1218 lines
51 KiB
C#
1218 lines
51 KiB
C#
using RimWorld;
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using System.Collections.Generic;
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using System.Linq;
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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 CompAbilityEffect_SpawnFlyOver : CompAbilityEffect
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{
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public new CompProperties_AbilitySpawnFlyOver Props => (CompProperties_AbilitySpawnFlyOver)props;
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// 新增:检查航道等级限制
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public override bool CanApplyOn(LocalTargetInfo target, LocalTargetInfo dest)
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{
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if (!base.CanApplyOn(target, dest))
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return false;
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// 检查航道等级系统
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if (Props.useLaneLevelSystem)
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{
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string disableReason;
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if (!CanSpawnWithLaneLevelCheck(out disableReason))
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{
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return false;
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}
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}
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return true;
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}
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// 新增:航道等级检查逻辑
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private bool CanSpawnWithLaneLevelCheck(out string disableReason)
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{
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disableReason = null;
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Map map = parent.pawn.Map;
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if (map == null)
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return true;
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// 获取地图上所有的 FlyOver 物体
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var existingFlyOvers = map.listerThings.ThingsOfDef(Props.flyOverDef)
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.OfType<FlyOver>()
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.Where(f => f.Spawned && !f.Destroyed)
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.ToList();
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// 获取当前技能的航道等级和类型
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int currentLaneLevel = Props.laneLevel;
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string currentFlyOverType = Props.flyOverTypeName;
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Log.Message($"Lane Level Check: Current level={currentLaneLevel}, type={currentFlyOverType}, existing flyovers={existingFlyOvers.Count}");
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// 规则1:航道等级0可以不受限制召唤
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if (currentLaneLevel == 0)
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{
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return true;
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}
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// 规则2:检查是否有更高航道等级的flyover存在
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var higherLevelFlyOvers = existingFlyOvers
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.Where(f => GetFlyOverLaneLevel(f) > currentLaneLevel)
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.ToList();
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if (higherLevelFlyOvers.Any())
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{
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disableReason = "Cannot summon: Higher lane level flyover exists";
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Log.Message($"Cannot summon: Found {higherLevelFlyOvers.Count} higher level flyovers");
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return false;
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}
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// 规则3:检查是否有相同航道等级和类型的flyover存在
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var sameTypeAndLevelFlyOvers = existingFlyOvers
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.Where(f => GetFlyOverLaneLevel(f) == currentLaneLevel &&
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GetFlyOverType(f) == currentFlyOverType)
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.ToList();
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if (sameTypeAndLevelFlyOvers.Any())
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{
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disableReason = $"Cannot summon: Same lane level and type flyover already exists";
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Log.Message($"Cannot summon: Found {sameTypeAndLevelFlyOvers.Count} same type and level flyovers");
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return false;
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}
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return true;
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}
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// 新增:获取FlyOver的航道等级
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private int GetFlyOverLaneLevel(FlyOver flyOver)
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{
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var comp = flyOver.GetComp<CompFlyOverType>();
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return comp?.LaneLevel ?? 0;
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}
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// 新增:获取FlyOver的类型
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private string GetFlyOverType(FlyOver flyOver)
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{
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var comp = flyOver.GetComp<CompFlyOverType>();
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return comp?.FlyOverType ?? "default";
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}
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// 新增:强制销毁低等级FlyOver
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private void DestroyLowerLevelFlyOvers()
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{
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Map map = parent.pawn.Map;
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if (map == null) return;
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var existingFlyOvers = map.listerThings.ThingsOfDef(Props.flyOverDef)
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.OfType<FlyOver>()
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.Where(f => f.Spawned && !f.Destroyed)
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.ToList();
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int currentLaneLevel = Props.laneLevel;
