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bl/logic/service/player/pet.go

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package player
import (
"blazing/common/data/xmlres"
"blazing/modules/blazing/model"
"math"
)
// calculateExperience 计算指定等级和种族值所需的经验值
// level: 当前等级
// baseValue: 种族值
func calculateExperience(level uint32, baseValue uint32) uint32 {
// 计算 A 部分:向上取整(3.75 * a * (a + 1))
partA := math.Ceil(3.75 * float64(level) * float64(level+1))
// 计算 B 部分:向上取整(b * log(1 + a / 100))
// 这里使用自然对数 math.Log如果想换底数可以用换底公式
partB := math.Log(1.0 + float64(level)/100.0)
partB = float64(baseValue) * partB
partB = math.Ceil(partB)
// 总经验是两部分之和,并向上取整
totalExp := math.Ceil(partA + partB)
return uint32(totalExp)
}
// 主函数实现
// 添加经验
// 超NO 加成
func (p *Player) AddPetExp(pet *model.PetInfo, addExp uint32) {
originalLevel := pet.Level
for {
basic := xmlres.PetMAP[int(pet.ID)]
ba := basic.Atk +
basic.Def +
basic.SpAtk +
basic.SpDef +
basic.Spd +
uint32(basic.HP)
needExp := calculateExperience(pet.Level, ba)
if addExp >= needExp {
addExp -= needExp
pet.Level++
// 检查是否可以进化
if basic.EvolvesTo != 0 || // 有明确的进化
basic.EvolvingLv >= int(pet.Level) || // 有明确的进化等级
basic.IsLarge == 0 { // 非最终形态
pet.ID = uint32(basic.EvolvesTo)
}
} else {
pet.NextLvExp = calculateExperience(pet.Level, ba)
break
}
}
pet.Exp = addExp
pet.LvExp = pet.NextLvExp - pet.Exp
// 处理进化逻辑
// 重新计算面板
if originalLevel != pet.Level {
pet.CalculatePetPane()
}
// 发送经验更新消息
//player.SendMessage(generatePetUpdateInfo(petEntity, originalExp+addExp-exp, addition))
// 处理技能学习
canLearnSkillList := model.LastFourElements(pet.GetLevelRangeCanLearningSkills(originalLevel, pet.Level)) //获取最后四个技能,如果不足,那就取全部技能
for i := 0; i < 4; i++ {
if pet.SkillList[i].ID == 0 {
if len(canLearnSkillList) != 0 {
skid := canLearnSkillList[len(canLearnSkillList)-1]
pet.SkillList[i].ID = skid
pet.SkillList[i].PP = uint32(xmlres.SkillMap[int(skid)].MaxPP)
canLearnSkillList = canLearnSkillList[:len(canLearnSkillList)-1]
}
}
}
//todo 待实现
// // 发送技能更新消息
// updateSkillInfo := UpdateSkillInfo{
// PetCatchTime: petEntity.captureTime,
// ActiveSkillNum: activeSkillNum,
// UnActiveSkillNum: unActiveSkillNum,
// SkillArray: canLearnSkillList,
// }
// player.SendMessage(UpdateSkillOutboundInfo{
// InfoArray: []UpdateSkillInfo{updateSkillInfo},
// })
// return exp
}