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- package mapLogic
- import (
- "f1-game/internal/constant"
- "f1-game/internal/data"
- "f1-game/internal/enum"
- "f1-game/internal/event"
- "f1-game/internal/extend/times"
- "f1-game/internal/pb"
- "f1-game/internal/types"
- mapCall "f1-game/nodes/map/internal/call"
- "f1-game/nodes/map/internal/db"
- mapTypes "f1-game/nodes/map/internal/types"
- clog "github.com/cherry-game/cherry/logger"
- )
- func (p *actor) addBuildAOI(buildTable *db.LogicBuildTable) {
- marker := buildTable.ToAOIMarker()
- mapCall.AOI.Enter(marker)
- }
- func (p *actor) buildTimer() {
- p.updateTime()
- for _, buildTable := range p.BuildTables {
- // 不处理隐藏建筑
- if !buildTable.IsHide {
- p.buildTicker(buildTable)
- }
- if buildTable.IsDataChanged {
- buildTable.IsDataChanged = false
- buildTable.Save2Queue()
- }
- if buildTable.IsDelete {
- p.BuildTables.Remove(buildTable.ObjectID)
- }
- }
- }
- func (p *actor) buildTicker(buildTable *db.LogicBuildTable) {
- // 正在建造中
- if buildTable.IsBuilding {
- if buildTable.CheckFinish(p.nowMillis) {
- p.buildFinish(buildTable)
- }
- } else if buildTable.IsUpgrading {
- // 正在升级中
- if buildTable.CheckUpgradeFinish(p.nowMillis) {
- p.buildUpgradeFinish(buildTable)
- }
- }
- // 放弃中
- if buildTable.IsDiscard() {
- p.doBuildDiscard(buildTable)
- }
- // 攻城判断
- if buildTable.IsBeingSiege() {
- p.buildSiegeCheck(buildTable)
- }
- // 加固开启
- if buildTable.IsReinforceOpen() {
- p.buildReinforce(buildTable)
- }
- }
- // 加固处理
- func (p *actor) buildReinforce(buildTable *db.LogicBuildTable) {
- if p.nowMillis >= buildTable.Reinforce.EndTime {
- if buildTable.IsReinforcePreparing() {
- buildTable.Reinforce.ChangeStage(enum.ReinforceStage_Effect, p.nowMillis+data.Const.GetMapReinforceEffectTime())
- clog.Debugf("change reinforce: playerID = %v, stage = %s, endTime = %s",
- buildTable.PlayerID,
- enum.GetReinforceStageName(buildTable.Reinforce.Stage),
- times.MillisToDatetimeFormat(buildTable.Reinforce.EndTime))
- // 在 watcher 上记录冷却时间
- watcherTable := p.WatcherTables.GetValue(buildTable.PlayerID)
- watcherTable.ReinforceCooldown = p.nowMillis + data.Const.GetMapReinforceCooldown()
- watcherTable.Save2Queue()
- // AOI 通知
- mapCall.AOI.UpdateAll(buildTable.ObjectID, buildTable.Type)
- } else if buildTable.IsReinforceEffecting() {
- buildTable.Reinforce.ChangeStage(enum.ReinforceStage_None, 0)
- clog.Debugf("change reinforce: playerID = %v, stage = %ss",
- buildTable.PlayerID,
- enum.GetReinforceStageName(buildTable.Reinforce.Stage))
- }
- buildTable.IsDataChanged = true
- }
- }
- // 检查建筑的攻城状态
- func (p *actor) buildSiegeCheck(buildTable *db.LogicBuildTable) {
- for tileID := range buildTable.SiegeTiles {
- tileTable := p.TileTables.GetValue(tileID)
- // 判断是否有攻城的和掠夺的
- if !tileTable.HasSiege() && !tileTable.HasSnatch() {
- buildTable.RemoveSiegeTile(tileID)
- }
- }
- // 如果没有再被攻城了,通知自动防守部队解散
- if !buildTable.IsBeingSiege() {
- playerTeams := map[int64][]int32{}
- buildTable.AutoDefendList.Range(func(marchObjectID int64, _ *mapTypes.TileMarchInfo) bool {
- marchTable := p.MarchTables.GetValue(marchObjectID)
- playerTeams[marchTable.PlayerID] = append(playerTeams[marchTable.PlayerID], marchTable.TeamID)
- return true
- })
- buildTable.AutoDefendList.Clear()
- buildTable.IsDataChanged = true
- if len(playerTeams) > 0 {
- for playerID, teamIDs := range playerTeams {
- mapCall.Player.AutoDefendQuit(playerID, teamIDs...)
