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 hellparty
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import (
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"errors"
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"fmt"
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"math"
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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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DropConfigPath = "etc/itemdropinfo_monster_hell.etc"
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RarityRollDenominator = uint32(1_000_000)
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)
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var ErrDropCatalogInvalid = errors.New("dnf hell party drop catalog is invalid")
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type DropProbabilityRow struct {
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MinimumLevel int
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MaximumLevel int
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DifficultyRate [5]uint32
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}
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type GradeWindow struct {
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Down int64
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Up int64
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}
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type DropCatalog struct {
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probabilities []DropProbabilityRow
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rarity [][7]uint32
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gradeWindows map[int]GradeWindow
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}
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func LoadDropCatalog(source TextSource) (*DropCatalog, error) {
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if source == nil {
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return nil, ErrSourceRequired
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}
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text, err := source.ReadText(DropConfigPath)
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if err != nil {
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return nil, fmt.Errorf("read %s: %w", DropConfigPath, err)
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}
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return ParseDropCatalog(text)
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}
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func ParseDropCatalog(text string) (*DropCatalog, error) {
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document, err := dnfpvf.Parse(DropConfigPath, text)
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if err != nil {
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return nil, fmt.Errorf("%w: parse %s: %v", ErrDropCatalogInvalid, DropConfigPath, err)
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}
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countValues, ok := uniqueSection(document, "drop prob count")
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if !ok {
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return nil, fmt.Errorf("%w: missing or duplicate [drop prob count]", ErrDropCatalogInvalid)
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}
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countInts, err := strictSectionInts(countValues, "drop prob count")
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if err != nil || len(countInts) != 1 || countInts[0] <= 0 || countInts[0] > 200 {
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return nil, fmt.Errorf("%w: [drop prob count] values=%v", ErrDropCatalogInvalid, countInts)
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}
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rowCount := int(countInts[0])
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probabilityTokens, ok := uniqueSection(document, "dungeon difficulty drop prob")
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if !ok {
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return nil, fmt.Errorf("%w: missing or duplicate [dungeon difficulty drop prob]", ErrDropCatalogInvalid)
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}
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probabilityInts, err := strictSectionInts(probabilityTokens, "dungeon difficulty drop prob")
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if err != nil || len(probabilityInts) != rowCount*7 {
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return nil, fmt.Errorf("%w: [dungeon difficulty drop prob] values=%d want=%d", ErrDropCatalogInvalid, len(probabilityInts), rowCount*7)
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}
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probabilities := make([]DropProbabilityRow, 0, rowCount)
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previousMaximum := 0
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for rowIndex := 0; rowIndex < rowCount; rowIndex++ {
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base := rowIndex * 7
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minimum, maximum := probabilityInts[base], probabilityInts[base+1]
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if minimum <= 0 || maximum < minimum || maximum > 200 || int(minimum) <= previousMaximum {
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return nil, fmt.Errorf("%w: probability row=%d level=%d-%d previous_max=%d", ErrDropCatalogInvalid, rowIndex, minimum, maximum, previousMaximum)
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}
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row := DropProbabilityRow{MinimumLevel: int(minimum), MaximumLevel: int(maximum)}
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for difficulty := range row.DifficultyRate {
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value := probabilityInts[base+2+difficulty]
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if value < 0 || value > math.MaxUint32 {
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return nil, fmt.Errorf("%w: probability row=%d difficulty=%d rate=%d", ErrDropCatalogInvalid, rowIndex, difficulty, value)
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}
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row.DifficultyRate[difficulty] = uint32(value)
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}
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probabilities = append(probabilities, row)
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previousMaximum = int(maximum)
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}
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rarityTokens, ok := uniqueSection(document, "basis of rarity dicision")
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if !ok {
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return nil, fmt.Errorf("%w: missing or duplicate [basis of rarity dicision]", ErrDropCatalogInvalid)
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}
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rarityInts, err := strictSectionInts(rarityTokens, "basis of rarity dicision")
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if err != nil || len(rarityInts) == 0 || rarityInts[0] <= 0 || rarityInts[0] > 32 {
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return nil, fmt.Errorf("%w: [basis of rarity dicision] values=%v", ErrDropCatalogInvalid, rarityInts)
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}
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rarityRows := int(rarityInts[0])
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if len(rarityInts) != 1+rarityRows*7 {
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return nil, fmt.Errorf("%w: rarity values=%d want=%d", ErrDropCatalogInvalid, len(rarityInts), 1+rarityRows*7)
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}
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rarity := make([][7]uint32, rarityRows)
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for rowIndex := range rarity {
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var previousEffective uint32
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for rarityIndex := range rarity[rowIndex] {
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value := rarityInts[1+rowIndex*7+rarityIndex]
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if value < 0 || value > math.MaxUint32 {
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return nil, fmt.Errorf("%w: rarity row=%d index=%d value=%d", ErrDropCatalogInvalid, rowIndex, rarityIndex, value)
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}
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effective := uint32(value)
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if effective > RarityRollDenominator {
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effective = RarityRollDenominator
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}
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if effective < previousEffective {
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return nil, fmt.Errorf("%w: rarity row=%d index=%d value=%d effective=%d previous_effective=%d", ErrDropCatalogInvalid, rowIndex, rarityIndex, value, effective, previousEffective)
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}
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rarity[rowIndex][rarityIndex] = uint32(value)
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previousEffective = effective
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}
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}
