```
feat(pet): 添加学习力分配功能并优化相关逻辑 - 新增 PetEVdiy 接口用于自定义宠物学习力分配 - 限制单次学习力分配不超过510,单项不超过255 - 学习力池 EVPool 字段添加到 PlayerInfo 结构体 - 使用 github.com/samber/lo 简化数组求和操作 - 更新 fight_boss 逻辑以正确处理 BOSS 战斗后经验与学习力奖励发放 - 调整任务列表中部分
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@@ -13,6 +13,7 @@ import (
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"github.com/gogf/gf/v2/util/gconv"
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"github.com/gogf/gf/v2/util/grand"
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"github.com/samber/lo"
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)
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func processMonID(bm string) string {
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@@ -156,24 +157,27 @@ func (h Controller) OnPlayerFightNpcMonster(data *fight.FightNpcMonsterInboundIn
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fight.NewFight(c, ai, func(foi *info.FightOverInfo) {
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c.Done.Exec(model.MilestoneMode.Moster, []uint32{c.Info.MapID, moinfo.PetList[0].ID, uint32(foi.Reason)}, func(results *model.MilestoneEX) uint32 {
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if foi.Reason == 0 && foi.WinnerId == c.Info.UserID {
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exp := uint32(xmlres.PetMAP[int(mo.ID)].YieldingExp) * mo.Level / 7
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items := &info.S2C_GET_BOSS_MONSTER{
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//EV: 45,
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EXP: exp * 2,
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}
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if refpet.Item != 0 {
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items := &info.S2C_GET_BOSS_MONSTER{}
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items.ItemList = c.ItemAdd(model.ItemInfo{
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ItemId: refpet.Item,
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ItemCnt: uint32(grand.Intn(2) + 1),
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})
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c.SendPackCmd(8004, items)
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}
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foi.Winpet.AddEV(gconv.Uint32s(strings.Split(xmlres.PetMAP[int(mo.ID)].YieldingEV, " ")))
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exp := uint32(xmlres.PetMAP[int(mo.ID)].YieldingExp) * mo.Level / 7
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}
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evs := gconv.Uint32s(strings.Split(xmlres.PetMAP[int(mo.ID)].YieldingEV, " "))
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items.EV = lo.Sum(evs)
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c.Info.EVPool += lo.Sum(evs) //给予累计学习力
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foi.Winpet.AddEV(evs)
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c.Info.ExpPool += exp * 4
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c.AddPetExp(foi.Winpet, uint32(exp)*2)
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// c.SendPackCmd(2509, &info.PET_WAR_EXP_NOTICE{
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// EXP: exp * 2,
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// })
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c.SendPackCmd(8004, items)
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}
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return 0
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@@ -11,6 +11,7 @@ import (
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"blazing/modules/blazing/model"
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"github.com/jinzhu/copier"
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"github.com/samber/lo"
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)
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// 获取精灵信息
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@@ -80,7 +81,7 @@ func (h *Controller) PET_ROWEI(
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_, _, ok := c.FindPet(data.CatchTime)
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//如果背包没找到,再放入背包
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if !ok && t.CatchTime != 0 {
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if !ok && t.CatchTime != 0 && xmlres.PetMAP[int(data.ID)].FreeForbidden == 0 {
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t.Free = 1
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}
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@@ -252,3 +253,37 @@ func (h Controller) PetBargeList(data *pet.PetBargeListInboundInfo, c *player.Pl
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PetBargeList: make([]pet.PetBargeListInfo, 0),
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}, 0
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}
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func (h Controller) PetEVdiy(data *pet.PetEV, c *player.Player) (result *pet.S2C_50001, err errorcode.ErrorCode) {
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_, onpet, ok := c.FindPet(data.CacthTime)
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if !ok {
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return nil, errorcode.ErrorCodes.Err10401
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}
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//分配超过510的数据
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if lo.Sum(data.EVs[:]) > 510 {
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return nil, errorcode.ErrorCodes.Err10401
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}
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for _, v := range data.EVs {
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//分配超过255的数据
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if v > 255 {
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return nil, errorcode.ErrorCodes.Err10401
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}
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}
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if lo.Sum(data.EVs[:]) < lo.Sum(onpet.Ev[:]) {
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return nil, errorcode.ErrorCodes.Err10401
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}
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USEEV1 := lo.Sum(data.EVs[:]) - lo.Sum(onpet.Ev[:])
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//加的比池子还多
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if USEEV1 > c.Info.EVPool {
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return nil, errorcode.ErrorCodes.Err10401
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}
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onpet.Ev = data.EVs
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c.Info.EVPool -= USEEV1
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result = &pet.S2C_50001{}
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result.UseEV = USEEV1
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return result, 0
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}
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