925 lines
35 KiB
C#
925 lines
35 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using RimWorld;
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using UnityEngine;
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using Verse;
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using Verse.AI;
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using Verse.AI.Group;
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namespace WulaFallenEmpire
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{
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public class ModExt_HasSpeedTurret : DefModExtension
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{
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public float speed = 1f;
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}
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/// <summary>
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/// 非瞬时瞄准的炮塔建筑类
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/// 继承自原版炮塔,增加了平滑旋转瞄准功能
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/// </summary>
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public class Building_TurretGunHasSpeed : Building_TurretGun
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{
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// 当前炮塔角度
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public float curAngle;
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/// <summary>
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/// 旋转速度属性
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/// 从Mod扩展配置中获取旋转速度,如果没有配置则使用默认值1f
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/// </summary>
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public float rotateSpeed
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{
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get
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{
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ModExt_HasSpeedTurret ext = this.ext;
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return ext.speed;
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}
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}
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/// <summary>
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/// Mod扩展配置属性
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/// 获取炮塔定义的Mod扩展配置
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/// </summary>
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public ModExt_HasSpeedTurret ext
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{
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get
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{
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return this.def.GetModExtension<ModExt_HasSpeedTurret>();
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}
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}
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/// <summary>
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/// 炮塔方向向量
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/// 根据当前角度计算炮塔的朝向向量
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/// </summary>
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public Vector3 turretOrientation
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{
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get
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{
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return Vector3.forward.RotatedBy(this.curAngle);
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}
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}
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/// <summary>
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/// 目标角度差
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/// 计算当前炮塔方向与目标方向之间的角度差
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/// </summary>
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public float deltaAngle
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{
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get
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{
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return (this.currentTargetInt == null) ? 0f : Vector3.SignedAngle(this.turretOrientation, (this.currentTargetInt.CenterVector3 - this.DrawPos).Yto0(), Vector3.up);
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}
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}
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/// <summary>
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/// 数据保存和加载
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/// 重写ExposeData以保存和加载当前角度数据
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/// </summary>
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public override void ExposeData()
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{
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base.ExposeData();
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Scribe_Values.Look<float>(ref this.curAngle, "curAngle", 0f, false);
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}
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/// <summary>
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/// 检查是否可以攻击目标(LocalTargetInfo重载)
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/// </summary>
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/// <param name="t">目标信息</param>
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/// <returns>是否可以攻击</returns>
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private bool CanAttackTarget(LocalTargetInfo t)
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{
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return this.CanAttackTarget(t.CenterVector3);
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}
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/// <summary>
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/// 检查是否可以攻击目标(Thing重载)
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/// </summary>
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/// <param name="t">目标物体</param>
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/// <returns>是否可以攻击</returns>
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private bool CanAttackTarget(Thing t)
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{
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return this.CanAttackTarget(t.DrawPos);
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}
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/// <summary>
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/// 检查是否可以攻击目标(Vector3重载)
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/// 判断目标是否在当前炮塔的瞄准范围内
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/// </summary>
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/// <param name="t">目标位置</param>
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/// <returns>是否可以攻击</returns>
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private bool CanAttackTarget(Vector3 t)
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{
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return Vector3.Angle(this.turretOrientation, (t - this.DrawPos).Yto0()) <= this.rotateSpeed;
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}
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/// <summary>
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/// 每帧更新
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/// 处理炮塔的旋转逻辑
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/// </summary>
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protected override void Tick()
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{
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// 如果炮塔处于激活状态且有目标
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if (base.Active && this.currentTargetInt != null)
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{
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// 如果准备开火但角度差过大,延迟开火
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if (this.burstWarmupTicksLeft == 1 && Mathf.Abs(this.deltaAngle) > this.rotateSpeed)
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{
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this.burstWarmupTicksLeft++;
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}
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// 根据角度差更新当前角度
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this.curAngle += ((Mathf.Abs(this.deltaAngle) - this.rotateSpeed > 0f) ?
