876 lines
41 KiB
C#
876 lines
41 KiB
C#
/*
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* @Author: 白哉
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* @Description: 小兵逻辑
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* @Date: 2025年04月01日 星期二 11:04:28
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* @Modify:
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*/
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Animancer;
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using Logic.Audio;
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using Logic.CrashSight;
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using Logic.Event;
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using Logic.Skill;
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using Logic.Timeline;
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using UnityEngine;
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using RuntimeData;
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using TH1Renderer;
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namespace Logic
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{
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public enum DamageType
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{
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ActiveAttack,
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CounterAttack,
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FollowAttack,
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Splash,
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True,
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KillSelf,
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}
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public class SettlementInfo
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{
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//伤害类型
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public DamageType DamageType;
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//伤害来源的unitId
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public UnitData DamageOrigin;
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//伤害目标的unitId
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public UnitData DamageTarget;
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//伤害值
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public int DamageValue;
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//是否击杀
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public bool IsKill;
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}
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public class UnitLogic : IUnitLogic
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{
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float[,] MoveInfoCostMap;
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float[,] MoveInfoMap;
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public UnitLogic()
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{
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MoveInfoCostMap = new float[Table.Instance.MaxMapSize,Table.Instance.MaxMapSize];
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MoveInfoMap = new float[Table.Instance.MaxMapSize,Table.Instance.MaxMapSize];
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}
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public void Update()
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{
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}
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//-------- 信息判断类 ---------//
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//判断uid是不是selfplayer的unit
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public bool CheckIsSelfPlayer(MapData mapData, uint uid)
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{
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mapData.GetPlayerDataByUnitId(uid, out var playerData);
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return playerData == mapData.PlayerMap.SelfPlayerData;
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}
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//-------- 执行类 --------//
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public bool MoveTo(MapData mapData, UnitData unitData, GridData gridData,MoveType moveType)
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{
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mapData.SetUnitIdToGridId(unitData.Id,gridData.Id);
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//如果主动移动会消耗所有类别的行动点数,被动挤出去的移动不算
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if(moveType != MoveType.PassiveMove && moveType != MoveType.AttackMove )
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unitData.MP = unitData.CP = unitData.AP = 0;
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//AUDIO 播放移动音效
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AudioManager.Instance.PlayAudio("SFX/UNIT_move");
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//如果 land to port
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if (unitData.GetLandType() == LandType.LandAndPort && gridData.Resource == ResourceType.Port)
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{
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LandToBoat(mapData, unitData);
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unitData.OnMove(mapData, gridData,moveType);
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}
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//如果sea to land
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else if (unitData.GetLandType() == LandType.WaterAndAshore && gridData.Terrain == TerrainType.Land)
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{
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BoatToLand(mapData, unitData);
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unitData.OnMove(mapData, gridData,moveType);
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}
