mirror of
https://github.com/soarqin/DSP_Mods.git
synced 2026-08-05 07:00:11 +08:00
### 提交目的:
为玩家添加新的自动导航选项并集成新版导航算法。 ### 修改内容: - **新增** 新的导航算法选项及相关功能: - 支持启用/禁用新版导航算法。 - 自动导航选项支持到达目标或输入时自动暂停。 - 添加曲速启用选项、最低能量限制及使用距离的设置。 - 添加自动加速选项及其最低能量限制。 - 黑雾巢穴和火种的跟踪距离参数支持自定义。 - **扩展** `DistanceMapper` 类,增加了对巢穴及火种跟踪距离映射的支持。 - **更新** 玩家界面,以支持导航算法相关的多项新配置: - 在 UI 中增加多个与新版导航算法相关的开关、滑块和提示文本。 - **调整** 自动导航逻辑,新增多项参数以提升日志提示和控制细粒度。 ### 一般性修改: - 优化代码逻辑,分类整理导航功能和方法。 - 增加部分注释以提高代码可读性。 - **重构** 部分导航流程代码,减少重复实现,提高可维护性。
This commit is contained in:
@@ -1,10 +1,16 @@
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using System.Collections.Generic;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Reflection.Emit;
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using BepInEx.Configuration;
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using CommonAPI.Systems;
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using CommonAPI.Systems.ModLocalization;
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using HarmonyLib;
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using UnityEngine;
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using UnityEngine.UI;
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using UXAssist.Common;
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using Logger = UnityEngine.Logger;
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using Object = UnityEngine.Object;
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namespace UXAssist.Patches;
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@@ -21,6 +27,16 @@ public class PlayerPatch : PatchImpl<PlayerPatch>
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private static PressKeyBind _toggleAllStarsNameKey;
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private static PressKeyBind _autoDriveKey;
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public static ConfigEntry<bool> UseNewNavigationAlgorithm { get; set; } = null!;
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public static ConfigEntry<bool> StopOnArrivalAndInput { get; set; } = null!;
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public static ConfigEntry<bool> UseWarper { get; set; } = null!;
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public static ConfigEntry<double> UseWarperMinimalEnergy { get; set; } = null!;
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public static ConfigEntry<double> UseWarperDistance { get; set; } = null!;
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public static ConfigEntry<bool> UseSpeedUp { get; set; } = null!;
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public static ConfigEntry<double> UseSpeedUpMinimalEnergy { get; set; } = null!;
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public static ConfigEntry<double> DFHiveFollowDistance { get; set; } = null!;
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public static ConfigEntry<double> DFCarrierFollowDistance { get; set; } = null!;
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public static void Init()
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{
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_showAllStarsNameKey = KeyBindings.RegisterKeyBinding(new BuiltinKey
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@@ -45,7 +61,7 @@ public class PlayerPatch : PatchImpl<PlayerPatch>
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_autoDriveKey = KeyBindings.RegisterKeyBinding(new BuiltinKey
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{
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key = new CombineKey(0, 0, ECombineKeyAction.OnceClick, true),
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key = new CombineKey((int)KeyCode.K, 0, ECombineKeyAction.OnceClick, true),
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conflictGroup = KeyBindConflict.MOVEMENT | KeyBindConflict.FLYING | KeyBindConflict.SAILING | KeyBindConflict.BUILD_MODE_1 | KeyBindConflict.KEYBOARD_KEYBIND,
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name = "ToggleAutoCruise",
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canOverride = true
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@@ -68,6 +84,7 @@ public class PlayerPatch : PatchImpl<PlayerPatch>
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HideTipsForSandsChanges.Enable(HideTipsForSandsChangesEnabled.Value);
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ShortcutKeysForStarsName.Enable(ShortcutKeysForStarsNameEnabled.Value);
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AutoNavigation.Enable(AutoNavigationEnabled.Value);
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AutoNavigationG.Enable(true);
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Enable(true);
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}
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@@ -78,6 +95,7 @@ public class PlayerPatch : PatchImpl<PlayerPatch>
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{
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AutoNavigation.ToggleAutoCruise();
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}
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AutoNavigationG.Update( );
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}
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public static void Uninit()
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@@ -352,6 +370,8 @@ public class PlayerPatch : PatchImpl<PlayerPatch>
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public static void ToggleAutoCruise()
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{
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if(UseNewNavigationAlgorithm.Value)
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return;
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AutoCruiseEnabled.Value = !AutoCruiseEnabled.Value;
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if (!DSPGame.IsMenuDemo && GameMain.isRunning)
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{
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@@ -380,6 +400,8 @@ public class PlayerPatch : PatchImpl<PlayerPatch>
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new CodeInstruction(OpCodes.Ldarg_0),
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Transpilers.EmitDelegate((PlayerController controller) =>
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{
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if (UseNewNavigationAlgorithm.Value)
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return;
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/* Update target astro if changed */
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_speedUp = false;
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var player = controller.player;
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@@ -592,4 +614,751 @@ public class PlayerPatch : PatchImpl<PlayerPatch>
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}
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*/
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}
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}
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#region 新的导航算法
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public class AutoNavigationG : PatchImpl<AutoNavigationG>
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{
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private const double Epsilon = 1e-18;
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private const int DarkFogAstroIdStart = 1000000;
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private const int StarArriveThresholdRadius = 4000;
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private const int PlanetArriveThresholdRadius = 100;
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private const double StarSafeRedis = 2000;
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private const double PlanetSafeRedis = 2000;
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private const double HiveSafeRedis = GalaxyData.AU * 0.5;
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private const double FollowModeUseWarpDistance = GalaxyData.AU * 1.5;
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private const double ResidualCompensationMaxDistance = GalaxyData.AU * 0.5;
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private const double ResidualCompensationSpeedRatio = 0.5;
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private const double ResidualCompensationMinSpeed = 100;
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private static bool EnableTag { get; set; }
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private static bool PauseTag { get; set; }
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private static Text UiTipText { get; set; }
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private static int TargetId { get; set; }
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private static VectorLF3 TargetUniversePosition { get; set; }
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private static VectorLF3 TargetUniverseVelocity { get; set; }
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private static ESpaceGuideType TargetType { get; set; }
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private static double TargetArriveThresholdRadius { get; set; }
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private static List<SpaceObject> SpaceObjects { get; set; } = new(64);
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private static EMovementState LastMovementState { get; set; }
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private static bool EscapeMode { get; set; }
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private static int EscapeAstroId { get; set; }
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private static bool FollowModeLock { get; set; }
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private static Stopwatch Stopwatch { get; } = new( );
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private static double TickToUs { get; } = 1000000.0 / Stopwatch.Frequency;
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private static long FrameTotalTicks { get; set; }
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private static int FrameCount { get; set; }
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private static long SlowFrameTicks { get; set; }
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private static int SlowFrameCount { get; set; }
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private static double SlowFrameLimit { get; } = 500 / TickToUs;
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protected override void OnEnable( )
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{
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StartG( );
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}
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public static void Awake(ConfigFile config)
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{
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UseNewNavigationAlgorithm = config.Bind(
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"Player",
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nameof(UseNewNavigationAlgorithm),
