Files
WulaFallenEmpireRW/Source/WulaFallenEmpire/Pawn/WULA_AutonomousMech/JobDriver_AutonomousWaitCombat.cs
2025-10-31 17:15:34 +08:00

235 lines
7.0 KiB
C#

// JobDriver_AutonomousWaitCombat.cs
using System;
using System.Collections.Generic;
using RimWorld;
using Verse;
using Verse.AI;
namespace WulaFallenEmpire
{
public class JobDriver_AutonomousWaitCombat : JobDriver
{
private const int TargetSearchInterval = 4;
private bool collideWithPawns;
private JobExtension_AutonomousCombat CombatExtension =>
job.def.GetModExtension<JobExtension_AutonomousCombat>();
public override bool TryMakePreToilReservations(bool errorOnFailed)
{
return true;
}
protected override IEnumerable<Toil> MakeNewToils()
{
Toil waitToil = new Toil();
waitToil.initAction = delegate
{
if (pawn.Spawned)
{
pawn.Map.pawnDestinationReservationManager.Reserve(pawn, job, pawn.Position);
pawn.pather?.StopDead();
}
// 初始化战斗设置
InitializeCombatSettings();
// 立即检查攻击目标
CheckForAutoAttack();
};
waitToil.tickAction = delegate
{
// 定期检查攻击目标
if (Find.TickManager.TicksGame % TargetSearchInterval == 0)
{
CheckForAutoAttack();
}
// 处理朝向
HandleFacing();
};
waitToil.defaultCompleteMode = ToilCompleteMode.Never;
yield return waitToil;
}
private void InitializeCombatSettings()
{
var comp = pawn.GetComp<CompAutonomousMech>();
if (comp?.CanWorkAutonomously == true)
{
// 确保征召设置正确
if (pawn.drafter != null)
{
pawn.drafter.FireAtWill = CombatExtension?.forceFireAtWill ?? true;
}
}
}
private void HandleFacing()
{
// 如果有指定朝向,就面向该方向
if (job.overrideFacing != Rot4.Invalid)
{
pawn.rotationTracker.FaceTarget(pawn.Position + job.overrideFacing.FacingCell);
return;
}
// 如果有职责焦点,就面向焦点
if (pawn.mindState?.duty?.focus != null)
{
pawn.rotationTracker.FaceTarget(pawn.mindState.duty.focus);
return;
}
// 自动寻找敌人并面向它
Thing enemyTarget = FindNearestEnemy();
if (enemyTarget != null)
{
pawn.rotationTracker.FaceTarget(enemyTarget);
}
}
private void CheckForAutoAttack()
{
if (!CanAutoAttack())
return;
// 先检查近战攻击
if (CheckMeleeAttack())
return;
// 再检查远程攻击
CheckRangedAttack();
}
private bool CanAutoAttack()
{
// 基础状态检查
if (pawn.Downed || pawn.stances.FullBodyBusy || pawn.IsCarryingPawn())
return false;
var comp = pawn.GetComp<CompAutonomousMech>();
if (comp?.CanWorkAutonomously != true)
return false;
// 检查扩展设置
if (CombatExtension?.autoAttackEnabled != true)
return false;
// 忽略工作标签检查,因为这是独立系统
if (!CombatExtension.ignoreWorkTags)
{
if (pawn.WorkTagIsDisabled(WorkTags.Violent))
return false;
}
return true;
}
private bool CheckMeleeAttack()
{
if (!pawn.kindDef.canMeleeAttack)
return false;
// 检查相邻格子的敌人
for (int i = 0; i < 9; i++)
{
IntVec3 cell = pawn.Position + GenAdj.AdjacentCellsAndInside[i];
if (!cell.InBounds(pawn.Map))
continue;
foreach (Thing thing in cell.GetThingList(pawn.Map))
{
if (thing is Pawn targetPawn && IsValidMeleeTarget(targetPawn))
{
pawn.meleeVerbs.TryMeleeAttack(targetPawn);
collideWithPawns = true;
return true;
}
}
}
return false;
}
private bool IsValidMeleeTarget(Pawn target)
{
return !target.ThreatDisabled(pawn) &&
pawn.HostileTo(target) &&
GenHostility.IsActiveThreatTo(target, pawn.Faction) &&
!pawn.ThreatDisabledBecauseNonAggressiveRoamer(target);
}
private void CheckRangedAttack()
{
if (!CanUseRangedWeapon())
return;
Verb verb = pawn.CurrentEffectiveVerb;
if (verb == null || verb.verbProps.IsMeleeAttack)
return;
Thing shootTarget = FindRangedTarget();
if (shootTarget != null)
{
pawn.TryStartAttack(shootTarget);
collideWithPawns = true;
}
}
private bool CanUseRangedWeapon()
{
if (!CombatExtension?.canUseRangedWeapon ?? false)
return false;
// 检查武器
if (pawn.equipment?.Primary == null || !pawn.equipment.Primary.def.IsRangedWeapon)
return false;
// 检查 FireAtWill 设置
if (pawn.drafter != null && !pawn.drafter.FireAtWill)
return false;
return true;
}
private Thing FindRangedTarget()
{
int searchRadius = CombatExtension?.attackSearchRadius ?? 25;
TargetScanFlags flags = TargetScanFlags.NeedLOSToAll |
TargetScanFlags.NeedThreat |
TargetScanFlags.NeedAutoTargetable;
if (pawn.CurrentEffectiveVerb?.IsIncendiary_Ranged() == true)
{
flags |= TargetScanFlags.NeedNonBurning;
}
return (Thing)AttackTargetFinder.BestShootTargetFromCurrentPosition(
pawn, flags, null, 0f, searchRadius);
}
private Thing FindNearestEnemy()
{
int searchRadius = CombatExtension?.attackSearchRadius ?? 25;
return (Thing)AttackTargetFinder.BestAttackTarget(
pawn,
TargetScanFlags.NeedThreat,
x => x is Pawn p && pawn.HostileTo(p),
0f, searchRadius,
default,
float.MaxValue,
canTakeTargets: true);
}
public override string GetReport()
{
return "WULA_StandingGuard".Translate(); // 自定义报告文本
}
}
}