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string currentFlyOverType = Props.flyOverTypeName;
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// 查找需要销毁的低等级FlyOver
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var flyOversToDestroy = existingFlyOvers
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.Where(f => GetFlyOverLaneLevel(f) < currentLaneLevel ||
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(GetFlyOverLaneLevel(f) == currentLaneLevel &&
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GetFlyOverType(f) != currentFlyOverType))
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.ToList();
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foreach (var flyOver in flyOversToDestroy)
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{
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Log.Message($"Destroying lower level flyover: Level={GetFlyOverLaneLevel(flyOver)}, Type={GetFlyOverType(flyOver)}");
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flyOver.EmergencyDestroy();
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}
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if (flyOversToDestroy.Count > 0)
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{
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Log.Message($"Destroyed {flyOversToDestroy.Count} lower level flyovers");
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}
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}
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public override void Apply(LocalTargetInfo target, LocalTargetInfo dest)
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{
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base.Apply(target, dest);
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if (parent.pawn == null || parent.pawn.Map == null)
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return;
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try
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{
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// 检查航道等级系统
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if (Props.useLaneLevelSystem)
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{
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string disableReason;
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if (!CanSpawnWithLaneLevelCheck(out disableReason))
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{
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Messages.Message(disableReason, MessageTypeDefOf.RejectInput);
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return;
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}
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// 强制销毁低等级FlyOver
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DestroyLowerLevelFlyOvers();
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}
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Log.Message($"FlyOver skill activated by {parent.pawn.Label} at position {parent.pawn.Position}");
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Log.Message($"Target cell: {target.Cell}, Dest: {dest.Cell}");
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// 计算起始和结束位置
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IntVec3 startPos, endPos;
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// 根据进场类型选择不同的计算方法
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if (Props.approachType == ApproachType.Perpendicular)
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{
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CalculatePerpendicularPath(target, out startPos, out endPos);
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}
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else
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{
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startPos = CalculateStartPosition(target);
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endPos = CalculateEndPosition(target, startPos);
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}
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// 确保位置安全
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startPos = GetSafeMapPosition(startPos, parent.pawn.Map);
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endPos = GetSafeMapPosition(endPos, parent.pawn.Map);
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// 验证并优化飞行路径
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if (!ValidateAndOptimizePath(ref startPos, ref endPos, target.Cell))
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{
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Log.Warning("FlyOver path validation failed, using fallback path");
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CalculateFallbackPath(target, out startPos, out endPos);
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}
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Log.Message($"Final positions - Start: {startPos}, End: {endPos}");
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// 根据类型创建不同的飞越物体
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switch (Props.flyOverType)
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{
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case FlyOverType.Standard:
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default:
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CreateStandardFlyOver(startPos, endPos);
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break;
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case FlyOverType.GroundStrafing:
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CreateGroundStrafingFlyOver(startPos, endPos, target.Cell);
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break;
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case FlyOverType.SectorSurveillance:
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CreateSectorSurveillanceFlyOver(startPos, endPos);
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break;
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}
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}
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catch (System.Exception ex)
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{
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Log.Error($"Error spawning fly over: {ex}");
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}
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}
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// 更新:技能提示信息,包含航道等级信息
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public override string ExtraLabelMouseAttachment(LocalTargetInfo target)
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{
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string baseInfo = "";
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if (Props.enableGroundStrafing)
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{
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baseInfo = $"扫射区域: {Props.strafeWidth * 2 + 1}格宽度";
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}
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else if (Props.enableSectorSurveillance)
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{
