using RimWorld;
using System.Collections.Generic;
using UnityEngine;
using Verse;
namespace WulaFallenEmpire
{
///
/// 用于距离判断的Verb,不发射任何射弹,不造成伤害,不产生噪音
/// 仅用于距离计算、视线检查和AI判断
/// 当发射成功时,会设置Pawn身上所有Comp_MultiTurretGun的focusTarget为目标
///
public class Verb_RangeChecker : Verb
{
// 重写瞄准相关方法,使其不产生视觉或声音效果
public override void WarmupComplete()
{
base.WarmupComplete();
// 不播放射击声音
// 不产生射击效果
}
protected override bool TryCastShot()
{
// 基础检查
if (currentTarget.HasThing && currentTarget.Thing.Map != caster.Map)
return false;
// 检查视线
ShootLine shootLine;
if (!TryFindShootLineFromTo(caster.Position, currentTarget, out shootLine))
{
if (verbProps.stopBurstWithoutLos)
return false;
}
// 更新设备状态(如果有)
if (base.EquipmentSource != null)
{
base.EquipmentSource.GetComp()?.Notify_ProjectileLaunched();
base.EquipmentSource.GetComp()?.UsedOnce();
}
// 记录射击时间
lastShotTick = Find.TickManager.TicksGame;
// 更新炮塔焦点目标
UpdateTurretFocusTargets();
// 返回成功,但不实际射击
return true;
}
///
/// 重写射击效果,确保不产生任何视觉或声音效果
///
public override void DrawHighlight(LocalTargetInfo target)
{
base.DrawHighlight(target);
// 可以绘制距离指示,但不绘制射击预览
}
///
/// 更新Pawn身上所有Comp_MultiTurretGun的focusTarget
///
private void UpdateTurretFocusTargets()
{
if (caster is Pawn pawn && pawn.Spawned)
{
// 获取Pawn身上所有的Comp_MultiTurretGun组件
var turretComps = pawn.GetComps();
foreach (var turretComp in turretComps)
{
if (turretComp != null)
{
// 设置集中火力目标
Comp_MultiTurretGun.focusTarget = currentTarget;
Comp_MultiTurretGun.lastFocusSetTick = Find.TickManager.TicksGame;
Comp_MultiTurretGun.lastFocusPawn = pawn;
// 强制炮塔立即重新索敌,以便它们能检测到新的集中火力目标
turretComp.TryAcquireTarget();
}
}
// 记录日志
if (Prefs.DevMode)
{
Log.Message($"[Verb_RangeChecker] {pawn.LabelShort} set focus target to {currentTarget}");
}
}
}
///
/// 重写可用性检查,确保只有符合条件的Pawn才能使用
///
public override bool Available()
{
if (!base.Available())
return false;
// 额外的检查:确保有炮塔组件
if (caster is Pawn pawn)
{
var turretComps = pawn.GetComps();
if (turretComps == null )
return false;
}
return true;
}
///
/// 重写验证方法,添加额外的距离检查
///
public override bool CanHitTarget(LocalTargetInfo targ)
{
if (!base.CanHitTarget(targ))
return false;
// 检查距离
float distance = caster.Position.DistanceTo(targ.Cell);
if (distance > verbProps.range)
return false;
// 检查最小距离
if (distance < verbProps.minRange)
return false;
return true;
}
///
/// 重写目标高亮显示
///
public override void OrderForceTarget(LocalTargetInfo target)
{
if (CanHitTarget(target))
{
base.OrderForceTarget(target);
UpdateTurretFocusTargets();
}
}
///
/// 重写,确保不产生任何射击效果
///
public override void Notify_EquipmentLost()
{
base.Notify_EquipmentLost();
// 清理焦点目标
if (caster is Pawn pawn)
{
Comp_MultiTurretGun.lastFocusPawn = null;
Comp_MultiTurretGun.focusTarget = LocalTargetInfo.Invalid;
}
}
}
///
/// 用于距离判断的Verb属性
///
public class VerbProperties_RangeChecker : VerbProperties
{
public VerbProperties_RangeChecker()
{
verbClass = typeof(Verb_RangeChecker);
// 设置为不发射射弹
defaultProjectile = null;
// 设置无噪音
soundCast = null;
soundCastTail = null;
// 无视觉效果
muzzleFlashScale = 0f;
// 无预热时间
warmupTime = 0f;
// 无冷却时间
defaultCooldownTime = 0f;
}
}
}