Merge branch 'main' of https://cnb.cool/blzing/blazing
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This commit is contained in:
昔念
2026-03-13 22:21:01 +08:00
21 changed files with 251 additions and 64 deletions

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@@ -22,16 +22,16 @@ func (r *RPCfight) join(pvp info.RPCFightinfo) {
ret := service.NewPVPService(pvp.PlayerID).Get(pvp.PlayerID)
score := 800
if ret != nil {
score = int(ret.RankInfo.Score)
score = int(ret.RankInfo[len(ret.RankInfo)-1].Score)
}
r.zs.Add(pvp.PlayerID,
ret)
if r.zs.Length() > 2 {
u, s := r.zs.FindPrev(func(i *model.PVP) bool { return i.RankInfo.Score > score })
u, s := r.zs.FindPrev(func(i *model.PVP) bool { return i.RankInfo[len(ret.RankInfo)-1].Score > score })
diff := s - score
// 等待越久,允许区间越大
wait := time.Now().Sub(u.RankInfo.LastMatchTime.Time).Seconds()
wait := time.Now().Sub(u.RankInfo[len(ret.RankInfo)-1].LastMatchTime.Time).Seconds()
maxAllow := 100 + int(wait)*10
if diff < maxAllow {
//找到上一个,如果区间分数少于一定,

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@@ -6,10 +6,26 @@ import (
"math/rand/v2"
"time"
"github.com/gogf/gf/v2/os/gtime"
"github.com/gogf/gf/v2/util/gconv"
"github.com/gogf/gf/v2/util/grand"
)
// IsToday 判断给定时间是否是今天
func IsToday(t1 *gtime.Time) bool {
if t1 == nil {
return false
}
t := t1.Time
// 获取当前时间
now := time.Now()
// 比较年、月、日是否相同
return t.Year() == now.Year() &&
t.Month() == now.Month() &&
t.Day() == now.Day()
}
func FindWithIndex[T any](slice []T, predicate func(item T) bool) (int, *T, bool) {
for i := range slice {
if predicate(slice[i]) {

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@@ -0,0 +1,37 @@
package effect
import (
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
)
func init() {
input.InitEffect(input.EffectType.Skill, 1146, &Effect1146{})
}
type Effect1146 struct {
node.EffectNode
}
func (e *Effect1146) OnSkill() bool {
// 1. 命中判定失败,不触发
count := 0
for _, v := range e.Ctx().Opp.Prop[:] {
if v > 0 {
count++
}
}
if count < e.SideEffectArgs[0] {
return true
}
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: e.Args()[1],
})
return true
}

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@@ -36,6 +36,6 @@ func (e *Effect430) Skill_Use() bool {
}
func init() {
input.InitEffect(input.EffectType.Skill, 184, &Effect184{})
input.InitEffect(input.EffectType.Skill, 430, &Effect430{})
}

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@@ -1,14 +0,0 @@
package effect
import "blazing/logic/service/fight/node"
// 445 - 使用后在战斗结束时可以获得500赛尔豆每日上限5000
type Effect445 struct {
node.EffectNode
}
// func (e *Effect445) OnSkill() bool {
// // 这个效果需要在战斗结束后执行,暂时记录奖励
// e.Ctx().Our.EndReward = 500
// return true
// }

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@@ -0,0 +1,39 @@
package effect
import (
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
"github.com/gogf/gf/v2/util/grand"
)
// "id": 446,
// "argsNum": 0,
// "info": "随机自身3项属性+1"
// {
// "id": 626,
// "argsNum": 2,
// "info": "随机使自己{0}项能力+{1}"
// },
//
// 626 - 消除对手能力强化状态若消除状态成功则自身XX等级m
type Effect626 struct {
node.EffectNode
}
func (e *Effect626) Skill_Use() bool {
for i := 0; i < e.SideEffectArgs[0]; i++ {
e.Ctx().Our.SetProp(e.Ctx().Our, int8(grand.Intn(6)), int8(e.SideEffectArgs[1]))
}
return true
}
func init() {
input.InitEffect(input.EffectType.Skill, 626, &Effect626{})
t := &Effect626{}
t.SideEffectArgs = []int{3, 1}
input.InitEffect(input.EffectType.Skill, 446, t)
}

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@@ -34,5 +34,33 @@ func (e *Effect469) SetArgs(t *input.Input, a ...int) {
}
func init() {
input.InitEffect(input.EffectType.Skill, 469, &Effect469{})
input.InitEffect(input.EffectType.Skill, 526, &Effect526{})
}
// {
// "id": 526,
// "argsNum": 2,
// "info": "{0}回合内若对手成功使用属性技能则受到{1}点固定伤害"
// },
//
// 469 - m回合内若对手使用属性技能则n%几率另对手XX
type Effect526 struct {
node.EffectNode
}
func (e *Effect526) Skill_Use_ex() bool {
if e.Ctx().SkillEntity != nil && e.Ctx().SkillEntity.Category() == info.Category.STATUS {
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: e.Args()[0],
})
}
return true
}
func (e *Effect526) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.EffectNode.Duration(a[0]) // 持续m回合
}

