// File: Verb_TurretOffestShoot.cs
using RimWorld;
using System;
using System.Collections.Generic;
using UnityEngine;
using Verse;
using Verse.AI;
namespace WulaFallenEmpire
{
///
/// 专门为Pawn身上的炮塔设计的Verb,根据PawnRenderNodeProperties中的drawData调整发射原点,并支持ModExtension_ShootWithOffset
///
public class Verb_TurretOffestShoot : Verb_Shoot
{
// 缓存Comp_MultiTurretGun以减少查找次数
private Comp_MultiTurretGun cachedTurretComp;
private bool turretCompInitialized = false;
// 缓存发射偏移
private Vector3 cachedMuzzleOffset = Vector3.zero;
private int lastUpdateTick = -1;
private Rot4 lastPawnRotation = Rot4.Invalid;
// 用于ModExtension_ShootWithOffset的字段
public int offset = 0;
///
/// 获取当前炮塔的发射点偏移
///
private Vector3 GetTurretMuzzleOffset()
{
// 检查是否需要更新缓存
if (!turretCompInitialized || Find.TickManager.TicksGame - lastUpdateTick > 60)
{
UpdateTurretCompCache();
}
// 检查Pawn朝向是否改变
if (caster != null && caster is Pawn pawnPawn)
{
if (pawnPawn.Rotation != lastPawnRotation)
{
UpdateMuzzleOffsetCache();
}
}
return cachedMuzzleOffset;
}
///
/// 更新炮塔组件缓存
///
private void UpdateTurretCompCache()
{
cachedTurretComp = null;
if (caster == null || base.EquipmentSource == null)
return;
// 使用GetComp方法替代GetComps
if (caster is ThingWithComps thingWithComps)
{
// 获取所有Comp_MultiTurretGun组件
foreach (ThingComp comp in thingWithComps.AllComps)
{
if (comp is Comp_MultiTurretGun turretComp && turretComp.gun == base.EquipmentSource)
{
cachedTurretComp = turretComp;
break;
}
}
}
turretCompInitialized = true;
UpdateMuzzleOffsetCache();
}
///
/// 更新发射偏移缓存
///
private void UpdateMuzzleOffsetCache()
{
cachedMuzzleOffset = Vector3.zero;
lastUpdateTick = Find.TickManager.TicksGame;
if (cachedTurretComp == null)
return;
// 获取炮塔属性
var props = cachedTurretComp.Props as CompProperties_MultiTurretGun;
if (props == null || props.renderNodeProperties.NullOrEmpty())
return;
// 获取Pawn当前朝向
if (caster is Pawn pawn)
{
lastPawnRotation = pawn.Rotation;
// 获取第一个渲染节点属性
var renderNodeProps = props.renderNodeProperties[0];
// 使用DrawData的OffsetForRot方法获取偏移
if (renderNodeProps.drawData != null)
{
cachedMuzzleOffset = renderNodeProps.drawData.OffsetForRot(pawn.Rotation);
}
}
}
///
/// 重写射击方法,应用炮塔偏移和ModExtension_ShootWithOffset
///
protected override bool TryCastShot()
{
// 获取炮塔偏移
Vector3 turretOffset = GetTurretMuzzleOffset();
// 结合ModExtension_ShootWithOffset的偏移
return TryCastShotWithCombinedOffset(turretOffset);
}
///
/// 应用组合偏移的射击方法
///
private bool TryCastShotWithCombinedOffset(Vector3 baseTurretOffset)
{
if (currentTarget.HasThing && currentTarget.Thing.Map != caster.Map)
{
return false;
}
ThingDef projectile = Projectile;
if (projectile == null)
{
return false;
}
ShootLine resultingLine;
bool flag = TryFindShootLineFromTo(caster.Position, currentTarget, out resultingLine);
if (verbProps.stopBurstWithoutLos && !flag)
{
return false;
}
if (base.EquipmentSource != null)
{
base.EquipmentSource.GetComp()?.Notify_ProjectileLaunched();
base.EquipmentSource.GetComp()?.UsedOnce();
}
lastShotTick = Find.TickManager.TicksGame;
Thing manningPawn = caster;
Thing equipmentSource = base.EquipmentSource;
CompMannable compMannable = caster.TryGetComp();
if (compMannable?.ManningPawn != null)
{
manningPawn = compMannable.ManningPawn;
equipmentSource = caster;
}
// 关键修改:应用炮塔的发射点偏移和ModExtension_ShootWithOffset的偏移
Vector3 drawPos = caster.DrawPos;
drawPos += baseTurretOffset; // 先应用炮塔偏移
// 然后应用ModExtension_ShootWithOffset的偏移
