备注
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@ -811,6 +811,7 @@ namespace RuntimeData
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pA.GetCountryDiplomacyInfo(pidB,out var dipInfo);
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return dipInfo.DiplomacyState == DiplomacyState.League;
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}
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public bool SameUnionByUnitId(uint uidA, uint uidB)
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{
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if (!GetPlayerDataByUnitId(uidA, out var pA)) return false;
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@ -1393,7 +1394,7 @@ namespace RuntimeData
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}
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}
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// 当场小兵死上有亡时
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// 当场上有小兵死亡时
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public void OnAnyUnitDie(MapData map, UnitData dieUnit)
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{
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var unitListCopy = new List<UnitData>(UnitMap.UnitList);
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@ -53,11 +53,11 @@ namespace RuntimeData
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// 外交关系枚举
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public enum DiplomacyState
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{
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NoDiplomacy,
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Neutral,
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League,
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War,
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LeagueRupture,
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NoDiplomacy, // 未建交
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Neutral, // 中立的
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League, // 联盟
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War, // 战争
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LeagueRupture, // 联盟破裂
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}
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@ -1318,7 +1318,7 @@ namespace RuntimeData
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}
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// 主动攻击我的敌人信息
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// 外交信息
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[MemoryPackable]
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public partial class DiplomacyData
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{
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@ -1453,6 +1453,9 @@ namespace RuntimeData
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// 冷静期标记
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[MemoryPackIgnore]
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public int IsCalm;
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// PlayerId 是我的队友 (逻辑相当于同盟)
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public bool IsTeammate;
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[MemoryPackConstructor]
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public CountryDiplomacyInfo()
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@ -1462,6 +1465,7 @@ namespace RuntimeData
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IsEmbassy = false;
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IsLeagueRupture = false;
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IsLeagueRequest = false;
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IsTeammate = false;
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FeelingStrategyList = new List<FeelingStrategy>();
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}
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@ -1478,6 +1482,7 @@ namespace RuntimeData
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IsLeagueRupture = copyData.IsLeagueRupture;
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IsLeagueRequest = copyData.IsLeagueRequest;
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IsCalm = copyData.IsCalm;
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IsTeammate = copyData.IsTeammate;
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}
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public void DeepCopy(CountryDiplomacyInfo copyData)
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@ -1493,6 +1498,7 @@ namespace RuntimeData
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IsLeagueRupture = copyData.IsLeagueRupture;
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IsLeagueRequest = copyData.IsLeagueRequest;
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IsCalm = copyData.IsCalm;
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IsTeammate = copyData.IsTeammate;
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}
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}
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