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feat(fight): 新增疲惫状态并优化睡眠状态机制 - 实现疲惫状态(StatusTired),仅限制攻击技能,允许属性技能正常使用 - 重构睡眠状态,改为在被攻击且未miss时立即解除,而非技能使用后 - 修复寄生种子效果触发时机,改为回合开始时触发 - 调整寄生效果的目标为技能施放者而非
110 lines
2.8 KiB
Go
110 lines
2.8 KiB
Go
package player
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import (
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"blazing/common/data/xmlres"
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"blazing/common/utils"
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"blazing/logic/service/common"
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"blazing/logic/service/fight/info"
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"blazing/modules/player/model"
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"github.com/jinzhu/copier"
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)
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func (player *Player) WarehousePetList() []model.PetInfo {
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allPets := player.Service.Pet.PetInfo(0)
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if len(allPets) == 0 {
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return make([]model.PetInfo, 0)
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}
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result := make([]model.PetInfo, 0, len(allPets))
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return result
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}
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// AddPetExp 添加宠物经验
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func (p *Player) AddPetExp(petInfo *model.PetInfo, addExp int64) {
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if petInfo == nil || addExp <= 0 {
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return
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}
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if petInfo.Level >= 100 {
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petInfo.Level = 100
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petInfo.Exp = 0
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petInfo.Update(false)
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petInfo.CalculatePetPane(100)
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if petInfo.Hp > petInfo.MaxHp {
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petInfo.Hp = petInfo.MaxHp
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}
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return
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}
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addExp = utils.Min(addExp, p.Info.ExpPool)
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originalLevel := petInfo.Level
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exp := int64(petInfo.Exp) + addExp
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p.Info.ExpPool -= addExp //减去已使用的经验
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gainedExp := exp //已获得的经验
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for petInfo.Level < 100 && exp >= int64(petInfo.NextLvExp) {
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petInfo.Level++
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exp -= int64(petInfo.LvExp)
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petInfo.Update(true)
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}
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if petInfo.Level >= 100 {
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p.Info.ExpPool += exp // 超出100级上限的经验退回经验池
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gainedExp -= exp
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exp = 0
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}
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petInfo.Exp = (exp)
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// 重新计算面板
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if originalLevel != petInfo.Level {
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petInfo.CalculatePetPane(100)
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petInfo.Cure()
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p.Info.PetMaxLevel = utils.Max(petInfo.Level, p.Info.PetMaxLevel)
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// 处理技能学习
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learnableSkills := utils.LastFourElements(petInfo.GetLevelRangeCanLearningSkills(originalLevel, petInfo.Level), 4) //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 < 4; i++ {
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if len(learnableSkills) != 0 {
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skillID := learnableSkills[len(learnableSkills)-1]
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petInfo.SkillList = append(petInfo.SkillList, model.SkillInfo{
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ID: skillID,
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PP: uint32(xmlres.SkillMap[int(skillID)].MaxPP),
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})
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learnableSkills = learnableSkills[:len(learnableSkills)-1]
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}
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}
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if len(petInfo.SkillList) > 4 {
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petInfo.SkillList = petInfo.SkillList[:4] //归正到4
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}
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}
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header := common.NewTomeeHeader(2508, p.Info.UserID)
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updateOutbound := &info.PetUpdateOutboundInfo{}
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var petUpdateInfo info.UpdatePropInfo
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copier.Copy(&petUpdateInfo, petInfo)
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petUpdateInfo.Exp = uint32(gainedExp)
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updateOutbound.Data = append(updateOutbound.Data, petUpdateInfo)
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p.SendPack(header.Pack(updateOutbound)) //准备包由各自发,因为协议不一样
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}
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// PetDel 删除指定宠物
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// catchTime: 宠物的捕捉时间戳
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func (f *Player) PetDel(catchTime uint32) {
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index, olpet, ok := f.FindPet(catchTime)
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if ok {
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//先将背包更新
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f.Service.Pet.Update(*olpet)
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f.Service.Pet.PetDel(catchTime)
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f.Info.PetList = append(f.Info.PetList[:index], f.Info.PetList[index+1:]...)
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}
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}
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