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(Mathf.Sign(this.deltaAngle) * this.rotateSpeed) : this.deltaAngle);
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}
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base.Tick();
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// 规范化角度值到0-360度范围
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this.curAngle = this.Trim(this.curAngle);
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}
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/// <summary>
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/// 角度规范化
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/// 将角度值限制在0-360度范围内
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/// </summary>
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/// <param name="angle">输入角度</param>
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/// <returns>规范化后的角度</returns>
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protected float Trim(float angle)
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{
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if (angle > 360f)
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{
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angle -= 360f;
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}
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if (angle < 0f)
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{
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angle += 360f;
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}
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return angle;
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}
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/// <summary>
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/// 绘制炮塔
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/// 设置炮塔顶部的旋转角度
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/// </summary>
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/// <param name="drawLoc">绘制位置</param>
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/// <param name="flip">是否翻转</param>
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protected override void DrawAt(Vector3 drawLoc, bool flip = false)
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{
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this.top.CurRotation = this.curAngle;
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base.DrawAt(drawLoc, flip);
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}
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/// <summary>
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/// 获取目标搜索器
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/// 如果有人操作则返回操作者,否则返回炮塔自身
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/// </summary>
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/// <returns>目标搜索器</returns>
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private IAttackTargetSearcher TargSearcher()
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{
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if (this.mannableComp != null && this.mannableComp.MannedNow)
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{
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return this.mannableComp.ManningPawn;
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}
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else
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{
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return this;
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}
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}
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/// <summary>
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/// 检查目标是否有效
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/// 过滤不适合攻击的目标
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/// </summary>
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/// <param name="t">目标物体</param>
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/// <returns>目标是否有效</returns>
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private bool IsValidTarget(Thing t)
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{
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Pawn pawn = t as Pawn;
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if (pawn != null)
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{
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// 玩家派系的炮塔不攻击囚犯
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if (base.Faction == Faction.OfPlayer && pawn.IsPrisoner)
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{
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return false;
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}
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// 检查弹道是否会被厚屋顶阻挡
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if (this.AttackVerb.ProjectileFliesOverhead())
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{
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RoofDef roofDef = base.Map.roofGrid.RoofAt(t.Position);
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if (roofDef != null && roofDef.isThickRoof)
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{
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return false;
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}