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true,
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"使用新导航算法");
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StopOnArrivalAndInput = config.Bind("Player", nameof(StopOnArrivalAndInput), true, "到达自动停止");
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UseWarper = config.Bind("Player", nameof(UseWarper), true, "是否使用翘曲");
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UseWarperMinimalEnergy = config.Bind<double>(
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"Player",
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nameof(UseWarperMinimalEnergy),
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800,
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"使用翘曲最低能量(MJ)");
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UseWarperDistance = config.Bind<double>("Player", nameof(UseWarperDistance), 2, "最短翘曲距离(AU)");
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UseSpeedUp = config.Bind("Player", nameof(UseSpeedUp), true, "是否加速");
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UseSpeedUpMinimalEnergy = config.Bind<double>(
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"Player",
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nameof(UseSpeedUpMinimalEnergy),
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100,
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"加速最低能量(MJ)");
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DFHiveFollowDistance = config.Bind(
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"Player",
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nameof(DFHiveFollowDistance),
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0.5,
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"黑雾蜂巢跟随距离(AU)");
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DFCarrierFollowDistance = config.Bind<double>(
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"Player",
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nameof(DFCarrierFollowDistance),
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1000,
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"黑雾火种跟随距离");
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}
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public static void StartG( )
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{
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Text originText = UIRoot.instance.uiGame.generalTips.modeText;
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UiTipText = Object.Instantiate(originText, originText.transform.parent);
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UiTipText.gameObject.SetActive(false);
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UiTipText.rectTransform.anchoredPosition = new Vector2(0f, 160f);
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UiTipText.text = "自动导航中";
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}
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public static void Update( )
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{
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if (EnableTag is not true && _autoDriveKey.keyValue)
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{
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StartAutoNavigation( );
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}
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}
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private static void StartAutoNavigation( )
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{
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if (DSPGame.IsMenuDemo || ! GameMain.isRunning)
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return;
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EnableTag = true;
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Reset( );
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UIRealtimeTip.Popup("自动导航启动", sound: false);
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UiTipText?.gameObject.SetActive(true);
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}
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private static void StopAutoNavigation( )
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{
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if (DSPGame.IsMenuDemo || ! GameMain.isRunning || ! StopOnArrivalAndInput.Value)
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return;
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EnableTag = false;
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string text =
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"自动导航关闭,"
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+ $"帧数量 {FrameCount} ,慢帧数量 {SlowFrameCount} "
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+ $"平均帧时 {FrameTotalTicks * TickToUs / FrameCount:F2} us,平均慢帧时 {SlowFrameTicks * TickToUs / SlowFrameCount:F2} us";
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UIRealtimeTip.Popup(text);
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UiTipText?.gameObject.SetActive(false);
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}
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private static void Reset( )
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{
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PauseTag = false;
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TargetId = 0;
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LastMovementState = EMovementState.Walk;
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EscapeMode = false;
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FollowModeLock = false;
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FrameTotalTicks = 0;
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FrameCount = 0;
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SlowFrameTicks = 0;
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SlowFrameCount = 0;
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}
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private static void Pause( ) => PauseTag = true;
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private static void Resume( ) => PauseTag = false;
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private static bool IsEnable => EnableTag && ! PauseTag;
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/// <summary>
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/// 前置检查与目标检测
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/// </summary>
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private static bool PreCheckAndRefreshTarget(Player player)
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{
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if (! UseNewNavigationAlgorithm.Value || AutoNavigationEnabled.Value)
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{
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StopAutoNavigation( );
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return true;
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}
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if (IsEnable is not true)
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return true;
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if (player.mecha.thrusterLevel < 2)
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{
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StopAutoNavigation( );
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return true;
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}
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if (VFInput._pullUp.pressing
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|| VFInput._pushDown.pressing
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|| VFInput._moveLeft.pressing
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|| VFInput._moveRight.pressing
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|| VFInput._moveForward.pressing)
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{
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StopAutoNavigation( );
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return true;
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}
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PlayerNavigation navigation = player.navigation;
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int indicatorAstroId = navigation.indicatorAstroId;
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if (indicatorAstroId != 0)
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{
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TargetId = indicatorAstroId;
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if (indicatorAstroId > DarkFogAstroIdStart)
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{
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TargetType = ESpaceGuideType.DFHive;
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AstroData astro = GameMain.spaceSector.astros[indicatorAstroId - DarkFogAstroIdStart];
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VectorLF3 lPos = default;
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astro.VelocityU(ref lPos, out Vector3 velocity);
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TargetUniverseVelocity = velocity;
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TargetUniversePosition = astro.uPos;
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TargetArriveThresholdRadius = DFHiveFollowDistance.Value * GalaxyData.AU;
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} else
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{
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bool isStar = indicatorAstroId % 100 == 0;
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TargetType = isStar ? ESpaceGuideType.Star : ESpaceGuideType.Planet;
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if (isStar)
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{
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StarData star = GameMain.galaxy.StarById(indicatorAstroId / 100);
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TargetUniversePosition = star.uPosition;
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TargetArriveThresholdRadius = star.radius + StarArriveThresholdRadius;
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} else
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{
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PlanetData planet = GameMain.galaxy.PlanetById(indicatorAstroId);
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TargetUniversePosition = planet.uPosition;
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TargetArriveThresholdRadius = planet.realRadius + PlanetArriveThresholdRadius;
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}
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}
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} else if (navigation.indicatorEnemyId != 0)
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{
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TargetId = navigation.indicatorEnemyId;
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TargetType = ESpaceGuideType.DFCarrier;
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EnemyData ptr = GameMain.data.spaceSector.enemyPool[navigation.indicatorEnemyId];