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baseInfo = $"扇形监视: 约{Props.strafeWidth * 2 + 1}格宽度\n(具体参数在飞行物定义中)";
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}
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// 添加航道等级信息
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if (Props.useLaneLevelSystem)
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{
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if (!string.IsNullOrEmpty(baseInfo))
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baseInfo += "\n";
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baseInfo += $"航道等级: {Props.laneLevel}";
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// 检查是否可以被召唤
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string disableReason;
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if (!CanSpawnWithLaneLevelCheck(out disableReason))
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{
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baseInfo += $"\n<color=red>{disableReason}</color>";
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}
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}
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return baseInfo;
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}
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// 更新:验证方法,包含航道等级检查
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public override bool Valid(LocalTargetInfo target, bool throwMessages = false)
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{
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if (!base.Valid(target, throwMessages))
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return false;
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if (parent.pawn == null || parent.pawn.Map == null)
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return false;
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if (!target.Cell.IsValid || !target.Cell.InBounds(parent.pawn.Map))
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return false;
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// 航道等级检查
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if (Props.useLaneLevelSystem)
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{
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string disableReason;
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if (!CanSpawnWithLaneLevelCheck(out disableReason))
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{
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if (throwMessages)
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{
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Messages.Message(disableReason, MessageTypeDefOf.RejectInput);
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}
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return false;
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}
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}
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return true;
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}
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// 更新:创建标准飞越方法,添加航道等级组件
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private void CreateStandardFlyOver(IntVec3 startPos, IntVec3 endPos)
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{
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ThingDef flyOverDef = Props.flyOverDef ?? DefDatabase<ThingDef>.GetNamedSilentFail("ARA_HiveShip");
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if (flyOverDef == null)
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{
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Log.Warning("No fly over def specified for standard fly over");
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return;
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}
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FlyOver flyOver = FlyOver.MakeFlyOver(
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flyOverDef,
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startPos,
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endPos,
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parent.pawn.Map,
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Props.flightSpeed,
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Props.altitude
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);
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flyOver.spawnContentsOnImpact = Props.dropContentsOnImpact;
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flyOver.playFlyOverSound = Props.playFlyOverSound;
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// 设置航道等级信息
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if (Props.useLaneLevelSystem)
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{
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var laneComp = flyOver.GetComp<CompFlyOverType>();
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if (laneComp != null)
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{
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Log.Message($"FlyOver created with lane level: {Props.laneLevel}, type: {Props.flyOverTypeName}");
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}
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else
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{
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Log.Warning("FlyOver def does not have CompFlyOverType component!");
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}
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}
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if (Props.customSound != null)
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{
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// 自定义音效逻辑
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}
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Log.Message($"Standard FlyOver created: {flyOver} from {startPos} to {endPos}");
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}
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// 更新:创建地面扫射飞越,添加航道等级组件
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private void CreateGroundStrafingFlyOver(IntVec3 startPos, IntVec3 endPos, IntVec3 targetCell)
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{
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ThingDef flyOverDef = Props.flyOverDef ?? DefDatabase<ThingDef>.GetNamedSilentFail("ARA_HiveCorvette");
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if (flyOverDef == null)
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{
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Log.Warning("No fly over def specified for ground strafing fly over");
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return;
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}
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FlyOver flyOver = FlyOver.MakeFlyOver(
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flyOverDef,
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startPos,
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endPos,
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parent.pawn.Map,
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Props.flightSpeed,
