619版本包
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@ -107872,14 +107872,14 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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NoAI: 0
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FullSight: 1
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FullSight: 0
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AIActionTime: 0.5
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AIAllTech: 1
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AIMoreMoney: 0
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LandThreshold: 0.3
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AnimationSpeed: 1
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DebugMode: 1
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DebugHideCenterMessage: 1
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DebugMode: 0
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DebugHideCenterMessage: 0
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cityCount: 30
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unitCount: 0
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turn: 0
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@ -152,7 +152,7 @@ namespace RuntimeData
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//用于经典模式,判断是否已经抵达31回合,从而结束游戏
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public bool CheckTimeEnd()
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{
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if(SelfPlayerData.Turn == 31)
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if(SelfPlayerData.Turn == 61)
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return true;
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return false;
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}
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@ -900,7 +900,12 @@ namespace Logic.AI
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private static void CalculateCityDevelopment(AICalculatorData data, CommonActionParams param, CalculateResult result)
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{
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result.Score[CalculateType.CityDevelopment] = param.CityData.Level * 80 + param.CityData.LevelExp * 8 + param.PlayerData.PlayerWealth;
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int treeScore = 0;
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foreach (var t in param.MapData.GetPlayerTerritoryGridIdSet(param.PlayerData.Id))
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if (param.MapData.GridMap.GetGridDataByGid(t, out var grid) && grid.Vegetation == Vegetation.Trees)
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treeScore += 2;
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result.Score[CalculateType.CityDevelopment] = param.CityData.Level * 80 + param.CityData.LevelExp * 8 + param.PlayerData.PlayerWealth + treeScore;
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}
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private static void CalculateCityTrainAttack(AICalculatorData data, CommonActionParams param, CalculateResult result)
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@ -703,11 +703,9 @@ namespace Logic.Action
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ProjectileType.Faith, ProjectileMoveType.CoinParabola, 300);
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}
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}
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else
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Main.CityLogic.CityUpdateExp(actionParams.MapData,city,wonderInfo.Exp);
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@ -778,7 +776,7 @@ namespace Logic.Action
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//临时做法,用来播放VFX,获取Main,理应向MapData写入一个VFX的RenderMark的
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var main = GameObject.Find("Main").GetComponent<Main>();
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if (main.MapData == actionParams.MapData)
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if (main.MapData == actionParams.MapData && actionParams.PlayerData.Id == actionParams.MapData.PlayerMap.SelfPlayerData.Id)
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{
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var v1 = Table.Instance.GridToWorld(actionParams.GridData);
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actionParams.MapData.GetGridDataByCityId(cityData.Id, out var g2);
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@ -808,7 +806,10 @@ namespace Logic.Action
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actionParams.GridData.Resource = ResourceType.None;
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actionParams.GridData.RenderMark = true;
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}
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else
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{
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Main.CityLogic.CityUpdateExp(actionParams.MapData,cityData,Table.Instance.QueryActionExp(_actionId));
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}
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return true;
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}
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@ -971,7 +972,7 @@ namespace Logic.Action
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//临时做法,用来播放VFX,获取Main,理应向MapData写入一个VFX的RenderMark的
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var main = GameObject.Find("Main").GetComponent<Main>();
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if (main.MapData == actionParams.MapData)
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if (main.MapData == actionParams.MapData && actionParams.PlayerData.Id == actionParams.MapData.PlayerMap.SelfPlayerData.Id)
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{
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var v1 = Table.Instance.GridToWorld(actionParams.GridData);
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actionParams.MapData.GetGridDataByCityId(cityData.Id, out var g2);
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@ -1008,6 +1009,8 @@ namespace Logic.Action
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}
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}
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else
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Main.CityLogic.CityUpdateExp(actionParams.MapData,cityData,cityExp);
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return true;
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@ -1645,7 +1648,7 @@ namespace Logic.Action
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{
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gridData.Resource = ResourceType.None;
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gridData.RenderMark = true;
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if (UnityEngine.Random.Range(0, 100) < 100)
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if (UnityEngine.Random.Range(0, 100) < 50)
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{
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actionParams.PlayerData.PlayerWealth += 10;
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