fix(fight): 战斗修改
This commit is contained in:
@@ -40,7 +40,7 @@ func getItemBonus(itemID uint32) float64 {
|
||||
|
||||
// -1是保底模式,0是锁定模式,》0是衰减模式
|
||||
// Capture 执行捕捉 ,捕捉精灵,使用的道具,模式
|
||||
func (c *Input) Capture(pet *info.BattlePetEntity, ItemID uint32, ownerpet int) (bool, CaptureDetails) {
|
||||
func (our *Input) Capture(pet *info.BattlePetEntity, ItemID uint32, ownerpet int) (bool, CaptureDetails) {
|
||||
|
||||
if getItemBonus(ItemID) >= 255 {
|
||||
return true, CaptureDetails{
|
||||
@@ -49,7 +49,7 @@ func (c *Input) Capture(pet *info.BattlePetEntity, ItemID uint32, ownerpet int)
|
||||
BaseRate: 100.0,
|
||||
ModifiedRate: 100.0,
|
||||
GuaranteeBonus: 0,
|
||||
StatusBonus: c.GetStatusBonus(),
|
||||
StatusBonus: our.GetStatusBonus(),
|
||||
Details: fmt.Sprintf("道具ID=%d,必定成功", ItemID),
|
||||
}
|
||||
}
|
||||
@@ -62,19 +62,19 @@ func (c *Input) Capture(pet *info.BattlePetEntity, ItemID uint32, ownerpet int)
|
||||
BaseRate: 0,
|
||||
ModifiedRate: 0,
|
||||
GuaranteeBonus: 0,
|
||||
StatusBonus: c.GetStatusBonus(),
|
||||
StatusBonus: our.GetStatusBonus(),
|
||||
Details: "已拥有数量为0,无法捕捉",
|
||||
}
|
||||
}
|
||||
|
||||
// 计算基础捕捉率
|
||||
baseRate := c.calcBaseRate(pet, ItemID)
|
||||
denominator := c.Player.GetPlayerCaptureContext().Denominator
|
||||
baseRate := our.calcBaseRate(pet, ItemID)
|
||||
denominator := our.Player.GetPlayerCaptureContext().Denominator
|
||||
numerator := int(baseRate * float64(denominator))
|
||||
|
||||
// 衰减模式
|
||||
if ownerpet > 0 {
|
||||
decay := math.Pow(1-c.Player.GetPlayerCaptureContext().DecayFactor, float64(ownerpet))
|
||||
decay := math.Pow(1-our.Player.GetPlayerCaptureContext().DecayFactor, float64(ownerpet))
|
||||
baseRate *= decay
|
||||
if baseRate < 0.01 {
|
||||
baseRate = 0.01 // 最低1%成功率
|
||||
@@ -83,7 +83,7 @@ func (c *Input) Capture(pet *info.BattlePetEntity, ItemID uint32, ownerpet int)
|
||||
}
|
||||
|
||||
// 走统一保底判定
|
||||
success, basePct, bonusPct := c.Player.Roll(numerator, denominator)
|
||||
success, basePct, bonusPct := our.Player.Roll(numerator, denominator)
|
||||
|
||||
return success, CaptureDetails{
|
||||
Success: success,
|
||||
@@ -91,15 +91,15 @@ func (c *Input) Capture(pet *info.BattlePetEntity, ItemID uint32, ownerpet int)
|
||||
BaseRate: basePct,
|
||||
ModifiedRate: basePct + bonusPct,
|
||||
GuaranteeBonus: bonusPct,
|
||||
StatusBonus: c.GetStatusBonus(),
|
||||
Details: fmt.Sprintf("a=%d, 分子=%d, 分母=%d", c.calcBaseA(pet, ItemID), numerator, denominator),
|
||||
StatusBonus: our.GetStatusBonus(),
|
||||
Details: fmt.Sprintf("a=%d, 分子=%d, 分母=%d", our.calcBaseA(pet, ItemID), numerator, denominator),
|
||||
}
|
||||
}
|
||||
|
||||
// calcBaseA 按公式计算a值
|
||||
func (c *Input) calcBaseA(pet *info.BattlePetEntity, ItemID uint32) int {
|
||||
func (our *Input) calcBaseA(pet *info.BattlePetEntity, ItemID uint32) int {
|
||||
catchRate := gconv.Int(pet.CatchRate)
|
||||
catchRate = (catchRate * c.Player.GetPlayerCaptureContext().Denominator) / 1000 // 归一化到1000分母
|
||||
catchRate = (catchRate * our.Player.GetPlayerCaptureContext().Denominator) / 1000 // 归一化到1000分母
|
||||
if catchRate < 3 {
|
||||
catchRate = 3
|
||||
}
|
||||
@@ -115,18 +115,18 @@ func (c *Input) calcBaseA(pet *info.BattlePetEntity, ItemID uint32) int {
|
||||
}
|
||||
|
||||
itemBonus := getItemBonus(ItemID)
|
||||
statusBonus := c.GetStatusBonus()
|
||||
statusBonus := our.GetStatusBonus()
|
||||
|
||||
return int(hpRatio * float64(catchRate) * itemBonus * statusBonus)
|
||||
}
|
||||
|
||||
// calcBaseRate 按公式计算基础成功率
|
||||
func (c *Input) calcBaseRate(pet *info.BattlePetEntity, ItemID uint32) float64 {
|
||||
func (our *Input) calcBaseRate(pet *info.BattlePetEntity, ItemID uint32) float64 {
|
||||
if getItemBonus(ItemID) >= 255 {
|
||||
return 1.0
|
||||
}
|
||||
|
||||
a := c.calcBaseA(pet, ItemID)
|
||||
a := our.calcBaseA(pet, ItemID)
|
||||
if a >= 255 {
|
||||
return 1.0
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user