This commit is contained in:
2025-08-01 21:27:01 +08:00
parent 78ab937b2b
commit f087d995bb
8 changed files with 970 additions and 213 deletions

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<WulaFallenEmpire.PsychicRitual_TechOffering>
<defName>WULA_Ritual_TechOffering</defName>
<label>帝国技术献祭</label>
<description>乌拉帝国用于交换失落技术的灵能仪式。通过献上高价值的科技产品,帝国可以从时空的裂隙中获得罕见的武器或工具。</description>
<durationTicks>1800</durationTicks>
<cooldownDays>15</cooldownDays>
<researchPrerequisite>BasicPsychicRituals</researchPrerequisite>
<iconPath>UI/PsychicRituals/PsychicRitual_Default</iconPath>
<requiredOffering>
<filter>
<thingDefs>
<li>TechprofSubpersonaCore</li>
</thingDefs>
</filter>
<count>1</count>
</requiredOffering>
<extraOfferings>
<li>
<thingDef>Gold</thingDef>
<power>0.005</power>
</li>
<li>
<thingDef>Plasteel</thingDef>
<power>0.01</power>
</li>
<li>
<thingDef>Uranium</thingDef>
<power>0.015</power>
</li>
<li>
<thingDef>ComponentSpacer</thingDef>
<power>0.05</power>
</li>
<li>
<thingDef>TechprofSubpersonaCore</thingDef>
<power>0.2</power>
</li>
</extraOfferings>
<rewardWeaponPool>
<li>WULA_MW_Breaker_Bar</li>
<li>WULA_MW_Charge_Mace</li>
<li>WULA_MW_Lance</li>
<li>WULA_MW_ChainSword</li>
<li>WULA_MW_Glaive</li>
<li>WULA_RW_Fractal_AR</li>
<li>WULA_RW_StarDrift_SG</li>
<li>WULA_RW_Sphene_MG</li>
<li>WULA_RW_Handle_Cannon</li>
<li>WULA_RW_AutoCannon</li>
<li>WULA_RW_Auto_GL</li>
<li>WULA_RW_DM_AR</li>
<li>WULA_RW_DM_Cannon</li>
</rewardWeaponPool>
<qualityThresholds>
<li>
<threshold>1.0</threshold>
<quality>Legendary</quality>
</li>
<li>
<threshold>0.8</threshold>
<quality>Masterwork</quality>
</li>
<li>
<threshold>0.5</threshold>
<quality>Excellent</quality>
</li>
<li>
<threshold>0.2</threshold>
<quality>Normal</quality>
</li>
<li>
<threshold>0.0</threshold>
<quality>Poor</quality>
</li>
</qualityThresholds>
</WulaFallenEmpire.PsychicRitual_TechOffering>
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ThingDef ParentName="BuildingBase">
<defName>WULA_OfferingPedestal</defName>
<label>帝国献祭基座</label>
<description>一个用于进行灵能献祭的华丽基座。它可以作为灵能的冥想焦点,并能通过附近的灵能设施获得强化。它是启动帝国科技献祭仪式的关键建筑。</description>
<tickerType>Normal</tickerType>
<passability>Standable</passability>
<scatterableOnMapGen>false</scatterableOnMapGen>
<building>
<sowTag>SupportPlantsOnly</sowTag>
<canPlaceOverImpassablePlant>false</canPlaceOverImpassablePlant>
<ai_chillDestination>false</ai_chillDestination>
<wakeDormantPawnsOnConstruction>false</wakeDormantPawnsOnConstruction>
<artificialForMeditationPurposes>false</artificialForMeditationPurposes>
<buildingTags>
<li>Anomaly</li>
</buildingTags>
</building>
<uiOrder>200</uiOrder>
<graphicData>
<texPath>Things/Building/PsychicRitualSpot</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>(3, 3)</drawSize>
</graphicData>
<size>(3, 3)</size>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<researchPrerequisites>
<li>PsychicRituals</li>
</researchPrerequisites>
<inspectorTabs>
<li>ITab_Entity</li>
</inspectorTabs>
<designationCategory>Misc</designationCategory>
<altitudeLayer>FloorEmplacement</altitudeLayer>
<selectable>true</selectable>
<rotatable>false</rotatable>
<statBases>
<WorkToBuild>0</WorkToBuild>
<MeditationFocusStrength>0.08</MeditationFocusStrength>
</statBases>
<useHitPoints>false</useHitPoints>
<placeWorkers>
<li>PlaceWorker_NeverAdjacentUnstandableRadial</li>
</placeWorkers>
<drawPlaceWorkersWhileSelected>True</drawPlaceWorkersWhileSelected>
<comps>
<li Class="CompProperties_PsychicRitualSpot">
<ritualDef>WULA_FallenEmpire_TechOffering</ritualDef>
<maxDistance>10</maxDistance>
</li>
<li Class="CompProperties_AffectedByFacilities">
<linkableFacilities>
<li>ShardBeacon</li>
<li>VoidSculpture</li>
</linkableFacilities>
</li>
<li Class="CompProperties_MeditationFocus">
<statDef>MeditationFocusStrength</statDef>
<focusTypes>
<li>Void</li>
</focusTypes>
<offsets>
<li Class="FocusStrengthOffset_BuildingDefs">
<defs>
<li>ShardBeacon</li>
</defs>
<offsetPerBuilding>0.02</offsetPerBuilding>
<radius>9.9</radius>
<maxBuildings>4</maxBuildings>
<explanationKey>MeditationFocusPerBuilding</explanationKey>
<explanationKeyAbstract>MeditationFocusPerBuildingAbstract</explanationKeyAbstract>
</li>
<li Class="FocusStrengthOffset_BuildingDefs">
<defs>
<li>VoidSculpture</li>
</defs>
<offsetPerBuilding>0.02</offsetPerBuilding>
<radius>9.9</radius>
<maxBuildings>6</maxBuildings>
<explanationKey>MeditationFocusPerBuilding</explanationKey>
