413 lines
16 KiB
C#
413 lines
16 KiB
C#
// File: Verb_TurretOffestShoot.cs
|
||
using RimWorld;
|
||
using System;
|
||
using System.Collections.Generic;
|
||
using UnityEngine;
|
||
using Verse;
|
||
using Verse.AI;
|
||
|
||
namespace WulaFallenEmpire
|
||
{
|
||
/// <summary>
|
||
/// 专门为Pawn身上的炮塔设计的Verb,根据PawnRenderNodeProperties中的drawData调整发射原点,并支持ModExtension_ShootWithOffset
|
||
/// </summary>
|
||
public class Verb_TurretOffestShoot : Verb_Shoot
|
||
{
|
||
// 缓存Comp_MultiTurretGun以减少查找次数
|
||
private Comp_MultiTurretGun cachedTurretComp;
|
||
private bool turretCompInitialized = false;
|
||
|
||
// 缓存发射偏移
|
||
private Vector3 cachedMuzzleOffset = Vector3.zero;
|
||
private int lastUpdateTick = -1;
|
||
private Rot4 lastPawnRotation = Rot4.Invalid;
|
||
|
||
// 用于ModExtension_ShootWithOffset的字段
|
||
public int offset = 0;
|
||
|
||
/// <summary>
|
||
/// 获取当前炮塔的发射点偏移
|
||
/// </summary>
|
||
private Vector3 GetTurretMuzzleOffset()
|
||
{
|
||
// 检查是否需要更新缓存
|
||
if (!turretCompInitialized || Find.TickManager.TicksGame - lastUpdateTick > 60)
|
||
{
|
||
UpdateTurretCompCache();
|
||
}
|
||
|
||
// 检查Pawn朝向是否改变
|
||
if (caster != null && caster is Pawn pawnPawn)
|
||
{
|
||
if (pawnPawn.Rotation != lastPawnRotation)
|
||
{
|
||
UpdateMuzzleOffsetCache();
|
||
}
|
||
}
|
||
|
||
return cachedMuzzleOffset;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 更新炮塔组件缓存
|
||
/// </summary>
|
||
private void UpdateTurretCompCache()
|
||
{
|
||
cachedTurretComp = null;
|
||
|
||
if (caster == null || base.EquipmentSource == null)
|
||
return;
|
||
|
||
// 使用GetComp<T>方法替代GetComps<T>
|
||
if (caster is ThingWithComps thingWithComps)
|
||
{
|
||
// 获取所有Comp_MultiTurretGun组件
|
||
foreach (ThingComp comp in thingWithComps.AllComps)
|
||
{
|
||
if (comp is Comp_MultiTurretGun turretComp && turretComp.gun == base.EquipmentSource)
|
||
{
|
||
cachedTurretComp = turretComp;
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
|
||
turretCompInitialized = true;
|
||
UpdateMuzzleOffsetCache();
|
||
}
|
||
|
||
/// <summary>
|
||
/// 更新发射偏移缓存
|
||
/// </summary>
|
||
private void UpdateMuzzleOffsetCache()
|
||
{
|
||
cachedMuzzleOffset = Vector3.zero;
|
||
lastUpdateTick = Find.TickManager.TicksGame;
|
||
|
||
if (cachedTurretComp == null)
|
||
return;
|
||
|
||
// 获取炮塔属性
|
||
var props = cachedTurretComp.Props as CompProperties_MultiTurretGun;
|
||
if (props == null || props.renderNodeProperties.NullOrEmpty())
|
||
return;
|
||
|
||
// 获取Pawn当前朝向
|
||
if (caster is Pawn pawn)
|
||
{
|
||
lastPawnRotation = pawn.Rotation;
|
||
|
||
// 获取第一个渲染节点属性
|
||
var renderNodeProps = props.renderNodeProperties[0];
|
||
|
||
// 使用DrawData的OffsetForRot方法获取偏移
|
||
if (renderNodeProps.drawData != null)
|
||
{
|
||
cachedMuzzleOffset = renderNodeProps.drawData.OffsetForRot(pawn.Rotation);
|
||
}
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 重写射击方法,应用炮塔偏移和ModExtension_ShootWithOffset
|
||
/// </summary>
|
||
protected override bool TryCastShot()
|
||
{
|
||
// 获取炮塔偏移
|
||
Vector3 turretOffset = GetTurretMuzzleOffset();
|
||
|
||
// 结合ModExtension_ShootWithOffset的偏移
|
||
return TryCastShotWithCombinedOffset(turretOffset);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 应用组合偏移的射击方法