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GameMain.data.spaceSector.TransformFromAstro_ref(ptr.astroId, out VectorLF3 uPosition, ref ptr.pos);
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TargetUniversePosition = uPosition;
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TargetUniverseVelocity = ptr.vel;
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TargetArriveThresholdRadius = DFCarrierFollowDistance.Value;
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} else
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{
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StopAutoNavigation( );
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return true;
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}
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return false;
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}
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/// <summary>
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/// 航向指定目标,考虑避障
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/// </summary>
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private static void SailToTarget(PlayerController controller, double distance)
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{
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if (controller.movementStateInFrame != EMovementState.Sail)
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return;
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StarData localStar = GameMain.localStar;
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SpaceObjects.Clear( );
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if (localStar != null)
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{
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if (localStar.astroId != TargetId)
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{
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SpaceObjects.Add(
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new SpaceObject(
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astroId: localStar.astroId,
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position: localStar.uPosition,
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radius: localStar.radius,
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radiusOffset: StarSafeRedis));
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}
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foreach (PlanetData planet in localStar.planets)
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{
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if (planet.astroId == TargetId)
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continue;
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SpaceObjects.Add(
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new SpaceObject(
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astroId: planet.astroId,
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position: planet.uPosition,
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radius: planet.realRadius,
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radiusOffset: PlanetSafeRedis));
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}
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if (TargetType is not ESpaceGuideType.DFHive)
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{
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EnemyDFHiveSystem hiveSys = GameMain.spaceSector.dfHives[localStar.index];
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while (hiveSys != null)
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{
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if (hiveSys is { realized: true, hiveAstroId: > DarkFogAstroIdStart }
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&& hiveSys.hiveAstroId != TargetId)
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{
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SpaceObjects.Add(
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new SpaceObject(
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astroId: hiveSys.hiveAstroId,
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position: GameMain.spaceSector.astros[hiveSys.hiveAstroId - DarkFogAstroIdStart].uPos,
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radius: 0,
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radiusOffset: HiveSafeRedis));
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}
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hiveSys = hiveSys.nextSibling;
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}
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}
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}
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Player player = controller.player;
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double currentSpeed = player.uVelocity.magnitude;
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VectorLF3 currentDir = player.uVelocity / currentSpeed;
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VectorLF3 targetDir = ComputeDirection(player.uPosition, SpaceObjects);
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if (player.warping)
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UpdateSailVelocityAndRotation(controller, currentDir, currentSpeed, targetDir, currentSpeed);
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else
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{
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Mecha mecha = player.mecha;
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bool canWarp = UseWarper.Value
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&& mecha.coreEnergy > UseWarperMinimalEnergy.Value * 1000 * 1000
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&& player.mecha.thrusterLevel >= 3
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&& player.mecha.HasWarper( )
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&& GameMain.localPlanet == null
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&& distance > GalaxyData.AU * UseWarperDistance.Value;
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if (canWarp && player.mecha.UseWarper( ))
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{
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UpdateSailVelocityAndRotation(controller, currentDir, currentSpeed, targetDir, currentSpeed);
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player.warpCommand = true;
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VFAudio.Create("warp-begin", player.transform, Vector3.zero, true);
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} else
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UpdateSailVelocityAndRotation(controller, currentDir, currentSpeed, targetDir, mecha.maxSailSpeed);
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}
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}
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/// <summary>
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/// 计算方向,考虑避障
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/// </summary>
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/// <param name="playerPos">玩家位置</param>
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/// <param name="spaceObjects">障碍物集合</param>
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/// <returns></returns>
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private static VectorLF3 ComputeDirection(VectorLF3 playerPos, List<SpaceObject> spaceObjects)
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{
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const double lookForward = GalaxyData.AU * 1;
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VectorLF3 toTarget = TargetUniversePosition - playerPos;
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double toTargetSqr = toTarget.sqrMagnitude;
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if (toTargetSqr < Epsilon)
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return default;
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VectorLF3 baseDir = toTarget.normalized;
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if (spaceObjects.Count == 0)
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return baseDir;
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var upRef = VectorLF3.unit_y;
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VectorLF3 avoid = default;
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VectorLF3 liftRaw = default;
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double sumW = 0;
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foreach (SpaceObject spaceObject in spaceObjects)
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{
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const double enterEscapeAltitude = 200;
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double quitEscapeAltitude = Math.Max(600, spaceObject.Radius * 1.5);
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double safeR = spaceObject.Radius + spaceObject.RadiusOffset;
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if (safeR <= 0.0)
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continue;
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VectorLF3 toObject = spaceObject.Position - playerPos;
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double toObjectSqr = toObject.sqrMagnitude;
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if (toObjectSqr > toTargetSqr)
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continue;
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double toObjectMagnitude = Math.Sqrt(toObjectSqr);
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if (toObjectMagnitude > lookForward)
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continue;
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double toObjectAltitude = toObjectMagnitude - spaceObject.Radius;
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double forward = VectorLF3.Dot(toObject, baseDir);
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VectorLF3 pushVector = baseDir * forward - toObject;
|
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|
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// 逃逸模式
|
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if (EscapeMode is not true && toObjectAltitude < enterEscapeAltitude)
|
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{
|
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EscapeMode = true;
|
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EscapeAstroId = spaceObject.AstroId;
|
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}
|
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if (EscapeMode)
|
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{
|
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if (spaceObject.AstroId != EscapeAstroId)
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continue;
|
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if (toObjectAltitude > quitEscapeAltitude)
|
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{
|
||||
EscapeMode = false;
|
||||
EscapeAstroId = 0;
|
||||
} else
|
||||
{
|
||||
VectorLF3 escapeDirection = - toObject / toObjectMagnitude;
|
||||
VectorLF3 cDirection = VectorLF3.Dot(escapeDirection, baseDir) < - 0.5 ?
