97 lines
4.0 KiB
C#
97 lines
4.0 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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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 Thing_ExcaliburBeam : Mote
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{
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public IntVec3 targetCell;
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public Pawn caster;
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public ThingDef weaponDef;
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public float damageAmount;
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public float armorPenetration;
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public float pathWidth;
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public DamageDef damageDef;
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// Burst shot support
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public int burstShotsTotal = 1;
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public int currentBurstShot = 0;
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// Path cells for this burst
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private List<IntVec3> currentBurstCells;
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private int ticksToDetonate = 0;
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public override void ExposeData()
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{
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base.ExposeData();
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Scribe_Values.Look(ref targetCell, "targetCell");
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Scribe_References.Look(ref caster, "caster");
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Scribe_Defs.Look(ref weaponDef, "weaponDef");
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Scribe_Values.Look(ref damageAmount, "damageAmount");
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Scribe_Values.Look(ref armorPenetration, "armorPenetration");
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Scribe_Values.Look(ref pathWidth, "pathWidth");
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Scribe_Defs.Look(ref damageDef, "damageDef");
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Scribe_Values.Look(ref burstShotsTotal, "burstShotsTotal", 1);
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Scribe_Values.Look(ref currentBurstShot, "currentBurstShot", 0);
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}
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public void StartStrike(List<IntVec3> allCells, int burstIndex, int totalBursts)
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{
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currentBurstCells = allCells;
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currentBurstShot = burstIndex;
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burstShotsTotal = totalBursts;
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ticksToDetonate = 1; // Start detonation immediately
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}
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protected override void TimeInterval(float deltaTime)
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{
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base.TimeInterval(deltaTime);
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if (ticksToDetonate > 0)
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{
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ticksToDetonate--;
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if (ticksToDetonate == 0)
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{
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Detonate();
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}
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}
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}
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private void Detonate()
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{
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if (currentBurstCells == null || !currentBurstCells.Any())
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{
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Destroy();
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return;
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}
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// For this burst, we'll detonate all cells
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foreach (IntVec3 cell in currentBurstCells)
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{
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if (cell.InBounds(Map))
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{
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// Apply explosion effect, but ignore the caster
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List<Thing> ignoredThings = new List<Thing> { caster };
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DamageDef explosionDamageType = damageDef ?? DamageDefOf.Bomb;
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GenExplosion.DoExplosion(center: cell, map: Map, radius: 0.9f, damType: explosionDamageType, instigator: caster,
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damAmount: (int)damageAmount, armorPenetration: armorPenetration,
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explosionSound: null, weapon: weaponDef, projectile: null,
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intendedTarget: null, postExplosionSpawnThingDef: null,
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postExplosionSpawnChance: 0f, postExplosionSpawnThingCount: 1,
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postExplosionGasType: null, applyDamageToExplosionCellsNeighbors: false,
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preExplosionSpawnThingDef: null, preExplosionSpawnChance: 0f,
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preExplosionSpawnThingCount: 1, chanceToStartFire: 0f,
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damageFalloff: false, direction: null, ignoredThings: ignoredThings,
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affectedAngle: null, doVisualEffects: true, propagationSpeed: 0f,
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screenShakeFactor: 0f, doSoundEffects: true, postExplosionSpawnThingDefWater: null,
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flammabilityChanceCurve: null, overrideCells: null, postExplosionSpawnSingleThingDef: null, preExplosionSpawnSingleThingDef: null);
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}
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}
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Destroy();
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}
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}
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} |