430 lines
18 KiB
C#
430 lines
18 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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using WulaFallenEmpire;
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namespace WulaFallenEmpire.EventSystem.AI.Tools
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{
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public static class BombardmentUtility
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{
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public static string ExecuteCircularBombardment(Map map, IntVec3 targetCell, AbilityDef def, CompProperties_AbilityCircularBombardment props, Dictionary<string, string> parsed = null)
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{
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if (props.skyfallerDef == null) return $"Error: '{def.defName}' has no skyfallerDef.";
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bool filter = true;
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if (parsed != null && parsed.TryGetValue("filterFriendlyFire", out var ffStr) && bool.TryParse(ffStr, out bool ff)) filter = ff;
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List<IntVec3> selectedTargets = SelectTargetCells(map, targetCell, props, filter);
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if (selectedTargets.Count == 0) return $"Error: No valid target cells near {targetCell}.";
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bool isPaused = Find.TickManager != null && Find.TickManager.Paused;
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int totalLaunches = ScheduleBombardment(map, selectedTargets, props, spawnImmediately: isPaused);
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return $"Success: Scheduled Circular Bombardment '{def.defName}' at {targetCell}. Launches: {totalLaunches}/{props.maxLaunches}.";
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}
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public static string ExecuteStrafeBombardment(Map map, IntVec3 targetCell, AbilityDef def, CompProperties_AbilityBombardment props, Dictionary<string, string> parsed = null)
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{
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if (props.skyfallerDef == null) return $"Error: '{def.defName}' has no skyfallerDef.";
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ParseDirectionInfo(parsed, targetCell, props.bombardmentLength, true, out Vector3 direction, out IntVec3 _);
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var targetCells = CalculateBombardmentAreaCells(map, targetCell, direction, props.bombardmentWidth, props.bombardmentLength);
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if (targetCells.Count == 0) return $"Error: No valid targets found for strafe at {targetCell}.";
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var selectedCells = new List<IntVec3>();
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var missedCells = new List<IntVec3>();
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foreach (var cell in targetCells)
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{
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if (Rand.Value <= props.targetSelectionChance) selectedCells.Add(cell);
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else missedCells.Add(cell);
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}
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if (selectedCells.Count < props.minTargetCells && missedCells.Count > 0)
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{
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int needed = props.minTargetCells - selectedCells.Count;
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selectedCells.AddRange(missedCells.InRandomOrder().Take(Math.Min(needed, missedCells.Count)));
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}
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else if (selectedCells.Count > props.maxTargetCells)
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{
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selectedCells = selectedCells.InRandomOrder().Take(props.maxTargetCells).ToList();
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}
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if (selectedCells.Count == 0) return $"Error: No cells selected for strafe after chance filter.";
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var rows = OrganizeIntoRows(targetCell, direction, selectedCells);
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var delayed = map.GetComponent<MapComponent_SkyfallerDelayed>();
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if (delayed == null)
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{
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delayed = new MapComponent_SkyfallerDelayed(map);
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map.components.Add(delayed);
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}
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int now = Find.TickManager.TicksGame;
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int startTick = now + props.warmupTicks;
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int totalScheduled = 0;
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foreach (var row in rows)
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{
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int rowStartTick = startTick + (row.Key * props.rowDelayTicks);
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for (int i = 0; i < row.Value.Count; i++)
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{
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int hitTick = rowStartTick + (i * props.impactDelayTicks);
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int delay = hitTick - now;
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if (delay <= 0)
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{
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Skyfaller skyfaller = SkyfallerMaker.MakeSkyfaller(props.skyfallerDef);
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GenSpawn.Spawn(skyfaller, row.Value[i], map);
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}
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else
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{
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delayed.ScheduleSkyfaller(props.skyfallerDef, row.Value[i], delay);
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}
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totalScheduled++;
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}
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}
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return $"Success: Scheduled Strafe Bombardment '{def.defName}' at {targetCell}. Direction: {direction}. Targets: {totalScheduled}.";
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}
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public static string ExecuteStrafeBombardmentDirect(Map map, IntVec3 targetCell, AbilityDef def, CompProperties_AbilityBombardment props, float angle)
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{
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// Overload for direct execution with angle (no parsing needed)
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Vector3 direction = Quaternion.AngleAxis(angle, Vector3.up) * Vector3.forward;
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// Reuse the main logic by passing a mock dictionary or separating the logic further?