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}
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// 无人操作的机械炮塔不攻击友好机械单位
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if (this.mannableComp == null)
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{
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return !GenAI.MachinesLike(base.Faction, pawn);
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}
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// 有人操作的炮塔不攻击玩家动物
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if (pawn.RaceProps.Animal && pawn.Faction == Faction.OfPlayer)
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{
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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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/// <summary>
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/// 尝试寻找新目标
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/// 重写目标选择逻辑,支持角度限制
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/// </summary>
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/// <returns>新的目标信息</returns>
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public override LocalTargetInfo TryFindNewTarget()
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{
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IAttackTargetSearcher attackTargetSearcher = this.TargSearcher();
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Faction faction = attackTargetSearcher.Thing.Faction;
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float range = this.AttackVerb.verbProps.range;
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Building t;
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// 50%概率优先攻击殖民者建筑(如果敌对且使用抛射武器)
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if (Rand.Value < 0.5f && this.AttackVerb.ProjectileFliesOverhead() &&
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faction.HostileTo(Faction.OfPlayer) &&
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base.Map.listerBuildings.allBuildingsColonist.Where(delegate (Building x)
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{
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float minRange = this.AttackVerb.verbProps.EffectiveMinRange(x, this);
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float distanceSquared = (float)x.Position.DistanceToSquared(this.Position);
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return distanceSquared > minRange * minRange && distanceSquared < range * range;
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}).TryRandomElement(out t))
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{
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return t;
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}
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else
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{
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// 设置目标扫描标志
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TargetScanFlags targetScanFlags = TargetScanFlags.NeedThreat | TargetScanFlags.NeedAutoTargetable;
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if (!this.AttackVerb.ProjectileFliesOverhead())
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{
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targetScanFlags |= TargetScanFlags.NeedLOSToAll;
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targetScanFlags |= TargetScanFlags.LOSBlockableByGas;
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}
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if (this.AttackVerb.IsIncendiary_Ranged())
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{
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targetScanFlags |= TargetScanFlags.NeedNonBurning;
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}
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if (this.def.building.IsMortar)
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{
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targetScanFlags |= TargetScanFlags.NeedNotUnderThickRoof;
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}
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// 使用角度感知的目标查找器
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return (Thing)AttackTargetFinderAngle.BestShootTargetFromCurrentPosition(
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attackTargetSearcher, targetScanFlags, this.turretOrientation,
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new Predicate<Thing>(this.IsValidTarget), 0f, 9999f);
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}
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}
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}
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/// <summary>
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/// 攻击目标查找器(角度优化版)
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/// 提供基于角度优化的攻击目标选择功能
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/// </summary>
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public static class AttackTargetFinderAngle
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{
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// 友军误伤评分偏移量常量
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private const float FriendlyFireScoreOffsetPerHumanlikeOrMechanoid = 18f; // 每人类或机械族的友军误伤分数偏移
