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2025-11-06 12:03:57 +08:00
parent 762c5db4cf
commit d8a88ddfd5
15 changed files with 1681 additions and 527 deletions

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// CompAbilityEffect_OrbitalBombardment.cs
using RimWorld;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Verse;
namespace WulaFallenEmpire
{
public class CompAbilityEffect_OrbitalBombardment : CompAbilityEffect
{
public new CompProperties_AbilityOrbitalBombardment Props => (CompProperties_AbilityOrbitalBombardment)props;
public override void Apply(LocalTargetInfo target, LocalTargetInfo dest)
{
base.Apply(target, dest);
if (parent.pawn == null || parent.pawn.Map == null)
return;
try
{
Log.Message($"OrbitalBombardment skill activated by {parent.pawn.Label} at position {parent.pawn.Position}");
Log.Message($"Target cell: {target.Cell}, Dest: {dest.Cell}");
// 计算起始和结束位置
IntVec3 startPos, endPos;
if (Props.approachType == ApproachType.Perpendicular)
{
CalculatePerpendicularPath(target, out startPos, out endPos);
}
else
{
startPos = CalculateStartPosition(target);
endPos = CalculateEndPosition(target, startPos);
}
// 确保位置安全
startPos = GetSafeMapPosition(startPos, parent.pawn.Map);
endPos = GetSafeMapPosition(endPos, parent.pawn.Map);
Log.Message($"Final positions - Start: {startPos}, End: {endPos}");
// 验证位置是否有效
if (!startPos.InBounds(parent.pawn.Map))
{
Log.Warning($"Start position {startPos} is out of bounds, adjusting to map center");
startPos = parent.pawn.Map.Center;
}
if (!endPos.InBounds(parent.pawn.Map))
{
Log.Warning($"End position {endPos} is out of bounds, adjusting to map center");
endPos = parent.pawn.Map.Center;
}
// 确保起点和终点不同
if (startPos == endPos)
{
Log.Warning($"OrbitalBombardment start and end positions are the same: {startPos}. Adjusting end position.");
IntVec3 randomOffset = new IntVec3(Rand.Range(-10, 11), 0, Rand.Range(-10, 11));
endPos += randomOffset;
endPos = GetSafeMapPosition(endPos, parent.pawn.Map);
}
// 创建轨道炮击飞越
CreateOrbitalBombardmentFlyOver(startPos, endPos, target.Cell);
}
catch (System.Exception ex)
{
Log.Error($"Error spawning orbital bombardment: {ex}");
}
}
public override void DrawEffectPreview(LocalTargetInfo target)
{
base.DrawEffectPreview(target);
if (parent.pawn != null && parent.pawn.Map != null)
{
Map map = parent.pawn.Map;
try
{
// 计算飞行路径
IntVec3 startPos, endPos;
if (Props.approachType == ApproachType.Perpendicular)
{
CalculatePerpendicularPath(target, out startPos, out endPos);
}
else
{
startPos = CalculateStartPosition(target);
endPos = CalculateEndPosition(target, startPos);
}
// 确保位置在地图范围内
startPos = GetSafeMapPosition(startPos, map);
endPos = GetSafeMapPosition(endPos, map);
// 检查预览稳定性
if (!IsPreviewStable(startPos, endPos, map))
{
return;
}
// 绘制炮击区域预览
DrawBombardmentAreaPreview(startPos, endPos, target.Cell);
}
catch (System.Exception)
{
// 忽略预览绘制中的错误
}
}
}
// 绘制炮击区域预览
private void DrawBombardmentAreaPreview(IntVec3 startPos, IntVec3 endPos, IntVec3 targetCell)
{
Map map = parent.pawn.Map;
// 计算飞行方向
Vector3 flightDirection = (endPos.ToVector3() - startPos.ToVector3()).normalized;
if (flightDirection == Vector3.zero)
{
flightDirection = Vector3.forward;
}
// 计算炮击影响区域的单元格
List<IntVec3> bombardmentImpactCells = CalculateBombardmentImpactCells(targetCell, flightDirection);
// 绘制炮击影响区域的预览单元格
foreach (IntVec3 cell in bombardmentImpactCells)
{
if (cell.InBounds(map))
{
GenDraw.DrawFieldEdges(new List<IntVec3> { cell }, Props.bombardmentPreviewColor, 0.5f);
}
}
// 绘制飞行路径线
GenDraw.DrawLineBetween(startPos.ToVector3Shifted(), endPos.ToVector3Shifted(), SimpleColor.Yellow, 0.2f);
// 绘制炮击范围边界
DrawBombardmentBoundaries(targetCell, flightDirection);
}
// 计算炮击影响区域的单元格
private List<IntVec3> CalculateBombardmentImpactCells(IntVec3 targetCell, Vector3 flightDirection)
{
List<IntVec3> cells = new List<IntVec3>();
Map map = parent.pawn.Map;
// 计算垂直于飞行方向的方向
Vector3 perpendicular = new Vector3(-flightDirection.z, 0f, flightDirection.x).normalized;
