2025-09-21 17:01:31 +00:00
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package player
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import (
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"blazing/common/data/xmlres"
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"blazing/modules/blazing/model"
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"math"
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)
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2025-09-22 15:47:07 +00:00
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// calculateExperience 计算指定等级和种族值所需的经验值
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// level: 当前等级
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// baseValue: 种族值
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func calculateExperience(level uint32, baseValue uint32) uint32 {
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// 计算 A 部分:向上取整(3.75 * a * (a + 1))
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partA := math.Ceil(3.75 * float64(level) * float64(level+1))
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2025-09-21 17:01:31 +00:00
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2025-09-22 15:47:07 +00:00
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// 计算 B 部分:向上取整(b * log(1 + a / 100))
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// 这里使用自然对数 math.Log,如果想换底数可以用换底公式
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partB := math.Log(1.0 + float64(level)/100.0)
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partB = float64(baseValue) * partB
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partB = math.Ceil(partB)
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2025-09-21 17:01:31 +00:00
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2025-09-22 15:47:07 +00:00
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// 总经验是两部分之和,并向上取整
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totalExp := math.Ceil(partA + partB)
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return uint32(totalExp)
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2025-09-21 17:01:31 +00:00
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}
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// 主函数实现
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// 添加经验
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// 超NO 加成
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func (p *Player) AddPetExp(pet *model.PetInfo, addExp uint32) {
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2025-09-22 15:47:07 +00:00
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2025-09-21 17:01:31 +00:00
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originalLevel := pet.Level
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for {
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2025-09-22 15:47:07 +00:00
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basic := xmlres.PetMAP[int(pet.ID)]
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ba := basic.Atk +
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basic.Def +
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basic.SpAtk +
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basic.SpDef +
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basic.Spd +
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uint32(basic.HP)
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needExp := calculateExperience(pet.Level, ba)
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2025-09-21 17:01:31 +00:00
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if addExp >= needExp {
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addExp -= needExp
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pet.Level++
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2025-09-22 15:47:07 +00:00
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// 检查是否可以进化
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if basic.EvolvesTo != 0 || // 有明确的进化
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basic.EvolvingLv >= int(pet.Level) || // 有明确的进化等级
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basic.IsLarge == 0 { // 非最终形态
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pet.ID = uint32(basic.EvolvesTo)
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}
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2025-09-21 17:01:31 +00:00
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} else {
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2025-09-22 15:47:07 +00:00
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pet.NextLvExp = calculateExperience(pet.Level, ba)
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2025-09-21 17:01:31 +00:00
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break
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}
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2025-09-22 15:47:07 +00:00
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2025-09-21 17:01:31 +00:00
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}
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pet.Exp = addExp
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2025-09-22 15:47:07 +00:00
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2025-09-21 17:01:31 +00:00
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pet.LvExp = pet.NextLvExp - pet.Exp
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// 处理进化逻辑
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// 重新计算面板
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2025-09-22 13:30:16 +00:00
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if originalLevel != pet.Level {
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pet.CalculatePetPane()
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}
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2025-09-21 17:01:31 +00:00
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// 发送经验更新消息
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//player.SendMessage(generatePetUpdateInfo(petEntity, originalExp+addExp-exp, addition))
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// 处理技能学习
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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
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for i := 0; i < 4; i++ {
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if pet.SkillList[i].ID == 0 {
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if len(canLearnSkillList) != 0 {
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skid := canLearnSkillList[len(canLearnSkillList)-1]
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pet.SkillList[i].ID = skid
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pet.SkillList[i].PP = uint32(xmlres.SkillMap[int(skid)].MaxPP)
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2025-09-21 17:03:12 +00:00
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canLearnSkillList = canLearnSkillList[:len(canLearnSkillList)-1]
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2025-09-21 17:01:31 +00:00
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}
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}
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}
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//todo 待实现
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// // 发送技能更新消息
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// updateSkillInfo := UpdateSkillInfo{
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// PetCatchTime: petEntity.captureTime,
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// ActiveSkillNum: activeSkillNum,
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// UnActiveSkillNum: unActiveSkillNum,
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// SkillArray: canLearnSkillList,
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// }
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// player.SendMessage(UpdateSkillOutboundInfo{
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// InfoArray: []UpdateSkillInfo{updateSkillInfo},
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// })
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// return exp
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}
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