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feat: 增加三个地块
`tile_deepwater` -> DeepSea(我也不知道这玩意跟 `tile_deepsea` 有啥关系,看名字差不多) `tile_flystart` -> Airport(无人机出发点) `tile_grass` -> Grass (草地)
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@@ -737,17 +737,19 @@ std::pair<asst::Point, int> asst::RoguelikeBattleTaskPlugin::calc_best_direction
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static const std::unordered_map<TileKey, int> TileKeyFightWeights = {
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{ TileKey::Invalid, 0 }, { TileKey::Forbidden, 0 }, { TileKey::Wall, 500 },
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{ TileKey::Road, 1000 }, { TileKey::Home, 500 }, { TileKey::EnemyHome, 1000 },
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{ TileKey::Floor, 1000 }, { TileKey::Hole, 0 }, { TileKey::Telin, 700 },
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{ TileKey::Telout, 800 }, { TileKey::Volcano, 1000 }, { TileKey::Healing, 1000 },
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{ TileKey::DeepSea, 1000 }, { TileKey::Fence, 800 },
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{ TileKey::Airport, 1000 }, { TileKey::Floor, 1000 }, { TileKey::Hole, 0 },
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{ TileKey::Telin, 700 }, { TileKey::Telout, 800 }, { TileKey::Grass, 500 },
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{ TileKey::DeepSea, 1000 }, { TileKey::Volcano, 1000 }, { TileKey::Healing, 1000 },
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{ TileKey::Fence, 800 },
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};
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// 治疗干员朝向的权重
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static const std::unordered_map<TileKey, int> TileKeyMedicWeights = {
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{ TileKey::Invalid, 0 }, { TileKey::Forbidden, 0 }, { TileKey::Wall, 1000 },
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{ TileKey::Road, 1000 }, { TileKey::Home, 0 }, { TileKey::EnemyHome, 0 },
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{ TileKey::Floor, 0 }, { TileKey::Hole, 0 }, { TileKey::Telin, 0 },
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{ TileKey::Telout, 0 }, { TileKey::Volcano, 1000 }, { TileKey::Healing, 1000 },
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{ TileKey::DeepSea, 0 }, { TileKey::Fence, 1000 },
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{ TileKey::Invalid, 0 }, { TileKey::Forbidden, 0 }, { TileKey::Wall, 1000 },
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{ TileKey::Road, 1000 }, { TileKey::Home, 0 }, { TileKey::EnemyHome, 0 },
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{ TileKey::Airport, 0 }, { TileKey::Floor, 0 }, { TileKey::Hole, 0 },
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{ TileKey::Telin, 0 }, { TileKey::Telout, 0 }, { TileKey::Grass, 500 },
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{ TileKey::DeepSea, 0 }, { TileKey::Volcano, 1000 }, { TileKey::Healing, 1000 },
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{ TileKey::Fence, 1000 },
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};
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switch (oper.role) {
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