// 以目标单元格为中心计算炮击区域
Vector3 targetCenter = targetCell.ToVector3();
// 计算炮击区域的起始和结束位置(基于炮击长度,以目标为中心)
float bombardmentHalfLength = Props.bombardmentLength * 0.5f;
Vector3 bombardmentStart = targetCenter - flightDirection * bombardmentHalfLength;
Vector3 bombardmentEnd = targetCenter + flightDirection * bombardmentHalfLength;
// 使用整数步进
int steps = Mathf.Max(1, Mathf.CeilToInt(Props.bombardmentLength));
for (int i = 0; i <= steps; i++)
{
float progress = (float)i / steps;
Vector3 centerPoint = Vector3.Lerp(bombardmentStart, bombardmentEnd, progress);
// 在垂直方向扩展炮击宽度
for (int w = -Props.bombardmentWidth; w <= Props.bombardmentWidth; w++)
{
Vector3 offset = perpendicular * w;
Vector3 cellPos = centerPoint + offset;
// 使用精确的单元格转换
IntVec3 cell = new IntVec3(
Mathf.RoundToInt(cellPos.x),
Mathf.RoundToInt(cellPos.y),
Mathf.RoundToInt(cellPos.z)
);
if (cell.InBounds(map) && !cells.Contains(cell))
{
cells.Add(cell);
}
}
}
Log.Message($"Bombardment Area: Calculated {cells.Count} impact cells centered at {targetCell}");
return cells;
}
// 绘制炮击范围边界
private void DrawBombardmentBoundaries(IntVec3 targetCell, Vector3 flightDirection)
{
Map map = parent.pawn.Map;
Vector3 perpendicular = new Vector3(-flightDirection.z, 0f, flightDirection.x).normalized;
// 以目标单元格为中心
Vector3 targetCenter = targetCell.ToVector3();
// 计算炮击区域的起始和结束位置
float bombardmentHalfLength = Props.bombardmentLength * 0.5f;
Vector3 bombardmentStart = targetCenter - flightDirection * bombardmentHalfLength;
Vector3 bombardmentEnd = targetCenter + flightDirection * bombardmentHalfLength;
// 计算炮击区域的四个角
Vector3 startLeft = bombardmentStart + perpendicular * Props.bombardmentWidth;
Vector3 startRight = bombardmentStart - perpendicular * Props.bombardmentWidth;
Vector3 endLeft = bombardmentEnd + perpendicular * Props.bombardmentWidth;
Vector3 endRight = bombardmentEnd - perpendicular * Props.bombardmentWidth;
// 转换为 IntVec3 并确保在地图范围内
IntVec3 startLeftCell = GetSafeMapPosition(new IntVec3((int)startLeft.x, (int)startLeft.y, (int)startLeft.z), map);
IntVec3 startRightCell = GetSafeMapPosition(new IntVec3((int)startRight.x, (int)startRight.y, (int)startRight.z), map);
IntVec3 endLeftCell = GetSafeMapPosition(new IntVec3((int)endLeft.x, (int)endLeft.y, (int)endLeft.z), map);
IntVec3 endRightCell = GetSafeMapPosition(new IntVec3((int)endRight.x, (int)endRight.y, (int)endRight.z), map);
// 绘制边界线
if (startLeftCell.InBounds(map) && endLeftCell.InBounds(map))
GenDraw.DrawLineBetween(startLeftCell.ToVector3Shifted(), endLeftCell.ToVector3Shifted(), SimpleColor.Yellow, 0.2f);
if (startRightCell.InBounds(map) && endRightCell.InBounds(map))
GenDraw.DrawLineBetween(startRightCell.ToVector3Shifted(), endRightCell.ToVector3Shifted(), SimpleColor.Yellow, 0.2f);
if (startLeftCell.InBounds(map) && startRightCell.InBounds(map))
GenDraw.DrawLineBetween(startLeftCell.ToVector3Shifted(), startRightCell.ToVector3Shifted(), SimpleColor.Yellow, 0.2f);
if (endLeftCell.InBounds(map) && endRightCell.InBounds(map))
GenDraw.DrawLineBetween(endLeftCell.ToVector3Shifted(), endRightCell.ToVector3Shifted(), SimpleColor.Yellow, 0.2f);
}
// 预处理炮击目标单元格
private List<IntVec3> PreprocessBombardmentTargets(List<IntVec3> potentialTargets, float fireChance)
{
List<IntVec3> confirmedTargets = new List<IntVec3>();
List<IntVec3> missedCells = new List<IntVec3>();
foreach (IntVec3 cell in potentialTargets)
{
if (Rand.Value <= fireChance)
{
confirmedTargets.Add(cell);
}
else
{
missedCells.Add(cell);
}
}
// 应用最小和最大炮击数限制
if (Props.maxBombardmentCount > -1 && confirmedTargets.Count > Props.maxBombardmentCount)
{
confirmedTargets = confirmedTargets.InRandomOrder().Take(Props.maxBombardmentCount).ToList();
}
if (Props.minBombardmentCount > -1 && confirmedTargets.Count < Props.minBombardmentCount)
{
int needed = Props.minBombardmentCount - confirmedTargets.Count;
if (needed > 0 && missedCells.Count > 0)
{
confirmedTargets.AddRange(missedCells.InRandomOrder().Take(Mathf.Min(needed, missedCells.Count)));
