using System.Collections.Generic;
using RimWorld;
using Verse;
using System.Linq;
using System.Text;
namespace WulaFallenEmpire
{
public class DamageWorker_ExtraDamage : DamageWorker
{
///
/// 重写伤害应用方法
///
public override DamageResult Apply(DamageInfo dinfo, Thing victim)
{
// 先应用原始伤害
DamageResult originalResult = base.Apply(dinfo, victim);
// 获取额外伤害扩展
DamageDef_ExtraDamageExtension extension =
dinfo.Def.GetModExtension();
if (extension != null && victim != null && !victim.Destroyed)
{
// 应用额外伤害
var extraDamageResults = ApplyExtraDamages(extension, dinfo, victim, originalResult);
// 如果需要,添加战斗日志
if (extension.showExtraLog && extraDamageResults.Count > 0)
{
AddCombatLog(extension, dinfo, victim, extraDamageResults);
}
}
return originalResult;
}
///
/// 应用额外伤害
///
private List ApplyExtraDamages(
DamageDef_ExtraDamageExtension extension,
DamageInfo originalDinfo,
Thing victim,
DamageResult originalResult)
{
List results = new List();
var applicableDamages = extension.GetApplicableExtraDamages(victim, originalDinfo);
foreach (var extraDamage in applicableDamages)
{
if (ShouldApplyExtraDamage(extraDamage, originalDinfo, victim))
{
DamageResult result = ApplySingleExtraDamage(extraDamage, originalDinfo, victim);
if (result != null)
{
results.Add(result);
}
}
}
return results;
}
///
/// 检查是否应该应用额外伤害
///
private bool ShouldApplyExtraDamage(ExtraDamageDef extraDamage, DamageInfo originalDinfo, Thing victim)
{
// 检查最小触发伤害
if (originalDinfo.Amount < extraDamage.minTriggerDamage)
return false;
return true;
}
///
/// 应用单个额外伤害
///
private DamageResult ApplySingleExtraDamage(ExtraDamageDef extraDamage, DamageInfo originalDinfo, Thing victim)
{
try
{
// 计算伤害值
float damageAmount = extraDamage.CalculateActualAmount(originalDinfo, victim);
if (damageAmount <= 0)
return null;
// 计算护甲穿透
float armorPenetration = extraDamage.CalculateActualArmorPenetration();
// 创建伤害信息
DamageInfo extraDinfo = new DamageInfo(
def: extraDamage.damageDef,
amount: damageAmount,
armorPenetration: armorPenetration,
angle: originalDinfo.Angle,
instigator: originalDinfo.Instigator,
hitPart: GetTargetBodyPart(victim, extraDamage.targetBodyPart),
weapon: originalDinfo.Weapon,
category: DamageInfo.SourceCategory.ThingOrUnknown,
intendedTarget: originalDinfo.IntendedTarget
);
// 如果是真实伤害,设置特殊标志(如果需要特殊处理)
if (extraDamage.isTrueDamage)
{
// 这里可能需要特殊的处理方式
// 例如,可以设置伤害信息中的特殊标志
}
// 应用伤害
DamageResult result = victim.TakeDamage(extraDinfo);
// 播放效果
PlayExtraDamageEffects(extraDamage, victim, damageAmount);
return result;
}
catch (System.Exception ex)
{
Log.Warning($"应用额外伤害时出错: {ex.Message}");
return null;
}
}
///
/// 获取目标部位
///
private BodyPartRecord GetTargetBodyPart(Thing victim, BodyPartDef bodyPartDef)
{
if (bodyPartDef == null || !(victim is Pawn pawn))
return null;
return pawn.RaceProps.body.GetPartsWithDef(bodyPartDef).FirstOrDefault();
}
///
/// 播放额外伤害效果
///
private void PlayExtraDamageEffects(ExtraDamageDef extraDamage, Thing victim, float damageAmount)
{
if (victim.Map == null)
return;
// 播放音效
if (extraDamage.soundDef != null)
{
extraDamage.soundDef.PlayOneShot(new TargetInfo(victim.Position, victim.Map));
}
// 播放粒子效果
if (extraDamage.fleckDef != null)
{
FleckMaker.Static(victim.DrawPos, victim.Map, extraDamage.fleckDef);
}
// 播放效果器
if (extraDamage.effecterDef != null)
{
Effecter effecter = extraDamage.effecterDef.Spawn();
effecter.Trigger(new TargetInfo(victim.Position, victim.Map), new TargetInfo(victim.Position, victim.Map));
effecter.Cleanup();
}
}
///
/// 添加战斗日志
///
private void AddCombatLog(
DamageDef_ExtraDamageExtension extension,
DamageInfo originalDinfo,
Thing victim,
List extraResults)
{
if (victim is Pawn victimPawn)
{
StringBuilder sb = new StringBuilder();
sb.AppendLine($"{extension.extraLabel} - 额外伤害:");
foreach (var result in extraResults)
{
if (result != null && result.totalDamageDealt > 0)
{
sb.AppendLine($" {result.totalDamageDealt:F1} 伤害");
}
}
// 这里可以添加更详细的战斗日志逻辑
// 例如,创建一个自定义的战斗日志条目
}
}
///
/// 重写爆炸伤害处理
///
protected override void ExplosionDamageThing(Explosion explosion, Thing t, List damagedThings, List ignoredThings, IntVec3 cell)
{
base.ExplosionDamageThing(explosion, t, damagedThings, ignoredThings, cell);
// 检查并应用额外伤害
DamageDef_ExtraDamageExtension extension =
explosion.damType.GetModExtension();
if (extension != null && !t.Destroyed)
{
// 为爆炸中的每个目标应用额外伤害
// 注意:这里需要创建适当的DamageInfo
}
}
///
/// 获取伤害描述(用于UI显示)
///
public string GetExtraDamageDescription(DamageDef damageDef)
{
DamageDef_ExtraDamageExtension extension =
damageDef.GetModExtension();
if (extension == null || extension.extraDamages.Count == 0)
return "";
StringBuilder sb = new StringBuilder();
sb.AppendLine("额外伤害效果:");
foreach (var extraDamage in extension.extraDamages)
{
string damageType = extraDamage.damageDef.label;
string amountStr = extraDamage.isPercentage ?
$"{extraDamage.percentageMultiplier * 100}% 原始伤害" :
$"{extraDamage.amount} 点";
sb.AppendLine($" {damageType}: {amountStr}");
if (extraDamage.minTriggerDamage > 0)
{
sb.AppendLine($" 触发条件: 原始伤害 > {extraDamage.minTriggerDamage}");
}
}
return sb.ToString();
}
}
}