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//如果sea to sea或者land to land
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else
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//处理DASH等等技能情况,在Move结束时会触发的那些技能
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unitData.OnMove(mapData, gridData,moveType);
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if (!mapData.GetPlayerDataByUnitId(unitData.Id, out var playerData))
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{
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LogSystem.LogError("unit找不到player");
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return false;
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}
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// 更新视野情况
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int radius = unitData.GetSightRange();
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if (gridData.Feature == TerrainFeature.Mountain)
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radius = radius < 2 ? 2 : radius;
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Main.PlayerLogic.UpdateSight(mapData,playerData,mapData.GridMap.GetAroundGridIdList(radius,gridData));
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return true;
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}
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//返回unit2是否能反击unit1
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public bool CanCounter(MapData mapData, UnitData unit1, UnitData unit2)
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{
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if (!mapData.GetPlayerDataByUnitId(unit1.Id, out var player1)) return false;
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if (!mapData.GetPlayerDataByUnitId(unit2.Id, out var player2)) return false;
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if (!mapData.GetGridDataByUnitId(unit1.Id, out var grid1)) return false;
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if (!mapData.GetGridDataByUnitId(unit2.Id, out var grid2)) return false;
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// 计算攻击伤害
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int dmg1 = Table.Instance.CalcDamage(mapData, unit1, unit2);
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//设置unit1 attackendermark和相关参数
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//判断对方能否反击的参数
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bool canCounter;
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canCounter = true;
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//是否限制敌方反击
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if (unit1.IsLimitTargetCounterAttack(mapData))
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canCounter = false;
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//敌方是否被限制反击
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if (unit2.IsLimitSelfCounterAttack(mapData))
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canCounter = false;
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//确认对方是否有我的视野,没有的话无法反击
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if (!player2.Sight.CheckIsInSight(grid1.Id))
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canCounter = false;
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//如果对方攻击范围无法覆盖我,则无法反击
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if (Table.Instance.CalcDistance(new Vector2Int(grid1.Pos.X,grid1.Pos.Y),new Vector2Int(grid2.Pos.X,grid2.Pos.Y))
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> unit2.GetAttackRange())
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canCounter = false;
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if (dmg1 >= unit2.Health) //如果伤害直接够杀死对方
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canCounter = false;
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return canCounter;
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}
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//返回unit1攻击unit2的动画全长度
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public float AttackAnimTime(MapData mapData, UnitData unit1, UnitData unit2)
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{
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if (!mapData.GetPlayerDataByUnitId(unit1.Id, out var player1)) return 0f;
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if (!mapData.GetPlayerDataByUnitId(unit2.Id, out var player2)) return 0f;
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if (!mapData.GetGridDataByUnitId(unit1.Id, out var grid1)) return 0f;
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if (!mapData.GetGridDataByUnitId(unit2.Id, out var grid2)) return 0f;
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// 计算攻击伤害
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int dmg1 = Table.Instance.CalcDamage(mapData, unit1, unit2);
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//判断对方能否反击的参数
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bool canCounter = CanCounter(mapData,unit1,unit2);
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//第一次攻击到对方的时刻
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float attackWait = Table.Instance.AnimDataAssets.GetAttackTimeByAttackRange(unit1.GetAttackRange());
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//第一次攻击到对方后返回的时刻
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float attackBack = attackWait + Table.Instance.AnimDataAssets.GetAttackReturnTimeByAttackRange(unit1.GetAttackRange());
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float counterAttackStart = attackBack+ Table.Instance.AnimDataAssets.BetweenAttackCounterAnimTime;
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//第一次攻击到对方后返回+对方反击打到我的时刻
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float counterAttackWait = attackBack + Table.Instance.AnimDataAssets.GetAttackTimeByAttackRange(unit2.GetAttackRange())
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+ Table.Instance.AnimDataAssets.BetweenAttackCounterAnimTime;
