750 lines
30 KiB
C#
750 lines
30 KiB
C#
// CompAbilityEffect_OrbitalBombardment.cs
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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_OrbitalBombardment : CompAbilityEffect
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{
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public new CompProperties_AbilityOrbitalBombardment Props => (CompProperties_AbilityOrbitalBombardment)props;
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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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Log.Message($"OrbitalBombardment skill activated by {parent.pawn.Label} at position {parent.pawn.Position}");
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Log.Message($"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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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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Log.Message($"Final positions - Start: {startPos}, End: {endPos}");
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// 验证位置是否有效
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if (!startPos.InBounds(parent.pawn.Map))
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{
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Log.Warning($"Start position {startPos} is out of bounds, adjusting to map center");
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startPos = parent.pawn.Map.Center;
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}
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if (!endPos.InBounds(parent.pawn.Map))
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{
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Log.Warning($"End position {endPos} is out of bounds, adjusting to map center");
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endPos = parent.pawn.Map.Center;
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}
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// 确保起点和终点不同
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if (startPos == endPos)
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{
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Log.Warning($"OrbitalBombardment start and end positions are the same: {startPos}. Adjusting end position.");
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IntVec3 randomOffset = new IntVec3(Rand.Range(-10, 11), 0, Rand.Range(-10, 11));
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endPos += randomOffset;
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endPos = GetSafeMapPosition(endPos, parent.pawn.Map);
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}
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// 创建轨道炮击飞越
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CreateOrbitalBombardmentFlyOver(startPos, endPos, target.Cell);
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}
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catch (System.Exception ex)
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{
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Log.Error($"Error spawning orbital bombardment: {ex}");
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}
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}
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public override void DrawEffectPreview(LocalTargetInfo target)
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{
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base.DrawEffectPreview(target);
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if (parent.pawn != null && parent.pawn.Map != null)
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{
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Map map = parent.pawn.Map;
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try
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{
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// 计算飞行路径
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IntVec3 startPos, endPos;
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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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// 确保位置在地图范围内
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startPos = GetSafeMapPosition(startPos, map);
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endPos = GetSafeMapPosition(endPos, map);
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// 检查预览稳定性
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if (!IsPreviewStable(startPos, endPos, map))
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{
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return;
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}
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// 绘制炮击区域预览
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DrawBombardmentAreaPreview(startPos, endPos, target.Cell);
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}
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catch (System.Exception)
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{
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// 忽略预览绘制中的错误
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}
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}
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}
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// 绘制炮击区域预览
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private void DrawBombardmentAreaPreview(IntVec3 startPos, IntVec3 endPos, IntVec3 targetCell)
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{
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Map map = parent.pawn.Map;
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// 计算飞行方向
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Vector3 flightDirection = (endPos.ToVector3() - startPos.ToVector3()).normalized;
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if (flightDirection == Vector3.zero)
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{
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flightDirection = Vector3.forward;
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}
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// 计算炮击影响区域的单元格
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List<IntVec3> bombardmentImpactCells = CalculateBombardmentImpactCells(targetCell, flightDirection);
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// 绘制炮击影响区域的预览单元格
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foreach (IntVec3 cell in bombardmentImpactCells)
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{
