Files
WulaFallenEmpireRW/Source/WulaFallenEmpire/Projectiles/Projectile_ExplosiveTrackingBullet.cs
2025-08-21 15:39:46 +08:00

185 lines
10 KiB
C#

using RimWorld;
using UnityEngine;
using Verse;
using Verse.Sound;
namespace WulaFallenEmpire
{
public class Projectile_ExplosiveTrackingBullet : Projectile_TrackingBullet
{
private ExplosiveTrackingBulletDef explosiveDefInt;
private int ticksToDetonation;
public ExplosiveTrackingBulletDef ExplosiveDef
{
get
{
if (explosiveDefInt == null)
{
explosiveDefInt = def.GetModExtension<ExplosiveTrackingBulletDef>();
if (explosiveDefInt == null)
{
Log.ErrorOnce($"ExplosiveTrackingBulletDef for {this.def.defName} is null. Creating a default instance.", this.thingIDNumber ^ 0x12345679);
this.explosiveDefInt = new ExplosiveTrackingBulletDef();
}
}
return explosiveDefInt;
}
}
public override void ExposeData()
{
base.ExposeData();
Scribe_Values.Look(ref this.ticksToDetonation, "ticksToDetonation", 0, false);
}
protected override void Tick()
{
base.Tick(); // Call base Projectile_TrackingBullet Tick logic
bool flag = this.ticksToDetonation > 0;
if (flag)
{
this.ticksToDetonation--;
bool flag2 = this.ticksToDetonation <= 0;
if (flag2)
{
this.Explode();
}
}
}
protected override void Impact(Thing hitThing, bool blockedByShield = false)
{
bool flag = blockedByShield || ExplosiveDef.explosionDelay == 0; // Use ExplosiveDef for explosionDelay
if (flag)
{
this.Explode();
}
else
{
this.landed = true;
this.ticksToDetonation = ExplosiveDef.explosionDelay; // Use ExplosiveDef for explosionDelay
GenExplosion.NotifyNearbyPawnsOfDangerousExplosive(this, ExplosiveDef.damageDef ?? DamageDefOf.Bomb, this.launcher.Faction, this.launcher); // Use ExplosiveDef for damageDef
// 停止追踪并清空速度,确保子弹停止移动
this.homing = false;
this.curSpeed = Vector3.zero;
}
}
protected virtual void Explode()
{
Map map = base.Map;
// ModExtension_Cone modExtension = this.def.GetModExtension<ModExtension_Cone>(); // Not used in this explosive logic
this.DoExplosion(map); // Call the helper DoExplosion with map
// Cone explosion logic (if needed, based on ModExtension_Cone) - Currently not implemented for this class
// bool flag = modExtension != null;
// if (flag)
// {
// ProjectileProperties projectile = this.def.projectile;
// ModExtension_Cone modExtension_Cone = modExtension;
// IntVec3 position = base.Position;
// Map map2 = map;
// Quaternion exactRotation = this.ExactRotation;
// DamageDef damageDef = projectile.damageDef;
// Thing launcher = base.Launcher;
// int damageAmount = this.DamageAmount;
// float armorPenetration = this.ArmorPenetration;
// SoundDef soundExplode = this.def.projectile.soundExplode;
// ThingDef equipmentDef = this.equipmentDef;
// ThingDef def = this.def;
// Thing thing = this.intendedTarget.Thing;
// ThingDef postExplosionSpawnThingDef = null;
// float postExplosionSpawnChance = 0f;
// int postExplosionSpawnThingCount = 1;
// float screenShakeFactor = this.def.projectile.screenShakeFactor;
// modExtension_Cone.DoConeExplosion(position, map2, exactRotation, damageDef, launcher, damageAmount, armorPenetration, soundExplode, equipmentDef, def, thing, postExplosionSpawnThingDef, postExplosionSpawnChance, postExplosionSpawnThingCount, null, null, 255, false, null, 0f, 1, 0f, false, null, null, 1f, 0f, null, screenShakeFactor, null, null);
// }
// Explosion effect (if needed, based on def.projectile.explosionEffect) - Currently not implemented for this class
// bool flag2 = this.def.projectile.explosionEffect != null;
// if (flag2)
// {
// Effecter effecter = this.def.projectile.explosionEffect.Spawn();
// bool flag3 = this.def.projectile.explosionEffectLifetimeTicks != 0;
// if (flag3)
// {
// map.effecterMaintainer.AddEffecterToMaintain(effecter, base.Position.ToVector3().ToIntVec3(), this.def.projectile.explosionEffectLifetimeTicks);
// }
// else
// {
// effecter.Trigger(new TargetInfo(base.Position, map, false), new TargetInfo(base.Position, map, false), -1);
// effecter.Cleanup();
// }
// }
