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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@@ -0,0 +1,188 @@
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
);
}

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@@ -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 -->