Files
WulaFallenEmpireRW/Source/WulaFallenEmpire/DRMDamageShield.cs
2025-08-26 19:25:41 +08:00

290 lines
10 KiB
C#

using RimWorld;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
using Verse;
using Verse.Sound;
using HarmonyLib; // For AccessTools
namespace WulaFallenEmpire
{
// 自定义 CompProperties_Shield 变体
public class DRMCompShieldProp : CompProperties
{
public int startingTicksToReset = 3200;
public float minDrawSize = 1.2f;
public float maxDrawSize = 1.55f;
public float energyLossPerDamage = 0.033f;
public float energyOnReset = 0.2f;
public bool blocksRangedWeapons = true;
public DRMCompShieldProp()
{
compClass = typeof(DRMDamageShield);
}
}
[StaticConstructorOnStartup] // 确保在游戏启动时加载
public class DRMDamageShield : ThingComp
{
// 从 Hediff_DamageShield 获取层数作为能量
public float Energy
{
get
{
Hediff_DamageShield hediff = PawnOwner?.health?.hediffSet.GetFirstHediff<Hediff_DamageShield>();
return hediff?.ShieldCharges ?? 0;
}
set
{
Hediff_DamageShield hediff = PawnOwner?.health?.hediffSet.GetFirstHediff<Hediff_DamageShield>();
if (hediff != null)
{
hediff.ShieldCharges = (int)value;
}
}
}
public float MaxEnergy
{
get
{
Hediff_DamageShield hediff = PawnOwner?.health?.hediffSet.GetFirstHediff<Hediff_DamageShield>();
return hediff?.def.maxSeverity ?? 0;
}
set
{
// MaxEnergy 由 HediffDef 控制,这里不需要设置
}
}
public bool IsActive = false; // 控制护盾是否激活,由 Hediff_DamageShield 管理
// 复制自 CompShield
protected int ticksToReset = -1;
protected int lastKeepDisplayTick = -9999;
private Vector3 impactAngleVect;
private int lastAbsorbDamageTick = -9999;
private const float MaxDamagedJitterDist = 0.05f;
private const int JitterDurationTicks = 8;
private int KeepDisplayingTicks = 1000;
// 获取原版 CompShield 的 BubbleMat
private static readonly Material BubbleMat;
static DRMDamageShield()
{
// 使用 Harmony AccessTools 获取 CompShield 的私有静态字段 BubbleMat
BubbleMat = (Material)AccessTools.Field(typeof(CompShield), "BubbleMat").GetValue(null);
}
public DRMCompShieldProp Props => (DRMCompShieldProp)props;
public ShieldState ShieldState
{
get
{
if (PawnOwner == null || !IsActive || Energy <= 0)
{
return ShieldState.Disabled;
}
if (ticksToReset <= 0)
{
return ShieldState.Active;
}
return ShieldState.Resetting;
}
}
protected bool ShouldDisplay
{
get
{
Pawn pawnOwner = PawnOwner;
if (pawnOwner == null || !pawnOwner.Spawned || pawnOwner.Dead || pawnOwner.Downed)
{
return false;
}
if (pawnOwner.InAggroMentalState)
{
return true;
}
if (pawnOwner.Drafted)
{
return true;
}
if (pawnOwner.Faction.HostileTo(Faction.OfPlayer) && !pawnOwner.IsPrisoner)
{
return true;
}
if (Find.TickManager.TicksGame < lastKeepDisplayTick + KeepDisplayingTicks)
{
return true;
}
return false;
}
}
protected Pawn PawnOwner
{
get
{
return parent as Pawn;
}
}
public override void PostExposeData()
{
base.PostExposeData();
Scribe_Values.Look(ref ticksToReset, "ticksToReset", -1);
Scribe_Values.Look(ref lastKeepDisplayTick, "lastKeepDisplayTick", 0);
Scribe_Values.Look(ref IsActive, "isActive", false);
}
public override void CompTick()
{
base.CompTick();
if (PawnOwner == null || !IsActive)
{
return;
}
if (ShieldState == ShieldState.Resetting)
{
ticksToReset--;
if (ticksToReset <= 0)
{
Reset();
}
}
else if (ShieldState == ShieldState.Active)
{
// 护盾能量(层数)通过 Hediff_DamageShield 的 Tick 方法管理,这里不需要额外回复
