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WulaFallenEmpireRW/Source/WulaFallenEmpire/Projectiles/Projectile_CruiseMissile.cs
2025-08-21 15:39:46 +08:00

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using RimWorld;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Verse;
namespace WulaFallenEmpire
{
public class CruiseMissileProperties : DefModExtension
{
public DamageDef customDamageDef;
public int customDamageAmount = 5;
public float customExplosionRadius = 1.1f;
public SoundDef customSoundExplode;
public bool useSubExplosions = true;
public int subExplosionCount = 3;
public float subExplosionRadius = 1.9f;
public int subExplosionDamage = 30;
public float subExplosionSpread = 6f;
public DamageDef subDamageDef;
public SoundDef subSoundExplode;
// 新增的弹道配置参数
public float bezierArcHeightFactor = 0.05f; // 贝塞尔曲线高度因子
public float bezierMinArcHeight = 2f; // 贝塞尔曲线最小高度
public float bezierMaxArcHeight = 6f; // 贝塞尔曲线最大高度
public float bezierHorizontalOffsetFactor = 0.1f; // 贝塞尔曲线水平偏移因子
public float bezierSideOffsetFactor = 0.2f; // 贝塞尔曲线侧向偏移因子
public float bezierRandomOffsetScale = 0.5f; // 贝塞尔曲线随机偏移缩放
}
public class Projectile_CruiseMissile : Projectile_Explosive
{
private CruiseMissileProperties settings;
private bool flag2;
private Vector3 Randdd;
private Vector3 position2;
public Vector3 ExPos;
public override void SpawnSetup(Map map, bool respawningAfterLoad)
{
base.SpawnSetup(map, respawningAfterLoad);
settings = def.GetModExtension<CruiseMissileProperties>() ?? new CruiseMissileProperties();
}
private void RandFactor()
{
// 调整随机范围用于控制C形弹道的随机偏移
Randdd = new Vector3(
Rand.Range(-settings.bezierRandomOffsetScale, settings.bezierRandomOffsetScale), // X轴的随机偏移
Rand.Range(0f, 0f), // Y轴高度不进行随机保持平稳
Rand.Range(-settings.bezierRandomOffsetScale, settings.bezierRandomOffsetScale) // Z轴的随机偏移
);
flag2 = true;
}
public Vector3 BPos(float t)
{
if (!flag2) RandFactor();
// 计算水平距离
float horizontalDistance = Vector3.Distance(new Vector3(origin.x, 0, origin.z),
new Vector3(destination.x, 0, destination.z));
// 动态调整控制点高度使其更扁平使用XML配置的高度因子
float arcHeight = Mathf.Clamp(horizontalDistance * settings.bezierArcHeightFactor, settings.bezierMinArcHeight, settings.bezierMaxArcHeight);
// 计算从起点到终点的方向向量
Vector3 direction = (destination - origin).normalized;
// 计算垂直于方向向量的水平向量用于侧向偏移确保C形弯曲方向一致
Vector3 perpendicularDirection = Vector3.Cross(direction, Vector3.up).normalized;
// 调整控制点以形成扁平 C 形使用XML配置的偏移因子
// P1: 在起点附近,向前偏移,向上偏移,并向一侧偏移
Vector3 p1 = origin + direction * horizontalDistance * settings.bezierHorizontalOffsetFactor + Vector3.up * arcHeight + perpendicularDirection * horizontalDistance * settings.bezierSideOffsetFactor + Randdd;
// P2: 在终点附近,向后偏移,向上偏移,并向同一侧偏移
Vector3 p2 = destination - direction * horizontalDistance * settings.bezierHorizontalOffsetFactor + Vector3.up * arcHeight + perpendicularDirection * horizontalDistance * settings.bezierSideOffsetFactor + Randdd;
return BezierCurve(origin, p1, p2, destination, t);
}
private Vector3 BezierCurve(Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, float t)
{
float u = 1 - t;
return u * u * u * p0
+ 3 * u * u * t * p1
+ 3 * u * t * t * p2
+ t * t * t * p3;
}
private IEnumerable<IntVec3> GetValidCells(Map map)
{
if (map == null || settings == null) yield break;
var cells = GenRadial.RadialCellsAround(
base.Position,
settings.subExplosionSpread,
false
).Where(c => c.InBounds(map));
var randomizedCells = cells.InRandomOrder().Take(settings.subExplosionCount);
foreach (var cell in randomizedCells)
{
yield return cell;
}
}
protected override void Impact(Thing hitThing, bool blockedByShield = false)
{
var map = base.Map;
base.Impact(hitThing, blockedByShield);
DoExplosion(
base.Position,
map,
settings.customExplosionRadius,
settings.customDamageDef,
settings.customDamageAmount,
settings.customSoundExplode
);
if (settings.useSubExplosions)
{
foreach (var cell in GetValidCells(map))
{
DoExplosion(
cell,
map,
settings.subExplosionRadius,
settings.subDamageDef,
settings.subExplosionDamage,
settings.subSoundExplode
);
}
}
}
private void DoExplosion(IntVec3 pos, Map map, float radius, DamageDef dmgDef, int dmgAmount, SoundDef sound)
{
GenExplosion.DoExplosion(
pos,
map,
radius,
dmgDef,
launcher,
dmgAmount,
ArmorPenetration,
sound
);
}
protected override void DrawAt(Vector3 position, bool flip = false)
{
position2 = BPos(DistanceCoveredFraction - 0.01f);
ExPos = position = BPos(DistanceCoveredFraction);
base.DrawAt(position, flip);
}
protected override void Tick()
{
if (intendedTarget.Thing is Pawn pawn && pawn.Spawned && !pawn.Destroyed)
{
if ((pawn.Dead || pawn.Downed) && DistanceCoveredFraction < 0.6f)
{
FindNextTarget(pawn.DrawPos);
}
destination = pawn.DrawPos;
}
base.Tick();
}
private void FindNextTarget(Vector3 center)
{
var map = base.Map;
if (map == null) return;
foreach (IntVec3 cell in GenRadial.RadialCellsAround(IntVec3.FromVector3(center), 7f, true))
{
if (!cell.InBounds(map)) continue;
Pawn target = cell.GetFirstPawn(map);
if (target != null && target.Faction.HostileTo(launcher?.Faction))
{
intendedTarget = target;
return;
}
}
intendedTarget = CellRect.CenteredOn(IntVec3.FromVector3(center), 7).RandomCell;
}
}
}