1365 lines
64 KiB
C#
1365 lines
64 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 System.Numerics;
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using Animancer;
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using Logic.Action;
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using Logic.Audio;
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using Logic.CrashSight;
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using Logic.Skill;
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using UnityEngine;
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using RuntimeData;
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using TH1_Anim;
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using TH1_Anim.Fragments;
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using TH1_Core.Managers;
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using TH1_Logic.Core;
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using TH1_Presentation.Sequencer.Task;
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using TH1Renderer;
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using Unity.VisualScripting;
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using Vector2 = UnityEngine.Vector2;
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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 enum HealType
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{
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AttackAllyHeal,
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SelfHeal
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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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public GridData DamageTargetGrid;
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public CityData DamageTargetCity;
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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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public bool IsFinished;
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// 血量减少值
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public int HealthReduceValue;
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public SettlementInfo()
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{
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IsFinished = false;
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}
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}
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public class UnitLogic : IUnitLogic
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{
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float[,] MovementCostMap;
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float[,] MovementRemainMap;
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float[,] MoveRealCostMap;//最优路线下,从别处移动过来的实机cost花费多少
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//ReachMap组,常规移动能抵达的map
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bool[,] NormalReachMap;//常规计算
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bool[,] MomijiHunterReachMap; //专门给momijiHunter 用的 判断一个格子如果不是hunter周围,还是否有行动力抵达。如果一个角色没有momijihunter技能,这个就没用
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bool[,] FinalReachMap;//最终整合reachMap,将常规计算和momijiHunter整合在一起,判定在常规移动下,哪些格子可以抵达,哪些不可以抵达
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bool[,] TransMap;//在常规移动之外,额外赋予的特殊可传送格子
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bool[,] SanaeMap;//在常规移动之外,额外赋予的特殊可抵达格子
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public UnitLogic()
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{
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MovementCostMap = new float[Table.Instance.MaxMapSize,Table.Instance.MaxMapSize];
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MovementRemainMap = new float[Table.Instance.MaxMapSize,Table.Instance.MaxMapSize];
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MoveRealCostMap = new float[Table.Instance.MaxMapSize,Table.Instance.MaxMapSize];
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NormalReachMap = new bool[Table.Instance.MaxMapSize,Table.Instance.MaxMapSize];
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MomijiHunterReachMap = new bool[Table.Instance.MaxMapSize,Table.Instance.MaxMapSize];
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FinalReachMap = new bool[Table.Instance.MaxMapSize,Table.Instance.MaxMapSize];
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TransMap = new bool[Table.Instance.MaxMapSize,Table.Instance.MaxMapSize];
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SanaeMap = new bool[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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public void MoveTo(MapData mapData, PlayerData playerData, UnitData unitData, GridData gridData)
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{
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// 攻击行为切换成 Action 驱动
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var moveId = new CommonActionId { ActionType = CommonActionType.UnitMove };
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var moveAction = new UnitMoveAction(moveId);
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var param = new CommonActionParams(mapData, playerData:playerData, unitData:unitData, gridData:gridData);
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param.RefreshParams();
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moveAction.CompleteExecute(param);
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}
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//-------- 执行类 --------//
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public void MoveToLogic(MapData mapData, UnitData unitData, GridData gridData, MoveType moveType,
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List<Vector2Int> path = null)
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{
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//处理移动目标有单位的情况(return false)
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var targetGridUnit = gridData.Unit(mapData);
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if (targetGridUnit != null) return;
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mapData.SetUnitIdToGridId(unitData.Id, gridData.Id);
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if (mapData == Main.MapData) AchievementDataManager.Instance.OnUnitMove(mapData, unitData, gridData);
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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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//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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//注意,必须先Onmove(变身之前的技能用掉,再变身)