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private const float FriendlyFireScoreOffsetPerAnimal = 7f; // 每动物的友军误伤分数偏移
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private const float FriendlyFireScoreOffsetPerNonPawn = 10f; // 每非pawn单位的友军误伤分数偏移
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private const float FriendlyFireScoreOffsetSelf = 40f; // 对自己造成误伤的分数偏移
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// 临时目标列表,用于缓存计算过程中的目标
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private static List<IAttackTarget> tmpTargets = new List<IAttackTarget>(128);
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// 可用射击目标及其分数的列表
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private static List<Pair<IAttackTarget, float>> availableShootingTargets = new List<Pair<IAttackTarget, float>>();
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// 临时存储目标分数的列表
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private static List<float> tmpTargetScores = new List<float>();
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// 临时存储是否可以向目标射击的列表
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private static List<bool> tmpCanShootAtTarget = new List<bool>();
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/// <summary>
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/// 从当前位置寻找最佳射击目标
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/// </summary>
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/// <param name="searcher">搜索者(攻击目标搜索器)</param>
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/// <param name="flags">目标扫描标志</param>
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/// <param name="angle">射击角度</param>
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/// <param name="validator">目标验证器(可选)</param>
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/// <param name="minDistance">最小距离(默认0)</param>
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/// <param name="maxDistance">最大距离(默认9999)</param>
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/// <returns>最佳攻击目标,如果没有则返回null</returns>
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public static IAttackTarget BestShootTargetFromCurrentPosition(
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IAttackTargetSearcher searcher,
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TargetScanFlags flags,
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Vector3 angle,
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Predicate<Thing> validator = null,
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float minDistance = 0f,
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float maxDistance = 9999f)
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{
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// 获取当前有效动词(武器)
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Verb currentEffectiveVerb = searcher.CurrentEffectiveVerb;
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// 检查是否有攻击动词
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if (currentEffectiveVerb == null)
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{
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Log.Error("BestShootTargetFromCurrentPosition with " + searcher.ToStringSafe<IAttackTargetSearcher>() + " who has no attack verb.");
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return null;
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}
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// 计算实际的最小和最大距离,考虑武器的属性
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float actualMinDistance = Mathf.Max(minDistance, currentEffectiveVerb.verbProps.minRange);
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float actualMaxDistance = Mathf.Min(maxDistance, currentEffectiveVerb.verbProps.range);
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// 调用主要的目标查找方法
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return BestAttackTarget(
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searcher,
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flags,
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angle,
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validator,
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actualMinDistance,
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actualMaxDistance,
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default(IntVec3),
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float.MaxValue,
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false);
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}
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/// <summary>
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/// 查找最佳攻击目标(核心方法)
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/// </summary>
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/// <param name="searcher">搜索者</param>
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/// <param name="flags">目标扫描标志</param>
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/// <param name="angle">射击角度</param>
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/// <param name="validator">目标验证器</param>
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/// <param name="minDist">最小距离</param>
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/// <param name="maxDist">最大距离</param>
