475 lines
13 KiB
C#
475 lines
13 KiB
C#
/*
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* @Author: 白哉
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* @Description: 技能类
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* @Date: 2025年04月22日 星期二 17:04:44
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* @Modify:
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*/
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using System;
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using MemoryPack;
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using RuntimeData;
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using UnityEngine;
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namespace Logic.Skill
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{
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public enum SkillDamageEvent
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{
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ActiveAttackBeforeStarted,
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ActiveAttackFinished,
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}
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public interface ISkill
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{
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public SkillType GetSkillType();
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// 事件触发生命周期 (事件已发生)
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public void OnMove(UnitData self, GridData grid, MapData mapData, MoveType moveType);
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// 伤害结算前
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public void BeforeDamaged(MapData mapData, SettlementInfo info);
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// 对他人伤害结算前
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public void BeforeDamageOther(MapData mapData, SettlementInfo info);
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// 伤害结算时
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public void OnDamaged(MapData mapData, SettlementInfo info);
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// 对他人伤害结算时
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public void OnDamageOther(MapData mapData, SettlementInfo info);
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// 主动攻击之前
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public void BeforeSelfActiveAttack(MapData mapData, UnitData origin, UnitData target,out int addDmg);
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// 事件触发生命周期 (时刻)
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public void OnTurnStart(UnitData self, MapData mapData);
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public void OnTurnStart(CityData city, MapData mapData);
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public void OnTurnStart(PlayerData self, MapData mapData);
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public void OnTurnStart(GridData self, MapData mapData);
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public void OnTurnEnd(UnitData self, MapData mapData);
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public void OnTurnEnd(CityData city, MapData mapData);
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public void OnTurnEnd(PlayerData self, MapData mapData);
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public void OnTurnEnd(GridData self, MapData mapData);
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public void OnFinished(IdentifierBase self, MapData mapData);
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// 属性变化
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// 是否限制自身移动
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public bool IsLimitSelfMove(UnitData self, MapData mapData);
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// 是否限制自身攻击
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public bool IsLimitSelfAttack(UnitData self, MapData mapData);
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// 是否限制敌方反击
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public bool IsLimitTargetCounterAttack(UnitData self, MapData mapData);
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// 是否限制自身反击
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public bool IsLimitSelfCounterAttack(UnitData self, MapData mapData);
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// 是否无视敌人控制区
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public bool IsIgnoreControlArea(UnitData self, MapData mapData);
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// 是否限制自身经验增长
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public bool IsLimitSelfExp(UnitData self, MapData mapData);
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// 是否无视树林和山脉
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public bool IsIgnoreWoodAndMountains(UnitData self, MapData mapData);
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// 是否能在指定海陆层移动
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public bool IsCanMoveOnTerrain(UnitData self, MapData mapData, TerrainType terrainType);
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// 是否能在指定地形层移动
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public bool IsCanMoveOnFeature(UnitData self, MapData mapData, TerrainFeature featureType);
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// 是否无视地形层移动减损
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public bool IsIgnoreMoveLoss(UnitData self, MapData mapData, TerrainFeature terrainType);
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// 是否无视植被层移动减损
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public bool IsIgnoreMoveLoss(UnitData self, MapData mapData, Vegetation terrainType);
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// 是否具备同类数量限制
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public bool IsLimitCount(UnitData self, MapData mapData, out int count);
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// 是否能移动到我方的无人城市
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public bool IsCanMoveToNoUnitSelfCity(UnitData self, MapData mapData);
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// 是否能移动到我方的英雄附近
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public bool IsCanMoveGiantNearbyGrid(UnitData self, MapData mapData);
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// 是否能移动到
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// 能否被杀死
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public bool IsCanBeKill(UnitData self, MapData mapData);
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// 能否被伤害
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public bool IsCanBeDamaged(UnitData self, MapData mapData, int dmg);
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// 能否制造矿山
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public bool IsCanBuildMine(UnitData self, MapData mapData);
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// 是否隐身
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public bool IsInvisible(UnitData self, MapData mapData);
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// 值变化
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// 获取额外防御(防御系数)
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public float GetExtraDefense(UnitData self, MapData mapData);
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// 获取额外视野(视野增加)
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public int GetExtraSight(UnitData self, MapData mapData);
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// 获得额外攻击
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public float GetExtraAttack(UnitData self, MapData mapData);
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// 获得额外总攻击
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public float GetAllExtraAttack(UnitData self, MapData mapData);
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// 获取暴击率
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public float GetCriticalHitRate(UnitData self, MapData mapData);
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// 攻击对方时给自己的攻击力偏移
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public float GetAttackerValueOffset(MapData mapData,UnitData target);
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// 防御对方时对方给自己的防御力偏移
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public float GetDefenderValueOffset(MapData mapData,UnitData target);
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// 获得额外移动范围
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public int GetExtraMoveRange(UnitData self);
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// 获得额外攻击范围
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public int GetExtraAttackRange(UnitData self);
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// 全局技能
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// 当有单位受伤结算时
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public void OnUnitDamaged(IdentifierBase identifier, MapData mapData, SettlementInfo info);
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// 当有单位移动时
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public void OnAnyUnitMove(MapData map, UnitData moveUnit, GridData target, MoveType moveType);
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}
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[MemoryPackable]
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public abstract partial class SkillBase : ISkill
