feat(fight_boss): 优化BOSS战斗奖励逻辑并修复宠物等级突破100级限制

重构了handleMapBossFightRewards函数,将奖励逻辑分离到独立的处理函数中,
增加了shouldGrantBossWinBonus条件判断,确保只有满足条件时才发放胜利奖励。

同时修复了宠物等级系统,允许宠物等级突破100级限制但面板属性仍保持100级上限,
改进了经验获取和面板更新逻辑。

fix(item
This commit is contained in:
昔念
2026-04-14 00:38:50 +08:00
parent 62d93f65e7
commit b953e7831a
9 changed files with 110 additions and 161 deletions

View File

@@ -41,7 +41,6 @@ func (Controller) PlayerFightBoss(req *ChallengeBossInboundInfo, p *player.Playe
if err != 0 {
return nil, err
}
leadMonster := &monsterInfo.PetList[0]
p.Fightinfo.Status = fightinfo.BattleMode.FIGHT_WITH_NPC
p.Fightinfo.Mode = resolveMapNodeFightMode(mapNode)
@@ -53,7 +52,12 @@ func (Controller) PlayerFightBoss(req *ChallengeBossInboundInfo, p *player.Playe
var fightC *fight.FightC
fightC, err = startMapBossFight(mapNode, p, ai, func(foi model.FightOverInfo) {
handleMapBossFightRewards(p, fightC, foi, mapNode, bossConfigs[0], leadMonster)
if mapNode.WinBonusID == 0 {
return
}
if shouldGrantBossWinBonus(fightC, p.Info.UserID, bossConfigs[0], foi) {
p.SptCompletedTask(mapNode.WinBonusID, 1)
}
})
if err != 0 {
return nil, err
@@ -230,95 +234,6 @@ func shouldGrantBossWinBonus(fightC *fight.FightC, playerID uint32, bossConfig c
return true
}
func handleMapBossFightRewards(
p *player.Player,
fightC *fight.FightC,
foi model.FightOverInfo,
mapNode *configmodel.MapNode,
bossConfig configmodel.BossConfig,
leadMonster *model.PetInfo,
) {
rewards := grantMonsterFightRewards(p, foi, leadMonster)
if mapNode != nil && mapNode.WinBonusID != 0 && shouldGrantBossWinBonus(fightC, p.Info.UserID, bossConfig, foi) {
appendBossTaskReward(p, mapNode.WinBonusID, 1, rewards)
}
if rewards != nil && rewards.HasReward() {
p.SendPackCmd(8004, rewards)
}
}
func grantMonsterFightRewards(p *player.Player, foi model.FightOverInfo, monster *model.PetInfo) *fightinfo.S2C_GET_BOSS_MONSTER {
rewards := &fightinfo.S2C_GET_BOSS_MONSTER{}
if p == nil || monster == nil || foi.Reason != 0 || foi.WinnerId != p.Info.UserID || !p.CanGet() {
return rewards
}
petCfg, ok := xmlres.PetMAP[int(monster.ID)]
if !ok {
return rewards
}
exp := uint32(petCfg.YieldingExp) * monster.Level / 7
addlevel, poolevel := p.CanGetExp()
addexp := gconv.Float32(addlevel * gconv.Float32(exp))
poolexp := gconv.Float32(poolevel) * gconv.Float32(exp)
p.ItemAdd(3, int64(poolexp+addexp))
rewards.AddItem(rewardItemExpPool, uint32(poolexp))
p.AddPetExp(foi.Winpet, int64(addexp))
if p.CanGetItem() {
itemID := p.GetSpace().GetDrop()
if itemID != 0 {
count := uint32(grand.N(1, 2))
if p.ItemAdd(itemID, int64(count)) {
rewards.AddItem(uint32(itemID), count)
}
}
}
petType := int64(petCfg.Type)
if monster.IsShiny() && p.CanGetXUAN() && petType < 16 {
xuanID := uint32(400686 + petType)
count := uint32(grand.N(1, 2))
if p.ItemAdd(int64(xuanID), int64(count)) {
rewards.AddItem(xuanID, count)