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//第一次攻击到对方后返回+对方反击打到我+对方返回的时刻
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float counterAttackBack = counterAttackWait +
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Table.Instance.AnimDataAssets.GetAttackReturnTimeByAttackRange(
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unit2.GetAttackRange());
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if (dmg1 >= unit2.Health) //如果伤害直接够杀死对方
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{
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//攻击+移动:如果是近战且目标位置不是山或者有山的科技,且目标不在水里
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if (unit1.GetAttackRange() == 1 && grid2.Terrain == TerrainType.Land
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&& (grid2.Feature != TerrainFeature.Mountain || player1.TechTree.CheckIfHasTech(TechType.Climbing)))
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return Table.Instance.AnimDataAssets.MoveAnimTime;
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else
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return attackBack;
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}
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//如果杀不死对方且不会被反击
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else if(!canCounter)
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return attackBack;
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//否则就是完整的攻击时长
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return counterAttackBack;
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}
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public bool Attack(MapData mapData, UnitData unit1, UnitData unit2)
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{
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if (!mapData.GetPlayerDataByUnitId(unit1.Id, out var player1)) return false;
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if (!mapData.GetPlayerDataByUnitId(unit2.Id, out var player2)) return false;
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if (!mapData.GetCityDataByUnitId(unit1.Id, out var city1)) return false;
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if (!mapData.GetCityDataByUnitId(unit2.Id, out var city2)) return false;
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if (!mapData.GetGridDataByUnitId(unit1.Id, out var grid1)) return false;
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if (!mapData.GetGridDataByUnitId(unit2.Id, out var grid2)) return false;
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Main.PlayerLogic.SetDiplomacyLeague(player1, player2, DiplomacyState.War);
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player1.CurAttackPlayers.Add(player2.Id);
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player2.CurAttackPlayers.Add(player1.Id);
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player2.AddAttacker(player1.Id);
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player1.TurnNoAttack = 0;
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// 计算攻击伤害
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int dmg1 = Table.Instance.CalcDamage(mapData, unit1, unit2);
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int dmg2 = 0;
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//判断对方能否反击的参数
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bool canCounter = CanCounter(mapData,unit1,unit2);
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//计算反击伤害,要给calcDamage额外传入一个true TODO 这里设计可以优化,方法最好拆分
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if (canCounter) dmg2 = Table.Instance.CalcDamage(mapData, unit1, unit2, true);
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//攻击会消耗所有类别的行动点数
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unit1.AP = unit1.CP = unit1.MP = 0;
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//设置unit1 attackendermark和相关参数
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unit1.AttackRenderMark = true;
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unit1.AttackRenderMarkAttackAnimType = unit1.GetAttackRange() switch
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{
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1 => AttackAnimType.Melee, 2 => AttackAnimType.Arrow, 3 => AttackAnimType.Bomb,
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_ => AttackAnimType.None
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};
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unit1.AttackRenderMarkTargetPos = Table.Instance.GridToWorld(grid2,"isUnit");
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unit1.AttackRenderMarkNeedBack = true;
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//一组参数用来处理攻击时长的
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//第一次攻击到对方的时刻
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float attackWait = Table.Instance.AnimDataAssets.GetAttackTimeByAttackRange(unit1.GetAttackRange());
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//第一次攻击到对方后返回的时刻
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float attackBack = attackWait + Table.Instance.AnimDataAssets.GetAttackReturnTimeByAttackRange(unit1.GetAttackRange());
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float counterAttackStart = attackBack+ Table.Instance.AnimDataAssets.BetweenAttackCounterAnimTime;
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//第一次攻击到对方后返回+对方反击打到我的时刻
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float counterAttackWait = attackBack + Table.Instance.AnimDataAssets.GetAttackTimeByAttackRange(unit2.GetAttackRange())
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+ Table.Instance.AnimDataAssets.BetweenAttackCounterAnimTime;
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//第一次攻击到对方后返回+对方反击打到我+对方返回的时刻
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float counterAttackBack = counterAttackWait +
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Table.Instance.AnimDataAssets.GetAttackReturnTimeByAttackRange(
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unit2.GetAttackRange());
