using System.Collections.Generic; using RimWorld; using UnityEngine; using Verse; namespace WulaFallenEmpire { public class CompAreaDamage : ThingComp { private int ticksUntilNextDamage; private bool enabled; public CompProperties_AreaDamage Props => (CompProperties_AreaDamage)props; public bool Enabled => enabled; public override void Initialize(CompProperties props) { base.Initialize(props); ticksUntilNextDamage = Props.damageIntervalTicks; enabled = Props.startEnabled; } public override void CompTick() { base.CompTick(); if (!parent.Spawned || !enabled) return; ticksUntilNextDamage--; if (ticksUntilNextDamage <= 0) { DoAreaDamage(); ticksUntilNextDamage = Props.damageIntervalTicks; } } public void Toggle() { enabled = !enabled; } public void SetEnabled(bool newState) { enabled = newState; } private void DoAreaDamage() { Map map = parent.Map; if (map == null) return; // 获取范围内的所有物体 List thingsInRange = new List(); foreach (IntVec3 cell in GenRadial.RadialCellsAround(parent.Position, Props.radius, true)) { if (!cell.InBounds(map)) continue; List thingList = cell.GetThingList(map); foreach (Thing thing in thingList) { if (IsValidTarget(thing) && !thingsInRange.Contains(thing)) { thingsInRange.Add(thing); } } } // 对每个有效目标造成伤害 foreach (Thing target in thingsInRange) { ApplyDamageToTarget(target); } } private bool IsValidTarget(Thing thing) { // 检查是否为 Pawn(Pawn 有独立的健康系统) if (thing is Pawn pawn) { Faction targetFaction = pawn.Faction; Faction parentFaction = parent.Faction; if (pawn.Dead || pawn.Downed) return false; // 检查是否影响生物 if (!Props.affectPawns) return false; // 如果父物体没有派系,则只检查目标派系 if (parentFaction == null) { if (targetFaction == null && !Props.affectNeutral) return false; if (targetFaction != null && targetFaction.IsPlayer && !Props.affectFriendly) return false; if (targetFaction != null && !targetFaction.IsPlayer && !Props.affectHostile) return false; } else { // 正常阵营关系检查 if (targetFaction == null) { if (!Props.affectNeutral) return false; } else if (targetFaction == parentFaction) { if (!Props.affectFriendly) return false; } else if (targetFaction.HostileTo(parentFaction)) { if (!Props.affectHostile) return false; } else { if (!Props.affectNeutral) return false; } } } else { // 对于非 Pawn 物体,检查生命值系统 if (thing.def.useHitPoints == false || thing.HitPoints <= 0) return false; // 检查物体类型过滤 if (thing is Building && !Props.affectBuildings) return false; if (thing is Plant && !Props.affectPlants) return false; } // 如果设置为影响所有物体,跳过后续检查 if (Props.affectEverything) return true; // 如果忽略阵营关系,跳过阵营检查 if (Props.ignoreFactionRelations) return true; return true; } private void ApplyDamageToTarget(Thing target) { if (Props.damageDef == null) return; // 计算最终伤害量(应用缩放) int finalDamageAmount = CalculateFinalDamage(target); // 创建伤害信息 DamageInfo damageInfo = new DamageInfo( Props.damageDef, finalDamageAmount, armorPenetration: Props.armorPenetration, instigator: parent, hitPart: null, weapon: null, category: DamageInfo.SourceCategory.ThingOrUnknown ); // 应用伤害 target.TakeDamage(damageInfo); // 特殊效果处理 HandleSpecialEffects(target, damageInfo); } /// /// 计算最终伤害量,应用心灵敏感度缩放和保底伤害 /// private int CalculateFinalDamage(Thing target) { float damageFactor = 1.0f; // 使用固定缩放值 if (Props.useFixedScaling) { damageFactor = Props.fixedDamageFactor; } // 使用心灵敏感度缩放 else if (Props.scaleWithPsychicSensitivity && target is Pawn pawn) { damageFactor = CalculatePsychicSensitivityFactor(pawn); } // 确保伤害倍率在最小和最大范围内 damageFactor = Mathf.Clamp(damageFactor, Props.minDamageFactor, Props.maxDamageFactor); // 计算最终伤害 int finalDamage = Mathf.RoundToInt(Props.damageAmount * damageFactor); // 确保至少造成1点伤害 return Mathf.Max(1, finalDamage); } /// /// 根据目标的心灵敏感度计算伤害倍率 /// private float CalculatePsychicSensitivityFactor(Pawn targetPawn) { // 获取心灵敏感度(如果目标没有心灵敏感度,使用默认值0.5) float psychicSensitivity = 0.5f; if (targetPawn.health != null && targetPawn.health.capacities != null) { psychicSensitivity = targetPawn.GetStatValue(StatDefOf.PsychicSensitivity); } // 返回心灵敏感度作为伤害倍率 return psychicSensitivity; } /// /// 处理特殊效果(如伤害类型特定的效果) /// private void HandleSpecialEffects(Thing target, DamageInfo damageInfo) { // 如果是 Pawn,可以添加额外的效果 if (target is Pawn pawn) { // 显示伤害数值(调试用) if (Props.showDamageNumbers) { MoteMaker.ThrowText(target.DrawPos, target.Map, damageInfo.Amount.ToString()); } } } public override void PostExposeData() { base.PostExposeData(); Scribe_Values.Look(ref ticksUntilNextDamage, "ticksUntilNextDamage", Props.damageIntervalTicks); Scribe_Values.Look(ref enabled, "enabled", Props.startEnabled); } public override IEnumerable CompGetGizmosExtra() { // 只有拥有者可以操作开关 if (parent.Faction != null && parent.Faction != Faction.OfPlayer && !parent.Faction.IsPlayer) yield break; // 创建切换开关的 Gizmo Command_Toggle toggleCommand = new Command_Toggle { defaultLabel = Props.toggleLabel.Translate(), defaultDesc = Props.toggleDescription.Translate(), icon = LoadToggleIcon(), isActive = () => enabled, toggleAction = () => Toggle() }; yield return toggleCommand; } private Texture2D LoadToggleIcon() { if (!string.IsNullOrEmpty(Props.toggleIconPath)) { return ContentFinder.Get(Props.toggleIconPath, false); } // 默认图标 return TexCommand.DesirePower; } public override string CompInspectStringExtra() { string baseString = base.CompInspectStringExtra(); string statusText = enabled ? "AreaDamageEnabled".Translate() : "AreaDamageDisabled".Translate(); if (string.IsNullOrEmpty(baseString)) return statusText; else return baseString + "\n" + statusText; } } }