|
||||
pushVector.sqrMagnitude < Epsilon ? default : pushVector.normalized
|
||||
: baseDir;
|
||||
double bias = (quitEscapeAltitude - toObjectAltitude) / (quitEscapeAltitude - enterEscapeAltitude);
|
||||
bias = bias switch
|
||||
{
|
||||
< 0.0 => 0.0,
|
||||
> 1.0 => 1.0,
|
||||
_ => bias
|
||||
};
|
||||
VectorLF3 direction = escapeDirection * bias + cDirection * (1 - bias);
|
||||
return direction.sqrMagnitude < Epsilon ? escapeDirection : direction.normalized;
|
||||
}
|
||||
}
|
||||
|
||||
// 仅考虑前方的天体
|
||||
if (forward <= 0.0)
|
||||
continue;
|
||||
double pushSqr = pushVector.sqrMagnitude;
|
||||
double pushMagnitude = Math.Sqrt(pushSqr);
|
||||
if (pushSqr < Epsilon)
|
||||
continue;
|
||||
if (pushMagnitude >= safeR)
|
||||
continue;
|
||||
|
||||
// 距离权重计算避障力度并合成
|
||||
double pushW = (safeR - pushMagnitude) / safeR;
|
||||
pushW = Clamp(pushW, 0, 1);
|
||||
double forwardW = 1 - (forward - safeR) / (lookForward - safeR);
|
||||
forwardW = Clamp(forwardW, 0, 1);
|
||||
double weight = pushW * pushW * (3.0 - 2.0 * pushW) * forwardW * forwardW;
|
||||
VectorLF3 pushDir = pushVector / pushMagnitude;
|
||||
avoid += pushDir * weight;
|
||||
sumW += weight;
|
||||
|
||||
// 计算抬升,防止对称抵消,可以考虑增加门限降低成本
|
||||
VectorLF3 n = VectorLF3.Cross(baseDir, pushDir);
|
||||
if (VectorLF3.Dot(n, upRef) < 0)
|
||||
n = - n;
|
||||
liftRaw += n * weight;
|
||||
}
|
||||
|
||||
double avoidSqr = avoid.sqrMagnitude;
|
||||
if (avoidSqr < Epsilon)
|
||||
return baseDir;
|
||||
|
||||
// 判断抬升,在合成避障力度相对不足时抬升
|
||||
double needLift = 0;
|
||||
if (sumW > Epsilon)
|
||||
{
|
||||
double avoidMagnitude = Math.Sqrt(avoidSqr);
|
||||
double ratio = avoidMagnitude / sumW;
|
||||
needLift = 1 - Clamp(ratio, 0, 1);
|
||||
}
|
||||
const double needLiftMin = 0.4;
|
||||
needLift = (needLift - needLiftMin) / (1 - needLiftMin);
|
||||
needLift = Clamp(needLift, 0, 1);
|
||||
VectorLF3 lift = default;
|
||||
if (needLift > 0)
|
||||
{
|
||||
const double liftScale = 0.25;
|
||||
const double liftMax = 0.6;
|
||||
lift = liftRaw * needLift * liftScale;
|
||||
if (lift.sqrMagnitude > liftMax * liftMax)
|
||||
lift = lift.normalized * liftMax;
|
||||
}
|
||||
|
||||
VectorLF3 mixed = baseDir + avoid + lift;
|
||||
double mixedSqr = mixed.sqrMagnitude;
|
||||
return mixedSqr < Epsilon ? baseDir : mixed.normalized;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 航向并跟随移动目标,进入近距离跟随后无避障
|
||||
/// <param name="distance">到目标距离</param>
|
||||
/// <param name="followDistance">目标跟踪距离</param>
|
||||
/// </summary>
|
||||
private static void FollowMovingTarget(PlayerController controller, double distance)
|
||||
{
|
||||
double arriveRadius = TargetArriveThresholdRadius;
|
||||
double exitLockRadius = arriveRadius * 1.05;
|
||||
double axialTolerance = arriveRadius * 0.8;
|
||||
double lateralTolerance = arriveRadius * 0.8;
|
||||
double axialSlowDownDistance = arriveRadius * 10;
|
||||
double lateralSlowDownDistance = arriveRadius * 5;
|
||||
|
||||
Player player = controller.player;
|
||||
double mechaMaxSailSpeed = player.mecha.maxSailSpeed;
|
||||
VectorLF3 playerPos = player.uPosition;
|
||||
VectorLF3 playerVelocity = player.uVelocity;
|
||||
double playerSpeed = playerVelocity.magnitude;
|
||||
VectorLF3 targetPos = TargetUniversePosition;
|
||||
VectorLF3 targetVelocity = TargetUniverseVelocity;
|
||||
VectorLF3 toTarget = targetPos - playerPos;
|
||||
VectorLF3 toTargetDir = toTarget / distance;
|
||||
VectorLF3 targetVelocityDir = SafeNorm(targetVelocity, toTargetDir);
|
||||
|
||||
if (distance > FollowModeUseWarpDistance)
|
||||
{
|
||||
SailToTarget(controller, distance);
|
||||
return;
|
||||
}
|
||||
if (player.warping)
|
||||
player.warpCommand = false;
|
||||
|
||||
switch (distance)
|
||||
{
|
||||
case >= FollowModeUseWarpDistance:
|
||||
SailToTarget(controller, distance);
|
||||
return;
|
||||
case < FollowModeUseWarpDistance when player.warping:
|
||||
player.warpCommand = false;
|
||||
return;
|
||||
case < FollowModeUseWarpDistance when distance > exitLockRadius:
|
||||
FollowModeLock = false;
|
||||
break;
|
||||
case < FollowModeUseWarpDistance when distance <= arriveRadius:
|
||||
FollowModeLock = true;
|
||||
break;
|
||||
}
|
||||
// 球面锁速
|
||||
if (FollowModeLock)
|
||||
{
|
||||
UpdateSailVelocityAndRotation(
|
||||
controller: controller,
|
||||
currentDir: playerVelocity / playerSpeed,
|
||||
currentSpeed: playerSpeed,
|
||||
targetDir: targetVelocityDir,
|
||||
targetSpeed: targetVelocity.magnitude,
|
||||
forceSpeedUp: true);
|
||||
return;
|
||||
}
|
||||
|
||||
// 分解误差并分量贴靠
|
||||
double axialError = VectorLF3.Dot(toTarget, targetVelocityDir);
|
||||
VectorLF3 lateralVector = toTarget - targetVelocityDir * axialError;
|
||||
double lateralError = lateralVector.magnitude;
|
||||
VectorLF3 lateralDir = lateralError > Epsilon ? lateralVector / lateralError : default;
|
||||
|
||||
// 轴向
|
||||
