423 lines
15 KiB
C#
423 lines
15 KiB
C#
using RimWorld;
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using Verse;
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using UnityEngine;
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using Verse.Sound;
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using System.Collections.Generic;
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using HarmonyLib;
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namespace WulaFallenEmpire
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{
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[StaticConstructorOnStartup]
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public class ThingComp_AreaShield : ThingComp
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{
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private int lastInterceptTicks = -999999;
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public int ticksToReset = 0;
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public int currentHitPoints;
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private bool wasNotAtFullHp = false;
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private bool wasActiveLastCheck = false;
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// 视觉效果变量
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private float lastInterceptAngle;
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private bool drawInterceptCone;
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public CompProperties_AreaShield Props => (CompProperties_AreaShield)props;
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public Pawn Wearer => (parent as Apparel)?.Wearer;
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public bool IsOnCooldown => ticksToReset > 0;
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public int HitPointsMax => Props.baseHitPoints;
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private StunHandler stunner;
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private bool initialized = false;
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public bool Active
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{
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get
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{
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if (Wearer == null || !Wearer.Spawned || Wearer.Dead || Wearer.Downed || IsOnCooldown)
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return false;
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return true;
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}
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}
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// 材质定义
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private static readonly Material ForceFieldMat = MaterialPool.MatFrom("Other/ForceField", ShaderDatabase.MoteGlow);
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private static readonly Material ForceFieldConeMat = MaterialPool.MatFrom("Other/ForceFieldCone", ShaderDatabase.MoteGlow);
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private static readonly MaterialPropertyBlock MatPropertyBlock = new MaterialPropertyBlock();
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public override void PostPostMake()
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{
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base.PostPostMake();
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currentHitPoints = HitPointsMax;
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}
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public override void PostExposeData()
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{
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base.PostExposeData();
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Scribe_Values.Look(ref lastInterceptTicks, "lastInterceptTicks", -999999);
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Scribe_Values.Look(ref ticksToReset, "ticksToReset", 0);
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Scribe_Values.Look(ref currentHitPoints, "currentHitPoints", 0);
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}
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public override void CompTick()
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{
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base.CompTick();
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bool isActive = Active;
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// 检查状态变化并通知管理器
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if (isActive != wasActiveLastCheck)
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{
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AreaShieldManager.NotifyShieldStateChanged(this);
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wasActiveLastCheck = isActive;
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}
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if (Wearer == null) return;
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if (IsOnCooldown)
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{
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ticksToReset--;
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if (ticksToReset <= 0)
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{
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Reset();
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}
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}
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else if (isActive && currentHitPoints < HitPointsMax)
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{
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wasNotAtFullHp = true;
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if (parent.IsHashIntervalTick(Props.rechargeHitPointsIntervalTicks))
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{
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currentHitPoints += 1;
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if (currentHitPoints > HitPointsMax)
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currentHitPoints = HitPointsMax;
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}
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}
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else if (wasNotAtFullHp && currentHitPoints >= HitPointsMax)
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{
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wasNotAtFullHp = false;
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}
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}
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private void ApplyCosts(int cost = 1)
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{
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currentHitPoints -= cost;
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if (currentHitPoints <= 0)
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{
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Break();
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}
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// 护盾值变化时通知管理器
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AreaShieldManager.NotifyShieldStateChanged(this);
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}
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public bool TryIntercept(Projectile projectile, Vector3 lastExactPos, Vector3 newExactPos)
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{
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if (!Active) return false;
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if (currentHitPoints <= 0) return false;
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if (!GenGeo.IntersectLineCircleOutline(Wearer.Position.ToVector2(), Props.radius, lastExactPos.ToVector2(), newExactPos.ToVector2()))
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{
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return false;
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}
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if (projectile.def.projectile.flyOverhead && !Props.interceptAirProjectiles) return false;
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if (!projectile.def.projectile.flyOverhead && !Props.interceptGroundProjectiles) return false;
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if (projectile.Launcher != null && !projectile.Launcher.HostileTo(Wearer.Faction) && !Props.interceptNonHostileProjectiles) return false;
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lastInterceptTicks = Find.TickManager.TicksGame;
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// 记录拦截角度用于视觉效果
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lastInterceptAngle = projectile.ExactPosition.AngleToFlat(Wearer.TrueCenter());
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drawInterceptCone = true;
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// 尝试反射
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if (Props.canReflect && TryReflectProjectile(projectile, lastExactPos, newExactPos))
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{
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// 反射成功,播放反射特效
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Props.reflectEffecter?.Spawn(projectile.ExactPosition.ToIntVec3(), Wearer.Map).Cleanup();
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ApplyCosts(Props.reflectCost);
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return false; // 不销毁原抛射体,让它继续飞行(我们会在反射中销毁它)
