353 lines
13 KiB
C#
353 lines
13 KiB
C#
using System.Collections.Generic;
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using RimWorld;
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using UnityEngine;
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using Verse;
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namespace WulaFallenEmpire
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{
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public class CompAbilityEffect_AreaDestruction : CompAbilityEffect
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{
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private readonly List<IntVec3> tmpCells = new List<IntVec3>();
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private readonly List<Thing> tmpThings = new List<Thing>();
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private new CompProperties_AbilityAreaDestruction Props => (CompProperties_AbilityAreaDestruction)props;
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private Pawn Pawn => parent.pawn;
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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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Map map = parent.pawn.MapHeld;
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if (map == null) return;
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// 播放发射特效(在施法者位置)
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PlayCastEffecter(map);
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// 获取扇形区域内的所有单元格
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List<IntVec3> affectedCells = AffectedCells(target);
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// 记录所有被影响的目标
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List<Thing> affectedTargets = new List<Thing>();
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foreach (IntVec3 cell in affectedCells)
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{
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if (!cell.InBounds(map)) continue;
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// 处理该单元格中的所有事物
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tmpThings.Clear();
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tmpThings.AddRange(cell.GetThingList(map));
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foreach (Thing thing in tmpThings)
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{
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if (thing == null || thing.Destroyed) continue;
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// 检查是否应该影响这个目标
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if (!ShouldAffectThing(thing)) continue;
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// 添加到受影响目标列表
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if (!affectedTargets.Contains(thing))
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{
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affectedTargets.Add(thing);
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}
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}
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}
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// 为每个受影响的目标播放命中效果器并处理效果
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foreach (Thing affectedThing in affectedTargets)
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{
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PlayHitEffecter(affectedThing, map);
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ProcessTarget(affectedThing);
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}
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}
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private void PlayCastEffecter(Map map)
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{
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try
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{
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if (Props.castEffecter == null) return;
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// 使用与 CompAbilityEffect_EffecterOnCaster 相同的方法
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Effecter effecter = Props.castEffecter.Spawn(Pawn, map);
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if (Props.castEffecterMaintainTicks > 0)
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{
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// 使用与参考代码相同的方法来维持效果器
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map.effecterMaintainer.AddEffecterToMaintain(effecter, new TargetInfo(Pawn), Pawn, Props.castEffecterMaintainTicks);
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}
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else
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{
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effecter.Cleanup();
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}
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Log.Message($"[AreaDestruction] Played cast effecter on caster at {Pawn.Position}");
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}
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catch (System.Exception ex)
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{
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Log.Warning($"[AreaDestruction] Error playing cast effecter: {ex.Message}");
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}
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}
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private void PlayHitEffecter(Thing target, Map map)
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{
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try
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{
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if (Props.hitEffecter == null) return;
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if (target == null || target.Destroyed) return;
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// 使用与 CompAbilityEffect_EffecterOnTarget 相同的方法
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Effecter effecter;
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if (target is Pawn pawnTarget)
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{
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effecter = Props.hitEffecter.Spawn(pawnTarget, map);
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}
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else
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{
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effecter = Props.hitEffecter.Spawn(target.Position, map);
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}
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if (Props.hitEffecterMaintainTicks > 0)
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{
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// 使用与参考代码相同的方法来维持效果器
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parent.AddEffecterToMaintain(effecter, target.Position, Props.hitEffecterMaintainTicks);
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}
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else
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{
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effecter.Cleanup();
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}
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Log.Message($"[AreaDestruction] Played hit effecter on {target.Label} at {target.Position}");
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}
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catch (System.Exception ex)
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{
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Log.Warning($"[AreaDestruction] Error playing hit effecter on {target?.Label}: {ex.Message}");
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}