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@@ -33,6 +33,6 @@ func (e *Effect470) SetArgs(t *input.Input, a ...int) {
e.EffectNode.Duration(a[0]) // 持续n回合
}
func init() {
input.InitEffect(input.EffectType.Skill, 513, &Effect513{})
input.InitEffect(input.EffectType.Skill, 470, &Effect470{})
}

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@@ -38,5 +38,30 @@ func (e *Effect513) SkillHit() bool {
}
func init() {
input.InitEffect(input.EffectType.Skill, 513, &Effect513{})
input.InitEffect(input.EffectType.Skill, 544, &Effect544{})
}
type Effect544 struct {
node.EffectNode
}
func (e *Effect544) Skill_Use() bool {
if e.Ctx().SkillEntity == nil {
return true
}
stas := []info.EnumPetStatus{
info.PetStatus.Burned,
info.PetStatus.Poisoned,
info.PetStatus.Frozen,
}
for _, sta := range stas {
if e.Ctx().Our.StatEffect_Exist(sta) {
r := e.Ctx().Our.GetEffect(input.EffectType.Status, int(sta))
r.Alive(false)
}
}
return true
}

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@@ -0,0 +1,40 @@
package effect
import (
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
"github.com/alpacahq/alpacadecimal"
)
// {
// "id": 542,
// "argsNum": 1,
// "info": "对手每处于一种能力下降状态时附加{0}点固定伤害"
// },
type Effect542 struct {
node.EffectNode
}
func (e *Effect542) Skill_Use() bool {
r := alpacadecimal.Zero
for _, v := range e.Ctx().Opp.Prop[:] {
if v < 0 {
r.Add(alpacadecimal.NewFromInt(1))
}
}
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: e.Args()[0].Mul(r),
})
return true
}
func init() {
input.InitEffect(input.EffectType.Skill, 542, &Effect542{})
}

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@@ -4,8 +4,6 @@ import (
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
"github.com/alpacahq/alpacadecimal"
)
// -----------------------------------------------------------
@@ -68,11 +66,9 @@ func (e *EffectConditionalAddDamage) OnSkill() bool {
return true
}
// 4. 附加固定伤害从SideEffectArgs[0]获取伤害值)
damageValue := alpacadecimal.NewFromInt(int64(e.SideEffectArgs[0]))
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: damageValue,
Damage: e.Args()[0],
})
return true
@@ -105,10 +101,6 @@ func conditionIsAbnormal(e *EffectConditionalAddDamage) bool {
// conditionPropDown判断对方是否处于能力下降状态
func conditionPropDown(e *EffectConditionalAddDamage) bool {
for _, v := range e.Ctx().Opp.Prop {
if v < 0 {
return true
}
}
return false
return e.Ctx().Opp.HasPropSub()
}

View File

@@ -102,7 +102,7 @@ func init() {
input.InitEffect(input.EffectType.Skill, 497, &Effect429{
ispower: true,
})
input.InitEffect(input.EffectType.Skill, 497, &Effect429{})
input.InitEffect(input.EffectType.Skill, 429, &Effect429{})
}
// 497 - 附加m点固定伤害每次使用额外附加n点最高k点遇到天敌时效果翻倍
@@ -150,6 +150,10 @@ func (e *Effect181) Skill_Use() bool {
return true
}
func init() {
input.InitEffect(input.EffectType.Skill, 441, &Effect441{})
}
// 441 - 每次攻击提升n%的致命几率最高提升m%
type Effect441 struct {
@@ -171,6 +175,10 @@ func (e *Effect441) ActionStart(a, b *action.SelectSkillAction) bool {
return true
}
func init() {
input.InitEffect(input.EffectType.Skill, 465, &Effect465{})
}
// 465 - m%令对手疲惫n回合每次使用几率提升x%最高y%
type Effect465 struct {

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@@ -1,9 +1,25 @@
package effect
import (
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
)
// 445 - 使用后在战斗结束时可以获得500赛尔豆每日上限5000
type Effect445 struct {
node.EffectNode
}
// func (e *Effect445) OnSkill() bool {
// // 这个效果需要在战斗结束后执行,暂时记录奖励
// e.Ctx().Our.EndReward = 500
// return true
// }
func init() {
input.InitEffect(input.EffectType.Skill, 445, &Effect445{})
}
// 201 - 组队时恢复己方1/n的体力
type Effect201 struct {
node.EffectNode
@@ -25,5 +41,9 @@ type Effect201 struct {
// }
// }
// return true
// }
// return true
// }
func init() {
input.InitEffect(input.EffectType.Skill, 201, &Effect201{})
}

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@@ -90,12 +90,13 @@ func (e *Effect71) ActionStart(a, b *action.SelectSkillAction) bool {
if e.Ctx().SkillEntity.Category() == info.Category.STATUS {
return true
}
e.Ctx().SkillEntity.XML.CritRate = 16
e.count--
if e.count <= 0 {
e.Alive(false)
}
e.count--
e.Ctx().SkillEntity.XML.CritRate = 16
}
return true
}
func init() {

