798 lines
21 KiB
Go
798 lines
21 KiB
Go
package model
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import (
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"blazing/common/data"
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"blazing/common/data/xmlres"
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"blazing/common/utils"
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"blazing/cool"
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"encoding/json"
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"blazing/modules/config/model"
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"blazing/modules/config/service"
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"errors"
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"fmt"
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"math"
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"time"
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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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"github.com/jinzhu/copier"
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"github.com/samber/lo"
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)
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const TableNamePet = "player_pet"
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// Pet mapped from table <pet>
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type Pet struct {
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Base
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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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Free int `gorm:"not null;default:0;comment:'是否放生'" json:"free"` //"0为放入仓库,1为放生,2为上架
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CatchTime uint32 `gorm:"not null;comment:'捕捉时间'" json:"catch_time"` //唯一键
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SalePrice uint32 `gorm:"not null;default:0;comment:'出售价格'" json:"sale_price"`
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SaleCount uint32 `gorm:"not null;default:0;comment:'出售次数'" json:"sale_count"`
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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 PetInfo `gorm:"type:jsonb;not null;comment:'精灵全部数据'" json:"data"`
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}
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// GetOffShelfFee 计算商品下架扣费规则
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// 返回值:allowOffShelf(是否允许下架), feeRate(扣费比例), err(错误信息)
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func (tt *Pet) GetOffShelfFee() (bool, float64, error) {
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// 获取当前时间
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now := time.Now()
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// 计算上架到现在的时长(小时)
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duration := now.Sub(tt.UpdateTime.Time)
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hours := duration.Hours()
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// 阶段1:0-24小时(展示期,可下架但阶梯扣费)
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if hours >= 0 && hours < 24 {
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switch {
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case hours < 6:
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// 0-6小时:0扣费,允许下架
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return true, 0.0, nil
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case hours < 12:
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// 6-12小时:扣30%,允许下架
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return true, 0.3, nil
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case hours < 18:
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// 12-18小时:扣60%,允许下架
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return true, 0.6, nil
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case hours < 24:
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// 18-24小时:扣90%,允许下架
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return true, 0.9, nil
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}
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}
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// 阶段2:24-30小时(禁止下架)
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if hours >= 24 && hours < 30 {
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return false, 0.0, errors.New("24-30小时交易期,禁止下架")
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}
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// 阶段3:30小时后(自由下架,0扣费)
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if hours >= 30 {
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return true, 0.0, nil
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}
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// 异常情况(上架时间在未来)
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return false, 0.0, errors.New("商品未到上架时间,无法操作下架")
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}
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// CalculateOffShelfAmount 根据扣费比例计算实际扣费金额