}
}
Log.Message($"Bombardment Preprocess: {confirmedTargets.Count}/{potentialTargets.Count} cells confirmed after min/max adjustment.");
return confirmedTargets;
}
// 创建轨道炮击飞越
private void CreateOrbitalBombardmentFlyOver(IntVec3 startPos, IntVec3 endPos, IntVec3 targetCell)
{
ThingDef flyOverDef = Props.flyOverDef ?? DefDatabase<ThingDef>.GetNamedSilentFail("ARA_HiveCorvette");
if (flyOverDef == null)
{
Log.Warning("No fly over def specified for orbital bombardment fly over");
return;
}
FlyOver flyOver = FlyOver.MakeFlyOver(
flyOverDef,
startPos,
endPos,
parent.pawn.Map,
Props.flightSpeed,
Props.altitude,
casterPawn: parent.pawn
);
// 设置基本属性
flyOver.spawnContentsOnImpact = Props.dropContentsOnImpact;
flyOver.playFlyOverSound = Props.playFlyOverSound;
// 获取轨道炮击组件并设置预处理后的目标单元格
CompOrbitalBombardment bombardmentComp = flyOver.GetComp<CompOrbitalBombardment>();
if (bombardmentComp != null)
{
// 计算炮击区域的所有单元格,以目标单元格为中心
Vector3 flightDirection = (endPos.ToVector3() - startPos.ToVector3()).normalized;
List<IntVec3> potentialTargetCells = CalculateBombardmentImpactCells(targetCell, flightDirection);
if (potentialTargetCells.Count > 0)
{
// 预处理:根据概率筛选实际会被炮击的单元格
List<IntVec3> confirmedTargetCells = PreprocessBombardmentTargets(
potentialTargetCells,
Props.bombardmentFireChance
);
if (confirmedTargetCells.Count > 0)
{
bombardmentComp.SetConfirmedTargets(confirmedTargetCells);
}
else
{
Log.Warning("No confirmed target cells after preprocessing!");
}
}
else
{
Log.Error("No potential target cells calculated for orbital bombardment!");
}
}
else
{
Log.Error("FlyOver def does not have CompOrbitalBombardment component!");
}
}
// 以下方法与 CompAbilityEffect_SpawnFlyOver 中的相同,需要复制过来
private IntVec3 GetSafeMapPosition(IntVec3 pos, Map map)
{
if (map == null) return pos;
pos.x = Mathf.Clamp(pos.x, 0, map.Size.x - 1);
pos.z = Mathf.Clamp(pos.z, 0, map.Size.z - 1);
return pos;
}
private bool IsPreviewStable(IntVec3 startPos, IntVec3 endPos, Map map)
{
if (map == null) return false;
if (!startPos.IsValid || !endPos.IsValid) return false;
if (!startPos.InBounds(map) || !endPos.InBounds(map)) return false;
float distance = Vector3.Distance(startPos.ToVector3(), endPos.ToVector3());
if (distance < 5f) return false;
return true;
}
private void CalculatePerpendicularPath(LocalTargetInfo target, out IntVec3 startPos, out IntVec3 endPos)
{
Map map = parent.pawn.Map;
IntVec3 casterPos = parent.pawn.Position;
IntVec3 targetPos = target.Cell;
Log.Message($"Calculating perpendicular path: Caster={casterPos}, Target={targetPos}");
Vector3 directionToTarget = (targetPos.ToVector3() - casterPos.ToVector3()).normalized;
if (directionToTarget == Vector3.zero)
{
directionToTarget = new Vector3(Rand.Range(-1f, 1f), 0, Rand.Range(-1f, 1f)).normalized;
Log.Message($"Using random direction: {directionToTarget}");
}
Vector3 perpendicularDirection = new Vector3(-directionToTarget.z, 0, directionToTarget.x).normalized;
Log.Message($"Perpendicular direction: {perpendicularDirection}");
IntVec3 edge1 = FindMapEdgeInDirection(map, targetPos, perpendicularDirection);
IntVec3 edge2 = FindMapEdgeInDirection(map, targetPos, -perpendicularDirection);
if (Rand.Value < 0.5f)
{
startPos = edge1;
endPos = edge2;
}
else
{
startPos = edge2;
endPos = edge1;
}
Log.Message($"Perpendicular path: {startPos} -> {targetPos} -> {endPos}");
}
private IntVec3 FindMapEdgeInDirection(Map map, IntVec3 fromPos, Vector3 direction)
{
if (direction == Vector3.zero)
{
direction = new Vector3(Rand.Range(-1f, 1f), 0, Rand.Range(-1f, 1f)).normalized;
}
IntVec3 mapCenter = map.Center;
IntVec3 mapSize = new IntVec3(map.Size.x, 0, map.Size.z);
Vector3 fromVec = fromPos.ToVector3();
Vector3 dirNormalized = direction.normalized;
float tMin = float.MaxValue;
IntVec3? bestEdgePos = null;
for (int i = 0; i < 4; i++)
{
float t = 0f;
IntVec3 edgePos = IntVec3.Invalid;
switch (i)
{
case 0: // 左边界 (x = 0)
if (Mathf.Abs(dirNormalized.x) > 0.001f)
{
t = (0 - fromVec.x) / dirNormalized.x;
if (t > 0)
