feat(Teleporter): implement connected teleporter grouping and shape-based teleportation

This commit is contained in:
2025-12-10 14:43:20 +08:00
parent 3b40ffbbe7
commit f8a7a50237
3 changed files with 154 additions and 23 deletions

View File

@@ -18,6 +18,100 @@ namespace WulaFallenEmpire
private int warmupTicksLeft = 0;
private GlobalTargetInfo target;
private WULA_TeleportLandingMarker activeMarker;
// Group caching
private List<CompMapTeleporter> cachedGroupMembers;
private int lastGroupCheckTick = -1;
// Cells caching
private List<IntVec3> cachedGroupCells;
private int lastGroupCellsCheckTick = -1;
public CellRect TeleportRect => CellRect.CenteredOn(parent.Position, Props.areaSize.x, Props.areaSize.z);
private List<CompMapTeleporter> GroupMembers
{
get
{
if (lastGroupCheckTick == Find.TickManager.TicksGame && cachedGroupMembers != null)
{
return cachedGroupMembers;
}
lastGroupCheckTick = Find.TickManager.TicksGame;
cachedGroupMembers = new List<CompMapTeleporter>();
var openSet = new Queue<CompMapTeleporter>();
var closedSet = new HashSet<CompMapTeleporter>();
openSet.Enqueue(this);
closedSet.Add(this);
while (openSet.Count > 0)
{
var currentComp = openSet.Dequeue();
cachedGroupMembers.Add(currentComp);
var potentialNeighbors = parent.Map.listerThings.ThingsOfDef(parent.def);
foreach (var potentialNeighbor in potentialNeighbors)
{
var neighborComp = potentialNeighbor.TryGetComp<CompMapTeleporter>();
if (neighborComp == null || closedSet.Contains(neighborComp)) continue;
if (currentComp.TeleportRect.ExpandedBy(1).Overlaps(neighborComp.TeleportRect))
{
closedSet.Add(neighborComp);
openSet.Enqueue(neighborComp);
}
}
}
// Sort by ID to ensure consistent leader
cachedGroupMembers.SortBy(c => c.parent.thingIDNumber);
return cachedGroupMembers;
}
}
public List<IntVec3> GroupCells
{
get
{
if (lastGroupCellsCheckTick == Find.TickManager.TicksGame && cachedGroupCells != null)
{
return cachedGroupCells;
}
lastGroupCellsCheckTick = Find.TickManager.TicksGame;
HashSet<IntVec3> cells = new HashSet<IntVec3>();
foreach (var member in GroupMembers)
{
foreach (var cell in member.TeleportRect)
{
if (cell.InBounds(parent.Map))
{
cells.Add(cell);
}
}
}
cachedGroupCells = cells.ToList();
return cachedGroupCells;
}
}
public List<IntVec3> GetRelativeGroupCells()
{
var cells = GroupCells;
var center = parent.Position;
return cells.Select(c => c - center).ToList();
}
private CompMapTeleporter Leader
{
get
{
var members = GroupMembers;
if (members.Count == 0) return this;
return members[0];
}
}
public override void PostExposeData()
{
@@ -31,19 +125,43 @@ namespace WulaFallenEmpire
public override void PostDrawExtraSelectionOverlays()
{
base.PostDrawExtraSelectionOverlays();
GenDraw.DrawFieldEdges(CellRect.CenteredOn(parent.Position, Props.areaSize.x, Props.areaSize.z).Cells.ToList());
// Draw the combined field edges
GenDraw.DrawFieldEdges(GroupCells, Color.cyan);
var leader = Leader;
if (leader != null)
{
// Mark the leader clearly
Vector3 center = leader.parent.TrueCenter();
GenDraw.DrawLineBetween(center + new Vector3(-1f, 0, -1f), center + new Vector3(1f, 0, 1f), SimpleColor.Yellow);
