少年修仙传客户端代码仓库
10384 福地鼠管 自动采集本次循环后还有空闲工人和体力,周围福地没cd就刷新
1个文件已修改
47 ■■■■■ 已修改文件
System/BlessedLand/BlessedLandManageMouseModel.cs 47 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/BlessedLand/BlessedLandManageMouseModel.cs
@@ -232,34 +232,7 @@
                Stop();
                return;
            }
            // 没有合适物品
            bool isHasSuitableItem = TrySend();
            if (!isHasSuitableItem)
            {
                //超出今日周围福地刷新次数上限
                bool isLimit = blessedLandModel.TryGetRefreshTypeDailyLimitValue(2, out int maxLimit);
                if (isLimit && blessedLandModel.RefreshCountRob >= maxLimit)
                    return;
                //在冷却时间中
                if (blessedLandModel.GetCoolDownEndTime(0) > 0)
                    return;
                // 没有空闲老鼠
                allWorkerCount = blessedLandModel.WorkerCount;
                freeWorkerCount = allWorkerCount - blessedLandModel.GetWorkingCount();
                if (freeWorkerCount < 0)
                    return;
                // 工人体力耗尽
                energyUsed = blessedLandModel.EnergyUsed;
                totalEnergy = blessedLandModel.GetTotalEnergy();
                if (energyUsed >= totalEnergy)
                    return;
                //能刷新周围福地就刷新周围福地
                blessedLandModel.SendCB031Pack(2);
                blessedLandModel.lastSurroundRefreshTime = TimeUtility.AllSeconds;
                blessedLandModel.SetTime(0);
                blessedLandModel.SaveAllTime();
                isTrigger = true;
            }
            TrySend();
        }
        private List<int> GetChooseMineIDList()
@@ -490,6 +463,24 @@
                    }
                }
            }
            //循环结束还有可发包的次数 刷新周围福地
            if (isStart && nowSendCnt < sandCntMax)
            {
                //超出今日周围福地刷新次数上限
                bool isLimit = blessedLandModel.TryGetRefreshTypeDailyLimitValue(2, out int maxLimit);
                if (isLimit && blessedLandModel.RefreshCountRob >= maxLimit)
                    return isHas;
                //在冷却时间中
                if (blessedLandModel.GetCoolDownEndTime(0) > 0)
                    return isHas;
                //能刷新周围福地就刷新周围福地
                blessedLandModel.SendCB031Pack(2);
                blessedLandModel.lastSurroundRefreshTime = TimeUtility.AllSeconds;
                blessedLandModel.SetTime(0);
                blessedLandModel.SaveAllTime();
                isTrigger = true;
            }
            return isHas;
        }