619版本包

This commit is contained in:
daixiawu 2025-06-20 03:49:04 +08:00
parent 6e2bea5fbf
commit 5335c91b95
6 changed files with 137 additions and 734 deletions

View File

@ -107872,14 +107872,14 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
NoAI: 0
FullSight: 1
FullSight: 0
AIActionTime: 0.5
AIAllTech: 1
AIMoreMoney: 0
LandThreshold: 0.3
AnimationSpeed: 1
DebugMode: 1
DebugHideCenterMessage: 1
DebugMode: 0
DebugHideCenterMessage: 0
cityCount: 30
unitCount: 0
turn: 0

View File

@ -152,7 +152,7 @@ namespace RuntimeData
//用于经典模式判断是否已经抵达31回合从而结束游戏
public bool CheckTimeEnd()
{
if(SelfPlayerData.Turn == 31)
if(SelfPlayerData.Turn == 61)
return true;
return false;
}

View File

@ -900,7 +900,12 @@ namespace Logic.AI
private static void CalculateCityDevelopment(AICalculatorData data, CommonActionParams param, CalculateResult result)
{
result.Score[CalculateType.CityDevelopment] = param.CityData.Level * 80 + param.CityData.LevelExp * 8 + param.PlayerData.PlayerWealth;
int treeScore = 0;
foreach (var t in param.MapData.GetPlayerTerritoryGridIdSet(param.PlayerData.Id))
if (param.MapData.GridMap.GetGridDataByGid(t, out var grid) && grid.Vegetation == Vegetation.Trees)
treeScore += 2;
result.Score[CalculateType.CityDevelopment] = param.CityData.Level * 80 + param.CityData.LevelExp * 8 + param.PlayerData.PlayerWealth + treeScore;
}
private static void CalculateCityTrainAttack(AICalculatorData data, CommonActionParams param, CalculateResult result)

View File

@ -703,11 +703,9 @@ namespace Logic.Action
ProjectileType.Faith, ProjectileMoveType.CoinParabola, 300);
}
}
else
Main.CityLogic.CityUpdateExp(actionParams.MapData,city,wonderInfo.Exp);
@ -778,7 +776,7 @@ namespace Logic.Action
//临时做法用来播放VFX,获取Main理应向MapData写入一个VFX的RenderMark的
var main = GameObject.Find("Main").GetComponent<Main>();
if (main.MapData == actionParams.MapData)
if (main.MapData == actionParams.MapData && actionParams.PlayerData.Id == actionParams.MapData.PlayerMap.SelfPlayerData.Id)
{
var v1 = Table.Instance.GridToWorld(actionParams.GridData);
actionParams.MapData.GetGridDataByCityId(cityData.Id, out var g2);
@ -808,7 +806,10 @@ namespace Logic.Action
actionParams.GridData.Resource = ResourceType.None;
actionParams.GridData.RenderMark = true;
}
else
{
Main.CityLogic.CityUpdateExp(actionParams.MapData,cityData,Table.Instance.QueryActionExp(_actionId));
}
return true;
}
@ -971,7 +972,7 @@ namespace Logic.Action
//临时做法用来播放VFX,获取Main理应向MapData写入一个VFX的RenderMark的
var main = GameObject.Find("Main").GetComponent<Main>();
if (main.MapData == actionParams.MapData)
if (main.MapData == actionParams.MapData && actionParams.PlayerData.Id == actionParams.MapData.PlayerMap.SelfPlayerData.Id)
{
var v1 = Table.Instance.GridToWorld(actionParams.GridData);
actionParams.MapData.GetGridDataByCityId(cityData.Id, out var g2);
@ -1008,6 +1009,8 @@ namespace Logic.Action
}
}
else
Main.CityLogic.CityUpdateExp(actionParams.MapData,cityData,cityExp);
return true;
@ -1645,7 +1648,7 @@ namespace Logic.Action
{
gridData.Resource = ResourceType.None;
gridData.RenderMark = true;
if (UnityEngine.Random.Range(0, 100) < 100)
if (UnityEngine.Random.Range(0, 100) < 50)
{
actionParams.PlayerData.PlayerWealth += 10;