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}
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private void ProcessTarget(Thing target)
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{
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if (target is Building building)
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{
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DestroyBuilding(building);
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}
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else if (target is Pawn targetPawn)
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{
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DestroyAllBodyParts(targetPawn);
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}
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}
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private bool ShouldAffectThing(Thing thing)
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{
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// 检查是否影响施法者自己
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if (thing == Pawn && !Props.affectCaster)
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return false;
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// 检查是否影响友方单位
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if (thing is Pawn targetPawn && targetPawn.Faction != null)
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{
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if (!Props.affectAllies && targetPawn.Faction == Pawn.Faction)
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return false;
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// 不攻击囚犯(除非设置影响友方)
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if (targetPawn.IsPrisoner && targetPawn.HostFaction == Pawn.Faction && !Props.affectAllies)
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return false;
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}
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return true;
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}
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private void DestroyBuilding(Building building)
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{
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try
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{
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if (building.Destroyed || !building.Spawned) return;
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// 记录建筑信息用于日志
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string buildingInfo = $"{building.Label} at {building.Position}";
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// 直接销毁建筑
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building.Destroy(DestroyMode.Vanish);
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Log.Message($"[AreaDestruction] Destroyed building: {buildingInfo}");
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}
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catch (System.Exception ex)
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{
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Log.Warning($"[AreaDestruction] Error destroying building {building?.Label}: {ex.Message}");
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}
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}
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private void DestroyAllBodyParts(Pawn targetPawn)
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{
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try
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{
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if (targetPawn.Destroyed || !targetPawn.Spawned || targetPawn.Dead) return;
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// 记录pawn信息
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string pawnInfo = $"{targetPawn.Label} at {targetPawn.Position}";
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// 获取所有身体部位(不包括核心部位如躯干、头部)
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var bodyPartRecords = targetPawn.def.race.body.AllParts;
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int partsDestroyed = 0;
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foreach (var bodyPartRecord in bodyPartRecords)
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{
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// 跳过核心部位以避免立即死亡(可选,根据需求调整)
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if (IsCoreBodyPart(bodyPartRecord)) continue;
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// 检查该部位是否已经缺失
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if (!targetPawn.health.hediffSet.PartIsMissing(bodyPartRecord))
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{
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// 添加缺失部位hediff
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targetPawn.health.AddHediff(HediffDefOf.MissingBodyPart, bodyPartRecord);
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partsDestroyed++;
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}
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}
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// 如果摧毁了任何部位,检查是否应该杀死pawn
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if (partsDestroyed > 0)
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{
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// 检查pawn是否还"活着"(没有核心部位缺失时可能还能存活)
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CheckPawnViability(targetPawn);
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Log.Message($"[AreaDestruction] Destroyed {partsDestroyed} body parts on {pawnInfo}");
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}
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}
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catch (System.Exception ex)
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{
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Log.Warning($"[AreaDestruction] Error destroying body parts on {targetPawn?.Label}: {ex.Message}");
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}
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}
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private bool IsCoreBodyPart(BodyPartRecord bodyPart)
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{
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// 定义核心部位,这些部位缺失会导致立即死亡
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return bodyPart.def.tags.Contains(BodyPartTagDefOf.ConsciousnessSource) || // 大脑
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bodyPart.def.tags.Contains(BodyPartTagDefOf.BloodPumpingSource) || // 心脏
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bodyPart.def == BodyPartDefOf.Torso; // 躯干
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}
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private void CheckPawnViability(Pawn pawn)
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{
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// 检查pawn是否还能存活
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if (pawn.Dead) return;
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// 如果失去了所有肢体,pawn可能会倒下但不会立即死亡
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bool hasAnyLimbs = false;
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var allParts = pawn.def.race.body.AllParts;
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foreach (var part in allParts)
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{
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if ((part.def.tags.Contains(BodyPartTagDefOf.MovingLimbCore) ||
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part.def.tags.Contains(BodyPartTagDefOf.ManipulationLimbCore)) &&
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!pawn.health.hediffSet.PartIsMissing(part))