- }
- }
- }
- }
- func (p *actor) doBuildDiscard(buildTable *db.LogicBuildTable) {
- if buildTable.DiscardEndTime > p.nowMillis {
- return
- }
- // 驻守部队修改状态为停留中
- tileTable := p.TileTables.GetValue(buildTable.GetTileID())
- if tileTable != nil {
- tileTable.GarrisonList.Range(func(marchObjectID int64, tileMarchInfo *mapTypes.TileMarchInfo) bool {
- marchTable := p.MarchTables.GetValue(marchObjectID)
- if marchTable != nil {
- // 修改状态为 停留中
- p.updateMarchState(marchTable, enum.MarchState_Stay, 0)
- // 加入停留队列
- tileTable := p.TileTables.GetValue(marchTable.GetTileID())
- tileTable.AddStay(marchTable.ObjectID, mapTypes.NewTileMarchInfo(
- tileTable.TileID,
- marchTable.ObjectID,
- p.nowMillis,
- ))
- p.addTileProcess(tileTable)
- }
- return true
- })
- tileTable.GarrisonList.Clear()
- tileTable.IsDataChanged = true
- }
- // 删除建筑
- p.buildRemove(buildTable)
- }
- func (p *actor) buildFinish(buildTable *db.LogicBuildTable) {
- clog.Debugf("[buildFinish] ObjectID = %d, ConfigID = %d", buildTable.ObjectID, buildTable.ConfigID)
- buildTable.IsBuilding = false
- buildTable.IsDataChanged = true
- // 重置攻城属性
- siegeTable := p.SiegeTables.GetValue(buildTable.ObjectID)
- siegeTable.SiegeReset(false)
- // 通知客户端
- p.UpdateObjectFull(buildTable.ObjectID, buildTable.Type)
- // 通知联盟建筑等级更新
- if buildTable.BuildType == enum.BuildType_League {
- // 发送建筑完成事件
- p.PostEvent(event.NewLeagueBuildFinish(buildTable.LeagueID, buildTable.ObjectID, buildTable.Level, false))
- }
- // 联盟旗帜和联盟驻地要检查领土内的资源点,通知更新
- // TODO 一个一个发,是否可以一组发
- if buildTable.ConfigID == constant.MapBuild_LeaguePoint || buildTable.ConfigID == constant.MapBuild_LeagueFlag {
- buildRow, ok := data.MapBuild.GetByConfigID(buildTable.ConfigID)
- if ok {
- for _, point := range buildRow.GetAffectOffsetPoints(buildTable.X(), buildTable.Y(), false) {
- tileID, ok := data.PointToTileID(point.X, point.Y)
- if !ok {
- continue
- }
- tileTable, ok := p.TileTables.Get(tileID)
- if !ok || tileTable.ResObjectID == 0 {
- continue
- }
- resTable, ok := p.ResTables.Get(tileTable.ResObjectID)
- if !ok || !resTable.HasPlayer() || !p.isSameLeague(resTable.LeagueID, tileTable.LeagueID) {
- continue
- }
- // 抛事件
- p.PostEvent(event.NewResUpdate(resTable.PlayerID, &event.MapResUpdateData{
- ObjectID: resTable.ObjectID,
- UpdateType: enum.ResUpdate_InLeagueArea,
- InLeagueArea: true,
- }))
- }
- }
- }
- }
- func (p *actor) buildUpgradeFinish(buildTable *db.LogicBuildTable) {
- clog.Debugf("[buildUpgradeFinish] ObjectID = %d, ConfigID = %d", buildTable.ObjectID, buildTable.ConfigID)
- buildTable.IsUpgrading = false
- buildTable.Level = buildTable.Level + 1
- buildTable.IsDataChanged = true
- // 通知客户端
- p.UpdateObjectFull(buildTable.ObjectID, buildTable.Type)
- // 通知联盟建筑等级更新
- if buildTable.BuildType == enum.BuildType_League {
- // 发送联盟建筑升级事件
- p.PostEvent(event.NewLeagueBuildFinish(buildTable.LeagueID, buildTable.ObjectID, buildTable.Level, true))
- }
- }
- // buildAdd 增加建筑