{
float z = fromVec.z + dirNormalized.z * t;
if (z >= 0 && z < map.Size.z)
{
edgePos = new IntVec3(0, 0, Mathf.RoundToInt(z));
}
}
}
break;
case 1: // 右边界 (x = map.Size.x - 1)
if (Mathf.Abs(dirNormalized.x) > 0.001f)
{
t = (map.Size.x - 1 - fromVec.x) / dirNormalized.x;
if (t > 0)
{
float z = fromVec.z + dirNormalized.z * t;
if (z >= 0 && z < map.Size.z)
{
edgePos = new IntVec3(map.Size.x - 1, 0, Mathf.RoundToInt(z));
}
}
}
break;
case 2: // 下边界 (z = 0)
if (Mathf.Abs(dirNormalized.z) > 0.001f)
{
t = (0 - fromVec.z) / dirNormalized.z;
if (t > 0)
{
float x = fromVec.x + dirNormalized.x * t;
if (x >= 0 && x < map.Size.x)
{
edgePos = new IntVec3(Mathf.RoundToInt(x), 0, 0);
}
}
}
break;
case 3: // 上边界 (z = map.Size.z - 1)
if (Mathf.Abs(dirNormalized.z) > 0.001f)
{
t = (map.Size.z - 1 - fromVec.z) / dirNormalized.z;
if (t > 0)
{
float x = fromVec.x + dirNormalized.x * t;
if (x >= 0 && x < map.Size.x)
{
edgePos = new IntVec3(Mathf.RoundToInt(x), 0, map.Size.z - 1);
}
}
}
break;
}
if (edgePos.IsValid && edgePos.InBounds(map) && t > 0 && t < tMin)
{
tMin = t;
bestEdgePos = edgePos;
}
}
if (bestEdgePos.HasValue)
{
return bestEdgePos.Value;
}
Log.Warning($"Could not find map edge in direction {direction}, using random edge");
return GetRandomMapEdgePosition(map);
}
private IntVec3 GetRandomMapEdgePosition(Map map)
{
int edge = Rand.Range(0, 4);
int x, z;
switch (edge)
{
case 0: // 上边
x = Rand.Range(0, map.Size.x);
z = 0;
break;
case 1: // 右边
x = map.Size.x - 1;
z = Rand.Range(0, map.Size.z);
break;
case 2: // 下边
x = Rand.Range(0, map.Size.x);
z = map.Size.z - 1;
break;
case 3: // 左边
default:
x = 0;
z = Rand.Range(0, map.Size.z);
break;
}
IntVec3 edgePos = new IntVec3(x, 0, z);
Log.Message($"Random map edge position: {edgePos}");
return edgePos;
}
private IntVec3 CalculateStartPosition(LocalTargetInfo target)
{
Map map = parent.pawn.Map;
switch (Props.startPosition)
{
case StartPosition.Caster:
return parent.pawn.Position;
case StartPosition.MapEdge:
return GetMapEdgePosition(map, GetDirectionFromCasterToTarget(target));
case StartPosition.CustomOffset:
return GetSafeMapPosition(parent.pawn.Position + Props.customStartOffset, map);
case StartPosition.RandomMapEdge:
return GetRandomMapEdgePosition(map);
default:
return parent.pawn.Position;
}
}
private IntVec3 CalculateEndPosition(LocalTargetInfo target, IntVec3 startPos)
{
Map map = parent.pawn.Map;
IntVec3 endPos;
switch (Props.endPosition)
{
case EndPosition.TargetCell:
endPos = target.Cell;
break;
case EndPosition.OppositeMapEdge:
endPos = GetOppositeMapEdgeThroughCenter(map, startPos);
break;
case EndPosition.CustomOffset:
endPos = GetSafeMapPosition(target.Cell + Props.customEndOffset, map);
break;
case EndPosition.FixedDistance:
endPos = GetFixedDistancePosition(startPos, target.Cell);
break;
case EndPosition.RandomMapEdge:
endPos = GetRandomMapEdgePosition(map);
Log.Message($"Random map edge selected as end position: {endPos}");
break;
default:
endPos = target.Cell;
break;
}
return GetSafeMapPosition(endPos, map);
}
private IntVec3 GetOppositeMapEdgeThroughCenter(Map map, IntVec3 startPos)
{
IntVec3 center = map.Center;
Vector3 toCenter = (center.ToVector3() - startPos.ToVector3()).normalized;
if (toCenter == Vector3.zero)
{
toCenter = new Vector3(Rand.Range(-1f, 1f), 0, Rand.Range(-1f, 1f)).normalized;
Log.Message($"Using random direction to center: {toCenter}");
}
Vector3 fromCenter = toCenter;
IntVec3 oppositeEdge = GetMapEdgePositionFromCenter(map, fromCenter);
Log.Message($"Found opposite edge through center: {oppositeEdge}");
return oppositeEdge;
}
private IntVec3 GetMapEdgePositionFromCenter(Map map, Vector3 direction)
{
IntVec3 center = map.Center;
float maxDist = Mathf.Max(map.Size.x, map.Size.z) * 0.6f;
for (int i = 1; i <= maxDist; i++)
{
IntVec3 testPos = center + new IntVec3(
Mathf.RoundToInt(direction.x * i),
0,
Mathf.RoundToInt(direction.z * i));
if (!testPos.InBounds(map))
{
IntVec3 edgePos = FindClosestValidPosition(testPos, map);
