actor_build.go 20 KB

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  1. package mapLogic
  2. import (
  3. "f1-game/internal/constant"
  4. "f1-game/internal/data"
  5. "f1-game/internal/enum"
  6. "f1-game/internal/event"
  7. "f1-game/internal/extend/times"
  8. "f1-game/internal/pb"
  9. "f1-game/internal/types"
  10. mapCall "f1-game/nodes/map/internal/call"
  11. "f1-game/nodes/map/internal/db"
  12. dbLogic "f1-game/nodes/map/internal/db/data/logic"
  13. clog "github.com/cherry-game/cherry/logger"
  14. )
  15. func (p *actor) addBuildAOI(buildTable *db.LogicBuildTable) {
  16. marker := buildTable.ToAOIMarker()
  17. mapCall.AOI.Enter(marker)
  18. }
  19. func (p *actor) buildTimer() {
  20. p.updateTime()
  21. for _, buildTable := range p.BuildTables {
  22. // 不处理隐藏建筑
  23. if !buildTable.IsHide {
  24. p.buildTicker(buildTable)
  25. }
  26. if buildTable.IsDataChanged {
  27. buildTable.IsDataChanged = false
  28. buildTable.Save2Queue()
  29. }
  30. if buildTable.IsDelete {
  31. p.BuildTables.Remove(buildTable.ObjectID)
  32. }
  33. }
  34. }
  35. func (p *actor) buildTicker(buildTable *db.LogicBuildTable) {
  36. // 正在建造中
  37. if buildTable.IsBuilding {
  38. if buildTable.CheckFinish(p.nowMillis) {
  39. p.buildFinish(buildTable)
  40. }
  41. } else if buildTable.IsUpgrading {
  42. // 正在升级中
  43. if buildTable.CheckUpgradeFinish(p.nowMillis) {
  44. p.buildUpgradeFinish(buildTable)
  45. }
  46. }
  47. // 放弃中
  48. if buildTable.IsDiscard() {
  49. p.doBuildDiscard(buildTable)
  50. }
  51. // 攻城判断
  52. if buildTable.IsBeingSiege() {
  53. p.buildSiegeCheck(buildTable)
  54. }
  55. // 加固开启
  56. if buildTable.IsReinforceOpen() {
  57. p.buildReinforce(buildTable)
  58. }
  59. }
  60. // 加固处理
  61. func (p *actor) buildReinforce(buildTable *db.LogicBuildTable) {
  62. if p.nowMillis >= buildTable.Reinforce.EndTime {
  63. if buildTable.IsReinforcePreparing() {
  64. buildTable.Reinforce.ChangeStage(enum.ReinforceStage_Effect, p.nowMillis+data.Const.GetMapReinforceEffectTime())
  65. clog.Debugf("change reinforce: playerID = %v, stage = %s, endTime = %s",
  66. buildTable.PlayerID,
  67. enum.GetReinforceStageName(buildTable.Reinforce.Stage),
  68. times.MillisToDatetimeFormat(buildTable.Reinforce.EndTime))
  69. // 在 watcher 上记录冷却时间
  70. watcherTable := p.WatcherTables.GetValue(buildTable.PlayerID)
  71. watcherTable.ReinforceCooldown = p.nowMillis + data.Const.GetMapReinforceCooldown()
  72. watcherTable.Save2Queue()
  73. // AOI 通知
  74. p.UpdateObjectFull(buildTable.ObjectID, buildTable.Type)
  75. } else if buildTable.IsReinforceEffecting() {
  76. buildTable.Reinforce.ChangeStage(enum.ReinforceStage_None, 0)
  77. clog.Debugf("change reinforce: playerID = %v, stage = %ss",
  78. buildTable.PlayerID,
  79. enum.GetReinforceStageName(buildTable.Reinforce.Stage))
  80. }
  81. buildTable.IsDataChanged = true
  82. }
  83. }
  84. // 检查建筑的攻城状态