<explanationKeyAbstract>MeditationFocusPerBuildingAbstract</explanationKeyAbstract>
</li>
</offsets>
</li>
</comps>
</ThingDef>
</Defs>

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<?xml version="1.0" encoding="utf-8" ?>
<LanguageData>
<WULA_RitualReward_Label>献祭的回报</WULA_RitualReward_Label>
<WULA_RitualReward_Description>你们的献祭得到了回应。虚空吐出了一件物品作为奖赏:{0} (品质: {1})。</WULA_RitualReward_Description>
<WULA_ExtraOfferings>额外祭品</WULA_ExtraOfferings>
<WULA_ExtraOfferings_Tooltip>在仪式中心附近放置的贵重物品提升了仪式的品质。这些物品将在仪式完成时被消耗。</WULA_ExtraOfferings_Tooltip>
</LanguageData>

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using System.Collections.Generic;
using System.Linq;
using RimWorld;
using Verse;
using Verse.AI.Group;
namespace WulaFallenEmpire
{
// 用于在XML中定义祭品
public class OfferingItem
{
public ThingDef thingDef;
public float power;
}
public class QualityThreshold
{
public float threshold;
public QualityCategory quality;
}
public class PsychicRitual_TechOffering : PsychicRitualDef_InvocationCircle
{
// 从XML加载的额外祭品列表
public List<OfferingItem> extraOfferings = new List<OfferingItem>();
// 从XML加载的奖励池
public List<ThingDef> rewardWeaponPool = new List<ThingDef>();
// 从XML加载的品质阈值
public List<QualityThreshold> qualityThresholds = new List<QualityThreshold>();
// 重写计算最大能量的方法
public override void CalculateMaxPower(PsychicRitualRoleAssignments assignments, List<QualityFactor> powerFactorsOut, out float power)
{
// 首先调用基类方法
base.CalculateMaxPower(assignments, powerFactorsOut, out power);
IntVec3 center = assignments.Target.Cell;
Map map = assignments.Target.Map;
float offeringRadius = 8f;
float extraPowerFromOfferings = 0f;
if (!extraOfferings.NullOrEmpty())
{
var offeringThings = new Dictionary<ThingDef, float>();
foreach(var offering in extraOfferings)
{
offeringThings[offering.thingDef] = offering.power;
}
foreach (Thing thing in GenRadial.RadialDistinctThingsAround(center, map, offeringRadius, useCenter: true))
{
if (offeringThings.TryGetValue(thing.def, out float value))
{
extraPowerFromOfferings += value * thing.stackCount;
}
}
}
if (extraPowerFromOfferings > 0)
{
powerFactorsOut?.Add(new QualityFactor
{
label = "WULA_ExtraOfferings".Translate(),
positive = true,
quality = extraPowerFromOfferings,
toolTip = "WULA_ExtraOfferings_Tooltip".Translate()
});
power += extraPowerFromOfferings;
}
power = UnityEngine.Mathf.Clamp01(power);
}
// 重写创建仪式步骤的方法
public override List<PsychicRitualToil> CreateToils(PsychicRitual psychicRitual, PsychicRitualGraph parent)
{
// 获取基类的仪式步骤
List<PsychicRitualToil> toils = base.CreateToils(psychicRitual, parent);
// 在最后添加我们自定义的奖励步骤
toils.Add(new PsychicRitualToil_TechOfferingOutcome(psychicRitual, this));
return toils;
}
}
// 自定义的仪式步骤,用于处理奖励
public class PsychicRitualToil_TechOfferingOutcome : PsychicRitualToil
{
private PsychicRitual psychicRitual;
private PsychicRitualDef def;
public PsychicRitualToil_TechOfferingOutcome(PsychicRitual psychicRitual, PsychicRitualDef def)
{
this.psychicRitual = psychicRitual;
this.def = def;
}
public override bool Tick(PsychicRitual psychicRitual, PsychicRitualGraph parent)
{
float power = psychicRitual.power;
// 消耗祭品
IntVec3 center = psychicRitual.assignments.Target.Cell;
Map map = psychicRitual.assignments.Target.Map;
float offeringRadius = 8f;
PsychicRitual_TechOffering ritualDef = (PsychicRitual_TechOffering)def;
if (!ritualDef.extraOfferings.NullOrEmpty())
{
var offeringThings = new Dictionary<ThingDef, float>();
foreach(var offering in ritualDef.extraOfferings)
{
offeringThings[offering.thingDef] = offering.power;
}
foreach (Thing thing in GenRadial.RadialDistinctThingsAround(center, map, offeringRadius, useCenter: true))
{
if (offeringThings.ContainsKey(thing.def))
{
thing.Destroy(DestroyMode.Vanish);
}
}
}
// 从奖励池中随机选择一个武器
if (ritualDef.rewardWeaponPool.NullOrEmpty())
{
Log.Error($"[WulaFallenEmpire] Reward weapon pool is empty for {def.defName}");
return true;
}
ThingDef weaponDef = ritualDef.rewardWeaponPool.RandomElement();
if (weaponDef == null)
{
Log.Error($"[WulaFallenEmpire] Could not find weapon Def: {weaponDef.defName}");
return true;
}
// 根据能量值决定物品品质
QualityCategory quality = QualityCategory.Awful; // 默认最低品质
if (!ritualDef.qualityThresholds.NullOrEmpty())
{
// 对阈值列表按阈值从高到低排序
var sortedThresholds = ritualDef.qualityThresholds.OrderByDescending(t => t.threshold).ToList();
foreach (var threshold in sortedThresholds)
{
if (power >= threshold.threshold)
{
quality = threshold.quality;
break; // 找到第一个满足的阈值就跳出
}
}
}
