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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2025-09-26 13:33:55 +08:00
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"blazing/logic/service/fight/info"
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2025-10-13 18:51:41 +08:00
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"math/rand"
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"time"
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2025-09-26 13:33:55 +08:00
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2025-09-21 17:01:31 +00:00
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"blazing/modules/blazing/model"
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"math"
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2025-09-26 13:33:55 +08:00
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2025-10-13 18:51:41 +08:00
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"github.com/gogf/gf/v2/util/gconv"
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2025-09-26 13:33:55 +08:00
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"github.com/jinzhu/copier"
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2025-09-21 17:01:31 +00:00
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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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2025-09-26 13:33:55 +08:00
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func (p *Player) AddPetExp(petinfo *model.PetInfo, addExp uint32) {
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originalLevel := petinfo.Level
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for {
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basic := xmlres.PetMAP[int(petinfo.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(petinfo.Level, ba)
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if addExp >= needExp {
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addExp -= needExp
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petinfo.Level++
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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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int(petinfo.Level) >= basic.EvolvingLv && // 有明确的进化等级
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basic.IsLarge == 0 { // 非最终形态
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petinfo.ID = uint32(basic.EvolvesTo)
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}
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} else {
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petinfo.NextLvExp = calculateExperience(petinfo.Level, ba)
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break
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}
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}
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2025-09-26 13:33:55 +08:00
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petinfo.Exp = addExp
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petinfo.LvExp = petinfo.NextLvExp - petinfo.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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if originalLevel != petinfo.Level {
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petinfo.CalculatePetPane()
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2025-09-22 13:30:16 +00:00
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}
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t1 := NewTomeeHeader(2508, p.Info.UserID)
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rrr := &info.PetUpdateOutboundInfo{}
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var petinfwo info.UpdatePropInfo
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copier.Copy(&petinfwo, petinfo)
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rrr.Data = append(rrr.Data, petinfwo)
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p.SendPack(t1.Pack(rrr)) //准备包由各自发,因为协议不一样
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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 := LastFourElements(petinfo.GetLevelRangeCanLearningSkills(originalLevel, petinfo.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 petinfo.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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petinfo.SkillList[i].ID = skid
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petinfo.SkillList[i].PP = uint32(xmlres.SkillMap[int(skid)].MaxPP)
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petinfo.SkillListLen += 1
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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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}
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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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2025-10-13 18:51:41 +08:00
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func LastFourElements[T any](s []T) []T {
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n := len(s)
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if n <= 4 {
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// 切片长度小于等于4时,返回整个切片
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return s
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}
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// 切片长度大于4时,返回最后4个元素(从n-4索引到末尾)
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return s[n-4:]
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}
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// -1是随机
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// * @param petTypeId 精灵类型ID
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// * @param individualValue 个体值
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// * @param natureId 性格ID
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// * @param abilityTypeEnum 特性类型
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// * @param isShiny 是否为闪光
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// * @param level 等级
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// * @return 生成的精灵实体
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func (player *Player) GenPetInfo(id int, dv, natureId, abilityTypeEnum, shinyid, level int) *model.PetInfo {
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// 设置随机数种子,确保每次运行生成不同的随机数序列
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rand.Seed(time.Now().UnixNano())
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p := &model.PetInfo{ID: uint32(id),
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EffectInfo: make([]model.PetEffectInfo, 0),
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CatchTime: uint32(time.Now().Unix()),
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Level: uint32(level)} //等级
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if shinyid != -1 {
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p.Shiny = uint32(shinyid)
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}
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if natureId != -1 {
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p.Nature = uint32(natureId)
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} else {
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p.Nature = uint32(rand.Intn(25))
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}
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if dv != -1 {
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p.Dv = uint32(dv)
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} else {
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p.Dv = uint32(CalculateIndividualValue(rand.New(rand.NewSource(time.Now().UnixNano()))))
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}
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if abilityTypeEnum != -1 {
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if abilityTypeEnum != 0 {
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v := xmlres.PlayerEffectMAP[int(abilityTypeEnum)]
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p.EffectInfo = append(p.EffectInfo, model.PetEffectInfo{
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Idx: uint16(gconv.Int16(v.Idx)),
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Status: 1,
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EID: uint16(gconv.Int16(v.Eid)),
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Args: v.ArgsS,
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})
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}
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} else {
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for i, v := range xmlres.PlayerEffectMAP {
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if rand.Intn(len(xmlres.PlayerEffectMAP)) == i {
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p.EffectInfo = append(p.EffectInfo, model.PetEffectInfo{
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Idx: uint16(gconv.Int16(v.Idx)),
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Status: 1,
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EID: uint16(gconv.Int16(v.Eid)),
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Args: v.ArgsS,
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})
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}
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}
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}
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tttt := LastFourElements(p.GetLevelRangeCanLearningSkills(0, p.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 < len(tttt); i++ {
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p.SkillList[i].ID = tttt[i]
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p.SkillList[i].PP = uint32(xmlres.SkillMap[int(tttt[i])].MaxPP)
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}
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p.SkillListLen = uint32(len(tttt))
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p.CalculatePetPane()
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p.Hp = p.MaxHp
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player.AddPetExp(p, 0)
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return p
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}
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// 除数数组(放大100倍)
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// 数组按递增顺序排列,用于判断个体值等级
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var divisors = []int{
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600, 1200, 1900, 2700, 3600, 4600, 5700, 6900, 8200, 9600,
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11100, 12700, 14400, 16200, 18100, 20100, 22100, 24000,
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25800, 27500, 29100, 30600, 32000, 33300, 34500, 35600,
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36600, 37500, 38300, 39000, 39600,
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}
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// CalculateIndividual 根据给定的a值计算个体值
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// 返回值表示a大于等于多少个除数(范围:0-31)
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func CalculateIndividual(a int) int {
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individual := 0
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for _, divisor := range divisors {
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if a >= divisor {
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individual++
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} else {
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break // 数组是递增的,可提前跳出循环
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}
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}
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return individual
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}
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// CalculateIndividualValue 计算个体值(0-31)
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// 接收外部随机数生成器,便于控制随机性和复用
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func CalculateIndividualValue(random *rand.Rand) int {
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// 生成0-40000的随机数,作为个体值计算的输入
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a := random.Intn(40001)
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return CalculateIndividual(a)
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}
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