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 inventory
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import (
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"context"
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"errors"
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"fmt"
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"strconv"
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"strings"
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"time"
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"longheng.io/server/internal/modules/dnf/alignedcmd"
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dnffatigue "longheng.io/server/internal/modules/dnf/fatigue"
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dnfitemdailylimit "longheng.io/server/internal/modules/dnf/itemdailylimit"
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dnfrepo "longheng.io/server/internal/modules/dnf/repository"
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)
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// The current client sends fatigue potions through class-1/op515 rather than
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// the ordinary class-1/op44 consumable request.
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const fatiguePotionActionIndex uint32 = 58
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// ErrFatiguePotionDailyLimit marks the "今天已经用满了" rejection so callers can
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// answer with a notice the player can read instead of the bare failure code the
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// client renders as silence.
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var ErrFatiguePotionDailyLimit = errors.New("fatigue potion daily use limit reached")
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// FatiguePotionDailyLimitError carries the numbers the player-facing notice
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// needs (今天用了几次 / 每天几次).
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type FatiguePotionDailyLimitError struct {
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ItemID int64
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Used int64
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Limit int64
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}
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func (e FatiguePotionDailyLimitError) Error() string {
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return fmt.Sprintf("fatigue potion item=%d daily use limit reached: used=%d limit=%d", e.ItemID, e.Used, e.Limit)
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}
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func (e FatiguePotionDailyLimitError) Is(target error) bool {
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return target == ErrFatiguePotionDailyLimit
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}
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// UseFatiguePotionAction consumes the source slot and restores fatigue in one
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// character-assets transaction. The request carries no item id, so the item
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// is resolved from the durable slot and revalidated inside the transaction.
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func (o *Owner) UseFatiguePotionAction(
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ctx context.Context,
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cmd Command,
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resolver alignedcmd.StackableUseResolver,
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now time.Time,
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inDungeon bool,
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) (UseStackableResult, error) {
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if o == nil || o.assets == nil || resolver == nil {
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return UseStackableResult{}, ErrFatiguePotionContract
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}
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if cmd.SelectedCharacterID == 0 || cmd.SourceListType != listTypeMain ||
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cmd.SourceSlotIndex < 0 || cmd.ActionIndex != fatiguePotionActionIndex || inDungeon {
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return UseStackableResult{}, ErrFatiguePotionContract
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}
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if now.IsZero() {
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now = time.Now().UTC()
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} else {
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now = now.UTC()
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}
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characterID := strconv.FormatUint(uint64(cmd.SelectedCharacterID), 10)
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var result UseStackableResult
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err := o.assets.WithinCharacterAssets(ctx, characterID, func(characters dnfrepo.CharacterRepository, inventoryRepo dnfrepo.InventoryRepository, _ dnfrepo.EquipmentRepository) error {
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character, found, err := characters.Load(ctx, characterID)
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if err != nil {
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return err
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}
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if !found || strings.TrimSpace(character.CharacterID) != characterID ||
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(strings.TrimSpace(cmd.AccountID) != "" && strings.TrimSpace(character.AccountID) != strings.TrimSpace(cmd.AccountID)) {
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return ErrCharacterRequired
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}
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inventory, found, err := inventoryRepo.Load(ctx, characterID)
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if err != nil {
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return err
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}
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if !found {
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return ErrInventoryNotFound
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}
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inventory = dnfrepo.CloneInventory(inventory)
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if inventory.Slots == nil {
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inventory.Slots = make(map[string]dnfrepo.ItemStack)
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}
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key := slotKey(cmd.SourceListType, cmd.SourceSlotIndex)
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stack, found := inventory.Slots[key]
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if !found || stack.Count <= 0 || stack.ItemID <= 0 {
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return fmt.Errorf("%w: list=%d slot=%d", ErrSlotNotFound, cmd.SourceListType, cmd.SourceSlotIndex)
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}
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resolution, err := resolver(stack.ItemID)
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if err != nil {
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return fmt.Errorf("%w: item=%d: %v", ErrFatiguePotionContract, stack.ItemID, err)
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}
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if resolution.ItemID != stack.ItemID || resolution.FatigueRecovery <= 0 ||
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!strings.EqualFold(strings.TrimSpace(resolution.StackableType), "[expert town potion]") {
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return fmt.Errorf("%w: item=%d resolution=%+v", ErrFatiguePotionContract, stack.ItemID, resolution)
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}
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durablePVFPath := strings.TrimSpace(stack.Extra["pvf_path"])
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if durablePVFPath == "" || !strings.EqualFold(durablePVFPath, strings.TrimSpace(resolution.PVFPath)) {
