DNF90 服务端与启动器完整源码(含 GM 工具功能增强)
服务端(Go): - GM 塞背包/带属性装备发放:在线角色推送 op14 增量物品行,背包实时刷新,无需回角色选择界面 - GM 改金币/改等级:去掉在线拒绝,落库后推送 op14 钱包/op37 等级状态,在线实时刷新 - 等级端点统一切换到新版 GMSetCharacterLevel(自带在线刷新) - 无限/锁死疲劳模式 + 燃烧疲劳:每房间消耗 2 点、打怪与通关经验双倍 - 燃烧疲劳开关时给所有在线角色推送系统提示(op12 mode 0) - 深渊史诗掉率:GM 全局倍率 + 城镇增益药剂窗口倍率,真实接入掉落结算 启动器(Python/JS): - 标题栏自绘、窗口 1204x717、禁止拖拽改大小、仅最小化/关闭 - GM 工具:疲劳与燃烧、深渊史诗掉率、拍卖行上架(单一定价对齐) - 拍卖行上架前端对齐服务端单一价格语义,修复 400 报错
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package combatpower
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import (
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"context"
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"fmt"
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"path"
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"sort"
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"strings"
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"sync"
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dnfpvf "longheng.io/server/internal/modules/dnf/pvf"
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)
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const (
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equipmentListPath = "equipment/equipment.lst"
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partSetListPath = "etc/equipmentpartset.etc"
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)
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type Catalog struct {
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source dnfpvf.Source
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mu sync.Mutex
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itemPaths map[int64]string
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setPaths map[int64]string
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items map[int64]ItemDefinition
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sets map[int64]SetDefinition
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}
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func Load(ctx context.Context, source dnfpvf.Source) (*Catalog, error) {
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if source == nil {
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return nil, ErrSourceRequired
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}
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if ctx == nil {
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ctx = context.Background()
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}
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if err := ctx.Err(); err != nil {
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return nil, err
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}
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equipmentText, err := source.ReadText(equipmentListPath)
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if err != nil {
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return nil, fmt.Errorf("read combat power equipment list: %w", err)
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}
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equipmentDoc, err := dnfpvf.Parse(equipmentListPath, equipmentText)
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if err != nil {
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return nil, fmt.Errorf("parse combat power equipment list: %w", err)
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}
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itemPaths := make(map[int64]string)
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for _, entry := range dnfpvf.ParseList(equipmentDoc) {
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if entry.ID <= 0 {
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continue
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}
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itemPaths[entry.ID] = resolvePVFReference(equipmentListPath, entry.Path)
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}
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setText, err := source.ReadText(partSetListPath)
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if err != nil {
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return nil, fmt.Errorf("read combat power part-set list: %w", err)
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}
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setDoc, err := dnfpvf.Parse(partSetListPath, setText)
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if err != nil {
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return nil, fmt.Errorf("parse combat power part-set list: %w", err)
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}
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setPaths := parsePartSetPaths(setDoc)
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return &Catalog{
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source: source,
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itemPaths: itemPaths,
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setPaths: setPaths,
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items: make(map[int64]ItemDefinition),
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sets: make(map[int64]SetDefinition),
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}, nil
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}
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func (c *Catalog) Snapshot() (items, sets int) {
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if c == nil {
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return 0, 0
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}
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c.mu.Lock()
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defer c.mu.Unlock()
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return len(c.itemPaths), len(c.setPaths)
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}
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func (c *Catalog) Aggregate(ctx context.Context, itemIDs []int64) (Result, error) {
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if c == nil || c.source == nil {
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return Result{}, ErrSourceRequired
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}
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if ctx == nil {
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ctx = context.Background()
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}
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result := Result{}
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setPieces := make(map[int64]int)
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for _, itemID := range itemIDs {
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if err := ctx.Err(); err != nil {
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return Result{}, err
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}
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if itemID <= 0 {
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continue
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}
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item, err := c.item(ctx, itemID)
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if err != nil {
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return Result{}, err
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}
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result.Affixes.Add(item.Affixes)
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result.EquippedItems++
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if item.EquipmentScore > 0 {
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result.ScoredItems++
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result.PVFEquipmentScore += item.EquipmentScore
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}
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if item.Rarity == 4 && item.MinimumLevel >= 90 {
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result.Level90EpicItems++
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}
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if item.PartSetID > 0 {
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setPieces[item.PartSetID]++
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}
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}
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setIDs := make([]int64, 0, len(setPieces))
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for setID := range setPieces {
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setIDs = append(setIDs, setID)
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}
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sort.Slice(setIDs, func(i, j int) bool { return setIDs[i] < setIDs[j] })
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for _, setID := range setIDs {
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pieces := setPieces[setID]
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definition, err := c.set(ctx, setID)
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if err != nil {
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return Result{}, err
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}
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active := false
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for _, ability := range definition.Abilities {
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if ability.RequiredPieces <= 0 || pieces < ability.RequiredPieces {
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continue
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}
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result.Affixes.Add(ability.Affixes)
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active = true
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}
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if active {