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func (tt *Pet) CalculateOffShelfAmount(feeRate float64) float64 {
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return float64(tt.SalePrice) * feeRate
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}
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type Attr uint32
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func (r Attr) sub() uint32 {
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if r > 0 {
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return uint32(r) - 1
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}
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return 0
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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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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" json:"Name,omitempty"`
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Gender int `struc:"uint16" fieldDesc:"性别" ` //0:无性别,1:雄性, 2:雌性
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//generation
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Generation uint16 `fieldDesc:"世代" `
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Dv uint32 `struc:"uint32" `
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Nature uint32 `fieldDesc:"性格" `
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Level uint32 `fieldDesc:"等级" `
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Exp int64 `struc:"uint32"`
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LvExp int64 `struc:"uint32"`
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NextLvExp int64 `struc:"uint32"`
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Hp 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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// * ev:生命学习力,攻击学习力,防御学习力,特攻学习力,特防学习力,速度学习力
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Ev [6]uint32 `fieldDesc:"属性" `
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SkillListLen uint32 `struc:"sizeof=SkillList" json:"-"`
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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 []SkillInfo
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CatchTime uint32 //显式忽略,不参与序列化
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OldCatchTime uint32 `struc:"skip" fieldDesc:"旧捕捉时间" `
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CatchMap uint32 `json:"CatchMap,omitempty"`
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CatchRect uint32 `json:"CatchRect,omitempty"`
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CatchLevel uint32 `fieldDesc:"捕获等级 默认为0" `
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EffectInfoLen uint16 `struc:"sizeof=EffectInfo" json:"-"`
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// 特性列表:长度用UShort存储(变长List → []PetEffectInfo + 长度前缀规则) 第一个一定是特性
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EffectInfo []PetEffectInfo
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SkinID uint32 `fieldDesc:"皮肤id默认为0" `
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ShinyLen uint32 `struc:"sizeof=ShinyInfo"`
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ShinyInfo []data.GlowFilter `json:"ShinyInfo,omitempty"`
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//时间轮转,然后effect根据type同时只共存一个,特性是1 特质是1,柱子是两种,魂印是一个,然后异色字段,然后特训技能字段
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ExtSKill []uint32 `struc:"skip"` //特训技能
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ExtSkin []uint32 `struc:"skip"` //可用皮肤
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}
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func (pet *PetInfo) ConfigBoss(bm model.PetBaseConfig) {
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var color data.GlowFilter
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err := json.Unmarshal([]byte(bm.Color), &color)
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if err == nil && color.Alpha != 0 {
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pet.ShinyInfo = append(pet.ShinyInfo, color)
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}
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if bm.Hp != 0 {
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pet.Hp = uint32(bm.Hp)
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pet.MaxHp = uint32(bm.Hp)
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}
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if len(bm.Prop) == 5 {
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for i := 0; i < 5; i++ {
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if bm.Prop[i] != 0 {
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pet.Prop[i] = bm.Prop[i]
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}
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}
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//monster.Prop = [5]uint32(bm.Prop)
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}
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if len(bm.SKill) != 0 {
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for i := 0; i < 4; i++ {
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if bm.SKill[i] != 0 {
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pet.SkillList[i].ID = bm.SKill[i]
