// Token: 0x06002252 RID: 8786 RVA: 0x000D128C File Offset: 0x000CF48C protected override bool TryCastShot() { if (this.currentTarget.HasThing && this.currentTarget.Thing.Map != this.caster.Map) { return(false); } ThingDef projectile = this.Projectile; if (projectile == null) { return(false); } ShootLine shootLine; bool flag = base.TryFindShootLineFromTo(this.caster.Position, this.currentTarget, out shootLine); if (this.verbProps.stopBurstWithoutLos && !flag) { return(false); } if (base.EquipmentSource != null) { CompChangeableProjectile comp = base.EquipmentSource.GetComp <CompChangeableProjectile>(); if (comp != null) { comp.Notify_ProjectileLaunched(); } } Thing launcher = this.caster; Thing equipment = base.EquipmentSource; CompMannable compMannable = this.caster.TryGetComp <CompMannable>(); if (compMannable != null && compMannable.ManningPawn != null) { launcher = compMannable.ManningPawn; equipment = this.caster; } Vector3 drawPos = this.caster.DrawPos; Projectile projectile2 = (Projectile)GenSpawn.Spawn(projectile, shootLine.Source, this.caster.Map, WipeMode.Vanish); ShotReport shotReport = ShotReport.HitReportFor(this.caster, this, this.currentTarget); Thing randomCoverToMissInto = shotReport.GetRandomCoverToMissInto(); ThingDef targetCoverDef = (randomCoverToMissInto != null) ? randomCoverToMissInto.def : null; ProjectileHitFlags projectileHitFlags4 = ProjectileHitFlags.IntendedTarget; this.ThrowDebugText("ToHit" + (this.canHitNonTargetPawnsNow ? "\nchntp" : "")); if (this.currentTarget.Thing != null) { projectile2.Launch(launcher, drawPos, this.currentTarget, this.currentTarget, projectileHitFlags4, false, equipment, targetCoverDef); this.ThrowDebugText("Hit\nDest", this.currentTarget.Cell); } else { projectile2.Launch(launcher, drawPos, shootLine.Dest, this.currentTarget, projectileHitFlags4, false, equipment, targetCoverDef); this.ThrowDebugText("Hit\nDest", shootLine.Dest); } return(true); }
protected new bool?TryLaunchProjectile(ThingDef projectileDef, LocalTargetInfo launchTarget) { ShootLine shootLine; bool flag = base.TryFindShootLineFromTo(this.caster.Position, launchTarget, out shootLine); bool flag2 = this.verbProps.stopBurstWithoutLos && !flag; bool? result; if (flag2) { result = new bool?(false); } else { Vector3 drawPos = this.caster.DrawPos; Projectile projectile = (Projectile)GenSpawn.Spawn(projectileDef, shootLine.Source, this.caster.Map, WipeMode.Vanish); SoundDef soundCast = this.verbProps.soundCast; if (soundCast != null) { soundCast.PlayOneShot(new TargetInfo(this.caster.Position, this.caster.Map, false)); } SoundDef soundCastTail = this.verbProps.soundCastTail; if (soundCastTail != null) { soundCastTail.PlayOneShotOnCamera(null); } bool drawShooting = DebugViewSettings.drawShooting; if (drawShooting) { MoteMaker.ThrowText(this.caster.DrawPos, this.caster.Map, "ToHit", -1f); } ProjectileHitFlags projectileHitFlags = ProjectileHitFlags.IntendedTarget; bool canHitNonTargetPawnsNow = this.canHitNonTargetPawnsNow; if (canHitNonTargetPawnsNow) { projectileHitFlags |= ProjectileHitFlags.NonTargetPawns; } bool flag3 = !this.currentTarget.HasThing || this.currentTarget.Thing.def.Fillage == FillCategory.Full; if (flag3) { projectileHitFlags |= ProjectileHitFlags.NonTargetWorld; } // miss chance ShotReport shotReport = ShotReport.HitReportFor(this.caster, this, this.currentTarget); Thing randomCoverToMissInto = shotReport.GetRandomCoverToMissInto(); ThingDef targetCoverDef = (randomCoverToMissInto == null) ? null : randomCoverToMissInto.def; if (!Rand.Chance(shotReport.AimOnTargetChance_IgnoringPosture) && !((VerbProperties_Ability)verbProps).AlwaysHits) { shootLine.ChangeDestToMissWild(shotReport.AimOnTargetChance_StandardTarget); ProjectileHitFlags projectileHitFlags2 = ProjectileHitFlags.NonTargetWorld; if (Rand.Chance(0.5f) && this.canHitNonTargetPawnsNow) { projectileHitFlags2 |= ProjectileHitFlags.NonTargetPawns; } projectile.Launch(caster, drawPos, shootLine.Dest, this.currentTarget, projectileHitFlags2, null, targetCoverDef); return(true); } if (this.currentTarget.Thing != null && this.currentTarget.Thing.def.category == ThingCategory.Pawn && !Rand.Chance(shotReport.PassCoverChance) && !((VerbProperties_Ability)verbProps).AlwaysHits) { ProjectileHitFlags projectileHitFlags3 = ProjectileHitFlags.NonTargetWorld; if (this.canHitNonTargetPawnsNow) { projectileHitFlags3 |= ProjectileHitFlags.NonTargetPawns; } projectile.Launch(caster, drawPos, randomCoverToMissInto, this.currentTarget, projectileHitFlags3, null, targetCoverDef); return(true); } // miss chance end projectile.Launch(caster, launchTarget, launchTarget, projectileHitFlags, null); result = new bool?(true); } return(result); }
/// <summary> /// Tries the cast shot. /// </summary> /// <returns></returns> protected override bool TryCastShot() { if (currentTarget.HasThing && currentTarget.Thing.Map != caster.Map) { return(false); } ThingDef projectile = Projectile; if (projectile == null) { return(false); } ShootLine resultingLine; bool flag = TryFindShootLineFromTo(caster.Position, currentTarget, out resultingLine); if (verbProps.stopBurstWithoutLos && !flag) { return(false); } if (base.EquipmentSource != null) { base.EquipmentSource.GetComp <CompChangeableProjectile>()?.Notify_ProjectileLaunched(); } Thing launcher = caster; Thing equipment = base.EquipmentSource; CompMannable compMannable = caster.TryGetComp <CompMannable>(); if (compMannable != null && compMannable.ManningPawn != null) { launcher = compMannable.ManningPawn; equipment = caster; } Vector3 drawPos = caster.DrawPos; Projectile projectile2 = (Projectile)GenSpawn.Spawn(projectile, resultingLine.Source, caster.Map); if (verbProps.forcedMissRadius > 0.5f) { float num = VerbUtility.CalculateAdjustedForcedMiss(verbProps.forcedMissRadius, currentTarget.Cell - caster.Position); if (num > 0.5f) { int max = GenRadial.NumCellsInRadius(num); int num2 = Rand.Range(0, max); if (num2 > 0) { IntVec3 c = currentTarget.Cell + GenRadial.RadialPattern[num2]; ProjectileHitFlags projectileHitFlags = ProjectileHitFlags.NonTargetWorld; if (Rand.Chance(0.5f)) { projectileHitFlags = ProjectileHitFlags.All; } if (!canHitNonTargetPawnsNow) { projectileHitFlags &= ~ProjectileHitFlags.NonTargetPawns; } projectile2.Launch(launcher, drawPos, c, currentTarget, projectileHitFlags, equipment); return(true); } } } ShotReport shotReport = ShotReport.HitReportFor(caster, this, currentTarget); Thing randomCoverToMissInto = shotReport.GetRandomCoverToMissInto(); ThingDef targetCoverDef = randomCoverToMissInto?.def; //never miss ProjectileHitFlags projectileHitFlags4 = ProjectileHitFlags.IntendedTarget; if (currentTarget.Thing != null) { projectile2.Launch(launcher, drawPos, currentTarget, currentTarget, projectileHitFlags4, equipment, targetCoverDef); } else { projectile2.Launch(launcher, drawPos, resultingLine.Dest, currentTarget, projectileHitFlags4, equipment, targetCoverDef); } return(true); }
