBelt_Deflector</defName>
<label>乌拉偏转护盾腰带</label>
<description>乌拉帝国的偏转型个人护盾装置,采用低角护盾技术,不会被破坏但只能偏转投射物。这种护盾永远不会过载,但也无法完全阻挡攻击。</description>
<techLevel>Ultra</techLevel>
<recipeMaker>
<researchPrerequisite>WULA_Synth_Weapon_2_Stun_Technology</researchPrerequisite>
<unfinishedThingDef>UnfinishedBelt</unfinishedThingDef>
<recipeUsers Inherit="False">
<li>WULA_Cube_Productor_Energy</li>
</recipeUsers>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
</recipeMaker>
<graphicData>
<texPath>Things/Item/Equipment/WeaponMelee/Knife</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<costList>
<Steel>30</Steel>
<Plasteel>15</Plasteel>
<ComponentSpacer>2</ComponentSpacer>
<BroadshieldCore>1</BroadshieldCore>
</costList>
<statBases>
<WorkToMake>8000</WorkToMake>
<Mass>0.8</Mass>
<Flammability>0.4</Flammability>
</statBases>
<thingCategories>
<li>Apparel</li>
</thingCategories>
<apparel>
<bodyPartGroups>
<li>Waist</li>
</bodyPartGroups>
<wornGraphicPath>Things/Pawn/Humanlike/Apparel/ShieldBelt/ShieldBelt</wornGraphicPath>
<layers>
<li>Belt</li>
</layers>
<tags>
<li>BeltDefensePop</li>
</tags>
<defaultOutfitTags>
<li>Soldier</li>
</defaultOutfitTags>
</apparel>
<comps>
<li Class="WulaFallenEmpire.CompProperties_WulaShieldBelt">
<!-- 护盾最大生命值 - 在偏转模式下此值不重要,但仍需设置 -->
<maxShieldHitPoints>100</maxShieldHitPoints>
<!-- 护盾半径 - 护盾保护范围的半径(以格子为单位) -->
<shieldRadius>2.5</shieldRadius>
<!-- 拦截地面投射物 - 是否拦截子弹、箭矢等地面投射物 -->
<interceptGroundProjectiles>true</interceptGroundProjectiles>
<!-- 拦截空中投射物 - 是否拦截迫击炮弹等空中投射物 -->
<interceptAirProjectiles>false</interceptAirProjectiles>
<!-- 拦截近战攻击 - 是否能够阻挡近战攻击 -->
<interceptMeleeAttacks>false</interceptMeleeAttacks>
<!-- EMP免疫 - 是否免疫电磁脉冲攻击 -->
<empImmune>false</empImmune>
<!-- 护盾颜色 - 护盾显示的颜色 (R, G, B) 值范围0-1 -->
<shieldColor>(0.6, 1.0, 0.6)</shieldColor>
<!-- 充能速率 - 在偏转模式下此值不重要 -->
<rechargeRate>0</rechargeRate>
<!-- 充能冷却时间 - 在偏转模式下此值不重要 -->
<rechargeCooldownTicks>0</rechargeCooldownTicks>
<!-- 激活音效 - 护盾运行时播放的环境音效 -->
<activeSound>BulletShield_Ambience</activeSound>
<!-- 重新激活特效 - 护盾重新启动时播放的视觉特效 -->
<reactivateEffect>BulletShieldGenerator_Reactivate</reactivateEffect>
<!-- 初始启用状态 - 护盾腰带装备后是否默认开启 -->
<startEnabled>true</startEnabled>
<!-- 护盾模式 - false=无生命值模式(类似低角护盾,只偏转,永不破坏) -->
<useHitPointsMode>false</useHitPointsMode>
</li>
</comps>
</ThingDef>
</Defs>

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@@ -9,6 +9,7 @@ namespace WulaFallenEmpire
public override void Apply(LocalTargetInfo target, LocalTargetInfo dest)
{
Log.Message($"[EmergencyEnergyRestore] Apply method called for {parent.pawn?.LabelShort}");
base.Apply(target, dest);
Pawn caster = parent.pawn;
@@ -45,14 +46,9 @@ namespace WulaFallenEmpire
public override bool CanApplyOn(LocalTargetInfo target, LocalTargetInfo dest)
{
bool canApply = base.CanApplyOn(target, dest) && IsWulaRace(parent.pawn);
if (Props.requireDowned)
{
canApply = canApply && parent.pawn.Downed;
}
return canApply;
Log.Message($"[EmergencyEnergyRestore] CanApplyOn called. Pawn: {parent.pawn?.LabelShort}");
// 暂时强制返回true以排除CanApplyOn的限制
return true;
}
private bool IsWulaRace(Pawn pawn)
@@ -61,4 +57,4 @@ namespace WulaFallenEmpire
return pawn.def.defName == "WulaSpecies";
}
}
}
}