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}
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}
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}
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}
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func (pet *PetInfo) Type() int {
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return xmlres.PetMAP[int(pet.ID)].Type
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}
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func (pet *PetInfo) ModelHP(tt int64) {
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if pet.Hp <= 0 {
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if tt > int64(pet.Hp) {
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pet.Hp = 0
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} else {
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pet.Hp += uint32(tt)
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}
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} else {
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pet.Hp += uint32(tt)
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if pet.Hp > pet.MaxHp {
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pet.Hp = pet.MaxHp
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}
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}
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}
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func (pet *PetInfo) HealPP(value int) {
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for i := 0; i < len(pet.SkillList); i++ {
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if value == -1 {
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pet.SkillList[i].PP = uint32(xmlres.SkillMap[int(pet.SkillList[i].ID)].MaxPP)
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} else {
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pet.SkillList[i].PP += uint32(value)
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pet.SkillList[i].PP = utils.Min(pet.SkillList[i].PP, uint32(xmlres.SkillMap[int(pet.SkillList[i].ID)].MaxPP))
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}
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}
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}
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// 定义常量,提升可维护性(避免魔法数字)
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const (
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maxSingleEV uint32 = 255 // 单个EV最大值
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maxTotalEV uint32 = 510 // 6个EV总和最大值
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evFieldCount = 6 // EV字段数量(固定6个)
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)
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// AddEV 优化后的EV值增加方法(符合Go命名规范:大写导出,动词开头)
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// 功能:为宠物6个EV值增加增量,保证单个≤255、总和≤510
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// 参数:evadd - 6个EV字段的增量数组(长度必须为6)
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// 返回:error - 参数非法/逻辑异常时返回错误;bool - 是否触发了超额削减(方便业务监控)
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func (pet *PetInfo) AddEV(ev_add []int64) (bool, error) {
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// 1. 参数安全校验:避免数组越界panic
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if len(ev_add) != evFieldCount {
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return false, fmt.Errorf("evadd长度必须为%d,当前为%d", evFieldCount, len(ev_add))
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}
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if len(pet.Ev) != evFieldCount {
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return false, errors.New("pet.Ev未初始化或长度不为6")
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}
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// 2. 第一步:直接添加并限制单项最大值(按索引顺序处理)
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var tempEV [evFieldCount]uint32
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for i := 0; i < evFieldCount; i++ {
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// 直接累加增量
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tempEV[i] = pet.Ev[i] + uint32(ev_add[i])
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// 单项不超过255
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if tempEV[i] > maxSingleEV {
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tempEV[i] = maxSingleEV
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}
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}
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// 3. 计算增量后的总和,检查是否超过510
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totalTemp := lo.Sum(tempEV[:])
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// 4. 若总和超额,按索引顺序(0→5)削减(优先削减前面的字段)
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hasCut := false
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if totalTemp > maxTotalEV {
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overTotal := totalTemp - maxTotalEV // 需要削减的总量
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hasCut = true
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// 按索引顺序遍历削减(从第0个字段开始,依次处理)
