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This plugin is to save your time from Mercenaries mode of Hearthstone.

License: GNU Affero General Public License v3.0

C# 99.84% Batchfile 0.16%
bepinex hearthstone mercenaries mercenary

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mercenaries's Issues

蓝色传送门typeid=0

你好,我在学习规划路径部分代码的时候发现,会有一个判断蓝色传送门的操作
if (donelist[min][i].NodeTypeId == 0) //蓝色传送门后面到BOSS前全部设置为完成状态
神秘节点的取值是0,14,18,19,23,44
我测试0是未揭示的神秘节点,18才是传送门,而且从0变成18的过程成会体现在下一次HandleMap中
不知道我调试的对不对,希望交流一下!

关于“TryAutoNextSelectCoin”函数的补丁

TryAutoNextSelectCoin对应的补丁函数中,会调用Network.Get().ChooseLettuceMapNode(minNode[i].NodeId)来选择非怪物节点。

但是我测试发现,当出现多个非怪物节点连续的时候,将会一瞬间调用多次Network.Get().ChooseLettuceMapNode(minNode[i].NodeId),这会导致TryAutoNextSelectCoin短时间内的再次调用。并且其中的NetCache.Get().GetNetObject<NetCache.NetCacheLettuceMap>()并不能将预期的地图情况下载下来(可能只来得及响应其中前一两次的节点选择),最终可能导致对同一怪物节点的两次GameMgr.Get().FindGame,造成游戏崩溃。

我能想到的方法就是在Network.Get().ChooseLettuceMapNode(minNode[i].NodeId)后加上sleep,但是这会导致UI线程卡住,
另一个就是找到一种更新NetCache的方法,很遗憾我没有找到

希望能与你交流一下

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