- func (p *actor) buildAdd(buildTable *db.LogicBuildTable) {
- clog.Debugf("[buildAdd] ObjectID = %v, ConfigID = %v", buildTable.ObjectID, buildTable.ConfigID)
- buildTable.IsDataChanged = true
- // 放入缓存
- p.BuildTables.Put(buildTable.ObjectID, buildTable)
- // 移除建筑覆盖范围内的资源点,怪物等
- for _, point := range buildTable.GetPoints() {
- tileID, ok := data.PointToTileID(point.X, point.Y)
- if !ok {
- continue
- }
- tileTable := p.TileTables.GetValue(tileID)
- if resTable, ok := p.getResTableInTile(tileTable); ok {
- p.resDead(resTable)
- }
- if monsterTable, ok := p.getMonsterTableInTile(tileTable); ok {
- p.monsterDead(monsterTable)
- tileTable.SetMonsterObjectID(0)
- }
- }
- for _, point := range buildTable.GetPoints() {
- tileID, ok := data.PointToTileID(point.X, point.Y)
- if !ok {
- continue
- }
- tileTable := p.TileTables.GetValue(tileID)
- tileTable.SetBuildObjectID(buildTable.ObjectID)
- p.addTileProcess(tileTable)
- }
- // 剔除被阻挡的出生点
- p.bornPos.Remove(buildTable.GetTiles()...)
- switch buildTable.ConfigID {
- // case constant.MapBuild_SiegeBase:
- // // 如果是攻城大营,初始化
- // buildTable.SiegeBase = &dbLogic.SiegeBase{}
- // buildTable.IsDataChanged = true
- case constant.MapBuild_LeagueFlag:
- // 如果是联盟旗帜,设置领地
- buildRow, _ := data.MapBuild.GetByConfigID(buildTable.ConfigID)
- affectPoints := buildRow.GetAffectOffsetPoints(buildTable.X(), buildTable.Y(), true)
- for _, point := range affectPoints {
- // 跳过阻挡点
- if data.MapData().IsPointBlock(point.X, point.Y) {
- continue
- }
- tileID, ok := data.PointToTileID(point.X, point.Y)
- if !ok {
- continue
- }
- tileTable := p.TileTables.GetValue(tileID)
- tileTable.AddAreaFlagObjectID(buildTable.ObjectID, buildTable.LeagueID)
- p.addTileProcess(tileTable)
- }
- clog.Debugf("cover tile areas: BuildObjectID = %d, BuildConfigID = %d Points = %+v", buildTable.ObjectID, buildTable.ConfigID, affectPoints)
- case constant.MapBuild_LeaguePoint:
- // 如果是联盟驻地,设置领地
- buildRow, _ := data.MapBuild.GetByConfigID(buildTable.ConfigID)
- affectPoints := buildRow.GetAffectOffsetPoints(buildTable.X(), buildTable.Y(), true)
- for _, point := range affectPoints {
- // 跳过阻挡点
- if data.MapData().IsPointBlock(point.X, point.Y) {
- continue
- }
- tileID, ok := data.PointToTileID(point.X, point.Y)
- if !ok {
- continue
- }
- tileTable := p.TileTables.GetValue(tileID)
- tileTable.SetAreaStrongholdObjectID(buildTable.ObjectID, buildTable.LeagueID)
- p.addTileProcess(tileTable)
- }
- clog.Debugf("cover tile areas: BuildObjectID = %d, BuildConfigID = %d Points = %+v", buildTable.ObjectID, buildTable.ConfigID, affectPoints)
- }
- if buildTable.BuildType == enum.BuildType_League {
- mapCall.League.BuildUpdate(buildTable.LeagueID, &pb.BuildUpdate{
- ConfigID: buildTable.ConfigID,
- ObjectID: buildTable.ObjectID,
- X: buildTable.X(),
- Y: buildTable.Y(),
- IsAdd: true,
- })
- }
- p.addBuildAOI(buildTable)
- // 设置动态障碍点
- mapCall.PathFind.SetBarriers(buildTable.ToBarrierRequest())
- if buildTable.PlayerID != 0 {
