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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// This file maps one current PVF .skl document into domain fields.
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package skill
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import (
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"fmt"
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"math"
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"strings"
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dnfpvf "longheng.io/server/internal/modules/dnf/pvf"
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)
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func parseSkill(job byte, id uint16, skillPath string, doc *dnfpvf.Document) (Skill, error) {
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kind := firstText(doc, "skill type", "type", "kind")
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fixedLevelBase, fixedLevelValue := doc.Int("fixed level skill")
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_, fixedLevelSection := doc.Section("fixed level skill")
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fixedLevelSkill := fixedLevelValue || fixedLevelSection
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if fixedLevelSection && !fixedLevelValue {
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fixedLevelBase = 1
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}
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fixedLevelInterval := firstIntValue(doc, "interval level")
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if fixedLevelInterval <= 0 {
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fixedLevelInterval = 1
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}
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fixedLevelIncrement := firstIntValue(doc, "add level per interval")
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if fixedLevelIncrement <= 0 {
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fixedLevelIncrement = 1
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}
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prerequisites, err := parsePrerequisites(doc)
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if err != nil {
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return Skill{}, err
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}
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definition := Skill{
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Job: job,
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ID: id,
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Path: skillPath,
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Name: firstText(doc, "name", "display name"),
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Kind: kind,
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Active: skillIsActive(kind, doc),
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RequiredLevel: firstIntValue(doc, "required level", "minimum level", "level"),
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RequiredLevelRange: firstIntValue(doc, "required level range"),
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MaximumLevel: firstIntValue(doc, "maximum level", "max level"),
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FixedLevelSkill: fixedLevelSkill,
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FixedLevelBase: int(fixedLevelBase),
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FixedLevelInterval: fixedLevelInterval,
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FixedLevelIncrement: fixedLevelIncrement,
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SkillClass: firstIntValue(doc, "skill class"),
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GrowTypes: intValues(doc, "skill fitness growtype"),
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GrowTypeMaximumLevels: intValues(doc, "growtype maximum level"),
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SecondGrowTypes: intValues(doc, "skill fitness second growtype"),
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SecondGrowTypeMaximumLevels: intValues(doc, "second growtype maximum level"),
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FeatureSkillType: firstIntValue(doc, "feature skill type"),
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FeatureSkillIndex: firstIntValue(doc, "feature skill index"),
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Prerequisites: prerequisites,
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PurchaseCost: intValues(doc, "purchase cost"),
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SpecialPurchaseCost: intValues(doc, "special purchase cost"),
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CoolTime: firstNumberOrZero(doc, "cool time", "cooltime", "cool down time"),
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MPCost: firstInt(doc, "mp consume", "mp cost", "consume mp"),
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CastTime: firstNumberOrZero(doc, "casting time", "cast time"),
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Command: firstText(doc, "command", "input command"),
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Icon: firstText(doc, "icon", "icon path"),
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Scalars: scalars(doc),
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}
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if definition.Name == "" {
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definition.Name = definition.Path
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}
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return definition, nil
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}
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// skillIsActive keeps the explicit [type] declaration authoritative, while
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// accepting the two 90-era Wind Mage high-level skills whose PVF documents
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// intentionally omit [type]. Those documents still have an executable-state
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// section, which is the client-facing marker that the skill can be cast. A
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// passive skill has an explicit non-active type or no executable states, so it
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// cannot be promoted merely because it has a cost/stat section.
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func skillIsActive(kind string, doc *dnfpvf.Document) bool {
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kind = strings.ToLower(strings.TrimSpace(kind))
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if strings.Contains(kind, "active") {
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return true
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}
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if kind != "" || doc == nil {
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return false
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}
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states := doc.Texts("executable states")
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return len(states) != 0
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}
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func parsePrerequisites(doc *dnfpvf.Document) ([]Prerequisite, error) {
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values := doc.Ints("pre required skill")
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if len(values) == 0 {
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return nil, nil
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}
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if len(values)%2 != 0 {
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return nil, fmt.Errorf("%w: odd value count %d", ErrPrerequisite, len(values))
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}
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out := make([]Prerequisite, 0, len(values)/2)
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for idx := 0; idx < len(values); idx += 2 {
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if values[idx] < 0 || values[idx] > math.MaxUint16 || values[idx+1] < 0 {
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return nil, fmt.Errorf("%w: skill=%d level=%d", ErrPrerequisite, values[idx], values[idx+1])
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}
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out = append(out, Prerequisite{SkillID: uint16(values[idx]), Level: int(values[idx+1])})
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}
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return out, nil
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}
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func scalars(doc *dnfpvf.Document) map[string]float64 {
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names := map[string][]string{
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"power": {"power", "attack power"},
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"hit_count": {"hit count", "multi hit count"},
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"range": {"range", "attack range"},
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"duration": {"duration", "buff duration"},
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"cool_time": {"cool time", "cooltime"},
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"cast_time": {"casting time", "cast time"},
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"consume_mp": {"mp consume", "mp cost", "consume mp"},
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"required_sp": {"required sp", "sp cost"},
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}
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out := make(map[string]float64)
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for key, aliases := range names {
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if value, ok := firstNumber(doc, aliases...); ok {
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out[key] = value
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}
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}
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if len(out) == 0 {
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return nil
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}
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return out
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}
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func firstText(doc *dnfpvf.Document, names ...string) string {
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for _, name := range names {
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if value, ok := doc.Text(name); ok {
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return value
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}
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}
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return ""
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}
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func firstInt(doc *dnfpvf.Document, names ...string) int64 {
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for _, name := range names {
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if value, ok := doc.Int(name); ok {
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return value
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}
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}
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return 0
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}
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func firstIntValue(doc *dnfpvf.Document, names ...string) int {
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return int(firstInt(doc, names...))
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}
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func intValues(doc *dnfpvf.Document, name string) []int {
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values := doc.Ints(name)
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if len(values) == 0 {
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return nil
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}
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out := make([]int, len(values))
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for idx, value := range values {
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out[idx] = int(value)
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}
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return out
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}
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func firstNumber(doc *dnfpvf.Document, names ...string) (float64, bool) {
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for _, name := range names {
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if value, ok := doc.Number(name); 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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func firstNumberOrZero(doc *dnfpvf.Document, names ...string) float64 {
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value, _ := firstNumber(doc, names...)
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return value
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}
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