feat(capture): 重构捕捉系统,实现状态倍率计算和保底机制
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50
logic/service/player/base.go
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50
logic/service/player/base.go
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package player
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import (
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"blazing/logic/service/common"
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"blazing/logic/service/fight/info"
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"blazing/modules/blazing/model"
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"math/rand"
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"time"
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)
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type baseplayer struct {
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Info *model.PlayerInfo
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FightC common.FightI //绑定战斗标识 替代本身的是否战斗标记 //IsFighting bool
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*info.PlayerCaptureContext
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}
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// NewPlayerCaptureContext 创建用户捕捉上下文(每次登录调用)
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func newbaseplayer() baseplayer {
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rng := rand.New(rand.NewSource(time.Now().UnixNano() + int64(rand.Intn(1000000))))
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ret := baseplayer{}
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ret.PlayerCaptureContext = &info.PlayerCaptureContext{
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rng,
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1000,
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0.10, // 15%衰减率
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1,
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make(map[int]int),
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}
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return ret
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}
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func (p *baseplayer) GetInfo() *model.PlayerInfo {
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return p.Info
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}
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func (f *baseplayer) SetFightC(ff common.FightI) {
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f.FightC = ff
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}
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func (f *baseplayer) GetPlayerCaptureContext() *info.PlayerCaptureContext {
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return f.PlayerCaptureContext
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}
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// 计算整数的二进制1的个数(Integer.bitCount)
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func bitsCount(n int) int {
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count := 0
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for n > 0 {
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count += n & 1
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n >>= 1
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}
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return count
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}
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