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gradeTokens, ok := uniqueSection(document, "item drop ref table")
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if !ok {
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return nil, fmt.Errorf("%w: missing or duplicate [item drop ref table]", ErrDropCatalogInvalid)
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}
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gradeInts, err := strictSectionInts(gradeTokens, "item drop ref table")
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if err != nil || len(gradeInts) == 0 || len(gradeInts)%3 != 0 {
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return nil, fmt.Errorf("%w: [item drop ref table] values=%d", ErrDropCatalogInvalid, len(gradeInts))
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}
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gradeWindows := make(map[int]GradeWindow, len(gradeInts)/3)
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for index := 0; index < len(gradeInts); index += 3 {
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level, down, up := gradeInts[index], gradeInts[index+1], gradeInts[index+2]
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if level <= 0 || level > 200 || down < 0 || up < 0 || (down == 0 && up == 0) {
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return nil, fmt.Errorf("%w: grade row=%d level=%d down=%d up=%d", ErrDropCatalogInvalid, index/3, level, down, up)
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}
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if _, exists := gradeWindows[int(level)]; exists {
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return nil, fmt.Errorf("%w: duplicate grade level=%d", ErrDropCatalogInvalid, level)
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}
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gradeWindows[int(level)] = GradeWindow{Down: down, Up: up}
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}
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return &DropCatalog{
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probabilities: probabilities,
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rarity: rarity,
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gradeWindows: gradeWindows,
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}, nil
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}
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func strictSectionInts(tokens []dnfpvf.Token, section string) ([]int64, error) {
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values := make([]int64, 0, len(tokens))
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for _, token := range tokens {
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if token.Kind == dnfpvf.TokenSection {
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break
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}
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if token.Kind != dnfpvf.TokenInt {
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return nil, fmt.Errorf("%w: [%s] token=%q is not integer", ErrDropCatalogInvalid, section, token.Raw)
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}
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values = append(values, token.Int)
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}
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return values, nil
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}
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func (catalog *DropCatalog) Snapshot() (probabilityRows, rarityRows, gradeRows int) {
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if catalog == nil {
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return 0, 0, 0
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}
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return len(catalog.probabilities), len(catalog.rarity), len(catalog.gradeWindows)
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}
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func (catalog *DropCatalog) DropRate(itemBasisLevel, dungeonDifficulty int) (uint32, bool) {
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if catalog == nil {
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return 0, false
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}
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difficulty := dungeonDifficulty
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if difficulty < 0 {
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difficulty = 0
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}
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if difficulty > 4 {
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difficulty = 4
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}
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for _, row := range catalog.probabilities {
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if itemBasisLevel >= row.MinimumLevel && itemBasisLevel <= row.MaximumLevel {
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return row.DifficultyRate[difficulty], true
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}
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}
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return 0, false
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}
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func (catalog *DropCatalog) GradeWindow(itemBasisLevel int) (GradeWindow, bool) {
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if catalog == nil {
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return GradeWindow{}, false
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}
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window, ok := catalog.gradeWindows[itemBasisLevel]
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return window, ok
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}
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func (catalog *DropCatalog) RarityThresholds(mode int) ([7]uint32, bool) {
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if catalog == nil || len(catalog.rarity) == 0 {
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return [7]uint32{}, false
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}
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index := mode - 1
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if index < 0 {
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index = 0
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}
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if index >= len(catalog.rarity) {
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index = len(catalog.rarity) - 1
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}
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return catalog.rarity[index], true
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}
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func (catalog *DropCatalog) RarityWeights(mode int) ([7]uint32, bool) {
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thresholds, ok := catalog.RarityThresholds(mode)
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if !ok {
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return [7]uint32{}, false
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}
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var weights [7]uint32
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var previous uint32
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for index, threshold := range thresholds {
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if threshold > RarityRollDenominator {
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threshold = RarityRollDenominator
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}
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if threshold < previous {
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threshold = previous
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}
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weights[index] = threshold - previous
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previous = threshold
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}
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return weights, true
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}
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func (catalog *DropCatalog) RarityForRoll(mode int, roll uint32) (int64, bool) {
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if roll >= RarityRollDenominator {
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return 0, false
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}
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thresholds, ok := catalog.RarityThresholds(mode)
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if !ok {
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return 0, false
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}
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value := roll + 1
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for rarity, threshold := range thresholds {
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if threshold > RarityRollDenominator {
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threshold = RarityRollDenominator
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}
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if value <= threshold {
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return int64(rarity), true
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}
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}
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return 0, false
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}
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