Пример #1
0
        static StaticConstructorClass()
        {
            ArtilleryStrikeUtility.SetCache();

            var thingDefs = DefDatabase <ThingDef> .AllDefsListForReading;

            for (int i = 0; i < thingDefs.Count; i++)
            {
                var tDef = thingDefs[i];

                // Add CompPawnTracker and CompThingTracker
                if (typeof(ThingWithComps).IsAssignableFrom(tDef.thingClass))
                {
                    if (tDef.comps == null)
                    {
                        tDef.comps = new List <CompProperties>();
                    }

                    if (typeof(Pawn).IsAssignableFrom(tDef.thingClass))
                    {
                        tDef.comps.Add(new CompProperties(typeof(CompPawnTracker)));
                    }
                    tDef.comps.Add(new CompProperties(typeof(CompThingTracker)));
                }


                // Make stone chunks catapult ammo
                else if (tDef.IsWithinCategory(ThingCategoryDefOf.StoneChunks))
                {
                    tDef.projectileWhenLoaded = ThingDefOf.VFES_Artillery_Rock;
                }
            }
        }
Пример #2
0
        public override void WorldComponentUpdate()
        {
            // Draw shoot lines
            if (WorldRendererUtility.WorldRenderedNow)
            {
                var worldGrid = Find.WorldGrid;
                foreach (var artilleryComp in cachedArtilleryCompsBombarding)
                {
                    var material = artilleryComp.parent.Faction == Faction.OfPlayer ? ForcedTargetLineMat : NonPlayerTargetLineMat;
                    foreach (var target in artilleryComp.Targets)
                    {
                        var start = worldGrid.GetTileCenter(artilleryComp.parent.Tile);
                        var end   = worldGrid.GetTileCenter(target.Tile);

                        var drawPoints = ArtilleryStrikeUtility.WorldLineDrawPoints(start, end).ToList();
                        for (int k = 1; k < drawPoints.Count; k++)
                        {
                            var a = drawPoints[k - 1];
                            var b = drawPoints[k];
                            GenDraw.DrawWorldLineBetween(a, b, material);
                        }
                    }
                }
            }
        }
        public void TryLaunch(int destinationTile)
        {
            var arrivalAction = CurrentArrivalAction;

            if (arrivalAction != null)
            {
                arrivalAction.source = parent;
            }

            // Play sounds
            var verb = Turret.CurrentEffectiveVerb;

            if (verb.verbProps.soundCast != null)
            {
                verb.verbProps.soundCast.PlayOneShot(new TargetInfo(parent.Position, parent.Map));
            }
            if (verb.verbProps.soundCastTail != null)
            {
                verb.verbProps.soundCastTail.PlayOneShotOnCamera(parent.Map);
            }

            // Make active artillery strike thing
            var activeArtilleryStrike = (ActiveArtilleryStrike)ThingMaker.MakeThing(ThingDefOf.VFES_ActiveArtilleryStrike);

            activeArtilleryStrike.missRadius = ArtilleryStrikeUtility.FinalisedMissRadius(Turret.CurrentEffectiveVerb.verbProps.ForcedMissRadius, Props.maxForcedMissRadiusFactor, parent.Tile, destinationTile, Props.worldTileRange);

            // Simulate an attack
            if (ChangeableProjectile != null)
            {
                activeArtilleryStrike.shellDef   = ChangeableProjectile.Projectile;
                activeArtilleryStrike.shellCount = 1;
                ChangeableProjectile.Notify_ProjectileLaunched();
            }
            else
            {
                activeArtilleryStrike.shellDef = verb.GetProjectile();
                for (int j = 0; j < verb.verbProps.burstShotCount; j++)
                {
                    activeArtilleryStrike.shellCount++;
                    if (verb.verbProps.consumeFuelPerShot > 0 && RefuelableComp != null)
                    {
                        RefuelableComp.ConsumeFuel(verb.verbProps.consumeFuelPerShot);
                    }
                }
            }
            NonPublicMethods.Building_TurretGun_BurstComplete(Turret);

