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 quest
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import (
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"errors"
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"fmt"
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"sort"
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"strconv"
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"strings"
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"time"
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dnfrepo "longheng.io/server/internal/modules/dnf/repository"
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)
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var (
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ErrHuntEnemyTargetRequired = errors.New("dnf hunt-enemy quest target is required")
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ErrHuntEnemyCompletionKeyRequired = errors.New("dnf hunt-enemy completion key is required")
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ErrHuntEnemyCompletionTimeRequired = errors.New("dnf hunt-enemy completion time is required")
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)
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const (
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huntEnemyCompletionKind = "hunt_enemy"
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defaultHuntEnemyType = int64(1)
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huntEnemyStride = 5
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)
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// HuntEnemyKillInput contains only authoritative dungeon-combat facts. It ports
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// the 86JP/Quest::CheckKillMonster domain match for PVF [hunt enemy] int-data:
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//
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// dungeonId, difficulty, enemyCode, enemyType, count.
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//
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// dungeonId/difficulty allow -1 wildcards, enemyCode is exact, and missing or
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// non-positive enemyType defaults to 1.
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//
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// Packet shape remains owned by the bridge; this is only PVF/DB state.
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type HuntEnemyKillInput struct {
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DungeonID int64
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Difficulty int64
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EnemyCode int64
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EnemyType int64
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CompletionKey string
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CompletedAt time.Time
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}
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// ActiveHuntEnemyTarget is one still-pending PVF hunt-enemy channel. EnemyType
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// is the quest-domain type, not the dungeon actor packet type. In 86JP's
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// domain table type 3 is a passive object; it must never be inferred from a
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// boss actor's wire type.
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type ActiveHuntEnemyTarget struct {
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QuestID int64
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PVFPath string
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DungeonID int64
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Difficulty int64
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EnemyCode int64
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EnemyType int64
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}
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// ActiveHuntEnemyTargets returns the exact active PVF targets matching the
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// current dungeon scope and quest-domain enemy type. It is intentionally
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// read-only and does not fabricate a missing quest row.
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func (c *Catalog) ActiveHuntEnemyTargets(
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record dnfrepo.QuestRecord,
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dungeonID int64,
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difficulty int64,
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enemyType int64,
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) []ActiveHuntEnemyTarget {
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if c == nil || enemyType <= 0 {
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return nil
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}
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seenQuest := make(map[int64]struct{})
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result := make([]ActiveHuntEnemyTarget, 0, 1)
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visit := func(states map[int64]dnfrepo.QuestState) {
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ids := make([]int64, 0, len(states))
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for questID := range states {
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ids = append(ids, questID)
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}
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sort.Slice(ids, func(i, j int) bool { return ids[i] < ids[j] })
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for _, questID := range ids {
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if _, duplicate := seenQuest[questID]; duplicate {
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continue
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}
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state := states[questID]
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if !isActiveQuestStatus(state.Status) || state.ProgressValue <= 0 {
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continue
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}
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definition, ok := c.byID[questID]
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if !ok || normalizeQuestTag(definition.Type) != "hunt enemy" {
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continue
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}
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for offset := 0; offset+huntEnemyStride <= len(definition.IntData); offset += huntEnemyStride {
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targetDungeonID := definition.IntData[offset]
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targetDifficulty := definition.IntData[offset+1]
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targetEnemyCode := definition.IntData[offset+2]
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targetEnemyType := definition.IntData[offset+3]
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if targetEnemyType <= 0 {
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targetEnemyType = defaultHuntEnemyType
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}
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if targetEnemyType != enemyType || targetEnemyCode <= 0 ||
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(targetDungeonID != -1 && targetDungeonID != dungeonID) ||
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(targetDifficulty >= 0 && targetDifficulty != difficulty) {
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continue
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}
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result = append(result, ActiveHuntEnemyTarget{
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QuestID: questID, PVFPath: definition.Path,
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DungeonID: targetDungeonID, Difficulty: targetDifficulty,
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EnemyCode: targetEnemyCode, EnemyType: targetEnemyType,