  85. func (p *actor) buildSiegeCheck(buildTable *db.LogicBuildTable) {
  86. for tileID := range buildTable.SiegeTiles {
  87. tileTable := p.TileTables.GetValue(tileID)
  88. // 判断是否有攻城的和掠夺的
  89. if !tileTable.HasSiege() && !tileTable.HasSnatch() {
  90. buildTable.RemoveSiegeTile(tileID)
  91. }
  92. }
  93. // 如果没有再被攻城了,通知自动防守部队解散
  94. if !buildTable.IsBeingSiege() {
  95. p.buildAutoDefendQuit(buildTable)
  96. }
  97. }
  98. func (p *actor) buildAutoDefendQuit(buildTable *db.LogicBuildTable) {
  99. playerIDs := types.Set[int64]{}
  100. for _, marchObjectID := range buildTable.RedeployObjects {
  101. marchTable := p.MarchTables.GetValue(marchObjectID)
  102. playerIDs.Add(marchTable.PlayerID)
  103. }
  104. buildTable.AutoDefendList.Clear()
  105. buildTable.IsDataChanged = true
  106. if !playerIDs.IsEmpty() {
  107. for playerID := range playerIDs {
  108. mapCall.Player.AutoDefendQuit(playerID, buildTable.ObjectID)
  109. }
  110. }
  111. // 玩家城
  112. if buildTable.ConfigID == constant.MapBuild_MainCity {
  113. mapCall.Player.AutoDefendQuit(buildTable.PlayerID, buildTable.ObjectID)
  114. }
  115. // 联盟驻地
  116. if buildTable.ConfigID == constant.MapBuild_LeaguePoint {
  117. // TODO: 联盟驻地除了通知调用队列的玩家,还有发一个消息给联盟,并通知所有主城在驻地内的玩家
  118. }
  119. }
  120. func (p *actor) doBuildDiscard(buildTable *db.LogicBuildTable) {
  121. if buildTable.DiscardEndTime > p.nowMillis {
  122. return
  123. }
  124. // 驻守部队修改状态为停留中
  125. tileTable := p.TileTables.GetValue(buildTable.GetTileID())
  126. if tileTable != nil {
  127. tileTable.GarrisonList.Range(func(marchObjectID int64, tileMarchInfo *dbLogic.TileMarchInfo) bool {
  128. marchTable := p.MarchTables.GetValue(marchObjectID)
  129. if marchTable != nil {
  130. // 修改状态为 停留中
  131. p.updateMarchState(marchTable, enum.MarchState_Stay, 0)
  132. // 加入停留队列
  133. tileTable := p.TileTables.GetValue(marchTable.GetTileID())
  134. tileTable.AddStay(marchTable.ObjectID, dbLogic.NewTileMarchInfo(
  135. tileTable.TileID,
  136. marchTable.ObjectID,
  137. p.nowMillis,
  138. ))
  139. p.addTileProcess(tileTable)
  140. }
  141. return true
  142. })
  143. tileTable.GarrisonList.Clear()
  144. tileTable.IsDataChanged = true
  145. }
  146. // 删除建筑
  147. p.buildRemove(buildTable)
  148. }
  149. func (p *actor) buildFinish(buildTable *db.LogicBuildTable) {
  150. clog.Debugf("[buildFinish] ObjectID = %d, ConfigID = %d", buildTable.ObjectID, buildTable.ConfigID)
  151. buildTable.IsBuilding = false
  152. buildTable.IsDataChanged = true
  153. // 重置攻城属性
  154. siegeTable := p.SiegeTables.GetValue(buildTable.ObjectID)
  155. siegeTable.SiegeReset(false)
  156. // 通知客户端
  157. p.UpdateObjectFull(buildTable.ObjectID, buildTable.Type)
  158. // 通知联盟建筑等级更新
  159. if buildTable.BuildType == enum.BuildType_League {
  160. // 发送建筑完成事件
  161. p.PostEvent(event.NewLeagueBuildFinish(buildTable.LeagueID, buildTable.ObjectID, buildTable.Level, false))
