207 lines
6.6 KiB
C#
207 lines
6.6 KiB
C#
using System.Collections.Generic;
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using RimWorld;
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using UnityEngine;
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using Verse;
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namespace WulaFallenEmpire
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{
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public class CompAreaDamage : ThingComp
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{
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private int ticksUntilNextDamage;
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public CompProperties_AreaDamage Props => (CompProperties_AreaDamage)props;
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public override void Initialize(CompProperties props)
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{
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base.Initialize(props);
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ticksUntilNextDamage = Props.damageIntervalTicks;
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}
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public override void CompTick()
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{
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base.CompTick();
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if (!parent.Spawned)
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return;
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ticksUntilNextDamage--;
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if (ticksUntilNextDamage <= 0)
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{
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DoAreaDamage();
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ticksUntilNextDamage = Props.damageIntervalTicks;
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}
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}
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private void DoAreaDamage()
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{
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Map map = parent.Map;
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if (map == null)
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return;
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// 获取范围内的所有物体
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List<Thing> thingsInRange = new List<Thing>();
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foreach (IntVec3 cell in GenRadial.RadialCellsAround(parent.Position, Props.radius, true))
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{
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if (!cell.InBounds(map))
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continue;
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List<Thing> thingList = cell.GetThingList(map);
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foreach (Thing thing in thingList)
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{
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if (IsValidTarget(thing) && !thingsInRange.Contains(thing))
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{
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thingsInRange.Add(thing);
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}
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}
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}
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// 对每个有效目标造成伤害
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foreach (Thing target in thingsInRange)
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{
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ApplyDamageToTarget(target);
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}
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}
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private bool IsValidTarget(Thing thing)
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{
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// 检查是否有生命值
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if (thing.def.useHitPoints == false || thing.HitPoints <= 0)
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return false;
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// 检查物体类型过滤
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if (thing is Building && !Props.affectBuildings)
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return false;
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if (thing is Pawn && !Props.affectPawns)
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return false;
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if (thing is Plant && !Props.affectPlants)
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return false;
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// 检查阵营关系(如果是生物)
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if (thing is Pawn pawn)
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{
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Faction targetFaction = pawn.Faction;
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Faction parentFaction = parent.Faction;
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if (targetFaction == null)
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{
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if (!Props.affectNeutral)
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return false;
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}
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else if (targetFaction == parentFaction)
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{
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if (!Props.affectFriendly)
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return false;
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}
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else if (targetFaction.HostileTo(parentFaction))
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{
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if (!Props.affectHostile)
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return false;
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}
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else
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{
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if (!Props.affectNeutral)
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return false;
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}
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}
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return true;
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}
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private void ApplyDamageToTarget(Thing target)
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{
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if (Props.damageDef == null)
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return;
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// 计算最终伤害量(应用缩放)
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int finalDamageAmount = CalculateFinalDamage(target);
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// 创建伤害信息
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DamageInfo damageInfo = new DamageInfo(
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Props.damageDef,
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finalDamageAmount,
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armorPenetration: 0f,
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instigator: parent,
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hitPart: null,
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weapon: null,
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category: DamageInfo.SourceCategory.ThingOrUnknown
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);
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// 应用伤害
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target.TakeDamage(damageInfo);
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}
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/// <summary>
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/// 计算最终伤害量,应用心灵敏感度缩放和保底伤害
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/// </summary>
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private int CalculateFinalDamage(Thing target)
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{
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float damageFactor = 1.0f;
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// 使用固定缩放值
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if (Props.useFixedScaling)
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{
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damageFactor = Props.fixedDamageFactor;
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}
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// 使用心灵敏感度缩放
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else if (Props.scaleWithPsychicSensitivity && target is Pawn pawn)
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{
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damageFactor = CalculatePsychicSensitivityFactor(pawn);
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}
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// 确保伤害倍率在最小和最大范围内
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damageFactor = Mathf.Clamp(damageFactor, Props.minDamageFactor, Props.maxDamageFactor);
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// 计算最终伤害
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int finalDamage = Mathf.RoundToInt(Props.damageAmount * damageFactor);
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// 确保至少造成1点伤害
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return Mathf.Max(1, finalDamage);
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}
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/// <summary>
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/// 根据目标的心灵敏感度计算伤害倍率
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/// </summary>
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private float CalculatePsychicSensitivityFactor(Pawn targetPawn)
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{
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// 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)
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float psychicSensitivity = 0.5f;
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if (targetPawn.health != null && targetPawn.health.capacities != null)
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{
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psychicSensitivity = targetPawn.GetStatValue(StatDefOf.PsychicSensitivity);
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}
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// 返回心灵敏感度作为伤害倍率
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// 例如:敏感度0.5 = 0.5倍伤害,敏感度1.5 = 1.5倍伤害
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return psychicSensitivity;
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}
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public override void PostExposeData()
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{
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base.PostExposeData();
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Scribe_Values.Look(ref ticksUntilNextDamage, "ticksUntilNextDamage", Props.damageIntervalTicks);
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}
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/// <summary>
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/// 调试方法:显示伤害计算信息
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/// </summary>
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public string GetDamageDebugInfo(Thing target)
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{
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if (target is Pawn pawn)
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{
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float psychicSensitivity = pawn.GetStatValue(StatDefOf.PsychicSensitivity);
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float damageFactor = CalculatePsychicSensitivityFactor(pawn);
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int finalDamage = CalculateFinalDamage(target);
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return $"目标: {pawn.Label}\n" +
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$"心灵敏感度: {psychicSensitivity:F2}\n" +
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$"伤害倍率: {damageFactor:F2}\n" +
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$"基础伤害: {Props.damageAmount}\n" +
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$"最终伤害: {finalDamage}";
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}
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return $"目标: {target.Label}\n基础伤害: {Props.damageAmount}";
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}
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}
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}
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