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unitData.OnMove(mapData, gridData, moveType, path);
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LandToBoat(mapData, unitData);
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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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//注意,必须先Onmove(变身之前的技能用掉,再变身)
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unitData.OnMove(mapData, gridData, moveType, path);
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BoatToLand(mapData, unitData);
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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, path);
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mapData.OnAnyUnitMove(mapData, unitData, 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;
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}
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//如果是盟友的navalbase,且对方有恢复力,则消耗恢复力,恢复该单位所有行动点
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if (gridData.Resource == ResourceType.NavalBase
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&& mapData.GetPlayerDataByUnitId(unitData.Id, out var unitPlayer)
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&& mapData.GetPlayerDataByTerritoryGridId(gridData.Id, out var gridPlayer)
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&& mapData.SameUnion(unitPlayer.Id, gridPlayer.Id)
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&& gridData.NavalBasePoint > 0)
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{
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gridData.NavalBasePoint--;
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unitData.AP = 1;
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unitData.CP = 1;
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unitData.MP = 1;
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}
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//更新所有人的外交好感情况。临时用的。必须真map才做,AI预测的不做,性能爆炸了
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if (mapData == Main.MapData)
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{
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foreach (var pData in mapData.PlayerMap.PlayerDataList)
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pData.RefreshFeelingValue(mapData);
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}
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//判断unit是否走到了另一个玩家的城市里,如果是,要设置两国状态为战争
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if (mapData.GetCityDataByGid(gridData.Id, out var city)
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&& mapData.GetPlayerDataByCityId(city.Id, out var player2)
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&& mapData.GetPlayerDataByUnitId(unitData.Id, out var player1)
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&& player1.Id != player2.Id)
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{
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player2.AddAttacker(player1.Id);
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Main.PlayerLogic.SetDiplomacyLeague(mapData, player1, player2, DiplomacyState.War);
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}
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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 (!unit2.CanAttackAll(mapData) && mapData.IsLeagueUnitByUnit(unit1.Id, unit2.Id)) return false;
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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(mapData))
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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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public void Attack(MapData mapData, UnitData unit1, UnitData unit2, out int attackDmg,out int counterDmg,out FragmentType fragmentType)
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{
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attackDmg = 0;
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counterDmg = 0;
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fragmentType = FragmentType.Attack;
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if (!mapData.GetPlayerDataByUnitId(unit1.Id, out var player1)) return;
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if (!mapData.GetPlayerDataByUnitId(unit2.Id, out var player2)) return;
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if (!mapData.GetGridDataByUnitId(unit1.Id, out var grid1)) return;
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if (!mapData.GetGridDataByUnitId(unit2.Id, out var grid2)) return;
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if (unit1.IsLimitSelfAttack(mapData)) return;
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// 攻击前生命周期
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unit1.BeforeActiveAttackOther(mapData, unit1, unit2, out var tmpAddDmg);
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attackDmg += tmpAddDmg;
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var attackDistance = Table.Instance.CalcDistance(grid1, grid2);
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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 = Table.Instance.CalcCounterDamage(mapData, unit1,unit2 );
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//判断对方能否反击的参数
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//TODO 之后还是要把这些放到后面逻辑里去写,不要在最开头判断,一定判断不出来的
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bool canCounter = CanCounter(mapData,unit1,unit2);
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if(unit1.UnitFullType.UnitType == UnitType.Minder)canCounter = false;
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attackDmg += dmg1;
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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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Main.UnitLogic.DamageSettlement(mapData, unit1, unit2, dmg1, DamageType.ActiveAttack);
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if (!unit2.IsAlive())
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{
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fragmentType = FragmentType.NotMoveKill;
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//处理MoveKill的情况
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if (unit1.IsCanMoveKill(mapData) && attackDistance <= 1 && CheckUnitAbleForGrid(mapData, player1, unit1, grid2) && grid2.Unit(mapData) == null)
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{
