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bl/modules/blazing/model/pet.go

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package model
import (
"blazing/common/data/xmlres"
"blazing/cool"
"time"
)
const TableNamePet = "pet"
// Pet mapped from table <pet>
type Pet struct {
*cool.Model
PlayerID uint32 `gorm:"not null;index:idx_pet_by_player_id;comment:'所属玩家ID'" json:"player_id"`
InBag int `gorm:"not null;comment:'是否在背包中'" json:"in_bag"` //"0为放入仓库1为放入背包
CatchTime uint32 `gorm:"not null;comment:'捕捉时间'" json:"catch_time"`
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// Owner uint32 `struc:"skip"` //仅作为存储
// FreedTime uint32 `struc:"skip"` //放生时间
//是否可交易这里应该定义在精灵ID里
//是否上架
Data string `gorm:"type:text;not null;comment:'精灵全部数据'" json:"data"`
}
func LastFourElements[T any](s []T) []T {
n := len(s)
if n <= 4 {
// 切片长度小于等于4时返回整个切片
return s
}
// 切片长度大于4时返回最后4个元素从n-4索引到末尾
return s[n-4:]
}
// * @param petTypeId 精灵类型ID
// * @param individualValue 个体值
// * @param natureId 性格ID
// * @param abilityTypeEnum 特性类型
// * @param isShiny 是否为闪光
// * @param level 等级
// * @return 生成的精灵实体
func GenPetInfo(id, dv, natureId, abilityTypeEnum, shinyid, level uint32) *PetInfo {
p := &PetInfo{ID: id,
Shiny: shinyid, //闪光
Nature: natureId, //性格
Dv: dv,
EffectInfo: make([]PetEffectInfo, 0),
CatchTime: uint32(time.Now().Unix()),
Level: level} //等级
p.EffectInfo = append(p.EffectInfo, PetEffectInfo{ItemID: abilityTypeEnum})
naxml := xmlres.NatureRootMap[int(natureId)]
petxml := xmlres.PetMAP[int(id)]
tttt := make([]uint32, 0)
for _, v := range petxml.LearnableMoves.Moves {
if p.Level >= uint32(v.LearningLv) {
tttt = append(tttt, uint32(v.ID))
}
}
tttt = LastFourElements(tttt) //获取最后四个技能,如果不足,那就取全部技能
for i := 0; i < len(tttt); i++ {
p.SkillList[i].ID = tttt[i]
p.SkillList[i].Pp = uint32(xmlres.SkillMap[int(tttt[i])].MaxPP)
}
p.SkillListLen = uint32(len(tttt))
// 计算各项属性
hp := p.CalculatePetHPPanelSize(
uint32(petxml.HP),
p.Dv,
p.Level,
p.EvHp,
)
attack := p.CalculatePetPanelSize(
uint32(petxml.Atk),
p.Dv,
p.Level,
p.EvAttack,
naxml.AttackCorrect,
)
defense := p.CalculatePetPanelSize(
uint32(petxml.Def),
p.Dv,
p.Level,
p.EvDefence,
naxml.DefenseCorrect,
)
specialAttack := p.CalculatePetPanelSize(
uint32(petxml.SpAtk),
p.Dv,
p.Level,
p.EvSpecialAttack,
naxml.SaCorrect,
)
specialDefense := p.CalculatePetPanelSize(
uint32(petxml.SpDef),
p.Dv,
p.Level,
p.EvSpecialDefense,
naxml.SdCorrect,
)
speed := p.CalculatePetPanelSize(
uint32(petxml.Spd),
p.Dv,
p.Level,
p.EvSpeed,
naxml.SpeedCorrect,
)
// 设置计算结果
p.MaxHp = hp
p.Hp = hp
p.Attack = attack
p.Defence = defense
p.SpecialAttack = specialAttack
p.SpecialDefence = specialDefense
p.Speed = speed
return p
}
// 计算HP面板值无性格修正
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func (c *PetInfo) CalculatePetHPPanelSize(base, dv, level, ev uint32) uint32 {
return uint32((float64(base)*2+float64(ev)/4.0+float64(dv))*(float64(level)/100.0) + float64(level) + 10)
}
// 计算其他属性面板值(带性格修正)
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func (c *PetInfo) CalculatePetPanelSize(base, dv, level, ev uint32, natureCorrect float64) uint32 {
base1 := float64((float64(base)*2+float64(ev)/4.0+float64(dv))*(float64(level)/100.0) + 5)
