refactor(login): 重构登录重置逻辑,使用 defer 替代 goroutine 将每日任务重置逻辑从 goroutine 改为 defer 执行,确保在函数结束时正确重置任务状态。 同时将 TaskInfo 中的 Info 字段重命名为 Data,保持结构一致性。 refactor(task): 统一任务数据字段名为 Data 将 task 相关结构体中的 Info 字段统一
288 lines
8.6 KiB
Go
288 lines
8.6 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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"math/rand"
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"time"
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"github.com/gogf/gf/v2/util/gconv"
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)
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// 除数数组(放大100倍)
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// 数组按递增顺序排列,用于判断个体值等级
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var divisors = []int{
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600, 1200, 1900, 2700, 3600, 4600, 5700, 6900, 8200, 9600,
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11100, 12700, 14400, 16200, 18100, 20100, 22100, 24000,
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25800, 27500, 29100, 30600, 32000, 33300, 34500, 35600,
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36600, 37500, 38300, 39000, 39600,
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}
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// CalculateIndividual 根据给定的a值计算个体值
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// 返回值表示a大于等于多少个除数(范围:0-31)
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func CalculateIndividual(a int) int {
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individual := 0
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for _, divisor := range divisors {
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if a >= divisor {
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individual++
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} else {
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break // 数组是递增的,可提前跳出循环
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}
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}
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return individual
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}
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// CalculateIndividualValue 计算个体值(0-31)
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// 接收外部随机数生成器,便于控制随机性和复用
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func CalculateIndividualValue(random *rand.Rand) int {
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// 生成0-40000的随机数,作为个体值计算的输入
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a := random.Intn(40001)
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return CalculateIndividual(a)
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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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type PetS struct {
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Pet
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Data []PetInfo `orm:"data" dc:"资源规格"`
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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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// -1是随机
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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 int, dv, natureId, abilityTypeEnum, shinyid, level int) *PetInfo {
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// 设置随机数种子,确保每次运行生成不同的随机数序列
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rand.Seed(time.Now().UnixNano())
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p := &PetInfo{ID: uint32(id),
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EffectInfo: make([]PetEffectInfo, 0),
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CatchTime: uint32(time.Now().Unix()),
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Level: uint32(level)} //等级
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if shinyid != -1 {
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p.Shiny = uint32(shinyid)
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} else {
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}
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if natureId != -1 {
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p.Nature = uint32(natureId)
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} else {
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p.Nature = uint32(rand.Intn(25))
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}
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if dv != -1 {
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p.Dv = uint32(dv)
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} else {
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p.Dv = uint32(CalculateIndividualValue(rand.New(rand.NewSource(time.Now().UnixNano()))))
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}
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if abilityTypeEnum != -1 {
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if abilityTypeEnum != 0 {
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v := xmlres.PlayerEffectMAP[int(abilityTypeEnum)]
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p.EffectInfo = append(p.EffectInfo, PetEffectInfo{
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Idx: uint16(gconv.Int16(v.Idx)),
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Status: 1,
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EID: uint16(gconv.Int16(v.Eid)),
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Args: v.ArgsS,
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})
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}
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} else {
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for i, v := range xmlres.PlayerEffectMAP {
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if rand.Intn(len(xmlres.PlayerEffectMAP)) == i {
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p.EffectInfo = append(p.EffectInfo, PetEffectInfo{
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Idx: uint16(gconv.Int16(v.Idx)),
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Status: 1,
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EID: uint16(gconv.Int16(v.Eid)),
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Args: v.ArgsS,
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})
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}
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}
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}
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tttt := LastFourElements(p.GetLevelRangeCanLearningSkills(0, p.Level)) //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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p.CalculatePetPane()
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p.Hp = p.MaxHp
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return p
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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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// * battle_lv: atk(0), def(1), sp_atk(2), sp_def(3), spd(4), accuracy(5)
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Prop [5]uint32 `fieldDesc:"属性" `
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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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// <!-- NewSeIdx: 精灵特效索引 (默认0: 无效) -->
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// <!-- Type: 0 - 仅单人战斗; 1 - 仅组队战斗; 2 - both; (默认0: 仅单人) -->
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// <!-- Eid: 精灵特效eid (默认0: 无效) -->
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// <!-- Stat: 精灵特效Stat: 0: 无效(默认值), 1: 永久, 2: 有`有效次数'的特效 3: 爆发特效 4: 异能精灵特质-->
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// <!-- Times: 精灵特效可使用次数: 当type==2时有效 (默认值:0) -->
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// <!-- Args: 特效参数, 不超过8个 (注意: 每个参数不能超过 65535) -->
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// <!-- AdditionType:特效加成类型 1 种族值加成 2 技能威力加成 -->
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type PetEffectInfo struct {
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ItemID uint32 `struc:"uint32" json:"item_id"` //如果是能量珠,就显示
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Idx uint16 `struc:"skip" json:"new_se_idx"`
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Status byte `struc:"byte" json:"status"` //特性为1,能量珠为2
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LeftCount byte `struc:"byte" json:"left_count"` //剩余次数
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EID uint16 `struc:"uint16" json:"effect_id"` //特效ID
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ArgsLen uint32 `struc:"sizeof=Args"`
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Args []int ` json:"Args"` //自定义参数装载
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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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