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Add: 增加处理光墙(海域格子间的分隔)
- 优化寻路初始化 - 修复海图log显示单字符显示'E'
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@ -327,7 +327,7 @@ class Fleet(Camera, MapOperation, AmbushHandler):
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self.map.reset()
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self.handle_map_green_config_cover()
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self.map.poor_map_data = self.config.POOR_MAP_DATA
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self.map.grid_connection_initial(wall=self.config.MAP_HAS_WALL and self.is_map_green)
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self.map.grid_connection_initial(wall=self.config.MAP_HAS_WALL and not self.is_map_green)
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self.hp_init()
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self.handle_strategy(index=self.fleet_current_index)
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self.ensure_edge_insight(preset=self.map.in_map_swipe_preset_data)
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@ -389,7 +389,7 @@ class Map(Fleet):
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logger.info(f'Break siren caught, fleet_2: {self.fleet_2_location}')
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self.fleet_2.switch_to()
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self.ensure_edge_insight(reverse=True)
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self.ensure_edge_insight()
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self.clear_chosen_enemy(self.map[self.fleet_2_location])
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self.fleet_1.switch_to()
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for grid in self.map:
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@ -280,10 +280,10 @@ class CampaignMap:
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if cost < arr.cost:
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arr.cost = cost
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arr.connection = grid
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arr.connection = grid.location
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elif cost == arr.cost:
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if abs(arr.location[0] - grid.location[0]) == 1:
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arr.connection = grid
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arr.connection = grid.location
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if arr.is_sea:
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new.add(arr)
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if len(new) == len(visited):
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