[Parity][map][S1][R] 迷雾 / 探索规则是自创的:8×8 伪房间 3×3 加半径 9 圆,每帧 force,地图关闭时不探索,探索记录按显示模式分开 #624
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来源审计项:
map#3— [S1][R] 迷雾 / 探索规则是自创的:8×8 伪房间 3×3 加半径 9 圆,每帧 force,地图关闭时不探索,探索记录按显示模式分开位置:
src/client/ui/minimap.ts:56:REVEAL_RADIUS = 9。minimap.ts:59:ROOM_SIZE_CELLS = 8。minimap.ts:769-845(reveal):src/client/scene/world-renderer.ts:1140-1169:只在mode !== 'off'(地图可见)时调用。每帧都reveal(…, undefined, undefined, true):force=true跳过阈值,也不传精确坐标。src/client/automap/automap-view.ts:601:key含${this.mode}。minimap.ts:1468-1475(seenFor):按level.key存探索数组。代码:
原版(V-bin):
0x6fb12af0以 [0x6fbcc204] 倒计时,取玩家坐标后算(2*max+min)/2,cmp eax,0x50,≥80 才执行。0x6fb12580(room, 0, layer)。0x6fb12580在 0x6fb125b0-0x6fb125e8 循环房间 tile(add ebx,0x30步长)。test al,0x8→ 跳过。test eax,0x20000,或全局 [0x6fbcc200],或参数非 0 →call 0x6fb11880加入自动地图。call 0x6fabd0d2(tile 绘制),test eax,eax,然后 0x6fb4ebccor DWORD PTR [esi+0x14],0x20000。0x6fb4edac、0x6fb4f0ec、0x6fac3560 处也有同样的置位。0x6fb12af0唯一的调用点是游戏循环中的 0x6faf4b1dcall 0x6fb12af0,前面没有"自动地图是否打开"的判断。DrlgPreset.cpp:1794-1823;V-datalvlprest.txtAutoMap=1 的行为 #1/#301/#529/#797/#864(Def 1/301/529/797/863,LevelId 1/40/75/103/109)。影响:
建议:
floorQuads/ 墙绘制时记录)。mode。已有 issue: —