This commit is contained in:
2025-12-25 12:52:34 +08:00
5 changed files with 190 additions and 638 deletions

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@@ -481,13 +481,6 @@
<!-- <ownershipFaction>Player</ownershipFaction> -->
</li>
<li Class="WulaFallenEmpire.CompProperties_StorageTurret">
<turretDef>WULA_Cat_Bunker_TurretGun</turretDef> <!-- 替换为您想要的炮塔 -->
<angleOffset>0</angleOffset>
<autoAttack>true</autoAttack>
<maxTurrets>6</maxTurrets>
<turretSpacing>1.5</turretSpacing>
</li>
<!-- <li Class="WulaFallenEmpire.CompProperties_TransformAtFullCapacity">
<targetPawnKind>WULA_Mobile_Bunker</targetPawnKind>
<requiredCapacity>6</requiredCapacity>
@@ -498,6 +491,55 @@
<li Class="WulaFallenEmpire.CompProperties_PathCostUpdater">
<adaptiveExpansion>true</adaptiveExpansion>
</li>
<li Class="WulaFallenEmpire.CompProperties_StorageMultiTurretGun">
<ID>1</ID>
<turretDef>WULA_Cat_Bunker_TurretGun</turretDef>
<angleOffset>0</angleOffset>
<autoAttack>true</autoAttack>
<requiredMechanoids>1</requiredMechanoids>
<autoActivate>true</autoActivate>
</li>
<li Class="WulaFallenEmpire.CompProperties_StorageMultiTurretGun">
<ID>2</ID>
<turretDef>WULA_Cat_Bunker_TurretGun</turretDef>
<angleOffset>0</angleOffset>
<autoAttack>true</autoAttack>
<requiredMechanoids>2</requiredMechanoids>
<autoActivate>true</autoActivate>
</li>
<li Class="WulaFallenEmpire.CompProperties_StorageMultiTurretGun">
<ID>3</ID>
<turretDef>WULA_Cat_Bunker_TurretGun</turretDef>
<angleOffset>0</angleOffset>
<autoAttack>true</autoAttack>
<requiredMechanoids>3</requiredMechanoids>
<autoActivate>true</autoActivate>
</li>
<li Class="WulaFallenEmpire.CompProperties_StorageMultiTurretGun">
<ID>4</ID>
<turretDef>WULA_Cat_Bunker_TurretGun</turretDef>
<angleOffset>0</angleOffset>
<autoAttack>true</autoAttack>
<requiredMechanoids>4</requiredMechanoids>
<autoActivate>true</autoActivate>
</li>
<li Class="WulaFallenEmpire.CompProperties_StorageMultiTurretGun">
<ID>5</ID>
<turretDef>WULA_Cat_Bunker_TurretGun</turretDef>
<angleOffset>0</angleOffset>
<autoAttack>true</autoAttack>
<requiredMechanoids>5</requiredMechanoids>
<autoActivate>true</autoActivate>
</li>
<li Class="WulaFallenEmpire.CompProperties_StorageMultiTurretGun">
<ID>6</ID>
<turretDef>WULA_Cat_Bunker_TurretGun</turretDef>
<angleOffset>0</angleOffset>
<autoAttack>true</autoAttack>
<requiredMechanoids>6</requiredMechanoids>
<autoActivate>true</autoActivate>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="BaseWeaponTurret">

View File

@@ -1,19 +1,24 @@
// File: CompProperties_StorageMultiTurretGun.cs
using RimWorld;
using System.Collections.Generic;
using Verse;
namespace WulaFallenEmpire
{
public class CompProperties_StorageTurret : CompProperties
public class CompProperties_StorageMultiTurretGun : CompProperties_TurretGun
{
public CompProperties_StorageTurret()
// 炮塔ID用于区分多个炮塔
public int ID = 0;
// 激活需要的机械族数量
public int requiredMechanoids = 1;
// 是否根据机械族数量自动激活
public bool autoActivate = true;
public CompProperties_StorageMultiTurretGun()
{
this.compClass = typeof(CompStorageTurret);