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/// <param name="locus">搜索中心点</param>
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/// <param name="maxTravelRadiusFromLocus">从中心点的最大移动半径</param>
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/// <param name="canTakeTargetsCloserThanEffectiveMinRange">是否可以攻击比有效最小距离更近的目标</param>
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/// <returns>最佳攻击目标</returns>
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public static IAttackTarget BestAttackTarget(
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IAttackTargetSearcher searcher,
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TargetScanFlags flags,
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Vector3 angle,
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Predicate<Thing> validator = null,
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float minDist = 0f,
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float maxDist = 9999f,
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IntVec3 locus = default(IntVec3),
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float maxTravelRadiusFromLocus = float.MaxValue,
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bool canTakeTargetsCloserThanEffectiveMinRange = true)
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{
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// 获取搜索者的Thing对象和当前有效动词
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Thing searcherThing = searcher.Thing;
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Verb verb = searcher.CurrentEffectiveVerb;
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// 验证攻击动词是否存在
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if (verb == null)
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{
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Log.Error("BestAttackTarget with " + searcher.ToStringSafe<IAttackTargetSearcher>() + " who has no attack verb.");
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return null;
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}
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// 初始化各种标志和参数
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bool onlyTargetMachines = verb.IsEMP(); // 是否只瞄准机械单位(EMP武器)
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float minDistSquared = minDist * minDist; // 最小距离的平方(用于距离比较优化)
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// 计算从搜索中心点的最大距离平方
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float maxLocusDist = maxTravelRadiusFromLocus + verb.verbProps.range;
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float maxLocusDistSquared = maxLocusDist * maxLocusDist;
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// LOS(视线)验证器,用于检查是否被烟雾阻挡
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Predicate<IntVec3> losValidator = null;
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if ((flags & TargetScanFlags.LOSBlockableByGas) > TargetScanFlags.None)
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{
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losValidator = (IntVec3 vec3) => !vec3.AnyGas(searcherThing.Map, GasType.BlindSmoke);
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}
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// 获取潜在目标列表
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tmpTargets.Clear();
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tmpTargets.AddRange(searcherThing.Map.attackTargetsCache.GetPotentialTargetsFor(searcher));
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// 移除非战斗人员(根据标志)
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tmpTargets.RemoveAll(t => ShouldIgnoreNoncombatant(searcherThing, t, flags));
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// 内部验证器函数
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bool InnerValidator(IAttackTarget target, Predicate<IntVec3> losValidator)
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{
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Thing targetThing = target.Thing;
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if (target == searcher)
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{
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return false;
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}
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if (minDistSquared > 0f && (float)(searcherThing.Position - targetThing.Position).LengthHorizontalSquared < minDistSquared)
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{
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return false;
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}
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if (!canTakeTargetsCloserThanEffectiveMinRange)
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{
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float num3 = verb.verbProps.EffectiveMinRange(targetThing, searcherThing);
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if (num3 > 0f && (float)(searcherThing.Position - targetThing.Position).LengthHorizontalSquared < num3 * num3)
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{
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return false;
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}
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}