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Main.UnitLogic. MoveToLogic(mapData, unit1, grid2, MoveType.AttackMove);
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//如果杀了人且可以移动过去,动画类型就是Movekill
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fragmentType = FragmentType.MoveKill;
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}
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else
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{
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//如果杀了人且可以移动过去,动画类型就是之前已经设置好的默认的Attack
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}
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}
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else
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{
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if (canCounter && unit1.IsAlive() && unit2.IsAlive())
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{
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counterDmg += dmg2;
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Main.UnitLogic.DamageSettlement(mapData, unit2, unit1, dmg2, DamageType.CounterAttack);
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if(!unit1.IsAlive()) fragmentType = FragmentType.AttackAndCounterDie;
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else fragmentType = FragmentType.AttackAndCounter;
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}
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}
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if (unit1.IsAlive()) unit1.AfterActiveAttackOther(mapData, unit1, unit2);
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if (unit2.IsAlive()) unit2.AfterActiveAttacked(mapData, unit1, unit2);
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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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public SettlementInfo DamageSettlement(MapData mapData, UnitData origin, UnitData target, int dmg, DamageType type)
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{
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if (origin == null || target == null)
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{
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LogSystem.LogError($"DamageSettlement !!! DamageSettlement origin:{origin} or target{target} is null");
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return null;
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}
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if (!mapData.GetGridDataByUnitId(target.Id, out var targetGrid))
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{
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LogSystem.LogError($"DamageSettlement !!! Target Grid is null target.id:{target.Id}");
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return null;
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}
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if (!mapData.GetCityDataByUnitId(target.Id, out var targetCity))
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{
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LogSystem.LogError($"DamageSettlement !!! Target City is null target.id:{target.Id}");
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return null;
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}
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//TODO 和白哉check下是不是这么改
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if (!origin.CanAttackAll(mapData) && mapData.IsLeagueUnitByUnit(origin.Id, target.Id) && type != DamageType.KillSelf)
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{
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LogSystem.LogError($"DamageSettlement !!! mapData.IsLeagueUnitByUnit(origin.Id, target.Id) && type != DamageType.KillSelf)");
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return null;
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}
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if (!mapData.GetPlayerDataByUnitId(origin.Id, out var player1)) return null;
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if (!mapData.GetPlayerDataByUnitId(target.Id, out var player2)) return null;
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if (!target.CanBeDamaged(mapData, dmg)) {
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LogSystem.LogError($"DamageSettlement !!! if (!target.CanBeDamaged(mapData, dmg)) )");
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return null;
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}
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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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settlement.DamageTargetGrid = targetGrid;
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settlement.DamageTargetCity = targetCity;
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origin.BeforeDamageOther(mapData, settlement);
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target.BeforeDamagedSupportStage(mapData, settlement);
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target.BeforeDamagedTransformStage(mapData, settlement);
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mapData.BeforeUnitDamaged(settlement);
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if (settlement.IsFinished) return null;
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settlement.HealthReduceValue = Mathf.Min(target.Health, settlement.DamageValue);
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target.Health -= settlement.DamageValue;
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if (type == DamageType.KillSelf && !target.IsAlive())
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{
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UnitDie(mapData, target, settlement.DamageValue);
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settlement.IsKill = true;
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}
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else if (target.CanBeKilled(mapData) && !target.IsAlive())
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{
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if (Main.MapData == mapData) AchievementDataManager.Instance.OnKillUnit(mapData, origin, target);
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UnitDie(mapData, target, settlement.DamageValue);
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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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// unit 受伤和伤害他人时回调
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origin.OnDamageOther(mapData, settlement);
