S5-01 + S5-02 + S5-03
This commit is contained in:
+16
-1
@@ -7,7 +7,7 @@ using UnityEngine;
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namespace GeometryTD.CustomComponent
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{
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internal sealed class CombatRunResourceStore
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public sealed class CombatRunResourceStore
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{
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private readonly List<TowerStatsData> _buildTowerStatsSnapshot = new();
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private readonly List<TowerItemData> _participantTowerSnapshot = new();
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@@ -88,6 +88,21 @@ namespace GeometryTD.CustomComponent
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return snapshot;
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}
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public IReadOnlyList<long> GetParticipantTowerInstanceIdSnapshot()
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{
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List<long> snapshot = new List<long>(_participantTowerSnapshot.Count);
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for (int i = 0; i < _participantTowerSnapshot.Count; i++)
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{
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TowerItemData tower = _participantTowerSnapshot[i];
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if (tower != null && tower.InstanceId > 0)
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{
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snapshot.Add(tower.InstanceId);
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}
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}
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return snapshot;
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}
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public bool TryConsumeCoin(int coin)
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{
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int requiredCoin = Mathf.Max(0, coin);
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+9
-8
@@ -1,22 +1,23 @@
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using System.Collections.Generic;
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using GeometryTD.Definition;
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namespace GeometryTD.CustomComponent
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{
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internal sealed class CombatSettlementContext
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public sealed class CombatSettlementContext
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{
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public CombatSettlementFlags Flags { get; } = new();
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public CombatSettlementResult Result { get; } = new();
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public CombatSettlementSummary Summary { get; } = new();
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}
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internal sealed class CombatSettlementFlags
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public sealed class CombatSettlementFlags
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{
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public bool ShouldOpenRewardSelection;
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public bool DidEnterRewardSelection;
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public bool IsCommitted;
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}
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internal sealed class CombatSettlementResult
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public sealed class CombatSettlementResult
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{
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public bool DidCombatWin;
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public int FinalCoin;
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@@ -25,17 +26,17 @@ namespace GeometryTD.CustomComponent
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public int DefeatedEnemyCount;
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public int GainedGold;
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public BackpackInventoryData RewardInventory;
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public CombatSettlementPenaltyResult Penalty { get; } = new();
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public CombatSettlementEnduranceResult Endurance { get; } = new();
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}
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internal sealed class CombatSettlementPenaltyResult
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public sealed class CombatSettlementEnduranceResult
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{
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public bool ShouldApplyLowBaseHpPenalty;
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public float LowBaseHpEndurancePenaltyValue;
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public List<long> TargetTowerInstanceIds { get; } = new();
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public float EnduranceLossPerComponent;
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public int AffectedTowerCount;
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}
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internal sealed class CombatSettlementSummary
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public sealed class CombatSettlementSummary
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{
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public int DefeatedEnemyCount;
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public int GainedGold;
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+41
-20
@@ -8,14 +8,13 @@ using UnityGameFramework.Runtime;
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namespace GeometryTD.CustomComponent
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{
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internal sealed class CombatSettlementService
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public sealed class CombatSettlementService
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{
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private const int RewardSelectDisplayCount = 3;
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private const float FullBaseHpGoldBonusRate = 0.3f;
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private const float HighBaseHpGoldBonusRate = 0.1f;
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private const float HighBaseHpThreshold = 0.8f;
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private const float MidBaseHpThreshold = 0.5f;
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private const float LowBaseHpTowerEndurancePenalty = 10f;
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private const float SettlementTowerEnduranceLoss = 1f;
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public CombatSettlementContext BuildSettlementContext(
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bool didCombatWin,
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@@ -33,7 +32,6 @@ namespace GeometryTD.CustomComponent
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out int levelRewardGold,
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out float bonusRate,
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out int bonusGold,
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out bool appliedLowBaseHpPenalty,
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out shouldOpenFullBaseHpRewardSelect);
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CombatSettlementContext settlementContext = new CombatSettlementContext
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@@ -48,9 +46,7 @@ namespace GeometryTD.CustomComponent
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settlementContext.Result.RewardInventory = resourceStore != null
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? resourceStore.GetRewardInventorySnapshot()
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: new BackpackInventoryData();
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settlementContext.Result.Penalty.ShouldApplyLowBaseHpPenalty = appliedLowBaseHpPenalty;
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settlementContext.Result.Penalty.LowBaseHpEndurancePenaltyValue =
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appliedLowBaseHpPenalty ? LowBaseHpTowerEndurancePenalty : 0f;
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PopulateEnduranceSettlement(settlementContext, resourceStore);
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settlementContext.Flags.ShouldOpenRewardSelection = shouldOpenFullBaseHpRewardSelect;
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settlementContext.Flags.DidEnterRewardSelection = false;
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settlementContext.Summary.DefeatedEnemyCount = settlementContext.Result.DefeatedEnemyCount;
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@@ -58,7 +54,7 @@ namespace GeometryTD.CustomComponent
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settlementContext.Summary.RewardInventory = settlementContext.Result.RewardInventory;
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Log.Info(
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"Combat settlement resolved. Level={0}, BaseHp={1}/{2}, LevelReward={3}, BonusRate={4:P0}, BonusGold={5}, FullHpRewardSelect={6}, LowHpPenalty={7}.",
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"Combat settlement resolved. Level={0}, BaseHp={1}/{2}, LevelReward={3}, BonusRate={4:P0}, BonusGold={5}, FullHpRewardSelect={6}, EnduranceTargets={7}.",
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currentLevel != null ? currentLevel.Id : 0,
