Merge branch 'main' of https://cnb.cool/blzing/blazing
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@@ -1,8 +1,16 @@
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package player
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import "blazing/modules/player/model"
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type AI_player struct {
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baseplayer
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CanCapture int
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BossScript string
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}
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func (p *AI_player) GetPetInfo(_ uint32) []model.PetInfo {
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ret := make([]model.PetInfo, 0, len(p.Info.PetList))
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ret = append(ret, p.Info.PetList...)
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return ret
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}
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@@ -35,15 +35,21 @@ func (p *Player) AddPetExp(petInfo *model.PetInfo, addExp int64) {
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petInfo.Hp = utils.Min(currentHP, petInfo.MaxHp)
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}
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addExp = utils.Min(addExp, p.Info.ExpPool)
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if addExp <= 0 {
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return
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}
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originalLevel := petInfo.Level
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exp := int64(petInfo.Exp) + addExp
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allocatedExp := addExp
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p.Info.ExpPool -= addExp //减去已使用的经验
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gainedExp := exp //已获得的经验
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for exp >= int64(petInfo.NextLvExp) {
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currentExp := petInfo.Exp + addExp
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for currentExp >= petInfo.NextLvExp && petInfo.NextLvExp > 0 {
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petInfo.Level++
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petInfo.Update(true)
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currentExp -= petInfo.LvExp
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}
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petInfo.Exp = (exp)
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petInfo.Exp = currentExp
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// 重新计算面板
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if originalLevel != petInfo.Level {
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petInfo.CalculatePetPane(panelLimit)
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@@ -78,7 +84,7 @@ func (p *Player) AddPetExp(petInfo *model.PetInfo, addExp int64) {
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var petUpdateInfo info.UpdatePropInfo
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copier.Copy(&petUpdateInfo, petInfo)
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petUpdateInfo.Exp = uint32(gainedExp)
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petUpdateInfo.Exp = uint32(allocatedExp)
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updateOutbound.Data = append(updateOutbound.Data, petUpdateInfo)
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p.SendPack(header.Pack(updateOutbound)) //准备包由各自发,因为协议不一样
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@@ -87,3 +87,71 @@ func TestAddPetExpRecalculatesPanelForLevelAbove100(t *testing.T) {
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t.Fatalf("expected exp pool to be consumed normally, got %d", player.Info.ExpPool)
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}
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}
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func TestAddPetExpSmallRewardDoesNotJumpToMaxLevel(t *testing.T) {
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petID := firstPetIDForTest(t)
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petInfo := playermodel.GenPetInfo(petID, 31, 0, 0, 20, nil, 0)
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if petInfo == nil {
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t.Fatalf("failed to generate test pet")
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}
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player := &Player{
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baseplayer: baseplayer{
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Info: &playermodel.PlayerInfo{
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ExpPool: 1_000_000,
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},
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},
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}
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addExp := int64(100)
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originalLevel := petInfo.Level
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nextLevelNeed := petInfo.NextLvExp - petInfo.Exp
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if addExp >= nextLevelNeed {
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t.Fatalf("test setup invalid: addExp=%d should be smaller than next level need=%d", addExp, nextLevelNeed)
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}
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player.AddPetExp(petInfo, addExp)
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if petInfo.Level != originalLevel {
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t.Fatalf("expected level to stay at %d, got %d", originalLevel, petInfo.Level)
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}
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if petInfo.Exp != addExp {
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t.Fatalf("expected current exp to increase by %d, got %d", addExp, petInfo.Exp)
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}
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if player.Info.ExpPool != 1_000_000-addExp {
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t.Fatalf("expected exp pool to decrease by %d, got %d", addExp, player.Info.ExpPool)
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}
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}
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func TestAddPetExpUsesDynamicPerLevelRequirement(t *testing.T) {
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petID := firstPetIDForTest(t)
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petInfo := playermodel.GenPetInfo(petID, 31, 0, 0, 20, nil, 0)
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if petInfo == nil {
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t.Fatalf("failed to generate test pet")
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}
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initialNeed := petInfo.NextLvExp
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if initialNeed <= 0 {
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t.Fatalf("expected positive exp requirement, got %d", initialNeed)
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}
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player := &Player{
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baseplayer: baseplayer{
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Info: &playermodel.PlayerInfo{
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ExpPool: 1_000_000,
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},
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},
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}
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player.AddPetExp(petInfo, initialNeed)
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if petInfo.Level != 21 {
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t.Fatalf("expected pet level to become 21, got %d", petInfo.Level)
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}
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if petInfo.Exp != 0 {
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t.Fatalf("expected level-up to reset current level exp, got %d", petInfo.Exp)
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}
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if petInfo.NextLvExp == initialNeed {
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t.Fatalf("expected next level exp to change after leveling, still %d", petInfo.NextLvExp)
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}
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}
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