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}
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else
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{
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// 普通拦截,播放拦截特效
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Props.interceptEffecter?.Spawn(projectile.ExactPosition.ToIntVec3(), Wearer.Map).Cleanup();
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ApplyCosts();
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return true; // 销毁抛射体
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}
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}
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/// <summary>
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/// 尝试反射抛射体 - 现在会创建新的抛射体
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/// </summary>
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private bool TryReflectProjectile(Projectile originalProjectile, Vector3 lastExactPos, Vector3 newExactPos)
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{
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if (!Props.canReflect) return false;
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// 检查反射概率
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if (Rand.Value > Props.reflectChance) return false;
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try
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{
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// 计算入射方向
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Vector3 incomingDirection = (newExactPos - lastExactPos).normalized;
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// 计算法线方向(从护盾中心到碰撞点)
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Vector3 normal = (newExactPos - Wearer.DrawPos).normalized;
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// 计算反射方向(镜面反射)
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Vector3 reflectDirection = Vector3.Reflect(incomingDirection, normal);
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// 添加随机角度偏移
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float randomAngle = Rand.Range(-Props.reflectAngleRange, Props.reflectAngleRange);
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reflectDirection = Quaternion.Euler(0, randomAngle, 0) * reflectDirection;
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// 创建新的反射抛射体
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CreateReflectedProjectile(originalProjectile, reflectDirection, newExactPos);
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return true;
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}
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catch (System.Exception ex)
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{
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Log.Warning($"Error reflecting projectile: {ex}");
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}
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return false;
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}
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/// <summary>
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/// 创建反射后的新抛射体
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/// </summary>
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private void CreateReflectedProjectile(Projectile originalProjectile, Vector3 reflectDirection, Vector3 collisionPoint)
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{
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try
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{
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// 计算新的发射位置(护盾位置附近)
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Vector3 spawnPosition = GetReflectSpawnPosition(collisionPoint);
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// 计算新的目标位置
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Vector3 targetPosition = spawnPosition + reflectDirection * 30f; // 足够远的距离
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// 创建新的抛射体
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Projectile newProjectile = (Projectile)GenSpawn.Spawn(originalProjectile.def, spawnPosition.ToIntVec3(), Wearer.Map);
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// 设置发射者为原抛射体的发射者
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Thing launcher = originalProjectile.Launcher ?? Wearer;
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// 发射新抛射体
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newProjectile.Launch(
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launcher,
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spawnPosition,
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new LocalTargetInfo(targetPosition.ToIntVec3()),
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new LocalTargetInfo(targetPosition.ToIntVec3()),
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ProjectileHitFlags.All,
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false
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);
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// 复制重要的属性
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CopyProjectileProperties(originalProjectile, newProjectile);
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// 销毁原抛射体
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originalProjectile.Destroy(DestroyMode.Vanish);
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Log.Message($"反射抛射体: 从 {spawnPosition} 向 {targetPosition} 发射");
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}
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catch (System.Exception ex)
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{
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Log.Warning($"Error creating reflected projectile: {ex}");
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}
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}
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/// <summary>
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/// 获取反射抛射体的发射位置(护盾边界上)
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/// </summary>
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private Vector3 GetReflectSpawnPosition(Vector3 collisionPoint)
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{
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// 计算从护盾中心到碰撞点的方向
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Vector3 directionFromCenter = (collisionPoint - Wearer.DrawPos).normalized;
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// 在护盾边界上生成(稍微向内一点避免立即再次碰撞)
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float spawnDistance = Props.radius * 0.9f;
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Vector3 spawnPosition = Wearer.DrawPos + directionFromCenter * spawnDistance;
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// 确保位置在地图内
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IntVec3 spawnCell = spawnPosition.ToIntVec3();
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if (!spawnCell.InBounds(Wearer.Map))
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{
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spawnCell = Wearer.Position;
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}
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return spawnCell.ToVector3Shifted();
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}
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/// <summary>
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/// 复制抛射体重要属性
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/// </summary>
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private void CopyProjectileProperties(Projectile source, Projectile destination)
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{
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try
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{
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var sourceTraverse = Traverse.Create(source);
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var destTraverse = Traverse.Create(destination);
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// 复制伤害属性
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destTraverse.Field("damageDefOverride").SetValue(source.damageDefOverride);
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// 复制额外伤害
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if (source.extraDamages != null)
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{
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destTraverse.Field("extraDamages").SetValue(new List<ExtraDamage>(source.extraDamages));
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}
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// 复制停止力
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destTraverse.Field("stoppingPower").SetValue(source.stoppingPower);
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}
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catch (System.Exception ex)
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{
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Log.Warning($"Error copying projectile properties: {ex}");
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}
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}
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public override void PostPreApplyDamage(ref DamageInfo dinfo, out bool absorbed)
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{
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absorbed = false;