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if (TestKillUnit(mapData,unit1,unit2,dmg1)) //如果伤害直接够杀死对方
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{
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//攻击+移动:如果是近战且目标位置不是山或者有山的科技,且目标不在水里
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if (unit1.GetAttackRange() == 1 && grid2.Terrain == TerrainType.Land
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&& (grid2.Feature != TerrainFeature.Mountain || player1.TechTree.CheckIfHasTech(TechType.Climbing)))
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{
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unit1.AttackRenderMark = false;
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var fragment = new MoveKill();
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fragment.Map = mapData;
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fragment.Duration = Table.Instance.AnimDataAssets.MoveAnimTime;
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fragment.Origin = unit1;
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fragment.Target = unit2;
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fragment.Dmg = dmg1;
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fragment.OriginGrid = grid1;
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fragment.TargetGrid = grid2;
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fragment.OriginPlayer = player1;
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fragment.TargetPlayer = player2;
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TimelineManager.Instance.AddFragment(fragment);
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}
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else
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{
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var fragment = new NotMoveKill();
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fragment.Map = mapData;
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fragment.Duration = attackBack;
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fragment.Origin = unit1;
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fragment.Target = unit2;
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fragment.Dmg = dmg1;
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fragment.OriginGrid = grid1;
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fragment.TargetGrid = grid2;
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fragment.OriginPlayer = player1;
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fragment.TargetPlayer = player2;
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fragment.AttackTime = attackWait;
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fragment.AttackBackTime = attackBack;
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TimelineManager.Instance.AddFragment(fragment);
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}
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}
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//如果杀不死对方
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else
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{
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var fragment = new AttackAndCounter();
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fragment.Map = mapData;
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fragment.Duration = counterAttackBack;
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fragment.Origin = unit1;
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fragment.Target = unit2;
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fragment.Dmg1 = dmg1;
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fragment.Dmg2 = dmg2;
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fragment.OriginGrid = grid1;
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fragment.TargetGrid = grid2;
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fragment.OriginPlayer = player1;
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fragment.TargetPlayer = player2;
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fragment.CanCounter = canCounter;
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fragment.AttackAnimTime = Table.Instance.AnimDataAssets.AttackAnimTime;
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fragment.CounterAttackStart = counterAttackStart;
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fragment.CounterAttackWait = counterAttackWait;
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fragment.CounterAttackBack = counterAttackBack;
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TimelineManager.Instance.AddFragment(fragment);
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}
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return true;
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}
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// 伤害新结算方法,所有的掉血都要走此方法,不允许直接修改UnitData.Health
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// TODO 自杀或者杀队友要不要加 player.TotalKill
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// TODO 死亡动画标记移除了,最好用新系统实现
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public SettlementInfo DamageSettlement(MapData mapData, UnitData origin, UnitData target, int dmg, DamageType type)
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{
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if (!target.CanBeDamaged(mapData, dmg)) return null;
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var settlement = new SettlementInfo();
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settlement.DamageType = type;
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settlement.DamageOrigin = origin;
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settlement.DamageTarget = target;
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settlement.DamageValue = dmg;
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target.Health -= dmg;
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if (type == DamageType.KillSelf)
