Merge branch 'main' of https://cnb.cool/blzing/blazing
All checks were successful
ci/woodpecker/push/my-first-workflow Pipeline was successful

This commit is contained in:
昔念
2026-04-15 22:17:08 +08:00
9 changed files with 112 additions and 24 deletions

View File

@@ -26,7 +26,7 @@ func (h Controller) EggGamePlay(data1 *C2S_EGG_GAME_PLAY, c *player.Player) (res
if data1.EggNum > 10 || data1.EggNum <= 0 {
return nil, errorcode.ErrorCode(errorcode.ErrorCodes.ErrSystemError)
}
if r <= 0 || data1.EggNum >= r {
if r <= 0 || data1.EggNum > r {
return nil, errorcode.ErrorCode(errorcode.ErrorCodes.ErrGachaTicketsInsufficient)
}
if err := c.Service.Item.UPDATE(400501, int(-data1.EggNum)); err != nil {

View File

@@ -15,21 +15,18 @@ func petSetExpLimit(currentPet *playermodel.PetInfo) int64 {
}
simulatedPet := *currentPet
var allowedExp int64
allowedExp := simulatedPet.NextLvExp - simulatedPet.Exp
if allowedExp < 0 {
allowedExp = 0
}
for simulatedPet.Level < 100 {
needExp := simulatedPet.NextLvExp - simulatedPet.Exp
if needExp <= 0 {
simulatedPet.Exp = simulatedPet.NextLvExp
simulatedPet.Level++
simulatedPet.Update(true)
continue
}
allowedExp += needExp
simulatedPet.Exp += needExp
for simulatedPet.Level < 100 && simulatedPet.NextLvExp > 0 {
simulatedPet.Level++
simulatedPet.Update(true)
if simulatedPet.Level >= 100 {
break
}
allowedExp += simulatedPet.NextLvExp
}
return allowedExp

View File

@@ -1,8 +1,16 @@
package player
import "blazing/modules/player/model"
type AI_player struct {
baseplayer
CanCapture int
BossScript string
}
func (p *AI_player) GetPetInfo(_ uint32) []model.PetInfo {
ret := make([]model.PetInfo, 0, len(p.Info.PetList))
ret = append(ret, p.Info.PetList...)
return ret
}

View File

@@ -35,15 +35,21 @@ func (p *Player) AddPetExp(petInfo *model.PetInfo, addExp int64) {
petInfo.Hp = utils.Min(currentHP, petInfo.MaxHp)
}
addExp = utils.Min(addExp, p.Info.ExpPool)
if addExp <= 0 {
return
}
originalLevel := petInfo.Level
exp := int64(petInfo.Exp) + addExp
allocatedExp := addExp
p.Info.ExpPool -= addExp //减去已使用的经验
gainedExp := exp //已获得的经验
for exp >= int64(petInfo.NextLvExp) {
currentExp := petInfo.Exp + addExp
for currentExp >= petInfo.NextLvExp && petInfo.NextLvExp > 0 {
petInfo.Level++
petInfo.Update(true)
currentExp -= petInfo.LvExp
}
petInfo.Exp = (exp)
petInfo.Exp = currentExp
// 重新计算面板
if originalLevel != petInfo.Level {
petInfo.CalculatePetPane(panelLimit)
@@ -78,7 +84,7 @@ func (p *Player) AddPetExp(petInfo *model.PetInfo, addExp int64) {
var petUpdateInfo info.UpdatePropInfo
copier.Copy(&petUpdateInfo, petInfo)
petUpdateInfo.Exp = uint32(gainedExp)
petUpdateInfo.Exp = uint32(allocatedExp)
updateOutbound.Data = append(updateOutbound.Data, petUpdateInfo)
p.SendPack(header.Pack(updateOutbound)) //准备包由各自发,因为协议不一样