- p.PushOwnerMapObjectAdd(buildTable.PlayerID, buildTable.ToOwnerMapObjectPb())
- }
- }
- // 移除建筑,isDelete 为true表示真的删除建筑
- func (p *actor) buildRemove(buildTable *db.LogicBuildTable) {
- // 移除地块建筑并更新关联坐标
- for _, point := range buildTable.GetPoints() {
- tileID, ok := data.PointToTileID(point.X, point.Y)
- if !ok {
- continue
- }
- tileTable := p.TileTables.GetValue(tileID)
- tileTable.SetBuildObjectID(0)
- p.addTileProcess(tileTable)
- }
- switch buildTable.ConfigID {
- // 联盟旗帜
- case constant.MapBuild_LeagueFlag, constant.MapBuild_LeaguePoint:
- {
- buildRow, _ := data.MapBuild.GetByConfigID(buildTable.ConfigID)
- affectPoints := buildRow.GetAffectOffsetPoints(buildTable.X(), buildTable.Y(), true)
- for _, point := range affectPoints {
- // 跳过阻挡点
- if data.MapData().IsPointBlock(point.X, point.Y) {
- continue
- }
- tileID, ok := data.PointToTileID(point.X, point.Y)
- if !ok {
- continue
- }
- tileTable := p.TileTables.GetValue(tileID)
- if buildTable.ConfigID == constant.MapBuild_LeagueFlag {
- // 旗帜移除地块标记
- tileTable.RemoveAreaFlagObjectID(buildTable.ObjectID)
- } else {
- // 领地移除地块标记
- tileTable.ClearAreaStrongholdObjectID()
- }
- // 抛出资源点更新事件
- if tileTable.ResObjectID > 0 {
- resTable, ok := p.ResTables.Get(tileTable.ResObjectID)
- if ok && resTable.HasPlayer() && p.isSameLeague(resTable.LeagueID, buildTable.LeagueID) {
- p.PostEvent(event.NewResUpdate(resTable.PlayerID, &event.MapResUpdateData{
- ObjectID: resTable.ObjectID,
- UpdateType: enum.ResUpdate_InLeagueArea,
- InLeagueArea: false,
- }))
- }
- }
- p.addTileProcess(tileTable)
- }
- clog.Debugf("remove cover tile areas: BuildObjectID = %d, BuildConfigID = %d Points = %+v", buildTable.ObjectID, buildTable.ConfigID, affectPoints)
- if buildTable.ConfigID == constant.MapBuild_LeaguePoint {
- // 抛出联盟驻地被摧毁事件
- p.PostEvent(event.NewLeaguePointDestroy(buildTable.LeagueID, buildTable.ObjectID))
- // 设置 WatcherTable 的联盟驻地为 0
- // TODO: 如何不遍历所有的 WatcherTable 就知道公会有哪些玩家
- for _, watcherTable := range p.WatcherTables {
- if watcherTable.LeagueID == buildTable.LeagueID {
- watcherTable.SetLeaguePoint(0)
- clog.Debugf("[buildRemove] SetLeaguePoint. PlayerID = %v, buildID = %v", watcherTable.PlayerID, 0)
- }
- }
- }
- }
- }
- // 只有不是玩家主城的建筑才会删除
- if buildTable.ConfigID != constant.MapBuild_MainCity {
- buildTable.IsDelete = true
- buildTable.IsDataChanged = true
- // 移除对象的攻城表
- siegeTable := p.SiegeTables.GetValue(buildTable.ObjectID)
- siegeTable.IsDelete = true
- siegeTable.Save2Queue()
- p.SiegeTables.Remove(siegeTable.ObjectID)
- } else {
- buildTable.IsHide = true
- buildTable.IsDataChanged = true
- }
- if buildTable.PlayerID > 0 {
- // 玩家的建筑
- watcherTable := p.WatcherTables.GetValue(buildTable.PlayerID)
- watcherTable.RemoveBuild(buildTable.ObjectID)
- } else if buildTable.LeagueID > 0 {
- // 联盟的建筑
- mapCall.League.BuildUpdate(buildTable.LeagueID, &pb.BuildUpdate{
- ConfigID: buildTable.ConfigID,
- ObjectID: buildTable.ObjectID,
- X: buildTable.X(),
