1.修复了部分会导致船只出现在陆地的bug 2.修复了部分会导致已经死亡的单位图像错误残留的bug 3.修复了[车]职阶英雄在敌方城市中心能获得要塞防御加成的bug 4.修复了[车]职阶英雄在被动移动时也会产生溅射伤害的bug 5.修复了移动溅射在被动移动(如被挤开)也会生效的bug,完善了描述 6.修复了勇仪推人致死结果贴图错误 7.修复了洩矢诹访子创造御射宫司大人时会重置和平奇观计数的bug 8.优化了顶部信息栏金币显示排版问题 9.优化了多个窗口重叠时,快捷键“右键”及"Esc"关闭窗口的顺序 10.修复了间谍攻击隐身单位占据的城市中心时出错(反复播放攻击动画)的bug 11.修复了城墙建造后城市中心的单位没有立刻刷新状态的bug
55 lines
1.6 KiB
C#
55 lines
1.6 KiB
C#
/*
|
|
* @Author: Codex
|
|
* @Description:
|
|
* @Date: 2026年06月04日
|
|
* @Modify:
|
|
*/
|
|
|
|
using RuntimeData;
|
|
|
|
namespace Logic.Skill
|
|
{
|
|
public partial class AssaultFortressSkill : SkillBase
|
|
{
|
|
public AssaultFortressSkill()
|
|
{
|
|
IsPermanent = true;
|
|
TurnsLimit = 0;
|
|
Score = 4;
|
|
}
|
|
|
|
public override SkillType GetSkillType()
|
|
{
|
|
return SkillType.AssaultFortress;
|
|
}
|
|
|
|
public override float GetDefenseMultiplicationParam(MapData mapData, UnitData self, UnitData target = null)
|
|
{
|
|
if (!mapData.GetGridDataByUnitId(self.Id, out var grid))
|
|
return 1f;
|
|
if (mapData.GetCityDataByGid(grid.Id, out var city))
|
|
{
|
|
if (!city.CityWall) return 1.5f;
|
|
if (!mapData.GetPlayerDataByCityId(city.Id, out var cityPlayer) ||
|
|
!mapData.GetPlayerDataByUnitId(self.Id, out var unitPlayer))
|
|
return 1.5f;
|
|
return mapData.SameUnion(cityPlayer.Id, unitPlayer.Id) ? 4f : 1.5f;
|
|
}
|
|
if (grid.Resource == ResourceType.NavalBase || grid.Resource == ResourceType.Military ||
|
|
grid.Resource == ResourceType.RemiliaMilitary)
|
|
return 1.5f;
|
|
return 1f;
|
|
}
|
|
|
|
public override bool IgnorePositiveTargetDefenseBonus(MapData mapData, UnitData self, UnitData target)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
public override int GetHeroUpgradeRecoverAddition(MapData mapData, UnitData self)
|
|
{
|
|
return 5;
|
|
}
|
|
}
|
|
}
|