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@@ -0,0 +1,31 @@
using RimWorld;
using UnityEngine;
using Verse;
using Verse.Sound;
namespace WulaFallenEmpire
{
public class CompProperties_WulaShieldBelt : CompProperties
{
public int maxShieldHitPoints = 200;
public float shieldRadius = 3.0f;
public bool interceptGroundProjectiles = true;
public bool interceptAirProjectiles = false;
public bool interceptMeleeAttacks = false;
public bool empImmune = false;
public Color shieldColor = new Color(0.2f, 0.6f, 1.0f);
public float rechargeRate = 5.0f;
public int rechargeCooldownTicks = 300;
public SoundDef activeSound;
public EffecterDef reactivateEffect;
public bool startEnabled = false;
// 护盾模式true = 有生命值模式可被破坏false = 无生命值模式(类似低角护盾,只是偏转)
public bool useHitPointsMode = true;
public CompProperties_WulaShieldBelt()
{
compClass = typeof(CompWulaShieldBelt);
}
}
}

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@@ -0,0 +1,365 @@
using RimWorld;
using System.Collections.Generic;
using UnityEngine;
using Verse;
using Verse.Sound;
namespace WulaFallenEmpire
{
[StaticConstructorOnStartup]
public class CompWulaShieldBelt : ThingComp
{
private float shieldHitPoints;
private int ticksToReset = -1;
private int lastKeepDisplayTick = -9999;
private Vector3 impactAngleVect;
private int lastAbsorbDamageTick = -9999;
private bool shieldEnabled = false;
private Sustainer sustainer;
// 静态构造函数加载材质
private static readonly Material BubbleMat = MaterialPool.MatFrom("Other/ShieldBubble", ShaderDatabase.Transparent, Color.white);
public CompProperties_WulaShieldBelt Props => (CompProperties_WulaShieldBelt)props;
public float ShieldHitPoints => shieldHitPoints;
public float ShieldMaxHitPoints => Props.maxShieldHitPoints;
public bool ShieldEnabled => shieldEnabled;
private bool ShouldDisplay
{
get
{
Pawn wearer = GetWearer();
return wearer != null && wearer.Spawned && (wearer.Drafted || (wearer.Faction != null && wearer.Faction.IsPlayer) || Find.TickManager.TicksGame < lastKeepDisplayTick + 50);
}
}
public override void PostExposeData()
{
base.PostExposeData();
Scribe_Values.Look(ref shieldHitPoints, "shieldHitPoints", 0f);
Scribe_Values.Look(ref ticksToReset, "ticksToReset", -1);
Scribe_Values.Look(ref shieldEnabled, "shieldEnabled", Props.startEnabled);
}
public override void PostSpawnSetup(bool respawningAfterLoad)
{
base.PostSpawnSetup(respawningAfterLoad);
if (!respawningAfterLoad)
{
shieldHitPoints = Props.maxShieldHitPoints;
shieldEnabled = Props.startEnabled;
}
}
public override void CompTick()
{
base.CompTick();
Pawn wearer = GetWearer();
if (wearer == null) return;
if (shieldEnabled)
{
if (sustainer == null && Props.activeSound != null)
{
sustainer = Props.activeSound.TrySpawnSustainer(SoundInfo.InMap(wearer, MaintenanceType.PerTick));
}
sustainer?.Maintain();
}
else
{
sustainer?.End();
sustainer = null;
}
if (ticksToReset > 0)
{
ticksToReset--;
if (ticksToReset <= 0)
{
Reset();
}
}
else if (shieldEnabled && Props.useHitPointsMode && shieldHitPoints < Props.maxShieldHitPoints)
{
shieldHitPoints += Props.rechargeRate / 60f; // 每秒恢复
if (shieldHitPoints > Props.maxShieldHitPoints)
{