double axialEffectiveError = Math.Max(Math.Abs(axialError) - axialTolerance, 0.0);
|
||||
double axialApproachSpeed = mechaMaxSailSpeed * axialEffectiveError / (axialEffectiveError + axialSlowDownDistance);
|
||||
VectorLF3 axialDir = axialError >= 0 ? targetVelocityDir : - targetVelocityDir;
|
||||
|
||||
// 横向
|
||||
double lateralEffectiveError = Math.Max(lateralError - lateralTolerance, 0.0);
|
||||
double lateralApproachSpeed =
|
||||
mechaMaxSailSpeed * lateralEffectiveError / (lateralEffectiveError + lateralSlowDownDistance);
|
||||
|
||||
VectorLF3 relativeVelocityDesired = axialDir * axialApproachSpeed + lateralDir * lateralApproachSpeed;
|
||||
|
||||
// 速度补偿
|
||||
if (distance > arriveRadius)
|
||||
{
|
||||
double cWeight = (distance - arriveRadius) / ResidualCompensationMaxDistance;
|
||||
cWeight = Clamp(cWeight, 0, 1);
|
||||
cWeight = cWeight * cWeight * (3.0 - 2.0 * cWeight);
|
||||
double cSpeed = player.mecha.maxSailSpeed * cWeight * ResidualCompensationSpeedRatio
|
||||
+ ResidualCompensationMinSpeed;
|
||||
double dot = VectorLF3.Dot(relativeVelocityDesired, toTargetDir);
|
||||
if (dot < cSpeed)
|
||||
relativeVelocityDesired += toTargetDir * cSpeed;
|
||||
}
|
||||
|
||||
// 合成目标速度
|
||||
VectorLF3 desiredVelocity = targetVelocity + relativeVelocityDesired;
|
||||
double desiredSpeed = Math.Min(desiredVelocity.magnitude, mechaMaxSailSpeed);
|
||||
VectorLF3 desiredDirection = SafeNorm(desiredVelocity, toTargetDir);
|
||||
VectorLF3 playerDir = SafeNorm(playerVelocity, desiredDirection);
|
||||
UpdateSailVelocityAndRotation(
|
||||
controller: controller,
|
||||
currentDir: playerDir,
|
||||
currentSpeed: playerSpeed,
|
||||
targetDir: desiredDirection,
|
||||
targetSpeed: desiredSpeed,
|
||||
forceSpeedUp: true);
|
||||
}
|
||||
|
||||
private static VectorLF3 SafeNorm(VectorLF3 vector, VectorLF3 fallback, double sqr = double.NaN)
|
||||
{
|
||||
sqr = double.IsNaN(sqr) ? vector.sqrMagnitude : sqr;
|
||||
return sqr < Epsilon ? fallback : vector.normalized;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 更新航行速度(包括加速、转向、姿态控制、同步 visual_uvel)
|
||||
/// </summary>
|
||||
private static void UpdateSailVelocityAndRotation(
|
||||
PlayerController controller,
|
||||
VectorLF3 currentDir,
|
||||
double currentSpeed,
|
||||
VectorLF3 targetDir,
|
||||
double targetSpeed,
|
||||
bool forceSpeedUp = false)
|
||||
{
|
||||
PlayerMove_Sail sail = controller.actionSail;
|
||||
Player player = controller.player;
|
||||
Mecha mecha = player.mecha;
|
||||
VectorLF3 currentVel = currentDir * currentSpeed;
|
||||
double desiredSpeed = Math.Min(targetSpeed, mecha.maxSailSpeed);
|
||||
double stepSpeed = currentSpeed;
|
||||
|
||||
// 加减速
|
||||
bool speedUp = forceSpeedUp || (UseSpeedUp.Value && mecha.coreEnergy > UseSpeedUpMinimalEnergy.Value * 1000 * 1000);
|
||||
if (speedUp && desiredSpeed > currentSpeed)
|
||||
{
|
||||
double dSpeed = Clamp(currentSpeed * 0.02, 7.0, sail.max_acc);
|
||||
dSpeed = Math.Min(dSpeed, desiredSpeed - currentSpeed);
|
||||
dSpeed = Math.Min(dSpeed, mecha.maxSailSpeed - currentSpeed);
|
||||
if (dSpeed > 0)
|
||||
stepSpeed = currentSpeed + dSpeed * sail.UseSailEnergy(dSpeed);
|
||||
} else if (desiredSpeed < currentSpeed)
|
||||
{
|
||||
VectorLF3 dVelocityBrake = currentVel * 0.008;
|
||||
sail.UseSailEnergy(ref dVelocityBrake, 1.5);
|
||||
stepSpeed = Math.Max(0, (currentVel - dVelocityBrake).magnitude);
|
||||
}
|
||||
|
||||
// 平滑变速
|
||||
VectorLF3 targetVelocity = targetDir * stepSpeed;
|
||||
float angle = Vector3.Angle(targetVelocity, currentVel);
|
||||
var t = (float)(1.6 / Mathf.Max(10, angle));
|
||||
VectorLF3 dVelocity = (VectorLF3)Vector3.Slerp(currentVel, targetVelocity, t) - currentVel;
|
||||
sail.UseSailEnergy(ref dVelocity, 0.36);
|
||||
VectorLF3 newVelocity = currentVel + dVelocity;
|
||||
|
||||
sail.input_aff_1 = 1.0;
|
||||
player.uVelocity = newVelocity;
|
||||
UpdateRotation(controller: controller);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 姿态控制
|
||||
/// </summary>
|
||||
private static void UpdateRotation(PlayerController controller)
|
||||
{
|
||||
Player player = controller.player;
|
||||
PlayerMove_Sail sail = controller.actionSail;
|
||||
VectorLF3 newVelocity = player.uVelocity;
|
||||
// 使用摄像机up方向
|
||||
if (newVelocity.magnitude > Epsilon)
|
||||
{
|
||||
VectorLF3 forward = newVelocity.normalized;
|
||||
Vector3 cameraUp = controller.actionSail.sailPoser.targetURot * Vector3.up;
|
||||
VectorLF3 cameraUpWorld = cameraUp;
|
||||
double dot = VectorLF3.Dot(cameraUpWorld, forward);
|
||||
VectorLF3 projectedUp = cameraUpWorld - forward * dot;
|
||||
Vector3 newUp;
|
||||
if (projectedUp.sqrMagnitude < Epsilon)
|
||||
{
|
||||
Vector3 cameraRight = controller.actionSail.sailPoser.targetURot * Vector3.right;
|
||||
newUp = Vector3.Cross(cameraRight, forward);
|
||||
if (newUp.sqrMagnitude < Epsilon)
|
||||
newUp = Vector3.up; // 极端情况回退
|
||||
else
|
