From e95d1fe8ec8548d67e51aed4d71c46e28dd7284f Mon Sep 17 00:00:00 2001
From: lcy <1459594991@qq.com>
Date: 星期三, 26 二月 2025 18:45:06 +0800
Subject: [PATCH] 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
---
System/BlessedLand/BlessedLandManageMouseModel.cs | 47 +++++++++++++++++++----------------------------
1 files changed, 19 insertions(+), 28 deletions(-)
diff --git a/System/BlessedLand/BlessedLandManageMouseModel.cs b/System/BlessedLand/BlessedLandManageMouseModel.cs
index a0df889..6798e37 100644
--- a/System/BlessedLand/BlessedLandManageMouseModel.cs
+++ b/System/BlessedLand/BlessedLandManageMouseModel.cs
@@ -232,34 +232,7 @@
Stop();
return;
}
- // 娌℃湁鍚堥�傜墿鍝�
- bool isHasSuitableItem = TrySend();
- if (!isHasSuitableItem)
- {
- //瓒呭嚭浠婃棩鍛ㄥ洿绂忓湴鍒锋柊娆℃暟涓婇檺
- bool isLimit = blessedLandModel.TryGetRefreshTypeDailyLimitValue(2, out int maxLimit);
- if (isLimit && blessedLandModel.RefreshCountRob >= maxLimit)
- return;
- //鍦ㄥ喎鍗存椂闂翠腑
- if (blessedLandModel.GetCoolDownEndTime(0) > 0)
- return;
- // 娌℃湁绌洪棽鑰侀紶
- allWorkerCount = blessedLandModel.WorkerCount;
- freeWorkerCount = allWorkerCount - blessedLandModel.GetWorkingCount();
- if (freeWorkerCount < 0)
- return;
- // 宸ヤ汉浣撳姏鑰楀敖
- energyUsed = blessedLandModel.EnergyUsed;
- totalEnergy = blessedLandModel.GetTotalEnergy();
- if (energyUsed >= totalEnergy)
- return;
- //鑳藉埛鏂板懆鍥寸鍦板氨鍒锋柊鍛ㄥ洿绂忓湴
- blessedLandModel.SendCB031Pack(2);
- blessedLandModel.lastSurroundRefreshTime = TimeUtility.AllSeconds;
- blessedLandModel.SetTime(0);
- blessedLandModel.SaveAllTime();
- isTrigger = true;
- }
+ TrySend();
}
private List<int> GetChooseMineIDList()
@@ -490,6 +463,24 @@
}
}
}
+
+ //寰幆缁撴潫杩樻湁鍙彂鍖呯殑娆℃暟 鍒锋柊鍛ㄥ洿绂忓湴
+ if (isStart && nowSendCnt < sandCntMax)
+ {
+ //瓒呭嚭浠婃棩鍛ㄥ洿绂忓湴鍒锋柊娆℃暟涓婇檺
+ bool isLimit = blessedLandModel.TryGetRefreshTypeDailyLimitValue(2, out int maxLimit);
+ if (isLimit && blessedLandModel.RefreshCountRob >= maxLimit)
+ return isHas;
+ //鍦ㄥ喎鍗存椂闂翠腑
+ if (blessedLandModel.GetCoolDownEndTime(0) > 0)
+ return isHas;
+ //鑳藉埛鏂板懆鍥寸鍦板氨鍒锋柊鍛ㄥ洿绂忓湴
+ blessedLandModel.SendCB031Pack(2);
+ blessedLandModel.lastSurroundRefreshTime = TimeUtility.AllSeconds;
+ blessedLandModel.SetTime(0);
+ blessedLandModel.SaveAllTime();
+ isTrigger = true;
+ }
return isHas;
}
--
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