fix: 修复宠物升级经验显示与动态结算
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This commit is contained in:
xinian
2026-04-15 15:34:16 +08:00
parent 5a81534e84
commit 61a135b3a7
4 changed files with 60 additions and 31 deletions

View File

@@ -15,21 +15,18 @@ func petSetExpLimit(currentPet *playermodel.PetInfo) int64 {
}
simulatedPet := *currentPet
var allowedExp int64
allowedExp := simulatedPet.NextLvExp - simulatedPet.Exp
if allowedExp < 0 {
allowedExp = 0
}
for simulatedPet.Level < 100 {
needExp := simulatedPet.NextLvExp - simulatedPet.Exp
if needExp <= 0 {
simulatedPet.Exp = simulatedPet.NextLvExp
simulatedPet.Level++
simulatedPet.Update(true)
continue
}
allowedExp += needExp
simulatedPet.Exp += needExp
for simulatedPet.Level < 100 && simulatedPet.NextLvExp > 0 {
simulatedPet.Level++
simulatedPet.Update(true)
if simulatedPet.Level >= 100 {
break
}
allowedExp += simulatedPet.NextLvExp
}
return allowedExp

View File

@@ -39,27 +39,16 @@ func (p *Player) AddPetExp(petInfo *model.PetInfo, addExp int64) {
return
}
originalLevel := petInfo.Level
allocatedExp := addExp
p.Info.ExpPool -= addExp //减去已使用的经验
remainingExp := addExp
for remainingExp > 0 {
needExp := petInfo.NextLvExp - petInfo.Exp
if needExp <= 0 {
petInfo.Exp = petInfo.NextLvExp
petInfo.Level++
petInfo.Update(true)
continue
}
if remainingExp < needExp {
petInfo.Exp += remainingExp
break
}
petInfo.Exp += needExp
remainingExp -= needExp
currentExp := petInfo.Exp + addExp
for currentExp >= petInfo.NextLvExp && petInfo.NextLvExp > 0 {
petInfo.Level++
petInfo.Update(true)
currentExp -= petInfo.LvExp
}
petInfo.Exp = currentExp
// 重新计算面板
if originalLevel != petInfo.Level {
@@ -95,6 +84,7 @@ func (p *Player) AddPetExp(petInfo *model.PetInfo, addExp int64) {
var petUpdateInfo info.UpdatePropInfo
copier.Copy(&petUpdateInfo, petInfo)
petUpdateInfo.Exp = uint32(allocatedExp)
updateOutbound.Data = append(updateOutbound.Data, petUpdateInfo)
p.SendPack(header.Pack(updateOutbound)) //准备包由各自发,因为协议不一样

View File

@@ -122,3 +122,36 @@ func TestAddPetExpSmallRewardDoesNotJumpToMaxLevel(t *testing.T) {
t.Fatalf("expected exp pool to decrease by %d, got %d", addExp, player.Info.ExpPool)
}
}
func TestAddPetExpUsesDynamicPerLevelRequirement(t *testing.T) {
petID := firstPetIDForTest(t)
petInfo := playermodel.GenPetInfo(petID, 31, 0, 0, 20, nil, 0)
if petInfo == nil {
t.Fatalf("failed to generate test pet")
}
initialNeed := petInfo.NextLvExp
if initialNeed <= 0 {
t.Fatalf("expected positive exp requirement, got %d", initialNeed)
}
player := &Player{
baseplayer: baseplayer{
Info: &playermodel.PlayerInfo{
ExpPool: 1_000_000,
},
},
}
player.AddPetExp(petInfo, initialNeed)
if petInfo.Level != 21 {
t.Fatalf("expected pet level to become 21, got %d", petInfo.Level)
}
if petInfo.Exp != 0 {
t.Fatalf("expected level-up to reset current level exp, got %d", petInfo.Exp)
}
if petInfo.NextLvExp == initialNeed {
t.Fatalf("expected next level exp to change after leveling, still %d", petInfo.NextLvExp)
}
}

View File

@@ -532,18 +532,20 @@ func (petinfo *PetInfo) Update(isup bool) {
if evolveCount >= maxEvolveTimes {
break
}
// 进化完成后,统一更新经验(原逻辑保留)
petinfo.LvExp = petinfo.NextLvExp
// 获取当前宠物形态的配置
basic, ok := xmlres.PetMAP[int(petinfo.ID)]
// 配置不存在,直接退出循环
if !ok {
break
}
petinfo.NextLvExp = calculateExperience(petinfo.Level, basic.GetBasic())
if !isup {
petinfo.LvExp = calculatePreviousLevelExperience(petinfo.Level, basic.GetBasic())
petinfo.NextLvExp = calculateExperience(petinfo.Level, basic.GetBasic())
return
}
// 升级时保留上一等级需求,供经验结算使用。
petinfo.LvExp = petinfo.NextLvExp
petinfo.NextLvExp = calculateExperience(petinfo.Level, basic.GetBasic())
// 检查是否满足进化条件
canEvolve := basic.EvolvesTo != 0 && // 有明确的进化目标
int(petinfo.Level) >= basic.EvolvingLv && // 等级达到进化要求
@@ -561,6 +563,13 @@ func (petinfo *PetInfo) Update(isup bool) {
}
func calculatePreviousLevelExperience(level uint32, baseValue uint32) int64 {
if level <= 1 {
return 0
}
return calculateExperience(level-1, baseValue)
}
// 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