258 lines
8.6 KiB
C#
258 lines
8.6 KiB
C#
using RimWorld;
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using Verse;
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using Verse.AI;
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using System.Collections.Generic;
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using UnityEngine;
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using Verse.Sound;
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namespace WulaFallenEmpire
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{
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public class CompAbilityEffect_StunKnockback : CompAbilityEffect
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{
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public new CompProperties_StunKnockback Props => (CompProperties_StunKnockback)props;
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public override void Apply(LocalTargetInfo target, LocalTargetInfo dest)
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{
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base.Apply(target, dest);
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if (target.HasThing && target.Thing is Pawn targetPawn)
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{
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// 第一步:造成伤害和眩晕
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bool targetDied = ApplyDamageAndStun(targetPawn);
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// 第二步:如果目标仍然存活,执行击退
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if (!targetDied && targetPawn != null && !targetPawn.Dead && !targetPawn.Downed)
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{
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PerformKnockback(targetPawn);
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}
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}
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}
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/// <summary>
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/// 应用伤害和眩晕效果,返回目标是否死亡
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/// </summary>
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private bool ApplyDamageAndStun(Pawn targetPawn)
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{
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// 记录目标的初始状态(是否存活)
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bool wasAliveBeforeDamage = !targetPawn.Dead;
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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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Props.damageAmount,
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Props.armorPenetration,
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-1f,
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parent.pawn,
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null
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);
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// 应用伤害
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targetPawn.TakeDamage(damageInfo);
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// 检查目标是否死亡
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bool targetDied = targetPawn.Dead || targetPawn.Destroyed || targetPawn == null;
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if (targetDied)
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{
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return true;
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}
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// 使用施法者的地图而不是目标的地图
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Map map = parent.pawn.Map;
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// 播放冲击效果
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if (Props.impactEffecter != null && map != null)
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{
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Effecter effect = Props.impactEffecter.Spawn();
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effect.Trigger(new TargetInfo(targetPawn.Position, map), new TargetInfo(targetPawn.Position, map));
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effect.Cleanup();
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}
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// 播放冲击音效
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if (Props.impactSound != null && map != null)
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{
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Props.impactSound.PlayOneShot(new TargetInfo(targetPawn.Position, map));
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}
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// 应用眩晕 - 只在目标存活时应用
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if (Props.stunTicks > 0 && !targetPawn.Dead)
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{
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targetPawn.stances.stunner.StunFor(Props.stunTicks, parent.pawn);
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}
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return false;
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}
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/// <summary>
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/// 执行击退
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/// </summary>
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private void PerformKnockback(Pawn targetPawn)
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{
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// 再次检查目标是否有效
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if (targetPawn == null || targetPawn.Destroyed || targetPawn.Dead)
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{
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return;
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}
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// 计算击退方向
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IntVec3 knockbackDirection = CalculateKnockbackDirection(targetPawn.Position);
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// 寻找最远的可站立击退位置
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IntVec3 knockbackDestination = FindFarthestStandablePosition(targetPawn, knockbackDirection);
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// 如果找到了有效位置,执行击退飞行
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if (knockbackDestination.IsValid && knockbackDestination != targetPawn.Position)
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{
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CreateKnockbackFlyer(targetPawn, knockbackDestination);
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}
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}
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/// <summary>
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/// 计算击退方向(施法者到目标的连线延长线)
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/// </summary>
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private IntVec3 CalculateKnockbackDirection(IntVec3 targetPosition)
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{
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// 从施法者指向目标的方向
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IntVec3 direction = targetPosition - parent.pawn.Position;
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// 标准化方向(保持整数坐标)
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if (direction.x != 0 || direction.z != 0)
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{
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// 找到主要方向分量
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if (Mathf.Abs(direction.x) > Mathf.Abs(direction.z))
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{
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return new IntVec3(Mathf.Sign(direction.x) > 0 ? 1 : -1, 0, 0);
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}
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else
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{
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return new IntVec3(0, 0, Mathf.Sign(direction.z) > 0 ? 1 : -1);
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}
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}
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// 如果施法者和目标在同一位置,使用随机方向
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return new IntVec3(Rand.Value > 0.5f ? 1 : -1, 0, 0);
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}
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/// <summary>
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/// 寻找最远的可站立击退位置(不检查路径通行性,只检查目标格子是否可站立)
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/// </summary>
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private IntVec3 FindFarthestStandablePosition(Pawn targetPawn, IntVec3 direction)
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{
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Map map = targetPawn.Map;
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IntVec3 currentPos = targetPawn.Position;
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IntVec3 farthestValidPos = currentPos;
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// 从最大距离开始向回找,找到第一个可站立的格子
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for (int distance = Props.maxKnockbackDistance; distance >= 1; distance--)
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{
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IntVec3 testPos = currentPos + (direction * distance);
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if (!testPos.InBounds(map))
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continue;
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// 检查格子是否可站立且没有其他Pawn
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if (IsCellStandableAndEmpty(testPos, map, targetPawn))
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{
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farthestValidPos = testPos;
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break;
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}
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}
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return farthestValidPos;
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}
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/// <summary>
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/// 检查格子是否可站立且没有其他Pawn
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/// </summary>
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private bool IsCellStandableAndEmpty(IntVec3 cell, Map map, Pawn targetPawn)
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{
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if (!cell.InBounds(map))
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return false;
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// 检查是否可站立
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if (!cell.Standable(map))
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return false;
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// 检查是否有建筑阻挡(如果配置不允许击退到墙上)
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if (!Props.canKnockbackIntoWalls)
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{
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Building edifice = cell.GetEdifice(map);
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if (edifice != null && !(edifice is Building_Door))
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return false;
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}
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// 检查视线(如果需要)
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if (Props.requireLineOfSight && !GenSight.LineOfSight(targetPawn.Position, cell, map))
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return false;
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// 检查是否有其他pawn
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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 (thing is Pawn otherPawn && otherPawn != targetPawn)
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return false;
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}
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return true;
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}
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/// <summary>
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/// 创建击退飞行器
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/// </summary>
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private void CreateKnockbackFlyer(Pawn targetPawn, IntVec3 destination)
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{
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Map map = targetPawn.Map;
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// 使用自定义飞行器或默认飞行器
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ThingDef flyerDef = Props.knockbackFlyerDef ?? ThingDefOf.PawnFlyer;
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// 创建飞行器(参考JumpUtility.DoJump)
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PawnFlyer flyer = PawnFlyer.MakeFlyer(
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flyerDef,
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targetPawn,
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destination,
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Props.flightEffecterDef,
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Props.landingSound,
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false, // 不携带物品
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null, // 不覆盖起始位置
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null, // 传递Ability对象而不是CompAbilityEffect
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new LocalTargetInfo(destination)
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);
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if (flyer != null)
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{
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// 生成飞行器
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GenSpawn.Spawn(flyer, destination, map);
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}
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}
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public override bool Valid(LocalTargetInfo target, bool throwMessages = false)
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{
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// 首先调用基类验证
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if (!base.Valid(target, throwMessages))
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return false;
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// 检查目标是否为Pawn
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if (!target.HasThing || !(target.Thing is Pawn))
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{
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return false;
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}
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// 检查目标是否存活
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Pawn targetPawn = target.Thing as Pawn;
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if (targetPawn.Dead || targetPawn.Downed)
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{
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return false;
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}
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// 检查是否在同一地图
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if (targetPawn.Map != parent.pawn.Map)
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{
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return false;
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}
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return true;
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}
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}
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}
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