drawPos = ApplyProjectileOffset(drawPos, equipmentSource);
Projectile projectile2 = (Projectile)GenSpawn.Spawn(projectile, resultingLine.Source, caster.Map);
if (equipmentSource.TryGetComp(out CompUniqueWeapon comp))
{
foreach (WeaponTraitDef item in comp.TraitsListForReading)
{
if (item.damageDefOverride != null)
{
projectile2.damageDefOverride = item.damageDefOverride;
}
if (!item.extraDamages.NullOrEmpty())
{
Projectile projectile3 = projectile2;
if (projectile3.extraDamages == null)
{
projectile3.extraDamages = new List();
}
projectile2.extraDamages.AddRange(item.extraDamages);
}
}
}
if (verbProps.ForcedMissRadius > 0.5f)
{
float num = verbProps.ForcedMissRadius;
if (manningPawn is Pawn pawn)
{
num *= verbProps.GetForceMissFactorFor(equipmentSource, pawn);
}
float num2 = VerbUtility.CalculateAdjustedForcedMiss(num, currentTarget.Cell - caster.Position);
if (num2 > 0.5f)
{
IntVec3 forcedMissTarget = GetForcedMissTarget(num2);
if (forcedMissTarget != currentTarget.Cell)
{
ProjectileHitFlags projectileHitFlags = ProjectileHitFlags.NonTargetWorld;
if (Rand.Chance(0.5f))
{
projectileHitFlags = ProjectileHitFlags.All;
}
if (!canHitNonTargetPawnsNow)
{
projectileHitFlags &= ~ProjectileHitFlags.NonTargetPawns;
}
projectile2.Launch(manningPawn, drawPos, forcedMissTarget, currentTarget, projectileHitFlags, preventFriendlyFire, equipmentSource);
return true;
}
}
}
ShotReport shotReport = ShotReport.HitReportFor(caster, this, currentTarget);
Thing randomCoverToMissInto = shotReport.GetRandomCoverToMissInto();
ThingDef targetCoverDef = randomCoverToMissInto?.def;
if (verbProps.canGoWild && !Rand.Chance(shotReport.AimOnTargetChance_IgnoringPosture))
{
bool flyOverhead = projectile2?.def?.projectile != null && projectile2.def.projectile.flyOverhead;
resultingLine.ChangeDestToMissWild(shotReport.AimOnTargetChance_StandardTarget, flyOverhead, caster.Map);
ProjectileHitFlags projectileHitFlags2 = ProjectileHitFlags.NonTargetWorld;
if (Rand.Chance(0.5f) && canHitNonTargetPawnsNow)
{
projectileHitFlags2 |= ProjectileHitFlags.NonTargetPawns;
}
projectile2.Launch(manningPawn, drawPos, resultingLine.Dest, currentTarget, projectileHitFlags2, preventFriendlyFire, equipmentSource, targetCoverDef);
return true;
}
if (currentTarget.Thing != null && currentTarget.Thing.def.CanBenefitFromCover && !Rand.Chance(shotReport.PassCoverChance))
{
ProjectileHitFlags projectileHitFlags3 = ProjectileHitFlags.NonTargetWorld;
if (canHitNonTargetPawnsNow)
{
projectileHitFlags3 |= ProjectileHitFlags.NonTargetPawns;
}
projectile2.Launch(manningPawn, drawPos, randomCoverToMissInto, currentTarget, projectileHitFlags3, preventFriendlyFire, equipmentSource, targetCoverDef);
return true;
}
ProjectileHitFlags projectileHitFlags4 = ProjectileHitFlags.IntendedTarget;
if (canHitNonTargetPawnsNow)
{
projectileHitFlags4 |= ProjectileHitFlags.NonTargetPawns;
}
if (!currentTarget.HasThing || currentTarget.Thing.def.Fillage == FillCategory.Full)
{
projectileHitFlags4 |= ProjectileHitFlags.NonTargetWorld;
}
if (currentTarget.Thing != null)
{
projectile2.Launch(manningPawn, drawPos, currentTarget, currentTarget, projectileHitFlags4, preventFriendlyFire, equipmentSource, targetCoverDef);
}
else
{
projectile2.Launch(manningPawn, drawPos, resultingLine.Dest, currentTarget, projectileHitFlags4, preventFriendlyFire, equipmentSource, targetCoverDef);
}
if (CasterIsPawn)
{
CasterPawn.records.Increment(RecordDefOf.ShotsFired);