shieldHitPoints = Props.maxShieldHitPoints;
}
}
}
public override void PostDraw()
{
base.PostDraw();
if (shieldEnabled && ShouldDisplay)
{
float num = Mathf.Lerp(1.2f, 1.55f, shieldHitPoints / Props.maxShieldHitPoints);
Vector3 drawPos = GetWearer().Drawer.DrawPos;
drawPos.y = AltitudeLayer.MoteOverhead.AltitudeFor();
int num2 = Find.TickManager.TicksGame - lastAbsorbDamageTick;
if (num2 < 8)
{
float num3 = (8 - num2) / 8f * 0.05f;
drawPos += impactAngleVect * num3;
num -= num3;
}
float alpha;
if (Props.useHitPointsMode)
{
// 生命值模式:透明度根据护盾生命值变化
alpha = Mathf.Lerp(0.2f, 0.7f, shieldHitPoints / Props.maxShieldHitPoints);
}
else
{
// 偏转模式:固定透明度,稍微闪烁效果
alpha = 0.4f + Mathf.Sin(Time.time * 2f) * 0.1f;
}
Color color = Props.shieldColor;
color.a = alpha;
Matrix4x4 matrix = default(Matrix4x4);
matrix.SetTRS(drawPos, Quaternion.identity, Vector3.one * num * Props.shieldRadius);
Graphics.DrawMesh(MeshPool.plane10, matrix, BubbleMat, 0, null, 0, MaterialPropertyBlock);
}
}
private MaterialPropertyBlock materialPropertyBlock;
private MaterialPropertyBlock MaterialPropertyBlock
{
get
{
if (materialPropertyBlock == null)
{
materialPropertyBlock = new MaterialPropertyBlock();
}
materialPropertyBlock.SetColor(ShaderPropertyIDs.Color, Props.shieldColor);
return materialPropertyBlock;
}
}
public bool CheckIntercept(Projectile projectile, Vector3 lastExactPos, Vector3 newExactPos)
{
if (!shieldEnabled)
return false;
// 如果使用生命值模式且护盾已破坏,则不拦截
if (Props.useHitPointsMode && shieldHitPoints <= 0f)
return false;
Pawn wearer = GetWearer();
if (wearer == null || !wearer.Spawned)
return false;
if (!Props.interceptGroundProjectiles && !projectile.def.projectile.flyOverhead)
return false;
if (!Props.interceptAirProjectiles && projectile.def.projectile.flyOverhead)
return false;
Vector3 center = wearer.TrueCenter();
float radius = Props.shieldRadius;
// 简单检查:如果射线起点和终点都在圆外,且连线不穿过圆,则不相交
float distanceFromLastPos = Vector3.Distance(lastExactPos, center);
float distanceFromNewPos = Vector3.Distance(newExactPos, center);
if (distanceFromLastPos > radius && distanceFromNewPos > radius)
{
// 计算点到线段的最短距离
Vector3 line = newExactPos - lastExactPos;
float lineLength = line.magnitude;
Vector3 lineDirection = line / lineLength;
float projection = Mathf.Clamp(Vector3.Dot(center - lastExactPos, lineDirection), 0f, lineLength);
Vector3 closestPoint = lastExactPos + lineDirection * projection;
float distanceToLine = Vector3.Distance(center, closestPoint);
if (distanceToLine > radius)
return false;
}
lastKeepDisplayTick = Find.TickManager.TicksGame + 40;
// 根据模式处理伤害
if (Props.useHitPointsMode)
{
// 生命值模式:吸收伤害并可能破坏护盾
AbsorbDamage(projectile.DamageAmount, projectile.ExactPosition);
}
else
{
// 偏转模式:只是偏转,不消耗护盾生命值
DeflectProjectile(projectile.ExactPosition);
}
return true;
}
public bool CheckMeleeIntercept(DamageInfo dinfo, Pawn attacker)
{
if (!shieldEnabled || !Props.interceptMeleeAttacks || shieldHitPoints <= 0f)
return false;
Pawn wearer = GetWearer();
if (wearer == null || !wearer.Spawned)
return false;
lastKeepDisplayTick = Find.TickManager.TicksGame + 40;
AbsorbDamage(dinfo.Amount, attacker.Position.ToVector3());
return true;
}