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if (maxTravelRadiusFromLocus < 9999f && (float)(targetThing.Position - locus).LengthHorizontalSquared > maxLocusDistSquared)
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{
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return false;
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}
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if (!searcherThing.HostileTo(targetThing))
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{
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return false;
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}
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if (validator != null && !validator(targetThing))
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{
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return false;
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}
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if ((flags & TargetScanFlags.NeedNotUnderThickRoof) != 0)
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{
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RoofDef roof = targetThing.Position.GetRoof(targetThing.Map);
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if (roof != null && roof.isThickRoof)
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{
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return false;
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}
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}
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if ((flags & TargetScanFlags.NeedLOSToAll) != 0)
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{
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if (losValidator != null && (!losValidator(searcherThing.Position) || !losValidator(targetThing.Position)))
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{
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return false;
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}
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if (!searcherThing.CanSee(targetThing))
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{
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if (target is Pawn)
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{
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if ((flags & TargetScanFlags.NeedLOSToPawns) != 0)
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{
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return false;
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}
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}
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else if ((flags & TargetScanFlags.NeedLOSToNonPawns) != 0)
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{
|
||
return false;
|
||
}
|
||
}
|
||
}
|
||
|
||
if (((flags & TargetScanFlags.NeedThreat) != 0 || (flags & TargetScanFlags.NeedAutoTargetable) != 0) && target.ThreatDisabled(searcher))
|
||
{
|
||
return false;
|
||
}
|
||
|
||
if ((flags & TargetScanFlags.NeedAutoTargetable) != 0 && !AttackTargetFinder.IsAutoTargetable(target))
|
||
{
|
||
return false;
|
||
}
|
||
|
||
if ((flags & TargetScanFlags.NeedActiveThreat) != 0 && !GenHostility.IsActiveThreatTo(target, searcher.Thing.Faction))
|
||
{
|
||
return false;
|
||
}
|
||
|
||
Pawn pawn = target as Pawn;
|
||
if (onlyTargetMachines && pawn != null && pawn.RaceProps.IsFlesh)
|
||
{
|
||
return false;
|
||
}
|
||
|
||
if ((flags & TargetScanFlags.NeedNonBurning) != 0 && targetThing.IsBurning())
|
||
{
|
||
return false;
|
||
}
|
||
|
||
if (searcherThing.def.race != null && (int)searcherThing.def.race.intelligence >= 2)
|
||
{
|
||
CompExplosive compExplosive = targetThing.TryGetComp<CompExplosive>();
|
||
if (compExplosive != null && compExplosive.wickStarted)
|
||
{
|
||
return false;
|
||
}
|
||
}
|
||
|
||
// 距离验证
|
||
if (!targetThing.Position.InHorDistOf(searcherThing.Position, maxDist))
|
||
return false;
|
||
|
||
// 最小距离验证
|
||
if (!canTakeTargetsCloserThanEffectiveMinRange &&
|
||
(float)(searcherThing.Position - targetThing.Position).LengthHorizontalSquared < minDistSquared)
|
||
return false;
|
||
|
||
// 中心点距离验证
|
||
if (locus.IsValid &&
|
||
(float)(locus - targetThing.Position).LengthHorizontalSquared > maxLocusDistSquared)
|
||
return false;
|
||
|
||
// 自定义验证器
|
||
if (validator != null && !validator(targetThing))
|
||
return false;
|
||
|
||
return true;
|
||
}
|
||
|
||
// 检查是否有可以直接射击的目标
|
||
bool hasDirectShootTarget = false;
|
||
for (int i = 0; i < tmpTargets.Count; i++)
|
||
{
|
||
IAttackTarget attackTarget = tmpTargets[i];
|
||
if (attackTarget.Thing.Position.InHorDistOf(searcherThing.Position, maxDist) &&
|
||
InnerValidator(attackTarget, losValidator) &&
|
||
CanShootAtFromCurrentPosition(attackTarget, searcher, verb))
|
||
{
|
||
hasDirectShootTarget = true;
|
||
break;
|
||
}
|
||
}
|
||
|
||
IAttackTarget bestTarget;
|
||
|
||
if (hasDirectShootTarget)
|
||
{
|
||
// 如果有可以直接射击的目标,使用基于分数的随机选择
|
||
tmpTargets.RemoveAll(x => !x.Thing.Position.InHorDistOf(searcherThing.Position, maxDist) || !InnerValidator(x, losValidator));
|
||
bestTarget = GetRandomShootingTargetByScore(tmpTargets, searcher, verb, angle);
|
||
}
|
||
else
|
||
{
|
||
// 否则使用最近的目标选择策略
|
||
bool needReachableIfCantHit = (flags & TargetScanFlags.NeedReachableIfCantHitFromMyPos) > TargetScanFlags.None;
