This commit is contained in:
2025-08-27 18:28:14 +08:00
parent 5eb865ef3a
commit e1477593a6
7 changed files with 2258 additions and 91 deletions

View File

@@ -18,7 +18,9 @@ namespace WulaFallenEmpire
// --- Our custom state ---
private Vector3 beamEndPoint;
private int ticksLeft;
private bool beamHitMapEdge; // NEW: Flag to check if the beam reached the map edge
private bool beamHitMapEdge;
private int explosionTicks;
private float beamEnergy;
private VerbProperties_Wula_IonicBeam BeamProps => (VerbProperties_Wula_IonicBeam)verbProps;
@@ -28,14 +30,14 @@ namespace WulaFallenEmpire
{
base.WarmupComplete();
// --- Custom Damage Logic ---
beamHitMapEdge = true; // Assume it will hit the edge unless stopped
// --- Initial Damage and Path Calculation ---
beamHitMapEdge = true;
float shotAngle = (currentTarget.Cell - caster.Position).AngleFlat;
beamEndPoint = GetMapEdgePoint(caster.Position, shotAngle);
var cellsOnPath = WulaBeamUtility.GetCellsInBeamArea(caster.Position, beamEndPoint.ToIntVec3(), verbProps.beamWidth);
var beamEnergy = BeamProps.breachingDamage; // Local variable for calculation
var cellsOnPath = WulaBeamUtility.GetCellsInBeamArea(caster.Position, beamEndPoint.ToIntVec3(), (int)verbProps.beamWidth);
this.beamEnergy = BeamProps.breachingDamage;
// This loop calculates the final beam end point based on energy depletion
// This loop calculates the final beam end point based on the initial piercing damage
foreach (var cell in cellsOnPath)
{
if (!cell.InBounds(caster.Map)) continue;
@@ -46,7 +48,7 @@ namespace WulaFallenEmpire
if (beamEnergy <= 0) break;
float damageToDeal = Mathf.Min(beamEnergy, thing.HitPoints);
var dinfo = new DamageInfo(verbProps.beamDamageDef ?? DamageDefOf.Burn, damageToDeal, BeamProps.armorPenetration, shotAngle, caster, EquipmentSource);
var dinfo = new DamageInfo(verbProps.beamDamageDef ?? DamageDefOf.Burn, damageToDeal, BeamProps.armorPenetration, shotAngle, caster, null, EquipmentSource?.def);
thing.TakeDamage(dinfo);
beamEnergy -= thing.HitPoints;
@@ -54,13 +56,13 @@ namespace WulaFallenEmpire
if (beamEnergy <= 0)
{
beamEndPoint = cell.ToVector3Shifted(); // The beam stops here
beamHitMapEdge = false; // It was stopped, so it didn't hit the edge
beamEndPoint = cell.ToVector3Shifted();
beamHitMapEdge = false;
break;
}
}
// --- Copied Effect Logic ---
// --- Start Visual Effects ---
if (verbProps.beamMoteDef != null)
{
mote = MoteMaker.MakeInteractionOverlay(verbProps.beamMoteDef, caster, new TargetInfo(beamEndPoint.ToIntVec3(), caster.Map));
@@ -75,7 +77,7 @@ namespace WulaFallenEmpire
{
if (ticksLeft > 0)
{
// --- Copied Effect Logic ---
// --- Maintain Visual Effects ---
if (mote != null)
{
mote.UpdateTargets(new TargetInfo(caster.Position, caster.Map), new TargetInfo(beamEndPoint.ToIntVec3(), caster.Map), Vector3.zero, Vector3.zero);
@@ -91,6 +93,17 @@ namespace WulaFallenEmpire
}
sustainer?.Maintain();
// --- Path Explosion Logic ---
if (BeamProps.explosionEnabled)
{
explosionTicks--;
if (explosionTicks <= 0)
{
ApplyPathExplosionDamage();
explosionTicks = BeamProps.explosionTickInterval;
}
}
ticksLeft--;
if (ticksLeft <= 0)
{
@@ -101,18 +114,18 @@ namespace WulaFallenEmpire
protected override bool TryCastShot()
{
// The actual "shot" is just starting the effects, damage is pre-calculated in WarmupComplete
this.state = VerbState.Bursting;
// NEW: Set duration based on whether it hit the map edge
if (beamHitMapEdge)
{
this.ticksLeft = BeamProps.breachingBeamDuration;
}
else
{
this.ticksLeft = 1; // Disappears almost instantly if blocked
this.ticksLeft = 1;
}
this.explosionTicks = 0;
return true;
}
@@ -125,12 +138,49 @@ namespace WulaFallenEmpire
sustainer?.End();
}
private void ApplyPathExplosionDamage()
{
if (this.beamEnergy <= 0 || BeamProps.explosionDamageDef == null) return;
var pathCells = WulaBeamUtility.GetCellsInBeamArea(caster.Position, beamEndPoint.ToIntVec3(), (int)verbProps.beamWidth);
var shotAngle = (beamEndPoint - caster.DrawPos).AngleFlat();
var explosionDamageDef = BeamProps.explosionDamageDef;
foreach (var cell in pathCells)
{
if (this.beamEnergy <= 0) break;
if (!cell.InBounds(caster.Map)) continue;
// Performance optimization: don't create explosions on every single cell of the path
if (cell.GetHashCode() % 2 != 0) continue;
var thingsToHit = cell.GetThingList(caster.Map).Where(t => CanHit(t)).ToList();
foreach (var thing in thingsToHit)
{
if (this.beamEnergy <= 0) break;
var dinfo = new DamageInfo(explosionDamageDef, explosionDamageDef.defaultDamage, explosionDamageDef.defaultArmorPenetration, shotAngle, caster, null, EquipmentSource?.def);
float damageDealt = Mathf.Min(thing.HitPoints, dinfo.Amount);
thing.TakeDamage(dinfo);
this.beamEnergy -= damageDealt * BeamProps.explosionEnergyCostRatio;
}
if(explosionDamageDef?.explosionCellMote != null)
{
FleckMaker.Static(cell, caster.Map, explosionDamageDef.explosionCellMote);
}
}
}
public override void ExposeData()
{
base.ExposeData();
Scribe_Values.Look(ref beamEndPoint, "beamEndPoint");
Scribe_Values.Look(ref ticksLeft, "ticksLeft");
Scribe_Values.Look(ref beamHitMapEdge, "beamHitMapEdge");
Scribe_Values.Look(ref explosionTicks, "explosionTicks");
Scribe_Values.Look(ref beamEnergy, "beamEnergy");
}
private bool CanHit(Thing t)