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{
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UnitDie(mapData, target, dmg);
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settlement.IsKill = true;
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}
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else if (target.CanBeKilled(mapData) && target.Health <= 0)
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{
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UnitDie(mapData, target, dmg);
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settlement.IsKill = true;
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if (!origin.IsExpLock(mapData)) origin.Exp++;
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mapData.GetPlayerDataByUnitId(origin.Id, out var player);
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if (player != null) player.TotalKill++;
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}
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else
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{
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settlement.IsKill = false;
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}
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foreach (var skill in target.Skills) skill.OnDamaged(mapData, settlement);
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foreach (var skill in origin.Skills) skill.OnDamageOther(mapData, settlement);
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mapData.OnUnitDamaged(settlement);
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return settlement;
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}
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public void UnitDie(MapData map, UnitData unit, int dmg)
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{
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unit.Health = 0;
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Main.UnitLogic.Die(map, unit);
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if (!map.GetGridDataByUnitId(unit.Id, out var targetGrid)) return;
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DieAnimRenderMarkUpadate(targetGrid, unit, dmg,true);
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}
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public void DieAnimRenderMarkUpadate(GridData grid2,UnitData unit2,int dmg,bool needRandomWait = false)
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{
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//播放grid2的hurtVFX
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MapRenderer.Instance.ROGridMap[grid2.Id].SetBounceAnim(NeedRandomWait:needRandomWait);
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grid2.VFXRenderMarkHurt = true;
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//播放grid2上的伤害数字
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var t = new GridVFXRenderMark(GridVFXType.Damage);
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t.Damage = dmg;
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grid2.SetGridVFXRenderMark(t);
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//播放grid2上的死亡特效
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grid2.VFXRenderMarkDie = true;
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//播放grid2上的死亡雾效
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grid2.VFXRenderMarkFog = true;
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//更新unit2的信息
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unit2.RenderMark = true;
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}
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public void DamageAnimRenderMarkUpdate(GridData grid2,UnitData unit2,int dmg,bool needRandomWait = false)
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{
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//处理动画效果
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MapRenderer.Instance.ROGridMap[grid2.Id].SetBounceAnim(NeedRandomWait:needRandomWait);
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grid2.VFXRenderMarkHurt = true;
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var t = new GridVFXRenderMark(GridVFXType.Damage);
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t.Damage = dmg;
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grid2.SetGridVFXRenderMark(t);
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//更新unit2的信息
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unit2.RenderMark = true;
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}
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public bool TestKillUnit(MapData mapData, UnitData origin, UnitData target, int dmg)
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{
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if (dmg < target.Health) return false;
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if (!target.CanBeKilled(mapData)) return false;
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return true;
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}
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public void DebugOutputMoveInfo(MapData mapData)
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{
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string t = "\n";
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for (int i = (int)mapData.MapConfig.Width - 1; i >= 0; i--)
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{
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for (int j = (int)mapData.MapConfig.Height - 1; j >= 0; j--)
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if (MoveInfoMap[i, j] < 0)
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t += "@";
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else t += ((int)MoveInfoMap[i, j]).ToString();
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t += "\n";
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}
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Debug.Log(t);
