ShotgunExtension和CruiseMissileProperties

This commit is contained in:
2025-08-01 01:41:38 +08:00
parent 892e155207
commit e34397e63b
9 changed files with 503 additions and 28 deletions

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using RimWorld;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Verse;
namespace WulaFallenEmpire
{
public class Verb_ShootShotgun : Verb_LaunchProjectile
{
protected override int ShotsPerBurst
{
get
{
return this.verbProps.burstShotCount;
}
}
public override void WarmupComplete()
{
base.WarmupComplete();
Pawn pawn = this.currentTarget.Thing as Pawn;
if (pawn != null && !pawn.Downed && this.CasterIsPawn && this.CasterPawn.skills != null)
{
float num = pawn.HostileTo(this.caster) ? 170f : 20f;
float num2 = this.verbProps.AdjustedFullCycleTime(this, this.CasterPawn);
this.CasterPawn.skills.Learn(SkillDefOf.Shooting, num * num2, false, false);
}
}
protected override bool TryCastShot()
{
bool flag = base.TryCastShot();
if (flag && this.CasterIsPawn)
{
this.CasterPawn.records.Increment(RecordDefOf.ShotsFired);
}
ShotgunExtension shotgunExtension = ShotgunExtension.Get(this.verbProps.defaultProjectile);
if (flag && shotgunExtension.pelletCount - 1 > 0)
{
for (int i = 0; i < shotgunExtension.pelletCount - 1; i++)
{
base.TryCastShot();
}
}
return flag;
}
}
public class ShotgunExtension : DefModExtension
{
public static ShotgunExtension Get(Def def)
{
return def.GetModExtension<ShotgunExtension>() ?? ShotgunExtension.defaultValues;
}
private static readonly ShotgunExtension defaultValues = new ShotgunExtension();
public int pelletCount = 1;
}
}