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// To simplify, let's just copy the core logic or create a private helper that takes explicit args.
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// Actually, the main method parses direction from 'parsed'.
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// Let's make a Dictionary to pass to it.
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var dict = new Dictionary<string, string> { { "angle", angle.ToString() } };
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return ExecuteStrafeBombardment(map, targetCell, def, props, dict);
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}
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public static string ExecuteEnergyLance(Map map, IntVec3 targetCell, AbilityDef def, CompProperties_AbilityEnergyLance props, Dictionary<string, string> parsed = null)
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{
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ThingDef lanceDef = props.energyLanceDef ?? DefDatabase<ThingDef>.GetNamedSilentFail("EnergyLance");
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if (lanceDef == null) return $"Error: Could not resolve EnergyLance ThingDef for '{def.defName}'.";
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ParseDirectionInfo(parsed, targetCell, props.moveDistance, props.useFixedDistance, out Vector3 direction, out IntVec3 endPos);
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try
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{
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EnergyLance.MakeEnergyLance(
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lanceDef,
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targetCell,
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endPos,
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map,
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props.moveDistance,
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props.useFixedDistance,
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props.durationTicks,
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null
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);
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return $"Success: Triggered Energy Lance '{def.defName}' from {targetCell} towards {endPos}. Type: {lanceDef.defName}.";
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}
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catch (Exception ex)
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{
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return $"Error: Failed to spawn EnergyLance: {ex.Message}";
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}
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}
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public static string ExecuteEnergyLanceDirect(Map map, IntVec3 targetCell, AbilityDef def, CompProperties_AbilityEnergyLance props, float angle)
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{
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var dict = new Dictionary<string, string> { { "angle", angle.ToString() } };
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return ExecuteEnergyLance(map, targetCell, def, props, dict);
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}
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public static string ExecuteCallSkyfaller(Map map, IntVec3 targetCell, AbilityDef def, CompProperties_AbilityCallSkyfaller props)
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{
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if (props.skyfallerDef == null) return $"Error: '{def.defName}' has no skyfallerDef.";
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var delayed = map.GetComponent<MapComponent_SkyfallerDelayed>();
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if (delayed == null)
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{
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delayed = new MapComponent_SkyfallerDelayed(map);
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map.components.Add(delayed);
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}
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int delay = props.delayTicks;
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if (delay <= 0)
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{
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Skyfaller skyfaller = SkyfallerMaker.MakeSkyfaller(props.skyfallerDef);
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GenSpawn.Spawn(skyfaller, targetCell, map);
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return $"Success: Spawned Skyfaller '{def.defName}' immediately at {targetCell}.";
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}
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else
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{
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delayed.ScheduleSkyfaller(props.skyfallerDef, targetCell, delay);
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return $"Success: Scheduled Skyfaller '{def.defName}' at {targetCell} in {delay} ticks.";
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}
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}
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// --- Helpers ---
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private static void ParseDirectionInfo(Dictionary<string, string> parsed, IntVec3 startPos, float moveDistance, bool useFixedDistance, out Vector3 direction, out IntVec3 endPos)
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{
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direction = Vector3.forward;
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endPos = startPos;
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if (parsed == null)
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{
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// Default North
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endPos = (startPos.ToVector3() + Vector3.forward * moveDistance).ToIntVec3();
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return;
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}
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if (parsed.TryGetValue("angle", out var angleStr) && float.TryParse(angleStr, out float angle))
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{
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direction = Quaternion.AngleAxis(angle, Vector3.up) * Vector3.forward;
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endPos = (startPos.ToVector3() + direction * moveDistance).ToIntVec3();
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}
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else if (TryParseDirectionCell(parsed, out IntVec3 dirCell))
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{
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direction = (dirCell.ToVector3() - startPos.ToVector3()).normalized;
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if (direction == Vector3.zero) direction = Vector3.forward;
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if (useFixedDistance)
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{
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endPos = (startPos.ToVector3() + direction * moveDistance).ToIntVec3();
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}
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else
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{
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endPos = dirCell;
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}
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}
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else
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{
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// Default North
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endPos = (startPos.ToVector3() + Vector3.forward * moveDistance).ToIntVec3();