  162. }
  163. // 联盟旗帜和联盟驻地要检查领土内的资源点,通知更新
  164. // TODO 一个一个发,是否可以一组发
  165. if buildTable.ConfigID == constant.MapBuild_LeaguePoint || buildTable.ConfigID == constant.MapBuild_LeagueFlag {
  166. buildRow, ok := data.MapBuild.GetByConfigID(buildTable.ConfigID)
  167. if ok {
  168. for _, point := range buildRow.GetAffectOffsetPoints(buildTable.X(), buildTable.Y(), false) {
  169. tileID, ok := data.PointToTileID(point.X, point.Y)
  170. if !ok {
  171. continue
  172. }
  173. tileTable, ok := p.TileTables.Get(tileID)
  174. if !ok || tileTable.ResObjectID == 0 {
  175. continue
  176. }
  177. resTable, ok := p.ResTables.Get(tileTable.ResObjectID)
  178. if !ok || !resTable.HasPlayer() || !p.isSameLeague(resTable.LeagueID, tileTable.LeagueID) {
  179. continue
  180. }
  181. // 抛事件
  182. p.PostEvent(event.NewResUpdate(resTable.PlayerID, &event.MapResUpdateData{
  183. ObjectID: resTable.ObjectID,
  184. UpdateType: enum.ResUpdate_InLeagueArea,
  185. InLeagueArea: true,
  186. }))
  187. }
  188. }
  189. }
  190. }
  191. func (p *actor) buildUpgradeFinish(buildTable *db.LogicBuildTable) {
  192. clog.Debugf("[buildUpgradeFinish] ObjectID = %d, ConfigID = %d", buildTable.ObjectID, buildTable.ConfigID)
  193. buildTable.IsUpgrading = false
  194. buildTable.Level = buildTable.Level + 1
  195. buildTable.IsDataChanged = true
  196. // 通知客户端
  197. p.UpdateObjectFull(buildTable.ObjectID, buildTable.Type)
  198. // 通知联盟建筑等级更新
  199. if buildTable.BuildType == enum.BuildType_League {
  200. // 发送联盟建筑升级事件
  201. p.PostEvent(event.NewLeagueBuildFinish(buildTable.LeagueID, buildTable.ObjectID, buildTable.Level, true))
  202. }
  203. }
  204. // buildAdd 增加建筑
  205. func (p *actor) buildAdd(buildTable *db.LogicBuildTable) {
  206. clog.Debugf("[buildAdd] ObjectID = %v, ConfigID = %v", buildTable.ObjectID, buildTable.ConfigID)
  207. buildTable.IsDataChanged = true
  208. // 放入缓存
  209. p.BuildTables.Put(buildTable.ObjectID, buildTable)
  210. // 移除建筑覆盖范围内的资源点,怪物等
  211. for _, point := range buildTable.GetPoints() {
  212. tileID, ok := data.PointToTileID(point.X, point.Y)
  213. if !ok {
  214. continue
  215. }
  216. tileTable := p.TileTables.GetValue(tileID)
  217. if resTable, ok := p.getResTableInTile(tileTable); ok {
  218. p.resDead(resTable)
  219. }
  220. if monsterTable, ok := p.getMonsterTableInTile(tileTable); ok {
  221. p.monsterDead(monsterTable)
  222. tileTable.SetMonsterObjectID(0)
  223. }
  224. }
  225. for _, point := range buildTable.GetPoints() {
  226. tileID, ok := data.PointToTileID(point.X, point.Y)
  227. if !ok {
  228. continue
  229. }
  230. tileTable := p.TileTables.GetValue(tileID)
  231. tileTable.SetBuildObjectID(buildTable.ObjectID)
  232. p.addTileProcess(tileTable)
  233. // 怪物过滤点
  234. p.addMonsterAreaFilterPoint(point.X, point.Y)
  235. }
  236. // 剔除被阻挡的出生点
  237. p.bornPos.Remove(buildTable.GetTiles()...)