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using RimWorld;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Verse;
namespace WulaFallenEmpire
{
public class CruiseMissileProperties : DefModExtension
{
public DamageDef customDamageDef;
public int customDamageAmount = 5;
public float customExplosionRadius = 1.1f;
public SoundDef customSoundExplode;
public bool useSubExplosions = true;
public int subExplosionCount = 3;
public float subExplosionRadius = 1.9f;
public int subExplosionDamage = 30;
public float subExplosionSpread = 6f;
public DamageDef subDamageDef;
public SoundDef subSoundExplode;
}
public class Projectile_CruiseMissile : Projectile_Explosive
{
private CruiseMissileProperties settings;
private bool flag2;
private Vector3 Randdd;
private Vector3 position2;
public Vector3 ExPos;
public override void SpawnSetup(Map map, bool respawningAfterLoad)
{
base.SpawnSetup(map, respawningAfterLoad);
settings = def.GetModExtension<CruiseMissileProperties>() ?? new CruiseMissileProperties();
}
private void RandFactor()
{
// 减少垂直方向随机性,调整水平随机范围
Randdd = new Vector3(
Rand.Range(-3f, 3f), // 减小水平随机范围
Rand.Range(8f, 12f), // 降低基础高度
Rand.Range(-3f, 3f)
);
flag2 = true;
}
public Vector3 BPos(float t)
{
if (!flag2) RandFactor();
// 计算水平距离
float horizontalDistance = Vector3.Distance(new Vector3(origin.x, 0, origin.z),
new Vector3(destination.x, 0, destination.z));
// 动态调整控制点高度
float arcHeight = Mathf.Clamp(horizontalDistance * 0.2f, 8f, 15f);
Vector3 a = origin + Vector3.forward * horizontalDistance * 0.2f + new Vector3(0f, arcHeight, 0f);
Vector3 a2 = destination - Vector3.forward * horizontalDistance * 0.2f + new Vector3(0f, arcHeight, 0f);
return BezierCurve(origin, a, a2, destination, t);
}
private Vector3 BezierCurve(Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, float t)
{
float u = 1 - t;
return u * u * u * p0
+ 3 * u * u * t * p1
+ 3 * u * t * t * p2
+ t * t * t * p3;
}
private IEnumerable<IntVec3> GetValidCells(Map map)
{
if (map == null || settings == null) yield break;
var cells = GenRadial.RadialCellsAround(
base.Position,
settings.subExplosionSpread,
false
).Where(c => c.InBounds(map));
var randomizedCells = cells.InRandomOrder().Take(settings.subExplosionCount);
foreach (var cell in randomizedCells)
{
yield return cell;
}
}
protected override void Impact(Thing hitThing, bool blockedByShield = false)
{
var map = base.Map;
base.Impact(hitThing, blockedByShield);
DoExplosion(
base.Position,
map,
settings.customExplosionRadius,
settings.customDamageDef,
settings.customDamageAmount,
settings.customSoundExplode
);
if (settings.useSubExplosions)
{
foreach (var cell in GetValidCells(map))
{
DoExplosion(
cell,
map,
settings.subExplosionRadius,
settings.subDamageDef,
settings.subExplosionDamage,
settings.subSoundExplode
);
}
}
}
private void DoExplosion(IntVec3 pos, Map map, float radius, DamageDef dmgDef, int dmgAmount, SoundDef sound)
{
GenExplosion.DoExplosion(
pos,
map,
radius,
dmgDef,
launcher,
dmgAmount,
ArmorPenetration,
sound
);
}
protected override void DrawAt(Vector3 position, bool flip = false)
{
position2 = BPos(DistanceCoveredFraction - 0.01f);
ExPos = position = BPos(DistanceCoveredFraction);
base.DrawAt(position, flip);
}
protected override void Tick()
{
if (intendedTarget.Thing is Pawn pawn && pawn.Spawned && !pawn.Destroyed)
{
if ((pawn.Dead || pawn.Downed) && DistanceCoveredFraction < 0.6f)
{
FindNextTarget(pawn.DrawPos);
}
destination = pawn.DrawPos;
}
base.Tick();
}
private void FindNextTarget(Vector3 center)
{
var map = base.Map;
if (map == null) return;
foreach (IntVec3 cell in GenRadial.RadialCellsAround(IntVec3.FromVector3(center), 7f, true))
{
if (!cell.InBounds(map)) continue;
Pawn target = cell.GetFirstPawn(map);
if (target != null && target.Faction.HostileTo(launcher?.Faction))
{
intendedTarget = target;
return;
}
}
intendedTarget = CellRect.CenteredOn(IntVec3.FromVector3(center), 7).RandomCell;
}
}
}

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using RimWorld;
using Verse;
using Verse.Sound;
namespace WulaFallenEmpire
{
public class VerbPropertiesExplosiveBeam : VerbProperties
{
// 爆炸开关
public bool enableExplosion = false;
// 每x个shotcount触发一次爆炸
public int explosionShotInterval = 1;
// 爆炸基础属性
public float explosionRadius = 2.9f;
public DamageDef explosionDamageDef = null; // null时使用默认的Bomb
public int explosionDamage = -1; // -1时使用武器默认伤害
public float explosionArmorPenetration = -1f; // -1时使用武器默认穿甲
// 爆炸音效和特效
public SoundDef explosionSound = null;
public EffecterDef explosionEffecter = null;
// 爆炸后生成物品
public ThingDef postExplosionSpawnThingDef = null;
public float postExplosionSpawnChance = 0f;
public int postExplosionSpawnThingCount = 1;
// 爆炸前生成物品
public ThingDef preExplosionSpawnThingDef = null;
public float preExplosionSpawnChance = 0f;
public int preExplosionSpawnThingCount = 1;
// 气体效果
public GasType? postExplosionGasType = null;
// 其他爆炸属性
public bool applyDamageToExplosionCellsNeighbors = true;
public float chanceToStartFire = 0f;
public bool damageFalloff = true;
public float screenShakeFactor = 0f; // 新增:屏幕震动因子
public VerbPropertiesExplosiveBeam()
{
// 设置默认值
verbClass = typeof(Verb_ShootBeamExplosive);
}
}
}