GenDraw.DrawLineBetween(center + new Vector3(-1f, 0, 1f), center + new Vector3(1f, 0, -1f), SimpleColor.Yellow);
GenDraw.DrawCircleOutline(center, 1.5f, SimpleColor.Yellow);
// Draw lines from members to leader
foreach (var member in GroupMembers)
{
if (member != leader)
{
GenDraw.DrawLineBetween(leader.parent.TrueCenter(), member.parent.TrueCenter(), SimpleColor.Cyan);
}
}
}
}
public override void CompTick()
{
base.CompTick();
if (isWarmingUp)
if (Leader == this && isWarmingUp)
{
warmupTicksLeft--;
if (warmupTicksLeft % 60 == 0)
{
Log.Message($"[WULA] Teleport warmup: {warmupTicksLeft} ticks left.");
Props.warmupEffecter?.Spawn(parent, parent.Map).Cleanup();
foreach (var member in GroupMembers)
{
Props.warmupEffecter?.Spawn(member.parent, member.parent.Map).Cleanup();
}
}
if (warmupTicksLeft <= 0)
@@ -65,6 +183,10 @@ namespace WulaFallenEmpire
if (parent.Faction != Faction.OfPlayer)
yield break;
// Only the leader provides the gizmos
if (Leader != this)
yield break;
if (isWarmingUp)
{
yield return new Command_Action
@@ -274,17 +396,17 @@ namespace WulaFallenEmpire
private void TeleportContents(Map targetMap, IntVec3 targetCenter)
{
Map sourceMap = parent.Map;
CellRect rect = CellRect.CenteredOn(parent.Position, Props.areaSize.x, Props.areaSize.z);
List<IntVec3> cells = GroupCells;
IntVec3 center = parent.Position;
List<ThingToTeleport> thingsToTeleport = new List<ThingToTeleport>();
List<Pair<IntVec3, TerrainDef>> terrainToTeleport = new List<Pair<IntVec3, TerrainDef>>();
Log.Message($"[WULA] Collecting data from {rect.Area} cells around {center} with size {Props.areaSize}");
Log.Message($"[WULA] Collecting data from {cells.Count} cells in group");
// 1. 收集数据
HashSet<Thing> collectedThings = new HashSet<Thing>();
foreach (IntVec3 cell in rect)
foreach (IntVec3 cell in cells)
{
if (!cell.InBounds(sourceMap)) continue;
@@ -294,7 +416,7 @@ namespace WulaFallenEmpire
for (int i = thingList.Count - 1; i >= 0; i--)
{
Thing t = thingList[i];
if (t != parent && !collectedThings.Contains(t) &&
if (!collectedThings.Contains(t) &&
(t.def.category == ThingCategory.Item ||
t.def.category == ThingCategory.Pawn ||
t.def.category == ThingCategory.Building))
@@ -309,14 +431,12 @@ namespace WulaFallenEmpire
// 2. 准备传送 (PreSwapMap)
foreach (var data in thingsToTeleport) data.thing.PreSwapMap();
parent.PreSwapMap();
// 3. 从源地图移除 (DeSpawn)
foreach (var data in thingsToTeleport)
{
if (data.thing.Spawned) data.thing.DeSpawn(DestroyMode.WillReplace);
}
if (parent.Spawned) parent.DeSpawn(DestroyMode.WillReplace);
// 4. 修改地形
foreach (var pair in terrainToTeleport)
@@ -345,14 +465,12 @@ namespace WulaFallenEmpire
newPos = newPos.ClampInsideMap(targetMap);
GenSpawn.Spawn(data.thing, newPos, targetMap, data.thing.Rotation);
}
GenSpawn.Spawn(parent, targetCenter, targetMap, parent.Rotation);
// 6. 传送后处理 (PostSwapMap)
foreach (var data in thingsToTeleport)
{
if (!data.thing.Destroyed) data.thing.PostSwapMap();
}
parent.PostSwapMap();
// 7. 完成
CameraJumper.TryJump(targetCenter, targetMap);