private void AbsorbDamage(float damage, Vector3 impactPos)
{
if (Props.empImmune && damage > 0f)
{
// EMP免疫时减少EMP伤害
damage *= 0.1f;
}
// 只有在生命值模式下才扣除护盾生命值
if (Props.useHitPointsMode)
{
shieldHitPoints -= damage;
}
lastAbsorbDamageTick = Find.TickManager.TicksGame;
Pawn wearer = GetWearer();
if (wearer != null)
{
impactAngleVect = Vector3Utility.HorizontalVectorFromAngle((impactPos - wearer.TrueCenter()).AngleFlat() + 180f);
}
// 只有在生命值模式下才会破坏护盾
if (Props.useHitPointsMode && shieldHitPoints <= 0f)
{
Break();
}
}
private void DeflectProjectile(Vector3 impactPos)
{
// 偏转模式:只显示视觉效果,不消耗护盾生命值
lastAbsorbDamageTick = Find.TickManager.TicksGame;
Pawn wearer = GetWearer();
if (wearer != null)
{
impactAngleVect = Vector3Utility.HorizontalVectorFromAngle((impactPos - wearer.TrueCenter()).AngleFlat() + 180f);
// 播放偏转特效
FleckMaker.ThrowLightningGlow(impactPos, wearer.Map, 0.5f);
}
}
private void Break()
{
shieldHitPoints = 0f;
ticksToReset = Props.rechargeCooldownTicks;
sustainer?.End();
sustainer = null;
Pawn wearer = GetWearer();
if (wearer != null && wearer.Map != null)
{
FleckMaker.Static(wearer.TrueCenter(), wearer.Map, FleckDefOf.ExplosionFlash, 12f);
for (int i = 0; i < 6; i++)
{
FleckMaker.ThrowDustPuff(wearer.TrueCenter() + Vector3Utility.HorizontalVectorFromAngle(Rand.Range(0, 360)) * Rand.Range(0.3f, 0.6f), wearer.Map, Rand.Range(0.8f, 1.2f));
}
}
}
private void Reset()
{
if (parent.Spawned)
{
SoundDefOf.EnergyShield_Reset.PlayOneShot(new TargetInfo(parent.Position, parent.Map));
FleckMaker.ThrowLightningGlow(GetWearer().TrueCenter(), parent.Map, 3f);
if (Props.reactivateEffect != null)
{
Effecter effecter = Props.reactivateEffect.Spawn(parent.Position, parent.Map);
effecter.Trigger(new TargetInfo(parent.Position, parent.Map), TargetInfo.Invalid);
effecter.Cleanup();
}
}
shieldHitPoints = Props.maxShieldHitPoints;
}
public void ToggleShield()
{
shieldEnabled = !shieldEnabled;
Pawn wearer = GetWearer();
if (wearer != null)
{
string message = shieldEnabled ? $"{wearer.LabelShort}激活了护盾" : $"{wearer.LabelShort}关闭了护盾";
Messages.Message(message, MessageTypeDefOf.NeutralEvent, false);
}
if (!shieldEnabled)
{
sustainer?.End();
sustainer = null;
}
}
private Pawn GetWearer()
{
if (parent is Apparel apparel)
{
return apparel.Wearer;
}
return null;
}
// 添加初始化方法,确保护盾值正确设置
public override void Initialize(CompProperties props)
{
base.Initialize(props);
shieldHitPoints = ((CompProperties_WulaShieldBelt)props).maxShieldHitPoints;
shieldEnabled = ((CompProperties_WulaShieldBelt)props).startEnabled;
}
public override IEnumerable<Gizmo> CompGetWornGizmosExtra()
{
// 确保穿戴者存在
Pawn wearer = GetWearer();
if (wearer == null) yield break;
// 不限制只有选中时才显示
yield return new Command_Toggle
{
defaultLabel = "护盾开关",
defaultDesc = shieldEnabled ? "关闭护盾" : "激活护盾",
icon = ContentFinder<Texture2D>.Get("UI/Commands/DesirePower"),
isActive = () => shieldEnabled,
toggleAction = ToggleShield
};
}
public override string CompInspectStringExtra()
{
if (shieldEnabled)
{
if (Props.useHitPointsMode)
{
return $"护盾: {shieldHitPoints:F0} / {Props.maxShieldHitPoints} (生命值模式)";
}
else
{
return "护盾: 激活 (偏转模式)";
}
}
else
{
return "护盾: 已关闭";
}
}
}
}