compClass = typeof(Comp_StorageMultiTurretGun);
}
public ThingDef turretDef;
public float angleOffset;
public bool autoAttack = true;
public int maxTurrets = 5; // 最大炮塔数量
public float turretSpacing = 1f; // 炮塔间距
}
}

View File

@@ -1,662 +1,167 @@
using System;
using System.Collections.Generic;
using UnityEngine;
// File: Comp_StorageMultiTurretGun.cs
using System;
using Verse;
using Verse.AI;
using RimWorld;
using UnityEngine;
namespace WulaFallenEmpire
{
public class CompStorageTurret : ThingComp
public class Comp_StorageMultiTurretGun : CompTurretGun
{
public Thing Thing => this.parent;
// 炮塔是否激活
private bool isActive = false;
// 缓存父级的Building_MechanoidRecycler
private Building_MechanoidRecycler cachedRecycler;
private CompProperties_StorageTurret Props => (CompProperties_StorageTurret)this.props;
public new CompProperties_StorageMultiTurretGun Props => (CompProperties_StorageMultiTurretGun)props;
// 存储的炮塔列表
private List<TurretInstance> turrets = new List<TurretInstance>();
// 标记是否已加载数据
private bool dataLoaded = false;
// 获取当前机械族存储数量
// 获取当前机械族数量
private int StoredMechanoidCount
{
get
{
var recycler = parent as Building_MechanoidRecycler;
if (recycler != null)
if (cachedRecycler == null)
{
return recycler.StoredCount;
cachedRecycler = parent as Building_MechanoidRecycler;
}
return 0;
return cachedRecycler?.StoredCount ?? 0;
}
}
// 检查炮塔是否应该激活
private bool ShouldBeActive
{
get
{
if (!Props.autoActivate)
return true;
return StoredMechanoidCount >= Props.requiredMechanoids;
}
}
public override void Initialize(CompProperties props)
public override void PostSpawnSetup(bool respawningAfterLoad)
{
base.Initialize(props);
// 只有在没有加载过数据时才初始化新炮塔
if (!dataLoaded)
{
UpdateTurrets();
}
base.PostSpawnSetup(respawningAfterLoad);
// 初始化状态
UpdateActivationState();
}
public override void CompTick()
{
base.CompTick();
// 确保数据已加载
if (!dataLoaded)
// 每60ticks检查一次激活状态优化性能
if (parent.IsHashIntervalTick(60))
{
dataLoaded = true;
InitializeTurretsAfterLoad();
bool shouldBeActive = ShouldBeActive;
if (shouldBeActive != isActive)
{
isActive = shouldBeActive;
UpdateActivationState();
}
}
// 只有激活时才执行炮塔逻辑
if (isActive)
{
base.CompTick();
}
else
{
// 非激活状态:回正炮管,清空目标
ResetTurretToNeutral();
}
}
private void ResetTurretToNeutral()
{
// 清空当前目标
currentTarget = LocalTargetInfo.Invalid;
burstCooldownTicksLeft = 0;
burstWarmupTicksLeft = 0;
// 炮管回正到默认角度
curRotation = parent.Rotation.AsAngle + Props.angleOffset;
}
private void UpdateActivationState()
{
if (isActive)
{
// 激活:创建枪械(如果需要)
if (gun == null)
{
MakeGun();
}
// 发送激活消息
if (parent.Faction == Faction.OfPlayer && Prefs.DevMode)
{
Log.Message($"[StorageTurret] 炮塔 {Props.ID} 已激活 (需要机械族: {Props.requiredMechanoids}, 当前: {StoredMechanoidCount})");
}
}
else
{
// 非激活状态:清空目标,重置状态
ResetTurretToNeutral();
if (parent.Faction == Faction.OfPlayer && Prefs.DevMode)
{
Log.Message($"[StorageTurret] 炮塔 {Props.ID} 已停用 (需要机械族: {Props.requiredMechanoids}, 当前: {StoredMechanoidCount})");
}
}
}
private void MakeGun()
{
if (Props.turretDef == null)
return;
}
// 更新炮塔数量
if (Find.TickManager.TicksGame % 60 == 0)
{
UpdateTurrets();
}