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})
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seenQuest[questID] = struct{}{}
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break
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}
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}
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}
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visit(record.States)
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visit(record.Progress)
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return result
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}
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type HuntEnemyCompletion struct {
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QuestID int64
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Field dnfrepo.QuestField
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PreviousTrigger int64
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CurrentTrigger int64
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PVFPath string
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Completed bool
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Idempotent bool
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}
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type HuntEnemyKillPlan struct {
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Record dnfrepo.QuestRecord
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Completions []HuntEnemyCompletion
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ChangedFields []dnfrepo.QuestField
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}
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func (c *Catalog) PlanHuntEnemyKill(record dnfrepo.QuestRecord, input HuntEnemyKillInput) (HuntEnemyKillPlan, error) {
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if c == nil {
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return HuntEnemyKillPlan{}, ErrCatalogEmpty
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}
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if input.EnemyCode <= 0 {
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return HuntEnemyKillPlan{}, ErrHuntEnemyTargetRequired
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}
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input.CompletionKey = strings.TrimSpace(input.CompletionKey)
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if input.CompletionKey == "" {
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return HuntEnemyKillPlan{}, ErrHuntEnemyCompletionKeyRequired
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}
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if input.CompletedAt.IsZero() {
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return HuntEnemyKillPlan{}, ErrHuntEnemyCompletionTimeRequired
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}
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if input.EnemyType <= 0 {
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input.EnemyType = defaultHuntEnemyType
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}
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plan := HuntEnemyKillPlan{Record: dnfrepo.CloneQuest(record)}
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statesChanged := false
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progressChanged := false
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_, activationFields := c.activateMissingLinkedNoRewardSubQuests(&plan.Record, input.CompletedAt, "")
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for _, field := range activationFields {
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switch field {
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case dnfrepo.QuestFieldStates:
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statesChanged = true
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case dnfrepo.QuestFieldProgress:
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progressChanged = true
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}
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}
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seen := make(map[int64]struct{})
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visit := func(states map[int64]dnfrepo.QuestState, field dnfrepo.QuestField) {
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ids := make([]int64, 0, len(states))
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for questID := range states {
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ids = append(ids, questID)
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}
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sort.Slice(ids, func(i, j int) bool { return ids[i] < ids[j] })
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for _, questID := range ids {
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if _, duplicate := seen[questID]; duplicate {
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continue
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}
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seen[questID] = struct{}{}
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state := states[questID]
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if !isActiveQuestStatus(state.Status) || state.ProgressValue < 0 {
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continue
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}
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definition, ok := c.byID[questID]
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if !ok || normalizeQuestTag(definition.Type) != "hunt enemy" {
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continue
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}
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channel, ok := huntEnemyMatchedChannel(definition.IntData, input)
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if !ok {
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continue
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}
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completion := HuntEnemyCompletion{
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QuestID: questID,
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Field: field,
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PreviousTrigger: state.ProgressValue,
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PVFPath: definition.Path,
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}
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if state.ProgressValue == 0 {
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completion.CurrentTrigger = 0
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completion.Completed = true
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completion.Idempotent = true
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if autoCompleteNoRewardSubQuestState(&state, definition, input.CompletedAt) {
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states[questID] = state
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switch field {
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case dnfrepo.QuestFieldStates:
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statesChanged = true
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case dnfrepo.QuestFieldProgress:
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progressChanged = true
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}
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}
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plan.Completions = append(plan.Completions, completion)
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continue
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}
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nextTrigger := decrementPackedTriggerChannel(uint32(state.ProgressValue), channel)
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if int64(nextTrigger) == state.ProgressValue {
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continue
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}
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state.ProgressValue = int64(nextTrigger)
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state.UpdatedAt = input.CompletedAt