Log.Message($"Found map edge from center: {edgePos} (direction: {direction}, distance: {i})");
return edgePos;
}
}
Log.Warning("Could not find map edge from center, using random edge");
return GetRandomMapEdgePosition(map);
}
private IntVec3 GetMapEdgePosition(Map map, Vector3 direction)
{
if (direction == Vector3.zero)
{
direction = new Vector3(Rand.Range(-1f, 1f), 0, Rand.Range(-1f, 1f)).normalized;
Log.Message($"Using random direction: {direction}");
}
IntVec3 center = map.Center;
float maxDist = Mathf.Max(map.Size.x, map.Size.z) * 0.6f;
for (int i = 1; i <= maxDist; i++)
{
IntVec3 testPos = center + new IntVec3(
Mathf.RoundToInt(direction.x * i),
0,
Mathf.RoundToInt(direction.z * i));
if (!testPos.InBounds(map))
{
IntVec3 edgePos = FindClosestValidPosition(testPos, map);
Log.Message($"Found map edge position: {edgePos} (direction: {direction}, distance: {i})");
return edgePos;
}
}
Log.Warning("Could not find map edge in direction, using random edge");
return GetRandomMapEdgePosition(map);
}
private IntVec3 FindClosestValidPosition(IntVec3 invalidPos, Map map)
{
for (int radius = 1; radius <= 5; radius++)
{
foreach (IntVec3 pos in GenRadial.RadialPatternInRadius(radius))
{
IntVec3 testPos = invalidPos + pos;
if (testPos.InBounds(map))
{
return testPos;
}
}
}
return map.Center;
}
private IntVec3 GetFixedDistancePosition(IntVec3 startPos, IntVec3 targetPos)
{
Vector3 direction = (targetPos.ToVector3() - startPos.ToVector3()).normalized;
IntVec3 endPos = startPos + new IntVec3(
(int)(direction.x * Props.flyOverDistance),
0,
(int)(direction.z * Props.flyOverDistance));
Log.Message($"Fixed distance position: {endPos} (from {startPos}, distance: {Props.flyOverDistance})");
return endPos;
}
private Vector3 GetDirectionFromCasterToTarget(LocalTargetInfo target)
{
Vector3 direction = (target.Cell.ToVector3() - parent.pawn.Position.ToVector3()).normalized;
if (direction == Vector3.zero)
{
direction = new Vector3(Rand.Range(-1f, 1f), 0, Rand.Range(-1f, 1f)).normalized;
Log.Message($"Using random direction: {direction}");
}
return direction;
}
public override string ExtraLabelMouseAttachment(LocalTargetInfo target)
{
return $"炮击区域: {Props.bombardmentWidth * 2 + 1}格宽度 × {Props.bombardmentLength}格长度";
}
public override bool Valid(LocalTargetInfo target, bool throwMessages = false)
{
return base.Valid(target, throwMessages) &&
parent.pawn != null &&
parent.pawn.Map != null &&
target.Cell.IsValid &&
target.Cell.InBounds(parent.pawn.Map);
}
}
public class CompProperties_AbilityOrbitalBombardment : CompProperties_AbilityEffect
{
public ThingDef flyOverDef; // 飞越物体的 ThingDef
public ApproachType approachType = ApproachType.Standard; // 进场类型
public float flightSpeed = 1f; // 飞行速度
public float altitude = 20f; // 飞行高度
public bool dropContentsOnImpact = false; // 是否在终点投放内容物
public bool playFlyOverSound = true; // 是否播放飞越音效
// 起始位置选项
public StartPosition startPosition = StartPosition.Caster;
public IntVec3 customStartOffset = IntVec3.Zero;
// 终点位置选项
public EndPosition endPosition = EndPosition.TargetCell;
public IntVec3 customEndOffset = IntVec3.Zero;
public int flyOverDistance = 30; // 飞越距离
// 炮击配置
public int bombardmentWidth = 3; // 炮击宽度
public int bombardmentLength = 15; // 炮击长度
public float bombardmentFireChance = 0.6f; // 炮击发射概率
public int minBombardmentCount = -1; // 最小炮击数
public int maxBombardmentCount = -1; // 最大炮击数
// 炮击可视化
public bool showBombardmentPreview = true; // 是否显示炮击预览
public Color bombardmentPreviewColor = new Color(1f, 1f, 0.3f, 0.3f); // 黄色预览
public CompProperties_AbilityOrbitalBombardment()
{
this.compClass = typeof(CompAbilityEffect_OrbitalBombardment);
}
}
}

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// CompOrbitalBombardment.cs
using System.Collections.Generic;
using RimWorld;
using UnityEngine;
using Verse;
namespace WulaFallenEmpire
{
public class CompOrbitalBombardment : ThingComp
{
public CompProperties_OrbitalBombardment Props => (CompProperties_OrbitalBombardment)props;