View File

@@ -13,6 +13,7 @@ namespace WulaFallenEmpire
private WULA_TeleportLandingMarker marker;
private List<Thing> thingsToTeleport = new List<Thing>();
private IntVec3 sourceCenter;
private List<IntVec3> relativeCells;
public override string Label => "WULA_SelectArrivalPoint".Translate();
public override string Desc => "WULA_SelectArrivalPointDesc".Translate();
@@ -26,31 +27,35 @@ namespace WulaFallenEmpire
this.soundDragSustain = SoundDefOf.Designate_DragStandard;
this.soundDragChanged = SoundDefOf.Designate_DragStandard_Changed;
this.soundSucceeded = SoundDefOf.Designate_PlaceBuilding;
// Cache relative cells from the group
this.relativeCells = teleporter.GetRelativeGroupCells();
}
public override AcceptanceReport CanDesignateCell(IntVec3 loc)
{
if (!loc.InBounds(targetMap)) return false;
// 检查区域是否有效
CellRect rect = CellRect.CenteredOn(loc, teleporter.Props.areaSize.x, teleporter.Props.areaSize.z);
foreach (IntVec3 cell in rect)
// Check all cells in the group shape
foreach (IntVec3 offset in relativeCells)
{
IntVec3 cell = loc + offset;
if (!cell.InBounds(targetMap)) return "WULA_OutOfBounds".Translate();
// 检查地图边缘
// Check map edge
if (cell.InNoBuildEdgeArea(targetMap))
{
return "WULA_InNoBuildArea".Translate();
}
// 检查迷雾
// Check fog
if (cell.Fogged(targetMap))
{
return "WULA_BlockedByFog".Translate();
}
// 检查是否有不可覆盖的建筑
// Check for indestructible buildings
List<Thing> things = targetMap.thingGrid.ThingsListAt(cell);
foreach (Thing t in things)
{
@@ -63,7 +68,7 @@ namespace WulaFallenEmpire
}
}
// 检查地形是否支持建造
// Check terrain passability
TerrainDef terrain = cell.GetTerrain(targetMap);
if (terrain.passability == Traversability.Impassable && !terrain.IsWater)
{
@@ -110,7 +115,13 @@ namespace WulaFallenEmpire
private void DrawRect()
{
GenDraw.DrawFieldEdges(CellRect.CenteredOn(UI.MouseCell(), teleporter.Props.areaSize.x, teleporter.Props.areaSize.z).Cells.ToList());
IntVec3 center = UI.MouseCell();
List<IntVec3> drawCells = new List<IntVec3>();
foreach (var offset in relativeCells)
{
drawCells.Add(center + offset);
}
GenDraw.DrawFieldEdges(drawCells);
}
private void CacheThings()
@@ -120,9 +131,11 @@ namespace WulaFallenEmpire
sourceCenter = teleporter.parent.Position;
Map sourceMap = teleporter.parent.Map;
CellRect rect = CellRect.CenteredOn(sourceCenter, teleporter.Props.areaSize.x, teleporter.Props.areaSize.z);
foreach (IntVec3 cell in rect)
// Use the group cells directly from the teleporter
List<IntVec3> groupCells = teleporter.GroupCells;
foreach (IntVec3 cell in groupCells)
{
if (!cell.InBounds(sourceMap)) continue;
foreach (Thing t in sourceMap.thingGrid.ThingsListAt(cell))
@@ -133,7 +146,7 @@ namespace WulaFallenEmpire
}
}
}
// 添加自身
// Add self (leader)
thingsToTeleport.Add(teleporter.parent);
}
@@ -158,7 +171,7 @@ namespace WulaFallenEmpire
}
catch
{
// 忽略绘制错误防止UI崩溃
// Ignore drawing errors to prevent UI crash
}
}
}