return uint32(float64(base1) * natureCorrect)
}
// PetInfo 精灵信息结构(合并后的优化版本)
type PetInfo struct {
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// 精灵编号(@UInt long → uint32
ID uint32 `fieldDesc:"精灵编号" `
// 名字默认为全0补齐到16字节固定长度 → [16]byte
Name string `struc:"[16]byte" `
// 个体值(@UInt long → uint32
Dv uint32 `fieldDesc:"个体值" `
// 性格(@UInt long → uint32
Nature uint32 `fieldDesc:"性格" `
// 等级(@UInt long → uint32
Level uint32 `fieldDesc:"等级" `
// 当前等级已获得经验(@UInt long → uint32
Exp uint32 `fieldDesc:"当前等级已经获得的经验 2538" `
// 当前等级所需经验(@UInt long → uint32
LvExp uint32 `fieldDesc:"当前等级所需的经验" `
// 升到下一级的经验(@UInt long → uint32
NextLvExp uint32 `fieldDesc:"升到下一级的经验" `
// 当前生命(@UInt long → uint32
Hp uint32 `fieldDesc:"当前生命" `
// 最大生命(@UInt long → uint32
MaxHp uint32 `fieldDesc:"最大生命" `
// 攻击(@UInt long → uint32
Attack uint32 `fieldDesc:"攻击" `
// 防御(@UInt long → uint32
Defence uint32 `fieldDesc:"防御" `
// 特攻(@UInt long → uint32
SpecialAttack uint32 `fieldDesc:"特攻" `
// 特防(@UInt long → uint32
SpecialDefence uint32 `fieldDesc:"特防" `
// 速度(@UInt long → uint32
Speed uint32 `fieldDesc:"速度" `
// 生命学习力(@UInt long → uint32
EvHp uint32 `fieldDesc:"生命学习力" `
// 攻击学习力(@UInt long → uint32
EvAttack uint32 `fieldDesc:"攻击学习力" `
// 防御学习力(@UInt long → uint32
EvDefence uint32 `fieldDesc:"防御学习力" `
// 特攻学习力(@UInt long → uint32
EvSpecialAttack uint32 `fieldDesc:"特攻学习力" `
// 特防学习力(@UInt long → uint32注意原Java拼写evSpecialDefense
EvSpecialDefense uint32 `fieldDesc:"特防学习力" `
// 速度学习力(@UInt long → uint32
EvSpeed uint32 `fieldDesc:"速度学习力" `
SkillListLen uint32
// 技能信息固定4条空则赋值0固定长度List → [4]SkillInfo零值即符合“赋值0”
SkillList [4]SkillInfo
// 捕捉时间(@UInt long → 若为时间戳用uint32若需时间类型可改为time.Time需配合序列化处理
CatchTime uint32 `fieldDesc:"捕捉时间" `
// 捕捉地图(@UInt long → uint32
CatchMap uint32 `fieldDesc:"捕捉地图" `
// 未知默认0@UInt long → uint32
CatchRect uint32 `fieldDesc:"未知默认为0" `
// 捕获等级默认0@UInt long → uint32
CatchLevel uint32 `fieldDesc:"捕获等级 默认为0" `
EffectInfoLen uint16 `struc:"sizeof=EffectInfo"`
// 特性列表长度用UShort存储变长List → []PetEffectInfo + 长度前缀规则)
EffectInfo []PetEffectInfo `fieldDesc:"特性列表, 长度在头部以UShort存储" serialize:"lengthFirst,lengthType=uint16,type=structArray"`
// 皮肤ID默认0@UInt long → uint32
SkinID uint32 `fieldDesc:"皮肤id默认为0" `
// 是否闪光(@UInt long → uint320=否1=是)
Shiny uint32 `fieldDesc:"是不是闪" `
// AbilityType uint32 `struc:"skip"` //特性
}
// PetEffectInfo 精灵特性信息结构
type PetEffectInfo struct {
ItemID uint32 `struc:"uint32" json:"item_id"`
Status byte `struc:"byte" json:"status"`
LeftCount byte `struc:"byte" json:"left_count"`
EffectID uint16 `struc:"uint16" json:"effect_id"`
Reserve1 byte `struc:"byte" json:"reserve1"`
Reserve2 byte `struc:"byte" json:"reserve2"`
Reserve3 byte `struc:"byte" json:"reserve3"`
Reserve4 [13]byte `struc:"[13]byte" json:"reserve4"`
}
// SkillInfo 精灵技能信息结构SkillInfo
type SkillInfo struct {
ID uint32
Pp uint32
}
// TableName Pet's table name
func (*Pet) TableName() string {
return TableNamePet
}
// GroupName Pet's table group
func (*Pet) GroupName() string {
return "default"
}
// NewPet create a new Pet
func NewPet() *Pet {
return &Pet{
Model: cool.NewModel(),
}
}
// init 创建表
func init() {
_ = cool.CreateTable(&Pet{})
// fmt.Println(err)
}