|
||
/// </summary>
|
||
private bool TryCastShotWithCombinedOffset(Vector3 baseTurretOffset)
|
||
{
|
||
if (currentTarget.HasThing && currentTarget.Thing.Map != caster.Map)
|
||
{
|
||
return false;
|
||
}
|
||
|
||
ThingDef projectile = Projectile;
|
||
if (projectile == null)
|
||
{
|
||
return false;
|
||
}
|
||
|
||
ShootLine resultingLine;
|
||
bool flag = TryFindShootLineFromTo(caster.Position, currentTarget, out resultingLine);
|
||
if (verbProps.stopBurstWithoutLos && !flag)
|
||
{
|
||
return false;
|
||
}
|
||
|
||
if (base.EquipmentSource != null)
|
||
{
|
||
base.EquipmentSource.GetComp<CompChangeableProjectile>()?.Notify_ProjectileLaunched();
|
||
base.EquipmentSource.GetComp<CompApparelVerbOwner_Charged>()?.UsedOnce();
|
||
}
|
||
|
||
lastShotTick = Find.TickManager.TicksGame;
|
||
Thing manningPawn = caster;
|
||
Thing equipmentSource = base.EquipmentSource;
|
||
CompMannable compMannable = caster.TryGetComp<CompMannable>();
|
||
if (compMannable?.ManningPawn != null)
|
||
{
|
||
manningPawn = compMannable.ManningPawn;
|
||
equipmentSource = caster;
|
||
}
|
||
|
||
// 关键修改:应用炮塔的发射点偏移和ModExtension_ShootWithOffset的偏移
|
||
Vector3 drawPos = caster.DrawPos;
|
||
drawPos += baseTurretOffset; // 先应用炮塔偏移
|
||
|
||
// 然后应用ModExtension_ShootWithOffset的偏移
|
||
drawPos = ApplyProjectileOffset(drawPos, equipmentSource);
|
||
|
||
Projectile projectile2 = (Projectile)GenSpawn.Spawn(projectile, resultingLine.Source, caster.Map);
|
||
if (equipmentSource.TryGetComp(out CompUniqueWeapon comp))
|
||
{
|
||
foreach (WeaponTraitDef item in comp.TraitsListForReading)
|
||
{
|
||
if (item.damageDefOverride != null)
|
||
{
|
||
projectile2.damageDefOverride = item.damageDefOverride;
|
||
}
|
||
|
||
if (!item.extraDamages.NullOrEmpty())
|
||
{
|
||
Projectile projectile3 = projectile2;
|
||
if (projectile3.extraDamages == null)
|
||
{
|
||
projectile3.extraDamages = new List<ExtraDamage>();
|
||
}
|
||
|
||
projectile2.extraDamages.AddRange(item.extraDamages);
|
||
}
|
||
}
|
||
}
|
||
|
||
if (verbProps.ForcedMissRadius > 0.5f)
|
||
{
|
||
float num = verbProps.ForcedMissRadius;
|
||
if (manningPawn is Pawn pawn)
|
||
{
|
||
num *= verbProps.GetForceMissFactorFor(equipmentSource, pawn);
|
||
}
|
||
|
||
float num2 = VerbUtility.CalculateAdjustedForcedMiss(num, currentTarget.Cell - caster.Position);
|
||
if (num2 > 0.5f)
|
||
{
|
||
IntVec3 forcedMissTarget = GetForcedMissTarget(num2);
|
||
if (forcedMissTarget != currentTarget.Cell)
|
||
{
|
||
ProjectileHitFlags projectileHitFlags = ProjectileHitFlags.NonTargetWorld;
|
||
if (Rand.Chance(0.5f))
|
||
{
|
||
projectileHitFlags = ProjectileHitFlags.All;
|
||
}
|
||
|
||
if (!canHitNonTargetPawnsNow)
|
||
{
|
||
projectileHitFlags &= ~ProjectileHitFlags.NonTargetPawns;
|
||
}
|
||
|
||
projectile2.Launch(manningPawn, drawPos, forcedMissTarget, currentTarget, projectileHitFlags, preventFriendlyFire, equipmentSource);
|
||
return true;
|
||
}
|
||
}
|
||
}
|
||
|
||
ShotReport shotReport = ShotReport.HitReportFor(caster, this, currentTarget);
|
||
Thing randomCoverToMissInto = shotReport.GetRandomCoverToMissInto();
|
||
ThingDef targetCoverDef = randomCoverToMissInto?.def;
|
||
