Files
WulaFallenEmpireRW/Source/WulaFallenEmpire/Ability/WULA_PullTarget/CompAbilityEffect_PullTarget.cs
ProjectKoi-Kalo\Kalo 98a0400c78 WulaFallenEmpireSettings.cs - 添加了 public bool enableDebugLogs = false; 字段和保存配置
 WulaLog.cs - 修改了DebugEnabled属性,仅检查enableDebugLogs设置(不检查DevMode)
 WulaFallenEmpireMod.cs - 在DoSettingsWindowContents中添加了UI复选框,显示"Enable Debug Logs"选项
 替换了所有848个Log.Message/Error/Warning调用为WulaLog.Debug()
2025-12-15 13:05:50 +08:00

440 lines
16 KiB
C#

using System.Collections.Generic;
using System.Linq;
using RimWorld;
using UnityEngine;
using Verse;
using Verse.Sound;
namespace WulaFallenEmpire
{
public class CompAbilityEffect_PullTarget : CompAbilityEffect
{
public static string PullUsedSignalTag = "CompAbilityEffect.PullUsed";
public new CompProperties_AbilityPullTarget Props => (CompProperties_AbilityPullTarget)props;
public override IEnumerable<PreCastAction> GetPreCastActions()
{
yield return new PreCastAction
{
action = delegate(LocalTargetInfo target, LocalTargetInfo dest)
{
Pawn caster = parent.pawn;
Pawn targetPawn = target.Pawn;
Map map = caster.Map;
if (targetPawn == null || !IsValidPullTarget(targetPawn))
{
Messages.Message("WULA_InvalidPullTarget".Translate(), caster, MessageTypeDefOf.RejectInput);
return;
}
// 在目标位置创建入口特效
if (Props.customEntryFleck != null)
{
FleckMaker.Static(targetPawn.Position, map, Props.customEntryFleck);
}
else
{
FleckMaker.Static(targetPawn.Position, map, FleckDefOf.PsycastSkipFlashEntry);
}
// 播放拉取音效
SoundDefOf.Psycast_Skip_Entry.PlayOneShot(new TargetInfo(targetPawn.Position, map));
// 计算拉取目的地
IntVec3 pullDestination = FindPullDestination(caster, targetPawn, map);
// 存储拉取目的地
this.pullDestination = pullDestination;
},
ticksAwayFromCast = 5
};
}
private IntVec3 pullDestination = IntVec3.Invalid;
public override void Apply(LocalTargetInfo target, LocalTargetInfo dest)
{
base.Apply(target, dest);
Pawn caster = parent.pawn;
Pawn targetPawn = target.Pawn;
Map map = caster.Map;
if (targetPawn == null || !IsValidPullTarget(targetPawn))
{
Messages.Message("WULA_InvalidPullTarget".Translate(), caster, MessageTypeDefOf.RejectInput);
return;
}
// 使用存储的拉取目的地或重新计算
IntVec3 finalDestination = this.pullDestination.IsValid ? this.pullDestination : FindPullDestination(caster, targetPawn, map);
this.pullDestination = IntVec3.Invalid;
// 验证目的地
finalDestination = ValidateAndAdjustDestination(finalDestination, targetPawn, map);
if (!CanTeleportTo(finalDestination, map))
{
Messages.Message("WULA_PullFailedNoValidLocation".Translate(), caster, MessageTypeDefOf.RejectInput);
return;
}
// 目标位置入口效果器
EffecterDef entryEffecter = Props.customEntryEffecter ?? EffecterDefOf.Skip_Entry;
Effecter entryEffect = entryEffecter.Spawn(targetPawn, map);
parent.AddEffecterToMaintain(entryEffect, targetPawn.Position, 60);
// 目的地出口效果器
EffecterDef exitEffecter = Props.customExitEffecter ?? EffecterDefOf.Skip_Exit;
Effecter exitEffect = exitEffecter.Spawn(finalDestination, map);
parent.AddEffecterToMaintain(exitEffect, finalDestination, 60);
// 执行传送(拉取)
targetPawn.Position = finalDestination;
targetPawn.Notify_Teleported();
// 如果是玩家阵营,解除战争迷雾
if ((targetPawn.Faction == Faction.OfPlayer || targetPawn.IsPlayerControlled) && targetPawn.Position.Fogged(map))
{
FloodFillerFog.FloodUnfog(targetPawn.Position, map);
}
// 拉取后眩晕目标
targetPawn.stances.stunner.StunFor(Props.stunTicks.RandomInRange, caster, addBattleLog: true, showMote: true);
// 发送拉取信号
SendPullUsedSignal(targetPawn.Position, caster);
// 播放到达时的喧嚣效果
if (Props.destClamorType != null)