// Token: 0x0600651E RID: 25886 RVA: 0x001B8BC0 File Offset: 0x001B6FC0 public static bool TryCastExtraShot(ref AbilitesExtended.Verb_EquipmentLaunchProjectile __instance, LocalTargetInfo currentTarget, bool canHitNonTargetPawnsNow) { if (currentTarget.HasThing && currentTarget.Thing.Map != __instance.caster.Map) { return(false); } ThingDef projectile = __instance.Projectile; if (projectile == null) { return(false); } ShootLine shootLine; bool flag = __instance.TryFindShootLineFromTo(__instance.caster.Position, currentTarget, out shootLine); if (__instance.verbProps.stopBurstWithoutLos && !flag) { return(false); } if (__instance.EquipmentSource != null) { CompChangeableProjectile comp = __instance.EquipmentSource.GetComp <CompChangeableProjectile>(); if (comp != null) { comp.Notify_ProjectileLaunched(); } } Thing launcher = __instance.caster; Thing equipment = __instance.EquipmentSource; CompMannable compMannable = __instance.caster.TryGetCompFast <CompMannable>(); if (compMannable != null && compMannable.ManningPawn != null) { launcher = compMannable.ManningPawn; equipment = __instance.caster; } Vector3 drawPos = __instance.caster.DrawPos; Projectile projectile2 = (Projectile)GenSpawn.Spawn(projectile, shootLine.Source, __instance.caster.Map, WipeMode.Vanish); if (__instance.verbProps.forcedMissRadius > 0.5f) { float num = VerbUtility.CalculateAdjustedForcedMiss(__instance.verbProps.forcedMissRadius, currentTarget.Cell - __instance.caster.Position); if (num > 0.5f) { int max = GenRadial.NumCellsInRadius(num); Rand.PushState(); int num2 = Rand.Range(0, max); Rand.PopState(); if (num2 > 0) { IntVec3 c = currentTarget.Cell + GenRadial.RadialPattern[num2]; ProjectileHitFlags projectileHitFlags = ProjectileHitFlags.NonTargetWorld; Rand.PushState(); if (Rand.Chance(0.5f)) { projectileHitFlags = ProjectileHitFlags.All; } Rand.PopState(); if (!canHitNonTargetPawnsNow) { projectileHitFlags &= ~ProjectileHitFlags.NonTargetPawns; } projectile2.Launch(launcher, drawPos, c, currentTarget, projectileHitFlags, equipment, null); return(true); } } } ShotReport shotReport = ShotReport.HitReportFor(__instance.caster, __instance, currentTarget); Thing randomCoverToMissInto = shotReport.GetRandomCoverToMissInto(); ThingDef targetCoverDef = randomCoverToMissInto?.def; Rand.PushState(); bool f1 = !Rand.Chance(shotReport.AimOnTargetChance_IgnoringPosture); Rand.PopState(); if (f1) { shootLine.ChangeDestToMissWild(shotReport.AimOnTargetChance_StandardTarget); ProjectileHitFlags projectileHitFlags2 = ProjectileHitFlags.NonTargetWorld; Rand.PushState(); if (Rand.Chance(0.5f) && canHitNonTargetPawnsNow) { projectileHitFlags2 |= ProjectileHitFlags.NonTargetPawns; } Rand.PopState(); projectile2.Launch(launcher, drawPos, shootLine.Dest, currentTarget, projectileHitFlags2, equipment, targetCoverDef); return(true); } Rand.PushState(); bool f2 = !Rand.Chance(shotReport.PassCoverChance); Rand.PopState(); if (currentTarget.Thing != null && currentTarget.Thing.def.category == ThingCategory.Pawn && f2) { ProjectileHitFlags projectileHitFlags3 = ProjectileHitFlags.NonTargetWorld; if (canHitNonTargetPawnsNow) { projectileHitFlags3 |= ProjectileHitFlags.NonTargetPawns; } projectile2.Launch(launcher, drawPos, randomCoverToMissInto, currentTarget, projectileHitFlags3, equipment, targetCoverDef); return(true); } ProjectileHitFlags projectileHitFlags4 = ProjectileHitFlags.IntendedTarget; if (canHitNonTargetPawnsNow) { projectileHitFlags4 |= ProjectileHitFlags.NonTargetPawns; } if (!currentTarget.HasThing || currentTarget.Thing.def.Fillage == FillCategory.Full) { projectileHitFlags4 |= ProjectileHitFlags.NonTargetWorld; } if (currentTarget.Thing != null) { projectile2.Launch(launcher, drawPos, currentTarget, currentTarget, projectileHitFlags4, equipment, targetCoverDef); } else { projectile2.Launch(launcher, drawPos, shootLine.Dest, currentTarget, projectileHitFlags4, equipment, targetCoverDef); } return(true); }
// Token: 0x060057CC RID: 22476 RVA: 0x0017B880 File Offset: 0x00179C80 protected override bool TryCastShot() { //If we are aiming at something real on the map if (this.currentTarget.HasThing && this.currentTarget.Thing.Map != this.caster.Map) { return(false); } ThingDef projectile = this.Projectile; if (projectile == null) { return(false); } //Check to see if we have line of sight ShootLine shootLine; bool flag = base.TryFindShootLineFromTo(this.caster.Position, this.currentTarget, out shootLine); if (this.verbProps.stopBurstWithoutLos && !flag) { return(false); } if (this.ownerEquipment != null) { CompChangeableProjectile comp = this.ownerEquipment.GetComp <CompChangeableProjectile>(); if (comp != null) { //!!!!!!!!!!!!!!!! This could be used to subtract from a battery pack comp.Notify_ProjectileLaunched(); } } //Launcher is the user; equipment is what is being used to shoot Thing launcher = this.caster; Thing equipment = this.ownerEquipment; CompMannable compMannable = this.caster.TryGetComp <CompMannable>(); if (compMannable != null && compMannable.ManningPawn != null) { launcher = compMannable.ManningPawn; equipment = this.caster; } //This drawPos may need to be modified so that the beam emerges from the weapon and not the user Vector3 drawPos = this.caster.DrawPos; Projectile projectile2 = (Projectile)GenSpawn.Spawn(projectile, shootLine.Source, this.caster.Map); //Can the projectile strike something on its flightpath? projectile2.FreeIntercept = (this.canFreeInterceptNow && !projectile2.def.projectile.flyOverhead); //ShotReport gives us our chance that the shot actual hit ShotReport shotReport = ShotReport.HitReportFor(this.caster, this, this.currentTarget); //If the shot was a miss... if (Rand.Value > shotReport.ChanceToNotGoWild_IgnoringPosture) { if (DebugViewSettings.drawShooting) { MoteMaker.ThrowText(this.caster.DrawPos, this.caster.Map, "ToWild", -1f); } //Modify the shoot line to hit something else shootLine.ChangeDestToMissWild(); if (this.currentTarget.HasThing) { //Ensure that the projectile actually hits something else projectile2.ThingToNeverIntercept = this.currentTarget.Thing; } if (!projectile2.def.projectile.flyOverhead) { projectile2.InterceptWalls = true; } //Launch doomed projectile for shootLine's bad destination //Consider giving the beam projectile a function to switch destinations when something gets between launcher and shootLine.Dest projectile2.Launch(launcher, drawPos, shootLine.Dest, equipment, this.currentTarget.Thing); return(true); } if (Rand.Value > shotReport.ChanceToNotHitCover) { if (DebugViewSettings.drawShooting) { MoteMaker.ThrowText(this.caster.DrawPos, this.caster.Map, "ToCover", -1f); } if (this.currentTarget.Thing != null && this.currentTarget.Thing.def.category == ThingCategory.Pawn) { Thing randomCoverToMissInto = shotReport.GetRandomCoverToMissInto(); if (!projectile2.def.projectile.flyOverhead) { projectile2.InterceptWalls = true; } projectile2.Launch(launcher, drawPos, randomCoverToMissInto, equipment, this.currentTarget.Thing); return(true); } } if (DebugViewSettings.drawShooting) { MoteMaker.ThrowText(this.caster.DrawPos, this.caster.Map, "ToHit", -1f); } if (!projectile2.def.projectile.flyOverhead) { projectile2.InterceptWalls = (!this.currentTarget.HasThing || this.currentTarget.Thing.def.Fillage == FillCategory.Full); } if (this.currentTarget.Thing != null) { projectile2.Launch(launcher, drawPos, this.currentTarget, equipment, this.currentTarget.Thing); } else { projectile2.Launch(launcher, drawPos, shootLine.Dest, equipment, this.currentTarget.Thing); } return(true); }
public bool TryCastShot_A16Vanilla_Modified() { if (this.currentTarget.HasThing && this.currentTarget.Thing.Map != this.caster.Map) { return(false); } bool flag = base.TryFindShootLineFromTo(this.caster.Position, this.currentTarget, out ShootLine shootLine); if (this.verbProps.stopBurstWithoutLos && !flag) { return(false); } Vector3 drawPos = this.caster.DrawPos; Projectile projectile = (Projectile)GenSpawn.Spawn(this.verbProps.defaultProjectile, shootLine.Source, this.caster.Map); ///MODIFIED SECTION //////////////////////////////////////////// if (this.lastShotReflected) { ////Log.Message("lastShotReflected Called"); projectile.Launch(this.caster, drawPos, this.currentTarget, this.ownerEquipment); return(true); } //////////////////////////////////////////// // projectile.FreeIntercept = (this.canFreeInterceptNow && !projectile.def.projectile.flyOverhead); if (this.verbProps.forcedMissRadius > 0.5f) { float lengthHorizontalSquared = (this.currentTarget.Cell - this.caster.Position).LengthHorizontalSquared; float num; if (lengthHorizontalSquared < 9f) { num = 0f; } else if (lengthHorizontalSquared < 25f) { num = this.verbProps.forcedMissRadius * 0.5f; } else if (lengthHorizontalSquared < 49f) { num = this.verbProps.forcedMissRadius * 0.8f; } else { num = this.verbProps.forcedMissRadius * 1f; } if (num > 0.5f) { int max = GenRadial.NumCellsInRadius(this.verbProps.forcedMissRadius); int num2 = Rand.Range(0, max); if (num2 > 0) { if (DebugViewSettings.drawShooting) { MoteMaker.ThrowText(this.caster.DrawPos, this.caster.Map, "ToForRad", -1f); } IntVec3 c = this.currentTarget.Cell + GenRadial.RadialPattern[num2]; if (this.currentTarget.HasThing) { projectile.ThingToNeverIntercept = this.currentTarget.Thing; } if (!projectile.def.projectile.flyOverhead) { projectile.InterceptWalls = true; } projectile.Launch(this.caster, drawPos, c, this.ownerEquipment); return(true); } } } ShotReport shotReport = ShotReport.HitReportFor(this.caster, this, this.currentTarget); if (Rand.Value > shotReport.ChanceToNotGoWild_IgnoringPosture) { if (DebugViewSettings.drawShooting) { MoteMaker.ThrowText(this.caster.DrawPos, this.caster.Map, "ToWild", -1f); } shootLine.ChangeDestToMissWild(); if (this.currentTarget.HasThing) { projectile.ThingToNeverIntercept = this.currentTarget.Thing; } if (!projectile.def.projectile.flyOverhead) { projectile.InterceptWalls = true; } projectile.Launch(this.caster, drawPos, shootLine.Dest, this.ownerEquipment); return(true); } if (Rand.Value > shotReport.ChanceToNotHitCover) { if (DebugViewSettings.drawShooting) { MoteMaker.ThrowText(this.caster.DrawPos, this.caster.Map, "ToCover", -1f); } if (this.currentTarget.Thing != null && this.currentTarget.Thing.def.category == ThingCategory.Pawn) { Thing randomCoverToMissInto = shotReport.GetRandomCoverToMissInto(); if (!projectile.def.projectile.flyOverhead) { projectile.InterceptWalls = true; } projectile.Launch(this.caster, drawPos, randomCoverToMissInto, this.ownerEquipment); return(true); } } if (DebugViewSettings.drawShooting) { MoteMaker.ThrowText(this.caster.DrawPos, this.caster.Map, "ToHit", -1f); } if (!projectile.def.projectile.flyOverhead) { projectile.InterceptWalls = (!this.currentTarget.HasThing || this.currentTarget.Thing.def.Fillage == FillCategory.Full); } if (this.currentTarget.Thing != null) { projectile.Launch(this.caster, drawPos, this.currentTarget, this.ownerEquipment); } else { projectile.Launch(this.caster, drawPos, shootLine.Dest, this.ownerEquipment); } return(true); }
public bool FireProjectile() { if (base.currentTarget.HasThing && base.currentTarget.Thing.Map != base.caster.Map) { return(false); } ThingDef projectile = this.Projectile; if (projectile == null) { return(false); } ShootLine shootLine = default(ShootLine); bool flag = base.TryFindShootLineFromTo(base.caster.Position, base.currentTarget, out shootLine); if (base.verbProps.stopBurstWithoutLos && !flag) { return(false); } if (base.EquipmentSource != null) { CompChangeableProjectile comp = base.EquipmentSource.GetComp <CompChangeableProjectile>(); if (comp != null) { comp.Notify_ProjectileLaunched(); } } Thing launcher = base.caster; Thing equipment = base.EquipmentSource; CompMannable compMannable = base.caster.TryGetComp <CompMannable>(); if (compMannable != null && compMannable.ManningPawn != null) { launcher = compMannable.ManningPawn; equipment = base.caster; // Earn skills if (compMannable.ManningPawn.skills != null) { int skillsAffectingAccuracy = 0; if (Settings.intellectualAffectsMortarAccuracy) { skillsAffectingAccuracy++; } if (Settings.shootingAffectsMortarAccuracy) { skillsAffectingAccuracy++; } float skillXP = verbProps.AdjustedFullCycleTime(this, CasterPawn) * 100; skillXP /= skillsAffectingAccuracy; if (Settings.intellectualAffectsMortarAccuracy) { compMannable.ManningPawn.skills.Learn(SkillDefOf.Intellectual, skillXP, false); } if (Settings.shootingAffectsMortarAccuracy) { compMannable.ManningPawn.skills.Learn(SkillDefOf.Shooting, skillXP, false); } } } Vector3 drawPos = base.caster.DrawPos; Projectile projectile2 = (Projectile)GenSpawn.Spawn(projectile, shootLine.Source, base.caster.Map, WipeMode.Vanish); // If targetting a pawn if (Settings.targetLeading) { if (currentTarget != null && currentTarget.Thing != null && currentTarget.Thing is Pawn targetPawn && targetPawn.pather.curPath != null) { List <IntVec3> nodes = new List <IntVec3>(targetPawn.pather.curPath.NodesReversed); nodes.Reverse(); // Purge outdated nodes from list for (int i = 0; i < nodes.Count; i++) { if (nodes[i] == targetPawn.Position) { // Remove all previous nodes nodes.RemoveRange(0, i); //Log.Message("Removed " + i + " entries. First node is now " + nodes[0].ToString()); break; } } // Path of target pawn from current to destination // Need travel speed of pawn, estimate Vec3 they will be in based on travel speed of our projectile float targetMoveSpeed = targetPawn.GetStatValue(StatDefOf.MoveSpeed); float projectileMoveSpeed = projectile.projectile.speed; // Estimate position target will be in after this amount of time IntVec3 bestTarget = targetPawn.Position; float bestTimeOffset = float.MaxValue; //Log.Message("Default time offset = " + Mathf.Abs(((targetPawn.Position - caster.Position).LengthHorizontal) / projectileMoveSpeed)); float accumulatedTargetTime = 0f; IntVec3 previousPosition = targetPawn.Position; foreach (IntVec3 pathPosition in nodes) { float projectileDistanceFromTarget = (pathPosition - caster.Position).LengthHorizontal; float timeForProjectileToReachPosition = projectileDistanceFromTarget / projectileMoveSpeed; //float pawnDistanceFromTarget = (pathPosition - targetPawn.Position).LengthHorizontal; //float timeForPawnToReachPosition = pawnDistanceFromTarget / targetMoveSpeed; float pawnDistanceFromLastPositionToHere = (pathPosition - previousPosition).LengthHorizontal; float timeForPawnToReachPositionFromLastPosition = pawnDistanceFromLastPositionToHere / targetMoveSpeed; accumulatedTargetTime += timeForPawnToReachPositionFromLastPosition; float timeOffset = Mathf.Abs(timeForProjectileToReachPosition - accumulatedTargetTime); if (timeOffset < bestTimeOffset) { bestTarget = pathPosition; bestTimeOffset = timeOffset; //Log.Message("Position " + pathPosition.ToString() + " is better. Time offset is " + timeOffset); } else { //Log.Message("Position " + pathPosition.ToString() + " is not better. Time offset is " + timeOffset); } previousPosition = pathPosition; } //Log.Message("Initial target cell = " + currentTarget.Cell.ToString() + " and new target is " + bestTarget.ToString()); currentTarget = new LocalTargetInfo(bestTarget); } } if (base.verbProps.forcedMissRadius > 0.5f) { float adjustedForcedMissRadius = GetAdjustedForcedMissRadius(); ProjectileHitFlags projectileHitFlags = ProjectileHitFlags.All; IntVec3 c = currentTarget.Cell; if (adjustedForcedMissRadius > 0.5f) { int max = GenRadial.NumCellsInRadius(adjustedForcedMissRadius); int num2 = Rand.Range(0, max); c = base.currentTarget.Cell + GenRadial.RadialPattern[num2]; /*if (num2 > 0) * { * this.ThrowDebugText("ToRadius"); * this.ThrowDebugText("Rad\nDest", c); * ProjectileHitFlags projectileHitFlags = ProjectileHitFlags.NonTargetWorld; * if (Rand.Chance(0.5f)) * { * projectileHitFlags = ProjectileHitFlags.All; * } * if (!base.canHitNonTargetPawnsNow) * { * projectileHitFlags &= ~ProjectileHitFlags.NonTargetPawns; * } * projectile2.Launch(launcher, drawPos, c, base.currentTarget, projectileHitFlags, equipment, null); * return true; * }*/ } //Log.Message("Final target is " + c.ToString()); projectile2.Launch(launcher, drawPos, c, base.currentTarget, projectileHitFlags, equipment, null); return(true); } ShotReport shotReport = ShotReport.HitReportFor(base.caster, this, base.currentTarget); Thing randomCoverToMissInto = shotReport.GetRandomCoverToMissInto(); ThingDef targetCoverDef = (randomCoverToMissInto == null) ? null : randomCoverToMissInto.def; /*if (!Rand.Chance(shotReport.AimOnTargetChance_IgnoringPosture)) * { * shootLine.ChangeDestToMissWild(shotReport.AimOnTargetChance_StandardTarget); * this.ThrowDebugText("ToWild" + ((!base.canHitNonTargetPawnsNow) ? string.Empty : "\nchntp")); * this.ThrowDebugText("Wild\nDest", shootLine.Dest); * ProjectileHitFlags projectileHitFlags2 = ProjectileHitFlags.NonTargetWorld; * if (Rand.Chance(0.5f) && base.canHitNonTargetPawnsNow) * { * projectileHitFlags2 |= ProjectileHitFlags.NonTargetPawns; * } * projectile2.Launch(launcher, drawPos, shootLine.Dest, base.currentTarget, projectileHitFlags2, equipment, targetCoverDef); * return true; * }*/ /*if (base.currentTarget.Thing != null && base.currentTarget.Thing.def.category == ThingCategory.Pawn && !Rand.Chance(shotReport.PassCoverChance)) * { * this.ThrowDebugText("ToCover" + ((!base.canHitNonTargetPawnsNow) ? string.Empty : "\nchntp")); * this.ThrowDebugText("Cover\nDest", randomCoverToMissInto.Position); * ProjectileHitFlags projectileHitFlags3 = ProjectileHitFlags.NonTargetWorld; * if (base.canHitNonTargetPawnsNow) * { * projectileHitFlags3 |= ProjectileHitFlags.NonTargetPawns; * } * projectile2.Launch(launcher, drawPos, randomCoverToMissInto, base.currentTarget, projectileHitFlags3, equipment, targetCoverDef); * return true; * }*/ ProjectileHitFlags projectileHitFlags4 = ProjectileHitFlags.IntendedTarget; if (base.canHitNonTargetPawnsNow) { projectileHitFlags4 |= ProjectileHitFlags.NonTargetPawns; } if (!base.currentTarget.HasThing || base.currentTarget.Thing.def.Fillage == FillCategory.Full) { projectileHitFlags4 |= ProjectileHitFlags.NonTargetWorld; } this.ThrowDebugText("ToHit" + ((!base.canHitNonTargetPawnsNow) ? string.Empty : "\nchntp")); if (base.currentTarget.Thing != null) { projectile2.Launch(launcher, drawPos, base.currentTarget, base.currentTarget, projectileHitFlags4, equipment, targetCoverDef); this.ThrowDebugText("Hit\nDest", base.currentTarget.Cell); } else { projectile2.Launch(launcher, drawPos, shootLine.Dest, base.currentTarget, projectileHitFlags4, equipment, targetCoverDef); this.ThrowDebugText("Hit\nDest", shootLine.Dest); } return(true); }
// Token: 0x06002252 RID: 8786 RVA: 0x000D128C File Offset: 0x000CF48C protected bool base_TryCastShot() { if (this.currentTarget.HasThing && this.currentTarget.Thing.Map != this.caster.Map) { return(false); } ThingDef projectile = this.Projectile; if (projectile == null) { return(false); } ShootLine shootLine; bool flag = base.TryFindShootLineFromTo(this.caster.Position, this.currentTarget, out shootLine); if (this.verbProps.stopBurstWithoutLos && !flag) { return(false); } if (base.EquipmentSource != null) { CompChangeableProjectile comp = base.EquipmentSource.GetComp <CompChangeableProjectile>(); if (comp != null) { comp.Notify_ProjectileLaunched(); } //修改精度 if (CompShootMode != null) { CompShootMode.PostPreEachShoot(this); } } Thing launcher = this.caster; Thing equipment = base.EquipmentSource; CompMannable compMannable = this.caster.TryGetComp <CompMannable>(); if (compMannable != null && compMannable.ManningPawn != null) { launcher = compMannable.ManningPawn; equipment = this.caster; } Vector3 drawPos = this.caster.DrawPos; Projectile projectile2 = (Projectile)GenSpawn.Spawn(projectile, shootLine.Source, this.caster.Map, WipeMode.Vanish); //强制误差半径,无视技能等级(原版迫击炮) if (this.verbProps.forcedMissRadius > 0.5f) { float num = VerbUtility.CalculateAdjustedForcedMiss(this.verbProps.forcedMissRadius, this.currentTarget.Cell - this.caster.Position); if (num > 0.5f) { int max = GenRadial.NumCellsInRadius(num); int num2 = Rand.Range(0, max); if (num2 > 0) { IntVec3 c = this.currentTarget.Cell + GenRadial.RadialPattern[num2]; this.ThrowDebugText("ToRadius"); this.ThrowDebugText("Rad\nDest", c); ProjectileHitFlags projectileHitFlags = ProjectileHitFlags.NonTargetWorld; if (Rand.Chance(0.5f)) { projectileHitFlags = ProjectileHitFlags.All; } if (!this.canHitNonTargetPawnsNow) { projectileHitFlags &= ~ProjectileHitFlags.NonTargetPawns; } LanuchWithDamageMultiplier(projectile2, launcher, drawPos, c, this.currentTarget, projectileHitFlags, equipment, null); return(true); } } } ShotReport shotReport = ShotReport.HitReportFor(this.caster, this, this.currentTarget); Thing randomCoverToMissInto = shotReport.GetRandomCoverToMissInto(); ThingDef targetCoverDef = (randomCoverToMissInto != null) ? randomCoverToMissInto.def : null; if (!Rand.Chance(shotReport.AimOnTargetChance_IgnoringPosture)) { shootLine.ChangeDestToMissWild(shotReport.AimOnTargetChance_StandardTarget); this.ThrowDebugText("ToWild" + (this.canHitNonTargetPawnsNow ? "\nchntp" : "")); this.ThrowDebugText("Wild\nDest", shootLine.Dest); ProjectileHitFlags projectileHitFlags2 = ProjectileHitFlags.NonTargetWorld; if (Rand.Chance(0.5f) && this.canHitNonTargetPawnsNow) { projectileHitFlags2 |= ProjectileHitFlags.NonTargetPawns; } LanuchWithDamageMultiplier(projectile2, launcher, drawPos, shootLine.Dest, this.currentTarget, projectileHitFlags2, equipment, targetCoverDef); return(true); } if (this.currentTarget.Thing != null && this.currentTarget.Thing.def.category == ThingCategory.Pawn && !Rand.Chance(shotReport.PassCoverChance)) { this.ThrowDebugText("ToCover" + (this.canHitNonTargetPawnsNow ? "\nchntp" : "")); this.ThrowDebugText("Cover\nDest", randomCoverToMissInto.Position); ProjectileHitFlags projectileHitFlags3 = ProjectileHitFlags.NonTargetWorld; if (this.canHitNonTargetPawnsNow) { projectileHitFlags3 |= ProjectileHitFlags.NonTargetPawns; } LanuchWithDamageMultiplier(projectile2, launcher, drawPos, randomCoverToMissInto, this.currentTarget, projectileHitFlags3, equipment, targetCoverDef); return(true); } ProjectileHitFlags projectileHitFlags4 = ProjectileHitFlags.IntendedTarget; if (this.canHitNonTargetPawnsNow) { projectileHitFlags4 |= ProjectileHitFlags.NonTargetPawns; } if (!this.currentTarget.HasThing || this.currentTarget.Thing.def.Fillage == FillCategory.Full) { projectileHitFlags4 |= ProjectileHitFlags.NonTargetWorld; } this.ThrowDebugText("ToHit" + (this.canHitNonTargetPawnsNow ? "\nchntp" : "")); if (this.currentTarget.Thing != null) { LanuchWithDamageMultiplier(projectile2, launcher, drawPos, this.currentTarget, this.currentTarget, projectileHitFlags4, equipment, targetCoverDef); this.ThrowDebugText("Hit\nDest", this.currentTarget.Cell); } else { LanuchWithDamageMultiplier(projectile2, launcher, drawPos, shootLine.Dest, this.currentTarget, projectileHitFlags4, equipment, targetCoverDef); this.ThrowDebugText("Hit\nDest", shootLine.Dest); } return(true); }
protected bool?TryLaunchProjectile(ThingDef projectileDef, LocalTargetInfo launchTarget) { bool flag = base.TryFindShootLineFromTo(this.caster.Position, launchTarget, out ShootLine shootLine); if (this.verbProps.stopBurstWithoutLos && !flag) { return(false); } Vector3 drawPos = this.caster.DrawPos; Projectile_AbilityBase projectile = (Projectile_AbilityBase)GenSpawn.Spawn(projectileDef, shootLine.Source, this.caster.Map); projectile.extraDamages = this.UseAbilityProps.extraDamages; projectile.localSpawnThings = this.UseAbilityProps.thingsToSpawn; projectile.FreeIntercept = (this.canFreeInterceptNow && !projectile.def.projectile.flyOverhead); ShotReport shotReport = ShotReport.HitReportFor(this.caster, this, launchTarget); if (this.verbProps.soundCast != null) { this.verbProps.soundCast.PlayOneShot(new TargetInfo(this.caster.Position, this.caster.Map, false)); } if (this.verbProps.soundCastTail != null) { this.verbProps.soundCastTail.PlayOneShotOnCamera(); } if (!this.UseAbilityProps.AlwaysHits) { if (Rand.Value > shotReport.ChanceToNotGoWild_IgnoringPosture) { if (DebugViewSettings.drawShooting) { MoteMaker.ThrowText(this.caster.DrawPos, this.caster.Map, "ToWild", -1f); } shootLine.ChangeDestToMissWild(); if (launchTarget.HasThing) { projectile.ThingToNeverIntercept = launchTarget.Thing; } if (!projectile.def.projectile.flyOverhead) { projectile.InterceptWalls = true; } // //Log.Message("LaunchingIntoWild"); projectile.Launch(this.caster, drawPos, shootLine.Dest, this.ownerEquipment, this.UseAbilityProps.hediffsToApply, this.UseAbilityProps.mentalStatesToApply, this.UseAbilityProps.thingsToSpawn); return(true); } if (Rand.Value > shotReport.ChanceToNotHitCover) { if (DebugViewSettings.drawShooting) { MoteMaker.ThrowText(this.caster.DrawPos, this.caster.Map, "ToCover", -1f); } if (launchTarget.Thing != null && launchTarget.Thing.def.category == ThingCategory.Pawn) { Thing randomCoverToMissInto = shotReport.GetRandomCoverToMissInto(); if (!projectile.def.projectile.flyOverhead) { projectile.InterceptWalls = true; } // //Log.Message("LaunchingINtoCover"); projectile.Launch(this.caster, drawPos, randomCoverToMissInto, this.ownerEquipment, this.UseAbilityProps.hediffsToApply, this.UseAbilityProps.mentalStatesToApply, this.UseAbilityProps.thingsToSpawn); return(true); } } } if (DebugViewSettings.drawShooting) { MoteMaker.ThrowText(this.caster.DrawPos, this.caster.Map, "ToHit", -1f); } if (!projectile.def.projectile.flyOverhead) { projectile.InterceptWalls = (!launchTarget.HasThing || launchTarget.Thing.def.Fillage == FillCategory.Full); } projectile.Launch(this.caster, drawPos, launchTarget, null, this.UseAbilityProps.hediffsToApply, this.UseAbilityProps.mentalStatesToApply, this.UseAbilityProps.thingsToSpawn); return(true); }
protected override bool TryCastShot() { if (this.currentTarget.HasThing && this.currentTarget.Thing.Map != this.caster.Map) { return(false); } ThingDef projectile = this.Projectile; if (projectile == null) { return(false); } ShootLine shootLine; bool flag = base.TryFindShootLineFromTo(this.caster.Position, this.currentTarget, out shootLine); if (this.verbProps.stopBurstWithoutLos && !flag) { return(false); } if (base.EquipmentSource != null) { CompChangeableProjectile comp = base.EquipmentSource.GetComp <CompChangeableProjectile>(); if (comp != null) { comp.Notify_ProjectileLaunched(); } } Thing launcher = this.caster; Thing equipment = base.EquipmentSource; CompMannable compMannable = this.caster.TryGetComp <CompMannable>(); if (compMannable != null && compMannable.ManningPawn != null) { launcher = compMannable.ManningPawn; equipment = this.caster; } /* * if (equipment == null) * { * Log.Message("equipment==null"); * } * else * { * Log.Message(equipment.LabelShortCap); * } */ Vector3 drawPos = this.caster.DrawPos; Projectile projectile2 = (Projectile)GenSpawn.Spawn(projectile, shootLine.Source, this.caster.Map, WipeMode.Vanish); if (this.verbProps.forcedMissRadius > 0.5f) { float num = VerbUtility.CalculateAdjustedForcedMiss(this.verbProps.forcedMissRadius, this.currentTarget.Cell - this.caster.Position); if (num > 0.5f) { int max = GenRadial.NumCellsInRadius(num); Rand.PushState(); int num2 = Rand.Range(0, max); Rand.PopState(); if (num2 > 0) { IntVec3 c = this.currentTarget.Cell + GenRadial.RadialPattern[num2]; this.ThrowDebugText("ToRadius"); this.ThrowDebugText("Rad\nDest", c); ProjectileHitFlags projectileHitFlags = ProjectileHitFlags.NonTargetWorld; Rand.PushState(); if (Rand.Chance(0.5f)) { projectileHitFlags = ProjectileHitFlags.All; } Rand.PopState(); if (!this.canHitNonTargetPawnsNow) { projectileHitFlags &= ~ProjectileHitFlags.NonTargetPawns; } // Log.Message("EquipmentAbility projectile2.Launch forcedMissRadius"); projectile2.Launch(launcher, drawPos, c, this.currentTarget, projectileHitFlags, equipment, null); return(true); } } } ShotReport shotReport = ShotReport.HitReportFor(this.caster, this, this.currentTarget); Thing randomCoverToMissInto = shotReport.GetRandomCoverToMissInto(); ThingDef targetCoverDef = (randomCoverToMissInto != null) ? randomCoverToMissInto.def : null; Rand.PushState(); bool AimOnTarget = Rand.Chance(shotReport.AimOnTargetChance_IgnoringPosture); Rand.PopState(); if (!AimOnTarget) { shootLine.ChangeDestToMissWild(shotReport.AimOnTargetChance_StandardTarget); this.ThrowDebugText("ToWild" + (this.canHitNonTargetPawnsNow ? "\nchntp" : "")); this.ThrowDebugText("Wild\nDest", shootLine.Dest); ProjectileHitFlags projectileHitFlags2 = ProjectileHitFlags.NonTargetWorld; Rand.PushState(); if (Rand.Chance(0.5f) && this.canHitNonTargetPawnsNow) { projectileHitFlags2 |= ProjectileHitFlags.NonTargetPawns; } Rand.PopState(); projectile2.Launch(launcher, drawPos, shootLine.Dest, this.currentTarget, projectileHitFlags2, equipment, targetCoverDef); // Log.Message("EquipmentAbility projectile2.Launch OffTarget"); return(true); } Rand.PushState(); bool PassCover = Rand.Chance(shotReport.PassCoverChance); Rand.PopState(); if (this.currentTarget.Thing != null && this.currentTarget.Thing.def.category == ThingCategory.Pawn && !PassCover) { this.ThrowDebugText("ToCover" + (this.canHitNonTargetPawnsNow ? "\nchntp" : "")); this.ThrowDebugText("Cover\nDest", randomCoverToMissInto.Position); ProjectileHitFlags projectileHitFlags3 = ProjectileHitFlags.NonTargetWorld; if (this.canHitNonTargetPawnsNow) { projectileHitFlags3 |= ProjectileHitFlags.NonTargetPawns; } projectile2.Launch(launcher, drawPos, randomCoverToMissInto, this.currentTarget, projectileHitFlags3, equipment, targetCoverDef); // Log.Message("EquipmentAbility projectile2.Launch IntoCover"); return(true); } ProjectileHitFlags projectileHitFlags4 = ProjectileHitFlags.IntendedTarget; if (this.canHitNonTargetPawnsNow) { projectileHitFlags4 |= ProjectileHitFlags.NonTargetPawns; } if (!this.currentTarget.HasThing || this.currentTarget.Thing.def.Fillage == FillCategory.Full) { projectileHitFlags4 |= ProjectileHitFlags.NonTargetWorld; } this.ThrowDebugText("ToHit" + (this.canHitNonTargetPawnsNow ? "\nchntp" : "")); if (this.currentTarget.Thing != null) { projectile2.Launch(launcher, drawPos, this.currentTarget, this.currentTarget, projectileHitFlags4, equipment, targetCoverDef); // Log.Message("EquipmentAbility projectile2.Launch NoThing"); this.ThrowDebugText("Hit\nDest", this.currentTarget.Cell); } else { projectile2.Launch(launcher, drawPos, shootLine.Dest, this.currentTarget, projectileHitFlags4, equipment, targetCoverDef); // Log.Message("EquipmentAbility projectile2.Launch AtThing"); this.ThrowDebugText("Hit\nDest", shootLine.Dest); } return(true); // return this.ability.Activate(this.currentTarget, this.currentDestination); }
protected override bool TryCastShot() { // Log.Message("TryCastShot"); this.TargetsAoE.Clear(); UpdateTargets(); int burstshots = this.ShotsPerBurst; if (this.warpverbprops.PsykerPowerCategory != PsykerPowerTargetCategory.TargetAoE && this.TargetsAoE.Count > 1) { this.TargetsAoE.RemoveRange(0, TargetsAoE.Count - 1); } // Log.Message("Targeting: " + TargetsAoE.Count.ToString()); for (int i = 0; i < TargetsAoE.Count; i++) { // Log.Message(TargetsAoE[i].Thing.Label); for (int j = 0; j < burstshots; j++) { ShootLine shootLine; bool flag = base.TryFindShootLineFromTo(this.caster.Position, TargetsAoE[i], out shootLine); if (this.verbProps.stopBurstWithoutLos && !flag) { return(false); } Vector3 drawPos = this.caster.DrawPos; Projectile projectile = (Projectile)GenSpawn.Spawn(this.verbProps.projectileDef, shootLine.Source, this.caster.Map); projectile.FreeIntercept = (this.canFreeInterceptNow && !projectile.def.projectile.flyOverhead); ShotReport shotReport = ShotReport.HitReportFor(this.caster, this, TargetsAoE[i]); if (!this.warpverbprops.AlwaysHits) { if (Rand.Value > shotReport.ChanceToNotGoWild_IgnoringPosture) { if (DebugViewSettings.drawShooting) { MoteMaker.ThrowText(this.caster.DrawPos, this.caster.Map, "ToWild", -1f); } shootLine.ChangeDestToMissWild(); if (TargetsAoE[i].HasThing) { projectile.ThingToNeverIntercept = TargetsAoE[i].Thing; } if (!projectile.def.projectile.flyOverhead) { projectile.InterceptWalls = true; } // Log.Message("LaunchingIntoWild"); projectile.Launch(this.caster, drawPos, shootLine.Dest, this.ownerEquipment); return(true); } if (Rand.Value > shotReport.ChanceToNotHitCover) { if (DebugViewSettings.drawShooting) { MoteMaker.ThrowText(this.caster.DrawPos, this.caster.Map, "ToCover", -1f); } if (TargetsAoE[i].Thing != null && TargetsAoE[i].Thing.def.category == ThingCategory.Pawn) { Thing randomCoverToMissInto = shotReport.GetRandomCoverToMissInto(); if (!projectile.def.projectile.flyOverhead) { projectile.InterceptWalls = true; } // Log.Message("LaunchingINtoCover"); projectile.Launch(this.caster, drawPos, randomCoverToMissInto, this.ownerEquipment); return(true); } } } if (DebugViewSettings.drawShooting) { MoteMaker.ThrowText(this.caster.DrawPos, this.caster.Map, "ToHit", -1f); } if (!projectile.def.projectile.flyOverhead) { projectile.InterceptWalls = (!TargetsAoE[i].HasThing || TargetsAoE[i].Thing.def.Fillage == FillCategory.Full); } if (TargetsAoE[i].Thing != null) { // Log.Message("Release Shot at: " + TargetsAoE[i].Thing.Label); if (this.warpverbprops.DrawProjectileOnTarget) { Projectile_WarpPower wprojectile = projectile as Projectile_WarpPower; if (wprojectile != null) { // Log.Message("Launched Warpprojectile"); wprojectile.selectedTarget = TargetsAoE[i].Thing; wprojectile.Caster = this.CasterPawn; wprojectile.Launch(this.caster, drawPos, TargetsAoE[i]); } } else { // Log.Message("Launched Projectile"); projectile.Launch(this.caster, drawPos, TargetsAoE[i]); } } else { if (this.warpverbprops.DrawProjectileOnTarget) { Projectile_WarpPower wprojectile = projectile as Projectile_WarpPower; wprojectile.targetVec = shootLine.Dest.ToVector3(); wprojectile.Launch(this.caster, drawPos, TargetsAoE[i]); } // Log.Message("LaunchingWild"); projectile.Launch(this.caster, drawPos, shootLine.Dest); } } psycomp.TicksToCast = this.warpverbprops.TicksToRecharge; psycomp.TicksToCastMax = this.warpverbprops.TicksToRecharge; } this.burstShotsLeft = 0; if (soul != null) { soul.GainNeed(0.01f * (-warpverbprops.CorruptionFactor)); } // PsykerUtility.PsykerShockEvents(psycomp, psycomp.curPower.PowerLevel); return(true); }
protected new bool?TryLaunchProjectile(ThingDef projectileDef, LocalTargetInfo launchTarget) { DebugMessage(launchTarget.ToString()); var flag = TryFindShootLineFromTo(caster.Position, launchTarget, out var shootLine); if (verbProps.stopBurstWithoutLos && !flag) { DebugMessage("Targeting cancelled"); return(false); } var drawPos = caster.DrawPos; var projectile2 = (Projectile_AbilityBase)GenSpawn.Spawn(projectileDef, shootLine.Source, caster.Map); projectile2.extraDamages = UseAbilityProps.extraDamages; projectile2.localSpawnThings = UseAbilityProps.thingsToSpawn; verbProps.soundCast?.PlayOneShot(new TargetInfo(caster.Position, caster.Map, false)); verbProps.soundCastTail?.PlayOneShotOnCamera(); if (DebugViewSettings.drawShooting) { MoteMaker.ThrowText(caster.DrawPos, caster.Map, "ToHit", -1f); } if (this.verbProps.forcedMissRadius > 0.5f) { float num = VerbUtility.CalculateAdjustedForcedMiss(this.verbProps.forcedMissRadius, this.currentTarget.Cell - this.caster.Position); if (num > 0.5f) { int max = GenRadial.NumCellsInRadius(num); int num2 = Rand.Range(0, max); if (num2 > 0) { IntVec3 c = this.currentTarget.Cell + GenRadial.RadialPattern[num2]; this.ThrowDebugText("ToRadius"); this.ThrowDebugText("Rad\nDest", c); ProjectileHitFlags projectileHitFlags = ProjectileHitFlags.NonTargetWorld; if (Rand.Chance(0.5f)) { projectileHitFlags = ProjectileHitFlags.All; } if (!this.canHitNonTargetPawnsNow) { projectileHitFlags &= ~ProjectileHitFlags.NonTargetPawns; } // projectile2.Launch(CasterPawn, drawPos, c, this.currentTarget, projectileHitFlags, caster, null); projectile2.Launch(caster, Ability.Def, drawPos, c, projectileHitFlags, null, UseAbilityProps.hediffsToApply, UseAbilityProps.mentalStatesToApply, UseAbilityProps.thingsToSpawn); return(true); } } } ShotReport shotReport = ShotReport.HitReportFor(this.caster, this, this.currentTarget); Thing randomCoverToMissInto = shotReport.GetRandomCoverToMissInto(); ThingDef targetCoverDef = (randomCoverToMissInto == null) ? null : randomCoverToMissInto.def; if (!Rand.Chance(shotReport.AimOnTargetChance_IgnoringPosture)) { shootLine.ChangeDestToMissWild(shotReport.AimOnTargetChance_StandardTarget); this.ThrowDebugText("ToWild" + ((!this.canHitNonTargetPawnsNow) ? string.Empty : "\nchntp")); this.ThrowDebugText("Wild\nDest", shootLine.Dest); ProjectileHitFlags projectileHitFlags2 = ProjectileHitFlags.NonTargetWorld; if (Rand.Chance(0.5f) && this.canHitNonTargetPawnsNow) { projectileHitFlags2 |= ProjectileHitFlags.NonTargetPawns; } // projectile2.Launch(CasterPawn, drawPos, shootLine.Dest, this.currentTarget, projectileHitFlags2, caster, targetCoverDef); projectile2.Launch(caster, Ability.Def, drawPos, shootLine.Dest, projectileHitFlags2, null, UseAbilityProps.hediffsToApply, UseAbilityProps.mentalStatesToApply, UseAbilityProps.thingsToSpawn); return(true); } if (this.currentTarget.Thing != null && this.currentTarget.Thing.def.category == ThingCategory.Pawn && !Rand.Chance(shotReport.PassCoverChance)) { this.ThrowDebugText("ToCover" + ((!this.canHitNonTargetPawnsNow) ? string.Empty : "\nchntp")); this.ThrowDebugText("Cover\nDest", randomCoverToMissInto.Position); ProjectileHitFlags projectileHitFlags3 = ProjectileHitFlags.NonTargetWorld; if (this.canHitNonTargetPawnsNow) { projectileHitFlags3 |= ProjectileHitFlags.NonTargetPawns; } // projectile2.Launch(CasterPawn, drawPos, randomCoverToMissInto, this.currentTarget, projectileHitFlags3, caster, targetCoverDef); projectile2.Launch(caster, Ability.Def, drawPos, randomCoverToMissInto, projectileHitFlags3, null, UseAbilityProps.hediffsToApply, UseAbilityProps.mentalStatesToApply, UseAbilityProps.thingsToSpawn); return(true); } ProjectileHitFlags projectileHitFlags4 = ProjectileHitFlags.IntendedTarget; if (this.canHitNonTargetPawnsNow) { projectileHitFlags4 |= ProjectileHitFlags.NonTargetPawns; } if (!this.currentTarget.HasThing || this.currentTarget.Thing.def.Fillage == FillCategory.Full) { projectileHitFlags4 |= ProjectileHitFlags.NonTargetWorld; } this.ThrowDebugText("ToHit" + ((!this.canHitNonTargetPawnsNow) ? string.Empty : "\nchntp")); if (this.currentTarget.Thing != null) { // projectile2.Launch(CasterPawn, drawPos, this.currentTarget, this.currentTarget, projectileHitFlags4, caster, targetCoverDef); projectile2.Launch(caster, Ability.Def, drawPos, currentTarget, projectileHitFlags4, null, UseAbilityProps.hediffsToApply, UseAbilityProps.mentalStatesToApply, UseAbilityProps.thingsToSpawn); this.ThrowDebugText("Hit\nDest", this.currentTarget.Cell); } else { // projectile2.Launch(CasterPawn, drawPos, shootLine.Dest, this.currentTarget, projectileHitFlags4, caster, targetCoverDef); projectile2.Launch(caster, Ability.Def, drawPos, shootLine.Dest, projectileHitFlags4, null, UseAbilityProps.hediffsToApply, UseAbilityProps.mentalStatesToApply, UseAbilityProps.thingsToSpawn); this.ThrowDebugText("Hit\nDest", shootLine.Dest); } /* * ProjectileHitFlags projectileHitFlags4 = ProjectileHitFlags.IntendedTarget; * if (this.canHitNonTargetPawnsNow) * { * projectileHitFlags4 |= ProjectileHitFlags.NonTargetPawns; * } * if (!this.currentTarget.HasThing || this.currentTarget.Thing.def.Fillage == FillCategory.Full) * { * projectileHitFlags4 |= ProjectileHitFlags.NonTargetWorld; * } * DebugMessage(launchTarget.ToString()); * projectile2.Launch(caster, Ability.Def, drawPos, launchTarget, projectileHitFlags4, null, * UseAbilityProps.hediffsToApply, * UseAbilityProps.mentalStatesToApply, UseAbilityProps.thingsToSpawn); */ return(true); }