else // 如果XML中没有定义则使用硬编码的默认值
{
if (power >= 1.0f) { quality = QualityCategory.Legendary; }
else if (power >= 0.8f) { quality = QualityCategory.Masterwork; }
else if (power >= 0.5f) { quality = QualityCategory.Excellent; }
else if (power >= 0.2f) { quality = QualityCategory.Normal; }
else { quality = QualityCategory.Poor; }
}
// 创建物品并设置品质
Thing reward = ThingMaker.MakeThing(weaponDef);
CompQuality compQuality = reward.TryGetComp<CompQuality>();
if (compQuality != null)
{
compQuality.SetQuality(quality, ArtGenerationContext.Colony);
}
// 在仪式中心点生成奖励物品
GenPlace.TryPlaceThing(reward, psychicRitual.assignments.Target.Cell, map, ThingPlaceMode.Near);
// 发送消息通知玩家
Find.LetterStack.ReceiveLetter(
"WULA_RitualReward_Label".Translate(),
"WULA_RitualReward_Description".Translate(reward.Label, quality.GetLabel()),
LetterDefOf.PositiveEvent,
new LookTargets(psychicRitual.assignments.Target.Cell, map)
);
return true;
}
}
}

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@@ -94,227 +94,123 @@ namespace WulaFallenEmpire
protected void MakeExplosion()
{
Pawn casterPawn = this.CasterPawn;
bool spawned = casterPawn.Spawned;
bool flag11 = spawned;
if (flag11)
if (!casterPawn.Spawned || this.Props == null)
{
Thing targetThing = this.currentTarget.Thing;
bool flag = targetThing != null && this.IsTargetImmobile(this.currentTarget) && casterPawn.skills != null;
bool flag12 = flag;
if (flag12)
return;
}
// 技能学习逻辑 (只在目标是站立Pawn时)
if (this.currentTarget.Thing is Pawn targetPawn && !targetPawn.Downed && targetPawn.GetPosture() == PawnPosture.Standing && casterPawn.skills != null)
{
casterPawn.skills.Learn(SkillDefOf.Shooting, 250f * verbProps.AdjustedFullCycleTime(this, casterPawn), false, false);
}
float weaponDamageMultiplier = base.EquipmentSource.GetStatValue(StatDefOf.RangedWeapon_DamageMultiplier, true, -1);
int damageMultiplier = this.GetDamageAmount(weaponDamageMultiplier, null);
float armorPenetrationMultiplier = this.GetArmorPenetration(weaponDamageMultiplier, null);
// 总是先收集范围内的Pawn为后续决策做准备
List<IntVec3> cells = Verb_ShootArc.circularSectorCellsStartedCaster(casterPawn.Position, casterPawn.Map, this.currentTarget.Cell, this.Props.range, this.Props.affectedAngle, false).ToList<IntVec3>();
HashSet<IntVec3> hashSet = this.HashSetConverter(cells);
this.pawnConduct.Add(casterPawn);
foreach (IntVec3 cell in hashSet)
{
List<Thing> list = casterPawn.Map.thingGrid.ThingsListAt(cell);
for (int num = list.Count - 1; num >= 0; num--)
{
casterPawn.skills.Learn(SkillDefOf.Shooting, 250f * this.verbProps.AdjustedFullCycleTime(this, casterPawn), false, false);
}
bool flag2 = this.Props != null;
bool flag13 = flag2;
if (flag13)
{
List<IntVec3> cells = Verb_ShootArc.circularSectorCellsStartedCaster(casterPawn.Position, casterPawn.Map, this.currentTarget.Cell, this.Props.range, this.Props.affectedAngle, false).ToList<IntVec3>();
HashSet<IntVec3> hashSet = this.HashSetConverter(cells);
this.pawnConduct.Add(casterPawn);
float weaponDamageMultiplier = base.EquipmentSource.GetStatValue(StatDefOf.RangedWeapon_DamageMultiplier, true, -1);
int damageMultiplier = this.GetDamageAmount(weaponDamageMultiplier, null);
float armorPenetrationMultiplier = this.GetArmorPenetration(weaponDamageMultiplier, null);
foreach (IntVec3 cell in hashSet)
if (list[num] is Pawn p)
{
List<Thing> list = casterPawn.Map.thingGrid.ThingsListAt(cell);
for (int num = list.Count - 1; num >= 0; num--)
bool isFriendly = p.Faction != null && casterPawn.Faction != null && !p.Faction.HostileTo(casterPawn.Faction);
if (!this.Props.conductFriendly && isFriendly)
{
if (list[num] is Pawn p)
{
// 新增友方过滤逻辑
bool isFriendly = p.Faction != null
&& casterPawn.Faction != null
&& !p.Faction.HostileTo(casterPawn.Faction);
if (!Props.conductFriendly && isFriendly)
{
continue; // 跳过友方目标
}
// 原有姿势检查
bool isInvalidPosture = p.GetPosture() != PawnPosture.Standing
&& this.currentTarget.Thing != p;
if (!isInvalidPosture)
{
this.pawnConduct.Add(p);
}
}
continue;
}
bool isInvalidPosture = p.GetPosture() != PawnPosture.Standing && this.currentTarget.Thing != p;
if (!isInvalidPosture)
{
this.pawnConduct.Add(p);
}
}
bool isConductible = this.Props.isConductible;
bool flag17 = isConductible;
if (flag17)
{
for (int i = 0; i < this.Props.conductNum; i++)
{
bool flag6 = i > this.pawnConduct.Count - 2;
bool flag18 = flag6;
if (flag18)
{
break;
}
bool flag7 = this.Props.EMPDamageAmount > 0f;
bool flag19 = flag7;
if (flag19)
{
