整理一下
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using System;
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using System.Collections.Generic;
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using System.Linq;
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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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public class Thing_ExcaliburBeam : Mote
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{
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public IntVec3 targetCell;
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public Pawn caster;
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public ThingDef weaponDef;
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public float damageAmount;
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public float armorPenetration;
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public float pathWidth;
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public DamageDef damageDef;
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// Burst shot support
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public int burstShotsTotal = 1;
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public int currentBurstShot = 0;
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// Path cells for this burst
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private List<IntVec3> currentBurstCells;
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private int ticksToDetonate = 0;
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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 targetCell, "targetCell");
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Scribe_References.Look(ref caster, "caster");
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Scribe_Defs.Look(ref weaponDef, "weaponDef");
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Scribe_Values.Look(ref damageAmount, "damageAmount");
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Scribe_Values.Look(ref armorPenetration, "armorPenetration");
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Scribe_Values.Look(ref pathWidth, "pathWidth");
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Scribe_Defs.Look(ref damageDef, "damageDef");
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Scribe_Values.Look(ref burstShotsTotal, "burstShotsTotal", 1);
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Scribe_Values.Look(ref currentBurstShot, "currentBurstShot", 0);
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}
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public void StartStrike(List<IntVec3> allCells, int burstIndex, int totalBursts)
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{
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if (allCells == null || !allCells.Any())
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{
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Destroy();
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return;
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}
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currentBurstCells = new List<IntVec3>(allCells);
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currentBurstShot = burstIndex;
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burstShotsTotal = totalBursts;
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// Add a small delay before detonation for visual effect
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ticksToDetonate = 10; // 10 ticks delay before detonation
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}
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protected override void TimeInterval(float deltaTime)
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{
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base.TimeInterval(deltaTime);
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if (ticksToDetonate > 0)
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{
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ticksToDetonate--;
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if (ticksToDetonate == 0)
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{
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Detonate();
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}
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}
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}
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private void Detonate()
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{
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if (currentBurstCells == null || !currentBurstCells.Any() || Map == null)
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{
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Destroy();
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return;
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}
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// Create a copy of the list to avoid modification during iteration
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List<IntVec3> cellsToDetonate = new List<IntVec3>(currentBurstCells);
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// Clear the current burst cells to prevent reuse
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currentBurstCells.Clear();
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foreach (IntVec3 cell in cellsToDetonate)
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{
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if (cell.InBounds(Map))
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{
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// Apply explosion effect, but ignore the caster
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List<Thing> ignoredThings = new List<Thing>();
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if (caster != null)
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{
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ignoredThings.Add(caster);
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}
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DamageDef explosionDamageType = damageDef ?? DamageDefOf.Bomb;
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// Create explosion parameters with more precise settings
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GenExplosion.DoExplosion(
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center: cell,
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map: Map,
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radius: 1.2f, // Slightly larger radius for better visual effect
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damType: explosionDamageType,
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instigator: caster,
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damAmount: (int)damageAmount,
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armorPenetration: armorPenetration,
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explosionSound: null,
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weapon: weaponDef,
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projectile: null,
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intendedTarget: null,
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postExplosionSpawnThingDef: null,
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postExplosionSpawnChance: 0f,
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postExplosionSpawnThingCount: 1,
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postExplosionGasType: null,
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applyDamageToExplosionCellsNeighbors: true, // Apply damage to neighbor cells
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preExplosionSpawnThingDef: null,
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preExplosionSpawnChance: 0f,
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preExplosionSpawnThingCount: 1,
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chanceToStartFire: 0.1f, // Small chance to start fire
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damageFalloff: true, // Add damage falloff
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direction: null,
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ignoredThings: ignoredThings,
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affectedAngle: null,
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doVisualEffects: true,
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propagationSpeed: 0.5f, // Add some propagation speed for visual effect
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screenShakeFactor: 0.3f, // Add screen shake
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doSoundEffects: true,
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postExplosionSpawnThingDefWater: null,
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flammabilityChanceCurve: null,
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overrideCells: null,
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postExplosionSpawnSingleThingDef: null,
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preExplosionSpawnSingleThingDef: null);
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}
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}
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// Check if there are more bursts to come
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if (currentBurstShot < burstShotsTotal - 1)
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{
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// Prepare for next burst
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ticksToDetonate = 15; // Wait 15 ticks before next burst
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currentBurstShot++;
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}
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else
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{
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// All bursts completed, destroy the mote
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Destroy();
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}
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}
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}
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}
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