Files
RickGrymes c54c8bbc36 Add terminals and crucifixion; refactor source
Reorganize and add core features: move many source files into Source/FCPTools/FalloutCore and remove obsolete project/assembly binaries under 1.6/Assemblies. Introduce pre-war computer terminals (wall & table): ThingDefs, textures, language key, CompProperties_Terminal/CompTerminal, hacking components, and a new mapgen GenStep_WallTerminals. Add crucifixion mechanics: HediffDefs (FCP_Crucified, FCP_CrucifixionExhaustion, FCP_WasCrucified) and related JobDefs (strap/remove from power line). Add many new source modules (power line/terminal buildings, power armor jobs, homing projectiles, gauntlet spawners, gooification, shotgunz, spawn-on-ingest, ignore-config-errors, weapon requirements, etc.) and numerous Harmony patches. Misc: update damage workerClass namespaces to FCP.Core, change some production building draw sizes, make research techprints require specific benches, and rename/move many files while deleting legacy files and assemblies.
2026-05-10 16:35:13 -05:00

127 lines
4.8 KiB
C#

using UnityEngine;
namespace FCP.Core;
public class Projectile_Fragmentation : Bullet
{
public ProjectileExtension_Fragmentation extension => def.GetModExtension<ProjectileExtension_Fragmentation>();
protected override void Tick()
{
base.Tick();
if (extension.isExplodePreemptively)
{
if (ticksToImpact <= extension.tickBeforeImpact)
{
Fragmented();
}
}
}
protected override void Impact(Thing hitThing, bool blockedByShield = false)
{
if (extension.isSureHit)
{
if (intendedTarget.HasThing && intendedTarget.Thing.PositionHeld != PositionHeld)
{
Launch(launcher, intendedTarget, intendedTarget, ProjectileHitFlags.IntendedTarget);
return;
}
}
else
{
Fragmented();
}
}
public void Fragmented()
{
Map map = base.Map;
Destroy();
IntVec3 positionHeld = base.PositionHeld;
float explosionRadius = def.projectile.explosionRadius;
DamageDef damageDef = def.projectile.damageDef;
Thing thing = launcher;
int damageAmount = DamageAmount;
float armorPenetration = ArmorPenetration;
SoundDef soundExplode = def.projectile.soundExplode;
ThingDef thingDef = equipmentDef;
ThingDef thingDef2 = def;
Thing intendedThing = intendedTarget.Thing;
if (extension.isCone)
{
IntVec3 finalPos = new IntVec3(Mathf.Max(launcher.PositionHeld.x, positionHeld.x) - Mathf.Min(launcher.PositionHeld.x, positionHeld.x), 0, Mathf.Max(launcher.PositionHeld.z, positionHeld.z) - Mathf.Min(launcher.PositionHeld.z, positionHeld.z));
if (thing.PositionHeld.x > positionHeld.x)
{
finalPos.x *= -1;
}
if (thing.PositionHeld.z > positionHeld.z)
{
finalPos.z *= -1;
}
IntVec3 rangeEndPosition = finalPos + positionHeld;
for (int i = 0; i < extension.projCount; i++)
{
IntVec3 target = GenRadial.RadialCellsAround(rangeEndPosition, extension.radius.RandomInRange, false).RandomElement();
Projectile projectile = (Projectile)GenSpawn.Spawn(extension.projectileDef, positionHeld, map);
Thing possibleThing = null;
foreach (var item in GenSight.PointsOnLineOfSight(positionHeld, target))
{
if (item.GetFirstPawn(map) != null)
{
possibleThing = item.GetFirstPawn(map);
break;
}
}
if (possibleThing == null)
{
possibleThing = target.GetFirstPawn(map) ?? target.GetFirstBuilding(map) as Thing;
}
if (possibleThing != null)
{
projectile.Launch(Launcher, possibleThing, possibleThing, ProjectileHitFlags.All);
}
else
{
projectile.Launch(Launcher, target, target, ProjectileHitFlags.All);
}
}
}
else
{
List<IntVec3> possibleTargetCell = new List<IntVec3>();
for (int i = 0; i < extension.projCount; i++)
{
possibleTargetCell.Add(GenRadial.RadialCellsAround(positionHeld, extension.radius.RandomInRange, true).Where(x => GenSight.LineOfSight(positionHeld, x, map)).RandomElement().ClampInsideMap(map));
}
for (int j = 0; j < possibleTargetCell.Count; j++)
{
Projectile projectile = (Projectile)GenSpawn.Spawn(extension.projectileDef, base.PositionHeld, map);
Thing possibleThing = null;
foreach (var item in GenSight.PointsOnLineOfSight(positionHeld, possibleTargetCell[j]))
{
if (item.GetFirstPawn(map) != null)
{
possibleThing = item.GetFirstPawn(map);
break;
}
}
if (possibleThing == null)
{
possibleThing = possibleTargetCell[j].GetFirstPawn(map) ?? possibleTargetCell[j].GetFirstBuilding(map) as Thing;
}
if (possibleThing != null)
{
projectile.Launch(Launcher, possibleThing, possibleThing, ProjectileHitFlags.IntendedTarget);
}
else
{
projectile.Launch(Launcher, possibleTargetCell[j], possibleTargetCell[j], ProjectileHitFlags.NonTargetPawns);
}
}
}
}
}