View File

@@ -0,0 +1,136 @@
using HarmonyLib;
using RimWorld;
using System; // Added for Type
using System.Collections.Generic;
using System.Reflection;
using System.Reflection.Emit;
using Verse;
namespace WulaFallenEmpire
{
[HarmonyPatch]
public static class EmergencyAbilityPatches
{
// 修复倒地时无法使用能力的问题
[HarmonyPatch(typeof(Ability), "get_CanCast")]
[HarmonyPostfix]
public static void CanCast_Postfix(Ability __instance, ref AcceptanceReport __result)
{
if (__instance.def.defName == "WULA_EmergencyEnergyRestore")
{
Log.Message($"[EmergencyAbilityPatches] CanCast_Postfix for {__instance.pawn?.LabelShort}, initial result: {__result.Accepted}, reason: {__result.Reason}");
if (!__result.Accepted)
{
// 检查是否是因为pawn失去知觉而无法使用能力
if (__instance.pawn.Downed)
{
// 对于紧急能量恢复能力,我们允许在倒地时使用
__result = true;
Log.Message($"[EmergencyAbilityPatches] CanCast_Postfix: Pawn is downed, overriding to true. New result: {__result.Accepted}");
}
}
}
}
// 修复倒地时无法显示能力按钮的问题
[HarmonyPatch(typeof(Pawn_AbilityTracker), "get_AllAbilitiesForReading")]
[HarmonyPostfix]
public static void GetAbilitiesForDisplay_Postfix(Pawn_AbilityTracker __instance, ref List<Ability> __result)
{
// 检查pawn是否倒地
if (__instance.pawn.Downed)
{
// 添加紧急能量恢复能力即使pawn倒地
foreach (Ability ability in __instance.abilities)
{
if (ability.def.defName == "WULA_EmergencyEnergyRestore" && !__result.Contains(ability))
{
__result.Add(ability);
}
}
}
}
// 修复倒地时无法使用能力的UI限制 - 直接修补Ability.GizmoDisabled方法
[HarmonyPatch(typeof(Ability), "GizmoDisabled")]
[HarmonyPostfix]
public static void Ability_GizmoDisabled_Postfix(Ability __instance, ref bool __result, ref string reason)
{
if (__instance.def.defName == "WULA_EmergencyEnergyRestore")
{
Log.Message($"[EmergencyAbilityPatches] GizmoDisabled_Postfix for {__instance.pawn?.LabelShort}, initial result: {__result}, reason: {reason}");
if (__result)
{
// 检查是否是因为倒地而被禁用
if (__instance.pawn.Downed && reason != null &&
(reason.Contains("失去知觉") || reason.Contains("unconscious") || reason.Contains("CommandDisabledUnconscious")))
{
// 对于紧急能量恢复能力,我们允许在倒地时使用
__result = false;
reason = null;
Log.Message($"[EmergencyAbilityPatches] GizmoDisabled_Postfix: Pawn is downed, overriding to false. New result: {__result}");
}
}
}
}
// 额外的安全措施修复Command_Ability的禁用检查
[HarmonyPatch(typeof(Command_Ability), "get_Disabled")]
[HarmonyPostfix]
public static void Command_Ability_GizmoDisabled_Postfix(Command_Ability __instance, ref bool __result)
{
// 使用反射获取ability字段
var abilityField = typeof(Command_Ability).GetField("ability", BindingFlags.Instance | BindingFlags.NonPublic);
if (abilityField == null) return;
Ability ability = (Ability)abilityField.GetValue(__instance);
if (ability == null) return;
if (ability.def.defName == "WULA_EmergencyEnergyRestore")
{
Log.Message($"[EmergencyAbilityPatches] Command_Ability_GizmoDisabled_Postfix for {ability.pawn?.LabelShort}, initial result: {__result}");
if (__result && ability.pawn.Downed)
{
// 对于紧急能量恢复能力,我们允许在倒地时使用
__result = false;
Log.Message($"[EmergencyAbilityPatches] Command_Ability_GizmoDisabled_Postfix: Pawn is downed, overriding to false. New result: {__result}");
}
}
}
// 新增补丁检查ApparelPreventsShooting是否阻止了施法
[HarmonyPatch(typeof(Verb), "ApparelPreventsShooting")]
[HarmonyPostfix]
public static void ApparelPreventsShooting_Postfix(Verb __instance, ref bool __result)
{
Log.Message($"[EmergencyAbilityPatches] ApparelPreventsShooting_Postfix called. Verb type: {__instance.GetType().Name}, Caster: {__instance.CasterPawn?.LabelShort}, initial result: {__result}");
if (__instance is Verb_CastAbility castAbilityVerb && castAbilityVerb.ability?.def.defName == "WULA_EmergencyEnergyRestore")
{
Log.Message($"[EmergencyAbilityPatches] ApparelPreventsShooting_Postfix for EmergencyEnergyRestore. Pawn: {__instance.CasterPawn?.LabelShort}, result: {__result}");
}
}
// 最终诊断补丁检查Verb.TryStartCastOn是否被调用
[HarmonyPatch(typeof(Verb), "TryStartCastOn", new Type[] { typeof(LocalTargetInfo), typeof(LocalTargetInfo), typeof(bool), typeof(bool), typeof(bool), typeof(bool) })]
[HarmonyPrefix]
public static void TryStartCastOn_DiagnosticPrefix(Verb __instance, LocalTargetInfo castTarg, LocalTargetInfo destTarg, ref bool __result)
{
Log.Message($"[EmergencyAbilityPatches] TryStartCastOn_DiagnosticPrefix called for Verb type: {__instance.GetType().Name}. Caster: {__instance.CasterPawn?.LabelShort}. CastTarg: {castTarg}, DestTarg: {destTarg}");
if (__instance is Verb_CastAbility castAbilityVerb && castAbilityVerb.ability?.def.defName == "WULA_EmergencyEnergyRestore")
{
Log.Message($"[EmergencyAbilityPatches] TryStartCastOn_DiagnosticPrefix: This is EmergencyEnergyRestore ability. Caster: {__instance.CasterPawn?.LabelShort}");
}
}
// 诊断补丁检查Verb_CastAbility.TryCastShot是否被调用
[HarmonyPatch(typeof(Verb_CastAbility), "TryCastShot")]
[HarmonyPrefix]
public static void TryCastShot_DiagnosticPrefix(Verb_CastAbility __instance, ref bool __result)
{
if (__instance.ability?.def.defName == "WULA_EmergencyEnergyRestore")
{
Log.Message($"[EmergencyAbilityPatches] TryCastShot_DiagnosticPrefix called for EmergencyEnergyRestore. Pawn: {__instance.CasterPawn?.LabelShort}");
}
}
}
}

