feat(pet): 重构宠物属性计算与技能学习逻辑,优化代码结构
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99
logic/service/player/pet.go
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99
logic/service/player/pet.go
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package player
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import (
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"blazing/common/data/xmlres"
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"blazing/modules/blazing/model"
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"math"
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)
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// calculateExperience 根据公式计算指定等级所需的经验值
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func calculateExperience(level uint32) uint32 {
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var x float64
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// 判断等级奇偶性确定x的值
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if level%2 == 1 { // 奇数
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x = 0.5
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} else { // 偶数
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x = -0.5
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}
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// 应用公式计算
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lvFloat := float64(level)
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experience := 3.75*lvFloat*lvFloat + 3.75*lvFloat + 1 + x
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// 四舍五入为整数
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return uint32(math.Round(experience))
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}
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// 主函数实现
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// 添加经验
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// 超NO 加成
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func (p *Player) AddPetExp(pet *model.PetInfo, addExp uint32) {
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originalLevel := pet.Level
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for {
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needExp := calculateExperience(pet.Level)
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if addExp >= needExp {
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addExp -= needExp
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pet.Level++
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} else {
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break
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}
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}
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pet.Exp = addExp
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pet.NextLvExp = calculateExperience(pet.Level)
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pet.LvExp = pet.NextLvExp - pet.Exp
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// 处理进化逻辑
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for {
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basic := xmlres.PetMAP[int(pet.ID)]
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// 检查是否可以进化
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if basic.EvolvesTo == 0 ||
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basic.EvolvingLv == 0 ||
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basic.EvolvingLv >= int(pet.Level) ||
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basic.IsLarge != 0 {
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break
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}
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// 获取进化后的资产
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pet.ID = uint32(basic.EvolvesTo)
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}
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// 重新计算面板
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pet.CalculatePetPane()
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// 发送经验更新消息
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//player.SendMessage(generatePetUpdateInfo(petEntity, originalExp+addExp-exp, addition))
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// 处理技能学习
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canLearnSkillList := model.LastFourElements(pet.GetLevelRangeCanLearningSkills(originalLevel, pet.Level)) //获取最后四个技能,如果不足,那就取全部技能
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for i := 0; i < 4; i++ {
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if pet.SkillList[i].ID == 0 {
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if len(canLearnSkillList) != 0 {
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skid := canLearnSkillList[len(canLearnSkillList)-1]
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pet.SkillList[i].ID = skid
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pet.SkillList[i].PP = uint32(xmlres.SkillMap[int(skid)].MaxPP)
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canLearnSkillList = append([]uint32{}, canLearnSkillList[:len(canLearnSkillList)-1]...)
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}
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}
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}
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//todo 待实现
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// // 发送技能更新消息
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// updateSkillInfo := UpdateSkillInfo{
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// PetCatchTime: petEntity.captureTime,
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// ActiveSkillNum: activeSkillNum,
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// UnActiveSkillNum: unActiveSkillNum,
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// SkillArray: canLearnSkillList,
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// }
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// player.SendMessage(UpdateSkillOutboundInfo{
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// InfoArray: []UpdateSkillInfo{updateSkillInfo},
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// })
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// return exp
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}
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