// 更新所有炮塔
for (int i = 0; i < turrets.Count; i++)
{
if (i < StoredMechanoidCount)
{
turrets[i].TurretTick();
}
}
gun = ThingMaker.MakeThing(Props.turretDef);
UpdateGunVerbs();
}
// 加载后初始化炮塔
private void InitializeTurretsAfterLoad()
private void UpdateGunVerbs()
{
if (turrets == null)
if (gun == null)
return;
var compEq = gun.TryGetComp<CompEquippable>();
if (compEq == null)
return;
foreach (var verb in compEq.AllVerbs)
{
turrets = new List<TurretInstance>();
}
// 重新建立 parent 引用
for (int i = 0; i < turrets.Count; i++)
{
if (turrets[i] != null)
verb.caster = parent;
verb.castCompleteCallback = delegate
{
turrets[i].SetParent(this);
turrets[i].SetIndex(i);
turrets[i].PostLoadInit();
}
}
// 根据当前机械族数量调整炮塔数量
UpdateTurrets();
}
private void UpdateTurrets()
{
int currentCount = Mathf.Min(StoredMechanoidCount, Props.maxTurrets);
// 添加缺少的炮塔
while (turrets.Count < currentCount)
{
turrets.Add(new TurretInstance(this, turrets.Count));
}
// 移除多余的炮塔
while (turrets.Count > currentCount)
{
// 注意:只移除未激活的炮塔
int lastIndex = turrets.Count - 1;
if (lastIndex >= StoredMechanoidCount)
{
turrets.RemoveAt(lastIndex);
}
else
{
break;
}
}
}
public override void PostDraw()
{
base.PostDraw();
// 绘制所有激活的炮塔
for (int i = 0; i < turrets.Count; i++)
{
if (i < StoredMechanoidCount)
{
turrets[i].DrawTurret();
}
burstCooldownTicksLeft = AttackVerb.verbProps.defaultCooldownTime.SecondsToTicks();
};
}
}
public override void PostExposeData()
{
base.PostExposeData();
Scribe_Values.Look(ref dataLoaded, "dataLoaded", false);
Scribe_Collections.Look(ref turrets, "turrets", LookMode.Deep);
if (Scribe.mode == LoadSaveMode.PostLoadInit)
{
// 标记需要重新初始化
dataLoaded = false;
}
Scribe_Values.Look(ref isActive, "isActive", false);
}
public class TurretInstance : IExposable, IAttackTargetSearcher
// 提供外部接口手动激活/停用
public void SetActive(bool active)
{
// 为每个炮塔实例生成唯一ID
private int turretID = -1;
private static int nextTurretID = 0;
// 存储每个炮塔的目标历史,用于避免重复选择已死亡的目标
private HashSet<Thing> killedTargets = new HashSet<Thing>();
private static Dictionary<int, HashSet<Thing>> allKilledTargets = new Dictionary<int, HashSet<Thing>>();
private CompStorageTurret _parent;
private int _index;
// 炮塔状态
public Thing gun;
public int burstCooldownTicksLeft;
public int burstWarmupTicksLeft;
public LocalTargetInfo currentTarget = LocalTargetInfo.Invalid;
public float curRotation;
public Material turretMat;
// 目标最后可见时间,用于跟踪目标丢失
private int lastTargetVisibleTick = -1;
private const int TARGET_LOST_THRESHOLD = 30; // 30 ticks后认为目标丢失
// 标记是否已初始化
private bool initialized = false;
// 安全访问器
public CompStorageTurret Parent => _parent;
public int Index => _index;
public int TurretID => turretID;
// IAttackTargetSearcher 接口实现
public Thing Thing => _parent?.parent;
public Verb CurrentEffectiveVerb => AttackVerb;
public LocalTargetInfo LastAttackedTarget => LocalTargetInfo.Invalid;
public int LastAttackTargetTick => -1;
public Thing TargetCurrentlyAimingAt => currentTarget.Thing;
private bool WarmingUp => burstWarmupTicksLeft > 0;
public Verb AttackVerb
{
get
{
if (gun == null) return null;