|
||
bool needReachable = (flags & TargetScanFlags.NeedReachable) > TargetScanFlags.None;
|
||
|
||
Predicate<Thing> reachableValidator;
|
||
if (!needReachableIfCantHit || needReachable)
|
||
{
|
||
reachableValidator = (Thing t) => InnerValidator((IAttackTarget)t, losValidator);
|
||
}
|
||
else
|
||
{
|
||
reachableValidator = (Thing t) => InnerValidator((IAttackTarget)t, losValidator) &&
|
||
CanShootAtFromCurrentPosition((IAttackTarget)t, searcher, verb);
|
||
}
|
||
|
||
bestTarget = (IAttackTarget)GenClosest.ClosestThing_Global(
|
||
searcherThing.Position,
|
||
tmpTargets,
|
||
maxDist,
|
||
reachableValidator,
|
||
null,
|
||
false);
|
||
}
|
||
|
||
tmpTargets.Clear();
|
||
return bestTarget;
|
||
}
|
||
/// <summary>
|
||
/// 检查是否应该忽略非战斗人员
|
||
/// </summary>
|
||
private static bool ShouldIgnoreNoncombatant(Thing searcherThing, IAttackTarget target, TargetScanFlags flags)
|
||
{
|
||
// 只对Pawn类型的目标进行判断
|
||
if (!(target is Pawn pawn))
|
||
return false;
|
||
|
||
// 如果是战斗人员,不忽略
|
||
if (pawn.IsCombatant())
|
||
return false;
|
||
|
||
// 如果设置了忽略非战斗人员标志,则忽略
|
||
if ((flags & TargetScanFlags.IgnoreNonCombatants) > TargetScanFlags.None)
|
||
return true;
|
||
|
||
// 如果看不到非战斗人员,则忽略
|
||
return !GenSight.LineOfSightToThing(searcherThing.Position, pawn, searcherThing.Map, false, null);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 检查是否可以从当前位置射击目标
|
||
/// </summary>
|
||
private static bool CanShootAtFromCurrentPosition(IAttackTarget target, IAttackTargetSearcher searcher, Verb verb)
|
||
{
|
||
return verb != null && verb.CanHitTargetFrom(searcher.Thing.Position, target.Thing);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 通过权重随机获取射击目标
|
||
/// </summary>
|
||
private static IAttackTarget GetRandomShootingTargetByScore(List<IAttackTarget> targets, IAttackTargetSearcher searcher, Verb verb, Vector3 angle)
|
||
{
|
||
var availableTargets = GetAvailableShootingTargetsByScore(targets, searcher, verb, angle);
|
||
if (availableTargets.TryRandomElementByWeight(x => x.Second, out Pair<IAttackTarget, float> result))
|
||
{
|
||
return result.First;
|
||
}
|
||
return null;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 获取可用射击目标及其分数的列表
|
||
/// </summary>
|
||
private static List<Pair<IAttackTarget, float>> GetAvailableShootingTargetsByScore(
|
||
List<IAttackTarget> rawTargets,
|
||
IAttackTargetSearcher searcher,
|
||
Verb verb,
|
||
Vector3 angle)
|
||
{
|
||
availableShootingTargets.Clear();
|
||
|
||
if (rawTargets.Count == 0)
|
||
return availableShootingTargets;
|
||
|
||
// 初始化临时列表
|
||
tmpTargetScores.Clear();
|
||
tmpCanShootAtTarget.Clear();
|
||
|
||
float highestScore = float.MinValue;
|
||
IAttackTarget bestTarget = null;
|
||
|
||
// 第一轮遍历:计算基础分数并标记可射击目标
|
||
for (int i = 0; i < rawTargets.Count; i++)
|
||
{
|
||
tmpTargetScores.Add(float.MinValue);
|
||
tmpCanShootAtTarget.Add(false);
|
||
|
||
// 跳过搜索者自身
|
||
if (rawTargets[i] == searcher)
|
||
continue;
|
||
|
||
// 检查是否可以射击
|
||
bool canShoot = CanShootAtFromCurrentPosition(rawTargets[i], searcher, verb);
|
||
tmpCanShootAtTarget[i] = canShoot;
|
||
|
||
if (canShoot)
|
||
{
|
||
// 计算射击目标分数
|
||
float score = GetShootingTargetScore(rawTargets[i], searcher, verb, angle);
|
||
tmpTargetScores[i] = score;
|
||
|
||
// 更新最佳目标
|
||
if (bestTarget == null || score > highestScore)
|
||
{
|
||
bestTarget = rawTargets[i];
|
||
highestScore = score;
|
||
}
|
||
}
|
||
}
|
||
|
||
// 构建可用目标列表
|
||
for (int j = 0; j < rawTargets.Count; j++)
|
||
{
|
||
if (rawTargets[j] != searcher && tmpCanShootAtTarget[j])
|
||
{
|
||
availableShootingTargets.Add(new Pair<IAttackTarget, float>(rawTargets[j], tmpTargetScores[j]));
|
||
}
|
||
}
|
||
|
||
return availableShootingTargets;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 计算射击目标分数(核心评分算法)
|
||
/// </summary>
|
||
private static float GetShootingTargetScore(IAttackTarget target, IAttackTargetSearcher searcher, Verb verb, Vector3 angle)
|
||
{
|
||
float score = 60f; // 基础分数
|
||
|
||
// 距离因素:越近分数越高(最多40分)
|
||
float distance = (target.Thing.Position - searcher.Thing.Position).LengthHorizontal;
|
||
score -= Mathf.Min(distance, 40f);
|
||
|
||
// 目标正在瞄准自己:加分
|
||
if (target.TargetCurrentlyAimingAt == searcher.Thing)
|
||
score += 10f;
|
||
|
||
// 最近攻击目标:加分(如果最近攻击过这个目标)
|
||
if (searcher.LastAttackedTarget == target.Thing && Find.TickManager.TicksGame - searcher.LastAttackTargetTick <= 300)
|
||
score += 40f;
|
||
|
||
// 掩体因素:目标有掩体保护则减分
|
||
float blockChance = CoverUtility.CalculateOverallBlockChance(target.Thing.Position, searcher.Thing.Position, searcher.Thing.Map);
|
||
score -= blockChance * 10f;
|
||
|
||
// Pawn特定因素
|
||
if (target is Pawn pawnTarget)
|
||
{
|
||
// 非战斗人员减分
|
||
score -= NonCombatantScore(pawnTarget);
|
||
|
||
// 远程攻击目标特殊处理
|
||
if (verb.verbProps.ai_TargetHasRangedAttackScoreOffset != 0f &&
|
||
pawnTarget.CurrentEffectiveVerb != null &&
|
||
pawnTarget.CurrentEffectiveVerb.verbProps.Ranged)
|
||
{
|
||
score += verb.verbProps.ai_TargetHasRangedAttackScoreOffset;
|
||
}
|
||
|
||
// 倒地目标大幅减分
|
||
if (pawnTarget.Downed)
|
||
score -= 50f;
|
||
}
|
||
|
||
// 友军误伤因素
|
||
score += FriendlyFireBlastRadiusTargetScoreOffset(target, searcher, verb);
|
||
score += FriendlyFireConeTargetScoreOffset(target, searcher, verb);
|
||
|
||
// 角度因素:计算与理想角度的偏差
|
||
Vector3 targetDirection = (target.Thing.DrawPos - searcher.Thing.DrawPos).Yto0();