View File

@@ -87,3 +87,71 @@ func TestAddPetExpRecalculatesPanelForLevelAbove100(t *testing.T) {
t.Fatalf("expected exp pool to be consumed normally, got %d", player.Info.ExpPool)
}
}
func TestAddPetExpSmallRewardDoesNotJumpToMaxLevel(t *testing.T) {
petID := firstPetIDForTest(t)
petInfo := playermodel.GenPetInfo(petID, 31, 0, 0, 20, nil, 0)
if petInfo == nil {
t.Fatalf("failed to generate test pet")
}
player := &Player{
baseplayer: baseplayer{
Info: &playermodel.PlayerInfo{
ExpPool: 1_000_000,
},
},
}
addExp := int64(100)
originalLevel := petInfo.Level
nextLevelNeed := petInfo.NextLvExp - petInfo.Exp
if addExp >= nextLevelNeed {
t.Fatalf("test setup invalid: addExp=%d should be smaller than next level need=%d", addExp, nextLevelNeed)
}
player.AddPetExp(petInfo, addExp)
if petInfo.Level != originalLevel {
t.Fatalf("expected level to stay at %d, got %d", originalLevel, petInfo.Level)
}
if petInfo.Exp != addExp {
t.Fatalf("expected current exp to increase by %d, got %d", addExp, petInfo.Exp)
}
if player.Info.ExpPool != 1_000_000-addExp {
t.Fatalf("expected exp pool to decrease by %d, got %d", addExp, player.Info.ExpPool)
}
}
func TestAddPetExpUsesDynamicPerLevelRequirement(t *testing.T) {
petID := firstPetIDForTest(t)
petInfo := playermodel.GenPetInfo(petID, 31, 0, 0, 20, nil, 0)
if petInfo == nil {
t.Fatalf("failed to generate test pet")
}
initialNeed := petInfo.NextLvExp
if initialNeed <= 0 {
t.Fatalf("expected positive exp requirement, got %d", initialNeed)
}
player := &Player{
baseplayer: baseplayer{
Info: &playermodel.PlayerInfo{
ExpPool: 1_000_000,
},
},
}
player.AddPetExp(petInfo, initialNeed)
if petInfo.Level != 21 {
t.Fatalf("expected pet level to become 21, got %d", petInfo.Level)
}
if petInfo.Exp != 0 {
t.Fatalf("expected level-up to reset current level exp, got %d", petInfo.Exp)
}
if petInfo.NextLvExp == initialNeed {
t.Fatalf("expected next level exp to change after leveling, still %d", petInfo.NextLvExp)
}
}

View File

@@ -48,7 +48,7 @@ func init() {
}
havs := itemService.CheakItem(400501)
if havs <= int64(count) {
if havs < int64(count) {
ctx.Send("扭蛋币不足,当前扭蛋币数量:" + gconv.String(havs))
return
}

View File

@@ -532,18 +532,20 @@ func (petinfo *PetInfo) Update(isup bool) {
if evolveCount >= maxEvolveTimes {
break
}
// 进化完成后,统一更新经验(原逻辑保留)
petinfo.LvExp = petinfo.NextLvExp
// 获取当前宠物形态的配置
basic, ok := xmlres.PetMAP[int(petinfo.ID)]
// 配置不存在,直接退出循环
if !ok {
break
}
petinfo.NextLvExp = calculateExperience(petinfo.Level, basic.GetBasic())
if !isup {
petinfo.LvExp = calculatePreviousLevelExperience(petinfo.Level, basic.GetBasic())
petinfo.NextLvExp = calculateExperience(petinfo.Level, basic.GetBasic())
return
}
// 升级时保留上一等级需求,供经验结算使用。
petinfo.LvExp = petinfo.NextLvExp
petinfo.NextLvExp = calculateExperience(petinfo.Level, basic.GetBasic())
// 检查是否满足进化条件
canEvolve := basic.EvolvesTo != 0 && // 有明确的进化目标
int(petinfo.Level) >= basic.EvolvingLv && // 等级达到进化要求
@@ -561,6 +563,13 @@ func (petinfo *PetInfo) Update(isup bool) {
}
func calculatePreviousLevelExperience(level uint32, baseValue uint32) int64 {
if level <= 1 {
return 0
}
return calculateExperience(level-1, baseValue)
}
// calculateExperience 计算指定等级和种族值所需的经验值
// level: 当前等级
// baseValue: 种族值

View File

@@ -61,7 +61,7 @@ func (s *ItemService) UPDATE(id uint32, count int) error {
if ok {
updateModel := s.dbm(s.Model).Where("item_id", id)
if count < 0 {
updateModel = updateModel.Where("item_cnt + ? > 0", count)
updateModel = updateModel.Where("item_cnt + ? >= 0", count)
}
result, err := updateModel.Increment("item_cnt", count)

View File

@@ -173,7 +173,7 @@ func updateItemCountTx(tx gdb.TX, userID uint32, id uint32, count int) error {
Where("is_vip", cool.Config.ServerInfo.IsVip).
Where("item_id", id)
if count < 0 {
updateModel = updateModel.Where("item_cnt + ? > 0", count)
updateModel = updateModel.Where("item_cnt + ? >= 0", count)
}
result, err := updateModel.Increment("item_cnt", count)