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}
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}
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private static bool TryParseDirectionCell(Dictionary<string, string> parsed, out IntVec3 cell)
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{
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cell = IntVec3.Invalid;
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if (parsed == null) return false;
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if (parsed.TryGetValue("dirX", out var xStr) && parsed.TryGetValue("dirZ", out var zStr) &&
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int.TryParse(xStr, out int x) && int.TryParse(zStr, out int z))
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{
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cell = new IntVec3(x, 0, z);
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return true;
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}
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if (parsed.TryGetValue("direction", out var dirStr) && !string.IsNullOrWhiteSpace(dirStr))
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{
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var parts = dirStr.Split(new[] { ',', ' ' }, StringSplitOptions.RemoveEmptyEntries);
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if (parts.Length >= 2 && int.TryParse(parts[0], out int dx) && int.TryParse(parts[1], out int dz))
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{
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cell = new IntVec3(dx, 0, dz);
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return true;
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}
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}
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return false;
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}
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private static List<IntVec3> SelectTargetCells(Map map, IntVec3 center, CompProperties_AbilityCircularBombardment props, bool filterFriendlyFire)
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{
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var candidates = GenRadial.RadialCellsAround(center, props.radius, true)
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.Where(c => c.InBounds(map))
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.Where(c => IsValidTargetCell(map, c, center, props, filterFriendlyFire))
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.ToList();
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if (candidates.Count == 0) return new List<IntVec3>();
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var selected = new List<IntVec3>();
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foreach (var cell in candidates.InRandomOrder())
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{
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if (Rand.Value <= props.targetSelectionChance)
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{
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selected.Add(cell);
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}
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if (selected.Count >= props.maxTargets) break;
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}
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if (selected.Count < props.minTargets)
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{
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var missedCells = candidates.Except(selected).InRandomOrder().ToList();
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int needed = props.minTargets - selected.Count;
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if (needed > 0 && missedCells.Count > 0)
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{
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selected.AddRange(missedCells.Take(Math.Min(needed, missedCells.Count)));
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}
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}
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else if (selected.Count > props.maxTargets)
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{
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selected = selected.InRandomOrder().Take(props.maxTargets).ToList();
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}
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return selected;
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}
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private static bool IsValidTargetCell(Map map, IntVec3 cell, IntVec3 center, CompProperties_AbilityCircularBombardment props, bool filterFriendlyFire)
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{
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if (props.minDistanceFromCenter > 0f)
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{
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float distance = Vector3.Distance(cell.ToVector3(), center.ToVector3());
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if (distance < props.minDistanceFromCenter) return false;
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}
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if (props.avoidBuildings && cell.GetEdifice(map) != null)
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{
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return false;
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}
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if (filterFriendlyFire && props.avoidFriendlyFire)
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{
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var things = map.thingGrid.ThingsListAt(cell);
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if (things != null)
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{
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for (int i = 0; i < things.Count; i++)
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{
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if (things[i] is Pawn pawn && pawn.Faction == Faction.OfPlayer)
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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 static int ScheduleBombardment(Map map, List<IntVec3> targets, CompProperties_AbilityCircularBombardment props, bool spawnImmediately)
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{
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int now = Find.TickManager?.TicksGame ?? 0;
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int startTick = now + props.warmupTicks;
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int launchesCompleted = 0;
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int groupIndex = 0;
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var remainingTargets = new List<IntVec3>(targets);
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MapComponent_SkyfallerDelayed delayed = null;
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if (!spawnImmediately)
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{
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delayed = map.GetComponent<MapComponent_SkyfallerDelayed>();
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if (delayed == null)
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{
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delayed = new MapComponent_SkyfallerDelayed(map);
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map.components.Add(delayed);
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}
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}
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while (remainingTargets.Count > 0 && launchesCompleted < props.maxLaunches)
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{
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int groupSize = Math.Min(props.simultaneousLaunches, remainingTargets.Count);