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using System.Collections.Generic;
using RimWorld;
using UnityEngine;
using Verse;
using Verse.Sound;
namespace WulaFallenEmpire
{
public class Verb_ShootBeamExplosive : Verse.Verb_ShootBeam
{
private int explosionShotCounter = 0;
protected override bool TryCastShot()
{
bool result = base.TryCastShot();
if (result && verbProps is VerbPropertiesExplosiveBeam explosiveProps && explosiveProps.enableExplosion)
{
explosionShotCounter++;
if (explosionShotCounter >= explosiveProps.explosionShotInterval)
{
explosionShotCounter = 0;
TriggerExplosion(explosiveProps);
}
}
return result;
}
private void TriggerExplosion(VerbPropertiesExplosiveBeam explosiveProps)
{
Vector3 explosionPos = InterpolatedPosition;
IntVec3 explosionCell = explosionPos.ToIntVec3();
if (!explosionCell.InBounds(caster.Map))
return;
// 播放爆炸音效
if (explosiveProps.explosionSound != null)
{
explosiveProps.explosionSound.PlayOneShot(new TargetInfo(explosionCell, caster.Map));
}
// 生成爆炸
GenExplosion.DoExplosion(
center: explosionCell,
map: caster.Map,
radius: explosiveProps.explosionRadius,
damType: explosiveProps.explosionDamageDef ?? DamageDefOf.Bomb,
instigator: caster,
damAmount: explosiveProps.explosionDamage > 0 ? explosiveProps.explosionDamage : verbProps.defaultProjectile?.projectile?.GetDamageAmount(EquipmentSource) ?? 20,
armorPenetration: explosiveProps.explosionArmorPenetration >= 0 ? explosiveProps.explosionArmorPenetration : verbProps.defaultProjectile?.projectile?.GetArmorPenetration(EquipmentSource) ?? 0.3f,
explosionSound: null, // 我们已经手动播放了音效
weapon: base.EquipmentSource?.def,
projectile: null,
intendedTarget: currentTarget.Thing,
postExplosionSpawnThingDef: explosiveProps.postExplosionSpawnThingDef,
postExplosionSpawnChance: explosiveProps.postExplosionSpawnChance,
postExplosionSpawnThingCount: explosiveProps.postExplosionSpawnThingCount,
postExplosionGasType: explosiveProps.postExplosionGasType,
applyDamageToExplosionCellsNeighbors: explosiveProps.applyDamageToExplosionCellsNeighbors,
preExplosionSpawnThingDef: explosiveProps.preExplosionSpawnThingDef,
preExplosionSpawnChance: explosiveProps.preExplosionSpawnChance,
preExplosionSpawnThingCount: explosiveProps.preExplosionSpawnThingCount,
chanceToStartFire: explosiveProps.chanceToStartFire,
damageFalloff: explosiveProps.damageFalloff,
direction: null,
ignoredThings: null,
affectedAngle: null,
doVisualEffects: true,
propagationSpeed: 0.6f,
excludeRadius: 0f,
doSoundEffects: false, // 我们手动处理音效
screenShakeFactor: explosiveProps.screenShakeFactor // 新增:屏幕震动因子
);
// 生成额外的视觉效果
if (explosiveProps.explosionEffecter != null)
{
Effecter effecter = explosiveProps.explosionEffecter.Spawn(explosionCell, caster.Map);
effecter.Trigger(new TargetInfo(explosionCell, caster.Map), TargetInfo.Invalid);
effecter.Cleanup();
}
}
public override void ExposeData()
{
base.ExposeData();
Scribe_Values.Look(ref explosionShotCounter, "explosionShotCounter", 0);
}
}
}