fix(monster): 调整闪光宠物生成概率并修复时间种子问题 将闪光宠物的生成条件从 `grand.Meet(1, 100)` 修改为 `grand.Meet(30, 100)`, 同时为 `RandSHiny` 方法增加时间偏移参数以提升随机性。 此外,修正了登录任务判断逻辑中的索引范围错误,字段命名优化以及部分冗余代码清理。 ```
193 lines
4.4 KiB
Go
193 lines
4.4 KiB
Go
package player
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import (
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"blazing/common/data/xmlres"
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"blazing/logic/service/common"
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"strings"
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"sync/atomic"
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"github.com/gogf/gf/v2/util/gconv"
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"github.com/gogf/gf/v2/util/grand"
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)
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// 2. 从 string 类型 slice 随机选一个元素
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func RandomStringFromSlice(s []string) string {
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randomIdx := grand.Intn(len(s))
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return s[randomIdx]
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}
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// 刷怪具体实现
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func (p *Player) SpawnMonsters() {
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// 获取当前地图的怪物配置
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// 创建数据包
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tt := common.NewTomeeHeader(2004, p.Info.UserID)
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p.genMonster() //生成野怪
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p.SendPack(tt.Pack(&p.OgreInfo))
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}
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// 应该根据怪物信息决定后端生成
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func (p *Player) genMonster() {
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var oldnum, newNum int
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p.monsters, oldnum, newNum = replaceOneNumber(p.monsters)
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// 设置怪物信息
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t1 := OgreInfo{}
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mapss, ok := xmlres.MonsterMap[gconv.Int(p.Info.MapID)]
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if ok && mapss.Monsters != nil {
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ok, _, _ := p.PlayerCaptureContext.Roll(mapss.Monsters.WildBonusProb, mapss.Monsters.WildBonusTotalProb)
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for i, m := range mapss.Monsters.Monsters { //这里是9个
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id := strings.Split(m.ID, " ")
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lv := strings.Split(m.Lv, " ")
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ttt := OgrePetInfo{}
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ttt.Id = gconv.Uint32(RandomStringFromSlice(id))
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if ttt.Id != 0 {
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ttt.Lv = gconv.Uint32(RandomStringFromSlice(lv))
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if xmlres.PetMAP[int(ttt.Id)].CatchRate != 0 && grand.Meet(30, 100) {
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ttt.RandSHiny(int64(i))
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}
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if len(id) == 1 { //说明这里只固定刷一个,概率变尼尔尼奥
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// nier, _, _ := p.Roll(10, 1000)
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// if nier {
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// ttt.Ext = 77
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// }
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nieo, _, _ := p.Roll(20, 1000)
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if nieo {
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ttt.Ext = 77
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if grand.Meet(1, 2) {
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ttt.Ext = 416
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}
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ttt.Lv = 16
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}
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}
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if ok {
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ttt.Item = uint32(mapss.Monsters.ItemBonusID)
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}
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}
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t1.Data[i] = ttt
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}
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}
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if atomic.CompareAndSwapUint32(&p.Canmon, 2, 1) {
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p.OgreInfo = OgreInfo{} //切地图清空
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for i := 0; i < 3; i++ {
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p.OgreInfo.Data[p.monsters[i]] = t1.Data[p.monsters[i]]
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}
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}
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p.OgreInfo.Data[oldnum] = OgrePetInfo{}
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p.OgreInfo.Data[newNum] = t1.Data[newNum]
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// for i, e := range p.OgreInfo.Data {
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// println(i, e.Id, len(e.ShinyInfo))
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// }
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}
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// 生成0-9之间三个不重复的随机数 进地图5s
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func generateThreeUniqueNumbers() [3]int {
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selected := make(map[int]bool)
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var result [3]int
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index := 0
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for index < 3 {
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num := grand.Intn(9)
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if !selected[num] {
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selected[num] = true
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result[index] = num
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index++
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}
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}
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return result
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}
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// 从三个数字中移除一个,并从剩余6个数字中选一个补充 10s
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func replaceOneNumber(original [3]int) ([3]int, int, int) {
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// 随机选择要移除的索引(0-2)
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removeIndex := grand.Intn(3)
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removedNum := original[removeIndex]
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// 找出所有不在原始数组中的数字(候选数字)
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candidates := []int{}
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originalMap := make(map[int]bool)
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for _, num := range original {
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originalMap[num] = true
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}
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for i := 0; i < 8; i++ {
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if !originalMap[i] {
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candidates = append(candidates, i)
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}
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}
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// 从候选数字中随机选择一个
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newNum := candidates[grand.Intn(len(candidates))]
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// 创建新数组并替换数字
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newNumbers := original
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newNumbers[removeIndex] = newNum
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return newNumbers, removedNum, newNum
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}
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func GenerateNormalizedColorMatrix() [20]uint8 {
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var matrix [20]uint8
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// ---------- R/G/B 通道:仅用 grand.N 生成整数(归一化映射) ----------
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// 生成权重(0~51):对应归一化系数 0.0~0.2(不会溢出)
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genWeight := func() uint8 { return uint8(grand.N(0, 2)) }
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// 生成偏移(0~25):对应归一化系数 0.0~0.1(不会溢出)
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genOffset := func() uint8 { return uint8(grand.N(0, 2)) }
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// R 通道(索引0-4)
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matrix[0] = genWeight()
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matrix[1] = genWeight()
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matrix[2] = genWeight()
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matrix[3] = genWeight()
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matrix[4] = genOffset()
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// G 通道(索引5-9)
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matrix[5] = genWeight()
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matrix[6] = genWeight()
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matrix[7] = genWeight()
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matrix[8] = genWeight()
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matrix[9] = genOffset()
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// B 通道(索引10-14)
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matrix[10] = genWeight()
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matrix[11] = genWeight()
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matrix[12] = genWeight()
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matrix[13] = genWeight()
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matrix[14] = genOffset()
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// ---------- A 通道:固定归一化值(无随机) ----------
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matrix[15] = 0 // 归一化系数 0.0
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matrix[16] = 0 // 归一化系数 0.0
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matrix[17] = 0 // 归一化系数 0.0
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matrix[18] = 1 // 归一化系数 1.0(透明度权重不变)
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matrix[19] = 0 // 归一化系数 0.0
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return matrix
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}
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