this.TargetTakeDamage(casterPawn, this.pawnConduct[i + 1], DamageDefOf.EMP, this.Props.EMPDamageAmount, -1f);
}
this.TargetTakeDamage(casterPawn, this.pawnConduct[i + 1], this.Props.damageDef, (float)damageMultiplier, armorPenetrationMultiplier);
bool flag8 = this.verbProps.beamMoteDef != null;
bool flag20 = flag8;
if (flag20)
{
MoteMaker.MakeInteractionOverlay(this.verbProps.beamMoteDef, new TargetInfo(this.pawnConduct[i].Position, this.caster.Map, false), new TargetInfo(this.pawnConduct[i + 1].Position, this.caster.Map, false));
}
}
}
else
{
IntVec3 position = this.caster.Position;
float num2 = Mathf.Atan2(-(float)(this.currentTarget.Cell.z - position.z), (float)(this.currentTarget.Cell.x - position.x)) * 57.29578f;
bool flag9 = num2 - this.Props.affectedAngle < -180f || num2 + this.Props.affectedAngle > 180f;
bool flag21 = flag9;
if (flag21)
{
FloatRange? affectedAngle = new FloatRange?(new FloatRange(Verb_ShootArc.AngleWrapped(num2 - this.Props.affectedAngle), 180f));
// 修正后的爆炸调用(参数通过命名对齐)
GenExplosion.DoExplosion(
center: casterPawn.Position,
map: this.caster.MapHeld,
radius: this.verbProps.range,
damType: this.Props.damageDef,
instigator: null,
damAmount: damageMultiplier,
armorPenetration: armorPenetrationMultiplier,
explosionSound: null,
weapon: this.CasterPawn.equipment.Primary.def,
projectile: null,
intendedTarget: null,
postExplosionSpawnThingDef: ThingDefOf.Filth_FlammableBile,
postExplosionSpawnChance: 0f,
postExplosionSpawnThingCount: 1,
postExplosionGasType: null,
postExplosionGasRadiusOverride: null,
postExplosionGasAmount: 0,
applyDamageToExplosionCellsNeighbors: false,
preExplosionSpawnThingDef: null,
preExplosionSpawnChance: 0f,
preExplosionSpawnThingCount: 1,
chanceToStartFire: 0f,
damageFalloff: false,
direction: null,
ignoredThings: null,
affectedAngle: affectedAngle,
doVisualEffects: true,
propagationSpeed: 0.6f,
excludeRadius: 0f,
doSoundEffects: false,
postExplosionSpawnThingDefWater: null,
screenShakeFactor: 1f,
flammabilityChanceCurve: null,
overrideCells: null,
postExplosionSpawnSingleThingDef: null,
preExplosionSpawnSingleThingDef: null
);
affectedAngle = new FloatRange?(new FloatRange(-180f, Verb_ShootArc.AngleWrapped(num2 + this.Props.affectedAngle)));
// 第二次爆炸调用(参数结构相同)
GenExplosion.DoExplosion(
center: casterPawn.Position,
map: this.caster.MapHeld,
radius: this.verbProps.range,
damType: this.Props.damageDef,
instigator: null,
damAmount: damageMultiplier,
armorPenetration: armorPenetrationMultiplier,
explosionSound: null,
weapon: this.CasterPawn.equipment.Primary.def,
projectile: null,
intendedTarget: null,
postExplosionSpawnThingDef: ThingDefOf.Filth_FlammableBile,
postExplosionSpawnChance: 0f,
postExplosionSpawnThingCount: 1,
postExplosionGasType: null,
postExplosionGasRadiusOverride: null,
postExplosionGasAmount: 0,
applyDamageToExplosionCellsNeighbors: false,
preExplosionSpawnThingDef: null,
preExplosionSpawnChance: 0f,
preExplosionSpawnThingCount: 1,
chanceToStartFire: 0f,
damageFalloff: false,
direction: null,
ignoredThings: null,
affectedAngle: affectedAngle,
doVisualEffects: true,
propagationSpeed: 0.6f,
excludeRadius: 0f,
doSoundEffects: false,
postExplosionSpawnThingDefWater: null,
screenShakeFactor: 1f,
flammabilityChanceCurve: null,
overrideCells: null,
postExplosionSpawnSingleThingDef: null,
preExplosionSpawnSingleThingDef: null
);
}
else
{
FloatRange? affectedAngle2 = new FloatRange?(new FloatRange(num2 - this.Props.affectedAngle, num2 + this.Props.affectedAngle));
GenExplosion.DoExplosion(
center: casterPawn.Position,
map: this.caster.MapHeld,
radius: this.verbProps.range,
damType: this.Props.damageDef,
instigator: null,
damAmount: damageMultiplier,
armorPenetration: armorPenetrationMultiplier,
explosionSound: null,
weapon: this.CasterPawn.equipment.Primary.def,
projectile: null,
intendedTarget: null,
postExplosionSpawnThingDef: ThingDefOf.Filth_FlammableBile,
postExplosionSpawnChance: 0f,
postExplosionSpawnThingCount: 1,
postExplosionGasType: null,
postExplosionGasRadiusOverride: null,
postExplosionGasAmount: 0,
applyDamageToExplosionCellsNeighbors: false,
preExplosionSpawnThingDef: null,
preExplosionSpawnChance: 0f,
preExplosionSpawnThingCount: 1,
chanceToStartFire: 0f,
damageFalloff: false,
direction: null,
ignoredThings: null,
affectedAngle: affectedAngle2,
doVisualEffects: true,
propagationSpeed: 0.6f,
excludeRadius: 0f,
doSoundEffects: false,
postExplosionSpawnThingDefWater: null,
screenShakeFactor: 1f,
flammabilityChanceCurve: null,
overrideCells: null,