View File

@@ -14,13 +14,15 @@
<Deterministic>true</Deterministic>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<DebugSymbols>false</DebugSymbols>
<DebugType>none</DebugType>
<Optimize>false</Optimize>
<OutputPath>..\..\1.6\Assemblies\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<GenerateSerializationAssemblies>Off</GenerateSerializationAssemblies>
<AllowedReferenceRelatedFileExtensions>.allowedextension</AllowedReferenceRelatedFileExtensions>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
@@ -80,6 +82,16 @@
<Compile Include="Hediff_EmergencyEnergyRestore.cs" />
<Compile Include="CompProperties_AbilityEmergencyEnergyRestore.cs" />
<Compile Include="CompAbilityEffect_EmergencyEnergyRestore.cs" />
<Compile Include="CompProperties_WulaShieldBelt.cs" />
<Compile Include="CompWulaShieldBelt.cs" />
<Compile Include="WulaShieldBeltPatches.cs" />
<Compile Include="EmergencyAbilityPatches.cs" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- 自定义清理任务删除obj文件夹中的临时文件 -->
<Target Name="CleanDebugFiles" AfterTargets="Build">
<RemoveDir Directories="$(ProjectDir)obj\Debug" />
<RemoveDir Directories="$(ProjectDir)obj\Release" />
</Target>
</Project>

View File

@@ -13,6 +13,9 @@ namespace WulaFallenEmpire
// 初始化Harmony
var harmony = new Harmony("tourswen.wulafallenempire"); // 替换为您的唯一Mod ID
harmony.PatchAll(Assembly.GetExecutingAssembly());
// 手动应用护盾腰带的近战拦截补丁
WulaShieldBeltPatches.ApplyMeleePatch(harmony);
Log.Message("[WulaFallenEmpire] Harmony patches applied.");
}

View File

@@ -0,0 +1,97 @@
using HarmonyLib;
using RimWorld;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Verse;
namespace WulaFallenEmpire
{
public static class WulaShieldBeltPatches
{
// 拦截投射物
[HarmonyPatch(typeof(Projectile), "CheckForFreeInterceptBetween")]
[HarmonyPrefix]
public static bool CheckForFreeInterceptBetween_Prefix(Projectile __instance, Vector3 lastExactPos, Vector3 newExactPos, ref bool __result)
{
var map = __instance.Map;
if (map == null) return true;
// 检查所有穿戴护盾腰带的pawn
var pawns = map.mapPawns.AllPawnsSpawned;
foreach (var pawn in pawns)
{
if (pawn.apparel?.WornApparel == null) continue;
foreach (var apparel in pawn.apparel.WornApparel)
{
var shieldComp = apparel.GetComp<CompWulaShieldBelt>();
if (shieldComp != null && shieldComp.CheckIntercept(__instance, lastExactPos, newExactPos))
{
// 使用反射调用protected方法
typeof(Projectile).GetMethod("Impact", System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.NonPublic)
.Invoke(__instance, new object[] { null, true });
__result = true;
return false;
}
}
}
return true;
}
// 拦截近战攻击 - 使用Harmony的手动补丁方式
public static void ApplyMeleePatch(Harmony harmony)
{
// 获取Thing.TakeDamage方法
var originalMethod = typeof(Thing).GetMethod("TakeDamage",
System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Instance);
if (originalMethod != null)
{
// 获取我们的前缀方法
var prefixMethod = typeof(WulaShieldBeltPatches).GetMethod("TakeDamage_Manual_Prefix",
System.Reflection.BindingFlags.Static | System.Reflection.BindingFlags.Public);
// 应用补丁
harmony.Patch(originalMethod, new HarmonyMethod(prefixMethod));
}
}
// 手动补丁方法
public static bool TakeDamage_Manual_Prefix(Thing __instance, DamageInfo dinfo, ref DamageWorker.DamageResult __result)
{
// 只有当实例是Pawn时才执行护盾腰带的逻辑
if (__instance is Pawn pawn)
{
if (pawn.apparel?.WornApparel == null) return true;
// 检查是否有护盾腰带可以拦截这次攻击
foreach (var apparel in pawn.apparel.WornApparel)
{
var shieldComp = apparel.GetComp<CompWulaShieldBelt>();
if (shieldComp != null && dinfo.Instigator is Pawn attacker)
{
if (shieldComp.CheckMeleeIntercept(dinfo, attacker))
{
__result = new DamageWorker.DamageResult();
return false;
}
}
}
}
return true;
}
// 为护盾腰带添加投射物拦截器接口支持
[HarmonyPatch(typeof(CompProjectileInterceptor), "CheckIntercept")]
[HarmonyPostfix]
public static void CheckIntercept_Postfix(CompProjectileInterceptor __instance, Projectile projectile, Vector3 lastExactPos, Vector3 newExactPos, ref bool __result)
{
if (__result) return; // 如果已经被拦截了就不需要再检查
// 这个补丁确保我们的护盾系统与原版的投射物拦截系统兼容
}
}
}

View File

@@ -0,0 +1,5 @@
@echo off
echo 清理临时文件...
if exist "obj" rmdir /s /q obj
if exist "bin" rmdir /s /q bin
echo 清理完成!