|
||
float angleDeviation = Vector3.Angle(angle, targetDirection);
|
||
|
||
// 防止除零错误
|
||
if (angleDeviation < 0.1f)
|
||
angleDeviation = 0.1f;
|
||
|
||
// 最终分数计算:考虑目标优先级因子和角度偏差
|
||
float finalScore = score * target.TargetPriorityFactor / angleDeviation;
|
||
|
||
// 确保返回正数
|
||
return Mathf.Max(finalScore, 0.01f);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 计算非战斗人员分数
|
||
/// </summary>
|
||
private static float NonCombatantScore(Thing target)
|
||
{
|
||
if (!(target is Pawn pawn))
|
||
return 0f;
|
||
|
||
if (!pawn.IsCombatant())
|
||
return 50f; // 非战斗人员大幅减分
|
||
|
||
if (pawn.DevelopmentalStage.Juvenile())
|
||
return 25f; // 未成年人中等减分
|
||
|
||
return 0f; // 战斗成年人不减分
|
||
}
|
||
|
||
/// <summary>
|
||
/// 计算爆炸半径内的友军误伤分数偏移
|
||
/// </summary>
|
||
private static float FriendlyFireBlastRadiusTargetScoreOffset(IAttackTarget target, IAttackTargetSearcher searcher, Verb verb)
|
||
{
|
||
// 检查是否启用了避免友军误伤半径
|
||
if (verb.verbProps.ai_AvoidFriendlyFireRadius <= 0f)
|
||
return 0f;
|
||
|
||
Map map = target.Thing.Map;
|
||
IntVec3 targetPosition = target.Thing.Position;
|
||
int cellCount = GenRadial.NumCellsInRadius(verb.verbProps.ai_AvoidFriendlyFireRadius);
|
||
float friendlyFireScore = 0f;
|
||
|
||
// 遍历爆炸半径内的所有单元格
|
||
for (int i = 0; i < cellCount; i++)
|
||
{
|
||
IntVec3 checkCell = targetPosition + GenRadial.RadialPattern[i];
|
||
|
||
if (!checkCell.InBounds(map))
|
||
continue;
|
||
|
||
bool hasLineOfSight = true;
|
||
List<Thing> thingsInCell = checkCell.GetThingList(map);
|
||
|
||
// 检查单元格内的所有物体
|
||
for (int j = 0; j < thingsInCell.Count; j++)
|
||
{
|
||
Thing thing = thingsInCell[j];
|
||
|
||
// 只关心攻击目标且不是当前目标
|
||
if (!(thing is IAttackTarget) || thing == target)
|
||
continue;
|
||
|
||
// 检查视线(只检查一次)
|
||
if (hasLineOfSight)
|
||
{
|
||
if (!GenSight.LineOfSight(targetPosition, checkCell, map, true, null, 0, 0))
|
||
break; // 没有视线,跳过这个单元格
|
||
|
||
hasLineOfSight = false;
|
||
}
|
||
|
||
// 计算误伤分数
|
||
float hitScore;
|
||
if (thing == searcher)
|
||
hitScore = FriendlyFireScoreOffsetSelf; // 击中自己
|
||
else if (!(thing is Pawn))
|
||
hitScore = FriendlyFireScoreOffsetPerNonPawn; // 非Pawn物体
|
||
else if (thing.def.race.Animal)
|
||
hitScore = FriendlyFireScoreOffsetPerAnimal; // 动物
|
||
else
|
||
hitScore = FriendlyFireScoreOffsetPerHumanlikeOrMechanoid; // 人类或机械族
|
||
|
||
// 根据敌对关系调整分数
|
||
if (!searcher.Thing.HostileTo(thing))
|
||
friendlyFireScore -= hitScore; // 友军:减分
|
||
else
|
||
friendlyFireScore += hitScore * 0.6f; // 敌军:小幅加分
|
||
}
|
||
}
|
||
|
||
return friendlyFireScore;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 计算锥形范围内的友军误伤分数偏移
|
||
/// </summary>
|
||
private static float FriendlyFireConeTargetScoreOffset(IAttackTarget target, IAttackTargetSearcher searcher, Verb verb)
|
||
{
|
||
// 只对Pawn类型的搜索者进行计算
|
||
if (!(searcher.Thing is Pawn searcherPawn))
|
||
return 0f;
|
||
|
||
// 检查智能等级
|
||
if (searcherPawn.RaceProps.intelligence < Intelligence.ToolUser)
|
||
return 0f;
|
||
|
||
// 机械族不计算锥形误伤
|
||
if (searcherPawn.RaceProps.IsMechanoid)
|
||
return 0f;
|
||
|
||
// 只处理射击类动词
|
||
if (!(verb is Verb_Shoot shootVerb))
|
||
return 0f;
|
||
|
||
ThingDef projectileDef = shootVerb.verbProps.defaultProjectile;
|
||
if (projectileDef == null)
|
||
return 0f;
|
||
|
||
// 高空飞行的抛射物不计算锥形误伤
|
||
if (projectileDef.projectile.flyOverhead)
|
||
return 0f;
|
||
|
||
Map map = searcherPawn.Map;
|
||
|
||
// 获取射击报告
|
||
ShotReport report = ShotReport.HitReportFor(searcherPawn, verb, (Thing)target);
|
||
|
||
// 计算强制失误半径
|
||
float forcedMissRadius = Mathf.Max(
|
||
VerbUtility.CalculateAdjustedForcedMiss(verb.verbProps.ForcedMissRadius, report.ShootLine.Dest - report.ShootLine.Source),
|
||
1.5f);
|
||
|
||
// 获取可能被误伤的所有单元格
|
||
IEnumerable<IntVec3> potentialHitCells =
|
||
from dest in GenRadial.RadialCellsAround(report.ShootLine.Dest, forcedMissRadius, true)
|
||
where dest.InBounds(map)
|
||
select new ShootLine(report.ShootLine.Source, dest)
|
||
into line
|
||
from pos in line.Points().Concat(line.Dest).TakeWhile(pos => pos.CanBeSeenOverFast(map))
|
||
select pos;
|
||
|
||
potentialHitCells = potentialHitCells.Distinct();
|
||
|
||
float coneFriendlyFireScore = 0f;
|
||
|
||
// 计算锥形范围内的误伤分数
|
||
foreach (IntVec3 cell in potentialHitCells)
|
||
{
|
||
float interceptChance = VerbUtility.InterceptChanceFactorFromDistance(report.ShootLine.Source.ToVector3Shifted(), cell);
|
||
|
||
if (interceptChance <= 0f)
|
||
continue;
|
||
|
||
List<Thing> thingsInCell = cell.GetThingList(map);
|
||
|
||
for (int i = 0; i < thingsInCell.Count; i++)
|
||
{
|
||
Thing thing = thingsInCell[i];
|
||
|
||
if (!(thing is IAttackTarget) || thing == target)
|
||
continue;
|
||
|
||
// 计算误伤分数
|
||
float hitScore;
|
||
if (thing == searcher)
|
||
hitScore = FriendlyFireScoreOffsetSelf;
|
||
else if (!(thing is Pawn))
|
||
hitScore = FriendlyFireScoreOffsetPerNonPawn;
|
||
else if (thing.def.race.Animal)
|
||
hitScore = FriendlyFireScoreOffsetPerAnimal;
|
||
else
|
||
hitScore = FriendlyFireScoreOffsetPerHumanlikeOrMechanoid;
|
||
|
||
// 根据拦截概率和敌对关系调整分数
|
||
hitScore *= interceptChance;
|
||
if (!searcher.Thing.HostileTo(thing))
|
||
hitScore = -hitScore; // 友军:减分
|
||
else
|
||
hitScore *= 0.6f; // 敌军:小幅加分
|
||
|
||
coneFriendlyFireScore += hitScore;
|
||
}
|
||
}
|
||
|
||
return coneFriendlyFireScore;
|
||
}
|
||
}
|
||
}
|