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wudile
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docs/规则.md

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| 属性 | 初始值 | 上限 |
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|:----:|:------:|:----:|
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| 血量 (HP) | 5000 | 10000 |
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| 血量 (HP) | 1000 | 3000 |
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| 防御力 (Robust) | 20 | 50 |
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| 仓储 (Storage) | 5 | 150 |
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| 效率 (Efficiency) | 1 | 2 |
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- 实际伤害 = `Max(ATK − Robust, 1)`
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- 攻击方获得 `伤害量` 分(等于工厂实际损失的血量)
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- 工厂被攻击后进入 1s 停摆(CanProduce 和 CanRecruit 均为 false)
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- 工厂被摧毁(HP=0):攻击方获得 **10000**
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- 工厂被摧毁(HP=0):攻击方获得 **20000**
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### 市场
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| **对敌方角色造成伤害** | 伤害量 × 20 |
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| **击杀敌方角色** | 角色造价 × 40(Drone=2000, Robot=2000, Car=2000) |
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| **对敌方工厂造成伤害** | 伤害量(工厂实际损失血量) |
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| **摧毁敌方工厂** | 10000 |
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| **摧毁敌方工厂** | 20000 |
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- 买入商品会消耗队伍分数
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- 游戏结束(10 分钟)或所有队伍工厂被摧毁时结算

logic/Preparation/Utility/GameData.cs

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public const int ResourceHP = 500; // 资源血量
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public const int FactoryScore = 10000;
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public const int FactoryScore = 20000;
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public const int FactoryDisableTimeMs = 10_00;
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public const int FactoryInvulnerableTimeMs = 30 * 1000; // 前30秒工厂不掉血
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// Score multipliers for combat
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public const int CharacterDamageScoreMultiplier = 20;
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public const int CharacterKillScoreMultiplier = 40;
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public const int FactoryHP = 5000;
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public const int FactoryHP = 1000;
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public const int FactoryStorage = 5;
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public const int FactoryRobust = 20;
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public const int FactoryEfficiency = 1;

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