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Props.altitude,
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casterPawn: parent.pawn
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);
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// 设置基本属性
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flyOver.spawnContentsOnImpact = Props.dropContentsOnImpact;
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flyOver.playFlyOverSound = Props.playFlyOverSound;
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// 设置航道等级信息
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if (Props.useLaneLevelSystem)
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{
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var laneComp = flyOver.GetComp<CompFlyOverType>();
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if (laneComp != null)
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{
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Log.Message($"Ground Strafing FlyOver created with lane level: {Props.laneLevel}, type: {Props.flyOverTypeName}");
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}
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}
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// 获取扫射组件并设置预处理后的目标单元格
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CompGroundStrafing strafingComp = flyOver.GetComp<CompGroundStrafing>();
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if (strafingComp != null)
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{
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// 修复:计算扫射区域的所有单元格,以目标单元格为中心
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Vector3 flightDirection = (endPos.ToVector3() - startPos.ToVector3()).normalized;
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List<IntVec3> potentialTargetCells = CalculateStrafingImpactCells(targetCell, flightDirection);
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if (potentialTargetCells.Count > 0)
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{
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// 预处理:根据概率筛选实际会被射击的单元格
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List<IntVec3> confirmedTargetCells = PreprocessStrafingTargets(
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potentialTargetCells,
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Props.strafeFireChance
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);
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if (confirmedTargetCells.Count > 0)
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{
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strafingComp.SetConfirmedTargets(confirmedTargetCells);
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}
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else
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{
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Log.Warning("No confirmed target cells after preprocessing!");
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}
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}
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else
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{
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Log.Error("No potential target cells calculated for ground strafing!");
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}
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}
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else
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{
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Log.Error("FlyOver def does not have CompGroundStrafing component!");
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}
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}
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// 更新:创建扇形监视飞越,添加航道等级组件
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private void CreateSectorSurveillanceFlyOver(IntVec3 startPos, IntVec3 endPos)
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{
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ThingDef flyOverDef = Props.flyOverDef ?? DefDatabase<ThingDef>.GetNamedSilentFail("ARA_HiveCorvette");
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if (flyOverDef == null)
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{
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Log.Warning("No fly over def specified for sector surveillance fly over");
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return;
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}
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FlyOver flyOver = FlyOver.MakeFlyOver(
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flyOverDef,
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startPos,
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endPos,
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parent.pawn.Map,
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Props.flightSpeed,
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Props.altitude,
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casterPawn: parent.pawn
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);
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// 设置基本属性
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flyOver.spawnContentsOnImpact = Props.dropContentsOnImpact;
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flyOver.playFlyOverSound = Props.playFlyOverSound;
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// 设置航道等级信息
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if (Props.useLaneLevelSystem)
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{
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var laneComp = flyOver.GetComp<CompFlyOverType>();
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if (laneComp != null)
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{
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Log.Message($"Sector Surveillance FlyOver created with lane level: {Props.laneLevel}, type: {Props.flyOverTypeName}");
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}
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}
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Log.Message($"SectorSurveillance FlyOver created: {flyOver} from {startPos} to {endPos}");
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}
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// 新增:验证和优化飞行路径
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private bool ValidateAndOptimizePath(ref IntVec3 startPos, ref IntVec3 endPos, IntVec3 targetCell)
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{
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Map map = parent.pawn.Map;
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// 检查路径是否有效
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if (!startPos.InBounds(map) || !endPos.InBounds(map))
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return false;
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// 检查起点和终点是否相同
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if (startPos == endPos)
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return false;
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// 检查路径长度是否合理
