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feat(boss_fight): 完善宠物捕获和战斗奖励机制 - 在宠物捕获时记录当前地图ID作为CatchMap - 将经验值奖励改为通过道具系统发放,统一使用ItemAdd方法处理 - 调整EXP奖励的计算方式,移除原有S2C_GET_BOSS_MONSTER中的EXP字段 feat(arena): 优化竞技场对战奖励和EV分配 - 将竞技场胜利奖励的EV值
53 lines
1.4 KiB
Go
53 lines
1.4 KiB
Go
package controller
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import (
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"blazing/common/socket/errorcode"
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"blazing/logic/service/fight"
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"blazing/logic/service/pet"
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"blazing/logic/service/player"
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"github.com/samber/lo"
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)
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// PetEVDiy 自定义分配宠物努力值(EV)
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// data: 包含宠物捕获时间和EV分配数据的输入信息
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// c: 当前玩家对象
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// 返回: 分配结果和错误码
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func (h Controller) PetEVDiy(data *pet.PetEV, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
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_, currentPet, found := c.FindPet(data.CacthTime)
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if !found {
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return nil, errorcode.ErrorCodes.Err10401
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}
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// 分配超过510的数据
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if lo.Sum(data.EVs[:]) > 510 {
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return nil, errorcode.ErrorCodes.Err10401
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}
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for i, evValue := range data.EVs {
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// 分配超过255的数据
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if evValue > 255 {
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return nil, errorcode.ErrorCodes.Err10401
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}
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// 分配比之前点数少的
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if evValue < currentPet.Ev[i] {
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return nil, errorcode.ErrorCodes.Err10401
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}
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}
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if lo.Sum(data.EVs[:]) < lo.Sum(currentPet.Ev[:]) {
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return nil, errorcode.ErrorCodes.Err10401
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}
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usedEV := lo.Sum(data.EVs[:]) - lo.Sum(currentPet.Ev[:])
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// 加的比池子还多
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if int64(usedEV) > c.Info.EVPool {
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return nil, errorcode.ErrorCodes.Err10401
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}
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currentPet.Ev = data.EVs
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currentPet.CalculatePetPane(false)
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c.Info.EVPool -= int64(usedEV)
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// result = &pet.S2C_50001{}
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// result.UseEV = -int32(usedEV)
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return result, 0
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}
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