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if (cell.InBounds(map))
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{
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GenDraw.DrawFieldEdges(new List<IntVec3> { cell }, Props.bombardmentPreviewColor, 0.5f);
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}
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}
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// 绘制飞行路径线
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GenDraw.DrawLineBetween(startPos.ToVector3Shifted(), endPos.ToVector3Shifted(), SimpleColor.Yellow, 0.2f);
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// 绘制炮击范围边界
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DrawBombardmentBoundaries(targetCell, flightDirection);
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}
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// 计算炮击影响区域的单元格
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private List<IntVec3> CalculateBombardmentImpactCells(IntVec3 targetCell, Vector3 flightDirection)
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{
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List<IntVec3> cells = new List<IntVec3>();
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Map map = parent.pawn.Map;
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// 计算垂直于飞行方向的方向
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Vector3 perpendicular = new Vector3(-flightDirection.z, 0f, flightDirection.x).normalized;
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// 以目标单元格为中心计算炮击区域
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Vector3 targetCenter = targetCell.ToVector3();
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// 计算炮击区域的起始和结束位置(基于炮击长度,以目标为中心)
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float bombardmentHalfLength = Props.bombardmentLength * 0.5f;
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Vector3 bombardmentStart = targetCenter - flightDirection * bombardmentHalfLength;
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Vector3 bombardmentEnd = targetCenter + flightDirection * bombardmentHalfLength;
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// 使用整数步进
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int steps = Mathf.Max(1, Mathf.CeilToInt(Props.bombardmentLength));
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for (int i = 0; i <= steps; i++)
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{
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float progress = (float)i / steps;
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Vector3 centerPoint = Vector3.Lerp(bombardmentStart, bombardmentEnd, progress);
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// 在垂直方向扩展炮击宽度
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for (int w = -Props.bombardmentWidth; w <= Props.bombardmentWidth; w++)
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{
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Vector3 offset = perpendicular * w;
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Vector3 cellPos = centerPoint + offset;
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// 使用精确的单元格转换
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IntVec3 cell = new IntVec3(
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Mathf.RoundToInt(cellPos.x),
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Mathf.RoundToInt(cellPos.y),
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Mathf.RoundToInt(cellPos.z)
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);
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if (cell.InBounds(map) && !cells.Contains(cell))
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{
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cells.Add(cell);
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}
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}
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}
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Log.Message($"Bombardment Area: Calculated {cells.Count} impact cells centered at {targetCell}");
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return cells;
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}
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// 绘制炮击范围边界
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private void DrawBombardmentBoundaries(IntVec3 targetCell, Vector3 flightDirection)
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{
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Map map = parent.pawn.Map;
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Vector3 perpendicular = new Vector3(-flightDirection.z, 0f, flightDirection.x).normalized;
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// 以目标单元格为中心
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Vector3 targetCenter = targetCell.ToVector3();
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// 计算炮击区域的起始和结束位置
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float bombardmentHalfLength = Props.bombardmentLength * 0.5f;
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Vector3 bombardmentStart = targetCenter - flightDirection * bombardmentHalfLength;
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Vector3 bombardmentEnd = targetCenter + flightDirection * bombardmentHalfLength;
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// 计算炮击区域的四个角
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Vector3 startLeft = bombardmentStart + perpendicular * Props.bombardmentWidth;
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Vector3 startRight = bombardmentStart - perpendicular * Props.bombardmentWidth;
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Vector3 endLeft = bombardmentEnd + perpendicular * Props.bombardmentWidth;
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Vector3 endRight = bombardmentEnd - perpendicular * Props.bombardmentWidth;
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// 转换为 IntVec3 并确保在地图范围内
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IntVec3 startLeftCell = GetSafeMapPosition(new IntVec3((int)startLeft.x, (int)startLeft.y, (int)startLeft.z), map);
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IntVec3 startRightCell = GetSafeMapPosition(new IntVec3((int)startRight.x, (int)startRight.y, (int)startRight.z), map);
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IntVec3 endLeftCell = GetSafeMapPosition(new IntVec3((int)endLeft.x, (int)endLeft.y, (int)endLeft.z), map);
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IntVec3 endRightCell = GetSafeMapPosition(new IntVec3((int)endRight.x, (int)endRight.y, (int)endRight.z), map);