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for i := 0; i < evFieldCount && overTotal > 0; i++ {
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// 可削减的最大值:最多削减到原始值(不触碰添加前的基础EV)
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cutAble := tempEV[i] - pet.Ev[i]
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if cutAble <= 0 {
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continue // 该字段无增量可削减,跳过
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}
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// 实际削减量:取"可削减量"和"剩余需削减量"的较小值
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cut := cutAble
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if cut > overTotal {
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cut = overTotal
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}
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// 执行削减
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tempEV[i] -= cut
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overTotal -= cut
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}
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// 极端情况:即使削减所有增量后仍超额(如原始EV总和已超510),继续按顺序削减原始值
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if overTotal > 0 {
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for i := 0; i < evFieldCount && overTotal > 0; i++ {
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// 此时可削减到0(根据业务需求调整,也可返回错误)
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cutAble := tempEV[i]
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if cutAble <= 0 {
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continue
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}
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cut := cutAble
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if cut > overTotal {
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cut = overTotal
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}
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tempEV[i] -= cut
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overTotal -= cut
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}
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}
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}
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// 5. 将处理后的结果赋值给原EV数组
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copy(pet.Ev[:], tempEV[:])
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return hasCut, nil
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}
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func (pet *PetInfo) Cure() {
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pet.Hp = pet.MaxHp
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for i := 0; i < len(pet.SkillList); i++ {
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maxPP, ok := xmlres.SkillMap[int(pet.SkillList[i].ID)]
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// 恢复至最大PP值(从配置表获取)
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if pet.SkillList[i].ID != 0 && ok {
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pet.SkillList[i].PP = uint32(maxPP.MaxPP)
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}
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}
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}
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// 强制选色,这个是给熔炉用的
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func (pet *PetInfo) FixShiny() bool {
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co := service.NewShinyService().RandShiny(pet.ID)
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if co != nil {
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pet.ShinyInfo = []data.GlowFilter{*co}
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return true
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}
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return false
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}
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// 比重融合
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func (pet *PetInfo) RandomByWeightShiny() {
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co := service.NewShinyService().RandomByWeightShiny(pet.ID)
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if co != nil {
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pet.ShinyInfo = []data.GlowFilter{*co}
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}
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}
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func (pet *PetInfo) IsShiny() bool {
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return len(pet.ShinyInfo) > 0
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}
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// 随机特性
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func (pet *PetInfo) RnadEffect() {
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for _, v := range xmlres.PlayerEffectMAP {
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if gconv.Int(v.StarLevel) == 0 {
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ret := &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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_, eff, ok := pet.GetEffect(1)
