/// <summary>
        /// 直接生成地图不注册区域
        /// </summary>
        /// <param name="mapType"></param>
        /// <returns></returns>
        private ChessboardCell[,] MakeMap(MapType mapType = MapType.Common)
        {
            var idList = new IDList("");
            var temp = new ChessboardCell[8, 12];
            for (int x = 0; x < temp.GetLength(0); x++)//初始化区块
            {
                for (int y = 0; y < temp.GetLength(1); y++)
                {
                    Position a = new Position(x, y);
                    temp[x, y] = new ChessboardCell(idList, a);
                }
            }
            for (int x = 0; x < temp.GetLength(0); x++)//设定召唤区块
            {
                for (int y = 0; y < 2; y++)
                {
                    temp[x, y].CellType = ChessboardCellType.Birth;
                    temp[x, y].Owner = GameCore.Teams[0];
                }
                for (int y = temp.GetLength(1) - 2; y < temp.GetLength(1); y++)
                {
                    temp[x, y].CellType = ChessboardCellType.Birth;
                    temp[x, y].Owner = GameCore.Teams[1];
                }
            }
            if (temp.GetLength(0) % 2 == 0) //设定基地,自动基地判断大小
            {
                for (int x = temp.GetLength(0) / 2 - 1; x <= temp.GetLength(0) / 2; x++) //偶数
                {
                    for (int y = 0; y <= 0; y++)
                    {
                        temp[x, y].CellType = ChessboardCellType.Base;
                    }
                    for (int y = temp.GetLength(1) - 1; y <= temp.GetLength(1) - 1; y++)
                    {
                        temp[x, y].CellType = ChessboardCellType.Base;
                    }
                }
            }
            else
            {
                for (int x = temp.GetLength(0) / 2 - 1; x <= temp.GetLength(0) / 2 + 1; x++) //奇数
                {
                    for (int y = 0; y <= 0; y++)
                    {
                        temp[x, y].CellType = ChessboardCellType.Base;
                    }
                    for (int y = temp.GetLength(1) - 1; y <= temp.GetLength(1) - 1; y++)
                    {
                        temp[x, y].CellType = ChessboardCellType.Base;
                    }
                }
            }

            return temp;
        }
 /// <summary>
 /// 第一参数为ID提供者,第二参数为坐标
 /// </summary>
 /// <param name="idList"></param>
 /// <param name="location"></param>
 public ChessboardCell(IDList idList, Position location)
 {
     idList.ApplyID(this);
     Location = location;
     CellType = ChessboardCellType.Common;
 }