{
float adjustedRadius = Props.destClamorRadius * Props.effectScale;
GenClamor.DoClamor(caster, finalDestination, adjustedRadius, Props.destClamorType);
}
// 播放拉取成功音效
SoundDefOf.Psycast_Skip_Exit.PlayOneShot(new TargetInfo(finalDestination, map));
// 记录拉取信息
if (Prefs.DevMode)
{
WulaLog.Debug($"[PullTarget] {caster.Label} 将 {targetPawn.Label} 拉取到 {finalDestination}");
}
}
/// <summary>
/// 检查目标是否可以被拉取
/// </summary>
private bool IsValidPullTarget(Pawn target)
{
// 检查目标是否为Pawn
if (target == null)
return false;
// 检查体型限制
if (target.BodySize > Props.maxTargetBodySize)
{
Messages.Message("WULA_TargetTooLarge".Translate(target.LabelShort, Props.maxTargetBodySize),
parent.pawn, MessageTypeDefOf.RejectInput);
return false;
}
// 检查目标是否死亡或倒下
if (target.Dead || target.Downed)
return false;
// 检查目标是否可被影响(根据派系关系)
if (!Props.canPullHostile && target.HostileTo(parent.pawn.Faction))
return false;
if (!Props.canPullNeutral && target.Faction != null && !target.HostileTo(parent.pawn.Faction) && target.Faction != parent.pawn.Faction)
return false;
if (!Props.canPullFriendly && target.Faction == parent.pawn.Faction)
return false;
// 检查特殊免疫状态
if (target.GetComp<CompImmuneToPull>() != null)
return false;
return true;
}
/// <summary>
/// 寻找拉取目的地(施法者附近的合适位置)
/// </summary>
private IntVec3 FindPullDestination(Pawn caster, Pawn target, Map map)
{
// 在施法者周围寻找合适的拉取位置
IntVec3 center = caster.Position;
int searchRadius = Props.pullDestinationSearchRadius;
// 优先选择施法者周围的空位
for (int radius = 1; radius <= searchRadius; radius++)
{
foreach (IntVec3 cell in GenRadial.RadialCellsAround(center, radius, true))
{
if (cell.InBounds(map) &&
CanTeleportTo(cell, map) &&
cell != caster.Position && // 避免和目标重叠
cell != target.Position)
{
// 检查该位置是否在施法者视线内(可选)
if (!Props.requireLineOfSightToDestination || GenSight.LineOfSight(center, cell, map))
{
return cell;
}
}
}
}
// 如果找不到合适位置,返回施法者位置(作为备选)
return center;
}
/// <summary>
/// 验证并调整拉取目的地
/// </summary>
private IntVec3 ValidateAndAdjustDestination(IntVec3 destination, Pawn target, Map map)
{
// 如果目的地不可传送,寻找替代位置
if (!CanTeleportTo(destination, map))
{
IntVec3 adjustedCell = FindNearestValidTeleportPosition(destination, target, map, Props.maxPositionAdjustRadius);
if (adjustedCell.IsValid)
{
return adjustedCell;
}
}
return destination;
}
/// <summary>
/// 寻找最近的可行传送位置
/// </summary>
private IntVec3 FindNearestValidTeleportPosition(IntVec3 center, Pawn pawn, Map map, int maxRadius = 15)
{
// 首先检查中心点本身
if (CanTeleportTo(center, map))
return center;
// 在逐渐增大的半径内搜索
for (int radius = 1; radius <= maxRadius; radius++)
{
int numCells = GenRadial.NumCellsInRadius(radius);
for (int i = 0; i < numCells; i++)
{
IntVec3 cell = center + GenRadial.RadialPattern[i];
if (cell.InBounds(map) && CanTeleportTo(cell, map))
{
return cell;
}
}
}
return IntVec3.Invalid;
}
public override bool Valid(LocalTargetInfo target, bool showMessages = true)
{
Pawn targetPawn = target.Pawn;
if (targetPawn == null)
{
if (showMessages)
{
Messages.Message("WULA_MustTargetPawn".Translate(),
new LookTargets(parent.pawn),
MessageTypeDefOf.RejectInput);
}
return false;
}
if (!IsValidPullTarget(targetPawn))
{
if (showMessages)
{
// 错误消息已经在IsValidPullTarget中显示
}
return false;
}
// 检查最小距离 - 新增:不允许对身边一格的单位释放
float distance = target.Cell.DistanceTo(parent.pawn.Position);
if (distance <= Props.minRange)
{
if (showMessages)
{
Messages.Message("WULA_TargetTooClose".Translate(Props.minRange),
new LookTargets(parent.pawn),
MessageTypeDefOf.RejectInput);
}