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return fmt.Errorf("%w: item=%d durable_path=%q resolved_path=%q", ErrFatiguePotionContract, stack.ItemID, durablePVFPath, resolution.PVFPath)
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}
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character = dnfrepo.CloneCharacter(character)
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if character.Stats == nil {
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character.Stats = make(map[string]int64, 6)
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}
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dnffatigue.ReconcileDailyStats(character.Stats, now, character.Level)
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remaining, ok := fatigueRemainingStat(character.Stats)
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if !ok {
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return fmt.Errorf("%w: fatigue remaining value is unavailable", ErrFatiguePotionContract)
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}
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limit := character.Stats["fatigue_limit"]
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if limit <= 0 {
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limit = remaining
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if limit <= 0 {
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limit = 156
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}
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character.Stats["fatigue_limit"] = limit
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}
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maximum := resolution.FatigueMaximumRemaining
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if maximum <= 0 {
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maximum = limit - resolution.FatigueRecovery
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}
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if maximum > 0 && remaining >= maximum {
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return fmt.Errorf("%w: item=%d fatigue=%d must be below %d", ErrFatiguePotionContract, stack.ItemID, remaining, maximum)
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}
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// 上限是道具自己的 PVF [total usable count],计数走所有消费路径共用的那一份
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// 实现(itemdailylimit)。疲劳药故意**不**走 op515 分派层的统一预留:这次
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// 使用和疲劳恢复必须同生共死,所以扣次数留在这个事务里(handler.go 里
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// action 58 的让路注释是另一半)。用满时返回可识别的拒绝,且被拒的那一次
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// 不改计数、不消耗道具。
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used, consumeErr := dnfitemdailylimit.Consume(
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character.Stats, stack.ItemID, resolution.DailyUseLimit, now, character.Level)
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if consumeErr != nil {
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var reached dnfitemdailylimit.LimitReachedError
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if errors.As(consumeErr, &reached) {
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return fmt.Errorf("%w: %w", ErrFatiguePotionContract, FatiguePotionDailyLimitError{
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ItemID: reached.ItemID,
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Used: reached.Used,
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Limit: reached.Limit,
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})
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}
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return fmt.Errorf("%w: %v", ErrFatiguePotionContract, consumeErr)
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}
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after := remaining + resolution.FatigueRecovery
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if after > limit {
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after = limit
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}
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if after < remaining {
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after = remaining
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}
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character.Stats["fatigue"] = after
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character.Stats["fatigue_display_update"] = limit - after
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if character.Stats["fatigue_display_update"] < 0 {
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character.Stats["fatigue_display_update"] = 0
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}
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// 计数已由上面的 Consume 写在同一个事务、同一张 stats 上。
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character.UpdatedAt = now
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remainingCount := stack.Count - 1
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if remainingCount == 0 {
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delete(inventory.Slots, key)
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} else {
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stack = cloneStack(stack)
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stack.Count = remainingCount
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inventory.Slots[key] = stack
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}
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inventory.UpdatedAt = now
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if err := dnfrepo.SaveInventoryFields(ctx, inventoryRepo, inventory, dnfrepo.InventoryFieldSlots); err != nil {
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return err
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}
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if err := dnfrepo.SaveCharacterFields(ctx, characters, character, dnfrepo.CharacterFieldStats); err != nil {
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return err
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}
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result = UseStackableResult{
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CharacterID: characterID, AccountID: cmd.AccountID, ListType: cmd.SourceListType,
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SlotIndex: cmd.SourceSlotIndex, ItemID: stack.ItemID, RemainingCount: remainingCount,
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Changed: true, PVFPath: durablePVFPath, StackableType: resolution.StackableType,
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FatiguePotionApplied: true, FatigueBefore: remaining, FatigueAfter: after,
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FatigueRecovery: resolution.FatigueRecovery,
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DailyUseItemID: stack.ItemID,
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DailyUseUsed: used,
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DailyUseLimit: resolution.DailyUseLimit,
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}
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return nil
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})
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if err != nil {
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return UseStackableResult{}, err
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}
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return result, nil
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}
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func fatigueRemainingStat(stats map[string]int64) (int64, bool) {
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for _, key := range []string{"fatigue", "fp", "疲劳"} {
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if value, ok := stats[key]; ok {
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return value, true
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}
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}
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return 0, false
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}
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