this.Destroy(DestroyMode.Vanish);
}
protected void DoExplosion(Map map)
{
IntVec3 position = base.Position;
float explosionRadius = ExplosiveDef.explosionRadius; // Use ExplosiveDef for explosionRadius
DamageDef damageDef = ExplosiveDef.damageDef ?? DamageDefOf.Bomb; // Use ExplosiveDef for damageDef
Thing launcher = this.launcher;
int damageAmount = this.DamageAmount;
float armorPenetration = this.ArmorPenetration;
SoundDef soundExplode = ExplosiveDef.soundExplode; // Use ExplosiveDef for soundExplode
ThingDef equipmentDef = this.equipmentDef;
ThingDef def = this.def; // This is the projectile's ThingDef
Thing thing = this.intendedTarget.Thing;
ThingDef postExplosionSpawnThingDef = ExplosiveDef.postExplosionSpawnThingDef; // Use ExplosiveDef for postExplosionSpawnThingDef
ThingDef postExplosionSpawnThingDefWater = ExplosiveDef.postExplosionSpawnThingDefWater; // Use ExplosiveDef for postExplosionSpawnThingDefWater
float postExplosionSpawnChance = ExplosiveDef.postExplosionSpawnChance; // Use ExplosiveDef for postExplosionSpawnChance
int postExplosionSpawnThingCount = ExplosiveDef.postExplosionSpawnThingCount; // Use ExplosiveDef for postExplosionSpawnThingCount
GasType? postExplosionGasType = ExplosiveDef.gasType; // Use ExplosiveDef for gasType
ThingDef preExplosionSpawnThingDef = ExplosiveDef.preExplosionSpawnThingDef; // Use ExplosiveDef for preExplosionSpawnThingDef
float preExplosionSpawnChance = ExplosiveDef.preExplosionSpawnChance; // Use ExplosiveDef for preExplosionSpawnChance
int preExplosionSpawnThingCount = ExplosiveDef.preExplosionSpawnThingCount; // Use ExplosiveDef for preExplosionSpawnThingCount
bool applyDamageToExplosionCellsNeighbors = ExplosiveDef.applyDamageToExplosionCellsNeighbors; // Use ExplosiveDef for applyDamageToExplosionCellsNeighbors
float explosionChanceToStartFire = ExplosiveDef.explosionChanceToStartFire; // Use ExplosiveDef for explosionChanceToStartFire
bool explosionDamageFalloff = ExplosiveDef.explosionDamageFalloff; // Use ExplosiveDef for explosionDamageFalloff
float? direction = new float?(this.origin.AngleToFlat(this.destination)); // This remains from original logic
float screenShakeFactor = ExplosiveDef.screenShakeFactor; // Use ExplosiveDef for screenShakeFactor
bool doExplosionVFX = ExplosiveDef.doExplosionVFX; // Use ExplosiveDef for doExplosionVFX
GenExplosion.DoExplosion(
center: ExactPosition.ToIntVec3(), // 爆炸中心
map: map, // 地图
radius: explosionRadius, // 爆炸半径
damType: damageDef, // 伤害类型
instigator: launcher, // 制造者
damAmount: damageAmount, // 伤害量
armorPenetration: armorPenetration, // 护甲穿透
explosionSound: soundExplode, // 爆炸音效
weapon: equipmentDef, // 武器
projectile: def, // 弹药定义
intendedTarget: thing, // 预期目标
postExplosionSpawnThingDef: postExplosionSpawnThingDef, // 爆炸后生成物
postExplosionSpawnChance: postExplosionSpawnChance, // 爆炸后生成几率
postExplosionSpawnThingCount: postExplosionSpawnThingCount, // 爆炸后生成数量
postExplosionGasType: postExplosionGasType, // 气体类型
postExplosionGasRadiusOverride: null, // 爆炸气体半径覆盖
postExplosionGasAmount: 255, // 爆炸气体数量
applyDamageToExplosionCellsNeighbors: applyDamageToExplosionCellsNeighbors, // 是否对爆炸单元格邻居造成伤害
preExplosionSpawnThingDef: preExplosionSpawnThingDef, // 爆炸前生成物
preExplosionSpawnChance: preExplosionSpawnChance, // 爆炸前生成几率
preExplosionSpawnThingCount: preExplosionSpawnThingCount, // 爆炸前生成数量
chanceToStartFire: explosionChanceToStartFire, // 是否有几率点燃
damageFalloff: explosionDamageFalloff, // 爆炸伤害衰减
direction: direction, // 方向
ignoredThings: null, // 忽略的物体
affectedAngle: null, // 受影响角度
doVisualEffects: doExplosionVFX, // 是否显示视觉效果
propagationSpeed: 1f, // 传播速度
excludeRadius: 0f, // 排除半径
doSoundEffects: true, // 是否播放音效
postExplosionSpawnThingDefWater: postExplosionSpawnThingDefWater, // 爆炸后在水中生成物
screenShakeFactor: screenShakeFactor, // 屏幕震动因子
flammabilityChanceCurve: null, // 易燃性几率曲线
overrideCells: null, // 覆盖单元格
postExplosionSpawnSingleThingDef: null, // 爆炸后生成单个物体
preExplosionSpawnSingleThingDef: null // 爆炸前生成单个物体
);
}
}
}