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WulaFallenEmpireRW/Source/WulaFallenEmpire/Verb/Verb_RangeChecker.cs
2026-03-03 17:30:02 +08:00

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// File: Verb_RangeChecker.cs
using RimWorld;
using System.Collections.Generic;
using UnityEngine;
using Verse;
namespace WulaFallenEmpire
{
/// <summary>
/// 用于距离判断的Verb不发射任何射弹不造成伤害仅用于距离计算和AI判断
/// 当发射成功时会设置Pawn身上所有Comp_MultiTurretGun的focusTarget为目标
/// </summary>
public class Verb_RangeChecker : Verb_LaunchProjectile
{
protected override bool TryCastShot()
{
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<CompChangeableProjectile>()?.Notify_ProjectileLaunched();
base.EquipmentSource.GetComp<CompApparelVerbOwner_Charged>()?.UsedOnce();
}
lastShotTick = Find.TickManager.TicksGame;
Thing manningPawn = caster;
Thing equipmentSource = base.EquipmentSource;
CompMannable compMannable = caster.TryGetComp<CompMannable>();
if (compMannable?.ManningPawn != null)
{
manningPawn = compMannable.ManningPawn;
equipmentSource = caster;
}
Vector3 drawPos = caster.DrawPos;
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<ExtraDamage>();
}
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;
}
// 模拟发射成功,但不实际发射
bool shotResult = SimulateShotSuccess(drawPos, forcedMissTarget, currentTarget, projectileHitFlags, preventFriendlyFire, equipmentSource);
if (shotResult)
{
UpdateTurretFocusTargets();
}
return shotResult;
}
}
}
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;
}
// 模拟发射成功,但不实际发射
bool shotResult = SimulateShotSuccess(drawPos, resultingLine.Dest, currentTarget, projectileHitFlags2, preventFriendlyFire, equipmentSource, targetCoverDef);
if (shotResult)
{
UpdateTurretFocusTargets();
}
return shotResult;
}
if (currentTarget.Thing != null && currentTarget.Thing.def.CanBenefitFromCover && !Rand.Chance(shotReport.PassCoverChance))
{
ProjectileHitFlags projectileHitFlags3 = ProjectileHitFlags.NonTargetWorld;
if (canHitNonTargetPawnsNow)
{
projectileHitFlags3 |= ProjectileHitFlags.NonTargetPawns;
}
// 模拟发射成功,但不实际发射
bool shotResult = SimulateShotSuccess(drawPos, randomCoverToMissInto, currentTarget, projectileHitFlags3, preventFriendlyFire, equipmentSource, targetCoverDef);
if (shotResult)
{
UpdateTurretFocusTargets();
}
return shotResult;
}
ProjectileHitFlags projectileHitFlags4 = ProjectileHitFlags.IntendedTarget;
if (canHitNonTargetPawnsNow)
{
projectileHitFlags4 |= ProjectileHitFlags.NonTargetPawns;
}
if (!currentTarget.HasThing || currentTarget.Thing.def.Fillage == FillCategory.Full)
{
projectileHitFlags4 |= ProjectileHitFlags.NonTargetWorld;
}
// 模拟发射成功,但不实际发射
bool finalShotResult = SimulateFinalShotSuccess(drawPos, resultingLine.Dest, currentTarget, projectileHitFlags4, preventFriendlyFire, equipmentSource, targetCoverDef);
if (finalShotResult)
{
UpdateTurretFocusTargets();
}
return finalShotResult;
}
/// <summary>
/// 模拟射击成功的情况
/// </summary>
private bool SimulateShotSuccess(Vector3 drawPos, IntVec3 targetCell, LocalTargetInfo target, ProjectileHitFlags hitFlags, bool preventFriendlyFire, Thing equipmentSource, ThingDef targetCoverDef = null)
{
// 这里不实际发射射弹,只返回成功
// 销毁之前创建的射弹对象,因为我们不需要它
return true;
}
/// <summary>
/// 模拟射击成功的情况(带目标)
/// </summary>
private bool SimulateShotSuccess(Vector3 drawPos, Thing target, LocalTargetInfo originalTarget, ProjectileHitFlags hitFlags, bool preventFriendlyFire, Thing equipmentSource, ThingDef targetCoverDef = null)
{
// 这里不实际发射射弹,只返回成功
// 销毁之前创建的射弹对象,因为我们不需要它
return true;
}
/// <summary>
/// 模拟最终射击成功的情况
/// </summary>
private bool SimulateFinalShotSuccess(Vector3 drawPos, IntVec3 targetCell, LocalTargetInfo target, ProjectileHitFlags hitFlags, bool preventFriendlyFire, Thing equipmentSource, ThingDef targetCoverDef = null)
{
// 这里不实际发射射弹,只返回成功
// 销毁之前创建的射弹对象,因为我们不需要它
return true;
}
/// <summary>
/// 更新Pawn身上所有Comp_MultiTurretGun的focusTarget
/// </summary>
private void UpdateTurretFocusTargets()
{
if (caster is Pawn pawn && pawn.Spawned)
{
// 获取Pawn身上所有的Comp_MultiTurretGun组件
var turretComps = pawn.GetComps<Comp_MultiTurretGun>();
foreach (var turretComp in turretComps)
{
// 设置集中火力目标
Comp_MultiTurretGun.focusTarget = currentTarget;
Comp_MultiTurretGun.lastFocusSetTick = Find.TickManager.TicksGame;
Comp_MultiTurretGun.lastFocusPawn = pawn;
// 强制炮塔立即重新索敌,以便它们能检测到新的集中火力目标
turretComp.TryAcquireTarget();
}
}
}
}
/// <summary>
/// 用于距离判断的Verb属性
/// </summary>
public class VerbProperties_RangeChecker : VerbProperties
{
public VerbProperties_RangeChecker()
{
verbClass = typeof(Verb_RangeChecker);
// 默认设置为不发射射弹
defaultProjectile = null;
}
}
}