refactor: 优化怪物生成逻辑
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@@ -59,35 +59,32 @@ func (p *Player) GenMonster() {
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if !ok {
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continue
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}
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v := ogreconfig[grand.Intn(len(ogreconfig))]
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if !p.IsMatch(*v.Event) {
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continue
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}
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for _, v := range ogreconfig {
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p.Data[i] = OgrePetInfo{}
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p.Data[i].ID = uint32(v.RefreshID[grand.Intn(len(v.RefreshID))])
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if !p.IsMatch(*v.Event) {
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continue
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}
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if p.Data[i].ID != 0 {
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p.Data[i] = OgrePetInfo{}
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p.Data[i].ID = uint32(v.RefreshID[grand.Intn(len(v.RefreshID))])
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p.Data[i].Lv = uint32(grand.N(v.MinLevel, v.MaxLevel))
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if p.Data[i].ID != 0 {
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p.Data[i].Lv = uint32(grand.N(v.MinLevel, v.MaxLevel))
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if len(v.RefreshID) == 1 { //说明这里只固定刷一个,概率变尼尔尼奥,不是稀有精灵
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nieo := grand.Meet(20, 1000)
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if nieo {
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p.Data[i].Ext = 77
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if grand.Meet(1, 2) {
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p.Data[i].Ext = 416
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}
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if len(v.RefreshID) == 1 { //说明这里只固定刷一个,概率变尼尔尼奥,不是稀有精灵
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nieo := grand.Meet(20, 1000)
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if nieo {
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p.Data[i].Ext = 77
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if grand.Meet(1, 2) {
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p.Data[i].Ext = 416
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}
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}
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p.Data[i].HandleNPCFightSpecial(v.IsCapture)
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}
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p.Data[i].HandleNPCFightSpecial(v.IsCapture)
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}
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}
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