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result.ActiveSets = append(result.ActiveSets, ActiveSet{ID: setID, Pieces: pieces})
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}
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}
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return result, nil
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}
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func (c *Catalog) item(ctx context.Context, itemID int64) (ItemDefinition, error) {
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c.mu.Lock()
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defer c.mu.Unlock()
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if item, ok := c.items[itemID]; ok {
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return item, nil
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}
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itemPath := c.itemPaths[itemID]
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if itemPath == "" {
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return ItemDefinition{}, fmt.Errorf("%w: item %d", ErrItemMissing, itemID)
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}
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if err := ctx.Err(); err != nil {
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return ItemDefinition{}, err
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}
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text, err := c.source.ReadText(itemPath)
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if err != nil {
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return ItemDefinition{}, fmt.Errorf("read combat power item %d at %s: %w", itemID, itemPath, err)
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}
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doc, err := dnfpvf.Parse(itemPath, text)
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if err != nil {
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return ItemDefinition{}, fmt.Errorf("parse combat power item %d at %s: %w", itemID, itemPath, err)
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}
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partSetID, _ := doc.Int("part set index")
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rarity, _ := doc.Int("rarity")
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minimumLevel, _ := doc.Int("minimum level")
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grade, _ := doc.Int("grade")
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equipmentType, _ := doc.Text("equipment type")
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item := ItemDefinition{
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ID: itemID,
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Path: itemPath,
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PartSetID: partSetID,
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Rarity: boundedPVFScoreMetadata(rarity, 10),
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MinimumLevel: boundedPVFScoreMetadata(minimumLevel, 200),
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Grade: boundedPVFScoreMetadata(grade, 200),
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EquipmentType: strings.TrimSpace(equipmentType),
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Affixes: parseDocumentAffixes(doc),
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}
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item.EquipmentScore = pvfEquipmentBaseScore(item)
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c.items[itemID] = item
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return item, nil
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}
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// pvfEquipmentBaseScore is the local V6 calibration for the equipment-grade
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// part of the TGP-style display. The original TGP coefficients were never
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// published, so this must remain an explicit, auditable projection from the
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// runtime PVF instead of an item-ID table: required level carries the largest
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// weight, PVF grade refines items at the same level, and rarity is the final
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// quality tier. Every current actor slot (including avatars, creature and
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// creature artifacts) is eligible when its authoritative PVF document carries
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// these fields.
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func pvfEquipmentBaseScore(item ItemDefinition) int {
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return item.MinimumLevel*20 + item.Grade*5 + item.Rarity*100
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}
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func boundedPVFScoreMetadata(value int64, maximum int) int {
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if value <= 0 {
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return 0
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}
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if value >= int64(maximum) {
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return maximum
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}
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return int(value)
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}
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func (c *Catalog) set(ctx context.Context, setID int64) (SetDefinition, error) {
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c.mu.Lock()
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defer c.mu.Unlock()
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if definition, ok := c.sets[setID]; ok {
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return definition, nil
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}
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setPath := c.setPaths[setID]
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if setPath == "" {
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return SetDefinition{}, fmt.Errorf("%w: part set %d", ErrItemMissing, setID)
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}
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if err := ctx.Err(); err != nil {
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return SetDefinition{}, err
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}
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text, err := c.source.ReadText(setPath)
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if err != nil {
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return SetDefinition{}, fmt.Errorf("read combat power part set %d at %s: %w", setID, setPath, err)
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}
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doc, err := dnfpvf.Parse(setPath, text)
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if err != nil {
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return SetDefinition{}, fmt.Errorf("parse combat power part set %d at %s: %w", setID, setPath, err)
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}
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definition := SetDefinition{ID: setID, Path: setPath, Abilities: parseSetAbilities(doc)}
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c.sets[setID] = definition
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return definition, nil
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}
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func parsePartSetPaths(doc *dnfpvf.Document) map[int64]string {
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out := make(map[int64]string)
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if doc == nil {
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return out
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}
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for index := 0; index+1 < len(doc.Tokens); index++ {
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id := doc.Tokens[index]
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ref := doc.Tokens[index+1]
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if id.Kind != dnfpvf.TokenInt || id.Int <= 0 ||
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(ref.Kind != dnfpvf.TokenString && ref.Kind != dnfpvf.TokenIdent) ||
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!strings.HasSuffix(strings.ToLower(strings.TrimSpace(ref.Value)), ".equ") {
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continue
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}
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out[id.Int] = resolvePVFReference("equipment/equipmentpartset.etc", ref.Value)
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}
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return out
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}
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func resolvePVFReference(listPath, reference string) string {
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reference = strings.TrimSpace(strings.Trim(reference, "`\"'"))
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reference = strings.ReplaceAll(reference, "\\", "/")
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if strings.HasPrefix(strings.ToLower(reference), "equipment/") {
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return path.Clean(reference)
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}
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return path.Clean(path.Join(path.Dir(listPath), reference))
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}
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