||||
newUp.Normalize( );
|
||||
} else
|
||||
newUp = ((Vector3)projectedUp).normalized;
|
||||
Quaternion targetRot = Quaternion.LookRotation(forward, newUp);
|
||||
float rotAngle = Quaternion.Angle(player.uRotation, targetRot);
|
||||
float rotT = Mathf.Min(0.15f, 10f / Mathf.Max(10f, rotAngle)); // 每帧最多转15%
|
||||
player.uRotation = Quaternion.Slerp(player.uRotation, targetRot, rotT);
|
||||
}
|
||||
// 同步 visual_uvel
|
||||
PlanetData localPlanet = GameMain.localPlanet;
|
||||
if (localPlanet != null)
|
||||
{
|
||||
VectorLF3 planetVel = localPlanet.GetUniversalVelocityAtLocalPoint(GameMain.gameTime, player.position);
|
||||
sail.visual_uvel = newVelocity - planetVel;
|
||||
} else
|
||||
sail.visual_uvel = newVelocity;
|
||||
}
|
||||
|
||||
private static bool UpdateMovementState(EMovementState state)
|
||||
{
|
||||
if (LastMovementState == state)
|
||||
return false;
|
||||
LastMovementState = state;
|
||||
return true;
|
||||
}
|
||||
|
||||
private static double Clamp(double value, double min, double max) => value < min ? min : value > max ? max : value;
|
||||
|
||||
[HarmonyPatch(typeof(GameMain), "OnDestroy"), HarmonyPrefix]
|
||||
private static void DestroyPrefix( ) => Reset( );
|
||||
|
||||
[HarmonyPatch(typeof(GameMain), nameof(GameMain.Pause)), HarmonyPrefix]
|
||||
private static void PausePrefix( ) => Pause( );
|
||||
|
||||
[HarmonyPatch(typeof(GameMain), nameof(GameMain.Resume)), HarmonyPrefix]
|
||||
private static void ResumePrefix( ) => Resume( );
|
||||
|
||||
[HarmonyTranspiler]
|
||||
[HarmonyPatch(typeof(PlayerController), nameof(PlayerController.GameTick))]
|
||||
private static IEnumerable<CodeInstruction> PlayerController_GameTick_Transpiler(
|
||||
IEnumerable<CodeInstruction> instructions,
|
||||
ILGenerator generator)
|
||||
{
|
||||
var matcher = new CodeMatcher(instructions, generator);
|
||||
matcher.MatchForward(
|
||||
false,
|
||||
new CodeMatch(
|
||||
OpCodes.Callvirt,
|
||||
AccessTools.Method(typeof(BuildModel), nameof(BuildModel.EarlyGameTickIgnoreActive)))
|
||||
).Advance(1).InsertAndAdvance(
|
||||
new CodeInstruction(OpCodes.Ldarg_0),
|
||||
Transpilers.EmitDelegate((PlayerController controller) =>
|
||||
{
|
||||
switch (controller.movementStateInFrame)
|
||||
{
|
||||
case EMovementState.Walk:
|
||||
case EMovementState.Drift:
|
||||
if (PreCheckAndRefreshTarget(controller.player) || DetermineTargetLocal( ))
|
||||
return;
|
||||
controller.input0.z = 1f;
|
||||
break;
|
||||
case EMovementState.Fly:
|
||||
if (PreCheckAndRefreshTarget(controller.player) || DetermineTargetLocal( ))
|
||||
return;
|
||||
controller.input1.y = 1f;
|
||||
controller.input0.y = 1f;
|
||||
break;
|
||||
}
|
||||
})
|
||||
);
|
||||
return matcher.InstructionEnumeration( );
|
||||
|
||||
// 粗略判断抵达
|
||||
static bool DetermineTargetLocal( )
|
||||
{
|
||||
if (TargetId != 0 && (TargetType != ESpaceGuideType.Planet || GameMain.localPlanet?.astroId != TargetId))
|
||||
return false;
|
||||
StopAutoNavigation( );
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
[HarmonyPatch(typeof(PlayerMove_Sail), nameof(PlayerMove_Sail.GameTick)), HarmonyPostfix]
|
||||
// ReSharper disable once InconsistentNaming
|
||||
private static void PlayerMoveSailPostfix(PlayerMove_Sail __instance)
|
||||
{
|
||||
PlayerController controller = __instance.controller;
|
||||
Player player = __instance.player;
|
||||
if (PreCheckAndRefreshTarget(player))
|
||||
return;
|
||||
bool isStateChanged = UpdateMovementState(controller.movementStateInFrame);
|
||||
VectorLF3 playerPos = player.uPosition;
|
||||
VectorLF3 targetVector = TargetUniversePosition - playerPos;
|
||||
double distance = targetVector.magnitude;
|
||||
if (isStateChanged)
|
||||
__instance.sailPoser.targetURotWanted = Quaternion.LookRotation(targetVector);
|
||||
|
||||
Stopwatch.Restart( );
|
||||
// ReSharper disable once SwitchStatementMissingSomeEnumCasesNoDefault
|
||||
switch (TargetType)
|
||||
{
|
||||
case ESpaceGuideType.Star:
|
||||
case ESpaceGuideType.Planet:
|
||||
// 判断抵达
|
||||
if (distance < TargetArriveThresholdRadius)
|
||||
{
|
||||
if (player.warping)
|
||||
player.warpCommand = false;
|
||||
StopAutoNavigation( );
|
||||
return;
|
||||
}
|
||||
SailToTarget(controller, distance);
|
||||
break;
|
||||
case ESpaceGuideType.DFHive:
|
||||
case ESpaceGuideType.DFCarrier:
|
||||
FollowMovingTarget(controller, distance);
|
||||
break;
|
||||
}
|
||||
|
||||
Stopwatch.Stop( );
|
||||
long ticks = Stopwatch.ElapsedTicks;
|
||||
FrameTotalTicks += ticks;
|
||||
FrameCount ++;
|
||||
if (ticks > SlowFrameLimit)
|
||||
{
|
||||
SlowFrameTicks += ticks;
|
||||
SlowFrameCount ++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public readonly struct SpaceObject(int astroId, VectorLF3 position, double radius, double radiusOffset)
|
||||
{
|
||||
public int AstroId { get; } = astroId;
|
||||
public VectorLF3 Position { get; } = position;