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target.OnDamaged(mapData, settlement);
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mapData.OnUnitDamaged(settlement);
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// 任务三层调用
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player1.PlayerHeroData.HeroTaskDict.TryGetValue(origin.UnitFullType, out var task1);
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task1?.OnDamageOther(mapData, settlement);
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foreach (var kv in player1.PlayerHeroData.HeroTaskDict) kv.Value.OnPlayerDamageOther(mapData, settlement);
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foreach (var player in mapData.PlayerMap.PlayerDataList)
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{
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foreach (var kv in player.PlayerHeroData.HeroTaskDict) kv.Value.OnAnyDamageOther(mapData, settlement);
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}
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player2.PlayerHeroData.HeroTaskDict.TryGetValue(target.UnitFullType, out var task2);
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task2?.OnDamaged(mapData, settlement);
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foreach (var kv in player2.PlayerHeroData.HeroTaskDict) kv.Value.OnPlayerDamaged(mapData, settlement);
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foreach (var player in mapData.PlayerMap.PlayerDataList)
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{
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foreach (var kv in player.PlayerHeroData.HeroTaskDict) kv.Value.OnAnyDamaged(mapData, settlement);
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}
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// unit 受伤和伤害他人后回调
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origin.AfterDamageOther(mapData, settlement);
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if (type is DamageType.ActiveAttack or DamageType.FollowAttack)
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{
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Main.PlayerLogic.SetDiplomacyLeague(mapData,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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//更新所有人的外交好感情况。临时用的
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foreach(var pData in mapData.PlayerMap.PlayerDataList)
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pData.RefreshFeelingValue(mapData);
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}
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return settlement;
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}
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//TODO 这里RecoverHealth即可处理了视觉,要改为视觉和逻辑分离
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//所有恢复都走这个函数
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public int RecoverHealth(MapData map, UnitData origin, UnitData target, int recover)
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{
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//Step #0 鲁棒性处理,设置基本参数
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if (origin == null || target == null)
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{
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LogSystem.LogError($"DamageSettlement origin:{origin} or target{target} is null");
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return 0;
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}
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var originPlayer = target.Player(map);
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if (originPlayer == null)
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{
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LogSystem.LogError($"Origin Player is null target.id:{origin.Id}");
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return 0;
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}
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//Step #1处理恢复生命
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int realRecover = target.AddHealth(recover);
|
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//Step #2处理恢复技能的herotask生命周期
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||
origin.HeroTask(map)?.OnHealthReturn(map,realRecover,recover);
|
||
|
||
//Step #3 处理View
|
||
var grid = target.Grid(map);
|
||
if (grid != null)
|
||
grid.Renderer(map)?.PlayVFX(new GridVFXParams(GridVFXType.Heal));
|
||
target.Renderer(map)?.InstantUpdateUnit(true);
|
||
origin.Renderer(map)?.InstantUpdateUnit(true);
|
||
return realRecover;
|
||
}
|
||
|
||
//自然死亡
|
||
public void UnitDie(MapData map, UnitData unit, int dmg)
|
||
{
|
||
unit.Health = 0;
|
||
if (!map.GetGridDataByUnitId(unit.Id, out var targetGrid)) return;
|
||
|
||
//如果是伟人死亡,对应的player受到惩罚 penalty=4
|
||
if (unit.UnitType == UnitType.Giant
|
||
&& map.GetPlayerDataByUnitId(unit.Id, out var player) &&
|
||
Table.Instance.UnitTypeDataAssets.GetUnitTypeInfo(unit.UnitType, unit.GiantType, unit.UnitLevel,
|
||
out var info))
|
||
player.giantPenalty[(uint)info.ChessType] = 4;
|
||
|
||
//如果是英雄战船死亡,对应的player受到惩罚 penalty=4
|
||
if (unit.UnitType == UnitType.GiantJuggernaut && unit.CarryUnitType == UnitType.Giant
|
||
&& map.GetPlayerDataByUnitId(unit.Id, out var player2) &&
|
||
Table.Instance.UnitTypeDataAssets.GetUnitTypeInfo(unit.CarryUnitType, unit.CarryGiantType, unit.CarryUnitLevel,
|
||
out var info2))
|
||
player2.giantPenalty[(uint)info2.ChessType] = 4;
|
||
|
||
map.SetUnitDataDie(unit);
|
||
map.OnAnyUnitDie(map);
|
||
}
|
||
|
||
//unit非自然死亡,如背盟、国家灭亡、解散、被挤死等
|
||
public void UnitUnnaturalDie(MapData map, UnitData unit)
|
||
{
|
||
unit.Health = 0;
|
||
|
||
//如果是伟人死亡,对应的player受到惩罚 penalty=4
|
||
if (unit.UnitType == UnitType.Giant
|
||
&& map.GetPlayerDataByUnitId(unit.Id, out var player) &&
|
||
Table.Instance.UnitTypeDataAssets.GetUnitTypeInfo(unit.UnitType, unit.GiantType, unit.UnitLevel,
|
||
out var info))
|
||
player.giantPenalty[(uint)info.ChessType] = 4;
|
||
map.SetUnitDataDie(unit);
|
||
}
|
||
|
||
public void DebugOutputMoveInfo(MapData mapData)
|
||
{
|
||
string t = "\n";
|
||
for (int i = (int)mapData.MapConfig.Width - 1; i >= 0; i--)
|
||
{
|
||
|
||
for (int j = (int)mapData.MapConfig.Height - 1; j >= 0; j--)
|
||
if (MovementRemainMap[i, j] < 0)
|
||
t += "@";
|
||
else t += ((int)MovementRemainMap[i, j]).ToString();
|
||
|
||
t += "\n";
|
||
}
|
||
|
||
Debug.Log(t);
|
||
}
|
||
|
||
//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)
|
||
{
|
||
//Step #1 设置好各种初始参数
|
||
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;
|
||
|
||
if (playerData == null)
|
||
{
|
||
