274 lines
7.5 KiB
Go
274 lines
7.5 KiB
Go
package model
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import (
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"blazing/common/data/xmlres"
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"blazing/cool"
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"time"
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)
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const TableNamePet = "pet"
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// Pet mapped from table <pet>
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type Pet struct {
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*cool.Model
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PlayerID uint32 `gorm:"not null;index:idx_pet_by_player_id;comment:'所属玩家ID'" json:"player_id"`
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InBag int `gorm:"not null;comment:'是否在背包中'" json:"in_bag"` //"0为放入仓库,1为放入背包
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CatchTime uint32 `gorm:"not null;comment:'捕捉时间'" json:"catch_time"`
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// Owner uint32 `struc:"skip"` //仅作为存储
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// FreedTime uint32 `struc:"skip"` //放生时间
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//是否可交易,这里应该定义在精灵ID里
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//是否上架
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Data string `gorm:"type:text;not null;comment:'精灵全部数据'" json:"data"`
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}
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func LastFourElements[T any](s []T) []T {
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n := len(s)
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if n <= 4 {
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// 切片长度小于等于4时,返回整个切片
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return s
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}
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// 切片长度大于4时,返回最后4个元素(从n-4索引到末尾)
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return s[n-4:]
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}
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// * @param petTypeId 精灵类型ID
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// * @param individualValue 个体值
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// * @param natureId 性格ID
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// * @param abilityTypeEnum 特性类型
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// * @param isShiny 是否为闪光
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// * @param level 等级
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// * @return 生成的精灵实体
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func GenPetInfo(id, dv, natureId, abilityTypeEnum, shinyid, level uint32) *PetInfo {
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p := &PetInfo{ID: id,
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Shiny: shinyid, //闪光
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Nature: natureId, //性格
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Dv: dv,
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EffectInfo: make([]PetEffectInfo, 0),
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CatchTime: uint32(time.Now().Unix()),
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Level: level} //等级
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p.EffectInfo = append(p.EffectInfo, PetEffectInfo{ItemID: abilityTypeEnum})
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naxml := xmlres.NatureRootMap[int(natureId)]
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petxml := xmlres.PetMAP[int(id)]
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tttt := make([]uint32, 0)
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for _, v := range petxml.LearnableMoves.Moves {
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if p.Level >= uint32(v.LearningLv) {
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tttt = append(tttt, uint32(v.ID))
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}
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}
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tttt = LastFourElements(tttt) //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 < len(tttt); i++ {
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p.SkillList[i].ID = tttt[i]
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p.SkillList[i].Pp = uint32(xmlres.SkillMap[int(tttt[i])].MaxPP)
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}
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p.SkillListLen = uint32(len(tttt))
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// 计算各项属性
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hp := p.CalculatePetHPPanelSize(
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uint32(petxml.HP),
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p.Dv,
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p.Level,
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p.EvHp,
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)
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attack := p.CalculatePetPanelSize(
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uint32(petxml.Atk),
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p.Dv,
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p.Level,
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p.EvAttack,
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naxml.AttackCorrect,
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)
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defense := p.CalculatePetPanelSize(
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uint32(petxml.Def),
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p.Dv,
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p.Level,
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p.EvDefence,
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naxml.DefenseCorrect,
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)
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specialAttack := p.CalculatePetPanelSize(
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uint32(petxml.SpAtk),
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p.Dv,
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p.Level,
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p.EvSpecialAttack,
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naxml.SaCorrect,
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)
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specialDefense := p.CalculatePetPanelSize(
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uint32(petxml.SpDef),
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p.Dv,
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p.Level,
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p.EvSpecialDefense,
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naxml.SdCorrect,
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)
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speed := p.CalculatePetPanelSize(
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uint32(petxml.Spd),
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p.Dv,
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p.Level,
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p.EvSpeed,
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naxml.SpeedCorrect,
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)
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// 设置计算结果
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p.MaxHp = hp
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p.Hp = hp
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p.Attack = attack
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p.Defence = defense
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p.SpecialAttack = specialAttack
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p.SpecialDefence = specialDefense
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p.Speed = speed
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return p
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}
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// 计算HP面板值(无性格修正)
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func (c *PetInfo) CalculatePetHPPanelSize(base, dv, level, ev uint32) uint32 {
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return uint32((float64(base)*2+float64(ev)/4.0+float64(dv))*(float64(level)/100.0) + float64(level) + 10)
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}
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// 计算其他属性面板值(带性格修正)