// 炮击状态
private List<IntVec3> confirmedTargetCells = new List<IntVec3>();
private HashSet<IntVec3> firedCells = new HashSet<IntVec3>();
// 横向偏移状态(左右)
private float currentLateralOffsetAngle = 0f;
private int shotsFired = 0;
// 纵向偏移状态(前后)
private float currentLongitudinalOffset = 0f;
private bool isForwardPhase = true;
// 炮击间隔控制
private int nextBombardmentTick = 0;
private int currentBurstCount = 0;
public override void PostSpawnSetup(bool respawningAfterLoad)
{
base.PostSpawnSetup(respawningAfterLoad);
// 初始化偏移
if (!respawningAfterLoad)
{
currentLateralOffsetAngle = Props.lateralInitialOffsetAngle;
currentLongitudinalOffset = Props.longitudinalInitialOffset;
nextBombardmentTick = Find.TickManager.TicksGame + Props.initialDelayTicks;
}
Log.Message($"OrbitalBombardment: Initialized with {confirmedTargetCells.Count} targets, " +
$"Lateral Offset: {currentLateralOffsetAngle:F1}°, " +
$"Longitudinal Offset: {currentLongitudinalOffset:F1}");
}
public override void CompTick()
{
base.CompTick();
if (confirmedTargetCells.Count == 0 || Find.TickManager.TicksGame < nextBombardmentTick)
{
return;
}
CheckAndBombardTargets();
// 定期状态输出
if (Find.TickManager.TicksGame % 120 == 0 && confirmedTargetCells.Count > 0)
{
Log.Message($"OrbitalBombardment: {firedCells.Count}/{confirmedTargetCells.Count + firedCells.Count} targets bombarded, " +
$"Lateral: {currentLateralOffsetAngle:F1}°, Longitudinal: {currentLongitudinalOffset:F1}");
}
}
private void CheckAndBombardTargets()
{
Vector3 currentPos = parent.DrawPos;
for (int i = confirmedTargetCells.Count - 1; i >= 0; i--)
{
IntVec3 targetCell = confirmedTargetCells[i];
if (firedCells.Contains(targetCell))
{
confirmedTargetCells.RemoveAt(i);
continue;
}
float horizontalDistance = GetHorizontalDistance(currentPos, targetCell);
if (horizontalDistance <= Props.range)
{
if (LaunchSkyfallerAt(targetCell))
{
firedCells.Add(targetCell);
confirmedTargetCells.RemoveAt(i);
// 更新所有偏移参数
UpdateOffsets();
// 设置下一次炮击时间
UpdateNextBombardmentTick();
if (firedCells.Count == 1)
{
Log.Message($"First orbital bombardment at {targetCell}, " +
$"Lateral offset: {currentLateralOffsetAngle:F1}°, " +
$"Longitudinal offset: {currentLongitudinalOffset:F1}");
}
// 检查是否需要暂停(连发模式)
if (Props.burstMode && currentBurstCount >= Props.burstSize)
{
currentBurstCount = 0;
nextBombardmentTick = Find.TickManager.TicksGame + Props.burstCooldownTicks;
break;
}
}
}
}
}
// 新增:更新所有偏移参数
private void UpdateOffsets()
{
shotsFired++;
currentBurstCount++;
// 更新横向偏移
UpdateLateralOffset();
// 更新纵向偏移
UpdateLongitudinalOffset();
}
// 横向偏移逻辑(左右)
private void UpdateLateralOffset()
{
switch (Props.lateralOffsetMode)
{
case OffsetMode.Alternating:
currentLateralOffsetAngle = (shotsFired % 2 == 0) ? Props.lateralOffsetDistance : -Props.lateralOffsetDistance;
break;
case OffsetMode.Progressive:
currentLateralOffsetAngle += Props.lateralAngleIncrement;
if (Mathf.Abs(currentLateralOffsetAngle) > Props.lateralMaxOffsetAngle)
{
currentLateralOffsetAngle = Props.lateralInitialOffsetAngle;
}
break;
case OffsetMode.Random:
currentLateralOffsetAngle = Random.Range(-Props.lateralMaxOffsetAngle, Props.lateralMaxOffsetAngle);
break;
case OffsetMode.Fixed:
default:
break;
}
if (Props.lateralMaxOffsetAngle > 0)
{
currentLateralOffsetAngle = Mathf.Clamp(currentLateralOffsetAngle, -Props.lateralMaxOffsetAngle, Props.lateralMaxOffsetAngle);
}
}
// 纵向偏移逻辑(前后)
private void UpdateLongitudinalOffset()
{
switch (Props.longitudinalOffsetMode)
{
case LongitudinalOffsetMode.Alternating:
currentLongitudinalOffset = (shotsFired % 2 == 0) ? Props.longitudinalAlternationAmplitude : -Props.longitudinalAlternationAmplitude;
break;
case LongitudinalOffsetMode.Progressive:
if (isForwardPhase)
{
currentLongitudinalOffset += Props.longitudinalProgressionStep;
if (currentLongitudinalOffset >= Props.longitudinalMaxOffset)
{
isForwardPhase = false;
}
}
else
{
currentLongitudinalOffset -= Props.longitudinalProgressionStep;
if (currentLongitudinalOffset <= Props.longitudinalMinOffset)
