using System.Collections.Generic; using RimWorld; using UnityEngine; using Verse; namespace WulaFallenEmpire { // Final, robust extension class for configuring path-based penetration. public class Wula_PathPierce_Extension : DefModExtension { // Set to a positive number for limited hits, or -1 for infinite penetration. public int maxHits = 3; // The percentage of damage lost per hit. 0.25 means 25% damage loss per hit. public float damageFalloff = 0.25f; } public class Projectile_WulaLineAttack : Projectile { private int hitCounter = 0; private List alreadyDamaged = new List(); private Vector3 lastTickPosition; private Wula_PathPierce_Extension Props => def.GetModExtension(); public override void ExposeData() { base.ExposeData(); Scribe_Values.Look(ref hitCounter, "hitCounter", 0); Scribe_Collections.Look(ref alreadyDamaged, "alreadyDamaged", LookMode.Reference); Scribe_Values.Look(ref lastTickPosition, "lastTickPosition"); if (alreadyDamaged == null) { alreadyDamaged = new List(); } } public override void Launch(Thing launcher, Vector3 origin, LocalTargetInfo usedTarget, LocalTargetInfo intendedTarget, ProjectileHitFlags hitFlags, bool preventFriendlyFire = false, Thing equipment = null, ThingDef targetCoverDef = null) { base.Launch(launcher, origin, usedTarget, intendedTarget, hitFlags, preventFriendlyFire, equipment, targetCoverDef); this.lastTickPosition = origin; this.alreadyDamaged.Clear(); this.hitCounter = 0; } protected override void Tick() { Vector3 startPos = this.lastTickPosition; base.Tick(); if (this.Destroyed) return; Vector3 endPos = this.ExactPosition; CheckPathForDamage(startPos, endPos); this.lastTickPosition = endPos; } protected override void Impact(Thing hitThing, bool blockedByShield = false) { CheckPathForDamage(lastTickPosition, this.ExactPosition); if (hitThing != null && alreadyDamaged.Contains(hitThing)) { base.Impact(null, blockedByShield); } else { base.Impact(hitThing, blockedByShield); } } private void CheckPathForDamage(Vector3 startPos, Vector3 endPos) { if (startPos == endPos) return; int maxHits = Props?.maxHits ?? 1; bool infinitePenetration = maxHits < 0; if (!infinitePenetration && hitCounter >= maxHits) return; Map map = this.Map; float distance = Vector3.Distance(startPos, endPos); Vector3 direction = (endPos - startPos).normalized; for (float i = 0; i < distance; i += 0.8f) { if (!infinitePenetration && hitCounter >= maxHits) break; Vector3 checkPos = startPos + direction * i; var thingsInCell = new HashSet(map.thingGrid.ThingsListAt(checkPos.ToIntVec3())); foreach (Thing thing in thingsInCell) { if (thing is Pawn pawn && pawn != this.launcher && !alreadyDamaged.Contains(pawn) && GenHostility.HostileTo(pawn, this.launcher.Faction)) { ApplyPathDamage(pawn); if (!infinitePenetration && hitCounter >= maxHits) break; } } } } private void ApplyPathDamage(Pawn pawn) { Wula_PathPierce_Extension props = Props; float falloff = props?.damageFalloff ?? 0.25f; // Damage falloff now applies universally, even for infinite penetration. float damageMultiplier = Mathf.Pow(1f - falloff, hitCounter); int damageAmount = (int)(this.DamageAmount * damageMultiplier); if (damageAmount <= 0) return; var dinfo = new DamageInfo( this.def.projectile.damageDef, damageAmount, this.ArmorPenetration * damageMultiplier, this.ExactRotation.eulerAngles.y, this.launcher, null, this.equipmentDef, DamageInfo.SourceCategory.ThingOrUnknown, this.intendedTarget.Thing); pawn.TakeDamage(dinfo); alreadyDamaged.Add(pawn); hitCounter++; } } }