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currentBaseHp,
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maxBaseHp,
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@@ -66,7 +62,7 @@ namespace GeometryTD.CustomComponent
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bonusRate,
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bonusGold,
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shouldOpenFullBaseHpRewardSelect,
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appliedLowBaseHpPenalty);
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settlementContext.Result.Endurance.TargetTowerInstanceIds.Count);
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return settlementContext;
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}
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@@ -81,7 +77,7 @@ namespace GeometryTD.CustomComponent
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GameEntry.PlayerInventory?.MergeInventory(rewardInventory);
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settlementContext.Result.RewardInventory = rewardInventory;
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settlementContext.Summary.RewardInventory = rewardInventory;
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settlementContext.Result.Penalty.AffectedTowerCount = ApplyDeferredSettlementPenalty(settlementContext);
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settlementContext.Result.Endurance.AffectedTowerCount = ApplyDeferredSettlementEndurance(settlementContext);
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settlementContext.Flags.IsCommitted = true;
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}
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@@ -181,7 +177,6 @@ namespace GeometryTD.CustomComponent
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out int levelRewardGold,
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out float bonusRate,
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out int bonusGold,
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out bool appliedLowBaseHpPenalty,
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out bool shouldOpenFullBaseHpRewardSelect)
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{
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currentBaseHp = Mathf.Max(0, resourceStore != null ? resourceStore.CurrentBaseHp : 0);
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@@ -194,7 +189,6 @@ namespace GeometryTD.CustomComponent
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levelRewardGold = currentLevel != null ? Mathf.Max(0, currentLevel.RewardGold) : 0;
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bonusRate = 0f;
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bonusGold = 0;
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appliedLowBaseHpPenalty = false;
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shouldOpenFullBaseHpRewardSelect = false;
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if (!didCombatWin || resourceStore == null)
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@@ -214,10 +208,6 @@ namespace GeometryTD.CustomComponent
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{
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bonusRate = HighBaseHpGoldBonusRate;
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}
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else if (hpRate < MidBaseHpThreshold)
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{
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appliedLowBaseHpPenalty = true;
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}
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}
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int goldForBonusCalculation = Mathf.Max(0, resourceStore.GainedGold) + levelRewardGold;
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@@ -226,11 +216,40 @@ namespace GeometryTD.CustomComponent
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resourceStore.AddSettlementGold(settlementGold);
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}
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private static int ApplyDeferredSettlementPenalty(CombatSettlementContext settlementContext)
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private static void PopulateEnduranceSettlement(
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CombatSettlementContext settlementContext,
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CombatRunResourceStore resourceStore)
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{
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if (settlementContext == null)
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{
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return;
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}
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CombatSettlementEnduranceResult enduranceResult = settlementContext.Result.Endurance;
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enduranceResult.TargetTowerInstanceIds.Clear();
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enduranceResult.EnduranceLossPerComponent = SettlementTowerEnduranceLoss;
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IReadOnlyList<long> participantTowerIds = resourceStore?.GetParticipantTowerInstanceIdSnapshot();
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if (participantTowerIds == null || participantTowerIds.Count <= 0)
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{
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return;
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}
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for (int i = 0; i < participantTowerIds.Count; i++)
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{
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long towerId = participantTowerIds[i];
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if (towerId > 0)
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{
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enduranceResult.TargetTowerInstanceIds.Add(towerId);
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}
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}
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}
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private static int ApplyDeferredSettlementEndurance(CombatSettlementContext settlementContext)
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{
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if (settlementContext == null ||
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!settlementContext.Result.Penalty.ShouldApplyLowBaseHpPenalty ||
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settlementContext.Result.Penalty.LowBaseHpEndurancePenaltyValue <= 0f)
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settlementContext.Result.Endurance.EnduranceLossPerComponent <= 0f ||
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settlementContext.Result.Endurance.TargetTowerInstanceIds.Count <= 0)
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{
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return 0;
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}
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@@ -241,7 +260,9 @@ namespace GeometryTD.CustomComponent
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return 0;
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}
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return inventory.ReduceAllTowerEndurance(settlementContext.Result.Penalty.LowBaseHpEndurancePenaltyValue);
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return inventory.ReduceTowerEndurance(
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settlementContext.Result.Endurance.TargetTowerInstanceIds,
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settlementContext.Result.Endurance.EnduranceLossPerComponent);
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}
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private static bool TryAppendRewardComponent(BackpackInventoryData rewardInventory, TowerCompItemData selectedItem)
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+1
-1
@@ -3,7 +3,7 @@ using GeometryTD.Definition;
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namespace GeometryTD.CustomComponent
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{
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internal readonly struct EnemyDropContext
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public readonly struct EnemyDropContext
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{
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public EnemyDropContext(DREnemy enemy, int displayPhaseIndex, LevelThemeType themeType)
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{
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+1
-1
@@ -8,7 +8,7 @@ using Random = UnityEngine.Random;
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namespace GeometryTD.CustomComponent
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{
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internal sealed class EnemyDropResolver
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public sealed class EnemyDropResolver
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{
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private const float DropChanceBase = 0.05f;
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private const float DropChancePerPhase = 0.2f;
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+1
-1
@@ -2,7 +2,7 @@ using GeometryTD.Definition;
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namespace GeometryTD.CustomComponent
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{
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internal readonly struct EnemyDropResult
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public readonly struct EnemyDropResult
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{
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public static EnemyDropResult Empty => new(0, 0, null);
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