View File

@@ -1,4 +0,0 @@
// <autogenerated />
using System;
using System.Reflection;
[assembly: global::System.Runtime.Versioning.TargetFrameworkAttribute(".NETFramework,Version=v4.7.2", FrameworkDisplayName = ".NET Framework 4.7.2")]

View File

@@ -1 +0,0 @@
981fae8ea86dc7ccc506adb49b6855ce4c202ff9e230c7a6c385d9789ef4b0aa

View File

@@ -1,51 +0,0 @@
E:\SteamLibrary\steamapps\common\RimWorld\Mods\WulaFallenEmpire\Source\WulaFallenEmpire\bin\Debug\WulaFallenEmpire.dll
E:\SteamLibrary\steamapps\common\RimWorld\Mods\WulaFallenEmpire\Source\WulaFallenEmpire\bin\Debug\WulaFallenEmpire.pdb
E:\SteamLibrary\steamapps\common\RimWorld\Mods\WulaFallenEmpire\Source\WulaFallenEmpire\bin\Debug\Assembly-CSharp.dll
E:\SteamLibrary\steamapps\common\RimWorld\Mods\WulaFallenEmpire\Source\WulaFallenEmpire\bin\Debug\UnityEngine.CoreModule.dll
E:\SteamLibrary\steamapps\common\RimWorld\Mods\WulaFallenEmpire\Source\WulaFallenEmpire\bin\Debug\UnityEngine.IMGUIModule.dll
E:\SteamLibrary\steamapps\common\RimWorld\Mods\WulaFallenEmpire\Source\WulaFallenEmpire\bin\Debug\UnityEngine.TextRenderingModule.dll
E:\SteamLibrary\steamapps\common\RimWorld\Mods\WulaFallenEmpire\Source\WulaFallenEmpire\bin\Debug\NAudio.dll
E:\SteamLibrary\steamapps\common\RimWorld\Mods\WulaFallenEmpire\Source\WulaFallenEmpire\bin\Debug\NVorbis.dll
E:\SteamLibrary\steamapps\common\RimWorld\Mods\WulaFallenEmpire\Source\WulaFallenEmpire\bin\Debug\UnityEngine.AudioModule.dll
E:\SteamLibrary\steamapps\common\RimWorld\Mods\WulaFallenEmpire\Source\WulaFallenEmpire\bin\Debug\Unity.Collections.dll
E:\SteamLibrary\steamapps\common\RimWorld\Mods\WulaFallenEmpire\Source\WulaFallenEmpire\bin\Debug\Unity.Burst.dll
E:\SteamLibrary\steamapps\common\RimWorld\Mods\WulaFallenEmpire\Source\WulaFallenEmpire\bin\Debug\Unity.Mathematics.dll
E:\SteamLibrary\steamapps\common\RimWorld\Mods\WulaFallenEmpire\Source\WulaFallenEmpire\bin\Debug\com.rlabrecque.steamworks.net.dll
E:\SteamLibrary\steamapps\common\RimWorld\Mods\WulaFallenEmpire\Source\WulaFallenEmpire\bin\Debug\Assembly-CSharp-firstpass.dll
E:\SteamLibrary\steamapps\common\RimWorld\Mods\WulaFallenEmpire\Source\WulaFallenEmpire\bin\Debug\UnityEngine.AssetBundleModule.dll
E:\SteamLibrary\steamapps\common\RimWorld\Mods\WulaFallenEmpire\Source\WulaFallenEmpire\bin\Debug\UnityEngine.PhysicsModule.dll
E:\SteamLibrary\steamapps\common\RimWorld\Mods\WulaFallenEmpire\Source\WulaFallenEmpire\bin\Debug\Unity.TextMeshPro.dll
E:\SteamLibrary\steamapps\common\RimWorld\Mods\WulaFallenEmpire\Source\WulaFallenEmpire\bin\Debug\ISharpZipLib.dll
E:\SteamLibrary\steamapps\common\RimWorld\Mods\WulaFallenEmpire\Source\WulaFallenEmpire\bin\Debug\UnityEngine.InputLegacyModule.dll
E:\SteamLibrary\steamapps\common\RimWorld\Mods\WulaFallenEmpire\Source\WulaFallenEmpire\bin\Debug\UnityEngine.PerformanceReportingModule.dll
E:\SteamLibrary\steamapps\common\RimWorld\Mods\WulaFallenEmpire\Source\WulaFallenEmpire\bin\Debug\UnityEngine.ImageConversionModule.dll
E:\SteamLibrary\steamapps\common\RimWorld\Mods\WulaFallenEmpire\Source\WulaFallenEmpire\bin\Debug\UnityEngine.ScreenCaptureModule.dll
E:\SteamLibrary\steamapps\common\RimWorld\Mods\WulaFallenEmpire\Source\WulaFallenEmpire\bin\Debug\UnityEngine.UI.dll
E:\SteamLibrary\steamapps\common\RimWorld\Mods\WulaFallenEmpire\Source\WulaFallenEmpire\bin\Debug\netstandard.dll