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}
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// 判断我方单位是否可以站在某个格子上, 不考虑视野信息,不考虑可达
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public bool CheckUnitCanStandOnGrid(MapData map, PlayerData self,UnitData unit ,GridData grid)
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{
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//如果unit不是null,那么就是判断具体的某个unit能否站在grid上
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if (unit != null)
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{
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if(!unit.IsCanMoveOnTerrain(map,grid.Terrain))return false;
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if(!unit.IsCanMoveOnFeature(map, grid.Feature))return false;
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if (grid.Terrain == TerrainType.ShallowSea && grid.Resource != ResourceType.Port)
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return false;
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if (grid.Terrain == TerrainType.ShallowSea && grid.Resource == ResourceType.Port)
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{
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if (!map.GetPlayerDataByUnitId(unit.Id, out var playerA)) return false;
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if (!map.GetPlayerDataByTerritoryGridId(grid.Id,out var playerB)) return false;
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if (!map.SameUnion(playerA.Id, playerB.Id)) return false;
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}
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}
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//否则可能是判断一个玩家的任意unit能否站在上面(也就是玩家整个科技树是否支持站在上面)
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else
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{
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if (grid.Feature == TerrainFeature.Mountain && !self.TechTree.CheckIfHasTech(TechType.Climbing)) return false;
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if (grid.Terrain == TerrainType.ShallowSea && !self.TechTree.CheckIfHasTech(TechType.Fishing)) return false;
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if (grid.Terrain == TerrainType.DeepSea && !self.TechTree.CheckIfHasTech(TechType.Sailing)) return false;
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}
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return true;
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}
|
||
|
||
// 仅从feature和terrain角度判断我方单位是否可以移动到某个格子上, 不考虑视野信息
|
||
public bool CheckUnitCanMoveToGrid(MapData map, PlayerData self, Vector2Int start, Vector2Int end)
|
||
{
|
||
if (!map.GridMap.GetGridDataByPos(start.x, start.y, out var startGrid)) return false;
|
||
if (!map.GridMap.GetGridDataByPos(end.x, end.y, out var endGrid)) return false;
|
||
if (endGrid.Feature == TerrainFeature.Mountain && !self.TechTree.CheckIfHasTech(TechType.Climbing)) return false;
|
||
if (endGrid.Terrain == TerrainType.DeepSea && !self.TechTree.CheckIfHasTech(TechType.Sailing)) return false;
|
||
if (endGrid.Terrain == TerrainType.DeepSea && startGrid.Terrain != TerrainType.ShallowSea) return false;
|
||
if (endGrid.Terrain == TerrainType.ShallowSea && startGrid.Terrain == TerrainType.Land && endGrid.Resource != ResourceType.Port) return false;
|
||
return true;
|
||
}
|
||
|
||
//计算单位移动或者攻击的网格数组,存储在InfoMap中,方便后续判断使用,是一个需要立刻使用的,非长久存储的临时infomap
|
||
public void CalcUnitMoveInfo(MapData mapData, uint uid)
|
||
{
|
||
mapData.UnitMap.GetUnitDataByUnitId(uid, out var unitData);
|
||
mapData.GetPlayerDataByUnitId(uid, out var playerData);
|
||
mapData.GetGridDataByUnitId(uid, out var gridData);
|
||
int width = (int)mapData.MapConfig.Width;
|
||
int height = (int)mapData.MapConfig.Height;
|
||
|
||
//根据地形先设置好costMap基础信息,MoveInfoCostMap = -1表示不可抵达
|
||
foreach (var targetGridData in mapData.GridMap.GridList)
|
||
{
|
||
int i = targetGridData.Pos.X, j = targetGridData.Pos.Y;
|
||
if (playerData.Sight.CheckIsInSight(targetGridData.Id))
|
||
//如果是陆地单位
|
||
if (unitData.GetLandType() == LandType.LandAndPort)
|
||
{
|
||
MoveInfoCostMap[i, j] = 1;
|
||
if (targetGridData.Vegetation == Vegetation.Trees)
|
||
MoveInfoCostMap[i, j] = 2;
|
||
if (targetGridData.Feature == TerrainFeature.Mountain)
|
||
MoveInfoCostMap[i, j] = playerData.TechTree.CheckIfHasTech(TechType.Climbing) ? 3 : -1;
|
||
if (targetGridData.Terrain == TerrainType.ShallowSea)
|
||
{
|
||
if (!playerData.TechTree.CheckIfHasTech(TechType.Fishing))
|
||
MoveInfoCostMap[i, j] = -1;
|
||
//如果是port,要判断是盟军的port 还是其他的port
|
||
else if (targetGridData.Resource == ResourceType.Port)
|
||
{
|
||
if(mapData.GetPlayerDataByTerritoryGridId(targetGridData.Id,out var targetGridPlayer)
|
||
&& targetGridPlayer.Id == playerData.Id)
|
||
MoveInfoCostMap[i, j] = 999;
|
||
else
|
||
MoveInfoCostMap[i, j] = -1;
|
||
}
|
||
|
||
else if (targetGridData.Resource == ResourceType.Bridge)
|
||
MoveInfoCostMap[i, j] = 1;
|
||
else MoveInfoCostMap[i, j] = -1;
|
||
}
|
||
|
||
if (targetGridData.Terrain == TerrainType.DeepSea)
|
||
MoveInfoCostMap[i, j] = -1;
|
||
}
|
||
//如果是水上单位
|
||
else
|
||
{
|
||
if (targetGridData.Terrain == TerrainType.DeepSea)
|
||
MoveInfoCostMap[i, j] = playerData.TechTree.CheckIfHasTech(TechType.Sailing) ? 1 : -1;
|
||
else if (targetGridData.Terrain == TerrainType.ShallowSea)
|
||
MoveInfoCostMap[i, j] = 1;
|
||
else
|
||
{
|
||
MoveInfoCostMap[i, j] = 999;
|
||
if (targetGridData.Feature == TerrainFeature.Mountain && !playerData.TechTree.CheckIfHasTech(TechType.Climbing))
|
||
MoveInfoCostMap[i, j] = -1;
|
||
}
|
||
}
|
||
//没有视野,那就不可抵达
|
||
else
|
||
MoveInfoCostMap[i, j] = -1;
|
||
}
|
||
//将所有敌人的控制区的costMap设置为999
|
||
foreach (UnitData B in mapData.UnitMap.UnitList)
|
||
{
|
||
if (!B.Alive)
|
||
continue;
|
||
mapData.GetPlayerDataByUnitId(B.Id, out var playerDataB);
|
||
mapData.GetGridDataByUnitId(B.Id, out var gridDataB);
|
||
if (playerDataB == playerData)
|
||
continue;
|
||
var targetGridDataList = mapData.GridMap.GetAroundGridDataSet(1,1,gridDataB);