  238. switch buildTable.ConfigID {
  239. // case constant.MapBuild_SiegeBase:
  240. // // 如果是攻城大营,初始化
  241. // buildTable.SiegeBase = &dbLogic.SiegeBase{}
  242. // buildTable.IsDataChanged = true
  243. case constant.MapBuild_LeagueFlag:
  244. // 如果是联盟旗帜,设置领地
  245. buildRow, _ := data.MapBuild.GetByConfigID(buildTable.ConfigID)
  246. affectPoints := buildRow.GetAffectOffsetPoints(buildTable.X(), buildTable.Y(), true)
  247. for _, point := range affectPoints {
  248. // 跳过阻挡点
  249. if data.MapData().IsPointBlock(point.X, point.Y) {
  250. continue
  251. }
  252. tileID, ok := data.PointToTileID(point.X, point.Y)
  253. if !ok {
  254. continue
  255. }
  256. tileTable := p.TileTables.GetValue(tileID)
  257. tileTable.AddAreaFlagObjectID(buildTable.ObjectID, buildTable.LeagueID)
  258. p.addTileProcess(tileTable)
  259. }
  260. clog.Debugf("cover tile areas: BuildObjectID = %d, BuildConfigID = %d Points = %+v", buildTable.ObjectID, buildTable.ConfigID, affectPoints)
  261. case constant.MapBuild_LeaguePoint:
  262. // 如果是联盟驻地,设置领地
  263. buildRow, _ := data.MapBuild.GetByConfigID(buildTable.ConfigID)
  264. affectPoints := buildRow.GetAffectOffsetPoints(buildTable.X(), buildTable.Y(), true)
  265. for _, point := range affectPoints {
  266. // 跳过阻挡点
  267. if data.MapData().IsPointBlock(point.X, point.Y) {
  268. continue
  269. }
  270. tileID, ok := data.PointToTileID(point.X, point.Y)
  271. if !ok {
  272. continue
  273. }
  274. tileTable := p.TileTables.GetValue(tileID)
  275. tileTable.SetAreaStrongholdObjectID(buildTable.ObjectID, buildTable.LeagueID)
  276. p.addTileProcess(tileTable)
  277. }
  278. clog.Debugf("cover tile areas: BuildObjectID = %d, BuildConfigID = %d Points = %+v", buildTable.ObjectID, buildTable.ConfigID, affectPoints)
  279. }
  280. if buildTable.BuildType == enum.BuildType_League {
  281. mapCall.League.BuildUpdate(buildTable.LeagueID, &pb.BuildUpdate{
  282. ConfigID: buildTable.ConfigID,
  283. ObjectID: buildTable.ObjectID,
  284. X: buildTable.X(),
  285. Y: buildTable.Y(),
  286. IsAdd: true,
  287. })
  288. }
  289. p.addBuildAOI(buildTable)
  290. // 设置动态障碍点
  291. mapCall.PathFind.SetBarriers(buildTable.ToBarrierRequest())
  292. if buildTable.PlayerID != 0 {
  293. p.PushOwnerMapObjectAdd(buildTable.PlayerID, buildTable.ToOwnerMapObjectPb())
  294. }
  295. }
  296. // 移除建筑,isDelete 为true表示真的删除建筑
  297. func (p *actor) buildRemove(buildTable *db.LogicBuildTable) {
  298. // 移除地块建筑并更新关联坐标
  299. for _, point := range buildTable.GetPoints() {
  300. tileID, ok := data.PointToTileID(point.X, point.Y)
  301. if !ok {
  302. continue
  303. }
  304. tileTable := p.TileTables.GetValue(tileID)
  305. tileTable.SetBuildObjectID(0)
  306. p.addTileProcess(tileTable)
  307. // 过滤怪物阻挡
  308. p.removeMonsterFileterPoint(point.X, point.Y)
  309. }
  310. switch buildTable.ConfigID {
  311. // 联盟旗帜
  312. case constant.MapBuild_LeagueFlag, constant.MapBuild_LeaguePoint:
  313. {
  314. buildRow, _ := data.MapBuild.GetByConfigID(buildTable.ConfigID)
  315. affectPoints := buildRow.GetAffectOffsetPoints(buildTable.X(), buildTable.Y(), true)