|
||||
public double Radius { get; } = radius;
|
||||
public double RadiusOffset { get; } = radiusOffset;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
+144
-18
@@ -131,8 +131,15 @@ public static class UIConfigWindow
|
||||
I18N.Add("Shortcut keys for showing stars' name", "Shortcut keys for showing stars' name", "启用显示所有星系名称的快捷键");
|
||||
I18N.Add("Auto navigation on sailings", "Auto navigation on sailings", "宇宙航行时自动导航");
|
||||
I18N.Add("Enable auto-cruise", "Enable auto-cruise", "启用自动巡航");
|
||||
I18N.Add("New Navigation Algorithm", "New Navigation Algorithm", "新导航算法");
|
||||
I18N.Add("Stop AutoNavigation on arrival or input", "Stop AutoNavigation on arrival or input", "抵达或输入关闭导航");
|
||||
I18N.Add("Auto boost", "Auto boost", "自动加速");
|
||||
I18N.Add("Auto boost Minimal Energy", "Auto boost Minimal Energy (MJ)", "自动加速最低能量(MJ)");
|
||||
I18N.Add("Use Warp", "Use Warp", "启用曲速");
|
||||
I18N.Add("Distance to use warp", "Distance to use warp (AU)", "使用曲速的距离(AU)");
|
||||
I18N.Add("Use Warp Minimal Energy", "Use Warp Minimal Energy (MJ)", "使用曲速最低能量(MJ)");
|
||||
I18N.Add("Dark Fog Hive Follow Distance", "Dark Fog Hive Follow Distance (AU)", "黑雾巢穴跟踪距离(AU)");
|
||||
I18N.Add("Dark Fog Carrier Follow Distance", "Dark Fog Carrier Follow Distance (M)", "黑雾火种跟踪距离(M)");
|
||||
I18N.Add("Treat stack items as single in monitor components", "Treat stack items as single in monitor components", "在流速计中将堆叠物品视为单个物品");
|
||||
I18N.Add("Initialize This Planet", "Initialize this planet", "初始化本行星");
|
||||
I18N.Add("Initialize This Planet Confirm", "This operation will destroy all buildings and revert terrains on this planet, are you sure?", "此操作将会摧毁本行星上的所有建筑并恢复地形,确定吗?");
|
||||
@@ -183,13 +190,45 @@ public static class UIConfigWindow
|
||||
public override int ValueToIndex(float value) => Mathf.RoundToInt(value + 10f);
|
||||
}
|
||||
|
||||
private class DistanceMapper : MyWindow.ValueMapper<double>
|
||||
{
|
||||
public override int Min => 1;
|
||||
public override int Max => 40;
|
||||
public override double IndexToValue(int index) => index * 0.5;
|
||||
public override int ValueToIndex(double value) => Mathf.RoundToInt((float)(value * 2.0));
|
||||
}
|
||||
private class DistanceMapper : MyWindow.ValueMapper<double>
|
||||
{
|
||||
public override int Min => 1;
|
||||
public override int Max => 40;
|
||||
|
||||
public override double IndexToValue(int index) => index * 0.5;
|
||||
|
||||
public override int ValueToIndex(double value) => Mathf.RoundToInt((float)(value * 2.0));
|
||||
}
|
||||
|
||||
private class DistanceMapperHive : MyWindow.ValueMapper<double>
|
||||
{
|
||||
public override int Min => 1;
|
||||
public override int Max => 50;
|
||||
|
||||
public override double IndexToValue(int index) => index * 0.1;
|
||||
|
||||
public override int ValueToIndex(double value) => Mathf.RoundToInt((float)(value * 10));
|
||||
}
|
||||
|
||||
private class DistanceMapperCarrier : MyWindow.ValueMapper<double>
|
||||
{
|
||||
public override int Min => 100;
|
||||
public override int Max => 3000;
|
||||
|
||||
public override double IndexToValue(int index) => index;
|
||||
|
||||
public override int ValueToIndex(double value) => Mathf.RoundToInt((float)value);
|
||||
}
|
||||
|
||||
private class EnergyMapper : MyWindow.ValueMapper<double>
|
||||
{
|
||||
public override int Min => 50;
|
||||
public override int Max => 1000;
|
||||
|
||||
public override double IndexToValue(int index) => index;
|
||||
|
||||
public override int ValueToIndex(double value) => Mathf.RoundToInt((float)value);
|
||||
}
|
||||
|
||||
private class UpsMapper : MyWindow.ValueMapper<double>
|
||||
{
|
||||
@@ -763,24 +802,111 @@ public static class UIConfigWindow
|
||||
|
||||
{
|
||||
y += 36f;
|
||||
wnd.AddCheckBox(x, y, tab4, PlayerPatch.AutoNavigationEnabled, "Auto navigation on sailings");
|
||||
y += 27f;
|
||||
MyCheckBox autoNavCheckBox = wnd.AddCheckBox(x, y, tab4, PlayerPatch.AutoNavigationEnabled, "Auto navigation on sailings");
|
||||
y += 27f;
|
||||
var autoCruiseCheckBox = wnd.AddCheckBox(x + 20f, y, tab4, PlayerPatch.AutoCruiseEnabled, "Enable auto-cruise", 13);
|
||||
y += 27f;
|
||||
var autoBoostCheckBox = wnd.AddCheckBox(x + 20f, y, tab4, PlayerPatch.AutoBoostEnabled, "Auto boost", 13);
|
||||
y += 27f;
|
||||
txt = wnd.AddText2(x + 20f, y, tab4, "Distance to use warp", 15, "text-distance-to-warp");
|
||||
var navDistanceSlider = wnd.AddSlider(x + 20f + txt.preferredWidth + 5f, y + 6f, tab4, PlayerPatch.DistanceToWarp, new DistanceMapper(), "0.0", 100f);
|
||||
PlayerPatch.AutoNavigationEnabled.SettingChanged += NavSettingChanged;
|
||||
wnd.OnFree += () => { PlayerPatch.AutoNavigationEnabled.SettingChanged -= NavSettingChanged; };
|
||||
NavSettingChanged(null, null);
|
||||
|
||||
void NavSettingChanged(object o, EventArgs e)
|
||||
{
|
||||
autoCruiseCheckBox.SetEnable(PlayerPatch.AutoNavigationEnabled.Value);
|
||||