// Token: 0x0600640C RID: 25612 RVA: 0x001B4770 File Offset: 0x001B2B70 protected override bool TryCastShot() { if (this.currentTarget.HasThing && this.currentTarget.Thing.Map != this.caster.Map) { return(false); } ShootLine shootLine; bool flag = base.TryFindShootLineFromTo(this.caster.Position, this.currentTarget, out shootLine); if (this.verbProps.stopBurstWithoutLos && !flag) { return(false); } if (base.EquipmentSource != null) { CompChangeableProjectile comp = base.EquipmentSource.GetComp <CompChangeableProjectile>(); if (comp != null) { comp.Notify_ProjectileLaunched(); } } Thing launcher = this.caster; Thing equipment = base.EquipmentSource; CompMannable compMannable = this.caster.TryGetComp <CompMannable>(); if (compMannable != null && compMannable.ManningPawn != null) { launcher = compMannable.ManningPawn; equipment = this.caster; } Vector3 drawPos = this.caster.DrawPos; SpawnBeam(); hitThing(); ShotReport shotReport = ShotReport.HitReportFor(this.caster, this, this.currentTarget); Thing randomCoverToMissInto = shotReport.GetRandomCoverToMissInto(); ThingDef targetCoverDef = (randomCoverToMissInto == null) ? null : randomCoverToMissInto.def; if (!Rand.Chance(shotReport.AimOnTargetChance_IgnoringPosture)) { shootLine.ChangeDestToMissWild(shotReport.AimOnTargetChance_StandardTarget); ProjectileHitFlags projectileHitFlags2 = ProjectileHitFlags.NonTargetWorld; if (Rand.Chance(0.5f) && this.canHitNonTargetPawnsNow) { projectileHitFlags2 |= ProjectileHitFlags.NonTargetPawns; } return(true); } if (this.currentTarget.Thing != null && this.currentTarget.Thing.def.category == ThingCategory.Pawn && !Rand.Chance(shotReport.PassCoverChance)) { ProjectileHitFlags projectileHitFlags3 = ProjectileHitFlags.NonTargetWorld; if (this.canHitNonTargetPawnsNow) { projectileHitFlags3 |= ProjectileHitFlags.NonTargetPawns; } return(true); } ProjectileHitFlags projectileHitFlags4 = ProjectileHitFlags.IntendedTarget; if (this.canHitNonTargetPawnsNow) { projectileHitFlags4 |= ProjectileHitFlags.NonTargetPawns; } if (!this.currentTarget.HasThing || this.currentTarget.Thing.def.Fillage == FillCategory.Full) { projectileHitFlags4 |= ProjectileHitFlags.NonTargetWorld; } return(true); }
public override bool TryCastShot() { if (this.currentTarget.HasThing && this.currentTarget.Thing.Map != this.Caster.Map) { return(false); } ThingDef projectile = this.Projectile; if (projectile == null) { return(false); } bool flag = base.TryFindShootLineFromTo(this.Caster.Position, this.currentTarget, out ShootLine shootLine); if (this.verbProps.stopBurstWithoutLos && !flag) { return(false); } Vector3 muzzlePos; if (turretGun != null) { if (turretGun.UseAmmo) { bool playerpawn = this.CasterIsPawn && this.Caster.Faction == Faction.OfPlayer; if (turretGun.HasAmmo) { turretGun.UsedOnce(); } else { return(false); } if (turretGun.RemainingCharges == 0) { if (turretGun.Props.soundEmptyWarning != null && playerpawn) { turretGun.Props.soundEmptyWarning.PlayOneShot(new TargetInfo(this.Caster.Position, this.Caster.Map, false)); } if (!turretGun.Props.messageEmptyWarning.NullOrEmpty() && playerpawn) { MoteMaker.ThrowText(Caster.Position.ToVector3(), Caster.Map, turretGun.Props.messageEmptyWarning.Translate(EquipmentSource.LabelCap, Caster.LabelShortCap), 3f); } } float a = turretGun.RemainingCharges; float b = turretGun.MaxCharges; int remaining = (int)(a / b * 100f); if (remaining == 50 && warningticks == 0) { warningticks = this.verbProps.ticksBetweenBurstShots + 1; if (turretGun.Props.soundHalfRemaningWarning != null && playerpawn) { turretGun.Props.soundHalfRemaningWarning.PlayOneShot(new TargetInfo(this.Caster.Position, this.Caster.Map, false)); } if (!turretGun.Props.messageHalfRemaningWarning.NullOrEmpty() && playerpawn) { MoteMaker.ThrowText(Caster.Position.ToVector3(), Caster.Map, turretGun.Props.messageHalfRemaningWarning.Translate(EquipmentSource.LabelCap, Caster.LabelShortCap, remaining), 3f); } } if (remaining == 25 && warningticks == 0) { warningticks = this.verbProps.ticksBetweenBurstShots + 1; if (turretGun.Props.soundQuaterRemaningWarning != null && playerpawn) { turretGun.Props.soundQuaterRemaningWarning.PlayOneShot(new TargetInfo(this.Caster.Position, this.Caster.Map, false)); } if (!turretGun.Props.messageQuaterRemaningWarning.NullOrEmpty() && playerpawn) { MoteMaker.ThrowText(Caster.Position.ToVector3(), Caster.Map, turretGun.Props.messageQuaterRemaningWarning.Translate(EquipmentSource.LabelCap, Caster.LabelShortCap, remaining), 3f); } } muzzlePos = MuzzlePosition(this.Caster, this.currentTarget, offset); } } else { Log.Error(Caster + "'s " + this + " has no Comp_Turret"); return(false); } Thing launcher = this.Caster; Thing equipment = base.EquipmentSource; Vector3 drawPos = this.Caster.DrawPos; Projectile projectile2 = (Projectile)GenSpawn.Spawn(projectile, shootLine.Source, this.Caster.Map, WipeMode.Vanish); if (this.verbProps.forcedMissRadius > 0.5f) { float num = VerbUtility.CalculateAdjustedForcedMiss(this.verbProps.forcedMissRadius, this.currentTarget.Cell - this.Caster.Position); if (num > 0.5f) { int max = GenRadial.NumCellsInRadius(num); Rand.PushState(); int num2 = Rand.Range(0, max); Rand.PopState(); if (num2 > 0) { IntVec3 c = this.currentTarget.Cell + GenRadial.RadialPattern[num2]; this.ThrowDebugText("ToRadius"); this.ThrowDebugText("Rad\nDest", c); ProjectileHitFlags projectileHitFlags = ProjectileHitFlags.NonTargetWorld; Rand.PushState(); if (Rand.Chance(0.5f)) { projectileHitFlags = ProjectileHitFlags.All; } Rand.PopState(); if (!this.canHitNonTargetPawnsNow) { projectileHitFlags &= ~ProjectileHitFlags.NonTargetPawns; } muzzlePos = MuzzlePosition(this.Caster, this.currentTarget, offset); projectile2.Launch(launcher, muzzlePos, c, this.currentTarget, projectileHitFlags, this.preventFriendlyFire, equipment, null); if (this.CasterIsPawn) { this.CasterPawn.records.Increment(RecordDefOf.ShotsFired); } return(true); } } } ShotReport shotReport = ShotReport.HitReportFor(this.Caster, this, this.currentTarget); Thing randomCoverToMissInto = shotReport.GetRandomCoverToMissInto(); ThingDef targetCoverDef = (randomCoverToMissInto != null) ? randomCoverToMissInto.def : null; Rand.PushState(); bool f = !Rand.Chance(shotReport.AimOnTargetChance_IgnoringPosture); Rand.PopState(); if (f) { shootLine.ChangeDestToMissWild(shotReport.AimOnTargetChance_StandardTarget); this.ThrowDebugText("ToWild" + (this.canHitNonTargetPawnsNow ? "\nchntp" : "")); this.ThrowDebugText("Wild\nDest", shootLine.Dest); ProjectileHitFlags projectileHitFlags2 = ProjectileHitFlags.NonTargetWorld; Rand.PushState(); if (Rand.Chance(0.5f) && this.canHitNonTargetPawnsNow) { projectileHitFlags2 |= ProjectileHitFlags.NonTargetPawns; } Rand.PopState(); muzzlePos = MuzzlePosition(this.Caster, this.currentTarget, offset); projectile2.Launch(launcher, muzzlePos, shootLine.Dest, this.currentTarget, projectileHitFlags2, this.preventFriendlyFire, equipment, targetCoverDef); if (this.CasterIsPawn) { this.CasterPawn.records.Increment(RecordDefOf.ShotsFired); } return(true); } Rand.PushState(); bool f2 = !Rand.Chance(shotReport.PassCoverChance); Rand.PopState(); if (this.currentTarget.Thing != null && this.currentTarget.Thing.def.category == ThingCategory.Pawn && f2) { this.ThrowDebugText("ToCover" + (this.canHitNonTargetPawnsNow ? "\nchntp" : "")); this.ThrowDebugText("Cover\nDest", randomCoverToMissInto.Position); ProjectileHitFlags projectileHitFlags3 = ProjectileHitFlags.NonTargetWorld; if (this.canHitNonTargetPawnsNow) { projectileHitFlags3 |= ProjectileHitFlags.NonTargetPawns; } muzzlePos = MuzzlePosition(this.Caster, this.currentTarget, offset); projectile2.Launch(launcher, muzzlePos, randomCoverToMissInto, this.currentTarget, projectileHitFlags3, this.preventFriendlyFire, equipment, targetCoverDef); if (this.CasterIsPawn) { this.CasterPawn.records.Increment(RecordDefOf.ShotsFired); } return(true); } ProjectileHitFlags projectileHitFlags4 = ProjectileHitFlags.IntendedTarget; if (this.canHitNonTargetPawnsNow) { projectileHitFlags4 |= ProjectileHitFlags.NonTargetPawns; } if (!this.currentTarget.HasThing || this.currentTarget.Thing.def.Fillage == FillCategory.Full) { projectileHitFlags4 |= ProjectileHitFlags.NonTargetWorld; } this.ThrowDebugText("ToHit" + (this.canHitNonTargetPawnsNow ? "\nchntp" : "")); muzzlePos = MuzzlePosition(this.Caster, this.currentTarget, offset); if (this.currentTarget.Thing != null) { projectile2.Launch(launcher, muzzlePos, this.currentTarget, this.currentTarget, projectileHitFlags4, this.preventFriendlyFire, equipment, targetCoverDef); this.ThrowDebugText("Hit\nDest", this.currentTarget.Cell); } else { projectile2.Launch(launcher, muzzlePos, shootLine.Dest, this.currentTarget, projectileHitFlags4, this.preventFriendlyFire, equipment, targetCoverDef); this.ThrowDebugText("Hit\nDest", shootLine.Dest); } if (this.CasterIsPawn) { this.CasterPawn.records.Increment(RecordDefOf.ShotsFired); } return(true); }