  316. for _, point := range affectPoints {
  317. // 跳过阻挡点
  318. if data.MapData().IsPointBlock(point.X, point.Y) {
  319. continue
  320. }
  321. tileID, ok := data.PointToTileID(point.X, point.Y)
  322. if !ok {
  323. continue
  324. }
  325. tileTable := p.TileTables.GetValue(tileID)
  326. if buildTable.ConfigID == constant.MapBuild_LeagueFlag {
  327. // 旗帜移除地块标记
  328. tileTable.RemoveAreaFlagObjectID(buildTable.ObjectID)
  329. } else {
  330. // 领地移除地块标记
  331. tileTable.ClearAreaStrongholdObjectID()
  332. }
  333. // 抛出资源点更新事件
  334. if tileTable.ResObjectID > 0 {
  335. resTable, ok := p.ResTables.Get(tileTable.ResObjectID)
  336. if ok && resTable.HasPlayer() && p.isSameLeague(resTable.LeagueID, buildTable.LeagueID) {
  337. p.PostEvent(event.NewResUpdate(resTable.PlayerID, &event.MapResUpdateData{
  338. ObjectID: resTable.ObjectID,
  339. UpdateType: enum.ResUpdate_InLeagueArea,
  340. InLeagueArea: false,
  341. }))
  342. }
  343. }
  344. p.addTileProcess(tileTable)
  345. }
  346. clog.Debugf("remove cover tile areas: BuildObjectID = %d, BuildConfigID = %d Points = %+v", buildTable.ObjectID, buildTable.ConfigID, affectPoints)
  347. if buildTable.ConfigID == constant.MapBuild_LeaguePoint {
  348. // 抛出联盟驻地被摧毁事件
  349. p.PostEvent(event.NewLeaguePointDestroy(buildTable.LeagueID, buildTable.ObjectID))
  350. // 设置 WatcherTable 的联盟驻地为 0
  351. // TODO: 如何不遍历所有的 WatcherTable 就知道公会有哪些玩家
  352. for _, watcherTable := range p.WatcherTables {
  353. if watcherTable.LeagueID == buildTable.LeagueID {
  354. watcherTable.SetLeaguePoint(0)
  355. clog.Debugf("[buildRemove] SetLeaguePoint. PlayerID = %v, buildID = %v", watcherTable.PlayerID, 0)
  356. }
  357. }
  358. }
  359. }
  360. }
  361. // 只有不是玩家主城的建筑才会删除
  362. if buildTable.ConfigID != constant.MapBuild_MainCity {
  363. buildTable.IsDelete = true
  364. buildTable.IsDataChanged = true
  365. // 移除对象的攻城表
  366. siegeTable := p.SiegeTables.GetValue(buildTable.ObjectID)
  367. siegeTable.IsDelete = true
  368. siegeTable.Save2Queue()
  369. p.SiegeTables.Remove(siegeTable.ObjectID)
  370. } else {
  371. buildTable.IsHide = true
  372. buildTable.IsDataChanged = true
  373. }
  374. if buildTable.PlayerID > 0 {
  375. // 玩家的建筑
  376. watcherTable := p.WatcherTables.GetValue(buildTable.PlayerID)
  377. watcherTable.RemoveBuild(buildTable.ObjectID)
  378. } else if buildTable.LeagueID > 0 {
  379. // 联盟的建筑
  380. mapCall.League.BuildUpdate(buildTable.LeagueID, &pb.BuildUpdate{
  381. ConfigID: buildTable.ConfigID,
  382. ObjectID: buildTable.ObjectID,
  383. X: buildTable.X(),
  384. Y: buildTable.Y(),
  385. IsAdd: false,
  386. })
  387. }
  388. if buildTable.PlayerID != 0 {
  389. p.PushOwnerMapObjectDel(buildTable.PlayerID, buildTable.ObjectID)
  390. }
  391. // 移出 AOI
  392. mapCall.AOI.Leave(buildTable.ObjectID, buildTable.Type)
  393. // 移除动态障碍点
  394. mapCall.PathFind.RemoveBarriers(buildTable.OffsetPoints)
  395. // 移除建筑补充被覆盖的资源点
  396. p.resReplenish(buildTable.GetPoints())
  397. // 回收出生点
  398. p.bornPos.Recycle(buildTable.GetTiles()...)
