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 dnfbridge
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import (
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"context"
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"errors"
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"fmt"
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"math"
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"strings"
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dnfavatarcompound "longheng.io/server/internal/modules/dnf/avatarcompound"
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dnfrepo "longheng.io/server/internal/modules/dnf/repository"
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)
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// commitCurrentAvatarBindPlus 落地一次 op1119(梦想/绝对绑定装扮合成器):
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//
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// 扣 8 件材料装扮(请求体里那 8 个 (槽, 道具))+ 扣 1 个该套装的绝对绑定合成器
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// → 发出玩家点名的输出装扮([absolute bind plus rare][职业][部位])
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//
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// 全程走 op99 同一套 dnfavatarcompound.Owner 事务:任何一步校验失败都整体回滚,
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// 不会出现"扣了材料没发奖"。
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//
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// 合成器本身**不在请求体里**(两次现场取证的 144 字节里都找不到合成器字段),
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// 所以这里用唯一自洽的口径反查:请求点名的输出 → chn_absolute_bind_cube.etc 里的
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// 套装序号 → 背包里 [action type] [absolute bind cube] <同一套装> 的道具。这样
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// 既不需要新协议字段,也不可能出现"没带合成器白嫖"。
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func (s *Service) commitCurrentAvatarBindPlus(
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ctx context.Context,
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session *gameSession,
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catalog *pvfDungeonDropCatalog,
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request currentAvatarBindPlusRequest,
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) (currentAvatarBindPlusOutcome, error) {
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if catalog == nil || catalog.source == nil {
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return currentAvatarBindPlusOutcome{}, errCurrentAvatarBindPlusUnavailable
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}
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accountID, characterID, repositories, owner, err := s.currentAvatarCompoundOwner(session)
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if err != nil {
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return currentAvatarBindPlusOutcome{}, err
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}
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character, found, err := repositories.Character.Load(ctx, characterID)
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if err != nil || !found || strings.TrimSpace(character.AccountID) != accountID {
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return currentAvatarBindPlusOutcome{}, errors.Join(errCurrentAvatarBindPlusUnavailable, err)
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}
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jobValue := numericCharacterStat(character.Job)
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if jobValue < 0 || jobValue > math.MaxUint8 {
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return currentAvatarBindPlusOutcome{}, fmt.Errorf("%w: character job=%q", errCurrentAvatarBindPlusUnavailable, character.Job)
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}
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config, err := loadCurrentAvatarBindPlusConfig(catalog.source)
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if err != nil {
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return currentAvatarBindPlusOutcome{}, err
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}
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jobKey, err := currentAvatarBindPlusJobKey(catalog.source, byte(jobValue))
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if err != nil {
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return currentAvatarBindPlusOutcome{}, err
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}
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output, err := currentAvatarBindPlusResolveOutput(config, jobKey, request.RequestedItemID)
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if err != nil {
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return currentAvatarBindPlusOutcome{}, err
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}
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// 输出道具必须是真实装扮(PVF 只读解析,放在事务外)。
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outputDefinition, _, err := currentAvatarCompoundDefinition(catalog, request.RequestedItemID)
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if err != nil {
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return currentAvatarBindPlusOutcome{}, err
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}
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var outcome currentAvatarBindPlusOutcome
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err = owner.Compound(ctx, dnfavatarcompound.Command{
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AccountID: accountID,
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CharacterID: characterID,
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Project: func(assets *dnfavatarcompound.Assets) error {
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if assets == nil || assets.Character == nil || assets.Inventory == nil || assets.Inventory.Slots == nil ||
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numericCharacterStat(assets.Character.Job) != jobValue {
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return errCurrentAvatarBindPlusUnavailable
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}
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inventory := assets.Inventory
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// 1. 8 件材料:槽位、道具 ID、数量、锁、PVF 装扮身份,逐条校验。
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materialKeys := make([]string, 0, len(request.Materials))
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for index, material := range request.Materials {
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key := currentCeraShopInventorySlotKey(currentAvatarInventoryListType, material.Slot)
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stack, exists := inventory.Slots[key]
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if !exists || stack.ItemID != int64(material.ItemID) || stack.Count != 1 || currentNPCShopItemLocked(stack) {
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return fmt.Errorf("%w: index=%d slot=%d item=%d found=%t stack=%+v",
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errCurrentAvatarBindPlusMaterial, index, material.Slot, material.ItemID, exists, stack)
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}
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if _, _, resolveErr := currentAvatarCompoundDefinition(catalog, material.ItemID); resolveErr != nil {
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return fmt.Errorf("%w: index=%d item=%d: %v",
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errCurrentAvatarBindPlusMaterial, index, material.ItemID, resolveErr)
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}
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materialKeys = append(materialKeys, key)
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}
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// 2. 合成器:按套装序号反查。
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cubeKey, cubeStack, cubeErr := currentAvatarBindPlusFindCube(catalog, inventory, output.SetIndex)
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if cubeErr != nil {
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return cubeErr
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}
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cubeListType, cubeSlot, _ := dnfrepo.ParseInventorySlotKey(cubeKey)
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cubeItemID := uint32(cubeStack.ItemID)
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// 3. 扣材料(8 件各 1,装扮不堆叠,直接删槽)。
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for _, key := range materialKeys {
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delete(inventory.Slots, key)
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}
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// 4. 扣合成器 1 个。
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cubeStack.Count--
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cubeRemain := cubeStack.Count
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if cubeStack.Count <= 0 {
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delete(inventory.Slots, cubeKey)
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} else {
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entry := currentItemListEntryFromStack(cubeListType, cubeSlot, cubeStack)
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cubeStack.RawEntry = append([]byte(nil), entry.data[:]...)