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if ok {
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if eff.Idx == ret.Idx {
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continue
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}
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copier.Copy(eff, ret)
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} else {
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pet.EffectInfo = append(pet.EffectInfo, *ret)
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}
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break
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}
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}
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}
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// 0: Boss特性
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// 1: 特性
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// 2: 能量珠
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// 3: 爆发特效
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// 4: 异能精灵特质
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// 5: 特训
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// 6: 魂印
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// 7 :繁殖加成
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// 8 :体力提升加成
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const (
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maxHPUpEffectIdx uint16 = 60000
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maxHPUpEffectStatus byte = 8
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maxHPUpEffectEID uint16 = 26
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maxHPUpEffectCap = 20
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trainingEffectStatus byte = 5
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trainingAttrEffectIdx uint16 = 60001
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trainingPowerEffectIdx uint16 = 60002
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trainingAttrEffectEID uint16 = 247
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trainingPowerEffectEID uint16 = 239
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)
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// 繁殖加成,体力提升加成 ,这里是防止和其他重复所以定义不同类别,但是实际上,能量珠那些事调用不同id的effect实现
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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,5特训,6魂印-->
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func (pet *PetInfo) GetEffect(ptype int) (int, *PetEffectInfo, bool) {
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return utils.FindWithIndex(pet.EffectInfo, func(item PetEffectInfo) bool {
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return int(item.Status) == ptype
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})
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}
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func (pet *PetInfo) getEffectByStatusAndEID(status byte, eid uint16) (int, *PetEffectInfo, bool) {
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return utils.FindWithIndex(pet.EffectInfo, func(item PetEffectInfo) bool {
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return item.Status == status && item.EID == eid
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})
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}
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func ensureEffectArgsLen(args []int, size int) []int {
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if len(args) >= size {
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return args
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}
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next := make([]int, size)
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copy(next, args)
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return next
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}
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func (pet *PetInfo) addTrainingEffectDelta(idx uint16, eid uint16, argsLen int, argIndex int, value int) bool {
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if pet == nil || value <= 0 || argIndex < 0 || argIndex >= argsLen {
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return false
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}
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if _, eff, ok := pet.getEffectByStatusAndEID(trainingEffectStatus, eid); ok {
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if eff.Idx == 0 {
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eff.Idx = idx
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}
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eff.Status = trainingEffectStatus
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eff.EID = eid
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eff.Args = ensureEffectArgsLen(eff.Args, argsLen)
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eff.Args[argIndex] += value
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return true
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}