  399. }
  400. func (p *actor) getBuild(playerID int64, configID int32) (*db.LogicBuildTable, bool) {
  401. for _, build := range p.BuildTables {
  402. if build.PlayerID == playerID && build.ConfigID == configID {
  403. return build, true
  404. }
  405. }
  406. return nil, false
  407. }
  408. // 获取联盟驻地
  409. // TODO: 优化掉这个方法,看看哪些地方调用了这个方法,看看能否通过其它方式传递 leaguePoint 的 ObjectID 进来直接查
  410. func (p *actor) getLeaguePoint(leagueID int64) (*db.LogicBuildTable, bool) {
  411. for _, build := range p.BuildTables {
  412. if build.ConfigID == constant.MapBuild_LeaguePoint && build.LeagueID == leagueID {
  413. return build, true
  414. }
  415. }
  416. return nil, false
  417. }
  418. // isBuildSiege 建筑是否被攻城
  419. func (p *actor) isBuildSiege(buildTable *db.LogicBuildTable) bool {
  420. tileTable := p.TileTables.GetValue(buildTable.GetTileID())
  421. if tileTable.HasSiege() {
  422. return true
  423. }
  424. if tileTable.HasChildren() {
  425. for _, point := range tileTable.ChildPoints() {
  426. tileID, ok := data.PointToTileID(point.X, point.Y)
  427. if !ok {
  428. continue
  429. }
  430. childTile := p.TileTables.GetValue(tileID)
  431. if childTile.HasSiege() {
  432. return true
  433. }
  434. }
  435. }
  436. return false
  437. }
  438. // isPointInBuildingRange 判断一个点是否在建筑范围内
  439. // TODO: 优化掉这个方法
  440. func (p *actor) isPointInBuildingRange(buildTable *db.LogicBuildTable, point types.Point) bool {
  441. if buildTable.Point.X == point.X && buildTable.Point.Y == point.Y {
  442. return true
  443. }
  444. buildRow, ok := data.MapBuild.GetByConfigID(buildTable.ConfigID)
  445. if ok {
  446. affectOffsetPoints := buildRow.GetAffectOffsetPoints(buildTable.Point.X, buildTable.Point.Y, true)
  447. for _, effectPoint := range affectOffsetPoints {
  448. if effectPoint.X == point.X && effectPoint.Y == point.Y {
  449. return true
  450. }
  451. }
  452. }
  453. return false
  454. }
  455. // isCoordInLeagueTerritory 判断一个坐标是否是处于某个联盟的领土
  456. // TODO: 优化掉这个方法
  457. func (p *actor) isCoordInLeagueTerritory(coord types.Point, league int64) bool {
  458. for _, build := range p.BuildTables {
  459. if build.LeagueID != league ||
  460. build.IsBuilding {
  461. continue
  462. }
  463. switch build.ConfigID {
  464. case constant.MapBuild_LeaguePoint,
  465. constant.MapBuild_LeagueFlag:
  466. if p.isPointInBuildingRange(build, coord) {
  467. return true
  468. }
  469. }
  470. }
  471. return false
  472. }
  473. // isTileInLeagueTerritoryAndBorderingOtherLeague 判断一个坐标是否是处于某个联盟的领土并且与另一个联盟接壤
  474. func (p *actor) isTileInLeagueTerritoryAndBorderingOtherLeague(targetTileID int32, targetLeague int64, srcLeague int64) bool {
  475. if srcLeague == 0 {
  476. return false
  477. }
  478. tileTable, ok := p.TileTables.Get(targetTileID)
  479. if !ok || !p.isSameLeague(tileTable.LeagueID, targetLeague) {
  480. return false
  481. }
  482. // 依次判断是否有旗帜、驻地、系统城的领土覆盖
  483. for flagObjectID := range tileTable.AreaFlagObjectIDs {
  484. buildTable, ok := p.BuildTables.Get(flagObjectID)
  485. if !ok || buildTable.IsBuilding {
  486. continue
  487. }
  488. buildRow, ok := data.MapBuild.GetByConfigID(buildTable.ConfigID)