|
||
foreach (var targetGridData in targetGridDataList)
|
||
{
|
||
int x = targetGridData.Pos.X, y = targetGridData.Pos.Y;
|
||
MoveInfoCostMap[x, y] = (MoveInfoCostMap[x, y] < 0) ? -1 : 999;
|
||
}
|
||
}
|
||
|
||
//初始化infomap,<0表示不可达,<0.1则不再扩展,>0.1表示可以向附近扩展
|
||
for (int i = 0; i < width; i++)
|
||
for (int j = 0; j < height; j++)
|
||
MoveInfoMap[i, j] = -1;
|
||
|
||
MoveInfoMap[gridData.Pos.X,gridData.Pos.Y] = unitData.GetMoveRange();
|
||
|
||
//然后进行SPFA更新最短路
|
||
Queue<uint> q = new Queue<uint>();
|
||
//breakTime用来放置负边死循环情况
|
||
int breakTime = Mathf.Min(10000000, width * height * width * height);
|
||
q.Enqueue(gridData.Id);
|
||
while (breakTime > 0 && q.Count > 0)
|
||
{
|
||
breakTime--;
|
||
if (!mapData.GridMap.GetGridDataByGid(q.Dequeue(), out var gridDataX))
|
||
continue;
|
||
if (MoveInfoMap[gridDataX.Pos.X, gridDataX.Pos.Y] < 0.1f) continue;
|
||
var nearby = mapData.GridMap.GetAroundGridDataSet(1,1,gridDataX);
|
||
foreach (var gridDataY in nearby)
|
||
{
|
||
|
||
|
||
float cost = MoveInfoCostMap[gridDataY.Pos.X, gridDataY.Pos.Y];
|
||
//如果不可达区
|
||
if (cost <= 0)continue;
|
||
//如果是陆地单位,看是否需要减去道路或者桥梁的行动力加成。道路是非敌人领地才行
|
||
if (unitData.GetLandType() == LandType.LandAndPort &&
|
||
Main.PlayerLogic.HasRoadForUnit(mapData, gridDataX, gridDataY, unitData))
|
||
cost = 0.5f;
|
||
//cost -= 0.5f + (gridDataY.Vegetation == Vegetation.Trees ? 1f : 0f);
|
||
//如果能够发生更新
|
||
if (Mathf.Max(MoveInfoMap[gridDataX.Pos.X, gridDataX.Pos.Y] - cost, 0f) > MoveInfoMap[gridDataY.Pos.X, gridDataY.Pos.Y])
|
||
{
|
||
MoveInfoMap[gridDataY.Pos.X, gridDataY.Pos.Y] = Mathf.Max(MoveInfoMap[gridDataX.Pos.X, gridDataX.Pos.Y] - cost, 0f);
|
||
//如果xy不再队列里,并且还剩余有行动力,就加入队列
|
||
if (!q.Contains(gridDataY.Id) && MoveInfoMap[gridDataY.Pos.X, gridDataY.Pos.Y] > 0.1f)
|
||
q.Enqueue(gridDataY.Id);
|
||
}
|
||
}
|
||
}
|
||
|
||
//检测有没有特别离谱的MoveInfo
|
||
for (int i = 0; i < width; i++)
|
||
for (int j = 0; j < height; j++)
|
||
if(MoveInfoMap[i, j] >= 0 && Table.Instance.CalcDistance(new Vector2Int(gridData.Pos.X,gridData.Pos.Y),new Vector2Int(i,j)) > 5)
|
||
Debug.Log("moveinfo计算时出现了超过5格的移动距离");
|
||
|
||
//处理ALLTRANSPORT技能,可以移动到己方伟人的身周
|
||
if (unitData.IsCanMoveGiantNearbyGrid(mapData))
|
||
{
|
||
//遍历所有单位,找到己方的伟人
|
||
foreach (var unitA in mapData.UnitMap.UnitList)
|
||
if(unitA.UnitType == UnitType.Giant || unitA.CarryUnitType == UnitType.Giant
|
||
&& mapData.GetPlayerIdByUnitId(unitA.Id,out var pid)
|
||
&& pid == playerData.Id && unitA.Id != unitData.Id)
|
||
{
|
||
|
||
mapData.GetGridDataByUnitId(unitA.Id, out var gridB);
|
||
var nearby = mapData.GridMap.GetAroundGridDataSet(1,1,gridB);
|
||
foreach (var gridC in nearby){
|
||
int xx = gridC.Pos.X, yy = gridC.Pos.Y;
|
||
if(CheckUnitCanStandOnGrid(mapData,playerData,unitData,gridC)
|
||
&& !mapData.GetUnitDataByGid(gridC.Id,out var tt))
|
||
{
|
||
int x = gridC.Pos.X, y = gridC.Pos.Y;
|
||
MoveInfoMap[x, y] = 0;
|
||
}}
|
||
}
|
||
}
|
||
|
||
//接入CITYTRANSPORT,在首都联通的城市之间传送
|
||
if (unitData.IsCanMoveNoUnitSelfCity(mapData))
|
||
{
|
||
//当前在首都或者首都联通的城市才可以
|
||
if (mapData.GetCityDataByGid(gridData.Id, out var cityA) &&
|
||
(cityA.IsCapital || cityA.IsConnectedCapital))
|
||
{
|
||
//遍历所有我方城市 如果位置没有人且联通,就可以移动过去
|
||
var cityDataList = new List<CityData>();
|
||
mapData.GetCityDataListByPlayerId(playerData.Id, cityDataList);
|
||
foreach (var cityB in cityDataList)
|
||
{
|
||
if(cityB.Id == cityA.Id)continue;
|
||
if (!cityB.IsConnectedCapital && !cityB.IsCapital) continue;
|
||
if (!mapData.GetGridDataByCityId(cityB.Id, out var gridB)) continue;
|
||
if (mapData.GetUnitDataByGid(gridB.Id, out var _)) continue;
|
||
MoveInfoMap[gridB.Pos.X, gridB.Pos.Y] = 0;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
// 检查单位是否能攻击目标点
|
||
public bool CheckUnitCanAttackPos(MapData mapData, UnitData unitData, GridData gridData)
|
||
{
|
||
if (Table.Instance.UnitTypeDataAssets.GetUnitTypeInfo(unitData.UnitType,unitData.GiantType,out var info)
|
||
&& info.Attack <= 0) return false;
|
||
if (!mapData.GetGridDataByUnitId(unitData.Id, out var originGrid)) return false;
|
||
if (!mapData.GetUnitDataByGid(gridData.Id, out var targetUnit)) return false;
|
||
if(!mapData.GetPlayerDataByUnitId(unitData.Id, out var player)) return false;
|
||
if(!mapData.GetPlayerDataByUnitId(targetUnit.Id, out var targetPlayer)) return false;
|
||
if (player == targetPlayer) return false;
|
||
if (mapData.GridMap.CalcDistance(gridData, originGrid) > unitData.GetAttackRange()) return false;
|
||
return true;
|
||
}
|
||
|
||
// None, Move, Attack, Port, MoveAshore
|
||
public MoveAttackType CheckUnitCanMoveOrAttack(MapData mapData, UnitData unitDataA, GridData gridDataB)
|
||
{
|
||
//默认在调用这个函数前已经调用了 CalcUnitMoveInfo(A),计算好了。不组合使用是不行的
|
||
mapData.GetGridDataByUnitId(unitDataA.Id,out var gridDataA);
|
||
//如果目标位置有单位
|
||
if(mapData.GetUnitDataByGid(gridDataB.Id,out var unitDataB))
|
||
{
|
||
mapData.GetPlayerDataByUnitId(unitDataA.Id, out var playerDataA);
|
||
mapData.GetPlayerDataByUnitId(unitDataB.Id, out var playerDataB);
|
||
//如果目标位置上面有友军单位,那不可移动也不可攻击
|
||
if (playerDataA == playerDataB)
|
||
return MoveAttackType.None;
|
||
//如果目标位置上面有敌军单位,那不可移动,但是有可能可以攻击
|
||
else if (mapData.GridMap.CalcDistance(gridDataA, gridDataB) <= unitDataA.GetAttackRange() &&
|
||
Table.Instance.UnitTypeDataAssets.GetUnitTypeInfo(unitDataA.UnitType, unitDataA.GiantType,
|
||
out var info)
|
||
&& info.Attack > 0) //判断距离在攻击距离范围内,且攻击大于0,就可以攻击
|
||
{
|
||
if(mapData.GridMap.CalcDistance(gridDataA, gridDataB) > 3)
|
||
Debug.Log("异常的攻击距离");
|
||
return MoveAttackType.Attack; //返回可以攻击
|
||
}
|
||
|
||
else //不在攻击范围内,不可以攻击
|
||
return MoveAttackType.None;
|
||
}
|
||
//如果目标位置没有任何单位
|
||
else
|
||
{
|
||
if (MoveInfoMap[gridDataB.Pos.X, gridDataB.Pos.Y] < 0f) //去不了直接返回
|
||
return MoveAttackType.None;
|
||
if (gridDataB.Terrain == TerrainType.ShallowSea && unitDataA.GetLandType() == LandType.LandAndPort) //下港口
|
||
return MoveAttackType.MoveToPort;
|
||
if (gridDataB.Terrain == TerrainType.Land && unitDataA.GetLandType() == LandType.WaterAndAshore) //上岸