// 如果需要自动回复层数,可以在这里实现
}
}
public override void PostPreApplyDamage(ref DamageInfo dinfo, out bool absorbed)
{
absorbed = false;
// 获取 Hediff_DamageShield 实例
Hediff_DamageShield damageShield = PawnOwner?.health?.hediffSet.GetFirstHediff<Hediff_DamageShield>();
if (ShieldState != ShieldState.Active || !IsActive || damageShield == null || damageShield.ShieldCharges <= 0)
{
return;
}
// 如果是 EMP 伤害,且护盾没有 EMP 抗性(这里假设我们的护盾没有),则直接击穿
// 为了简化,我们假设我们的次数盾没有 EMP 抗性,任何 EMP 伤害都会直接击穿
if (dinfo.Def == DamageDefOf.EMP)
{
Energy = 0; // 能量归零
Notify_ShieldBreak(); // 触发护盾击穿效果
absorbed = true;
return;
}
// 如果是远程或爆炸伤害,且护盾阻挡这些类型
if (Props.blocksRangedWeapons && (dinfo.Def.isRanged || dinfo.Def.isExplosive))
{
// 消耗一层护盾
damageShield.ShieldCharges--;
// 触发护盾吸收效果
Notify_DamageAbsorbed(dinfo);
// 护盾抖动效果
PawnOwner.Drawer.renderer.wiggler.SetToCustomRotation(Rand.Range(-0.05f, 0.05f));
// 移除文字提示
// 移除粒子效果
absorbed = true; // 伤害被吸收
// 如果护盾层数归零,触发护盾击穿效果
if (damageShield.ShieldCharges <= 0)
{
Notify_ShieldBreak();
}
}
}
public void Notify_DamageAbsorbed(DamageInfo dinfo)
{
// 复制自 CompShield.AbsorbedDamage
SoundDefOf.EnergyShield_AbsorbDamage.PlayOneShot(new TargetInfo(PawnOwner.Position, PawnOwner.Map));
impactAngleVect = Vector3Utility.HorizontalVectorFromAngle(dinfo.Angle);
// 移除 FleckMaker.Static 和 FleckMaker.ThrowDustPuff
lastAbsorbDamageTick = Find.TickManager.TicksGame;
KeepDisplaying();
}
public void Notify_ShieldBreak()
{
// 复制自 CompShield.Break
if (parent.Spawned)
{
float scale = Mathf.Lerp(Props.minDrawSize, Props.maxDrawSize, Energy / MaxEnergy); // 根据当前能量比例调整大小
EffecterDefOf.Shield_Break.SpawnAttached(parent, parent.MapHeld, scale);
// 移除 FleckMaker.Static 和 FleckMaker.ThrowDustPuff
}
ticksToReset = Props.startingTicksToReset;
// 护盾层数归零将由 Hediff_DamageShield 负责移除 Hediff
}
private void Reset()
{
// 复制自 CompShield.Reset
if (PawnOwner.Spawned)
{
SoundDefOf.EnergyShield_Reset.PlayOneShot(new TargetInfo(PawnOwner.Position, PawnOwner.Map));
// 移除 FleckMaker.ThrowLightningGlow
}
ticksToReset = -1;
// 能量恢复由 Hediff_DamageShield 负责,这里不需要设置 Energy
// 这里可以添加逻辑,让 Hediff_DamageShield 恢复层数
Hediff_DamageShield hediff = PawnOwner?.health?.hediffSet.GetFirstHediff<Hediff_DamageShield>();
if (hediff != null)
{
hediff.ShieldCharges = (int)hediff.def.initialSeverity; // 重置时恢复到初始层数
}
}
public void KeepDisplaying()
{
lastKeepDisplayTick = Find.TickManager.TicksGame;
}
public override void PostDraw()
{
base.PostDraw();
Draw();
}
private void Draw()
{
if (ShieldState == ShieldState.Active && ShouldDisplay)
{
float num = Mathf.Lerp(Props.minDrawSize, Props.maxDrawSize, Energy / MaxEnergy); // 根据当前能量比例调整大小
Vector3 drawPos = PawnOwner.Drawer.DrawPos;
drawPos.y = AltitudeLayer.MoteOverhead.AltitudeFor();
int num2 = Find.TickManager.TicksGame - lastAbsorbDamageTick;
if (num2 < JitterDurationTicks) // 使用 JitterDurationTicks
{
float num3 = (float)(JitterDurationTicks - num2) / JitterDurationTicks * MaxDamagedJitterDist; // 使用 MaxDamagedJitterDist
drawPos += impactAngleVect * num3;
num -= num3;
}
float angle = Rand.Range(0, 360);
Vector3 s = new Vector3(num, 1f, num);
Matrix4x4 matrix = default(Matrix4x4);
matrix.SetTRS(drawPos, Quaternion.AngleAxis(angle, Vector3.up), s);
Graphics.DrawMesh(MeshPool.plane10, matrix, BubbleMat, 0);
}
}
}
}