Debug.Log("Fatal Error !!!CalcUnitMoveInfo PlayerData is Null");
|
||
return;
|
||
}
|
||
//Step #2 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() is LandType.LandAndPort)
|
||
{
|
||
MovementCostMap[i, j] = 1;
|
||
if (targetGridData.Vegetation == Vegetation.Trees)
|
||
{
|
||
MovementCostMap[i, j] = 3;
|
||
if (unitData.GetSkill(SkillType.BAMBOOMOVE, out var _))
|
||
MovementCostMap[i, j] = 1;
|
||
}
|
||
if (targetGridData.Feature == TerrainFeature.Mountain)
|
||
MovementCostMap[i, j] = unitData.GetSkill(SkillType.MOUNTAINMOVE, out var _) ? 3 : -1;
|
||
if (targetGridData.Terrain == TerrainType.ShallowSea)
|
||
{
|
||
if (targetGridData.Resource == ResourceType.Bridge)
|
||
MovementCostMap[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)
|
||
{
|
||
//如果没有port科技,不能去
|
||
if (!unitData.GetSkill(SkillType.WATERMOVE, out var _))
|
||
MovementCostMap[i, j] = -1;
|
||
//如果是己方的port
|
||
else if (mapData.GetPlayerDataByTerritoryGridId(targetGridData.Id, out var targetGridPlayer)
|
||
&& mapData.SameUnion(targetGridPlayer.Id, playerData.Id))
|
||
MovementCostMap[i, j] = 999;
|
||
else
|
||
MovementCostMap[i, j] = -1;
|
||
}
|
||
else MovementCostMap[i, j] = -1;
|
||
}
|
||
|
||
if (targetGridData.Terrain == TerrainType.DeepSea)
|
||
MovementCostMap[i, j] = -1;
|
||
}
|
||
else if (unitData.GetLandType() is LandType.LandAndWater)
|
||
{
|
||
MovementCostMap[i, j] = 1;
|
||
if (targetGridData.Vegetation == Vegetation.Trees)
|
||
{
|
||
MovementCostMap[i, j] = 3;
|
||
if (unitData.GetSkill(SkillType.BAMBOOMOVE, out var _))
|
||
MovementCostMap[i, j] = 1;
|
||
}
|
||
|
||
if (targetGridData.Feature == TerrainFeature.Mountain){
|
||
MovementCostMap[i, j] = unitData.GetSkill(SkillType.MOUNTAINMOVE, out var _) ? 3 : -1;
|
||
}
|
||
if (targetGridData.Terrain == TerrainType.ShallowSea)
|
||
{
|
||
MovementCostMap[i, j] = 1;
|
||
if (unitData.GiantType == GiantType.FrenchInaba)
|
||
MovementCostMap[i, j] = 2;
|
||
//如果没有WATERMOVE
|
||
if (!unitData.GetSkill(SkillType.WATERMOVE, out var _))
|
||
MovementCostMap[i, j] = -1;
|
||
|
||
}
|
||
|
||
if (targetGridData.Terrain == TerrainType.DeepSea)
|
||
{
|
||
MovementCostMap[i, j] = 1;
|
||
if (unitData.GiantType == GiantType.FrenchInaba)
|
||
MovementCostMap[i, j] = 2;
|
||
if (!unitData.GetSkill(SkillType.OCEANMOVE, out var _))
|
||
MovementCostMap[i, j] = -1;
|
||
}
|
||
|
||
}
|
||
else if (unitData.GetLandType() is LandType.LandOnly)
|
||
{
|
||
MovementCostMap[i, j] = 1;
|
||
if (targetGridData.Vegetation == Vegetation.Trees)
|
||
{
|
||
MovementCostMap[i, j] = 3;
|
||
if (unitData.GetSkill(SkillType.BAMBOOMOVE, out var _))
|
||
MovementCostMap[i, j] = 1;
|
||
}
|
||
|
||
if (targetGridData.Feature == TerrainFeature.Mountain)
|
||
MovementCostMap[i, j] = unitData.GetSkill(SkillType.MOUNTAINMOVE, out var _) ? 3 : -1;
|
||
if (targetGridData.Terrain is TerrainType.ShallowSea or TerrainType.DeepSea)
|
||
{
|
||
if (targetGridData.Resource == ResourceType.Bridge)
|
||
MovementCostMap[i, j] = 1;
|
||
else
|
||
MovementCostMap[i, j] = -1;
|
||
}
|
||
|
||
|
||
|
||
}
|
||
//如果是水上单位
|
||
else if (unitData.GetLandType() is LandType.WaterAndAshore or LandType.WaterOnly)
|
||
{
|
||
if (targetGridData.Terrain == TerrainType.DeepSea)
|
||
MovementCostMap[i, j] = unitData.GetSkill(SkillType.OCEANMOVE, out var _) ? 1 : -1;
|
||
else if (targetGridData.Terrain == TerrainType.ShallowSea)
|
||
MovementCostMap[i, j] = 1;
|
||
else
|
||
{
|
||
MovementCostMap[i, j] = 999;
|
||
if (targetGridData.Feature == TerrainFeature.Mountain &&
|
||
!unitData.GetSkill(SkillType.MOUNTAINMOVE, out var _))
|
||
MovementCostMap[i, j] = -1;
|
||
}
|
||
}
|
||
else if (unitData.GetLandType() is LandType.Fly)
|
||
{
|
||
MovementCostMap[i, j] = 1;
|
||
}
|
||
}
|
||
//没有视野,那就不可抵达
|
||
else
|
||
MovementCostMap[i, j] = -1;
|
||
|
||
//特殊处理MORIYAKNIGHTMOVE
|
||
if (unitData.GetSkill(SkillType.MORIYAKNIGHTMOVE, out var _))
|
||
{
|
||
//如果是山脉且没有城市在上面
|
||
if (targetGridData.Terrain == TerrainType.Land &&
|
||
!(targetGridData.Feature == TerrainFeature.Mountain || targetGridData.CityOnGrid(mapData, out var _)))
|
||
{
|
||
//不是山或者城市中心的陆地,不可达
|
||
MovementCostMap[i, j] = -1;
|
||
}
|
||
|
||
}
|
||
|
||
if (MovementCostMap[i, j] == 0)
|
||
{
|
||
Debug.Log("Fatal Error !!!!");
|
||
}
|
||
}
|
||
|
||
//Step #3 将所有敌人的控制区的costMap设置为999
|
||
if(!unitData.GetSkill(SkillType.SNEAK,out var _))
|
||
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);
|
||
//盟友则不会有控制区域
|
||
if (mapData.SameUnion(playerDataB.Id ,playerData.Id)) continue;
|
||
var targetGridDataList = mapData.GridMap.GetAroundGridDataSet_NOCENTER(1,1,gridDataB);
|
||
foreach (var targetGridData in targetGridDataList)
|
||
{
|
||
int x = targetGridData.Pos.X, y = targetGridData.Pos.Y;
|
||
MovementCostMap[x, y] = (MovementCostMap[x, y] < 0) ? -1 : 999;
|
||
}
|
||
MovementCostMap[gridDataB.Pos.X,gridDataB.Pos.Y] = 999;
|
||
}
|
||
|
||
//Step #4将所有友军的城市中心costmap设置为-1(不能进入友军的城市中心)
|
||
foreach (var tcity in mapData.CityMap.CityList)
|
||
{
|
||
if (!mapData.GetPlayerDataByCityId(tcity.Id, out var tplayer))continue;
|
||
if (tplayer.Id == playerData.Id) continue;
|
||
if(!mapData.SameUnion(tplayer.Id,playerData.Id))continue;
|
||
if(!mapData.GetGridDataByCityId(tcity.Id,out var tgrid))continue;
|
||
MovementCostMap[tgrid.Pos.X,tgrid.Pos.Y] = -1;
|
||
}
|
||
|
||
//Step #5 初始化remainmap,表示剩余多少movement,< 0 则不再扩展。ReachMap则用来确定是否可达
|
||
for (int i = 0; i < width; i++)
|
||
for (int j = 0; j < height; j++)
|
||
{
|
||
MovementRemainMap[i, j] = -999;
|
||
MoveRealCostMap[i, j] = 999;
|
||
NormalReachMap[i, j] = false;
|
||
TransMap[i, j] = false;
|
||
SanaeMap[i, j] = false;
|
||
MomijiHunterReachMap[i, j] = false;
|
||
}
|
||
|
||
|
||
//设置初始行动力
|
||
//注意,这里使用的是FinalMoveRange,和MoveRange不一样,MoveRange是行动力,Fixed则是在这之上还有一层修改,目前主要用于Kanako
|
||
MovementRemainMap[gridData.Pos.X,gridData.Pos.Y] = unitData.FinalMoveRange(mapData);
|
||
NormalReachMap[gridData.Pos.X, gridData.Pos.Y] = true;
|
||
MoveRealCostMap[gridData.Pos.X, gridData.Pos.Y] = 0;
|
||
|
||
//Step #6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 (MovementRemainMap[gridDataX.Pos.X, gridDataX.Pos.Y] < 0.1f) continue;
|
||
var nearby = mapData.GridMap.GetAroundGridDataSet_NOCENTER(1,1,gridDataX);
|
||
foreach (var gridDataY in nearby)
|
||
{
|
||
float cost = MovementCostMap[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,并且目标不是耗光所有cost的港口或者敌占区
|
||
if ((unitData.GetLandType() is LandType.LandAndPort or LandType.LandOnly or LandType.LandAndWater) &&
|
||
Main.PlayerLogic.HasRoadForUnit(mapData, gridDataX, gridDataY, unitData) && cost < 900)
|
||
cost = 0.5f;
|
||
|
||
//如果能够发生更新
|
||
if (MovementRemainMap[gridDataX.Pos.X, gridDataX.Pos.Y] - cost > MovementRemainMap[gridDataY.Pos.X, gridDataY.Pos.Y])