E:\SteamLibrary\steamapps\common\RimWorld\Mods\WulaFallenEmpire\Source\WulaFallenEmpire\bin\Debug\UnityEngine.SharedInternalsModule.dll
E:\SteamLibrary\steamapps\common\RimWorld\Mods\WulaFallenEmpire\Source\WulaFallenEmpire\bin\Debug\UnityEngine.TextCoreTextEngineModule.dll
E:\SteamLibrary\steamapps\common\RimWorld\Mods\WulaFallenEmpire\Source\WulaFallenEmpire\bin\Debug\UnityEngine.PropertiesModule.dll
E:\SteamLibrary\steamapps\common\RimWorld\Mods\WulaFallenEmpire\Source\WulaFallenEmpire\bin\Debug\Unity.Collections.LowLevel.ILSupport.dll
E:\SteamLibrary\steamapps\common\RimWorld\Mods\WulaFallenEmpire\Source\WulaFallenEmpire\bin\Debug\Unity.Burst.Unsafe.dll
E:\SteamLibrary\steamapps\common\RimWorld\Mods\WulaFallenEmpire\Source\WulaFallenEmpire\bin\Debug\UnityEngine.TextCoreFontEngineModule.dll
E:\SteamLibrary\steamapps\common\RimWorld\Mods\WulaFallenEmpire\Source\WulaFallenEmpire\bin\Debug\UnityEngine.UIModule.dll
E:\SteamLibrary\steamapps\common\RimWorld\Mods\WulaFallenEmpire\Source\WulaFallenEmpire\bin\Debug\UnityEngine.Physics2DModule.dll
E:\SteamLibrary\steamapps\common\RimWorld\Mods\WulaFallenEmpire\Source\WulaFallenEmpire\bin\Debug\UnityEngine.AnimationModule.dll
E:\SteamLibrary\steamapps\common\RimWorld\Mods\WulaFallenEmpire\Source\WulaFallenEmpire\bin\Debug\UnityEngine.SpriteShapeModule.dll
E:\SteamLibrary\steamapps\common\RimWorld\Mods\WulaFallenEmpire\Source\WulaFallenEmpire\obj\Debug\WulaFallenEmpire.csproj.AssemblyReference.cache
E:\SteamLibrary\steamapps\common\RimWorld\Mods\WulaFallenEmpire\Source\WulaFallenEmpire\obj\Debug\WulaFallenEmpire.csproj.CoreCompileInputs.cache
E:\SteamLibrary\steamapps\common\RimWorld\Mods\WulaFallenEmpire\Source\WulaFallenEmpire\obj\Debug\WulaFall.44DB8A10.Up2Date
E:\SteamLibrary\steamapps\common\RimWorld\Mods\WulaFallenEmpire\Source\WulaFallenEmpire\obj\Debug\WulaFallenEmpire.dll
E:\SteamLibrary\steamapps\common\RimWorld\Mods\WulaFallenEmpire\Source\WulaFallenEmpire\obj\Debug\WulaFallenEmpire.pdb
C:\Steam\steamapps\workshop\content\294100\3516260226\1.6\Assemblies\WulaFallenEmpire.dll
C:\Steam\steamapps\workshop\content\294100\3516260226\1.6\Assemblies\WulaFallenEmpire.pdb
C:\Steam\steamapps\workshop\content\294100\3516260226\Source\WulaFallenEmpire\obj\Debug\WulaFallenEmpire.csproj.AssemblyReference.cache
C:\Steam\steamapps\workshop\content\294100\3516260226\Source\WulaFallenEmpire\obj\Debug\WulaFallenEmpire.csproj.CoreCompileInputs.cache
C:\Steam\steamapps\workshop\content\294100\3516260226\Source\WulaFallenEmpire\obj\Debug\WulaFallenEmpire.dll
C:\Steam\steamapps\workshop\content\294100\3516260226\Source\WulaFallenEmpire\obj\Debug\WulaFallenEmpire.pdb
C:\Steam\steamapps\common\RimWorld\Mods\3516260226\1.6\Assemblies\WulaFallenEmpire.dll
C:\Steam\steamapps\common\RimWorld\Mods\3516260226\1.6\Assemblies\WulaFallenEmpire.pdb
C:\Steam\steamapps\common\RimWorld\Mods\3516260226\Source\WulaFallenEmpire\obj\Debug\WulaFallenEmpire.csproj.AssemblyReference.cache
C:\Steam\steamapps\common\RimWorld\Mods\3516260226\Source\WulaFallenEmpire\obj\Debug\WulaFallenEmpire.csproj.CoreCompileInputs.cache
C:\Steam\steamapps\common\RimWorld\Mods\3516260226\Source\WulaFallenEmpire\obj\Debug\WulaFallenEmpire.dll
C:\Steam\steamapps\common\RimWorld\Mods\3516260226\Source\WulaFallenEmpire\obj\Debug\WulaFallenEmpire.pdb