- Y: buildTable.Y(),
- IsAdd: false,
- })
- }
- if buildTable.PlayerID != 0 {
- p.PushOwnerMapObjectDel(buildTable.PlayerID, buildTable.ObjectID)
- }
- // 移出 AOI
- mapCall.AOI.Leave(buildTable.ObjectID, buildTable.Type)
- // 移除动态障碍点
- mapCall.PathFind.RemoveBarriers(buildTable.OffsetPoints)
- // 移除建筑补充被覆盖的资源点
- p.resReplenish(buildTable.GetPoints())
- // 回收出生点
- p.bornPos.Recycle(buildTable.GetTiles()...)
- }
- func (p *actor) getBuild(playerID int64, configID int32) (*db.LogicBuildTable, bool) {
- for _, build := range p.BuildTables {
- if build.PlayerID == playerID && build.ConfigID == configID {
- return build, true
- }
- }
- return nil, false
- }
- // 获取联盟驻地
- // 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
- func (p *actor) getLeaguePoint(leagueID int64) (*db.LogicBuildTable, bool) {
- for _, build := range p.BuildTables {
- if build.ConfigID == constant.MapBuild_LeaguePoint && build.LeagueID == leagueID {
- return build, true
- }
- }
- return nil, false
- }
- // isBuildSiege 建筑是否被攻城
- func (p *actor) isBuildSiege(buildTable *db.LogicBuildTable) bool {
- tileTable := p.TileTables.GetValue(buildTable.GetTileID())
- if tileTable.HasSiege() {
- return true
- }
- if tileTable.HasChildren() {
- for _, point := range tileTable.ChildPoints() {
- tileID, ok := data.PointToTileID(point.X, point.Y)
- if !ok {
- continue
- }
- childTile := p.TileTables.GetValue(tileID)
- if childTile.HasSiege() {
- return true
- }
- }
- }
- return false
- }
- // isPointInBuildingRange 判断一个点是否在建筑范围内
- // TODO: 优化掉这个方法
- func (p *actor) isPointInBuildingRange(buildTable *db.LogicBuildTable, point types.Point) bool {
- if buildTable.Point.X == point.X && buildTable.Point.Y == point.Y {
- return true
- }
- buildRow, ok := data.MapBuild.GetByConfigID(buildTable.ConfigID)
- if ok {
- affectOffsetPoints := buildRow.GetAffectOffsetPoints(buildTable.Point.X, buildTable.Point.Y, true)
- for _, effectPoint := range affectOffsetPoints {
- if effectPoint.X == point.X && effectPoint.Y == point.Y {
- return true
- }
- }
- }
- return false
- }
- // isCoordInLeagueTerritory 判断一个坐标是否是处于某个联盟的领土
- // TODO: 优化掉这个方法
- func (p *actor) isCoordInLeagueTerritory(coord types.Point, league int64) bool {
- for _, build := range p.BuildTables {
- if build.LeagueID != league ||
- build.IsBuilding {
- continue
- }
- switch build.ConfigID {
- case constant.MapBuild_LeaguePoint,
- constant.MapBuild_LeagueFlag:
- if p.isPointInBuildingRange(build, coord) {
- return true
- }
- }
- }
- return false
- }
- // 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
- func (p *actor) isTileInLeagueTerritoryAndBorderingOtherLeague(targetTileID int32, targetLeague int64, srcLeague int64) bool {
- if srcLeague == 0 {
- return false
- }
- tileTable, ok := p.TileTables.Get(targetTileID)
- if !ok || !p.isSameLeague(tileTable.LeagueID, targetLeague) {
- return false
- }
- // 依次判断是否有旗帜、驻地、系统城的领土覆盖
- for flagObjectID := range tileTable.AreaFlagObjectIDs {