|
||
{
|
||
MovementRemainMap[gridDataY.Pos.X, gridDataY.Pos.Y] = MovementRemainMap[gridDataX.Pos.X, gridDataX.Pos.Y] - cost;
|
||
NormalReachMap[gridDataY.Pos.X, gridDataY.Pos.Y] = true;
|
||
MoveRealCostMap[gridDataY.Pos.X, gridDataY.Pos.Y] = cost;
|
||
//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) && MovementRemainMap[gridDataY.Pos.X, gridDataY.Pos.Y] > 0.1f)
|
||
q.Enqueue(gridDataY.Id);
|
||
}
|
||
}
|
||
}
|
||
|
||
//Step #7 -------------------------------------------先处理常规移动的最终情况-------------------------------
|
||
|
||
for (int i = 0; i < width; i++)
|
||
for (int j = 0; j < height; j++)
|
||
FinalReachMap[i,j] = NormalReachMap[i, j];
|
||
// MOMIJIHUNTER 技能拓展,做法是让所有MOVEInfoMap -= MoveFloor
|
||
MOMIJIHUNTER_SkillHandler(mapData,unitData);
|
||
|
||
//Step #8 ----------------------------------------------------这里开始处理各种特殊情况--------------------------------------
|
||
//处理SAKUYAFLY技能,可以移动到己方伟人的身周
|
||
if (unitData.IsCanMoveGiantNearbyGrid(mapData))
|
||
{
|
||
//遍历所有单位,找到己方的伟人或者小恶魔
|
||
foreach (var unitA in mapData.UnitMap.UnitList)
|
||
if((unitA.TreatedAsHero(mapData,unitData))
|
||
&& 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_NOCENTER(1,1,gridB);
|
||
foreach (var gridC in nearby){
|
||
int xx = gridC.Pos.X, yy = gridC.Pos.Y;
|
||
if(CheckUnitAbleForGrid(mapData,playerData,unitData,gridC)
|
||
&& !mapData.GetUnitDataByGid(gridC.Id,out var tt))
|
||
{
|
||
int x = gridC.Pos.X, y = gridC.Pos.Y;
|
||
TransMap[x, y] = true;
|
||
}}
|
||
}
|
||
}
|
||
|
||
//接入CITYTRANSPORT,在首都联通的城市之间传送
|
||
if (unitData.IsCanMoveNoUnitSelfCity(mapData))
|
||
{
|
||
//当前在我方的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)
|
||
&& mapData.GetPlayerDataByCityId(cityA.Id,out var cityAsPlayer)
|
||
&& cityAsPlayer.Id == playerData.Id)
|
||
{
|
||
//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;
|
||
TransMap[gridB.Pos.X, gridB.Pos.Y] = true;
|
||
}
|
||
}
|
||
}
|
||
|
||
//接入MORIYAKNIGHTMOVE,在城市中心和天狗酒馆之间传送
|
||
if (unitData.GetSkill(SkillType.MORIYAKNIGHTMOVE,out var _) && unitData.Grid(mapData,out var curGrid))
|
||
{
|
||
//遍历所有我方城市和军营 如果位置没有人就可以移动过去
|
||
var cityDataList = new List<CityData>();
|
||
mapData.GetCityDataListByPlayerId(playerData.Id, cityDataList);
|
||
foreach (var targetCity in cityDataList)
|
||
{
|
||
if (!targetCity.Grid(mapData, out var targetGrid)) continue;
|
||
if (targetGrid.Id == curGrid.Id) continue;
|
||
if (targetGrid.Unit(mapData, out var _)) continue;
|
||
TransMap[targetGrid.Pos.X, targetGrid.Pos.Y] = true;
|
||
}
|
||
foreach (var targetCity in cityDataList)
|
||
{
|
||
//然后处理该城市的军营
|
||
var gidSet = targetCity.Territory.TerritoryArea;
|
||
foreach (var targetGid in gidSet)
|
||
{
|
||
if (targetGid == curGrid.Id) continue;
|
||
if (!mapData.GridMap.GetGridDataByGid(targetGid, out var targetGridB))continue;
|
||
if (targetGridB.Resource != ResourceType.MoriyaMilitary) continue;
|
||
if (targetGridB.Unit(mapData,out var _)) continue;
|
||
TransMap[targetGridB.Pos.X, targetGridB.Pos.Y] = true;
|
||
}
|
||
}
|
||
}
|
||
|
||
// SANAEWIND{X} 技能拓展
|
||
if (unitData.GetSkill(SkillType.SANAEWINDX, out var skill))
|
||
{
|
||
var sanaeWindXSkill = skill as SanaeWindXSkill;
|
||
if (sanaeWindXSkill != null)
|
||
{
|
||
var targetVec2 = new List<Vector2Int>();
|
||
for (int i = 0; i < width; i++)
|
||
{
|
||
for (int j = 0; j < height; j++)
|
||
{
|
||
if (!NormalReachMap[i, j]) continue;
|
||
targetVec2.Add(new Vector2Int(i, j));
|
||
}
|
||
}
|
||
|
||
foreach (var vec in targetVec2)
|
||
{
|
||
var newVec = vec + sanaeWindXSkill.GetOffset();
|
||
if (newVec.x < 0 || newVec.x >= width || newVec.y < 0 || newVec.y >= height) continue;
|
||
if (!CheckUnitCanStandOnGrid(mapData, unitData,
|
||
mapData.GridMap.GetGridDataByPos(newVec.x, newVec.y, out var tmpGrid) ? tmpGrid : null))
|
||
continue;
|
||
SanaeMap[newVec.x, newVec.y] = true;
|
||
}
|
||
}
|
||
}
|
||
|
||
// MORIYAKNIGHTMOVE 技能拓展(主要是消除早苗的英雄)
|
||
if (unitData.GetSkill(SkillType.MORIYAKNIGHTMOVE, out var _))
|
||
{
|
||
for (int i = 0; i < width; i++)
|
||
for (int j = 0; j < height; j++)
|
||
if (mapData.GridMap.GetGridDataByV2(new Vector2(i, j), out var grid) &&
|
||
grid.Terrain == TerrainType.Land &&
|
||
!(grid.Feature == TerrainFeature.Mountain || grid.CityOnGrid(mapData,out var _)
|
||
))
|
||
{
|
||
SanaeMap[i,j] = false;
|
||
}
|
||
|
||
}
|
||
|
||
|
||
}
|
||
|
||
private bool MOMIJIHUNTER_SkillHandler(MapData mapData,UnitData unitData)
|
||
{
|
||
int width = (int)mapData.MapConfig.Width;
|
||
int height = (int)mapData.MapConfig.Height;
|
||
if (!unitData.GetSkill(SkillType.MOMIJIHUNTER, out var skillHunter)) return false;
|
||
|
||
for (int i = 0; i < width; i++)
|
||
for (int j = 0; j < height; j++)
|
||
{
|
||
if (!NormalReachMap[i, j]) continue;
|
||
//floor 算出亏欠几点移动力
|
||
var floor = unitData.GetGridMoveFloor(mapData, unitData,
|
||
mapData.GridMap.GetGridDataByV2(new Vector2(i,j),out var tmpGrid) ? tmpGrid : null);
|
||
//如果剩余行动力 减去亏欠的移动力,再加上上一次移动过来的realcost,仍然>=0,那么说明这个格子是仍然可以抵达的
|
||
MomijiHunterReachMap[i, j] = (MovementRemainMap[i, j] + MoveRealCostMap[i, j] - floor) > 0.1f;
|
||
}
|
||
|
||
for (int i = 0; i < width; i++)
|
||
for (int j = 0; j < height; j++)
|
||
FinalReachMap[i,j] = NormalReachMap[i, j] && MomijiHunterReachMap[i, j];
|
||
return true;
|
||
}
|
||
|
||
// 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,unitData.UnitLevel,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(mapData)) return false;
|
||
return true;
|
||
}
|
||
|
||
// None, Move, Attack, Port, MoveAshore, Ally,AttackGround
|
||
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,除非有特殊技能,否则是none
|
||
if (mapData.SameUnionOrJustBreakUnion(playerDataA.Id, playerDataB.Id) && mapData.GridMap.CalcDistance(gridDataA, gridDataB) <= unitDataA.GetAttackRange(mapData))
|
||
{
|
||
//处理Flandre技能,可以是刚解除结盟的友军
|
||
if (unitDataA.GetSkill(SkillType.FLANDREATTACK, out var _) )
|
||
return MoveAttackType.Attack;
|
||
|
||
//以下处理attackAlly友军的情况(不能背盟)
|
||
if (mapData.SameUnion(playerDataA.Id, playerDataB.Id) && unitDataA.IsCanAttackAlly())
|
||
{
|
||
if(unitDataA.IsCanAttackTargetAlly(mapData,unitDataB))
|
||
return MoveAttackType.Ally;
|
||
}
|
||
|
||
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 (!unitDataA.IsLimitSelfAttack(mapData))
|
||
//具备攻击能力
|
||
{
|
||
if (mapData.GridMap.CalcDistance(gridDataA, gridDataB) <=
|
||
unitDataA.GetAttackRange(mapData))
|
||
//判断距离在攻击距离范围内,
|
||
{
|
||
//特殊处理:学者不能攻击英雄
|
||
if (unitDataA.GetSkill(SkillType.CONVERT, out var _) &&
|
||
unitDataB.UnitFullType.UnitType == UnitType.Giant) return MoveAttackType.None;
|
||