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float distance = Vector3.Distance(startPos.ToVector3(), endPos.ToVector3());
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if (distance < 10f) // 最小飞行距离
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return false;
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// 检查路径是否经过目标区域附近
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if (!IsPathNearTarget(startPos, endPos, targetCell))
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{
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// 优化路径使其经过目标区域
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OptimizePathForTarget(ref startPos, ref endPos, targetCell);
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}
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return true;
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}
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// 新增:检查路径是否经过目标区域
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private bool IsPathNearTarget(IntVec3 startPos, IntVec3 endPos, IntVec3 targetCell)
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{
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Vector3 start = startPos.ToVector3();
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Vector3 end = endPos.ToVector3();
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Vector3 target = targetCell.ToVector3();
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// 计算点到直线的距离
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Vector3 lineDirection = (end - start).normalized;
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Vector3 pointToLine = target - start;
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Vector3 projection = Vector3.Project(pointToLine, lineDirection);
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Vector3 perpendicular = pointToLine - projection;
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float distanceToLine = perpendicular.magnitude;
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// 检查投影是否在线段内
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float projectionLength = projection.magnitude;
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float lineLength = (end - start).magnitude;
|
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bool isWithinSegment = projectionLength >= 0 && projectionLength <= lineLength;
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// 如果距离小于15格且在路径线段内,则认为路径经过目标
|
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return distanceToLine <= 15f && isWithinSegment;
|
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}
|
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// 新增:优化路径使其经过目标区域
|
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private void OptimizePathForTarget(ref IntVec3 startPos, ref IntVec3 endPos, IntVec3 targetCell)
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{
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Map map = parent.pawn.Map;
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Vector3 target = targetCell.ToVector3();
|
||
|
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// 计算从目标点到地图边缘的方向
|
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Vector3[] directions = {
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new Vector3(1, 0, 0), // 右
|
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new Vector3(-1, 0, 0), // 左
|
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new Vector3(0, 0, 1), // 上
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new Vector3(0, 0, -1) // 下
|
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};
|
||
|
||
// 找到两个相对的方向,确保路径穿过目标
|
||
Vector3 bestStartDir = Vector3.zero;
|
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Vector3 bestEndDir = Vector3.zero;
|
||
float bestScore = float.MinValue;
|
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for (int i = 0; i < directions.Length; i++)
|
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{
|
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for (int j = i + 1; j < directions.Length; j++)
|
||
{
|
||
Vector3 dir1 = directions[i];
|
||
Vector3 dir2 = directions[j];
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// 检查两个方向是否相对(夹角接近180度)
|
||
float dot = Vector3.Dot(dir1, dir2);
|
||
if (dot < -0.5f) // 相对方向
|
||
{
|
||
IntVec3 testStart = FindMapEdgeInDirection(map, targetCell, dir1);
|
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IntVec3 testEnd = FindMapEdgeInDirection(map, targetCell, dir2);
|
||
|
||
if (testStart.InBounds(map) && testEnd.InBounds(map))
|
||
{
|
||
// 计算路径质量:路径长度和是否经过目标
|
||
float pathLength = Vector3.Distance(testStart.ToVector3(), testEnd.ToVector3());
|
||
bool passesNearTarget = IsPathNearTarget(testStart, testEnd, targetCell);
|
||
|
||
float score = pathLength + (passesNearTarget ? 50f : 0f);
|
||
|
||
if (score > bestScore)
|
||
{
|
||
bestScore = score;
|
||
bestStartDir = dir1;
|
||
bestEndDir = dir2;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
// 应用最佳路径
|
||
if (bestStartDir != Vector3.zero && bestEndDir != Vector3.zero)
|
||
{
|
||
startPos = FindMapEdgeInDirection(map, targetCell, bestStartDir);
|
||
endPos = FindMapEdgeInDirection(map, targetCell, bestEndDir);
|
||
Log.Message($"Optimized path: {startPos} -> {targetCell} -> {endPos}");
|
||
}
|
||
}
|
||
// 新增:备用路径计算方法
|
||
private void CalculateFallbackPath(LocalTargetInfo target, out IntVec3 startPos, out IntVec3 endPos)
|
||
{
|
||
Map map = parent.pawn.Map;
|
||
IntVec3 targetPos = target.Cell;
|
||
|
||
// 使用简单的对角路径
|
||
if (Rand.Value < 0.5f)
|
||
{
|
||
// 从左下到右上
|
||
startPos = new IntVec3(0, 0, 0);
|
||
endPos = new IntVec3(map.Size.x - 1, 0, map.Size.z - 1);
|
||
}
|
||
else
|
||
{
|
||
// 从右下到左上
|
||
startPos = new IntVec3(map.Size.x - 1, 0, 0);
|
||
endPos = new IntVec3(0, 0, map.Size.z - 1);
|
||
}
|
||
|
||
// 确保位置在地图范围内
|
||
startPos = GetSafeMapPosition(startPos, map);
|
||
endPos = GetSafeMapPosition(endPos, map);
|
||
|
||
Log.Message($"Fallback path: {startPos} -> {endPos}");
|
||
}
|
||
// 改进的垂直线进场路径计算方法
|
||
private void CalculatePerpendicularPath(LocalTargetInfo target, out IntVec3 startPos, out IntVec3 endPos)
|
||
{
|
||
Map map = parent.pawn.Map;
|
||
IntVec3 casterPos = parent.pawn.Position;
|
||
IntVec3 targetPos = target.Cell;
|
||
Log.Message($"Calculating perpendicular path: Caster={casterPos}, Target={targetPos}");
|
||
// 计算施法者到目标的方向向量
|
||
Vector3 directionToTarget = (targetPos.ToVector3() - casterPos.ToVector3()).normalized;
|
||
|
||
// 如果方向为零向量,使用随机方向
|
||
if (directionToTarget == Vector3.zero)
|
||
{
|
||
directionToTarget = new Vector3(Rand.Range(-1f, 1f), 0, Rand.Range(-1f, 1f)).normalized;
|
||
Log.Message($"Using random direction: {directionToTarget}");
|
||
}
|
||
// 计算垂直于施法者-目标连线的方向(旋转90度)
|
||
Vector3 perpendicularDirection = new Vector3(-directionToTarget.z, 0, directionToTarget.x).normalized;
|
||
|
||
Log.Message($"Perpendicular direction: {perpendicularDirection}");
|
||
// 改进:从目标点出发,向垂直方向的两侧延伸找到地图边缘
|
||
// 确保两个边缘点在目标点的相对两侧
|
||
IntVec3 edge1 = FindMapEdgeInDirection(map, targetPos, perpendicularDirection);
|
||
IntVec3 edge2 = FindMapEdgeInDirection(map, targetPos, -perpendicularDirection);
|
||
// 验证路径质量
|
||
Vector3 edge1Vec = edge1.ToVector3();
|
||