            var artilleryStrikeLeaving = (ArtilleryStrikeLeaving)SkyfallerMaker.MakeSkyfaller(ThingDefOf.VFES_ArtilleryStrikeLeaving, activeArtilleryStrike);

            artilleryStrikeLeaving.startCell       = parent.Position;
            artilleryStrikeLeaving.edgeCell        = FacingEdgeCell;
            artilleryStrikeLeaving.rotation        = CurAngle;
            artilleryStrikeLeaving.destinationTile = destinationTile;
            artilleryStrikeLeaving.arrivalAction   = arrivalAction;
            artilleryStrikeLeaving.groupID         = Find.TickManager.TicksGame;

            GenSpawn.Spawn(artilleryStrikeLeaving, parent.Position, parent.Map);
        }
Пример #4
0
        public override void CompTick()
        {
            if (parent.Faction != Faction.OfPlayer)
            {
                TryResolveArtilleryCount();

                if (Attacking)
                {
                    // Try and bombard player settlements
                    if (artilleryCooldownTicks > 0)
                    {
                        artilleryCooldownTicks--;
                    }
                    else if (Targets.Select(t => t.WorldObject).Cast <Settlement>().TryRandomElementByWeight(s => StorytellerUtility.DefaultThreatPointsNow(s.Map), out Settlement targetSettlement))
                    {
                        if (artilleryWarmupTicks < 0)
                        {
                            artilleryWarmupTicks = ArtilleryDef.building.turretBurstWarmupTime.SecondsToTicks();
                        }
                        else
                        {
                            artilleryWarmupTicks--;
                            if (artilleryWarmupTicks == -1)
                            {
                                var shell = ArtilleryStrikeUtility.GetRandomShellFor(ArtilleryGunDef, parent.Faction.def);
                                if (shell != null)
                                {
                                    float missRadius  = ArtilleryStrikeUtility.FinalisedMissRadius(ArtilleryGunDef.Verbs[0].forcedMissRadius, ArtilleryProps.maxForcedMissRadiusFactor, parent.Tile, targetSettlement.Tile, ArtilleryProps.worldTileRange);
                                    var   map         = targetSettlement.Map;
                                    var   strikeCells = ArtilleryStrikeUtility.PotentialStrikeCells(map, missRadius);
                                    for (int i = 0; i < artilleryCount; i++)
                                    {
                                        ArtilleryStrikeUtility.SpawnArtilleryStrikeSkyfaller(shell, map, strikeCells.RandomElement());
                                    }
                                    artilleryCooldownTicks = ArtilleryDef.building.turretBurstCooldownTime.SecondsToTicks();
                                }
                                else
                                {
                                    Log.ErrorOnce($"Tried to get shell for bombardment but got null instead (artilleryGunDef={ArtilleryGunDef}, factionDef={parent.Faction.def})", 8173352);
                                }
                            }
                        }
                    }
                    else
                    {
                        artilleryWarmupTicks = -1;
                    }

                    // Reduce the duration of the bombardment
                    bombardmentDurationTicks--;
                    if (bombardmentDurationTicks == 0)
                    {
                        EndBombardment();
                    }
                }
            }
        }
Пример #5
0
        public override void Arrived(List <ActiveArtilleryStrike> artilleryStrikes, int tile)
        {
            // Boom
            var map = mapParent.Map;

            if (map != null)
            {
                for (int i = 0; i < artilleryStrikes.Count; i++)
                {
                    var strike         = artilleryStrikes[i];
                    var potentialCells = ArtilleryStrikeUtility.PotentialStrikeCells(map, strike.missRadius);
                    for (int j = 0; j < strike.shellCount; j++)
                    {
                        ArtilleryStrikeUtility.SpawnArtilleryStrikeSkyfaller(strike.shellDef, map, potentialCells.RandomElement());
                    }
                }
            }
            else
            {
                ArtilleryComp.ResetForcedTarget();
            }
        }