postExplosionSpawnSingleThingDef: null,
preExplosionSpawnSingleThingDef: null
);
}
for (int j = 1; j < this.pawnConduct.Count<Pawn>(); j++)
{
bool flag10 = this.Props.EMPDamageAmount > 0f;
bool flag22 = flag10;
if (flag22)
{
this.TargetTakeDamage(casterPawn, this.pawnConduct[j], DamageDefOf.EMP, this.Props.EMPDamageAmount, -1f);
}
}
}
this.pawnConduct.Clear();
}
}
// 决策:如果设为导电模式且有至少一个传导目标,则进行链式攻击
if (this.Props.isConductible && this.pawnConduct.Count > 1)
{
for (int i = 0; i < this.Props.conductNum && i < this.pawnConduct.Count - 1; i++)
{
if (this.Props.EMPDamageAmount > 0f)
{
this.TargetTakeDamage(casterPawn, this.pawnConduct[i + 1], DamageDefOf.EMP, this.Props.EMPDamageAmount, -1f);
}
this.TargetTakeDamage(casterPawn, this.pawnConduct[i + 1], this.Props.damageDef, (float)damageMultiplier, armorPenetrationMultiplier);
if (this.verbProps.beamMoteDef != null)
{
MoteMaker.MakeInteractionOverlay(this.verbProps.beamMoteDef, new TargetInfo(this.pawnConduct[i].Position, this.caster.Map, false), new TargetInfo(this.pawnConduct[i + 1].Position, this.caster.Map, false));
}
}
}
// 否则(非导电模式,或没有传导目标),执行一次普通的单体攻击
else
{
Thing primaryTarget = this.currentTarget.Thing;
if (primaryTarget != null)
{
float angle = (primaryTarget.Position - this.caster.Position).AngleFlat;
DamageInfo dinfo = new DamageInfo(this.Props.damageDef, (float)damageMultiplier, armorPenetrationMultiplier, angle, this.caster, null, base.EquipmentSource.def, DamageInfo.SourceCategory.ThingOrUnknown, this.currentTarget.Thing);
primaryTarget.TakeDamage(dinfo);
}
// 无论是否命中,都显示视觉效果
if (this.verbProps.beamMoteDef != null)
{
MoteMaker.MakeInteractionOverlay(this.verbProps.beamMoteDef, new TargetInfo(this.caster.Position, this.caster.Map, false), new TargetInfo(this.currentTarget.Cell, this.caster.Map, false));
}
}
this.pawnConduct.Clear();
}
private void DoExplosion(Pawn casterPawn, int damAmount, float armorPenetration, FloatRange? affectedAngle)
{
GenExplosion.DoExplosion(
center: casterPawn.Position,
map: this.caster.MapHeld,
radius: this.verbProps.range,
damType: this.Props.damageDef,
instigator: casterPawn, // Corrected
damAmount: damAmount,
armorPenetration: armorPenetration,
explosionSound: null,
weapon: this.CasterPawn.equipment?.Primary?.def, // Safety check
projectile: null,
intendedTarget: this.currentTarget.Thing, // Corrected
postExplosionSpawnThingDef: null, // Simplified
postExplosionSpawnChance: 0f,
postExplosionSpawnThingCount: 1,
postExplosionGasType: null,
postExplosionGasRadiusOverride: null,
postExplosionGasAmount: 0,
applyDamageToExplosionCellsNeighbors: false,
preExplosionSpawnThingDef: null,
preExplosionSpawnChance: 0f,
preExplosionSpawnThingCount: 1,
chanceToStartFire: 0f,
damageFalloff: false,
direction: null,
ignoredThings: null,
affectedAngle: affectedAngle,
doVisualEffects: true,
propagationSpeed: 0.6f,
excludeRadius: 0f,
doSoundEffects: false,
postExplosionSpawnThingDefWater: null,
screenShakeFactor: 1f,
flammabilityChanceCurve: null,
overrideCells: null,
postExplosionSpawnSingleThingDef: null,
preExplosionSpawnSingleThingDef: null
);
}

View File

@@ -118,6 +118,7 @@
<Compile Include="Verb\Trackingbullet.cs" />
<Compile Include="Verb\Projectile_ConfigurableHellsphereCannon.cs" />
<Compile Include="TimedExplosion.cs" />
<Compile Include="PsychicRitual_TechOffering.cs" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- 自定义清理任务删除obj文件夹中的临时文件 -->

View File

@@ -0,0 +1,486 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using RimWorld;
using UnityEngine;
using Verse;
using Verse.Sound;
namespace WulaFallenEmpire
{
public class VerbProperties_Arc : VerbProperties
{
public DamageDef damageDef;
public float EMPDamageAmount = -1f;
public int damageAmount = -1;
public float armorPenetration = -1f;
public float affectedAngle;
public bool isConductible = false;
public int conductNum;
public bool conductFriendly = false;
}
public class Verb_ShootArc : Verb
{
private VerbProperties_Arc Props
{
get
{
return (VerbProperties_Arc)this.verbProps;
}
}
private int damageAmount
{
get
{
return (this.Props.damageAmount > 0) ? this.Props.damageAmount : this.verbProps.beamDamageDef.defaultDamage;
}
}
private float armorPenetration
{
get
{
return (this.Props.armorPenetration > 0f) ? this.Props.armorPenetration : this.verbProps.beamDamageDef.defaultArmorPenetration;
}
}
public override void WarmupComplete()
{
this.TryCastShot();
}
protected override bool TryCastShot()
{
this.MakeExplosion();