{
isForwardPhase = true;
}
}
break;
case LongitudinalOffsetMode.Random:
currentLongitudinalOffset = Random.Range(Props.longitudinalMinOffset, Props.longitudinalMaxOffset);
break;
case LongitudinalOffsetMode.Sinusoidal:
float time = shotsFired * Props.longitudinalOscillationSpeed;
currentLongitudinalOffset = Mathf.Sin(time) * Props.longitudinalOscillationAmplitude;
break;
case LongitudinalOffsetMode.Fixed:
default:
break;
}
currentLongitudinalOffset = Mathf.Clamp(currentLongitudinalOffset, Props.longitudinalMinOffset, Props.longitudinalMaxOffset);
}
// 更新下一次炮击时间
private void UpdateNextBombardmentTick()
{
if (Props.burstMode && currentBurstCount < Props.burstSize)
{
// 连发模式中的连续射击
nextBombardmentTick = Find.TickManager.TicksGame + Props.burstIntervalTicks;
}
else
{
// 单发模式或连发模式结束
nextBombardmentTick = Find.TickManager.TicksGame + Props.cooldownTicks;
}
}
// 计算包含横向和纵向偏移的目标位置
private IntVec3 CalculateOffsetTargetPosition(IntVec3 baseTarget)
{
Vector3 basePos = baseTarget.ToVector3();
Vector3 finalPos = basePos;
// 应用横向偏移(左右)
if (Mathf.Abs(currentLateralOffsetAngle) > 0.01f)
{
Vector3 flyDirection = GetFlyOverDirection();
Vector3 perpendicular = Vector3.Cross(flyDirection, Vector3.up).normalized;
float lateralOffsetDistance = Props.lateralOffsetDistance;
Vector3 lateralOffset = perpendicular * lateralOffsetDistance * Mathf.Sin(currentLateralOffsetAngle * Mathf.Deg2Rad);
finalPos += lateralOffset;
}
// 应用纵向偏移(前后)
if (Mathf.Abs(currentLongitudinalOffset) > 0.01f)
{
Vector3 flyDirection = GetFlyOverDirection();
Vector3 longitudinalOffset = flyDirection * currentLongitudinalOffset;
finalPos += longitudinalOffset;
}
return finalPos.ToIntVec3();
}
private Vector3 GetFlyOverDirection()
{
FlyOver flyOver = parent as FlyOver;
if (flyOver != null)
{
return flyOver.MovementDirection;
}
return Vector3.forward;
}
private float GetHorizontalDistance(Vector3 fromPos, IntVec3 toCell)
{
Vector2 fromPos2D = new Vector2(fromPos.x, fromPos.z);
Vector2 toPos2D = new Vector2(toCell.x, toCell.z);
return Vector2.Distance(fromPos2D, toPos2D);
}
private bool LaunchSkyfallerAt(IntVec3 targetCell)
{
if (Props.skyfallerDef == null)
{
Log.Error("No skyfaller defined for orbital bombardment");
return false;
}
try
{
// 计算偏移后的目标位置
IntVec3 offsetTarget = CalculateOffsetTargetPosition(targetCell);
// 确保目标位置在地图范围内
if (!offsetTarget.InBounds(parent.Map))
{
Log.Warning($"OrbitalBombardment: Offset target position {offsetTarget} is out of bounds, using original target {targetCell}");
offsetTarget = targetCell;
}
// 创建 Skyfaller
Skyfaller skyfaller = SkyfallerMaker.SpawnSkyfaller(
Props.skyfallerDef,
offsetTarget,
parent.Map
);
if (skyfaller != null)
{
// 设置发射者信息(如果需要)
Thing launcher = GetLauncher();
if (launcher != null)
{
// 这里可以设置 Skyfaller 的发射者信息
// 具体取决于 Skyfaller 的实现
}
// 播放炮击特效
if (Props.spawnBombardmentEffect)
{
CreateBombardmentEffect(offsetTarget);
}
Log.Message($"OrbitalBombardment: Launched {Props.skyfallerDef.defName} at {offsetTarget}");
return true;
}
}
catch (System.Exception ex)
{
Log.Error($"Error launching orbital bombardment skyfaller: {ex}");
}
return false;
}
// 炮击特效
private void CreateBombardmentEffect(IntVec3 targetPos)
{
if (Props.bombardmentEffectDef != null)
{
MoteMaker.MakeStaticMote(
targetPos.ToVector3Shifted(),
parent.Map,
Props.bombardmentEffectDef,
Props.bombardmentEffectScale
);
}
}
private Thing GetLauncher()
{
FlyOver flyOver = parent as FlyOver;
// 如果需要,可以返回发射者信息
return parent;
}
public void SetConfirmedTargets(List<IntVec3> targets)
{
confirmedTargetCells.Clear();
firedCells.Clear();
shotsFired = 0;
currentBurstCount = 0;
currentLateralOffsetAngle = Props.lateralInitialOffsetAngle;
currentLongitudinalOffset = Props.longitudinalInitialOffset;
isForwardPhase = true;
confirmedTargetCells.AddRange(targets);
// 设置首次炮击时间
nextBombardmentTick = Find.TickManager.TicksGame + Props.initialDelayTicks;
Log.Message($"OrbitalBombardment: Set {confirmedTargetCells.Count} targets, " +