protected virtual (bool success, Vector3 launchPos, float angle) TryCastShotInternal() { if (currentTarget.HasThing && currentTarget.Thing.Map != caster.Map) { return(false, Vector3.zero, 0); } ThingDef projectile = Projectile; if (projectile == null) { return(false, Vector3.zero, 0); } ShootLine shootLine; bool flag = TryFindShootLineFromTo(caster.Position, currentTarget, out shootLine); if (verbProps.stopBurstWithoutLos && !flag) { return(false, Vector3.zero, 0); } if (EquipmentSource != null) { CompChangeableProjectile comp = EquipmentSource.GetComp <CompChangeableProjectile>(); if (comp != null) { comp.Notify_ProjectileLaunched(); } CompReloadable comp2 = EquipmentSource.GetComp <CompReloadable>(); if (comp2 != null) { comp2.UsedOnce(); } } Thing launcher = caster; Thing equipment = EquipmentSource; CompMannable compMannable = caster.TryGetComp <CompMannable>(); if (compMannable != null && compMannable.ManningPawn != null) { launcher = compMannable.ManningPawn; equipment = caster; } Vector3 launchPos = caster.DrawPos; float angle = launchPos.AngleToPoint(currentTarget.CenterVector3); Projectile projectile2 = (Projectile)GenSpawn.Spawn(projectile, shootLine.Source, caster.Map, WipeMode.Vanish); if (caster.def.GetModExtension <ProjectilePropertiesDefModExtension>() is ProjectilePropertiesDefModExtension projectileProps) { projectile2.AllComps.Insert(0, new CompTurretProjectileProperties(CasterTWC) { speed = projectileProps.speed > 0 ? projectileProps.speed : projectile2.def.projectile.speed, hitflag = projectileProps.projectileHitFlag, hitflags = projectileProps.hitFlagDef }); } if (verbProps.forcedMissRadius > 0.5f) { float num = VerbUtility.CalculateAdjustedForcedMiss(verbProps.forcedMissRadius, currentTarget.Cell - caster.Position); if (num > 0.5f) { int max = GenRadial.NumCellsInRadius(num); int num2 = Rand.Range(0, max); if (num2 > 0) { IntVec3 c = currentTarget.Cell + GenRadial.RadialPattern[num2]; launchPos += new Vector3(VerbProps.shootOffset.x, 0, VerbProps.shootOffset.y).RotatedBy(angle); ThrowDebugText("ToRadius"); ThrowDebugText("Rad\nDest", c); ProjectileHitFlags projectileHitFlags = ProjectileHitFlags.NonTargetWorld; if (Rand.Chance(0.5f)) { projectileHitFlags = ProjectileHitFlags.All; } if (!canHitNonTargetPawnsNow) { projectileHitFlags &= ~ProjectileHitFlags.NonTargetPawns; } projectile2.Launch(launcher, launchPos, c, currentTarget, projectileHitFlags, equipment, null); return(true, launchPos, angle); } } } ShotReport shotReport = ShotReport.HitReportFor(caster, this, currentTarget); Thing randomCoverToMissInto = shotReport.GetRandomCoverToMissInto(); ThingDef targetCoverDef = (randomCoverToMissInto != null) ? randomCoverToMissInto.def : null; if (!Rand.Chance(shotReport.AimOnTargetChance_IgnoringPosture)) { shootLine.ChangeDestToMissWild(shotReport.AimOnTargetChance_StandardTarget); ThrowDebugText("ToWild" + (canHitNonTargetPawnsNow ? "\nchntp" : "")); ThrowDebugText("Wild\nDest", shootLine.Dest); ProjectileHitFlags projectileHitFlags2 = ProjectileHitFlags.NonTargetWorld; if (Rand.Chance(0.5f) && canHitNonTargetPawnsNow) { projectileHitFlags2 |= ProjectileHitFlags.NonTargetPawns; } launchPos += new Vector3(VerbProps.shootOffset.x, 0, VerbProps.shootOffset.y).RotatedBy(angle); projectile2.Launch(launcher, launchPos, shootLine.Dest, currentTarget, projectileHitFlags2, equipment, targetCoverDef); return(true, launchPos, angle); } if (currentTarget.Thing != null && currentTarget.Thing.def.category == ThingCategory.Pawn && !Rand.Chance(shotReport.PassCoverChance)) { ThrowDebugText("ToCover" + (canHitNonTargetPawnsNow ? "\nchntp" : "")); ThrowDebugText("Cover\nDest", randomCoverToMissInto.Position); ProjectileHitFlags projectileHitFlags3 = ProjectileHitFlags.NonTargetWorld; if (canHitNonTargetPawnsNow) { projectileHitFlags3 |= ProjectileHitFlags.NonTargetPawns; } launchPos += new Vector3(VerbProps.shootOffset.x, 0, VerbProps.shootOffset.y).RotatedBy(angle); projectile2.Launch(launcher, launchPos, randomCoverToMissInto, currentTarget, projectileHitFlags3, equipment, targetCoverDef); return(true, launchPos, angle); } ProjectileHitFlags projectileHitFlags4 = ProjectileHitFlags.IntendedTarget; if (canHitNonTargetPawnsNow) { projectileHitFlags4 |= ProjectileHitFlags.NonTargetPawns; } if (!currentTarget.HasThing || currentTarget.Thing.def.Fillage == FillCategory.Full) { projectileHitFlags4 |= ProjectileHitFlags.NonTargetWorld; } ThrowDebugText("ToHit" + (canHitNonTargetPawnsNow ? "\nchntp" : "")); if (currentTarget.Thing != null) { angle = launchPos.AngleToPoint(currentTarget.CenterVector3); launchPos += new Vector3(VerbProps.shootOffset.x, 0, VerbProps.shootOffset.y).RotatedBy(angle); projectile2.Launch(launcher, launchPos, currentTarget, currentTarget, projectileHitFlags4, equipment, targetCoverDef); ThrowDebugText("Hit\nDest", currentTarget.Cell); } else { angle = launchPos.AngleToPoint(shootLine.Dest.ToVector3Shifted()); launchPos += new Vector3(VerbProps.shootOffset.x, 0, VerbProps.shootOffset.y).RotatedBy(angle); projectile2.Launch(launcher, launchPos, shootLine.Dest, currentTarget, projectileHitFlags4, equipment, targetCoverDef); ThrowDebugText("Hit\nDest", shootLine.Dest); } return(true, launchPos, angle); }
protected override bool TryCastShot() { if (this.currentTarget.HasThing && this.currentTarget.Thing.Map != this.caster.Map) { return(false); } if (Projectile == null) { return(false); } ShootLine shootLine; bool flag = base.TryFindShootLineFromTo(this.caster.Position, this.currentTarget, out shootLine); if (ownerEquipment != null) { //Debug this to find if this is a turret or gun or both CompChangeableProjectile comp = this.ownerEquipment.GetComp <CompChangeableProjectile>(); if (comp != null) { comp.Notify_ProjectileLaunched(); } } //This part reconfigures the participants if a turret is being used Thing launcher = this.caster; Thing equipment = this.ownerEquipment; CompMannable compMannable = this.caster.TryGetComp <CompMannable>(); if (compMannable != null && compMannable.ManningPawn != null) { launcher = compMannable.ManningPawn; equipment = this.caster; } //Determine the chance the weapon user screws up ShotReport shotReport = ShotReport.HitReportFor(this.caster, this, this.currentTarget); if (Rand.Value > shotReport.ChanceToNotGoWild_IgnoringPosture) { if (DebugViewSettings.drawShooting) { MoteMaker.ThrowText(this.caster.DrawPos, this.caster.Map, "ToWild", -1f); } //Modify the shoot line to aim for a cell adjacent to the target shootLine.ChangeDestToMissWild(); } if (Rand.Value > shotReport.ChanceToNotHitCover) { if (DebugViewSettings.drawShooting) { MoteMaker.ThrowText(this.caster.DrawPos, this.caster.Map, "ToCover", -1f); } if (this.currentTarget.Thing != null && this.currentTarget.Thing.def.category == ThingCategory.Pawn) { Thing randomCoverToMissInto = shotReport.GetRandomCoverToMissInto(); return(true); } } if (activeBeam == null) //Only spawn one EnergyBeam effect (no real need to spawn multiple beams) { activeBeam = (EnergyBeam)ThingMaker.MakeThing(beamProps.defaultBeam); GenSpawn.Spawn(activeBeam, shootLine.Source, caster.Map); activeBeam.Emit(); } activeBeam.verb = this; activeBeam.targetSquare = shootLine.Dest; return(true); }