if (verbProps.canGoWild && !Rand.Chance(shotReport.AimOnTargetChance_IgnoringPosture))
|
||
{
|
||
bool flyOverhead = projectile2?.def?.projectile != null && projectile2.def.projectile.flyOverhead;
|
||
resultingLine.ChangeDestToMissWild(shotReport.AimOnTargetChance_StandardTarget, flyOverhead, caster.Map);
|
||
ProjectileHitFlags projectileHitFlags2 = ProjectileHitFlags.NonTargetWorld;
|
||
if (Rand.Chance(0.5f) && canHitNonTargetPawnsNow)
|
||
{
|
||
projectileHitFlags2 |= ProjectileHitFlags.NonTargetPawns;
|
||
}
|
||
|
||
projectile2.Launch(manningPawn, drawPos, resultingLine.Dest, currentTarget, projectileHitFlags2, preventFriendlyFire, equipmentSource, targetCoverDef);
|
||
return true;
|
||
}
|
||
|
||
if (currentTarget.Thing != null && currentTarget.Thing.def.CanBenefitFromCover && !Rand.Chance(shotReport.PassCoverChance))
|
||
{
|
||
ProjectileHitFlags projectileHitFlags3 = ProjectileHitFlags.NonTargetWorld;
|
||
if (canHitNonTargetPawnsNow)
|
||
{
|
||
projectileHitFlags3 |= ProjectileHitFlags.NonTargetPawns;
|
||
}
|
||
|
||
projectile2.Launch(manningPawn, drawPos, randomCoverToMissInto, currentTarget, projectileHitFlags3, preventFriendlyFire, equipmentSource, targetCoverDef);
|
||
return true;
|
||
}
|
||
|
||
ProjectileHitFlags projectileHitFlags4 = ProjectileHitFlags.IntendedTarget;
|
||
if (canHitNonTargetPawnsNow)
|
||
{
|
||
projectileHitFlags4 |= ProjectileHitFlags.NonTargetPawns;
|
||
}
|
||
|
||
if (!currentTarget.HasThing || currentTarget.Thing.def.Fillage == FillCategory.Full)
|
||
{
|
||
projectileHitFlags4 |= ProjectileHitFlags.NonTargetWorld;
|
||
}
|
||
|
||
if (currentTarget.Thing != null)
|
||
{
|
||
projectile2.Launch(manningPawn, drawPos, currentTarget, currentTarget, projectileHitFlags4, preventFriendlyFire, equipmentSource, targetCoverDef);
|
||
}
|
||
else
|
||
{
|
||
projectile2.Launch(manningPawn, drawPos, resultingLine.Dest, currentTarget, projectileHitFlags4, preventFriendlyFire, equipmentSource, targetCoverDef);
|
||
}
|
||
|
||
if (CasterIsPawn)
|
||
{
|
||
CasterPawn.records.Increment(RecordDefOf.ShotsFired);
|
||
}
|
||
|
||
return true;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 应用ModExtension_ShootWithOffset的偏移(从Verb_ShootWithOffset复制)
|
||
/// </summary>
|
||
private Vector3 ApplyProjectileOffset(Vector3 originalDrawPos, Thing equipmentSource)
|
||
{
|
||
if (equipmentSource != null)
|
||
{
|
||
// 获取投射物偏移的模组扩展
|
||
ModExtension_ShootWithOffset offsetExtension =
|
||
equipmentSource.def.GetModExtension<ModExtension_ShootWithOffset>();
|
||
|
||
if (offsetExtension != null && offsetExtension.offsets != null && offsetExtension.offsets.Count > 0)
|
||
{
|
||
// 获取当前连发射击的剩余次数
|
||
int burstShotsLeft = GetBurstShotsLeft();
|
||
|
||
// 计算从发射者到目标的角度
|
||
Vector3 targetPos = currentTarget.CenterVector3;
|
||
Vector3 casterPos = originalDrawPos; // 使用已经应用了炮塔偏移的位置
|
||
float rimworldAngle = targetPos.AngleToFlat(casterPos);
|
||
|
||
// 将RimWorld角度转换为适合偏移计算的角度
|
||
float correctedAngle = ConvertRimWorldAngleToOffsetAngle(rimworldAngle);
|
||
|
||
// 应用偏移并旋转到正确方向
|
||
Vector2 offset = offsetExtension.GetOffsetFor(burstShotsLeft);
|
||
Vector2 rotatedOffset = offset.RotatedBy(correctedAngle);
|
||
|
||
// 将2D偏移转换为3D并应用到绘制位置
|
||