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completion.CurrentTrigger = int64(nextTrigger)
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completion.Completed = nextTrigger == 0
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if state.Extra == nil {
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state.Extra = make(map[string]string, 8)
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}
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state.Extra["pvf_path"] = definition.Path
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state.Extra["quest_type"] = definition.Type
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state.Extra["last_hunt_enemy_code"] = strconv.FormatInt(input.EnemyCode, 10)
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state.Extra["last_hunt_enemy_type"] = strconv.FormatInt(input.EnemyType, 10)
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state.Extra["last_hunt_enemy_dungeon_id"] = strconv.FormatInt(input.DungeonID, 10)
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state.Extra["last_hunt_enemy_difficulty"] = strconv.FormatInt(input.Difficulty, 10)
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if nextTrigger == 0 {
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state.Extra["completion_kind"] = huntEnemyCompletionKind
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state.Extra["completion_key"] = input.CompletionKey
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state.Extra["completion_enemy_code"] = strconv.FormatInt(input.EnemyCode, 10)
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state.Extra["completion_enemy_type"] = strconv.FormatInt(input.EnemyType, 10)
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state.Extra["completion_dungeon_id"] = strconv.FormatInt(input.DungeonID, 10)
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state.Extra["completion_difficulty"] = strconv.FormatInt(input.Difficulty, 10)
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state.Extra["reward_state"] = clearMapRewardPending
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autoCompleteNoRewardSubQuestState(&state, definition, input.CompletedAt)
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}
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plan.Completions = append(plan.Completions, completion)
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states[questID] = state
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switch field {
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case dnfrepo.QuestFieldStates:
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statesChanged = true
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case dnfrepo.QuestFieldProgress:
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progressChanged = true
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}
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}
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}
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visit(plan.Record.States, dnfrepo.QuestFieldStates)
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visit(plan.Record.Progress, dnfrepo.QuestFieldProgress)
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for _, field := range syncActiveQuestClearParentProgress(c, &plan.Record, input.CompletedAt) {
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switch field {
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case dnfrepo.QuestFieldStates:
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statesChanged = true
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case dnfrepo.QuestFieldProgress:
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progressChanged = true
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}
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}
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if statesChanged || progressChanged {
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plan.Record.UpdatedAt = input.CompletedAt
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}
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if statesChanged {
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plan.ChangedFields = append(plan.ChangedFields, dnfrepo.QuestFieldStates)
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}
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if progressChanged {
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plan.ChangedFields = append(plan.ChangedFields, dnfrepo.QuestFieldProgress)
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}
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return plan, nil
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}
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func huntEnemyMatchedChannel(values []int64, input HuntEnemyKillInput) (int, bool) {
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for index, offset := 0, 0; offset+huntEnemyStride <= len(values) && index < 3; index, offset = index+1, offset+huntEnemyStride {
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dungeonID := values[offset]
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difficulty := values[offset+1]
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enemyCode := values[offset+2]
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enemyType := values[offset+3]
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if enemyType <= 0 {
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enemyType = defaultHuntEnemyType
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}
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if dungeonID != -1 && dungeonID != input.DungeonID {
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continue
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}
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if difficulty >= 0 && difficulty != input.Difficulty {
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continue
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}
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if enemyCode != input.EnemyCode {
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continue
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}
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if enemyType != input.EnemyType {
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continue
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}
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return index, true
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}
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return 0, false
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}
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func decrementPackedTriggerChannel(trigger uint32, channel int) uint32 {
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if channel < 0 || channel > 2 {
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return trigger
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}
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shift := channel * 9
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current := (trigger >> shift) & 0x1ff
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if current == 0 {
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return trigger
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}
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next := current - 1
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trigger &^= 0x1ff << shift
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trigger |= next << shift
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return trigger
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}
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func (p HuntEnemyKillPlan) ValidateCharacter(characterID string) error {
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if strings.TrimSpace(p.Record.CharacterID) != strings.TrimSpace(characterID) {
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return fmt.Errorf("dnf hunt-enemy quest owner mismatch: record=%q selected=%q", p.Record.CharacterID, characterID)
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}
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return nil
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}
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