- buildTable, ok := p.BuildTables.Get(flagObjectID)
- if !ok || buildTable.IsBuilding {
- continue
- }
- buildRow, ok := data.MapBuild.GetByConfigID(buildTable.ConfigID)
- if !ok {
- continue
- }
- for _, point := range buildRow.GetAffectEdgePoints(buildTable.Point.X, buildTable.Point.Y) {
- tileID, ok := data.PointToTileID(point.X, point.Y)
- if !ok {
- continue
- }
- tileTable := p.TileTables.GetValue(tileID)
- if tileTable != nil && p.isLeagueTerritoryBuildingBuiltOnTile(tileTable, srcLeague) {
- return true
- }
- }
- }
- // 驻地
- if tileTable.AreaStrongholdObjectID > 0 {
- buildTable, ok := p.BuildTables.Get(tileTable.AreaStrongholdObjectID)
- if ok && !buildTable.IsBuilding {
- if buildRow, ok := data.MapBuild.GetByConfigID(buildTable.ConfigID); ok {
- for _, point := range buildRow.GetAffectEdgePoints(buildTable.Point.X, buildTable.Point.Y) {
- tileID, ok := data.PointToTileID(point.X, point.Y)
- if !ok {
- continue
- }
- tileTable := p.TileTables.GetValue(tileID)
- if tileTable != nil && p.isLeagueTerritoryBuildingBuiltOnTile(tileTable, srcLeague) {
- return true
- }
- }
- }
- }
- }
- // 系统城
- if tileTable.AreaCastleObjectID > 0 {
- castleTable, ok := p.CastleTables.Get(tileTable.AreaCastleObjectID)
- if ok && !p.isSameLeague(castleTable.LeagueID, srcLeague) {
- if castleRow, ok := data.MapCastle.GetByConfigID(castleTable.ConfigID); ok {
- for _, point := range castleRow.GetAffectEdgePoints(castleTable.Point.X, castleTable.Point.Y) {
- tileID, ok := data.PointToTileID(point.X, point.Y)
- if !ok {
- continue
- }
- tileTable := p.TileTables.GetValue(tileID)
- if tileTable != nil && p.isLeagueTerritoryBuildingBuiltOnTile(tileTable, srcLeague) {
- return true
- }
- }
- }
- }
- }
- return false
- }
- // isPointsConnectedToLeagueTerritory 点是否与目标联盟连接
- func (p *actor) isPointsConnectedToLeagueTerritory(points types.Points, leagueID int64) bool {
- for _, point := range points {
- tileID, ok := data.PointToTileID(point.X, point.Y)
- if !ok {
- continue
- }
- tileTable := p.TileTables.GetValue(tileID)
- if tileTable != nil && p.isLeagueTerritoryBuildingBuiltOnTile(tileTable, leagueID) {
- return true
- }
- }
- return false
- }
- // isLeagueTerritoryBuildingBuiltOnTile 地块上是否有已经建成的联盟领地建筑
- func (p *actor) isLeagueTerritoryBuildingBuiltOnTile(tileTable *db.LogicTileTable, leagueID int64) bool {
- if tileTable != nil && tileTable.LeagueID == leagueID {
- // 旗帜
- for objectId := range tileTable.AreaFlagObjectIDs {
- tileBuildObj := p.BuildTables.GetValue(objectId)
- if tileBuildObj != nil && !tileBuildObj.IsBuilding {
- return true
- }
- }
- // 驻地
- tileBuildObj := p.BuildTables.GetValue(tileTable.AreaStrongholdObjectID)
- if tileBuildObj != nil && !tileBuildObj.IsBuilding {
- return true
- }
- // 系统城
- castleTable, ok := p.CastleTables.Get(tileTable.AreaCastleObjectID)
- if ok && !p.isSameLeague(castleTable.LeagueID, leagueID) {
- return true
- }
- }
- return false
- }
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