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// 绘制边界线
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if (startLeftCell.InBounds(map) && endLeftCell.InBounds(map))
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GenDraw.DrawLineBetween(startLeftCell.ToVector3Shifted(), endLeftCell.ToVector3Shifted(), SimpleColor.Yellow, 0.2f);
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if (startRightCell.InBounds(map) && endRightCell.InBounds(map))
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GenDraw.DrawLineBetween(startRightCell.ToVector3Shifted(), endRightCell.ToVector3Shifted(), SimpleColor.Yellow, 0.2f);
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if (startLeftCell.InBounds(map) && startRightCell.InBounds(map))
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GenDraw.DrawLineBetween(startLeftCell.ToVector3Shifted(), startRightCell.ToVector3Shifted(), SimpleColor.Yellow, 0.2f);
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if (endLeftCell.InBounds(map) && endRightCell.InBounds(map))
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GenDraw.DrawLineBetween(endLeftCell.ToVector3Shifted(), endRightCell.ToVector3Shifted(), SimpleColor.Yellow, 0.2f);
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}
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// 预处理炮击目标单元格
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private List<IntVec3> PreprocessBombardmentTargets(List<IntVec3> potentialTargets, float fireChance)
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{
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List<IntVec3> confirmedTargets = new List<IntVec3>();
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List<IntVec3> missedCells = new List<IntVec3>();
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foreach (IntVec3 cell in potentialTargets)
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{
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if (Rand.Value <= fireChance)
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{
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confirmedTargets.Add(cell);
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}
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else
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{
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missedCells.Add(cell);
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}
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}
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// 应用最小和最大炮击数限制
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if (Props.maxBombardmentCount > -1 && confirmedTargets.Count > Props.maxBombardmentCount)
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{
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confirmedTargets = confirmedTargets.InRandomOrder().Take(Props.maxBombardmentCount).ToList();
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}
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if (Props.minBombardmentCount > -1 && confirmedTargets.Count < Props.minBombardmentCount)
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{
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int needed = Props.minBombardmentCount - confirmedTargets.Count;
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if (needed > 0 && missedCells.Count > 0)
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{
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confirmedTargets.AddRange(missedCells.InRandomOrder().Take(Mathf.Min(needed, missedCells.Count)));
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}
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}
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Log.Message($"Bombardment Preprocess: {confirmedTargets.Count}/{potentialTargets.Count} cells confirmed after min/max adjustment.");
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return confirmedTargets;
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}
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// 创建轨道炮击飞越
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private void CreateOrbitalBombardmentFlyOver(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 orbital bombardment 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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// 获取轨道炮击组件并设置预处理后的目标单元格
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CompOrbitalBombardment bombardmentComp = flyOver.GetComp<CompOrbitalBombardment>();
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if (bombardmentComp != null)
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{
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// 计算炮击区域的所有单元格,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 = CalculateBombardmentImpactCells(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炮击的单元格
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List<IntVec3> confirmedTargetCells = PreprocessBombardmentTargets(
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potentialTargetCells,
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Props.bombardmentFireChance
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);
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if (confirmedTargetCells.Count > 0)
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{
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bombardmentComp.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 orbital bombardment!");
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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 CompOrbitalBombardment component!");
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}
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}
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// 以下方法与 CompAbilityEffect_SpawnFlyOver 中的相同,需要复制过来
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private IntVec3 GetSafeMapPosition(IntVec3 pos, Map map)
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{
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if (map == null) return pos;
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pos.x = Mathf.Clamp(pos.x, 0, map.Size.x - 1);
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pos.z = Mathf.Clamp(pos.z, 0, map.Size.z - 1);
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return pos;
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}
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private bool IsPreviewStable(IntVec3 startPos, IntVec3 endPos, Map map)
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{