/*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 if(unitDataA.GetSkill(SkillType.KANAKOBATTLEFIELDPRO,out var _) && unitDataA.GetSkill(SkillType.KANAKOSITTING,out var _))
|
||
//不在攻击范围内,有一种可能 kanako
|
||
{
|
||
var tmpSet = mapData.GridMap.GetAroundGridDataSet_NOCENTER(1,1,gridDataB);
|
||
bool can = false;
|
||
foreach(var tmpGrid in tmpSet)
|
||
if(tmpGrid.Unit(mapData,out var tmpUnit) && tmpUnit.Player(mapData) == gridDataA.Player(mapData)
|
||
&& (tmpUnit.GiantType != GiantType.None ||
|
||
(tmpUnit.UnitType == UnitType.MoriyaHebi && tmpUnit.UnitLevel >= 3)))
|
||
{
|
||
|
||
can = true;
|
||
break;
|
||
}
|
||
|
||
if (can) return MoveAttackType.Attack;
|
||
}
|
||
}
|
||
return MoveAttackType.None;
|
||
}
|
||
//如果目标位置没有任何单位
|
||
else
|
||
{
|
||
//如果满足AttackGround,优先处理
|
||
if (unitDataA.IsCanAttackTargetGrid(mapData, gridDataB))
|
||
return MoveAttackType.AttackGround;
|
||
|
||
//如果不能在非我方领土移动,优先判断
|
||
if (unitDataA.IsLimitMoveToSelfTerrain(Main.MapData) &&
|
||
unitDataA.Player(Main.MapData) != gridDataB.Player(Main.MapData))
|
||
return MoveAttackType.None;
|
||
|
||
|
||
//如果是传送或者sanae,最优先判断
|
||
if (TransMap[gridDataB.Pos.X, gridDataB.Pos.Y]) return MoveAttackType.MoveTeleport;
|
||
if (SanaeMap[gridDataB.Pos.X, gridDataB.Pos.Y]) return MoveAttackType.Move;
|
||
|
||
//如果常规移动不可达,直接return
|
||
if (!FinalReachMap[gridDataB.Pos.X, gridDataB.Pos.Y]) return MoveAttackType.None;
|
||
//下港口
|
||
if (gridDataB.Terrain == TerrainType.ShallowSea && unitDataA.GetLandType() == LandType.LandAndPort)
|
||
return MoveAttackType.MoveToPort;
|
||
//上岸
|
||
if (gridDataB.Terrain == TerrainType.Land && unitDataA.GetLandType() == LandType.WaterAndAshore)
|
||
return MoveAttackType.MoveAshore;
|
||
return MoveAttackType.Move;
|
||
}
|
||
return MoveAttackType.None;
|
||
}
|
||
|
||
//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
|
||
public MoveAttackType GetMovePath(MapData map, Vector2Int start, Vector2Int end,out List<Vector2Int> path)
|
||
{
|
||
if (TransMap[end.x, end.y])
|
||
{
|
||
path = new List<Vector2Int> { start, end };
|
||
return MoveAttackType.MoveTeleport;
|
||
}
|
||
|
||
path = new List<Vector2Int>();
|
||
Vector2Int[] Dirs =
|
||
{
|
||
new(-1, 0), new(0, -1),new(0, 1),new(1, 0),
|
||
new(1, -1), new(1, 1),new(-1, -1),new(-1, 1)
|
||
};
|
||
|
||
|
||
if (start == end)
|
||
{
|
||
path = new List<Vector2Int> { start };
|
||
return MoveAttackType.Move;
|
||
}
|
||
var queue = new Queue<Vector2Int>();
|
||
// 用字典记录路径来源,同时兼作“已访问”集合
|
||
var cameFrom = new Dictionary<Vector2Int, Vector2Int>();
|
||
|
||
uint width = map.MapConfig.Width;
|
||
uint height = map.MapConfig.Height;
|
||
queue.Enqueue(start);
|
||
cameFrom[start] = start; // 标记起点已访问
|
||
while (queue.Count > 0)
|
||
{
|
||
var current = queue.Dequeue();
|
||
float currentHeight = MovementRemainMap[current.x, current.y];
|
||
if (current == end) break; // 首次到达终点,即为最短路径
|
||
//if (currentHeight < 0) continue; 这里不能直接continue,因为有sanaeMap存在 即使<0也可以继续移动到sanaemap上
|
||
foreach (var dir in Dirs)
|
||
{
|
||
var next = current + dir;
|
||
// 检查:1.越界 2.已访问
|
||
if (next.x < 0 || next.x >= width || next.y < 0 || next.y >= height || cameFrom.ContainsKey(next))
|
||
continue;
|
||
|
||
// 检查:3.高度非增
|
||
if (MovementRemainMap[next.x, next.y] < currentHeight || SanaeMap[next.x, next.y])
|
||
{
|
||
queue.Enqueue(next);
|
||
cameFrom[next] = current;
|
||
}
|
||
}
|
||
}
|
||
// 如果终点不可达,返回空列表
|
||
if (!cameFrom.ContainsKey(end))
|
||
return MoveAttackType.None;
|
||
// 从终点回溯路径
|
||
path = new List<Vector2Int>();
|
||
for (var at = end; at != start; at = cameFrom[at])
|
||
{
|
||
path.Add(at);
|
||
}
|
||
path.Add(start);
|
||
path.Reverse(); // 翻转为从起点到终点的顺序
|
||
return MoveAttackType.Move;
|
||
}
|
||
public void Upgrade(MapData mapData, UnitData u)
|
||
{
|
||
/*
|
||
u.veteran = true;
|
||
u.health = u.maxHealth + 5;
|
||
RenderUpdateManager.Instance.AddUnitRUList(u.unitId);
|
||
*/
|
||
}
|
||
|
||
//unit[uid]原地休息
|
||
public void Recover(MapData mapData, UnitData unitData) { }
|
||
|
||
//unit[uid]从陆地进入港口,变为boat
|
||
public void LandToBoat(MapData mapData, UnitData unitData)
|
||
{
|
||
unitData.CarryUnitFullType = unitData.UnitFullType;
|
||
if (unitData.UnitType == UnitType.BigGuy)
|
||
Main.UnitLogic.UnitTypeTransform(mapData, unitData, UnitType.Juggernaut);
|
||
else if(unitData.UnitType == UnitType.Giant)
|
||
Main.UnitLogic.UnitTypeTransform(mapData, unitData, UnitType.GiantJuggernaut,GiantType.None,unitData.UnitLevel);
|
||
else
|
||
Main.UnitLogic.UnitTypeTransform(mapData, unitData, UnitType.Boat);
|
||
unitData.AP = 0;
|
||
unitData.MP = 0;
|
||
unitData.CP = 0;
|
||
}
|
||
|
||
//unit[uid]从港口进入陆地,变为原来的单位
|
||
public void BoatToLand(MapData mapData, UnitData unitData)
|
||
{
|
||
Main.UnitLogic.UnitTypeTransform(mapData,unitData, unitData.CarryUnitType, unitData.CarryGiantType,unitData.CarryUnitLevel);
|
||
unitData.AP = 0;
|
||
unitData.MP = 0;
|
||
unitData.CP = 0;
|
||
}
|
||
|
||
public bool HeroUpgrade(MapData map,UnitData unit)
|
||
{
|
||
var type = unit.UnitFullType;
|
||
if (type.UnitType != UnitType.Giant) return false;
|
||
if (type.GiantType == GiantType.None) return false;
|
||
if (type.UnitLevel >= 3) return false;
|
||
var targetType = new UnitFullType()
|
||
{ UnitType = unit.UnitType, GiantType = unit.GiantType, UnitLevel = unit.UnitLevel + 1 };
|
||
UnitTypeTransform(map,unit,targetType);
|
||
unit.Player(map)?.PlayerHeroData.UpdateHeroMaxCount(targetType.UnitLevel);
|
||
return unit.Player(map)?.PlayerHeroData.UpdateHero(map,unit.Player(map),unit.UnitFullType) ?? false;
|
||
}
|
||
|
||
//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.Renderer(mapData)?.InstantUpdateUnit(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.Renderer(mapData)?.PlayVFX(new GridVFXParams(GridVFXType.Heal));
|
||
unitData.Renderer(mapData)?.InstantUpdateUnit(true);
|
||
}
|
||
|
||
}
|
||
}
|
||
|
||
public void UnitTypeTransform(MapData mapData, UnitData unitData, UnitFullType targetType)
|
||
{
|
||
UnitTypeTransform(mapData, unitData, targetType.UnitType, targetType.GiantType, targetType.UnitLevel);
|
||
}
|
||
|
||
//unitData转换成另一个UnitType
|
||
public void UnitTypeTransform(MapData mapData, UnitData unitData, UnitType targetType,
|
||
GiantType giantType = GiantType.None, uint unitLevel = 0)
|
||
{
|
||
//Debug.Log($"Check Transform Before APMPCP = {unitData.AP} , {unitData.MP} ,{unitData.CP} ");
|
||
//重新处理一下:
|
||
//生命周期: 1 . 卸载所有原来的skill
|
||
//TODO 要迭代这块,主要是在skill那边要加标记,确认一个skill是否可以继承,是否transfrom的时候要删掉之类的,要不要触发情况等等
|
||
bool nopop = unitData.GetSkill(SkillType.NOPOPULATION,out var _);
|
||
Table.Instance.UnitTypeDataAssets.GetUnitTypeInfo(unitData.UnitType, unitData.GiantType,unitData.UnitLevel, out var originInfo);
|
||