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{
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[MemoryPackInclude]
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protected bool IsPermanent;
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[MemoryPackInclude]
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protected uint Turns;
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[MemoryPackInclude]
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protected uint TurnsLimit;
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[MemoryPackInclude]
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protected float Score;
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[MemoryPackInclude]
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protected int _level;
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[MemoryPackInclude]
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protected int _levelLimit;
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public int Level => _level;
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public bool HasTimeLimit => !IsPermanent;
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public int LastTime => (int)TurnsLimit - (int)Turns;
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[MemoryPackConstructor]
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public SkillBase()
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{
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Turns = 0;
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_level = 0;
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}
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public abstract SkillType GetSkillType();
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public virtual float GetScore()
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{
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return Score;
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}
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public virtual bool IsFinished()
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{
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Turns++;
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return !IsPermanent && TurnsLimit < Turns;
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}
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public virtual bool IsActive()
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{
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return true;
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}
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public SkillBase GetCopySkill()
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{
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var skill = SkillFactory.GetSkillBySkillType(GetSkillType());
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GetSkillCopy(skill);
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return skill;
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}
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public virtual void SetTurnsLimit(uint time)
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{
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IsPermanent = false;
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TurnsLimit = time;
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}
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public virtual void AddTurnLimit(uint time)
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{
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TurnsLimit += time;
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}
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public virtual void AddLevel(MapData map, UnitData origin, int add)
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{
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_level += add;
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if (_level > _levelLimit) _level = _levelLimit;
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if (!map.GetPlayerDataByUnitId(origin.Id, out var player)) return;
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origin.HeroTask(map)?.OnAddSkillLevels(map, GetSkillType(), (uint)add);
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}
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public virtual void ReduceLevel(MapData map, UnitData origin, int reduce)
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{
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_level -= reduce;
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}
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public virtual void SetLevel(int level)
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{
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_level = level;
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}
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public virtual void GetSkillCopy(SkillBase skill)
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{
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skill.IsPermanent = IsPermanent;
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skill.Turns = Turns;
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skill.TurnsLimit = TurnsLimit;
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skill.Score = Score;
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}
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public virtual void DeepCopy(SkillBase copySkill)
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{
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IsPermanent = copySkill.IsPermanent;
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Turns = copySkill.Turns;
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TurnsLimit = copySkill.TurnsLimit;
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}
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public virtual void OnSkillAdd(UnitData self, MapData mapData)
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{
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}
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public virtual void OnMove(UnitData self, GridData grid, MapData mapData,MoveType moveType)
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{
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}
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public virtual void BeforeDamaged(MapData mapData, SettlementInfo info)
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{
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}
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public virtual void BeforeDamageOther(MapData mapData, SettlementInfo info)
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{
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}
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public virtual void OnDamaged(MapData mapData, SettlementInfo info)
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{
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}
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public virtual void OnTransformRemoved(UnitData self, MapData mapData)
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{
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}
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public virtual void OnTransformAdded(UnitData self, MapData mapData)
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{
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}
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public virtual void OnDamageOther(MapData mapData, SettlementInfo info)
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{
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}
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public virtual void BeforeSelfActiveAttack(MapData mapData, UnitData origin, UnitData target,out int addDmg)
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{
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addDmg = 0;
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}
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public virtual void OnTurnStart(UnitData self, MapData mapData)
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{
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}
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public virtual void OnTurnStart(GridData self, MapData mapData)
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{
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}
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public virtual void OnTurnStart(CityData city, MapData mapData)
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{
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}
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public virtual void OnTurnStart(PlayerData self, MapData mapData)
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{
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}
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public virtual void OnTurnEnd(UnitData self, MapData mapData)
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{
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}
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public virtual void OnTurnEnd(CityData city, MapData mapData)
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{
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}