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var groupTargets = remainingTargets.Take(groupSize).ToList();
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remainingTargets.RemoveRange(0, groupSize);
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if (props.useIndependentIntervals)
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{
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for (int i = 0; i < groupTargets.Count && launchesCompleted < props.maxLaunches; i++)
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{
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int scheduledTick = startTick + groupIndex * props.launchIntervalTicks + i * props.innerLaunchIntervalTicks;
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SpawnOrSchedule(map, delayed, props.skyfallerDef, groupTargets[i], spawnImmediately, scheduledTick - now);
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launchesCompleted++;
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}
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groupIndex++;
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}
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else
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{
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int scheduledTick = startTick + groupIndex * props.launchIntervalTicks;
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for (int i = 0; i < groupTargets.Count && launchesCompleted < props.maxLaunches; i++)
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{
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SpawnOrSchedule(map, delayed, props.skyfallerDef, groupTargets[i], spawnImmediately, scheduledTick - now);
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launchesCompleted++;
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}
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groupIndex++;
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}
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}
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return launchesCompleted;
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}
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private static void SpawnOrSchedule(Map map, MapComponent_SkyfallerDelayed delayed, ThingDef skyfallerDef, IntVec3 cell, bool spawnImmediately, int delayTicks)
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{
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if (!cell.IsValid || !cell.InBounds(map)) return;
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if (spawnImmediately || delayTicks <= 0)
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{
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Skyfaller skyfaller = SkyfallerMaker.MakeSkyfaller(skyfallerDef);
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GenSpawn.Spawn(skyfaller, cell, map);
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return;
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}
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delayed?.ScheduleSkyfaller(skyfallerDef, cell, delayTicks);
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}
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private static List<IntVec3> CalculateBombardmentAreaCells(Map map, IntVec3 startCell, Vector3 direction, int width, int length)
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{
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var areaCells = new List<IntVec3>();
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Vector3 start = startCell.ToVector3();
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Vector3 perpendicularDirection = new Vector3(-direction.z, 0, direction.x).normalized;
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float halfWidth = width * 0.5f;
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float totalLength = length;
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int widthSteps = Math.Max(1, width);
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int lengthSteps = Math.Max(1, length);
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for (int l = 0; l <= lengthSteps; l++)
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{
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float lengthProgress = (float)l / lengthSteps;
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float lengthOffset = UnityEngine.Mathf.Lerp(0, totalLength, lengthProgress);
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for (int w = 0; w <= widthSteps; w++)
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{
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float widthProgress = (float)w / widthSteps;
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float widthOffset = UnityEngine.Mathf.Lerp(-halfWidth, halfWidth, widthProgress);
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Vector3 cellPos = start + direction * lengthOffset + perpendicularDirection * widthOffset;
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IntVec3 cell = new IntVec3(
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UnityEngine.Mathf.RoundToInt(cellPos.x),
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UnityEngine.Mathf.RoundToInt(cellPos.y),
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UnityEngine.Mathf.RoundToInt(cellPos.z)
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);
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if (cell.InBounds(map) && !areaCells.Contains(cell))
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{
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areaCells.Add(cell);
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}
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}
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}
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return areaCells;
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}
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private static Dictionary<int, List<IntVec3>> OrganizeIntoRows(IntVec3 startCell, Vector3 direction, List<IntVec3> cells)
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{
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var rows = new Dictionary<int, List<IntVec3>>();
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Vector3 perpendicularDirection = new Vector3(-direction.z, 0, direction.x).normalized;
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foreach (var cell in cells)
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{
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Vector3 cellVector = cell.ToVector3() - startCell.ToVector3();
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float dot = Vector3.Dot(cellVector, direction);
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int rowIndex = UnityEngine.Mathf.RoundToInt(dot);
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if (!rows.ContainsKey(rowIndex)) rows[rowIndex] = new List<IntVec3>();
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rows[rowIndex].Add(cell);
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}
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// Sort rows by index (distance from start)
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var sortedRows = rows.OrderBy(x => x.Key).ToDictionary(x => x.Key, x => x.Value);
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// Sort cells within rows by width position
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foreach (var key in sortedRows.Keys.ToList())
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{
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sortedRows[key] = sortedRows[key].OrderBy(c => Vector3.Dot((c.ToVector3() - startCell.ToVector3()), perpendicularDirection)).ToList();
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}
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return sortedRows;
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}
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}
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}
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