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func (c *PetInfo) CalculatePetPanelSize(base, dv, level, ev uint32, natureCorrect float64) uint32 {
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base1 := float64((float64(base)*2+float64(ev)/4.0+float64(dv))*(float64(level)/100.0) + 5)
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return uint32(float64(base1) * natureCorrect)
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}
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// PetInfo 精灵信息结构(合并后的优化版本)
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type PetInfo struct {
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// 精灵编号(@UInt long → uint32)
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ID uint32 `fieldDesc:"精灵编号" `
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// 名字:默认为全0,补齐到16字节(固定长度 → [16]byte)
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Name string `struc:"[16]byte" `
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// 个体值(@UInt long → uint32)
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Dv uint32 `fieldDesc:"个体值" `
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// 性格(@UInt long → uint32)
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Nature uint32 `fieldDesc:"性格" `
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// 等级(@UInt long → uint32)
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Level uint32 `fieldDesc:"等级" `
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// 当前等级已获得经验(@UInt long → uint32)
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Exp uint32 `fieldDesc:"当前等级已经获得的经验 2538" `
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// 当前等级所需经验(@UInt long → uint32)
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LvExp uint32 `fieldDesc:"当前等级所需的经验" `
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// 升到下一级的经验(@UInt long → uint32)
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NextLvExp uint32 `fieldDesc:"升到下一级的经验" `
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// 当前生命(@UInt long → uint32)
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Hp uint32 `fieldDesc:"当前生命" `
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// 最大生命(@UInt long → uint32)
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MaxHp uint32 `fieldDesc:"最大生命" `
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// 攻击(@UInt long → uint32)
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Attack uint32 `fieldDesc:"攻击" `
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// 防御(@UInt long → uint32)
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Defence uint32 `fieldDesc:"防御" `
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// 特攻(@UInt long → uint32)
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SpecialAttack uint32 `fieldDesc:"特攻" `
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// 特防(@UInt long → uint32)
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SpecialDefence uint32 `fieldDesc:"特防" `
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// 速度(@UInt long → uint32)
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Speed uint32 `fieldDesc:"速度" `
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// 生命学习力(@UInt long → uint32)
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EvHp uint32 `fieldDesc:"生命学习力" `
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// 攻击学习力(@UInt long → uint32)
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EvAttack uint32 `fieldDesc:"攻击学习力" `
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// 防御学习力(@UInt long → uint32)
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EvDefence uint32 `fieldDesc:"防御学习力" `
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// 特攻学习力(@UInt long → uint32)
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EvSpecialAttack uint32 `fieldDesc:"特攻学习力" `
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// 特防学习力(@UInt long → uint32,注意原Java拼写:evSpecialDefense)
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EvSpecialDefense uint32 `fieldDesc:"特防学习力" `
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// 速度学习力(@UInt long → uint32)
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EvSpeed uint32 `fieldDesc:"速度学习力" `
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SkillListLen uint32
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// 技能信息:固定4条,空则赋值0(固定长度List → [4]SkillInfo,零值即符合“赋值0”)
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SkillList [4]SkillInfo
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// 捕捉时间(@UInt long → 若为时间戳用uint32;若需时间类型可改为time.Time,需配合序列化处理)
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CatchTime uint32 `fieldDesc:"捕捉时间" `
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// 捕捉地图(@UInt long → uint32)
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CatchMap uint32 `fieldDesc:"捕捉地图" `
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// 未知默认0(@UInt long → uint32)
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CatchRect uint32 `fieldDesc:"未知默认为0" `
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// 捕获等级默认0(@UInt long → uint32)
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CatchLevel uint32 `fieldDesc:"捕获等级 默认为0" `
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EffectInfoLen uint16 `struc:"sizeof=EffectInfo"`
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// 特性列表:长度用UShort存储(变长List → []PetEffectInfo + 长度前缀规则)
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EffectInfo []PetEffectInfo `fieldDesc:"特性列表, 长度在头部以UShort存储" serialize:"lengthFirst,lengthType=uint16,type=structArray"`
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// 皮肤ID默认0(@UInt long → uint32)
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SkinID uint32 `fieldDesc:"皮肤id默认为0" `
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// 是否闪光(@UInt long → uint32,0=否,1=是)
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Shiny uint32 `fieldDesc:"是不是闪" `
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// AbilityType uint32 `struc:"skip"` //特性
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}
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// PetEffectInfo 精灵特性信息结构
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type PetEffectInfo struct {
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ItemID uint32 `struc:"uint32" json:"item_id"`
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Status byte `struc:"byte" json:"status"`
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LeftCount byte `struc:"byte" json:"left_count"`
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EffectID uint16 `struc:"uint16" json:"effect_id"`
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Reserve1 byte `struc:"byte" json:"reserve1"`
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Reserve2 byte `struc:"byte" json:"reserve2"`
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Reserve3 byte `struc:"byte" json:"reserve3"`
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Reserve4 [13]byte `struc:"[13]byte" json:"reserve4"`
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}
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// SkillInfo 精灵技能信息结构(SkillInfo)
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type SkillInfo struct {
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ID uint32
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Pp uint32
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}
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// TableName Pet's table name
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func (*Pet) TableName() string {
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return TableNamePet
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}
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// GroupName Pet's table group
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func (*Pet) GroupName() string {
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return "default"
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}
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// NewPet create a new Pet
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func NewPet() *Pet {
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return &Pet{
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Model: cool.NewModel(),
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}
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}
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// init 创建表
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func init() {
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_ = cool.CreateTable(&Pet{})
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// fmt.Println(err)
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}
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