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if (map == null) return false;
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if (!startPos.IsValid || !endPos.IsValid) return false;
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if (!startPos.InBounds(map) || !endPos.InBounds(map)) return false;
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float distance = Vector3.Distance(startPos.ToVector3(), endPos.ToVector3());
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if (distance < 5f) return false;
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return true;
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}
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private void CalculatePerpendicularPath(LocalTargetInfo target, out IntVec3 startPos, out IntVec3 endPos)
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{
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Map map = parent.pawn.Map;
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IntVec3 casterPos = parent.pawn.Position;
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IntVec3 targetPos = target.Cell;
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Log.Message($"Calculating perpendicular path: Caster={casterPos}, Target={targetPos}");
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Vector3 directionToTarget = (targetPos.ToVector3() - casterPos.ToVector3()).normalized;
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if (directionToTarget == Vector3.zero)
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{
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directionToTarget = new Vector3(Rand.Range(-1f, 1f), 0, Rand.Range(-1f, 1f)).normalized;
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Log.Message($"Using random direction: {directionToTarget}");
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}
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Vector3 perpendicularDirection = new Vector3(-directionToTarget.z, 0, directionToTarget.x).normalized;
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Log.Message($"Perpendicular direction: {perpendicularDirection}");
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IntVec3 edge1 = FindMapEdgeInDirection(map, targetPos, perpendicularDirection);
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IntVec3 edge2 = FindMapEdgeInDirection(map, targetPos, -perpendicularDirection);
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if (Rand.Value < 0.5f)
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{
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startPos = edge1;
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endPos = edge2;
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}
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else
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{
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startPos = edge2;
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endPos = edge1;
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}
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Log.Message($"Perpendicular path: {startPos} -> {targetPos} -> {endPos}");
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}
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private IntVec3 FindMapEdgeInDirection(Map map, IntVec3 fromPos, Vector3 direction)
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{
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if (direction == Vector3.zero)
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{
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direction = new Vector3(Rand.Range(-1f, 1f), 0, Rand.Range(-1f, 1f)).normalized;
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}
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IntVec3 mapCenter = map.Center;
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IntVec3 mapSize = new IntVec3(map.Size.x, 0, map.Size.z);
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Vector3 fromVec = fromPos.ToVector3();
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Vector3 dirNormalized = direction.normalized;
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float tMin = float.MaxValue;
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IntVec3? bestEdgePos = null;
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for (int i = 0; i < 4; i++)
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{
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float t = 0f;
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IntVec3 edgePos = IntVec3.Invalid;
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switch (i)
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{
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case 0: // 左边界 (x = 0)
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if (Mathf.Abs(dirNormalized.x) > 0.001f)
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{
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t = (0 - fromVec.x) / dirNormalized.x;
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if (t > 0)
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{
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float z = fromVec.z + dirNormalized.z * t;
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if (z >= 0 && z < map.Size.z)
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{
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edgePos = new IntVec3(0, 0, Mathf.RoundToInt(z));
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}
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}
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}
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break;
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case 1: // 右边界 (x = map.Size.x - 1)
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if (Mathf.Abs(dirNormalized.x) > 0.001f)
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{
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t = (map.Size.x - 1 - fromVec.x) / dirNormalized.x;
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if (t > 0)
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{
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float z = fromVec.z + dirNormalized.z * t;
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if (z >= 0 && z < map.Size.z)
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{
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edgePos = new IntVec3(map.Size.x - 1, 0, Mathf.RoundToInt(z));
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}
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}
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}