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public virtual void OnTurnEnd(PlayerData self, MapData mapData)
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{
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}
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public virtual void OnTurnEnd(GridData self, MapData mapData)
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{
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}
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public virtual void OnFinished(IdentifierBase self, MapData mapData) { }
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public virtual bool IsLimitSelfMove(UnitData self, MapData mapData)
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{
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return false;
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}
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public virtual bool IsLimitSelfAttack(UnitData self, MapData mapData)
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{
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return false;
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}
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public virtual bool IsLimitTargetCounterAttack(UnitData self, MapData mapData)
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{
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return false;
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}
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public virtual bool IsLimitSelfCounterAttack(UnitData self, MapData mapData)
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{
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return false;
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}
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public virtual bool IsIgnoreControlArea(UnitData self, MapData mapData)
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{
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return false;
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}
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public virtual bool IsLimitSelfExp(UnitData self, MapData mapData)
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{
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return false;
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}
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public virtual bool IsIgnoreWoodAndMountains(UnitData self, MapData mapData)
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{
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return false;
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}
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public virtual bool IsCanMoveOnTerrain(UnitData self, MapData mapData, TerrainType terrainType)
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{
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return false;
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}
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public virtual bool IsCanMoveOnFeature(UnitData self, MapData mapData, TerrainFeature terrainType)
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{
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return false;
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}
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public virtual bool IsIgnoreMoveLoss(UnitData self, MapData mapData, TerrainFeature terrainType)
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{
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return false;
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}
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public virtual bool IsIgnoreMoveLoss(UnitData self, MapData mapData, Vegetation terrainType)
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{
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return false;
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}
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public virtual bool IsLimitCount(UnitData self, MapData mapData, out int count)
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{
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count = -1;
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return false;
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}
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public virtual bool IsCanMoveToNoUnitSelfCity(UnitData self, MapData mapData)
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{
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return false;
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}
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public virtual bool IsCanMoveGiantNearbyGrid(UnitData self, MapData mapData)
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{
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return false;
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}
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public virtual bool IsCanBeKill(UnitData self, MapData mapData)
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{
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return true;
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}
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public virtual bool IsCanBeDamaged(UnitData self, MapData mapData, int dmg)
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{
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return true;
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}
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public virtual bool IsCanBuildMine(UnitData self, MapData mapData)
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{
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return false;
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}
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public virtual bool IsInvisible(UnitData self, MapData mapData)
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{
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return false;
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}
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public virtual float GetExtraDefense(UnitData self, MapData mapData)
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{
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return 1f;
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}
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public virtual int GetExtraSight(UnitData self, MapData mapData)
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{
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return 0;
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}
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public virtual float GetExtraAttack(UnitData self, MapData mapData)
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{
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return 1f;
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}
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public virtual float GetAllExtraAttack(UnitData self, MapData mapData)
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{
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return 1f;
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}
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public virtual float GetCriticalHitRate(UnitData self, MapData mapData)
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{
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return 0;
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}
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public virtual float GetAttackerValueOffset(MapData mapData, UnitData target)
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{
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return 0;
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}
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public virtual float GetDefenderValueOffset(MapData mapData, UnitData origin)
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{
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return 0;
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}
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public virtual int GetExtraMoveRange(UnitData self)
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{
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return 0;
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}
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public virtual int GetExtraAttackRange(UnitData self)
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{
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return 0;
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}
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public virtual void OnUnitDamaged(IdentifierBase identifier, MapData mapData, SettlementInfo info)
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{
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}
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public virtual void OnAnyUnitMove(MapData map, UnitData moveUnit, GridData target, MoveType moveType)
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{
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}
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}
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} |