var compEq = gun.TryGetComp<CompEquippable>();
return compEq?.PrimaryVerb;
}
}
private bool CanShoot
{
get
{
if (_parent == null || _parent.parent == null)
return false;
if (!_parent.parent.Spawned || _parent.parent.Destroyed)
return false;
if (AttackVerb == null)
{
// 尝试重新初始化
if (!initialized)
{
PostLoadInit();
}
return false;
}
return true;
}
}
// 无参构造函数用于序列化
public TurretInstance() { }
public TurretInstance(CompStorageTurret parent, int index)
{
SetParent(parent);
SetIndex(index);
// 生成唯一ID
turretID = nextTurretID++;
Initialize();
}
public void SetParent(CompStorageTurret parent)
{
_parent = parent;
}
public void SetIndex(int index)
{
_index = index;
}
private void Initialize()
{
if (initialized) return;
MakeGun();
UpdateGunVerbs();
initialized = true;
// 初始化已击杀目标集合
if (!allKilledTargets.ContainsKey(turretID))
{
allKilledTargets[turretID] = new HashSet<Thing>();
}
}
// 加载后初始化
public void PostLoadInit()
{
if (initialized) return;
if (gun == null)
{
MakeGun();
}
UpdateGunVerbs();
initialized = true;
// 初始化已击杀目标集合
if (!allKilledTargets.ContainsKey(turretID))
{
allKilledTargets[turretID] = new HashSet<Thing>();
}
}
// 清理已击杀目标集合,避免内存泄漏
public void CleanupKilledTargets()
{
if (allKilledTargets.ContainsKey(turretID))
{
// 移除所有已经被销毁的目标
killedTargets.RemoveWhere(target => target == null || target.Destroyed);
allKilledTargets[turretID] = killedTargets;
}
}
// 添加已击杀目标
public void AddKilledTarget(Thing target)
{
if (target != null)
{
killedTargets.Add(target);
if (allKilledTargets.ContainsKey(turretID))
{
allKilledTargets[turretID] = killedTargets;
}
// 通知其他炮塔这个目标已被击杀
NotifyOtherTurretsTargetKilled(target, this);
}
}
// 检查目标是否已被击杀
public bool IsTargetKilled(Thing target)
{
if (target == null || target.Destroyed)
return true;
// 检查自己的击杀记录
if (killedTargets.Contains(target))
return true;
// 检查其他炮塔的击杀记录(共享击杀信息)
foreach (var kvp in allKilledTargets)
{
if (kvp.Key != turretID && kvp.Value.Contains(target))
return true;
}
return false;
}
// 通知其他炮塔目标已被击杀
private void NotifyOtherTurretsTargetKilled(Thing target, TurretInstance killer)
{
if (_parent?.turrets == null) return;
foreach (var turret in _parent.turrets)
{
if (turret != null && turret != this)
{
// 如果其他炮塔正在瞄准这个目标,重置它们的目标
if (turret.currentTarget.Thing == target)
{
turret.ResetCurrentTarget();
}
// 将这个目标添加到它们的击杀记录中
if (turret.killedTargets != null)
{
turret.killedTargets.Add(target);
}
}
}
}
private void MakeGun()
{
if (_parent == null || _parent.Props == null || _parent.Props.turretDef == null)
return;
gun = ThingMaker.MakeThing(_parent.Props.turretDef, null);
}
private void UpdateGunVerbs()
{
if (gun == null) return;
var compEq = gun.TryGetComp<CompEquippable>();
if (compEq == null) return;
// 确保 parent 不为 null
if (_parent == null || _parent.parent == null)
{
WulaLog.Debug("[StorageTurret] Parent is null when updating gun verbs");
return;
}
foreach (var verb in compEq.AllVerbs)
{
// 关键修复:设置正确的 caster
verb.caster = _parent.parent;
verb.castCompleteCallback = () =>
{
burstCooldownTicksLeft = AttackVerb?.verbProps?.defaultCooldownTime.SecondsToTicks() ?? 0;
// 如果成功攻击并击杀目标,记录它