Table.Instance.UnitTypeDataAssets.GetUnitTypeInfo(targetType, giantType,unitLevel, out var targetInfo);
|
||
if (originInfo == null || targetInfo == null) return;
|
||
|
||
var oldSkills = new List<SkillBase>();
|
||
foreach (var skilltype in originInfo.Skills)
|
||
{
|
||
if (targetInfo.Skills.Contains(skilltype)) continue;
|
||
unitData.GetSkill(skilltype, out var skill);
|
||
if (skill == null) continue;
|
||
var fullType = new UnitFullType(targetType, giantType, unitLevel);
|
||
if (skill.ReservedOnTransform(unitData, fullType)) continue;
|
||
oldSkills.Add(skill);
|
||
unitData.RemoveSkill(skilltype, mapData);
|
||
}
|
||
|
||
foreach (var skillType in targetInfo.Skills)
|
||
{
|
||
unitData.AddSkill(skillType, mapData);
|
||
unitData.GetSkill(skillType, out var newSkill);
|
||
newSkill?.NewSkillOnTransform(oldSkills);
|
||
}
|
||
unitData.UnitFullType.UnitType = targetType;
|
||
unitData.UnitFullType.GiantType = giantType;
|
||
unitData.UnitFullType.UnitLevel = unitLevel;
|
||
//Debug.Log($"Check Transform After APMPCP = {unitData.AP} , {unitData.MP} ,{unitData.CP} ");
|
||
|
||
if (mapData.GetPlayerDataByUnitId(unitData.Id, out var playerData))
|
||
{
|
||
foreach (var kv in playerData.PlayerHeroData.HeroTaskDict)
|
||
kv.Value.OnTransformUnit(mapData, playerData, unitData);
|
||
}
|
||
}
|
||
|
||
public void PassiveMoveAway(MapData mapData,UnitData unitData)
|
||
{
|
||
if (!mapData.GetGridDataByUnitId(unitData.Id, out var gridData))
|
||
return;
|
||
var unitGrid = unitData.Grid(mapData);
|
||
if (unitGrid == null) return;
|
||
//默认向远离最近城市的方向推出
|
||
if(!mapData.GetNearestCity(unitData,out var city))return;
|
||
var cityGrid = city.Grid(mapData);
|
||
if (cityGrid == null) return;
|
||
|
||
GridData bestGrid = null;
|
||
int score = -1;
|
||
var gridList = mapData.GridMap.GetAroundGridData(1,1,gridData);
|
||
foreach (var targetGrid in gridList)
|
||
{
|
||
if (targetGrid == gridData)
|
||
continue;
|
||
if (!CheckUnitCanStandOnGrid(mapData, unitData, targetGrid))
|
||
continue;
|
||
if (score == -1 || mapData.GridMap.CalcManhattanDistance(targetGrid, cityGrid) > score)
|
||
{
|
||
bestGrid = targetGrid;
|
||
score = mapData.GridMap.CalcManhattanDistance(targetGrid, cityGrid);
|
||
}
|
||
|
||
}
|
||
|
||
if (score != -1)
|
||
{
|
||
//MoveToLogic(mapData,unitData,bestGrid,MoveType.PassiveMove);
|
||
var param = new CommonActionParams(mapData, playerData:unitData.Player(mapData), unitData:unitData, gridData:bestGrid);
|
||
var moveId = new CommonActionId { ActionType = CommonActionType.UnitPassiveMove};
|
||
var moveAction = new UnitPassiveMoveAction(moveId);
|
||
param.RefreshParams();
|
||
moveAction.ExecuteWithoutFullActionPeriod(param);
|
||
}
|
||
|
||
else
|
||
{
|
||
var data = new FragmentUnitData(FragmentType.Die, unitData.Renderer(mapData),unitGrid,city);
|
||
PresentationManager.EnqueueTask(new FragmentSequencerTask(new FragmentDie(data)));
|
||
Main.UnitLogic.UnitUnnaturalDie(mapData,unitData);
|
||
|
||
}
|
||
|
||
}
|
||
|
||
|
||
//判断一个unit 目前是否能直接站在那个grid上,要考虑grid目前的状态(例如盟友的城市中心,有人的格子 等等)
|
||
public bool CheckUnitCanStandOnGrid(MapData mapData, UnitData unitData, GridData gridData)
|
||
{
|
||
|
||
//TODO 这里一定要改了,用把landType通过unitSkill改过来 ,或者至少完成一套完备的方案
|
||
if (!mapData.CheckLandTypeForGrid(unitData.UnitFullType, gridData))
|
||
return false;
|
||
|
||
if (!mapData.GetPlayerDataByUnitId(unitData.Id, out var playerData))
|
||
return false;
|
||
if (!Table.Instance.UnitTypeDataAssets.GetUnitTypeInfo(unitData.UnitType, unitData.GiantType,unitData.UnitLevel,
|
||
out var unitInfo))
|
||
return false;
|
||
//如果上面有人
|
||
if (mapData.GetUnitDataByGid(gridData.Id, out var tmp))
|
||
return false;
|
||
if (unitData.GetLandType() == LandType.Fly)
|
||
return true;
|
||
//如果是水域
|
||
if (gridData.Terrain != TerrainType.Land)
|
||
{
|
||
if (gridData.Resource == ResourceType.Bridge)
|
||
{
|
||
return true;
|
||
}
|
||
|
||
//如果本身就是水生单位
|
||
if (unitData.GetLandType() == LandType.WaterOnly || unitData.GetLandType() == LandType.WaterAndAshore ||
|
||
unitData.GetLandType() == LandType.LandAndWater)
|
||
{
|
||
if(gridData.Terrain == TerrainType.ShallowSea)
|
||
return unitData.GetSkill(SkillType.WATERMOVE,out var _);
|
||
if(gridData.Terrain == TerrainType.DeepSea)
|
||
return unitData.GetSkill(SkillType.OCEANMOVE,out var _);
|
||
}
|
||
|
||
//否则
|
||
|
||
|
||
//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;
|
||
var gridPlayer = gridData.Player(mapData);
|
||
var unitPlayer = unitData.Player(mapData);
|
||
if (gridPlayer == null || unitPlayer == null) return false;
|
||
if(!mapData.SameUnion(gridPlayer.Id,unitPlayer.Id)) 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)
|
||
{
|
||
//TODO 最好将LandType直接转为Skill ,后续要思考做法
|
||
//如果单位不支持进水,直接return false
|
||
if (!(unitInfo.LandType is LandType.WaterOnly or LandType.LandAndWater))
|
||
return false;
|
||
if(gridData.Terrain == TerrainType.ShallowSea)
|
||
return unitData.GetSkill(SkillType.WATERMOVE,out var _);
|
||
if(gridData.Terrain == TerrainType.DeepSea)
|
||
return unitData.GetSkill(SkillType.OCEANMOVE,out var _);
|
||
}
|
||
|
||
}
|
||
//如果是陆地
|
||
if (gridData.Terrain == TerrainType.Land)
|
||
{
|
||
//如果是山脉
|
||
if (gridData.Feature == TerrainFeature.Mountain)
|
||
{
|
||
return unitData.GetSkill(SkillType.MOUNTAINMOVE,out var _);
|
||
}
|
||
}
|
||
return true;
|
||
}
|
||
|
||
|
||
|
||
|
||
//判断一个unit是否有能力去某个grid,但是和那个grid目前的状态无关
|
||
public bool CheckUnitAbleForGrid(MapData map, PlayerData self, UnitData unit, GridData grid )
|
||
{
|
||
if (unit != null)
|
||
{
|
||
if (!map.CheckLandTypeForGrid(unit.UnitFullType, grid))
|
||
return false;
|
||
}
|
||
|
||
if (grid.Resource == ResourceType.Bridge)
|
||
return true;
|
||
var landType = unit?.GetLandType() ?? LandType.LandAndWater;
|
||
//step #1 排除科技情况
|
||
if (landType != LandType.Fly)
|
||
{
|
||
if (grid.Feature == TerrainFeature.Mountain && !self.TechTree.TechAtomCacheSet.Contains(TechAtom.UnitSkillMOUNTAINMOVE)) return false;
|
||
if (grid.Terrain == TerrainType.ShallowSea && !self.TechTree.TechAtomCacheSet.Contains(TechAtom.UnitSkillOCEANMOVE)) return false;
|
||
if (grid.Terrain == TerrainType.DeepSea && !self.TechTree.TechAtomCacheSet.Contains(TechAtom.UnitSkillWATERMOVE)) return false;
|
||
}
|
||
|
||
|
||
//step #2 排除landandport单位的情况
|
||
if (landType == LandType.LandAndPort)
|
||
{
|
||
if (grid.Terrain == TerrainType.DeepSea) return false;
|
||
if (grid.Terrain == TerrainType.ShallowSea && (grid.Resource != ResourceType.Port || !map.CheckIfGidBelongPidUnion(grid.Id,self.Id)))return false;
|
||
}
|
||
|
||
//step #3
|
||
if (landType == LandType.WaterAndAshore)
|
||
{
|
||
|
||
}
|
||
return true;
|
||
}
|
||
|
||
|
||
}
|
||
}
|