using RimWorld; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using UnityEngine; using Verse; namespace WulaFallenEmpire { public class PlaceWorker_ShowTurretWithOffsetRadius : PlaceWorker { public override AcceptanceReport AllowsPlacing(BuildableDef checkingDef, IntVec3 loc, Rot4 rot, Map map, Thing thingToIgnore = null, Thing thing = null) { VerbProperties verbProperties = ((ThingDef)checkingDef).building.turretGunDef.Verbs.Find((VerbProperties v) => v.verbClass == typeof(Verb_ShootWithOffset)); if (verbProperties.range > 0f) { GenDraw.DrawRadiusRing(loc, verbProperties.range); } if (verbProperties.minRange > 0f) { GenDraw.DrawRadiusRing(loc, verbProperties.minRange); } return true; } } public class ModExtension_ShootWithOffset : DefModExtension { public Vector2 GetOffsetFor(int index) { Vector2 result; if (this.offsets.NullOrEmpty()) { result = Vector2.zero; } else { int index2 = index % this.offsets.Count; result = this.offsets[index2]; } return result; } public List offsets = new List(); } public class Verb_ShootWithOffset : Verb_Shoot { public int offset = 0; protected override bool TryCastShot() { bool num = BaseTryCastShot(); if (num && CasterIsPawn) { CasterPawn.records.Increment(RecordDefOf.ShotsFired); } return num; } protected bool BaseTryCastShot() { 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; } Vector3 drawPos = caster.DrawPos; 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); } return true; } 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 = caster.DrawPos; 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 /// /// 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 /// 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; } } }