autoBoostCheckBox.SetEnable(PlayerPatch.AutoNavigationEnabled.Value);
|
||||
navDistanceSlider.SetEnable(PlayerPatch.AutoNavigationEnabled.Value);
|
||||
}
|
||||
y += 36f;
|
||||
MyCheckBox newAlgorithmCheckBox = wnd.AddCheckBox(
|
||||
x,
|
||||
y,
|
||||
tab4,
|
||||
PlayerPatch.UseNewNavigationAlgorithm,
|
||||
"New Navigation Algorithm");
|
||||
y += 27f;
|
||||
MyCheckBox autoStopCheckBox = wnd.AddCheckBox(
|
||||
x,
|
||||
y,
|
||||
tab4,
|
||||
PlayerPatch.StopOnArrivalAndInput,
|
||||
"Stop AutoNavigation on arrival or input");
|
||||
y += 27f;
|
||||
MyCheckBox useWarpCheckBox = wnd.AddCheckBox(x, y, tab4, PlayerPatch.UseWarper, "Use Warp");
|
||||
y += 27f;
|
||||
txt = wnd.AddText2(x + 20f, y, tab4, "Use Warp Minimal Energy", 15, "Use Warp Minimal Energy");
|
||||
var warpEnergySlider = wnd.AddSideSlider(
|
||||
x + 20f + txt.preferredWidth + 5f,
|
||||
y + 6f,
|
||||
tab4,
|
||||
PlayerPatch.UseWarperMinimalEnergy,
|
||||
new EnergyMapper( ),
|
||||
"0",
|
||||
200f,
|
||||
- 100f).WithFontSize(13);
|
||||
y += 27f;
|
||||
txt = wnd.AddText2(x + 20f, y, tab4, "Distance to use warp", 15, "text-distance-to-warp");
|
||||
var newNavDistanceSlider = wnd.AddSlider(
|
||||
x + 20f + txt.preferredWidth + 5f,
|
||||
y + 6f,
|
||||
tab4,
|
||||
PlayerPatch.UseWarperDistance,
|
||||
new DistanceMapper( ),
|
||||
"0.0",
|
||||
200f);
|
||||
y += 27f;
|
||||
MyCheckBox speedUpCheckBox = wnd.AddCheckBox(x, y, tab4, PlayerPatch.UseSpeedUp, "Auto boost");
|
||||
y += 27f;
|
||||
txt = wnd.AddText2(x + 20f, y, tab4, "Auto boost Minimal Energy", 15, "Auto boost Minimal Energy");
|
||||
var speedUpEnergySlider = wnd.AddSideSlider(
|
||||
x + 20f + txt.preferredWidth + 5f,
|
||||
y + 6f,
|
||||
tab4,
|
||||
PlayerPatch.UseSpeedUpMinimalEnergy,
|
||||
new EnergyMapper( ),
|
||||
"0",
|
||||
200f,
|
||||
- 100f).WithFontSize(13);
|
||||
y += 27f;
|
||||
txt = wnd.AddText2(x, y, tab4, "Dark Fog Hive Follow Distance", 15, "Dark Fog Hive Follow Distance");
|
||||
var dfHiveSlider = wnd.AddSideSlider(
|
||||
x + txt.preferredWidth + 5f,
|
||||
y + 6f,
|
||||
tab4,
|
||||
PlayerPatch.DFHiveFollowDistance,
|
||||
new DistanceMapperHive( ),
|
||||
"0.0",
|
||||
200f,
|
||||
- 100f).WithFontSize(13);
|
||||
y += 27f;
|
||||
txt = wnd.AddText2(x, y, tab4, "Dark Fog Carrier Follow Distance", 15, "Dark Fog Carrier Follow Distance");
|
||||
var dfCarrierSlider = wnd.AddSideSlider(
|
||||
x + txt.preferredWidth + 5f,
|
||||
y + 6f,
|
||||
tab4,
|
||||
PlayerPatch.DFCarrierFollowDistance,
|
||||
new DistanceMapperCarrier( ),
|
||||
"0.0",
|
||||
200f,
|
||||
- 100f).WithFontSize(13);
|
||||
|
||||
PlayerPatch.AutoNavigationEnabled.SettingChanged += NavSettingChanged;
|
||||
PlayerPatch.UseNewNavigationAlgorithm.SettingChanged += NavSettingChanged;
|
||||
wnd.OnFree += ( ) => { PlayerPatch.AutoNavigationEnabled.SettingChanged -= NavSettingChanged; };
|
||||
wnd.OnFree += ( ) => { PlayerPatch.UseNewNavigationAlgorithm.SettingChanged -= NavSettingChanged; };
|
||||
NavSettingChanged(null, null);
|
||||
|
||||
void NavSettingChanged(object o, EventArgs e)
|
||||
{
|
||||
autoNavCheckBox.SetEnable(! PlayerPatch.UseNewNavigationAlgorithm.Value);
|
||||
autoCruiseCheckBox.SetEnable(PlayerPatch.AutoNavigationEnabled.Value);
|
||||
autoBoostCheckBox.SetEnable(PlayerPatch.AutoNavigationEnabled.Value);
|
||||
navDistanceSlider.SetEnable(PlayerPatch.AutoNavigationEnabled.Value);
|
||||
|
||||
newAlgorithmCheckBox.SetEnable(! PlayerPatch.AutoNavigationEnabled.Value);
|
||||
autoStopCheckBox.SetEnable(PlayerPatch.UseNewNavigationAlgorithm.Value);
|
||||
useWarpCheckBox.SetEnable(PlayerPatch.UseNewNavigationAlgorithm.Value);
|
||||
warpEnergySlider.SetEnable(PlayerPatch.UseNewNavigationAlgorithm.Value);
|
||||
newNavDistanceSlider.SetEnable(PlayerPatch.UseNewNavigationAlgorithm.Value);
|
||||
speedUpCheckBox.SetEnable(PlayerPatch.UseNewNavigationAlgorithm.Value);
|
||||
speedUpEnergySlider.SetEnable(PlayerPatch.UseNewNavigationAlgorithm.Value);
|
||||
dfHiveSlider.SetEnable(PlayerPatch.UseNewNavigationAlgorithm.Value);
|
||||
dfCarrierSlider.SetEnable(PlayerPatch.UseNewNavigationAlgorithm.Value);
|
||||
}
|
||||
}
|
||||
|
||||
var tab5 = wnd.AddTab(trans, "Dyson Sphere");
|
||||
|
||||
@@ -233,6 +233,7 @@ public class UXAssist : BaseUnityPlugin, IModCanSave
|
||||
DysonSpherePatch.AutoConstructMultiplier = Config.Bind("DysonSphere", "AutoConstructMultiplier", 1, "Dyson Sphere auto-construct speed multiplier");
|
||||
UIPatch.PlanetVeinUtilizationEnabled = Config.Bind("UI", "PlanetVeinUtilization", false,
|
||||
"Planet vein utilization");
|
||||
PlayerPatch.AutoNavigationG.Awake(this.Config);
|
||||
|
||||
I18N.Init();
|
||||
I18N.Add("UXAssist Config", "UXAssist Config", "UX助手设置");
|
||||
@@ -287,4 +288,4 @@ public class UXAssist : BaseUnityPlugin, IModCanSave
|
||||
|
||||
LogisticsPatch.OnUpdate();
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user