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args := make([]int, argsLen)
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args[argIndex] = value
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pet.EffectInfo = append(pet.EffectInfo, PetEffectInfo{
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Idx: idx,
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Status: trainingEffectStatus,
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EID: eid,
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Args: args,
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})
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return true
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}
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func (pet *PetInfo) AddTrainingAttrBonus(attr int, value int) bool {
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return pet.addTrainingEffectDelta(trainingAttrEffectIdx, trainingAttrEffectEID, 6, attr, value)
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}
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func (pet *PetInfo) AddTrainingPowerBonus(value int) bool {
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return pet.addTrainingEffectDelta(trainingPowerEffectIdx, trainingPowerEffectEID, 2, 0, value)
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}
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func (pet *PetInfo) AddMaxHPUpEffect(itemID uint32, value int) bool {
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if pet == nil || value <= 0 {
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return false
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}
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if _, eff, ok := pet.GetEffect(int(maxHPUpEffectStatus)); ok {
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current := 0
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if len(eff.Args) >= 2 && eff.Args[0] == 0 && eff.Args[1] > 0 {
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current = eff.Args[1]
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}
|
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if current >= maxHPUpEffectCap {
|
||
return false
|
||
}
|
||
|
||
next := current + value
|
||
if next > maxHPUpEffectCap {
|
||
next = maxHPUpEffectCap
|
||
}
|
||
|
||
eff.ItemID = itemID
|
||
eff.Idx = maxHPUpEffectIdx
|
||
eff.Status = maxHPUpEffectStatus
|
||
eff.EID = maxHPUpEffectEID
|
||
eff.Args = []int{0, next}
|
||
return next > current
|
||
}
|
||
|
||
if value > maxHPUpEffectCap {
|
||
value = maxHPUpEffectCap
|
||
}
|
||
|
||
pet.EffectInfo = append(pet.EffectInfo, PetEffectInfo{
|
||
ItemID: itemID,
|
||
Idx: maxHPUpEffectIdx,
|
||
Status: maxHPUpEffectStatus,
|
||
EID: maxHPUpEffectEID,
|
||
Args: []int{0, value},
|
||
})
|
||
return true
|
||
}
|
||
|
||
func (pet *PetInfo) Downgrade(level uint32) {
|
||
|
||
for pet.Level > uint32(level) {
|
||
basic, ok := xmlres.PetMAP[int(pet.ID)]
|
||
|
||
if ok {
|
||
|
||
if basic.EvolvesFrom != 0 && xmlres.PetMAP[int(basic.EvolvesFrom)].EvolvFlag == 0 {
|
||
|
||
pet.ID = uint32(basic.EvolvesFrom)
|
||
|
||
}
|
||
|
||
}
|
||
pet.Level--
|
||
//进行降级操作
|
||
|
||
}
|
||
pet.NextLvExp = 0
|
||
pet.Update(false)
|
||
|
||
}
|
||
|
||
// 执行进化逻辑 ,是否进化
|
||
func (petinfo *PetInfo) Update(isup bool) {
|
||
|
||
// 最大进化次数限制(防止配置表闭环导致死循环)
|
||
maxEvolveTimes := 1
|
||
evolveCount := 0
|
||
|
||
// 循环进化:直到不满足进化条件 或 达到最大进化次数
|
||
for {
|
||
// 防止死循环,超出次数直接退出
|
||
if evolveCount >= maxEvolveTimes {
|
||
break
|
||
}
|
||
// 获取当前宠物形态的配置
|
||
basic, ok := xmlres.PetMAP[int(petinfo.ID)]
|
||
// 配置不存在,直接退出循环
|
||
if !ok {
|
||
break
|
||
}
|
||
if !isup {
|
||
petinfo.LvExp = calculatePreviousLevelExperience(petinfo.Level, basic.GetBasic())
|
||
petinfo.NextLvExp = calculateExperience(petinfo.Level, basic.GetBasic())
|
||
return
|
||
}
|
||
// 升级时保留上一等级需求,供经验结算使用。
|
||
petinfo.LvExp = petinfo.NextLvExp
|
||
petinfo.NextLvExp = calculateExperience(petinfo.Level, basic.GetBasic())
|
||
// 检查是否满足进化条件
|
||
canEvolve := basic.EvolvesTo != 0 && // 有明确的进化目标
|
||
int(petinfo.Level) >= basic.EvolvingLv && // 等级达到进化要求
|
||
basic.IsLarge == 0 // 非最终形态
|
||
|
||
// 不满足进化条件,退出循环
|
||
if !canEvolve {
|
||
break
|
||
}
|
||
|
||
// 执行进化:更新宠物ID为进化后形态
|
||
petinfo.ID = uint32(basic.EvolvesTo)
|
||
evolveCount++ // 进化次数+1
|
||
}
|
||
|
||
}
|
||
|
||
func calculatePreviousLevelExperience(level uint32, baseValue uint32) int64 {
|
||
if level <= 1 {
|
||
return 0
|
||
}
|
||
return calculateExperience(level-1, baseValue)
|
||
}
|
||
|
||
// calculateExperience 计算指定等级和种族值所需的经验值
|
||
// level: 当前等级
|
||
// baseValue: 种族值
|
||
func calculateExperience(level uint32, baseValue uint32) int64 {
|
||
// 计算 A 部分:向上取整(3.75 * a * (a + 1))
|
||
partA := math.Ceil(3.75 * float64(level) * float64(level+1))
|
||
|
||
// 计算 B 部分:向上取整(b * log(1 + a / 100))
|
||
// 这里使用自然对数 math.Log,如果想换底数可以用换底公式
|
||
partB := math.Log(1.0 + float64(level)/100.0)
|
||
partB = float64(baseValue) * partB
|
||
partB = math.Ceil(partB)
|
||
|
||
// 总经验是两部分之和,并向上取整
|
||
totalExp := math.Ceil(partA + partB)
|
||
return int64(totalExp)
|
||
}
|
||
|
||
// PetEffectInfo 精灵特性信息结构
|
||
// <!-- NewSeIdx: 精灵特效索引 (默认0: 无效) -->