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@@ -109,7 +109,10 @@ func (e *EffectNode) Duration(t ...int) int {
// 设置参数,加上设置输入源
func (e *EffectNode) SetArgs(t *input.Input, a ...int) {
e.Input = t
e.SideEffectArgs = a
if len(a)>0 {
e.SideEffectArgs = a
}
}
func (e *EffectNode) Args() []alpacadecimal.Decimal {

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@@ -42,6 +42,7 @@ func init() {
}
func main() {
// fight.TestSKill()
// // 初始化根结构体
// var root Root

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@@ -15,10 +15,8 @@ const TableNamePlayerPVP = "player_pvp"
type PVP struct {
*cool.Model
PlayerID uint64 `gorm:"not null;index:idx_pvp_player_id;comment:'所属玩家ID'" json:"player_id"`
SeasonData []PVPRankInfo `gorm:"type:jsonb;not null;comment:'赛季核心数据'" json:"season_data"`
RankInfo PVPRankInfo `gorm:"type:jsonb;not null;comment:'本赛季排名信息'" json:"rank_info"`
//本赛季排名信息'通过下标来确认当前赛季
RankInfo []PVPRankInfo `gorm:"type:jsonb;not null;comment:'赛季核心数据'" json:"season_data"`
}
func (u *PVP) Key() uint32 {
@@ -27,10 +25,10 @@ func (u *PVP) Key() uint32 {
// 如果分数不对的话,就按时间排序
func (u *PVP) Less(than *PVP) bool {
if u.RankInfo.Score == than.RankInfo.Score {
return u.RankInfo.LastMatchTime.Unix() < than.RankInfo.LastMatchTime.Unix()
if u.RankInfo[len(u.RankInfo)-1].Score == than.RankInfo[len(u.RankInfo)-1].Score {
return u.RankInfo[len(u.RankInfo)-1].LastMatchTime.Unix() < than.RankInfo[len(u.RankInfo)-1].LastMatchTime.Unix()
}
return u.RankInfo.Score < than.RankInfo.Score
return u.RankInfo[len(u.RankInfo)-1].Score < than.RankInfo[len(u.RankInfo)-1].Score
}
func NewPVP() *PVP {
return &PVP{

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@@ -2,6 +2,7 @@ package service
import (
"blazing/common/data/share"
"blazing/common/utils"
"blazing/cool"
"blazing/modules/config/service"
"blazing/modules/player/model"
@@ -93,7 +94,7 @@ func (s *InfoService) GetLogin() *model.PlayerInfo {
}
if !IsToday(tt.LastResetTime) && cool.Config.ServerInfo.IsVip == 0 { //判断是否是今天
if !utils.IsToday(tt.LastResetTime) && cool.Config.ServerInfo.IsVip == 0 { //判断是否是今天
//每天login时候检查重置时间然后把电池任务挖矿重置
//挖矿需要单独存,因为防止多开挖矿

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@@ -1,6 +1,7 @@
package service
import (
"blazing/common/utils"
"blazing/cool"
basemodel "blazing/modules/base/model"
"blazing/modules/base/service"
@@ -56,7 +57,11 @@ func (s *PetService) UPdatePrice(ctime uint32, Price uint32, is_sale uint32) err
return fmt.Errorf("精灵数量已满")
}
}
var p model.Pet
s.dbm(s.Model).Where("catch_time", ctime).Scan(&p)
if p.SalePrice!=0&&p.SalePrice != Price && utils.IsToday(p.UpdateTime) { //说明要修改价格
return fmt.Errorf("一天只允许改价一次")
}
res0, err := s.dbm(s.Model).
Where("catch_time", ctime). // 限定 ctime避免全表更新
Where("sale_price = ?", 0). // 只筛选 sale_price=0 的记录
@@ -147,6 +152,7 @@ RETURNING max_ts;
player.Data = tt.Data
player.CatchTime = tt.CatchTime
player.Free = 0
player.SalePrice = tt.SalePrice
player.SaleCount = tt.SaleCount + 1
player.IsVip = cool.Config.ServerInfo.IsVip

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@@ -1,6 +1,7 @@
package service
import (
"blazing/common/utils"
"blazing/cool"
config "blazing/modules/config/service"
"blazing/modules/player/model"
@@ -35,7 +36,7 @@ func (s *TalkService) Cheak(mapid uint32, flag int) (int, bool) {
}
//因为这个是挖一次更新一次,而且是实时更新的,如果更新日期是今天,那么就可以确认不用再重置,否则就需要重置挖矿记录
if !IsToday(talks.UpdateTime) {
if !utils.IsToday(talks.UpdateTime) {
talks.Count = 0
m1.Save(talks)

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@@ -65,21 +65,6 @@ func (s *TaskService) Exec(id uint32, t func(*model.Task) bool) {
}
// IsToday 判断给定时间是否是今天
func IsToday(t1 *gtime.Time) bool {
if t1 == nil {
return false
}
t := t1.Time
// 获取当前时间
now := time.Now()
// 比较年、月、日是否相同
return t.Year() == now.Year() &&
t.Month() == now.Month() &&
t.Day() == now.Day()
}
func IsWEEK(t1 *gtime.Time) bool {
if t1 == nil {
return false