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修复无法选择处于免疫状态队友的问题;修复顺序表排序错误的问题
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@ -264,7 +264,7 @@ namespace Milimoe.FunGame.Core.Entity
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foreach (Character character in teammates)
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{
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if (CanSelectTeammate && ((character.ImmuneType & ImmuneType.All) != ImmuneType.All || IgnoreImmune == ImmuneType.All))
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if (CanSelectTeammate)
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{
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selectable.Add(character);
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}
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@ -365,8 +365,7 @@ namespace Milimoe.FunGame.Core.Entity
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foreach (Character character in teammates)
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{
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IEnumerable<Effect> effects = character.Effects.Where(e => e.IsInEffect);
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if (CanSelectTeammate && ((character.ImmuneType & checkType) == ImmuneType.None ||
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effects.Any(e => e.IgnoreImmune == ImmuneType.All || e.IgnoreImmune == ImmuneType.Skilled || (IsMagic && e.IgnoreImmune == ImmuneType.Magical))))
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if (CanSelectTeammate)
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{
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selectable.Add(character);
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}
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@ -449,19 +449,25 @@ namespace Milimoe.FunGame.Core.Model
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// 确保角色不在队列中
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_queue.RemoveAll(c => c == character);
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// 插队机制:按硬直时间排序
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int insertIndex = _queue.FindIndex(c => _hardnessTimes[c] > hardnessTime);
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double addHardnessTime = 0.01;
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while (_hardnessTimes.Any(kv => kv.Key != character && kv.Value == hardnessTime))
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// 增加硬直时间直到唯一
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double ResolveConflict(double time, Character c)
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{
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insertIndex++;
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if (insertIndex != 0 && _queue.Count > insertIndex)
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while (_hardnessTimes.Any(kv => kv.Key != c && kv.Value == time))
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{
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addHardnessTime += Calculation.Round2Digits(_hardnessTimes[_queue[insertIndex]] - _hardnessTimes[_queue[insertIndex - 1]]);
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time = Calculation.Round2Digits(time + 0.01);
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}
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hardnessTime = Calculation.Round2Digits(hardnessTime + addHardnessTime);
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return time;
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}
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// 初始插入索引:第一个硬直时间大于当前值的角色位置
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int insertIndex = _queue.FindIndex(c => _hardnessTimes[c] > hardnessTime);
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// 调整硬直时间以避免冲突
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hardnessTime = ResolveConflict(hardnessTime, character);
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// 重新计算插入索引
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insertIndex = _queue.FindIndex(c => _hardnessTimes[c] > hardnessTime);
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if (isCheckProtected)
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{
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// 查找保护条件 被插队超过此次数便能获得插队补偿 即行动保护
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@ -481,35 +487,15 @@ namespace Milimoe.FunGame.Core.Model
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Character lastProtectedCharacter = list.Last().Character;
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double lastProtectedHardnessTime = _hardnessTimes[lastProtectedCharacter];
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// 查找与最后一个受保护角色相同硬直时间的其他角色
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var sameHardnessList = _queue
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.Select((c, index) => new { Character = c, Index = index })
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.Where(x => _hardnessTimes[x.Character] == lastProtectedHardnessTime && x.Index > protectIndex);
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// 设置新的硬直时间大于保护角色的硬直时间
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hardnessTime = lastProtectedHardnessTime + 0.01;
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hardnessTime = ResolveConflict(hardnessTime, character);
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// 如果找到了相同硬直时间的角色,更新 protectIndex 为它们中最后一个的索引
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if (sameHardnessList.Any())
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{
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protectIndex = sameHardnessList.Select(x => x.Index).Last();
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}
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// 重新计算插入索引
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insertIndex = _queue.FindIndex(c => _hardnessTimes[c] > hardnessTime);
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// 判断是否需要插入到受保护角色的后面
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if (insertIndex != -1 && insertIndex <= protectIndex)
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{
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// 如果按硬直时间插入的位置在受保护角色之前或相同,则插入到受保护角色的后面一位
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insertIndex = protectIndex + 1;
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hardnessTime = lastProtectedHardnessTime + 0.01;
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while (_hardnessTimes.Any(kv => kv.Key != character && kv.Value == hardnessTime))
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{
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if (insertIndex != 0 && _queue.Count > insertIndex)
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{
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addHardnessTime += Calculation.Round2Digits(_hardnessTimes[_queue[insertIndex]] - _hardnessTimes[_queue[insertIndex - 1]]);
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}
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hardnessTime = Calculation.Round2Digits(hardnessTime + addHardnessTime);
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}
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// 列出受保护角色的名单
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WriteLine($"由于 [ {string.Join(" ],[ ", list.Select(x => x.Character))} ] 受到行动保护,因此角色 [ {character} ] 将插入至顺序表第 {insertIndex + 1} 位。");
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}
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// 列出受保护角色的名单
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WriteLine($"由于 [ {string.Join(" ],[ ", list.Select(x => x.Character))} ] 受到行动保护,因此角色 [ {character} ] 将插入至顺序表第 {insertIndex + 1} 位。");
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}
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}
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