originalDrawPos += new Vector3(rotatedOffset.x, 0f, rotatedOffset.y);
|
||
}
|
||
}
|
||
|
||
return originalDrawPos;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 获取当前连发射击剩余次数(从Verb_ShootWithOffset复制)
|
||
/// </summary>
|
||
/// <returns>连发射击剩余次数</returns>
|
||
private int GetBurstShotsLeft()
|
||
{
|
||
if (burstShotsLeft >= 0)
|
||
{
|
||
return (int)burstShotsLeft;
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 将RimWorld角度转换为偏移计算用的角度(从Verb_ShootWithOffset复制)
|
||
/// RimWorld使用顺时针角度系统,需要转换为标准的数学角度系统
|
||
/// </summary>
|
||
/// <param name="rimworldAngle">RimWorld角度</param>
|
||
/// <returns>转换后的角度</returns>
|
||
private float ConvertRimWorldAngleToOffsetAngle(float rimworldAngle)
|
||
{
|
||
// RimWorld角度:0°=东,90°=北,180°=西,270°=南
|
||
// 转换为:0°=东,90°=南,180°=西,270°=北
|
||
return -rimworldAngle - 90f;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 用于调试:在Gizmo模式下显示发射点偏移
|
||
/// </summary>
|
||
public override void DrawHighlight(LocalTargetInfo target)
|
||
{
|
||
base.DrawHighlight(target);
|
||
|
||
// 在调试模式下显示发射点
|
||
if (DebugSettings.godMode && caster != null && caster.Spawned)
|
||
{
|
||
// 获取炮塔偏移
|
||
Vector3 turretOffset = GetTurretMuzzleOffset();
|
||
|
||
// 获取ModExtension_ShootWithOffset的偏移
|
||
Vector3 modExtensionOffset = Vector3.zero;
|
||
if (base.EquipmentSource != null)
|
||
{
|
||
var offsetExtension = base.EquipmentSource.def.GetModExtension<ModExtension_ShootWithOffset>();
|
||
if (offsetExtension != null && offsetExtension.offsets != null && offsetExtension.offsets.Count > 0)
|
||
{
|
||
int burstShotsLeft = GetBurstShotsLeft();
|
||
Vector2 offset2D = offsetExtension.GetOffsetFor(burstShotsLeft);
|
||
|
||
if (target.IsValid)
|
||
{
|
||
Vector3 targetPos = target.CenterVector3;
|
||
Vector3 casterPos = caster.DrawPos + turretOffset;
|
||
float rimworldAngle = targetPos.AngleToFlat(casterPos);
|
||
float correctedAngle = ConvertRimWorldAngleToOffsetAngle(rimworldAngle);
|
||
Vector2 rotatedOffset = offset2D.RotatedBy(correctedAngle);
|
||
modExtensionOffset = new Vector3(rotatedOffset.x, 0f, rotatedOffset.y);
|
||
}
|
||
}
|
||
}
|
||
|
||
// 计算最终发射点位置
|
||
Vector3 finalMuzzlePos = caster.DrawPos + turretOffset + modExtensionOffset;
|
||
|
||
// 绘制偏移可视化
|
||
if (turretOffset != Vector3.zero)
|
||
{
|
||
Vector3 turretMuzzlePos = caster.DrawPos + turretOffset;
|
||
GenDraw.DrawLineBetween(caster.DrawPos, turretMuzzlePos, SimpleColor.Red);
|
||
GenDraw.DrawRadiusRing(turretMuzzlePos.ToIntVec3(), 0.15f, Color.red);
|
||
}
|
||
|
||
if (modExtensionOffset != Vector3.zero)
|
||
{
|
||
Vector3 turretMuzzlePos = caster.DrawPos + turretOffset;
|
||
GenDraw.DrawLineBetween(turretMuzzlePos, finalMuzzlePos, SimpleColor.Blue);
|
||
GenDraw.DrawRadiusRing(finalMuzzlePos.ToIntVec3(), 0.2f, Color.blue);
|
||
}
|
||
else if (turretOffset != Vector3.zero)
|
||
{
|
||
GenDraw.DrawRadiusRing(finalMuzzlePos.ToIntVec3(), 0.2f, Color.red);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 专门用于炮塔的Verb属性
|
||
/// </summary>
|
||
public class VerbProperties_TurretShootWithOffset : VerbProperties
|
||
{
|
||
public VerbProperties_TurretShootWithOffset()
|
||
{
|
||
verbClass = typeof(Verb_TurretOffestShoot);
|
||
}
|
||
}
|
||
}
|