```
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feat(fight): 新增疲惫状态并优化睡眠状态机制

- 实现疲惫状态(StatusTired),仅限制攻击技能,允许属性技能正常使用
- 重构睡眠状态,改为在被攻击且未miss时立即解除,而非技能使用后
- 修复寄生种子效果触发时机,改为回合开始时触发
- 调整寄生效果的目标为技能施放者而非
This commit is contained in:
昔念
2026-04-13 21:06:45 +08:00
parent ce1a2a3588
commit f95fd49efd
12 changed files with 322 additions and 42 deletions

View File

@@ -17,7 +17,6 @@ func (player *Player) WarehousePetList() []model.PetInfo {
return make([]model.PetInfo, 0)
}
result := make([]model.PetInfo, 0, len(allPets))
return result
@@ -25,7 +24,17 @@ func (player *Player) WarehousePetList() []model.PetInfo {
// AddPetExp 添加宠物经验
func (p *Player) AddPetExp(petInfo *model.PetInfo, addExp int64) {
if addExp < 0 {
if petInfo == nil || addExp <= 0 {
return
}
if petInfo.Level >= 100 {
petInfo.Level = 100
petInfo.Exp = 0
petInfo.Update(false)
petInfo.CalculatePetPane(100)
if petInfo.Hp > petInfo.MaxHp {
petInfo.Hp = petInfo.MaxHp
}
return
}
addExp = utils.Min(addExp, p.Info.ExpPool)
@@ -33,19 +42,17 @@ func (p *Player) AddPetExp(petInfo *model.PetInfo, addExp int64) {
exp := int64(petInfo.Exp) + 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) {
for petInfo.Level < 100 && exp >= int64(petInfo.NextLvExp) {
petInfo.Level++
exp -= int64(petInfo.LvExp)
petInfo.Update(true)
if originalLevel < 100 && petInfo.Level == 100 { //升到100了
p.Info.ExpPool += exp //减去已使用的经验
gainedExp -= exp
exp = 0
break //停止升级
}
}
if petInfo.Level >= 100 {
p.Info.ExpPool += exp // 超出100级上限的经验退回经验池
gainedExp -= exp
exp = 0
}
petInfo.Exp = (exp)
// 重新计算面板

View File

@@ -0,0 +1,80 @@
package player
import (
"blazing/common/data/xmlres"
playermodel "blazing/modules/player/model"
"testing"
)
func firstPetIDForTest(t *testing.T) int {
t.Helper()
for id := range xmlres.PetMAP {
return id
}
t.Fatal("xmlres.PetMAP is empty")
return 0
}
func TestAddPetExpStopsAtLevel100(t *testing.T) {
petID := firstPetIDForTest(t)
petInfo := playermodel.GenPetInfo(petID, 31, 0, 0, 99, nil, 0)
if petInfo == nil {
t.Fatalf("failed to generate test pet")
}
player := &Player{
baseplayer: baseplayer{
Info: &playermodel.PlayerInfo{
ExpPool: 1_000_000,
},
},
}
player.AddPetExp(petInfo, petInfo.NextLvExp+10_000)
if petInfo.Level != 100 {
t.Fatalf("expected pet level to stop at 100, got %d", petInfo.Level)
}
if petInfo.Exp != 0 {
t.Fatalf("expected pet exp to reset at level cap, got %d", petInfo.Exp)
}
}
func TestAddPetExpDoesNotConsumePoolAboveLevel100(t *testing.T) {
petID := firstPetIDForTest(t)
petInfo := playermodel.GenPetInfo(petID, 31, 0, 0, 100, nil, 0)
if petInfo == nil {
t.Fatalf("failed to generate test pet")
}
petInfo.Level = 101
petInfo.MaxHp = 1
petInfo.Hp = 999999
player := &Player{
baseplayer: baseplayer{
Info: &playermodel.PlayerInfo{
ExpPool: 50_000,
},
},
}
player.AddPetExp(petInfo, 12_345)
if petInfo.Level != 100 {
t.Fatalf("expected level to be normalized to 100, got %d", petInfo.Level)
}
if player.Info.ExpPool != 50_000 {
t.Fatalf("expected exp pool to remain unchanged, got %d", player.Info.ExpPool)
}
if petInfo.Exp != 0 {
t.Fatalf("expected exp to reset after normalization, got %d", petInfo.Exp)
}
if petInfo.MaxHp <= 1 {
t.Fatalf("expected pet panel to be recalculated, got max hp %d", petInfo.MaxHp)
}
if petInfo.Hp != petInfo.MaxHp {
t.Fatalf("expected hp to be clamped to recalculated max hp, got hp=%d maxHp=%d", petInfo.Hp, petInfo.MaxHp)
}
}