Vector3 edge2Vec = edge2.ToVector3();
|
||
Vector3 targetVec = targetPos.ToVector3();
|
||
|
||
// 检查两个边缘点是否在目标点的相对两侧
|
||
Vector3 toEdge1 = (edge1Vec - targetVec).normalized;
|
||
Vector3 toEdge2 = (edge2Vec - targetVec).normalized;
|
||
float dot = Vector3.Dot(toEdge1, toEdge2);
|
||
|
||
// 如果两个方向相似(夹角小于90度),说明路径有问题
|
||
if (dot > -0.3f)
|
||
{
|
||
Log.Warning($"Perpendicular path may not cross target properly (dot: {dot}), adjusting...");
|
||
|
||
// 强制使用相对方向
|
||
if (perpendicularDirection.x != 0)
|
||
{
|
||
// 如果原方向主要是水平,改用垂直方向
|
||
perpendicularDirection = new Vector3(0, 0, 1f);
|
||
}
|
||
else
|
||
{
|
||
// 如果原方向主要是垂直,改用水平方向
|
||
perpendicularDirection = new Vector3(1f, 0, 0);
|
||
}
|
||
|
||
edge1 = FindMapEdgeInDirection(map, targetPos, perpendicularDirection);
|
||
edge2 = FindMapEdgeInDirection(map, targetPos, -perpendicularDirection);
|
||
}
|
||
// 随机选择起点和终点(确保目标点在路径上)
|
||
if (Rand.Value < 0.5f)
|
||
{
|
||
startPos = edge1;
|
||
endPos = edge2;
|
||
}
|
||
else
|
||
{
|
||
startPos = edge2;
|
||
endPos = edge1;
|
||
}
|
||
Log.Message($"Perpendicular path: {startPos} -> {targetPos} -> {endPos}, path length: {Vector3.Distance(startPos.ToVector3(), endPos.ToVector3())}");
|
||
}
|
||
// 改进的地图边缘查找方法
|
||
private IntVec3 FindMapEdgeInDirection(Map map, IntVec3 fromPos, Vector3 direction)
|
||
{
|
||
// 确保方向向量有效
|
||
if (direction == Vector3.zero)
|
||
{
|
||
direction = new Vector3(Rand.Range(-1f, 1f), 0, Rand.Range(-1f, 1f)).normalized;
|
||
}
|
||
|
||
// 使用精确的射线投射方法找到地图边缘
|
||
Vector3 fromVec = fromPos.ToVector3();
|
||
Vector3 dirNormalized = direction.normalized;
|
||
|
||
// 计算与地图边界的交点
|
||
float minT = float.MaxValue;
|
||
IntVec3? bestEdgePos = null;
|
||
|
||
// 检查四个边界
|
||
for (int i = 0; i < 4; i++)
|
||
{
|
||
float t = 0f;
|
||
IntVec3 edgePos = IntVec3.Invalid;
|
||
|
||
switch (i)
|
||
{
|
||
case 0: // 左边界 (x = 0)
|
||
if (Mathf.Abs(dirNormalized.x) > 0.001f)
|
||
{
|
||
t = (0 - fromVec.x) / dirNormalized.x;
|
||
if (t > 0)
|
||
{
|
||
float z = fromVec.z + dirNormalized.z * t;
|
||
if (z >= 0 && z < map.Size.z)
|
||
{
|
||
edgePos = new IntVec3(0, 0, Mathf.RoundToInt(z));
|
||
}
|
||
}
|
||
}
|
||
break;
|
||
|
||
case 1: // 右边界 (x = map.Size.x - 1)
|
||
if (Mathf.Abs(dirNormalized.x) > 0.001f)
|
||
{
|
||
t = (map.Size.x - 1 - fromVec.x) / dirNormalized.x;
|
||
if (t > 0)
|
||
{
|
||
float z = fromVec.z + dirNormalized.z * t;
|
||
if (z >= 0 && z < map.Size.z)
|
||
{
|
||
edgePos = new IntVec3(map.Size.x - 1, 0, Mathf.RoundToInt(z));
|
||
}
|
||
}
|
||
}
|
||
break;
|
||
|
||
case 2: // 下边界 (z = 0)
|
||
if (Mathf.Abs(dirNormalized.z) > 0.001f)
|
||
{
|
||
t = (0 - fromVec.z) / dirNormalized.z;
|
||
if (t > 0)
|
||
{
|
||
float x = fromVec.x + dirNormalized.x * t;
|
||
if (x >= 0 && x < map.Size.x)
|
||
{
|
||
edgePos = new IntVec3(Mathf.RoundToInt(x), 0, 0);
|
||
}
|
||
}
|
||
}
|
||
break;
|
||
|
||
case 3: // 上边界 (z = map.Size.z - 1)
|
||
if (Mathf.Abs(dirNormalized.z) > 0.001f)
|
||
{
|
||
t = (map.Size.z - 1 - fromVec.z) / dirNormalized.z;
|
||
if (t > 0)
|
||
{
|
||
float x = fromVec.x + dirNormalized.x * t;
|
||
if (x >= 0 && x < map.Size.x)
|
||
{
|
||
edgePos = new IntVec3(Mathf.RoundToInt(x), 0, map.Size.z - 1);
|
||
}
|
||
}
|
||
}
|
||
break;
|
||
}
|
||
|
||
// 找到最近的有效边界点
|
||
if (edgePos.IsValid && edgePos.InBounds(map) && t > 0 && t < minT)
|
||
{
|
||
minT = t;
|
||
bestEdgePos = edgePos;
|
||
}
|
||
}
|
||
|
||
if (bestEdgePos.HasValue)
|
||
{
|
||
Log.Message($"Found map edge at {bestEdgePos.Value} in direction {direction}");
|
||
return bestEdgePos.Value;
|
||
}
|
||
|
||
// 如果没找到合适的边界点,使用随机边缘位置
|
||
Log.Warning($"Could not find map edge in direction {direction}, using random edge");
|
||
return GetRandomMapEdgePosition(map);
|
||
}
|
||
// 改进的随机地图边缘位置获取
|
||
private IntVec3 GetRandomMapEdgePosition(Map map)
|
||
{
|
||
// 避免选择角落位置,因为角落容易导致路径问题
|
||
int edge = Rand.Range(0, 4);
|
||
int x, z;
|
||
|
||
switch (edge)
|
||
{
|
||
case 0: // 上边 (避免左右角落)
|
||
x = Rand.Range(5, map.Size.x - 5);
|
||
z = 0;
|
||
break;
|
||
case 1: // 右边 (避免上下角落)
|
||
x = map.Size.x - 1;
|
||
z = Rand.Range(5, map.Size.z - 5);
|
||
break;
|
||
case 2: // 下边 (避免左右角落)
|
||
x = Rand.Range(5, map.Size.x - 5);
|
||
z = map.Size.z - 1;
|
||
break;
|
||
case 3: // 左边 (避免上下角落)
|
||
default:
|
||
x = 0;
|
||
z = Rand.Range(5, map.Size.z - 5);
|
||
break;
|
||
}
|
||
|
||
// 确保位置有效
|
||
x = Mathf.Clamp(x, 0, map.Size.x - 1);
|
||
z = Mathf.Clamp(z, 0, map.Size.z - 1);
|
||
|
||
IntVec3 edgePos = new IntVec3(x, 0, z);
|
||
Log.Message($"Random map edge position (avoiding corners): {edgePos}");
|
||
return edgePos;
|
||
}
|
||
|
||
// 修复的预览绘制方法
|
||
public override void DrawEffectPreview(LocalTargetInfo target)
|
||
{
|
||
base.DrawEffectPreview(target);
|
||
|
||
if (parent.pawn != null && parent.pawn.Map != null)
|
||
{
|
||
Map map = parent.pawn.Map;
|
||
|
||
try
|
||
{
|
||
// 计算飞行路径
|
||
IntVec3 startPos, endPos;
|
||
if (Props.approachType == ApproachType.Perpendicular)
|
||
{
|
||
CalculatePerpendicularPath(target, out startPos, out endPos);
|
||
}
|
||
else
|
||
{
|
||
startPos = CalculateStartPosition(target);
|
||
endPos = CalculateEndPosition(target, startPos);
|
||
}
|
||
|
||
// 确保位置在地图范围内
|
||
startPos = GetSafeMapPosition(startPos, map);
|
||
endPos = GetSafeMapPosition(endPos, map);
|
||
|
||
// 检查预览稳定性
|
||
if (!IsPreviewStable(startPos, endPos, map))
|
||
{
|
||
return;
|
||
}
|
||
|
||
// 根据不同类型显示不同的预览
|
||
if (Props.enableGroundStrafing && Props.showStrafePreview)
|
||
{
|
||
DrawStrafingAreaPreview(startPos, endPos, target.Cell);
|
||
}
|
||
else if (Props.enableSectorSurveillance && Props.showSectorPreview)
|
||
{
|
||
DrawSectorAreaPreview(startPos, endPos);
|
||
}
|
||
}
|
||
catch (System.Exception)
|
||
{
|
||
// 忽略预览绘制中的错误,避免影响游戏体验
|
||
}
|
||
}
|
||
}
|
||
|
||
// 安全的位置计算方法
|
||
private IntVec3 GetSafeMapPosition(IntVec3 pos, Map map)
|
||
{
|
||
if (map == null) return pos;
|
||
|
||
// 确保位置在地图范围内
|
||
pos.x = Mathf.Clamp(pos.x, 0, map.Size.x - 1);
|
||
pos.z = Mathf.Clamp(pos.z, 0, map.Size.z - 1);
|
||
|
||
return pos;
|
||
}
|
||
|
||
// 预览绘制稳定性检查
|
||
private bool IsPreviewStable(IntVec3 startPos, IntVec3 endPos, Map map)
|
||
{
|
||
if (map == null) return false;
|
||
|
||
// 检查位置是否有效
|
||
if (!startPos.IsValid || !endPos.IsValid) return false;
|
||
|
||
// 检查位置是否在地图范围内
|
||
if (!startPos.InBounds(map) || !endPos.InBounds(map)) return false;
|
||
|
||
// 检查距离是否合理(避免过短的路径)
|
||
float distance = Vector3.Distance(startPos.ToVector3(), endPos.ToVector3());
|
||
if (distance < 5f) return false;
|
||
|
||
return true;
|
||
}
|
||
|
||
// 修复:绘制地面扫射预览,现在接受目标单元格参数
|
||
private void DrawStrafingAreaPreview(IntVec3 startPos, IntVec3 endPos, IntVec3 targetCell)
|
||
{
|
||
Map map = parent.pawn.Map;
|
||
|
||
// 计算飞行方向
|
||
Vector3 flightDirection = (endPos.ToVector3() - startPos.ToVector3()).normalized;
|
||
if (flightDirection == Vector3.zero)
|
||
{
|
||
flightDirection = Vector3.forward;
|
||
}
|
||
|
||
// 只计算扫射影响区域的单元格
|
||
List<IntVec3> strafeImpactCells = CalculateStrafingImpactCells(targetCell, flightDirection);
|
||
|
||
// 绘制扫射影响区域的预览单元格
|
||
foreach (IntVec3 cell in strafeImpactCells)
|
||
{
|
||
if (cell.InBounds(map))
|
||
{
|
||
GenDraw.DrawFieldEdges(new List<IntVec3> { cell }, Props.strafePreviewColor, 0.5f);