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inventory.Slots[cubeKey] = cubeStack
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}
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// 5. 发输出装扮:落在第一个材料槽(刚空出来、必然是合法的装扮栏槽位)。
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outputSlot := request.Materials[0].Slot
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stack := currentAvatarCompoundOutputStack(outputDefinition, request.AbilityNo)
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entry := currentItemListEntryFromStack(currentAvatarInventoryListType, outputSlot, stack)
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stack.RawEntry = append([]byte(nil), entry.data[:]...)
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inventory.Slots[currentCeraShopInventorySlotKey(currentAvatarInventoryListType, outputSlot)] = stack
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consumed := make([]int16, 0, currentAvatarBindPlusMaterialCount)
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for _, material := range request.Materials {
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consumed = append(consumed, material.Slot)
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}
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outcome = currentAvatarBindPlusOutcome{
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OutputItemID: request.RequestedItemID,
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OutputSlot: outputSlot,
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AbilityNo: request.AbilityNo,
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ConsumedSlots: consumed,
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SetIndex: output.SetIndex,
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Part: output.Part,
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CubeItemID: cubeItemID,
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CubeListType: cubeListType,
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CubeSlot: cubeSlot,
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CubeRemain: cubeRemain,
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}
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return nil
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},
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})
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if err != nil {
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return currentAvatarBindPlusOutcome{}, currentAvatarCompoundOwnerError(err)
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}
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return outcome, nil
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}
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// currentAvatarBindPlusFindCube 在背包里找该套装序号的绝对绑定合成器。
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// 多个候选时优先主背包(list 0),保证"帐号金库里的合成器"不会被优先消耗。
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func currentAvatarBindPlusFindCube(
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catalog *pvfDungeonDropCatalog,
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inventory *dnfrepo.InventoryRecord,
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setIndex int64,
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) (string, dnfrepo.ItemStack, error) {
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if catalog == nil || inventory == nil {
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return "", dnfrepo.ItemStack{}, errCurrentAvatarBindPlusCube
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}
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bestKey := ""
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var bestStack dnfrepo.ItemStack
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bestListType := byte(0xFF)
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for key, stack := range inventory.Slots {
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if stack.ItemID <= 0 || stack.ItemID > math.MaxUint32 || stack.Count <= 0 || currentNPCShopItemLocked(stack) {
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continue
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}
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definition, resolveErr := catalog.ResolveItem(uint32(stack.ItemID))
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if resolveErr != nil || !currentAvatarBindPlusDeclaresCube(definition) {
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continue
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}
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cubeSet, ok := currentAvatarBindPlusCubeSet(definition)
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if !ok || cubeSet != setIndex {
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continue
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}
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listType, _, parsed := dnfrepo.ParseInventorySlotKey(key)
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if !parsed {
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continue
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}
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if bestKey != "" && listType >= bestListType {
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continue
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}
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bestKey, bestStack, bestListType = key, stack, listType
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}
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if bestKey == "" {
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return "", dnfrepo.ItemStack{}, fmt.Errorf("%w: set=%d 背包里没有对应的绝对绑定合成器", errCurrentAvatarBindPlusCube, setIndex)
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}
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return bestKey, bestStack, nil
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}
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