}
return true;
}
///
/// 应用ModExtension_ShootWithOffset的偏移(从Verb_ShootWithOffset复制)
///
private Vector3 ApplyProjectileOffset(Vector3 originalDrawPos, Thing equipmentSource)
{
if (equipmentSource != null)
{
// 获取投射物偏移的模组扩展
ModExtension_ShootWithOffset offsetExtension =
equipmentSource.def.GetModExtension();
if (offsetExtension != null && offsetExtension.offsets != null && offsetExtension.offsets.Count > 0)
{
// 获取当前连发射击的剩余次数
int burstShotsLeft = GetBurstShotsLeft();
// 计算从发射者到目标的角度
Vector3 targetPos = currentTarget.CenterVector3;
Vector3 casterPos = originalDrawPos; // 使用已经应用了炮塔偏移的位置
float rimworldAngle = targetPos.AngleToFlat(casterPos);
// 将RimWorld角度转换为适合偏移计算的角度
float correctedAngle = ConvertRimWorldAngleToOffsetAngle(rimworldAngle);
// 应用偏移并旋转到正确方向
Vector2 offset = offsetExtension.GetOffsetFor(burstShotsLeft);
Vector2 rotatedOffset = offset.RotatedBy(correctedAngle);
// 将2D偏移转换为3D并应用到绘制位置
originalDrawPos += new Vector3(rotatedOffset.x, 0f, rotatedOffset.y);
}
}
return originalDrawPos;
}
///
/// 获取当前连发射击剩余次数(从Verb_ShootWithOffset复制)
///
/// 连发射击剩余次数
private int GetBurstShotsLeft()
{
if (burstShotsLeft >= 0)
{
return (int)burstShotsLeft;
}
return 0;
}
///
/// 将RimWorld角度转换为偏移计算用的角度(从Verb_ShootWithOffset复制)
/// RimWorld使用顺时针角度系统,需要转换为标准的数学角度系统
///
/// RimWorld角度
/// 转换后的角度
private float ConvertRimWorldAngleToOffsetAngle(float rimworldAngle)
{
// RimWorld角度:0°=东,90°=北,180°=西,270°=南
// 转换为:0°=东,90°=南,180°=西,270°=北
return -rimworldAngle - 90f;
}
///
/// 用于调试:在Gizmo模式下显示发射点偏移
///
public override void DrawHighlight(LocalTargetInfo target)
{
base.DrawHighlight(target);
// 在调试模式下显示发射点
if (DebugSettings.godMode && caster != null && caster.Spawned)
{
// 获取炮塔偏移
Vector3 turretOffset = GetTurretMuzzleOffset();
// 获取ModExtension_ShootWithOffset的偏移
Vector3 modExtensionOffset = Vector3.zero;
if (base.EquipmentSource != null)
{
var offsetExtension = base.EquipmentSource.def.GetModExtension();
if (offsetExtension != null && offsetExtension.offsets != null && offsetExtension.offsets.Count > 0)
{
int burstShotsLeft = GetBurstShotsLeft();
Vector2 offset2D = offsetExtension.GetOffsetFor(burstShotsLeft);
if (target.IsValid)
{
Vector3 targetPos = target.CenterVector3;
Vector3 casterPos = caster.DrawPos + turretOffset;
float rimworldAngle = targetPos.AngleToFlat(casterPos);
float correctedAngle = ConvertRimWorldAngleToOffsetAngle(rimworldAngle);
Vector2 rotatedOffset = offset2D.RotatedBy(correctedAngle);
modExtensionOffset = new Vector3(rotatedOffset.x, 0f, rotatedOffset.y);
}
}
}
// 计算最终发射点位置
Vector3 finalMuzzlePos = caster.DrawPos + turretOffset + modExtensionOffset;
// 绘制偏移可视化
if (turretOffset != Vector3.zero)
{
Vector3 turretMuzzlePos = caster.DrawPos + turretOffset;
GenDraw.DrawLineBetween(caster.DrawPos, turretMuzzlePos, SimpleColor.Red);
GenDraw.DrawRadiusRing(turretMuzzlePos.ToIntVec3(), 0.15f, Color.red);
}
if (modExtensionOffset != Vector3.zero)
{
Vector3 turretMuzzlePos = caster.DrawPos + turretOffset;
GenDraw.DrawLineBetween(turretMuzzlePos, finalMuzzlePos, SimpleColor.Blue);
GenDraw.DrawRadiusRing(finalMuzzlePos.ToIntVec3(), 0.2f, Color.blue);
}
else if (turretOffset != Vector3.zero)
{
GenDraw.DrawRadiusRing(finalMuzzlePos.ToIntVec3(), 0.2f, Color.red);
}
}
}
}
///
/// 专门用于炮塔的Verb属性
///
public class VerbProperties_TurretShootWithOffset : VerbProperties
{
public VerbProperties_TurretShootWithOffset()
{
verbClass = typeof(Verb_TurretOffestShoot);
}
}
}