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break;
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case 2: // 下边界 (z = 0)
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if (Mathf.Abs(dirNormalized.z) > 0.001f)
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{
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t = (0 - fromVec.z) / dirNormalized.z;
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if (t > 0)
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{
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float x = fromVec.x + dirNormalized.x * t;
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if (x >= 0 && x < map.Size.x)
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{
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edgePos = new IntVec3(Mathf.RoundToInt(x), 0, 0);
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}
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}
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}
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break;
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case 3: // 上边界 (z = map.Size.z - 1)
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if (Mathf.Abs(dirNormalized.z) > 0.001f)
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{
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t = (map.Size.z - 1 - fromVec.z) / dirNormalized.z;
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if (t > 0)
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{
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float x = fromVec.x + dirNormalized.x * t;
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if (x >= 0 && x < map.Size.x)
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{
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edgePos = new IntVec3(Mathf.RoundToInt(x), 0, map.Size.z - 1);
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}
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}
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}
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break;
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}
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if (edgePos.IsValid && edgePos.InBounds(map) && t > 0 && t < tMin)
|
||
{
|
||
tMin = t;
|
||
bestEdgePos = edgePos;
|
||
}
|
||
}
|
||
|
||
if (bestEdgePos.HasValue)
|
||
{
|
||
return bestEdgePos.Value;
|
||
}
|
||
|
||
Log.Warning($"Could not find map edge in direction {direction}, using random edge");
|
||
return GetRandomMapEdgePosition(map);
|
||
}
|
||
|
||
private IntVec3 GetRandomMapEdgePosition(Map map)
|
||
{
|
||
int edge = Rand.Range(0, 4);
|
||
int x, z;
|
||
|
||
switch (edge)
|
||
{
|
||
case 0: // 上边
|
||
x = Rand.Range(0, map.Size.x);
|
||
z = 0;
|
||
break;
|
||
case 1: // 右边
|
||
x = map.Size.x - 1;
|
||
z = Rand.Range(0, map.Size.z);
|
||
break;
|
||
case 2: // 下边
|
||
x = Rand.Range(0, map.Size.x);
|
||
z = map.Size.z - 1;
|
||
break;
|
||
case 3: // 左边
|
||
default:
|
||
x = 0;
|
||
z = Rand.Range(0, map.Size.z);
|
||
break;
|
||
}
|
||
|
||
IntVec3 edgePos = new IntVec3(x, 0, z);
|
||
Log.Message($"Random map edge position: {edgePos}");
|
||
return edgePos;
|
||
}
|
||
|
||
private IntVec3 CalculateStartPosition(LocalTargetInfo target)
|
||
{
|
||
Map map = parent.pawn.Map;
|
||
|
||
switch (Props.startPosition)
|
||
{
|
||
case StartPosition.Caster:
|
||
return parent.pawn.Position;
|
||
|
||
case StartPosition.MapEdge:
|
||
return GetMapEdgePosition(map, GetDirectionFromCasterToTarget(target));
|
||
|
||
case StartPosition.CustomOffset:
|
||
return GetSafeMapPosition(parent.pawn.Position + Props.customStartOffset, map);
|
||
|
||
case StartPosition.RandomMapEdge:
|
||
return GetRandomMapEdgePosition(map);
|
||
|
||
default:
|
||
return parent.pawn.Position;
|
||
}
|
||
}
|
||
|
||
private IntVec3 CalculateEndPosition(LocalTargetInfo target, IntVec3 startPos)
|
||
{
|
||
Map map = parent.pawn.Map;
|
||
IntVec3 endPos;
|
||
|
||
switch (Props.endPosition)
|
||
{
|
||
case EndPosition.TargetCell:
|
||
endPos = target.Cell;
|
||
break;
|
||
|
||
case EndPosition.OppositeMapEdge:
|
||
endPos = GetOppositeMapEdgeThroughCenter(map, startPos);
|
||
break;
|
||
|
||
case EndPosition.CustomOffset:
|
||
endPos = GetSafeMapPosition(target.Cell + Props.customEndOffset, map);
|
||
break;
|
||
|
||
case EndPosition.FixedDistance:
|
||
endPos = GetFixedDistancePosition(startPos, target.Cell);
|
||
break;
|
||
|
||
case EndPosition.RandomMapEdge:
|
||
endPos = GetRandomMapEdgePosition(map);
|
||
Log.Message($"Random map edge selected as end position: {endPos}");
|
||
break;
|
||
|
||
default:
|
||
endPos = target.Cell;
|
||
break;
|
||
}
|
||
|
||
return GetSafeMapPosition(endPos, map);
|
||
}
|
||
|
||
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;
|
||
}
|
||
|
||
public override string ExtraLabelMouseAttachment(LocalTargetInfo target)
|
||
{
|
||
return $"炮击区域: {Props.bombardmentWidth * 2 + 1}格宽度 × {Props.bombardmentLength}格长度";
|
||
}
|
||
|
||
public override bool Valid(LocalTargetInfo target, bool throwMessages = false)
|
||
{
|
||
return base.Valid(target, throwMessages) &&
|
||
parent.pawn != null &&
|
||
parent.pawn.Map != null &&
|
||
target.Cell.IsValid &&
|
||
target.Cell.InBounds(parent.pawn.Map);
|
||
}
|
||
}
|
||
|
||
public class CompProperties_AbilityOrbitalBombardment : CompProperties_AbilityEffect
|
||
{
|
||
public ThingDef flyOverDef; // 飞越物体的 ThingDef
|
||
public ApproachType approachType = ApproachType.Standard; // 进场类型
|
||
public float flightSpeed = 1f; // 飞行速度
|
||
public float altitude = 20f; // 飞行高度
|
||
public bool dropContentsOnImpact = false; // 是否在终点投放内容物
|
||
public bool playFlyOverSound = true; // 是否播放飞越音效
|
||
|
||
// 起始位置选项
|
||
public StartPosition startPosition = StartPosition.Caster;
|
||
public IntVec3 customStartOffset = IntVec3.Zero;
|
||
|
||
// 终点位置选项
|
||
public EndPosition endPosition = EndPosition.TargetCell;
|
||
public IntVec3 customEndOffset = IntVec3.Zero;
|
||
public int flyOverDistance = 30; // 飞越距离
|
||
|
||
// 炮击配置
|
||
public int bombardmentWidth = 3; // 炮击宽度
|
||
public int bombardmentLength = 15; // 炮击长度
|
||
public float bombardmentFireChance = 0.6f; // 炮击发射概率
|
||
public int minBombardmentCount = -1; // 最小炮击数
|
||
public int maxBombardmentCount = -1; // 最大炮击数
|
||
|
||
// 炮击可视化
|
||
public bool showBombardmentPreview = true; // 是否显示炮击预览
|
||
public Color bombardmentPreviewColor = new Color(1f, 1f, 0.3f, 0.3f); // 黄色预览
|
||
|
||
public CompProperties_AbilityOrbitalBombardment()
|
||
{
|
||
this.compClass = typeof(CompAbilityEffect_OrbitalBombardment);
|
||
}
|
||
}
|
||
}
|