}
}
if foi.Winpet != nil {
foi.Winpet.AddEV(petCfg.YieldingEVValues)
}
return rewards
}
func appendBossTaskReward(p *player.Player, taskID int, outState int, rewards *fightinfo.S2C_GET_BOSS_MONSTER) {
if p == nil || rewards == nil || !p.IsLogin || taskID <= 0 {
return
}
if p.Info.GetTask(taskID) == model.Completed {
return
}
granted, err := p.ApplyTaskCompletion(uint32(taskID), outState, nil)
if err != 0 {
return
}
p.Info.SetTask(taskID, model.Completed)
rewards.BonusID = uint32(taskID)
if granted == nil {
return
}
if granted.Pet != nil {
rewards.PetID = granted.Pet.ID
rewards.CaptureTm = granted.Pet.CatchTime
}
for _, item := range granted.Items {
rewards.AddItemInfo(item)
}
}
func buildNpcMonsterInfo(refPet player.OgrePetInfo, mapID uint32) (*model.PetInfo, *model.PlayerInfo, errorcode.ErrorCode) {
if refPet.ID == 0 {
return nil, nil, errorcode.ErrorCodes.ErrPokemonNotExists
@@ -354,8 +269,46 @@ func buildNpcMonsterInfo(refPet player.OgrePetInfo, mapID uint32) (*model.PetInf
}
func handleNpcFightRewards(p *player.Player, foi model.FightOverInfo, monster *model.PetInfo) {
rewards := grantMonsterFightRewards(p, foi, monster)
if foi.Reason != 0 || foi.WinnerId != p.Info.UserID || !p.CanGet() {
return
}
petCfg, ok := xmlres.PetMAP[int(monster.ID)]
if !ok {
return
}
exp := uint32(petCfg.YieldingExp) * monster.Level / 7
addlevel, poolevel := p.CanGetExp()
addexp := gconv.Float32(addlevel * gconv.Float32(exp))
poolexp := gconv.Float32(poolevel) * gconv.Float32(exp)
rewards := &fightinfo.S2C_GET_BOSS_MONSTER{}
p.ItemAdd(3, int64(poolexp+addexp))
rewards.AddItem(rewardItemExpPool, uint32(poolexp))
p.AddPetExp(foi.Winpet, int64(addexp))
if p.CanGetItem() {
itemID := p.GetSpace().GetDrop()
if itemID != 0 {
count := uint32(grand.N(1, 2))
if p.ItemAdd(itemID, int64(count)) {
rewards.AddItem(uint32(itemID), count)
}
}
}
petType := int64(petCfg.Type)
if monster.IsShiny() && p.CanGetXUAN() && petType < 16 {
xuanID := uint32(400686 + petType)
count := uint32(grand.N(1, 2))
if p.ItemAdd(int64(xuanID), int64(count)) {
rewards.AddItem(xuanID, count)
}
}
if rewards.HasReward() {
p.SendPackCmd(8004, rewards)
}
foi.Winpet.AddEV(petCfg.YieldingEVValues)
}

View File

@@ -15,6 +15,8 @@ import (
const (
// ItemDefaultLeftTime 道具默认剩余时间(毫秒)
ItemDefaultLeftTime = 360000
// UniversalNatureItemID 全能性格转化剂Ω
UniversalNatureItemID uint32 = 300136
)
// GetUserItemList 获取用户道具列表
@@ -187,6 +189,14 @@ func (h Controller) ResetNature(data *C2S_PET_RESET_NATURE, c *player.Player) (r
return nil, errorcode.ErrorCodes.Err10401
}
if data.ItemId != UniversalNatureItemID {
return nil, errorcode.ErrorCodes.ErrItemUnusable
}
if _, ok := xmlres.NatureRootMap[int(data.Nature)]; !ok {
return nil, errorcode.ErrorCodes.ErrItemUnusable
}
if c.Service.Item.CheakItem(data.ItemId) <= 0 {
return nil, errorcode.ErrorCodes.ErrInsufficientItems
}