$"Lateral Mode: {Props.lateralOffsetMode}, " +
$"Longitudinal Mode: {Props.longitudinalOffsetMode}, " +
$"Initial Delay: {Props.initialDelayTicks} ticks");
if (confirmedTargetCells.Count > 0)
{
Log.Message($"First target: {confirmedTargetCells[0]}, Last target: {confirmedTargetCells[confirmedTargetCells.Count - 1]}");
}
}
public override void PostExposeData()
{
base.PostExposeData();
Scribe_Collections.Look(ref confirmedTargetCells, "confirmedTargetCells", LookMode.Value);
Scribe_Collections.Look(ref firedCells, "firedCells", LookMode.Value);
Scribe_Values.Look(ref currentLateralOffsetAngle, "currentLateralOffsetAngle", Props.lateralInitialOffsetAngle);
Scribe_Values.Look(ref currentLongitudinalOffset, "currentLongitudinalOffset", Props.longitudinalInitialOffset);
Scribe_Values.Look(ref shotsFired, "shotsFired", 0);
Scribe_Values.Look(ref isForwardPhase, "isForwardPhase", true);
Scribe_Values.Look(ref nextBombardmentTick, "nextBombardmentTick", 0);
Scribe_Values.Look(ref currentBurstCount, "currentBurstCount", 0);
}
// 调试方法
public void DebugBombardmentStatus()
{
Log.Message($"OrbitalBombardment Status:");
Log.Message($" Lateral - Angle: {currentLateralOffsetAngle:F1}°, Mode: {Props.lateralOffsetMode}");
Log.Message($" Longitudinal - Offset: {currentLongitudinalOffset:F1}, Mode: {Props.longitudinalOffsetMode}");
Log.Message($" Shots Fired: {shotsFired}, Forward Phase: {isForwardPhase}");
Log.Message($" Next Bombardment: {nextBombardmentTick}, Current Burst: {currentBurstCount}/{Props.burstSize}");
Log.Message($" Targets: {confirmedTargetCells.Count} remaining, {firedCells.Count} completed");
}
// 获取剩余目标数量
public int GetRemainingTargets()
{
return confirmedTargetCells.Count;
}
// 获取总进度
public float GetCompletionProgress()
{
int totalTargets = confirmedTargetCells.Count + firedCells.Count;
if (totalTargets == 0) return 1f;
return (float)firedCells.Count / totalTargets;
}
}
public class CompProperties_OrbitalBombardment : CompProperties
{
public ThingDef skyfallerDef; // Skyfaller 定义
public float range = 25f; // 炮击范围
// 炮击时序控制
public int initialDelayTicks = 60; // 初始延迟(游戏刻)
public int cooldownTicks = 30; // 冷却时间(游戏刻)
public bool burstMode = false; // 是否使用连发模式
public int burstSize = 3; // 连发数量
public int burstIntervalTicks = 10; // 连发间隔(游戏刻)
public int burstCooldownTicks = 60; // 连发后冷却(游戏刻)
// 横向偏移配置(左右)
public float lateralOffsetDistance = 2f;
public float lateralInitialOffsetAngle = 0f;
public float lateralMaxOffsetAngle = 45f;
public float lateralAngleIncrement = 5f;
public OffsetMode lateralOffsetMode = OffsetMode.Alternating;
// 纵向偏移配置(前后)
public float longitudinalInitialOffset = 0f;
public float longitudinalMinOffset = -2f;
public float longitudinalMaxOffset = 2f;
public LongitudinalOffsetMode longitudinalOffsetMode = LongitudinalOffsetMode.Alternating;
// 正弦波模式参数
public float longitudinalOscillationSpeed = 0.5f;
public float longitudinalOscillationAmplitude = 1f;
// 交替模式参数
public float longitudinalAlternationAmplitude = 1f;
// 渐进模式参数
public float longitudinalProgressionStep = 0.1f;
// 视觉效果和音效
public bool spawnBombardmentEffect = true;
public ThingDef bombardmentEffectDef;
public float bombardmentEffectScale = 1f;
public SoundDef bombardmentSound;
public CompProperties_OrbitalBombardment()
{
compClass = typeof(CompOrbitalBombardment);
}
}
}

View File

@@ -100,6 +100,8 @@
<Compile Include="Flyover\WULA_FlyOverEscort\CompProperties_FlyOverEscort.cs" />
<Compile Include="Flyover\WULA_FlyOverType\CompProperties_FlyOverType.cs" />
<Compile Include="Flyover\WULA_GroundStrafing\CompGroundStrafing.cs" />
<Compile Include="Flyover\WULA_OrbitalBombardment\CompAbilityOrbitalBombardment.cs" />
<Compile Include="Flyover\WULA_OrbitalBombardment\CompOrbitalBombardment.cs" />
<Compile Include="Flyover\WULA_SectorSurveillance\CompSectorSurveillance.cs" />
<Compile Include="Flyover\WULA_SendLetterAfterTicks\CompProperties_SendLetterAfterTicks.cs" />
<Compile Include="Flyover\WULA_SendLetterAfterTicks\CompSendLetterAfterTicks.cs" />