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if (!Active || Wearer == null) return;
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if (dinfo.Def.isRanged) return;
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if (dinfo.Instigator != null)
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{
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float distance = Wearer.Position.DistanceTo(dinfo.Instigator.Position);
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if (distance > Props.radius) return;
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}
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if (currentHitPoints <= 0) return;
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Props.absorbEffecter?.Spawn(Wearer.Position, Wearer.Map).Cleanup();
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ApplyCosts();
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absorbed = true;
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}
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private void Break()
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{
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Props.breakEffecter?.Spawn(Wearer.Position, Wearer.Map).Cleanup();
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ticksToReset = Props.rechargeDelay;
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currentHitPoints = 0;
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AreaShieldManager.NotifyShieldStateChanged(this);
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}
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private void Reset()
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{
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if (Wearer != null && Wearer.Spawned)
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{
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Props.reactivateEffecter?.Spawn(Wearer.Position, Wearer.Map).Cleanup();
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}
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currentHitPoints = HitPointsMax;
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AreaShieldManager.NotifyShieldStateChanged(this);
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}
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// 护盾绘制方法
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public override void CompDrawWornExtras()
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{
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base.CompDrawWornExtras();
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if (!Active || Wearer?.Map == null || !ShouldDisplay)
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return;
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Vector3 drawPos = Wearer.Drawer?.DrawPos ?? Wearer.Position.ToVector3Shifted();
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drawPos.y = AltitudeLayer.MoteOverhead.AltitudeFor();
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float alpha = GetCurrentAlpha();
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if (alpha > 0f)
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{
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Color color = Props.color;
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color.a *= alpha;
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MatPropertyBlock.SetColor(ShaderPropertyIDs.Color, color);
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Matrix4x4 matrix = default;
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float scale = Props.radius * 2f * 1.1601562f;
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matrix.SetTRS(drawPos, Quaternion.identity, new Vector3(scale, 1f, scale));
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Graphics.DrawMesh(MeshPool.plane10, matrix, ForceFieldMat, 0, null, 0, MatPropertyBlock);
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}
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// 添加拦截锥形效果
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float coneAlpha = GetCurrentConeAlpha();
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if (coneAlpha > 0f)
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{
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Color color = Props.color;
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color.a *= coneAlpha;
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MatPropertyBlock.SetColor(ShaderPropertyIDs.Color, color);
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Matrix4x4 matrix = default;
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float scale = Props.radius * 2f;
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matrix.SetTRS(drawPos, Quaternion.Euler(0f, lastInterceptAngle - 90f, 0f), new Vector3(scale, 1f, scale));
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Graphics.DrawMesh(MeshPool.plane10, matrix, ForceFieldConeMat, 0, null, 0, MatPropertyBlock);
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}
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}
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// 显示条件
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protected bool ShouldDisplay
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{
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get
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{
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if (Wearer == null || !Wearer.Spawned || Wearer.Dead || Wearer.Downed || !Active)
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return false;
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if (Wearer.Drafted || Wearer.InAggroMentalState ||
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(Wearer.Faction != null && Wearer.Faction.HostileTo(Faction.OfPlayer) && !Wearer.IsPrisoner))
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return true;
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if (Find.Selector.IsSelected(Wearer))
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return true;
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return false;
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}
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}
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private float GetCurrentAlpha()
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{
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float idleAlpha = Mathf.Lerp(0.3f, 0.6f, (Mathf.Sin((float)Gen.HashCombineInt(parent.thingIDNumber, 35990913) + Time.realtimeSinceStartup * 2f) + 1f) / 2f);
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float interceptAlpha = Mathf.Clamp01(1f - (float)(Find.TickManager.TicksGame - lastInterceptTicks) / 40f);
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return Mathf.Max(idleAlpha, interceptAlpha);
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}
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private float GetCurrentConeAlpha()
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{
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if (!drawInterceptCone) return 0f;
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return Mathf.Clamp01(1f - (float)(Find.TickManager.TicksGame - lastInterceptTicks) / 40f) * 0.82f;
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}
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private void EnsureInitialized()
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{
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if (initialized) return;
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if (stunner == null)
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stunner = new StunHandler(parent);
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if (currentHitPoints == -1)
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currentHitPoints = Props.startupDelay > 0 ? 0 : HitPointsMax;
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initialized = true;
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}
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public override IEnumerable<Gizmo> CompGetWornGizmosExtra()
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{
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EnsureInitialized();
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if (Wearer != null && Find.Selector.SingleSelectedThing == Wearer)
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{
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yield return new Gizmo_AreaShieldStatus { shield = this };
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}
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}
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public override void Notify_Equipped(Pawn pawn)
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{
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base.Notify_Equipped(pawn);
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AreaShieldManager.NotifyShieldStateChanged(this);
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}
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public override void Notify_Unequipped(Pawn pawn)
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{
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base.Notify_Unequipped(pawn);
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AreaShieldManager.NotifyShieldStateChanged(this);
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}
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}
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}
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