bool flag = this.verbProps.soundCast != null;
bool flag3 = flag;
if (flag3)
{
this.verbProps.soundCast.PlayOneShot(new TargetInfo(this.caster.Position, this.caster.MapHeld, false));
}
bool flag2 = this.verbProps.soundCastTail != null;
bool flag4 = flag2;
if (flag4)
{
this.verbProps.soundCastTail.PlayOneShotOnCamera(this.caster.Map);
}
return true;
}
private bool IsTargetImmobile(LocalTargetInfo target)
{
Thing thing = target.Thing;
Pawn pawn = thing as Pawn;
return pawn != null && !pawn.Downed && pawn.GetPosture() == PawnPosture.Standing;
}
public override bool CanHitTarget(LocalTargetInfo targ)
{
bool flag = this.caster == null || !this.caster.Spawned;
bool flag2 = flag;
return !flag2 && (targ == this.caster || this.CanHitTargetFrom(this.caster.Position, targ));
}
protected void MakeExplosion()
{
Pawn casterPawn = this.CasterPawn;
bool spawned = casterPawn.Spawned;
bool flag11 = spawned;
if (flag11)
{
Thing targetThing = this.currentTarget.Thing;
bool flag = targetThing != null && this.IsTargetImmobile(this.currentTarget) && casterPawn.skills != null;
bool flag12 = flag;
if (flag12)
{
casterPawn.skills.Learn(SkillDefOf.Shooting, 250f * this.verbProps.AdjustedFullCycleTime(this, casterPawn), false, false);
}
bool flag2 = this.Props != null;
bool flag13 = flag2;
if (flag13)
{
List<IntVec3> cells = Verb_ShootArc.circularSectorCellsStartedCaster(casterPawn.Position, casterPawn.Map, this.currentTarget.Cell, this.Props.range, this.Props.affectedAngle, false).ToList<IntVec3>();
HashSet<IntVec3> hashSet = this.HashSetConverter(cells);
this.pawnConduct.Add(casterPawn);
float weaponDamageMultiplier = base.EquipmentSource.GetStatValue(StatDefOf.RangedWeapon_DamageMultiplier, true, -1);
int damageMultiplier = this.GetDamageAmount(weaponDamageMultiplier, null);
float armorPenetrationMultiplier = this.GetArmorPenetration(weaponDamageMultiplier, null);
foreach (IntVec3 cell in hashSet)
{
List<Thing> list = casterPawn.Map.thingGrid.ThingsListAt(cell);
for (int num = list.Count - 1; num >= 0; num--)
{
if (list[num] is Pawn p)
{
// 新增友方过滤逻辑
bool isFriendly = p.Faction != null
&& casterPawn.Faction != null
&& !p.Faction.HostileTo(casterPawn.Faction);
if (!Props.conductFriendly && isFriendly)
{
continue; // 跳过友方目标
}
// 原有姿势检查
bool isInvalidPosture = p.GetPosture() != PawnPosture.Standing
&& this.currentTarget.Thing != p;
if (!isInvalidPosture)
{
this.pawnConduct.Add(p);
}
}
}
}
bool isConductible = this.Props.isConductible;
bool flag17 = isConductible;
if (flag17)
{
for (int i = 0; i < this.Props.conductNum; i++)
{
bool flag6 = i > this.pawnConduct.Count - 2;
bool flag18 = flag6;
if (flag18)
{
break;
}
bool flag7 = this.Props.EMPDamageAmount > 0f;
bool flag19 = flag7;
if (flag19)
{
this.TargetTakeDamage(casterPawn, this.pawnConduct[i + 1], DamageDefOf.EMP, this.Props.EMPDamageAmount, -1f);
}
this.TargetTakeDamage(casterPawn, this.pawnConduct[i + 1], this.Props.damageDef, (float)damageMultiplier, armorPenetrationMultiplier);
bool flag8 = this.verbProps.beamMoteDef != null;
bool flag20 = flag8;
if (flag20)
{
MoteMaker.MakeInteractionOverlay(this.verbProps.beamMoteDef, new TargetInfo(this.pawnConduct[i].Position, this.caster.Map, false), new TargetInfo(this.pawnConduct[i + 1].Position, this.caster.Map, false));
}
}
}
else
{
IntVec3 position = this.caster.Position;
float num2 = Mathf.Atan2(-(float)(this.currentTarget.Cell.z - position.z), (float)(this.currentTarget.Cell.x - position.x)) * 57.29578f;
bool flag9 = num2 - this.Props.affectedAngle < -180f || num2 + this.Props.affectedAngle > 180f;
bool flag21 = flag9;
if (flag21)
{
FloatRange? affectedAngle = new FloatRange?(new FloatRange(Verb_ShootArc.AngleWrapped(num2 - this.Props.affectedAngle), 180f));
// 修正后的爆炸调用(参数通过命名对齐)
GenExplosion.DoExplosion(
center: casterPawn.Position,
map: this.caster.MapHeld,
radius: this.verbProps.range,
damType: this.Props.damageDef,
instigator: null,
damAmount: damageMultiplier,
armorPenetration: armorPenetrationMultiplier,
explosionSound: null,
weapon: this.CasterPawn.equipment.Primary.def,
projectile: null,
intendedTarget: null,
postExplosionSpawnThingDef: ThingDefOf.Filth_FlammableBile,
postExplosionSpawnChance: 0f,
postExplosionSpawnThingCount: 1,
postExplosionGasType: null,
postExplosionGasRadiusOverride: null,
postExplosionGasAmount: 0,
applyDamageToExplosionCellsNeighbors: false,
preExplosionSpawnThingDef: null,
preExplosionSpawnChance: 0f,
preExplosionSpawnThingCount: 1,
chanceToStartFire: 0f,
damageFalloff: false,