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{
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hasAnyLimbs = true;
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break;
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}
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}
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// 如果没有肢体了,让pawn倒下
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if (!hasAnyLimbs && pawn.health.capacities.CapableOf(PawnCapacityDefOf.Moving))
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{
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pawn.health.forceDowned = true;
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pawn.health.CheckForStateChange(null, null);
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}
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}
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public override IEnumerable<PreCastAction> GetPreCastActions()
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{
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// 这里不再预先创建效果器,改为在Apply中创建
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yield break;
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}
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public override void DrawEffectPreview(LocalTargetInfo target)
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{
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GenDraw.DrawFieldEdges(AffectedCells(target), Color.red);
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}
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public override bool AICanTargetNow(LocalTargetInfo target)
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{
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if (Pawn.Faction != null && !Props.affectAllies)
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{
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foreach (IntVec3 cell in AffectedCells(target))
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{
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List<Thing> thingList = cell.GetThingList(Pawn.Map);
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for (int i = 0; i < thingList.Count; i++)
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{
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if (thingList[i].Faction == Pawn.Faction)
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{
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return false;
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}
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}
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}
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}
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return true;
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}
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private List<IntVec3> AffectedCells(LocalTargetInfo target)
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{
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tmpCells.Clear();
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Vector3 casterPos = Pawn.Position.ToVector3Shifted().Yto0();
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IntVec3 targetCell = target.Cell.ClampInsideMap(Pawn.Map);
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if (Pawn.Position == targetCell)
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{
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return tmpCells;
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}
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float distance = (targetCell - Pawn.Position).LengthHorizontal;
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float xRatio = (float)(targetCell.x - Pawn.Position.x) / distance;
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float zRatio = (float)(targetCell.z - Pawn.Position.z) / distance;
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// 计算扇形末端位置
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targetCell.x = Mathf.RoundToInt((float)Pawn.Position.x + xRatio * Props.range);
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targetCell.z = Mathf.RoundToInt((float)Pawn.Position.z + zRatio * Props.range);
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float targetAngle = Vector3.SignedAngle(targetCell.ToVector3Shifted().Yto0() - casterPos, Vector3.right, Vector3.up);
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float halfWidth = Props.lineWidthEnd / 2f;
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float coneLength = Mathf.Sqrt(Mathf.Pow((targetCell - Pawn.Position).LengthHorizontal, 2f) + Mathf.Pow(halfWidth, 2f));
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float coneAngle = 57.29578f * Mathf.Asin(halfWidth / coneLength);
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// 遍历范围内的所有单元格
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int radialCellCount = GenRadial.NumCellsInRadius(Props.range);
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for (int i = 0; i < radialCellCount; i++)
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{
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IntVec3 cell = Pawn.Position + GenRadial.RadialPattern[i];
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if (CanUseCell(cell) &&
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Mathf.Abs(Mathf.DeltaAngle(Vector3.SignedAngle(cell.ToVector3Shifted().Yto0() - casterPos, Vector3.right, Vector3.up), targetAngle)) <= coneAngle)
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{
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tmpCells.Add(cell);
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}
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}
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// 添加从施法者到目标直线上的单元格
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List<IntVec3> lineCells = GenSight.BresenhamCellsBetween(Pawn.Position, targetCell);
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for (int j = 0; j < lineCells.Count; j++)
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{
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IntVec3 lineCell = lineCells[j];
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if (!tmpCells.Contains(lineCell) && CanUseCell(lineCell))
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{
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tmpCells.Add(lineCell);
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}
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}
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return tmpCells;
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bool CanUseCell(IntVec3 c)
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{
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if (!c.InBounds(Pawn.Map))
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return false;
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if (c == Pawn.Position && !Props.affectCaster)
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return false;
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if (!Props.canHitFilledCells && c.Filled(Pawn.Map))
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return false;
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if (!c.InHorDistOf(Pawn.Position, Props.range))
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return false;
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ShootLine resultingLine;
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return parent.verb.TryFindShootLineFromTo(Pawn.Position, c, out resultingLine);
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}
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}
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}
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}
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