|
||
}
|
||
}
|
||
|
||
// 绘制飞行路径线
|
||
GenDraw.DrawLineBetween(startPos.ToVector3Shifted(), endPos.ToVector3Shifted(), SimpleColor.Red, 0.2f);
|
||
|
||
// 绘制扫射范围边界
|
||
DrawStrafingBoundaries(targetCell, flightDirection);
|
||
}
|
||
|
||
// 修复:计算扫射影响区域的单元格,现在以目标单元格为中心
|
||
private List<IntVec3> CalculateStrafingImpactCells(IntVec3 targetCell, Vector3 flightDirection)
|
||
{
|
||
List<IntVec3> cells = new List<IntVec3>();
|
||
Map map = parent.pawn.Map;
|
||
|
||
// 计算垂直于飞行方向的方向
|
||
Vector3 perpendicular = new Vector3(-flightDirection.z, 0f, flightDirection.x).normalized;
|
||
|
||
// 修复:以目标单元格为中心计算扫射区域
|
||
Vector3 targetCenter = targetCell.ToVector3();
|
||
|
||
// 计算扫射区域的起始和结束位置(基于扫射长度,以目标为中心)
|
||
float strafeHalfLength = Props.strafeLength * 0.5f;
|
||
Vector3 strafeStart = targetCenter - flightDirection * strafeHalfLength;
|
||
Vector3 strafeEnd = targetCenter + flightDirection * strafeHalfLength;
|
||
|
||
// 使用整数步进避免浮点精度问题
|
||
int steps = Mathf.Max(1, Mathf.CeilToInt(Props.strafeLength));
|
||
for (int i = 0; i <= steps; i++)
|
||
{
|
||
float progress = (float)i / steps;
|
||
Vector3 centerPoint = Vector3.Lerp(strafeStart, strafeEnd, progress);
|
||
|
||
// 在垂直方向扩展扫射宽度
|
||
for (int w = -Props.strafeWidth; w <= Props.strafeWidth; w++)
|
||
{
|
||
Vector3 offset = perpendicular * w;
|
||
Vector3 cellPos = centerPoint + offset;
|
||
|
||
// 使用更精确的单元格转换
|
||
IntVec3 cell = new IntVec3(
|
||
Mathf.RoundToInt(cellPos.x),
|
||
Mathf.RoundToInt(cellPos.y),
|
||
Mathf.RoundToInt(cellPos.z)
|
||
);
|
||
|
||
if (cell.InBounds(map) && !cells.Contains(cell))
|
||
{
|
||
cells.Add(cell);
|
||
}
|
||
}
|
||
}
|
||
|
||
Log.Message($"Strafing Area: Calculated {cells.Count} impact cells centered at {targetCell}");
|
||
return cells;
|
||
}
|
||
|
||
// 修复:绘制扫射范围边界,现在以目标单元格为中心
|
||
private void DrawStrafingBoundaries(IntVec3 targetCell, Vector3 flightDirection)
|
||
{
|
||
Map map = parent.pawn.Map;
|
||
Vector3 perpendicular = new Vector3(-flightDirection.z, 0f, flightDirection.x).normalized;
|
||
|
||
// 修复:以目标单元格为中心
|
||
Vector3 targetCenter = targetCell.ToVector3();
|
||
|
||
// 计算扫射区域的起始和结束位置
|
||
float strafeHalfLength = Props.strafeLength * 0.5f;
|
||
Vector3 strafeStart = targetCenter - flightDirection * strafeHalfLength;
|
||
Vector3 strafeEnd = targetCenter + flightDirection * strafeHalfLength;
|
||
|
||
// 计算扫射区域的四个角
|
||
Vector3 startLeft = strafeStart + perpendicular * Props.strafeWidth;
|
||
Vector3 startRight = strafeStart - perpendicular * Props.strafeWidth;
|
||
Vector3 endLeft = strafeEnd + perpendicular * Props.strafeWidth;
|
||
Vector3 endRight = strafeEnd - perpendicular * Props.strafeWidth;
|
||
|
||
// 转换为 IntVec3 并确保在地图范围内
|
||
IntVec3 startLeftCell = GetSafeMapPosition(new IntVec3((int)startLeft.x, (int)startLeft.y, (int)startLeft.z), map);
|
||
IntVec3 startRightCell = GetSafeMapPosition(new IntVec3((int)startRight.x, (int)startRight.y, (int)startRight.z), map);
|
||
IntVec3 endLeftCell = GetSafeMapPosition(new IntVec3((int)endLeft.x, (int)endLeft.y, (int)endLeft.z), map);
|
||
IntVec3 endRightCell = GetSafeMapPosition(new IntVec3((int)endRight.x, (int)endRight.y, (int)endRight.z), map);
|
||
|
||
// 绘制边界线 - 只绘制在地图范围内的线段
|
||
if (startLeftCell.InBounds(map) && endLeftCell.InBounds(map))
|
||
GenDraw.DrawLineBetween(startLeftCell.ToVector3Shifted(), endLeftCell.ToVector3Shifted(), SimpleColor.Red, 0.2f);
|
||
|
||
if (startRightCell.InBounds(map) && endRightCell.InBounds(map))
|
||
GenDraw.DrawLineBetween(startRightCell.ToVector3Shifted(), endRightCell.ToVector3Shifted(), SimpleColor.Red, 0.2f);
|
||
|
||
if (startLeftCell.InBounds(map) && startRightCell.InBounds(map))
|
||
GenDraw.DrawLineBetween(startLeftCell.ToVector3Shifted(), startRightCell.ToVector3Shifted(), SimpleColor.Red, 0.2f);
|
||
|
||
if (endLeftCell.InBounds(map) && endRightCell.InBounds(map))
|
||
GenDraw.DrawLineBetween(endLeftCell.ToVector3Shifted(), endRightCell.ToVector3Shifted(), SimpleColor.Red, 0.2f);
|
||
}
|
||
|
||
// 绘制扇形区域预览
|
||
private void DrawSectorAreaPreview(IntVec3 startPos, IntVec3 endPos)
|
||
{
|
||
Map map = parent.pawn.Map;
|
||
|
||
// 计算飞行方向
|
||
Vector3 flightDirection = (endPos.ToVector3() - startPos.ToVector3()).normalized;
|
||
if (flightDirection == Vector3.zero)
|
||
{
|
||
flightDirection = Vector3.forward;
|
||
}
|
||
|
||
// 计算垂直于飞行方向的方向
|
||
Vector3 perpendicular = new Vector3(-flightDirection.z, 0f, flightDirection.x).normalized;
|
||
|
||
// 使用strafeWidth来近似扇形扫过的区域宽度
|
||
List<IntVec3> previewCells = CalculateRectangularPreviewArea(startPos, endPos, flightDirection, perpendicular);
|
||
|
||
// 绘制预览区域
|
||
foreach (IntVec3 cell in previewCells)
|
||
{
|
||
if (cell.InBounds(map))
|
||
{
|
||
GenDraw.DrawFieldEdges(new List<IntVec3> { cell }, Props.sectorPreviewColor, 0.3f);
|
||
}
|
||
}
|
||
|
||
// 绘制飞行路径线
|
||
GenDraw.DrawLineBetween(startPos.ToVector3Shifted(), endPos.ToVector3Shifted(), SimpleColor.Blue, 0.2f);
|
||
|
||
// 绘制预览区域边界
|
||
DrawRectangularPreviewBoundaries(startPos, endPos, flightDirection, perpendicular);
|
||
}
|
||
|
||
// 计算矩形预览区域(近似扇形扫过的区域)
|
||
private List<IntVec3> CalculateRectangularPreviewArea(IntVec3 startPos, IntVec3 endPos, Vector3 flightDirection, Vector3 perpendicular)
|
||
{
|
||
List<IntVec3> cells = new List<IntVec3>();
|
||
Map map = parent.pawn.Map;
|
||
|
||
// 计算飞行路径的总长度
|
||
float totalPathLength = Vector3.Distance(startPos.ToVector3(), endPos.ToVector3());
|
||
|
||
// 沿着飞行路径计算预览单元格
|
||
int steps = Mathf.Max(1, Mathf.CeilToInt(totalPathLength));
|
||
for (int i = 0; i <= steps; i++)
|
||
{
|
||
float progress = (float)i / steps;
|
||
Vector3 centerPoint = Vector3.Lerp(startPos.ToVector3(), endPos.ToVector3(), progress);
|
||
|
||
// 在垂直方向扩展预览宽度(使用strafeWidth)
|
||
for (int w = -Props.strafeWidth; w <= Props.strafeWidth; w++)
|
||
{
|
||
Vector3 offset = perpendicular * w;
|
||
Vector3 cellPos = centerPoint + offset;
|
||
|
||
// 使用精确的单元格转换
|
||
IntVec3 cell = new IntVec3(
|
||
Mathf.RoundToInt(cellPos.x),
|
||
Mathf.RoundToInt(cellPos.y),
|
||
Mathf.RoundToInt(cellPos.z)
|
||
);
|
||
|
||
if (cell.InBounds(map) && !cells.Contains(cell))
|
||
{
|
||
cells.Add(cell);
|
||
}
|
||
}
|
||
}
|
||
|
||
return cells;
|
||
}
|
||
|
||
// 绘制矩形预览边界
|
||
private void DrawRectangularPreviewBoundaries(IntVec3 startPos, IntVec3 endPos, Vector3 flightDirection, Vector3 perpendicular)
|
||
{
|
||
Map map = parent.pawn.Map;
|
||
|
||
// 计算预览区域的四个角
|
||
Vector3 startLeft = startPos.ToVector3() + perpendicular * Props.strafeWidth;
|
||
Vector3 startRight = startPos.ToVector3() - perpendicular * Props.strafeWidth;
|
||
Vector3 endLeft = endPos.ToVector3() + perpendicular * Props.strafeWidth;
|
||
Vector3 endRight = endPos.ToVector3() - perpendicular * Props.strafeWidth;
|
||
|
||
// 转换为 IntVec3 并确保在地图范围内
|
||
IntVec3 startLeftCell = GetSafeMapPosition(new IntVec3((int)startLeft.x, (int)startLeft.y, (int)startLeft.z), map);
|
||
IntVec3 startRightCell = GetSafeMapPosition(new IntVec3((int)startRight.x, (int)startRight.y, (int)startRight.z), map);
|
||
IntVec3 endLeftCell = GetSafeMapPosition(new IntVec3((int)endLeft.x, (int)endLeft.y, (int)endLeft.z), map);
|
||
IntVec3 endRightCell = GetSafeMapPosition(new IntVec3((int)endRight.x, (int)endRight.y, (int)endRight.z), map);