direction: null,
ignoredThings: null,
affectedAngle: affectedAngle,
doVisualEffects: true,
propagationSpeed: 0.6f,
excludeRadius: 0f,
doSoundEffects: false,
postExplosionSpawnThingDefWater: null,
screenShakeFactor: 1f,
flammabilityChanceCurve: null,
overrideCells: null,
postExplosionSpawnSingleThingDef: null,
preExplosionSpawnSingleThingDef: null
);
affectedAngle = new FloatRange?(new FloatRange(-180f, Verb_ShootArc.AngleWrapped(num2 + this.Props.affectedAngle)));
// 第二次爆炸调用(参数结构相同)
GenExplosion.DoExplosion(
center: casterPawn.Position,
map: this.caster.MapHeld,
radius: this.verbProps.range,
damType: this.Props.damageDef,
instigator: null,
damAmount: damageMultiplier,
armorPenetration: armorPenetrationMultiplier,
explosionSound: null,
weapon: this.CasterPawn.equipment.Primary.def,
projectile: null,
intendedTarget: null,
postExplosionSpawnThingDef: ThingDefOf.Filth_FlammableBile,
postExplosionSpawnChance: 0f,
postExplosionSpawnThingCount: 1,
postExplosionGasType: null,
postExplosionGasRadiusOverride: null,
postExplosionGasAmount: 0,
applyDamageToExplosionCellsNeighbors: false,
preExplosionSpawnThingDef: null,
preExplosionSpawnChance: 0f,
preExplosionSpawnThingCount: 1,
chanceToStartFire: 0f,
damageFalloff: false,
direction: null,
ignoredThings: null,
affectedAngle: affectedAngle,
doVisualEffects: true,
propagationSpeed: 0.6f,
excludeRadius: 0f,
doSoundEffects: false,
postExplosionSpawnThingDefWater: null,
screenShakeFactor: 1f,
flammabilityChanceCurve: null,
overrideCells: null,
postExplosionSpawnSingleThingDef: null,
preExplosionSpawnSingleThingDef: null
);
}
else
{
FloatRange? affectedAngle2 = new FloatRange?(new FloatRange(num2 - this.Props.affectedAngle, num2 + this.Props.affectedAngle));
GenExplosion.DoExplosion(
center: casterPawn.Position,
map: this.caster.MapHeld,
radius: this.verbProps.range,
damType: this.Props.damageDef,
instigator: null,
damAmount: damageMultiplier,
armorPenetration: armorPenetrationMultiplier,
explosionSound: null,
weapon: this.CasterPawn.equipment.Primary.def,
projectile: null,
intendedTarget: null,
postExplosionSpawnThingDef: ThingDefOf.Filth_FlammableBile,
postExplosionSpawnChance: 0f,
postExplosionSpawnThingCount: 1,
postExplosionGasType: null,
postExplosionGasRadiusOverride: null,
postExplosionGasAmount: 0,
applyDamageToExplosionCellsNeighbors: false,
preExplosionSpawnThingDef: null,
preExplosionSpawnChance: 0f,
preExplosionSpawnThingCount: 1,
chanceToStartFire: 0f,
damageFalloff: false,
direction: null,
ignoredThings: null,
affectedAngle: affectedAngle2,
doVisualEffects: true,
propagationSpeed: 0.6f,
excludeRadius: 0f,
doSoundEffects: false,
postExplosionSpawnThingDefWater: null,
screenShakeFactor: 1f,
flammabilityChanceCurve: null,
overrideCells: null,
postExplosionSpawnSingleThingDef: null,
preExplosionSpawnSingleThingDef: null
);
}
for (int j = 1; j < this.pawnConduct.Count<Pawn>(); j++)
{
bool flag10 = this.Props.EMPDamageAmount > 0f;
bool flag22 = flag10;
if (flag22)
{
this.TargetTakeDamage(casterPawn, this.pawnConduct[j], DamageDefOf.EMP, this.Props.EMPDamageAmount, -1f);
}
}
}
this.pawnConduct.Clear();
}
}
}
public override void DrawHighlight(LocalTargetInfo target)
{
base.DrawHighlight(target);
bool isValid = target.IsValid;
bool flag = isValid;
if (flag)
{
IntVec3 position = this.caster.Position;
float num = Mathf.Atan2(-(float)(target.Cell.z - position.z), (float)(target.Cell.x - position.x)) * 57.29578f;
Verb_ShootArc.RenderPredictedAreaOfEffect(this.caster.Position, this.Props.range, this.verbProps.explosionRadiusRingColor, new FloatRange(num - this.Props.affectedAngle, num + this.Props.affectedAngle));
}
}
public static void RenderPredictedAreaOfEffect(IntVec3 loc, float radius, Color color, FloatRange affectedAngle)
{
bool flag = affectedAngle.min < -180f || affectedAngle.max > 180f;
bool flag2 = flag;
List<IntVec3> cellsSum;
if (flag2)
{
DamageWorker worker = DamageDefOf.Bomb.Worker;
Map currentMap = Find.CurrentMap;
FloatRange? affectedAngle2 = new FloatRange?(new FloatRange(Verb_ShootArc.AngleWrapped(affectedAngle.min), 180f));
List<IntVec3> cells = worker.ExplosionCellsToHit(loc, currentMap, radius, null, null, affectedAngle2).ToList<IntVec3>();
DamageWorker worker2 = DamageDefOf.Bomb.Worker;
Map currentMap2 = Find.CurrentMap;
affectedAngle2 = new FloatRange?(new FloatRange(-180f, Verb_ShootArc.AngleWrapped(affectedAngle.max)));
List<IntVec3> cells2 = worker2.ExplosionCellsToHit(loc, currentMap2, radius, null, null, affectedAngle2).ToList<IntVec3>();