if (currentTarget.Thing != null && currentTarget.Thing.Destroyed)
{
AddKilledTarget(currentTarget.Thing);
}
};
}
}
public void TurretTick()
{
if (!CanShoot || AttackVerb == null) return;
// 确保动词已正确初始化
if (AttackVerb.caster == null)
{
UpdateGunVerbs();
return;
}
// 清理旧数据
if (Find.TickManager.TicksGame % 300 == 0)
{
CleanupKilledTargets();
}
// 检查当前目标是否仍然有效
if (currentTarget.IsValid)
{
var targetThing = currentTarget.Thing;
// 检查目标是否已被击杀
if (targetThing == null || targetThing.Destroyed)
{
if (targetThing != null)
{
AddKilledTarget(targetThing);
}
ResetCurrentTarget();
}
// 检查目标是否离开视线或死亡
else if (!AttackVerb.CanHitTarget(currentTarget) || targetThing.Destroyed)
{
lastTargetVisibleTick = Find.TickManager.TicksGame;
if (Find.TickManager.TicksGame - lastTargetVisibleTick > TARGET_LOST_THRESHOLD)
{
ResetCurrentTarget();
}
}
else
{
lastTargetVisibleTick = Find.TickManager.TicksGame;
}
// 更新炮塔旋转
Vector3 targetPos = currentTarget.Cell.ToVector3Shifted();
Vector3 turretPos = GetTurretDrawPos();
curRotation = (targetPos - turretPos).AngleFlat() + _parent.Props.angleOffset;
}
AttackVerb.VerbTick();
if (AttackVerb.state != VerbState.Bursting)
{
if (WarmingUp)
{
burstWarmupTicksLeft--;
if (burstWarmupTicksLeft == 0)
{
AttackVerb.TryStartCastOn(currentTarget, false, true, false, true);
// 攻击后检查目标是否被击杀
if (currentTarget.Thing != null && currentTarget.Thing.Destroyed)
{
AddKilledTarget(currentTarget.Thing);
}
}
}
else
{
if (burstCooldownTicksLeft > 0)
{
burstCooldownTicksLeft--;
}
if (burstCooldownTicksLeft <= 0 && _parent.parent.IsHashIntervalTick(10))
{
// 使用自定义的目标查找器,避免选择已死亡或被其他炮塔击杀的目标
FindNewTarget();
}
}
}
}
// 自定义目标查找方法
private void FindNewTarget()
{
if (_parent == null || _parent.parent == null || AttackVerb == null)
return;
// 获取所有潜在目标
List<Thing> potentialTargets = new List<Thing>();
var map = _parent.parent.Map;
if (map == null) return;
// 获取攻击范围内的所有威胁
var scanRadius = AttackVerb.verbProps.range;
var center = _parent.parent.Position;
foreach (var pawn in map.mapPawns.AllPawnsSpawned)
{
if (pawn.HostileTo(_parent.parent.Faction) &&
!pawn.Dead &&
!pawn.Downed &&
pawn.Position.DistanceTo(center) <= scanRadius)
{
// 检查目标是否已被击杀(包括被其他炮塔击杀)
if (!IsTargetKilled(pawn) && AttackVerb.CanHitTarget(pawn))
{
potentialTargets.Add(pawn);
}
}
}
// 优先选择最近的目标
if (potentialTargets.Count > 0)
{
// 按距离排序
potentialTargets.Sort((a, b) =>
a.Position.DistanceTo(center).CompareTo(b.Position.DistanceTo(center)));
// 随机选择前3个中的1个避免所有炮塔同时攻击同一个目标
int selectFrom = Mathf.Min(3, potentialTargets.Count);
Thing selectedTarget = potentialTargets[Rand.Range(0, selectFrom)];
currentTarget = selectedTarget;
burstWarmupTicksLeft = 1;
lastTargetVisibleTick = Find.TickManager.TicksGame;
// 记录我们正在瞄准这个目标,避免其他炮塔选择同一个目标
if (_parent.turrets != null)
{
foreach (var turret in _parent.turrets)
{
if (turret != null && turret != this)
{
turret.RemoveTargetFromConsideration(selectedTarget);
}
}
}
}
else
{
ResetCurrentTarget();
}
}
// 从考虑列表中移除目标
public void RemoveTargetFromConsideration(Thing target)
{
if (currentTarget.Thing == target)
{
ResetCurrentTarget();
}
}
public void ResetCurrentTarget()