|
||
return MoveAttackType.MoveAshore;
|
||
return MoveAttackType.Move;
|
||
}
|
||
return MoveAttackType.None;
|
||
}
|
||
|
||
//判断当前 unit 附近有多少个单位可以攻击
|
||
public int AttackTargetCount(MapData mapData, UnitData unitData)
|
||
{
|
||
if (!mapData.GetGridDataByUnitId(unitData.Id, out var gridData)) return 0;
|
||
|
||
int ret = 0;
|
||
int r = Table.Instance.UnitTypeDataAssets.GetUnitTypeInfo(unitData.UnitType,unitData.GiantType,out var info)
|
||
? info.AttackRange : 0;
|
||
var aroundGridList = mapData.GridMap.GetAroundGridData(r, r, gridData);
|
||
foreach (var aroundGrid in aroundGridList)
|
||
{
|
||
if (CheckUnitCanAttackPos(mapData, unitData, aroundGrid)) ret++;
|
||
}
|
||
|
||
return ret;
|
||
}
|
||
|
||
// 找某个点位的 Unit
|
||
public UnitData FindUnitOnPos(MapData mapData, GridData gridData)
|
||
{
|
||
mapData.GetUnitDataByGid(gridData.Id, out var unitData);
|
||
return unitData;
|
||
}
|
||
|
||
public void Upgrade(MapData mapData, UnitData u)
|
||
{
|
||
/*
|
||
u.veteran = true;
|
||
u.health = u.maxHealth + 5;
|
||
RenderUpdateManager.Instance.AddUnitRUList(u.unitId);
|
||
*/
|
||
}
|
||
|
||
public void AddMPAPCP(MapData mapData, UnitData unitData)
|
||
{
|
||
unitData.MP = 1;
|
||
unitData.AP = 1;
|
||
unitData.CP = 1;
|
||
}
|
||
|
||
//判断该unit是不是selfPlayer的unit
|
||
|
||
//unit[uid]原地休息
|
||
public void Recover(MapData mapData, UnitData unitData) { }
|
||
|
||
//unit[uid]进阶成为shipType类型的单位
|
||
public void TransformToShip(MapData mapData, UnitData unitData, UnitType shipType) { }
|
||
|
||
//unit[uid]从陆地进入港口,变为boat
|
||
public void LandToBoat(MapData mapData, UnitData unitData)
|
||
{
|
||
unitData.CarryUnitType = unitData.UnitType;
|
||
unitData.CarryGiantType = unitData.GiantType;
|
||
unitData.UnitType = UnitType.Boat;
|
||
unitData.GiantType = GiantType.None;
|
||
unitData.CarryExp = unitData.Exp;
|
||
unitData.Exp = 0;
|
||
unitData.CarryVeteran = unitData.Veteran;
|
||
unitData.Veteran = false;
|
||
//unitData.MoveRange = Table.Instance.UnitInfoDict[UnitType.Boat].MoveRange;
|
||
//unitData.AttackRange = Table.Instance.UnitInfoDict[UnitType.Boat].AttackRange;
|
||
unitData.RenderMark = true;
|
||
}
|
||
|
||
//unit[uid]从港口进入陆地,变为原来的单位
|
||
|
||
public void BoatToLand(MapData mapData, UnitData unitData)
|
||
{
|
||
if (!mapData.GetPlayerDataByUnitId(unitData.Id, out var player)
|
||
||!mapData.GetGridDataByUnitId(unitData.Id,out var grid)) return;
|
||
Main.PlayerLogic.UpdateSight(mapData,player,mapData.GridMap.GetAroundGridIdList(unitData.GetSightRange(),grid));
|
||
unitData.UnitType = unitData.CarryUnitType;
|
||
unitData.GiantType = unitData.CarryGiantType;
|
||
unitData.Exp = unitData.CarryExp;
|
||
unitData.Veteran = unitData.CarryVeteran;
|
||
unitData.RenderMark = true;
|
||
}
|
||
|
||
//unit[uid]死亡
|
||
public void Die(MapData mapData, UnitData unitData)
|
||
{
|
||
mapData.SetUnitDataDie(unitData);
|
||
}
|
||
|
||
//unitData开启下一回合
|
||
public void StartNextTurn(MapData mapData, UnitData unitData)
|
||
{
|
||
if (!unitData.Alive)
|
||
return;
|
||
|
||
unitData.AP = 1;
|
||
unitData.MP = 1;
|
||
unitData.CP = 1;
|
||
unitData.RenderMark = true;
|
||
}
|
||
|
||
public void UnitEndTurn(MapData mapData, UnitData unitData)
|
||
{
|
||
if (!unitData.Alive)
|
||
return;
|
||
|
||
//在进入下一个回合前,如果可以回血自动回血
|
||
if (unitData.Health < unitData.GetMaxHealth() && unitData.CP > 0)
|
||
{
|
||
if (mapData.GetGridDataByUnitId(unitData.Id, out var grid)
|
||
&& mapData.GetPlayerDataByUnitId(unitData.Id, out var player)
|
||
)
|
||
{
|
||
unitData.Health += 2;
|
||
//如果是自家或者盟军领土
|
||
if (mapData.CheckGridIdBelongPlayerIdUnion(grid.Id, player.Id))
|
||
unitData.Health += 2;
|
||
if (unitData.Health > unitData.GetMaxHealth())
|
||
unitData.Health = unitData.GetMaxHealth();
|
||
grid.VFXRenderMarkHeal = true;
|
||
unitData.RenderMark = true;
|
||
}
|
||
|
||
}
|
||
}
|
||
|
||
|
||
//unitData转换成另一个UnitType
|
||
public void UnitTypeTransform(UnitData unitData,UnitType targetType)
|
||
{
|
||
unitData.UnitType = targetType;
|
||
}
|
||
|
||
public void PassiveMoveAway(MapData mapData,UnitData unitData)
|
||
{
|
||
if (!mapData.GetGridDataByUnitId(unitData.Id, out var gridData))
|
||
return;
|
||
var gridList = mapData.GridMap.GetAroundGridData(1,1,gridData);
|
||
foreach (var targetGrid in gridList)
|
||
{
|
||
if (targetGrid == gridData)
|
||
continue;
|
||
if (!CheckUnitCanGoOnGrid(mapData, unitData, targetGrid))
|
||
continue;
|
||
//传一个true,表示被动移动,不会扣除MPAPCP
|
||
MoveTo(mapData,unitData,targetGrid,MoveType.PassiveMove);
|
||
return;
|
||
}
|
||
Die(mapData,unitData);
|
||
}
|
||
|
||
public bool CheckUnitCanGoOnGrid(MapData mapData, UnitData unitData, GridData gridData)
|
||
{
|
||
if (!mapData.GetPlayerDataByUnitId(unitData.Id, out var playerData))
|
||
return false;
|
||
if (!Table.Instance.UnitTypeDataAssets.GetUnitTypeInfo(unitData.UnitType, unitData.GiantType,
|
||
out var unitInfo))
|
||
return false;
|
||
//如果上面有人
|
||
if (mapData.GetUnitDataByGid(gridData.Id, out var tmp))
|
||
return false;
|
||
//如果是水域
|
||
if (gridData.Terrain != TerrainType.Land)
|
||
{
|
||
|
||
if (gridData.Resource == ResourceType.Bridge)
|
||
{
|
||
return true;
|
||
}
|
||
//如果有港口但不能下港口
|
||
if (gridData.Resource == ResourceType.Port)
|
||
{
|
||
if (unitInfo.LandType != LandType.WaterAndAshore
|
||
&& unitInfo.LandType == LandType.WaterOnly)
|
||
return false;
|
||
}
|
||
//如果没有港口,纯看能不能移动进入这片区域
|
||
if (gridData.Resource != ResourceType.Port)
|
||
{
|
||
if(gridData.Terrain == TerrainType.ShallowSea)
|
||
return unitData.Skills.Contains(SkillFactory.GetSkillBySkillType(SkillType.WATERMOVE));
|
||
if(gridData.Terrain == TerrainType.DeepSea)
|
||
return unitData.Skills.Contains(SkillFactory.GetSkillBySkillType(SkillType.OCEANMOVE));
|
||
}
|
||
|
||
}
|
||
//如果是陆地
|
||
if (gridData.Terrain == TerrainType.Land)
|
||
{
|
||
//如果是山脉
|
||
if (gridData.Feature == TerrainFeature.Mountain)
|
||
{
|
||
return unitData.Skills.Contains(SkillFactory.GetSkillBySkillType(SkillType.MOUNTAINMOVE));
|
||
}
|
||
}
|
||
return true;
|
||
}
|
||
|
||
}
|
||
}
|