cellsSum = cells.Concat(cells2).ToList<IntVec3>();
}
else
{
DamageWorker worker3 = DamageDefOf.Bomb.Worker;
Map currentMap3 = Find.CurrentMap;
FloatRange? affectedAngle3 = new FloatRange?(affectedAngle);
cellsSum = worker3.ExplosionCellsToHit(loc, currentMap3, radius, null, null, affectedAngle3).ToList<IntVec3>();
}
GenDraw.DrawFieldEdges(cellsSum, color, null);
}
public static float AngleWrapped(float angle)
{
while (angle > 180f)
{
angle -= 360f;
}
while (angle < -180f)
{
angle += 360f;
}
return (angle == 180f) ? -180f : angle;
}
private static IEnumerable<IntVec3> circularSectorCellsStartedCaster(IntVec3 center, Map map, IntVec3 target, float radius, float angle, bool useCenter = false)
{
float num = Mathf.Atan2(-(float)(target.z - center.z), (float)(target.x - center.x)) * 57.29578f;
FloatRange affectedAngle = new FloatRange(num - angle, num + angle);
bool flag = affectedAngle.min < -180f || affectedAngle.max > 180f;
bool flag2 = flag;
List<IntVec3> cellsSum;
if (flag2)
{
DamageWorker worker = DamageDefOf.Bomb.Worker;
FloatRange? affectedAngle2 = new FloatRange?(new FloatRange(Verb_ShootArc.AngleWrapped(affectedAngle.min), 180f));
List<IntVec3> cells = worker.ExplosionCellsToHit(center, map, radius, null, null, affectedAngle2).ToList<IntVec3>();
DamageWorker worker2 = DamageDefOf.Bomb.Worker;
affectedAngle2 = new FloatRange?(new FloatRange(-180f, Verb_ShootArc.AngleWrapped(affectedAngle.max)));
List<IntVec3> cells2 = worker2.ExplosionCellsToHit(center, map, radius, null, null, affectedAngle2).ToList<IntVec3>();
cellsSum = cells.Concat(cells2).ToList<IntVec3>();
}
else
{
DamageWorker worker3 = DamageDefOf.Bomb.Worker;
FloatRange? affectedAngle3 = new FloatRange?(affectedAngle);
cellsSum = worker3.ExplosionCellsToHit(center, map, radius, null, null, affectedAngle3).ToList<IntVec3>();
}
return cellsSum;
}
protected virtual HashSet<IntVec3> HashSetConverter(IEnumerable<IntVec3> points)
{
HashSet<IntVec3> hashSet = new HashSet<IntVec3>();
bool flag = points.Any<IntVec3>();
bool flag2 = flag;
if (flag2)
{
foreach (IntVec3 point in points)
{
hashSet.Add(point);
}
}
return hashSet;
}
private void TargetTakeDamage(Pawn caster, Pawn target, DamageDef damageDef, float damageAmount, float armorPenetration = -1f)
{
bool flag = caster == null || target == null;
bool flag2 = flag;
if (flag2)
{
Log.Error("TargetTakeDamage has null caster or target");
}
else
{
float angleFlat = (this.currentTarget.Cell - caster.Position).AngleFlat;
BattleLogEntry_RangedImpact log = new BattleLogEntry_RangedImpact(caster, target, this.currentTarget.Thing, base.EquipmentSource.def, null, null);
DamageInfo dinfo = new DamageInfo(damageDef, damageAmount, armorPenetration, angleFlat, caster, null, base.EquipmentSource.def, DamageInfo.SourceCategory.ThingOrUnknown, this.currentTarget.Thing, true, true, QualityCategory.Normal, true);
target.TakeDamage(dinfo).AssociateWithLog(log);
}
}
public int GetDamageAmount(float weaponDamageMultiplier, StringBuilder explanation = null)
{
int num = this.damageAmount;
bool flag = explanation != null;
bool flag3 = flag;
if (flag3)
{
explanation.AppendLine("StatsReport_BaseValue".Translate() + ": " + num.ToString());
explanation.Append("StatsReport_QualityMultiplier".Translate() + ": " + weaponDamageMultiplier.ToStringPercent());
}
num = Mathf.RoundToInt((float)num * weaponDamageMultiplier);
bool flag2 = explanation != null;
bool flag4 = flag2;
if (flag4)
{
explanation.AppendLine();
explanation.AppendLine();
explanation.Append("StatsReport_FinalValue".Translate() + ": " + num.ToString());
}
return num;
}
public float GetArmorPenetration(float weaponDamageMultiplier, StringBuilder explanation = null)
{
float num = this.armorPenetration;
bool flag = num < 0f;
bool flag4 = flag;
if (flag4)
{
num = (float)this.damageAmount * 0.015f;
}
bool flag2 = explanation != null;
bool flag5 = flag2;
if (flag5)
{
explanation.AppendLine("StatsReport_BaseValue".Translate() + ": " + num.ToStringPercent());
explanation.AppendLine();
explanation.Append("StatsReport_QualityMultiplier".Translate() + ": " + weaponDamageMultiplier.ToStringPercent());
}
num *= weaponDamageMultiplier;
bool flag3 = explanation != null;
bool flag6 = flag3;
if (flag6)
{
explanation.AppendLine();
explanation.AppendLine();
explanation.Append("StatsReport_FinalValue".Translate() + ": " + num.ToStringPercent());
}
return num;
}
public List<Pawn> pawnConduct = new List<Pawn>();
}
}