|
||
|
||
// 绘制边界线 - 只绘制在地图范围内的线段
|
||
if (startLeftCell.InBounds(map) && endLeftCell.InBounds(map))
|
||
GenDraw.DrawLineBetween(startLeftCell.ToVector3Shifted(), endLeftCell.ToVector3Shifted(), SimpleColor.Blue, 0.2f);
|
||
|
||
if (startRightCell.InBounds(map) && endRightCell.InBounds(map))
|
||
GenDraw.DrawLineBetween(startRightCell.ToVector3Shifted(), endRightCell.ToVector3Shifted(), SimpleColor.Blue, 0.2f);
|
||
|
||
if (startLeftCell.InBounds(map) && startRightCell.InBounds(map))
|
||
GenDraw.DrawLineBetween(startLeftCell.ToVector3Shifted(), startRightCell.ToVector3Shifted(), SimpleColor.Blue, 0.2f);
|
||
|
||
if (endLeftCell.InBounds(map) && endRightCell.InBounds(map))
|
||
GenDraw.DrawLineBetween(endLeftCell.ToVector3Shifted(), endRightCell.ToVector3Shifted(), SimpleColor.Blue, 0.2f);
|
||
}
|
||
|
||
// 预处理扫射目标单元格
|
||
private List<IntVec3> PreprocessStrafingTargets(List<IntVec3> potentialTargets, float fireChance)
|
||
{
|
||
List<IntVec3> confirmedTargets = new List<IntVec3>();
|
||
List<IntVec3> missedCells = new List<IntVec3>();
|
||
foreach (IntVec3 cell in potentialTargets)
|
||
{
|
||
if (Rand.Value <= fireChance)
|
||
{
|
||
confirmedTargets.Add(cell);
|
||
}
|
||
else
|
||
{
|
||
missedCells.Add(cell);
|
||
}
|
||
}
|
||
|
||
// 应用最小和最大射弹数限制
|
||
if (Props.maxStrafeProjectiles > -1 && confirmedTargets.Count > Props.maxStrafeProjectiles)
|
||
{
|
||
// 如果超出最大值,随机丢弃一些目标
|
||
confirmedTargets = confirmedTargets.InRandomOrder().Take(Props.maxStrafeProjectiles).ToList();
|
||
}
|
||
|
||
if (Props.minStrafeProjectiles > -1 && confirmedTargets.Count < Props.minStrafeProjectiles)
|
||
{
|
||
// 如果不足最小值,从之前未选中的格子里补充
|
||
int needed = Props.minStrafeProjectiles - confirmedTargets.Count;
|
||
if (needed > 0 && missedCells.Count > 0)
|
||
{
|
||
confirmedTargets.AddRange(missedCells.InRandomOrder().Take(Mathf.Min(needed, missedCells.Count)));
|
||
}
|
||
}
|
||
|
||
Log.Message($"Strafing Preprocess: {confirmedTargets.Count}/{potentialTargets.Count} cells confirmed after min/max adjustment.");
|
||
return confirmedTargets;
|
||
}
|
||
|
||
// 原有的位置计算方法
|
||
private IntVec3 CalculateStartPosition(LocalTargetInfo target)
|
||
{
|
||
Map map = parent.pawn.Map;
|
||
|
||
switch (Props.startPosition)
|
||
{
|
||
case StartPosition.Caster:
|
||
return parent.pawn.Position;
|
||
|
||
case StartPosition.MapEdge:
|
||
return GetMapEdgePosition(map, GetDirectionFromCasterToTarget(target));
|
||
|
||
case StartPosition.CustomOffset:
|
||
return GetSafeMapPosition(parent.pawn.Position + Props.customStartOffset, map);
|
||
|
||
case StartPosition.RandomMapEdge:
|
||
return GetRandomMapEdgePosition(map);
|
||
|
||
default:
|
||
return parent.pawn.Position;
|
||
}
|
||
}
|
||
|
||
private IntVec3 CalculateEndPosition(LocalTargetInfo target, IntVec3 startPos)
|
||
{
|
||
Map map = parent.pawn.Map;
|
||
IntVec3 endPos;
|
||
|
||
switch (Props.endPosition)
|
||
{
|
||
case EndPosition.TargetCell:
|
||
endPos = target.Cell;
|
||
break;
|
||
|
||
case EndPosition.OppositeMapEdge:
|
||
endPos = GetOppositeMapEdgeThroughCenter(map, startPos);
|
||
break;
|
||
|
||
case EndPosition.CustomOffset:
|
||
endPos = GetSafeMapPosition(target.Cell + Props.customEndOffset, map);
|
||
break;
|
||
|
||
case EndPosition.FixedDistance:
|
||
endPos = GetFixedDistancePosition(startPos, target.Cell);
|
||
break;
|
||
|
||
case EndPosition.RandomMapEdge:
|
||
endPos = GetRandomMapEdgePosition(map);
|
||
Log.Message($"Random map edge selected as end position: {endPos}");
|
||
break;
|
||
|
||
default:
|
||
endPos = target.Cell;
|
||
break;
|
||
}
|
||
|
||
return GetSafeMapPosition(endPos, map);
|
||
}
|
||
|
||
// 原有的辅助方法
|
||
private IntVec3 GetOppositeMapEdgeThroughCenter(Map map, IntVec3 startPos)
|
||
{
|
||
IntVec3 center = map.Center;
|
||
Vector3 toCenter = (center.ToVector3() - startPos.ToVector3()).normalized;
|
||
|
||
if (toCenter == Vector3.zero)
|
||
{
|
||
toCenter = new Vector3(Rand.Range(-1f, 1f), 0, Rand.Range(-1f, 1f)).normalized;
|
||
Log.Message($"Using random direction to center: {toCenter}");
|
||
}
|
||
|
||
Vector3 fromCenter = toCenter;
|
||
IntVec3 oppositeEdge = GetMapEdgePositionFromCenter(map, fromCenter);
|
||
|
||
Log.Message($"Found opposite edge through center: {oppositeEdge}");
|
||
return oppositeEdge;
|
||
}
|
||
|
||
private IntVec3 GetMapEdgePositionFromCenter(Map map, Vector3 direction)
|
||
{
|
||
IntVec3 center = map.Center;
|
||
float maxDist = Mathf.Max(map.Size.x, map.Size.z) * 0.6f;
|
||
|
||
for (int i = 1; i <= maxDist; i++)
|
||
{
|
||
IntVec3 testPos = center + new IntVec3(
|
||
Mathf.RoundToInt(direction.x * i),
|
||
0,
|
||
Mathf.RoundToInt(direction.z * i));
|
||
|
||
if (!testPos.InBounds(map))
|
||
{
|
||
IntVec3 edgePos = FindClosestValidPosition(testPos, map);
|
||
Log.Message($"Found map edge from center: {edgePos} (direction: {direction}, distance: {i})");
|
||
return edgePos;
|
||
}
|
||
}
|
||
|
||
Log.Warning("Could not find map edge from center, using random edge");
|
||
return GetRandomMapEdgePosition(map);
|
||
}
|
||
|
||
private IntVec3 GetMapEdgePosition(Map map, Vector3 direction)
|
||
{
|
||
if (direction == Vector3.zero)
|
||
{
|
||
direction = new Vector3(Rand.Range(-1f, 1f), 0, Rand.Range(-1f, 1f)).normalized;
|
||
Log.Message($"Using random direction: {direction}");
|
||
}
|
||
|
||
IntVec3 center = map.Center;
|
||
float maxDist = Mathf.Max(map.Size.x, map.Size.z) * 0.6f;
|
||
|
||
for (int i = 1; i <= maxDist; i++)
|
||
{
|
||
IntVec3 testPos = center + new IntVec3(
|
||
Mathf.RoundToInt(direction.x * i),
|
||
0,
|
||
Mathf.RoundToInt(direction.z * i));
|
||
|
||
if (!testPos.InBounds(map))
|
||
{
|
||
IntVec3 edgePos = FindClosestValidPosition(testPos, map);
|
||
Log.Message($"Found map edge position: {edgePos} (direction: {direction}, distance: {i})");
|
||
return edgePos;
|
||
}
|
||
}
|
||
|
||
Log.Warning("Could not find map edge in direction, using random edge");
|
||
return GetRandomMapEdgePosition(map);
|
||
}
|
||
|
||
private IntVec3 FindClosestValidPosition(IntVec3 invalidPos, Map map)
|
||
{
|
||
for (int radius = 1; radius <= 5; radius++)
|
||
{
|
||
foreach (IntVec3 pos in GenRadial.RadialPatternInRadius(radius))
|
||
{
|
||
IntVec3 testPos = invalidPos + pos;
|
||
if (testPos.InBounds(map))
|
||
{
|
||
return testPos;
|
||
}
|
||
}
|
||
}
|
||
|
||
return map.Center;
|
||
}
|
||
private IntVec3 GetFixedDistancePosition(IntVec3 startPos, IntVec3 targetPos)
|
||
{
|
||
Vector3 direction = (targetPos.ToVector3() - startPos.ToVector3()).normalized;
|
||
IntVec3 endPos = startPos + new IntVec3(
|
||
(int)(direction.x * Props.flyOverDistance),
|
||
0,
|
||
(int)(direction.z * Props.flyOverDistance));
|
||
|
||
Log.Message($"Fixed distance position: {endPos} (from {startPos}, distance: {Props.flyOverDistance})");
|
||
return endPos;
|
||
}
|
||
|
||
private Vector3 GetDirectionFromCasterToTarget(LocalTargetInfo target)
|
||
{
|
||
Vector3 direction = (target.Cell.ToVector3() - parent.pawn.Position.ToVector3()).normalized;
|
||
|
||
if (direction == Vector3.zero)
|
||
{
|
||
direction = new Vector3(Rand.Range(-1f, 1f), 0, Rand.Range(-1f, 1f)).normalized;
|
||
Log.Message($"Using random direction: {direction}");
|
||
}
|
||
|
||
return direction;
|
||
}
|
||
}
|
||
}
|