  489. if !ok {
  490. continue
  491. }
  492. for _, point := range buildRow.GetAffectEdgePoints(buildTable.Point.X, buildTable.Point.Y) {
  493. tileID, ok := data.PointToTileID(point.X, point.Y)
  494. if !ok {
  495. continue
  496. }
  497. tileTable := p.TileTables.GetValue(tileID)
  498. if tileTable != nil && p.isLeagueTerritoryBuildingBuiltOnTile(tileTable, srcLeague) {
  499. return true
  500. }
  501. }
  502. }
  503. // 驻地
  504. if tileTable.AreaStrongholdObjectID > 0 {
  505. buildTable, ok := p.BuildTables.Get(tileTable.AreaStrongholdObjectID)
  506. if ok && !buildTable.IsBuilding {
  507. if buildRow, ok := data.MapBuild.GetByConfigID(buildTable.ConfigID); ok {
  508. for _, point := range buildRow.GetAffectEdgePoints(buildTable.Point.X, buildTable.Point.Y) {
  509. tileID, ok := data.PointToTileID(point.X, point.Y)
  510. if !ok {
  511. continue
  512. }
  513. tileTable := p.TileTables.GetValue(tileID)
  514. if tileTable != nil && p.isLeagueTerritoryBuildingBuiltOnTile(tileTable, srcLeague) {
  515. return true
  516. }
  517. }
  518. }
  519. }
  520. }
  521. // 系统城
  522. if tileTable.AreaCastleObjectID > 0 {
  523. castleTable, ok := p.CastleTables.Get(tileTable.AreaCastleObjectID)
  524. if ok && !p.isSameLeague(castleTable.LeagueID, srcLeague) {
  525. if castleRow, ok := data.MapCastle.GetByConfigID(castleTable.ConfigID); ok {
  526. for _, point := range castleRow.GetAffectEdgePoints(castleTable.Point.X, castleTable.Point.Y) {
  527. tileID, ok := data.PointToTileID(point.X, point.Y)
  528. if !ok {
  529. continue
  530. }
  531. tileTable := p.TileTables.GetValue(tileID)
  532. if tileTable != nil && p.isLeagueTerritoryBuildingBuiltOnTile(tileTable, srcLeague) {
  533. return true
  534. }
  535. }
  536. }
  537. }
  538. }
  539. return false
  540. }
  541. // isPointsConnectedToLeagueTerritory 点是否与目标联盟连接
  542. func (p *actor) isPointsConnectedToLeagueTerritory(points types.Points, leagueID int64) bool {
  543. for _, point := range points {
  544. tileID, ok := data.PointToTileID(point.X, point.Y)
  545. if !ok {
  546. continue
  547. }
  548. tileTable := p.TileTables.GetValue(tileID)
  549. if tileTable != nil && p.isLeagueTerritoryBuildingBuiltOnTile(tileTable, leagueID) {
  550. return true
  551. }
  552. }
  553. return false
  554. }
  555. // isLeagueTerritoryBuildingBuiltOnTile 地块上是否有已经建成的联盟领地建筑
  556. func (p *actor) isLeagueTerritoryBuildingBuiltOnTile(tileTable *db.LogicTileTable, leagueID int64) bool {
  557. if tileTable != nil && tileTable.LeagueID == leagueID {
  558. // 旗帜
  559. for objectId := range tileTable.AreaFlagObjectIDs {
  560. tileBuildObj := p.BuildTables.GetValue(objectId)
  561. if tileBuildObj != nil && !tileBuildObj.IsBuilding {
  562. return true
  563. }
  564. }
  565. // 驻地
  566. tileBuildObj := p.BuildTables.GetValue(tileTable.AreaStrongholdObjectID)
  567. if tileBuildObj != nil && !tileBuildObj.IsBuilding {
  568. return true
  569. }
  570. // 系统城
  571. castleTable, ok := p.CastleTables.Get(tileTable.AreaCastleObjectID)
  572. if ok && !p.isSameLeague(castleTable.LeagueID, leagueID) {
  573. return true
  574. }
  575. }
  576. return false
  577. }