{
currentTarget = LocalTargetInfo.Invalid;
burstWarmupTicksLeft = 0;
lastTargetVisibleTick = -1;
}
public void DrawTurret()
{
if (_parent == null || _parent.parent == null || !_parent.parent.Spawned)
return;
Vector3 drawPos = GetTurretDrawPos();
float angle = curRotation;
if (turretMat == null && _parent.Props?.turretDef?.graphicData?.texPath != null)
{
turretMat = MaterialPool.MatFrom(_parent.Props.turretDef.graphicData.texPath);
}
if (turretMat == null) return;
Matrix4x4 matrix = default(Matrix4x4);
matrix.SetTRS(drawPos, Quaternion.AngleAxis(angle, Vector3.up), Vector3.one);
Graphics.DrawMesh(MeshPool.plane10, matrix, turretMat, 0);
// 调试绘制显示炮塔ID和当前目标
if (Prefs.DevMode && DebugSettings.godMode)
{
var screenPos = Camera.main.WorldToScreenPoint(drawPos);
if (screenPos.z > 0)
{
string debugText = $"Turret {turretID}\nTarget: {(currentTarget.IsValid ? currentTarget.Thing.LabelShort : "None")}";
Widgets.Label(new Rect(screenPos.x, Screen.height - screenPos.y, 200, 50), debugText);
}
}
}
private Vector3 GetTurretDrawPos()
{
if (_parent == null || _parent.parent == null)
return Vector3.zero;
// 计算炮塔位置(围绕建筑排列)
float angle = 360f * _index / _parent.Props.maxTurrets;
float radius = _parent.Props.turretSpacing;
Vector3 offset = new Vector3(
Mathf.Cos(angle * Mathf.Deg2Rad) * radius,
0,
Mathf.Sin(angle * Mathf.Deg2Rad) * radius
);
return _parent.parent.DrawPos + offset + new Vector3(0, 0.5f, 0);
}
public void ExposeData()
{
Scribe_Values.Look(ref turretID, "turretID", -1);
Scribe_Values.Look(ref burstCooldownTicksLeft, "burstCooldownTicksLeft", 0);
Scribe_Values.Look(ref burstWarmupTicksLeft, "burstWarmupTicksLeft", 0);
Scribe_TargetInfo.Look(ref currentTarget, "currentTarget");
Scribe_Deep.Look(ref gun, "gun");
Scribe_Values.Look(ref curRotation, "curRotation", 0f);
Scribe_Values.Look(ref initialized, "initialized", false);
Scribe_Values.Look(ref lastTargetVisibleTick, "lastTargetVisibleTick", -1);
// 序列化击杀目标集合
if (Scribe.mode == LoadSaveMode.Saving)
{
// 序列化时清理已销毁的目标
killedTargets?.RemoveWhere(target => target == null || target.Destroyed);
}
Scribe_Collections.Look(ref killedTargets, "killedTargets", LookMode.Reference);
// 注意:不序列化 _parent 和 _index它们在加载后重新设置
if (Scribe.mode == LoadSaveMode.PostLoadInit)
{
if (turretID == -1)
{
turretID = nextTurretID++;
}
else
{
// 确保静态ID计数器至少比最大ID大
nextTurretID = Mathf.Max(nextTurretID, turretID + 1);
}
// 恢复击杀目标集合
if (killedTargets == null)
{
killedTargets = new HashSet<Thing>();
}
// 清理已销毁的目标
killedTargets.RemoveWhere(target => target == null || target.Destroyed);
// 更新全局记录
if (!allKilledTargets.ContainsKey(turretID))
{
allKilledTargets[turretID] = killedTargets;
}
}
}
isActive = active;
UpdateActivationState();
}
public bool IsActive => isActive;
// 获取炮塔状态信息
public string GetStatusInfo()
{
return $"炮塔 {Props.ID}: {(isActive ? "" : "")} (需要 {Props.requiredMechanoids} 个机械族,当前 {StoredMechanoidCount})";
}
}
}

View File

@@ -82,4 +82,4 @@
<RemoveDir Directories="$(ProjectDir)obj\Debug" />
<RemoveDir Directories="$(ProjectDir)obj\Release" />
</Target>
</Project>
</Project>