157 lines
6.5 KiB
C#
157 lines
6.5 KiB
C#
using System.Collections.Generic;
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using RimWorld;
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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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// A new, dedicated extension class for the penetrating beam.
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public class Wula_BeamPierce_Extension : DefModExtension
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{
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public int maxHits = 3;
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public float damageFalloff = 0.25f;
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public bool preventFriendlyFire = false;
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public ThingDef beamMoteDef;
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public float beamWidth = 1f;
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public float beamStartOffset = 0f;
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}
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public class Projectile_WulaPenetratingBeam : Bullet
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{
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private int hitCounter = 0;
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private List<Thing> alreadyDamaged = new List<Thing>();
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// It now gets its properties from the new, dedicated extension.
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private Wula_BeamPierce_Extension Props => def.GetModExtension<Wula_BeamPierce_Extension>();
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public override Vector3 ExactPosition => destination + Vector3.up * def.Altitude;
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public override void Launch(Thing launcher, Vector3 origin, LocalTargetInfo usedTarget, LocalTargetInfo intendedTarget, ProjectileHitFlags hitFlags, bool preventFriendlyFire = false, Thing equipment = null, ThingDef targetCoverDef = null)
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{
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base.Launch(launcher, origin, usedTarget, intendedTarget, hitFlags, preventFriendlyFire, equipment, targetCoverDef);
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Wula_BeamPierce_Extension props = Props;
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if (props == null)
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{
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Log.Error("Projectile_WulaBeam requires a Wula_BeamPierce_Extension in its def.");
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Destroy(DestroyMode.Vanish);
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return;
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}
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this.hitCounter = 0;
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this.alreadyDamaged.Clear();
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bool shouldPreventFriendlyFire = preventFriendlyFire || props.preventFriendlyFire;
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Map map = this.Map;
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// --- Corrected Start Position Calculation ---
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// The beam should start from the gun's muzzle, not the pawn's center.
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Vector3 endPosition = usedTarget.Cell.ToVector3Shifted();
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Vector3 castPosition = origin + (endPosition - origin).Yto0().normalized * props.beamStartOffset;
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// --- Vanilla Beam Drawing Logic ---
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if (props.beamMoteDef != null)
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{
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// Calculate the offset exactly like the vanilla Beam class does.
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// The offset for the mote is calculated from the launcher's true position, not the cast position.
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Vector3 moteOffset = (endPosition - launcher.Position.ToVector3Shifted()).Yto0().normalized * props.beamStartOffset;
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MoteMaker.MakeInteractionOverlay(props.beamMoteDef, launcher, usedTarget.ToTargetInfo(map), moteOffset, Vector3.zero);
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}
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float distance = Vector3.Distance(castPosition, endPosition);
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Vector3 direction = (endPosition - castPosition).normalized;
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var thingsOnPath = new HashSet<Thing>();
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for (float i = 0; i < distance; i += 1.0f)
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{
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IntVec3 cell = (castPosition + direction * i).ToIntVec3();
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if (cell.InBounds(map))
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{
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thingsOnPath.AddRange(map.thingGrid.ThingsListAt(cell));
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}
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}
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// CRITICAL FIX: Manually add the intended target to the list.
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// This guarantees the primary target is always processed, even if the loop sampling misses its exact cell.
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if (intendedTarget.HasThing)
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{
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thingsOnPath.Add(intendedTarget.Thing);
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}
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int maxHits = props.maxHits;
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bool infinitePenetration = maxHits < 0;
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foreach (Thing thing in thingsOnPath)
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{
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if (!infinitePenetration && hitCounter >= maxHits) break;
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// 统一处理 Pawn 和 Building 的伤害逻辑
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// 确保 Thing 未被伤害过且不是发射者
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if (thing != launcher && !alreadyDamaged.Contains(thing))
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{
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bool shouldDamage = false;
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Pawn pawn = thing as Pawn;
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Building building = thing as Building;
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if (pawn != null) // 如果是 Pawn
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{
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if (intendedTarget.Thing == pawn) shouldDamage = true;
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else if (pawn.HostileTo(launcher)) shouldDamage = true;
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else if (!shouldPreventFriendlyFire) shouldDamage = true;
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}
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else if (building != null) // 如果是 Building
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{
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shouldDamage = true; // 默认对 Building 造成伤害
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}
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if (shouldDamage)
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{
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ApplyPathDamage(thing, props); // 传递 Thing
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}
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}
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// 只有当遇到完全阻挡的 Thing 且不是 Pawn 或 Building 时才停止穿透
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else if (thing.def.Fillage == FillCategory.Full && thing.def.blockLight && !(thing is Pawn) && !(thing is Building))
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{
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break;
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}
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}
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this.Destroy(DestroyMode.Vanish);
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}
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private void ApplyPathDamage(Thing targetThing, Wula_BeamPierce_Extension props) // 接受 Thing 参数
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{
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float damageMultiplier = 1f;
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if (targetThing is Pawn) // 只有 Pawn 才计算穿透衰减
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{
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damageMultiplier = Mathf.Pow(1f - props.damageFalloff, hitCounter);
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}
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// Building 不受穿透衰减影响,或者 Building 的穿透衰减始终为 1 (不衰减)
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int damageAmount = (int)(this.DamageAmount * damageMultiplier);
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if (damageAmount <= 0) return;
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var dinfo = new DamageInfo(
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this.def.projectile.damageDef,
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damageAmount,
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this.ArmorPenetration * damageMultiplier,
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this.ExactRotation.eulerAngles.y,
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this.launcher,
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null,
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this.equipmentDef,
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DamageInfo.SourceCategory.ThingOrUnknown,
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this.intendedTarget.Thing);
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targetThing.TakeDamage(dinfo); // 对 targetThing 造成伤害
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alreadyDamaged.Add(targetThing);
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if (targetThing is Pawn) // 只有 Pawn 才增加 hitCounter
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{
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hitCounter++;
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}
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}
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protected override void Tick() { }
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protected override void Impact(Thing hitThing, bool blockedByShield = false) { }
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}
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} |