return false;
}
// 检查最大距离
if (distance > Props.range)
{
if (showMessages)
{
Messages.Message("WULA_TargetOutOfRange".Translate(Props.range),
new LookTargets(parent.pawn),
MessageTypeDefOf.RejectInput);
}
return false;
}
// 检查视线(如果需要)
if (Props.requireLineOfSight && !GenSight.LineOfSight(parent.pawn.Position, target.Cell, parent.pawn.Map))
{
if (showMessages)
{
Messages.Message("WULA_NoLineOfSight".Translate(),
new LookTargets(parent.pawn),
MessageTypeDefOf.RejectInput);
}
return false;
}
return base.Valid(target, showMessages);
}
/// <summary>
/// 检查是否可以命中目标
/// </summary>
public bool CanHitTarget(LocalTargetInfo target)
{
Pawn targetPawn = target.Pawn;
if (targetPawn == null)
return false;
// 检查距离
float distance = target.Cell.DistanceTo(parent.pawn.Position);
// 新增:检查最小距离
if (distance <= Props.minRange)
return false;
if (Props.range > 0f && distance > Props.range)
return false;
// 检查视线(如果需要)
if (Props.requireLineOfSight && !GenSight.LineOfSight(parent.pawn.Position, target.Cell, parent.pawn.Map))
return false;
// 检查目标有效性
return IsValidPullTarget(targetPawn);
}
/// <summary>
/// 检查是否可以传送到指定位置
/// </summary>
private bool CanTeleportTo(IntVec3 cell, Map map)
{
if (!cell.InBounds(map))
return false;
// 检查战争迷雾
if (!Props.canTeleportToFogged && cell.Fogged(map))
return false;
// 检查屋顶
if (!Props.canTeleportToRoofed && map.roofGrid.Roofed(cell))
return false;
// 检查是否可站立
if (!cell.Standable(map))
return false;
// 检查是否有障碍物
Building edifice = cell.GetEdifice(map);
if (edifice != null && edifice.def.surfaceType != SurfaceType.Item &&
edifice.def.surfaceType != SurfaceType.Eat && !(edifice is Building_Door { Open: not false }))
{
return false;
}
// 检查是否有物品阻挡
List<Thing> thingList = cell.GetThingList(map);
for (int i = 0; i < thingList.Count; i++)
{
if (thingList[i].def.category == ThingCategory.Item)
{
return false;
}
}
return true;
}
public override string ExtraLabelMouseAttachment(LocalTargetInfo target)
{
if (!CanHitTarget(target))
{
// 检查具体原因以提供更精确的错误信息
Pawn targetPawn = target.Pawn;
float distance = target.Cell.DistanceTo(parent.pawn.Position);
if (targetPawn == null)
return "WULA_MustTargetPawn".Translate();
if (distance <= Props.minRange)
return "WULA_TargetTooClose".Translate(Props.minRange);
if (Props.range > 0f && distance > Props.range)
return "WULA_TargetOutOfRange".Translate(Props.range);
if (Props.requireLineOfSight && !GenSight.LineOfSight(parent.pawn.Position, target.Cell, parent.pawn.Map))
return "WULA_NoLineOfSight".Translate();
return "WULA_CannotPullTarget".Translate();
}
return base.ExtraLabelMouseAttachment(target);
}
public override void DrawEffectPreview(LocalTargetInfo target)
{
// 绘制目标高亮
GenDraw.DrawTargetHighlight(target);
// 绘制拉取范围
if (Props.range > 0)
{
GenDraw.DrawRadiusRing(parent.pawn.Position, Props.range);
}
// 绘制最小范围环 - 新增:显示不允许释放的区域
if (Props.minRange > 0)
{
GenDraw.DrawRadiusRing(parent.pawn.Position, Props.minRange, Color.red);
}
// 预览拉取目的地(如果可能)
Pawn targetPawn = target.Pawn;
if (targetPawn != null && IsValidPullTarget(targetPawn))
{
IntVec3 destination = FindPullDestination(parent.pawn, targetPawn, parent.pawn.Map);
if (destination.IsValid)
{
GenDraw.DrawCircleOutline(destination.ToVector3Shifted(), 1f, SimpleColor.Green);
}
}
}
public static void SendPullUsedSignal(LocalTargetInfo target, Thing initiator)
{
Find.SignalManager.SendSignal(new Signal(PullUsedSignalTag, target.Named("POSITION"), initiator.Named("SUBJECT")));
}
}
// 可选的免疫组件
public class CompImmuneToPull : ThingComp
{
// 简单的标记组件,表示该单位免疫拉取效果
}
}