|
||
// <!-- Type: 0 - 仅单人战斗; 1 - 仅组队战斗; 2 - both; (默认0: 仅单人) -->
|
||
// <!-- Eid: 精灵特效eid (默认0: 无效) -->
|
||
// <!-- 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-->
|
||
// <!-- Times: 精灵特效可使用次数: 当type==2时有效 (默认值:0) -->
|
||
// <!-- Args: 特效参数, 不超过8个 (注意: 每个参数不能超过 65535) -->
|
||
// <!-- AdditionType:特效加成类型 1 种族值加成 2 技能威力加成 -->
|
||
type PetEffectInfo struct {
|
||
ItemID uint32 `struc:"uint32" json:"item_id"` //如果是能量珠,就显示
|
||
Idx uint16 `struc:"skip" json:"new_se_idx"`
|
||
//Type byte `struc:"skip" json:"type"` //pvp pve特性区分,通过具体effect实现
|
||
Status byte `struc:"byte" json:"status"` //特性为1,能量珠为2
|
||
LeftCount byte `struc:"byte" json:"left_count"` //剩余次数
|
||
EID uint16 `struc:"uint16" json:"effect_id"` //特效ID
|
||
ArgsLen uint32 `struc:"sizeof=Args" json:"-"`
|
||
|
||
Args []int ` json:"Args"` //自定义参数装载
|
||
|
||
}
|
||
|
||
// SkillInfo 精灵技能信息结构(SkillInfo)
|
||
type SkillInfo struct {
|
||
ID uint32
|
||
PP uint32
|
||
}
|
||
|
||
func (s *SkillInfo) Use(count int) {
|
||
s.PP -= uint32(count)
|
||
}
|
||
|
||
// TableName Pet's table name
|
||
func (*Pet) TableName() string {
|
||
return TableNamePet
|
||
}
|
||
|
||
// GroupName Pet's table group
|
||
func (*Pet) GroupName() string {
|
||
return "default"
|
||
}
|
||
|
||
// NewPet create a new Pet
|
||
func NewPet() *Pet {
|
||
return &Pet{
|
||
Base: *NewBase(),
|
||
}
|
||
}
|
||
|
||
// init 创建表
|
||
func init() {
|
||
_ = cool.CreateTable(&Pet{})
|
||
|
||
// fmt.Println(err)
|
||
}
|
||
|
||
// GenPetInfo 生成一个新的精灵实例
|
||
// - 参数为 -1 时表示随机生成对应属性
|
||
// * @param petTypeId 精灵类型ID
|
||
// * @param individualValue 个体值(0-31)
|
||
// * @param natureId 性格ID(0-24)
|
||
// * @param abilityTypeEnum 特性类型ID(0=无, >0=指定, -1=随机)
|
||
// * @param shinyid 闪光ID(-1=随机)
|
||
// * @param level 等级(1-100)
|
||
// * @return 生成的精灵实体
|
||
func GenPetInfo(
|
||
id int,
|
||
dv, natureId, abilityTypeEnum, level int, shinyid []data.GlowFilter,
|
||
gen int,
|
||
) *PetInfo {
|
||
if id == 0 {
|
||
return nil
|
||
}
|
||
// 创建随机源
|
||
//rng := rand.New(rand.NewSource(time.Now().UnixNano()))
|
||
|
||
// 初始化精灵
|
||
p := &PetInfo{
|
||
ID: uint32(id),
|
||
CatchTime: uint32(time.Now().Unix()),
|
||
Level: uint32(level),
|
||
EffectInfo: make([]PetEffectInfo, 0),
|
||
}
|
||
|
||
// ---- 处理闪光 ----
|
||
if shinyid != nil {
|
||
//todo 待实现异色字段
|
||
p.ShinyInfo = shinyid
|
||
// r := service.NewShinyService().GetShiny(shinyid)
|
||
// if r != nil {
|
||
// p.ShinyInfo = append(p.ShinyInfo, *r)
|
||
// }
|
||
|
||
// p.Shiny = uint32(shinyid)
|
||
}
|
||
if gen == -1 {
|
||
|
||
p.Gender = grand.N(1, 4)
|
||
if cool.Config.ServerInfo.IsVip != 0 {
|
||
p.Gender = grand.N(1, 2)
|
||
}
|
||
if p.Gender == 3 || p.Gender == 4 {
|
||
p.Gender = 0
|
||
|
||
}
|
||
}
|
||
|
||
// ---- 性格 ----
|
||
if natureId == -1 {
|
||
p.Nature = uint32(grand.Intn(25))
|
||
} else {
|
||
p.Nature = uint32(natureId)
|
||
}
|
||
|
||
// ---- 个体值(DV)----
|
||
if dv == -1 {
|
||
p.Dv = uint32(CalculateIndividualValue())
|
||
} else {
|
||
if dv < 0 {
|
||
dv = 0
|
||
} else if dv > 31 {
|
||
dv = 31
|
||
}
|
||
p.Dv = uint32(dv)
|
||
}
|
||
|
||
// ---- 特性 ----
|
||
switch {
|
||
case abilityTypeEnum == 0:
|
||
// 无特性
|
||
case abilityTypeEnum > 0:
|
||
// 指定特性
|
||
if v, ok := xmlres.PlayerEffectMAP[int(abilityTypeEnum)]; ok {
|
||
p.EffectInfo = append(p.EffectInfo, PetEffectInfo{
|
||
Idx: uint16(gconv.Int16(v.Idx)),
|
||
Status: 1,
|
||
EID: uint16(gconv.Int16(v.Eid)),
|
||
Args: v.ArgsS,
|
||
})
|
||
}
|
||
case abilityTypeEnum == -1:
|
||
|
||
for _, v := range xmlres.PlayerEffectMAP {
|
||
if gconv.Int(v.StarLevel) == 0 {
|
||
p.EffectInfo = append(p.EffectInfo, PetEffectInfo{
|
||
Idx: uint16(gconv.Int16(v.Idx)),
|
||
Status: 1,
|
||
EID: uint16(gconv.Int16(v.Eid)),
|
||
Args: v.ArgsS,
|
||
})
|
||
break
|
||
}
|
||
|
||
}
|
||
}
|
||
|
||
// ---- 技能学习 ----
|
||
skills := utils.LastFourElements(p.GetLevelRangeCanLearningSkills(0, p.Level), 4) // 最后四个技能
|
||
|
||
for i := 0; i < len(skills) && i < 4; i++ {
|
||
skillID := skills[i]
|
||
if info, ok := xmlres.SkillMap[int(skillID)]; ok {
|
||
p.SkillList = append(p.SkillList, SkillInfo{ID: skillID, PP: uint32(info.MaxPP)})
|
||
|
||
}
|
||
}
|
||
if len(p.SkillList) > 4 {
|
||
p.SkillList = p.SkillList[:4]
|
||
}
|
||
|
||
// ---- 属性计算 ----
|
||
p.CalculatePetPane(0)
|
||
|
||
p.Update(false)
|
||
|
||
return p
|
||
}
|
||
|
||
// 除数数组(放大100倍)
|
||
// 数组按递增顺序排列,用于判断个体值等级
|
||
var divisors = []int{
|
||
600, 1200, 1900, 2700, 3600, 4600, 5700, 6900, 8200, 9600,
|
||
11100, 12700, 14400, 16200, 18100, 20100, 22100, 24000,
|
||
25800, 27500, 29100, 30600, 32000, 33300, 34500, 35600,
|
||
36600, 37500, 38300, 39000, 39600,
|
||
}
|
||
|
||
// CalculateIndividual 根据给定的a值计算个体值
|
||
// 返回值表示a大于等于多少个除数(范围:0-31)
|
||
func CalculateIndividual(a int) int {
|
||
individual := 0
|
||
for _, divisor := range divisors {
|
||
if a >= divisor {
|
||
individual++
|
||
} else {
|
||
break // 数组是递增的,可提前跳出循环
|
||
}
|
||
}
|
||
return individual
|
||
}
|
||
|
||
// CalculateIndividualValue 计算个体值(0-31)
|
||
// 接收外部随机数生成器,便于控制随机性和复用
|
||
func CalculateIndividualValue() int {
|
||
// 生成0-40000的随机数,作为个体值计算的输入
|
||
a := grand.Intn(40001)
|
||
return CalculateIndividual(a)
|
||
}
|