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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"errors"
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"fmt"
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"math"
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"path"
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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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// etc/chn_absolute_bind_cube.etc 是"绝对绑定 / 梦想装扮合成器"(op1119)的输出权威表。
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// 真实文件结构(证据见 梦想装扮合成器op1119_回包格式定案_20261004.md):
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//
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// [absolute bind plus value] 每个部位三档"价值"
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// `hat` 132 264 792 `hair` 198 264 792 …
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// [/absolute bind plus value]
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// [output avatar goal value] 每个部位的目标值(8 件材料合计要达标)
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// `hat` 2970 …
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// [/output avatar goal value]
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// [absolute bind cube]
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// 0 ← 套装序号(= 道具 [action type] [absolute bind cube] 0 8 2 0 0 的第一个数)
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// [absolute bind plus rare]
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// `[swordman]` `hair` 101560739 `hat` 101550582 …
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// [/absolute bind plus rare]
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// [/absolute bind cube]
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// [absolute bind cube]
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// 1 …(下一套)
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//
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// 两个必须注意的点:
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//
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// 1. `[absolute bind cube]` 在文件里**重复出现**(一套一个),所以不能用
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// currentAvatarCompoundFirstSectionInts 那种"取第一个同名段"的写法,必须按顺序
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// 遍历 section 并记住当前套装序号;
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// 2. 同一个输出道具会在**多个职业名下重复**(`[swordman]` / `[demonic swordman]` /
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// `[knight]` 共用同一批 101560739 等),所以职业校验要用"该道具是否挂在这个职业名下",
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// 不能只留一条记录。
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const currentAvatarBindPlusPVFPath = "etc/chn_absolute_bind_cube.etc"
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// 部位顺序与 PVF 里的键一致;客户端 op1119 的 8 格材料也按这个顺序上报。
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var currentAvatarBindPlusPartNames = []string{"hair", "hat", "face", "neck", "coat", "pants", "belt", "shoes"}
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type currentAvatarBindPlusOutput struct {
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SetIndex int64
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Part string
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ItemID uint32
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}
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type currentAvatarBindPlusConfig struct {
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PVFPath string
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// Outputs: 输出道具 → 它的套装序号与部位(同一道具在多职业下重复时取第一条,
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// 套装序号与部位一致)。
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Outputs map[uint32]currentAvatarBindPlusOutput
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// Jobs: 输出道具 → 允许请求它的职业键集合(currentAvatarBindPlusKey 归一化后的名字)。
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Jobs map[uint32]map[string]struct{}
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// Values / Goals 来自 [absolute bind plus value] / [output avatar goal value]。
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// 当前只解析保存:客户端在发送前已经自己校验过价值,服务端先用"件数"口径放行,
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// 留这两个表是为了下一步收紧(见文档"待办")。
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Values map[string][]int64
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Goals map[string]int64
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}
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// currentAvatarBindPlusKey 把职业/段落名归一化成可比较的键:
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// `[at gunner]` / CompoundAvatar_atgunner.etc / at_gunner 都变成 "atgunner"。
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func currentAvatarBindPlusKey(value string) string {
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var builder strings.Builder
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for _, r := range strings.ToLower(strings.TrimSpace(value)) {
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switch {
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case r >= 'a' && r <= 'z':
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builder.WriteRune(r)
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case r >= '0' && r <= '9':
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builder.WriteRune(r)
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}
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}
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return builder.String()
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}
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func currentAvatarBindPlusIsPart(value string) bool {
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normalized := strings.ToLower(strings.TrimSpace(strings.Trim(value, "`")))
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for _, part := range currentAvatarBindPlusPartNames {
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if normalized == part {
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return true
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}
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}
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return false
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}
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func loadCurrentAvatarBindPlusConfig(source dnfpvf.Source) (currentAvatarBindPlusConfig, error) {
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if source == nil {
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return currentAvatarBindPlusConfig{}, errCurrentAvatarBindPlusUnavailable
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}
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text, err := source.ReadText(currentAvatarBindPlusPVFPath)
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if err != nil {
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return currentAvatarBindPlusConfig{}, errors.Join(errCurrentAvatarBindPlusUnavailable, err)
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}
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document, err := dnfpvf.Parse(currentAvatarBindPlusPVFPath, text)
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if err != nil {
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return currentAvatarBindPlusConfig{}, errors.Join(errCurrentAvatarBindPlusUnavailable, err)
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}
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config := currentAvatarBindPlusConfig{
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PVFPath: currentAvatarBindPlusPVFPath,
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Outputs: make(map[uint32]currentAvatarBindPlusOutput),
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Jobs: make(map[uint32]map[string]struct{}),
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Values: make(map[string][]int64),
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Goals: make(map[string]int64),
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}
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currentSet := int64(-1)
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for _, section := range document.Sections {
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// 收尾段 `[/absolute bind cube]` 的 Name 是 "/absolute bind cube":
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// 归一化会把斜杠吃掉、和开头段撞名,所以先按斜杠判掉。
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if strings.HasPrefix(strings.TrimSpace(section.Name), "/") {
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continue
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}
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sectionKey := currentAvatarBindPlusKey(section.Name)
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switch sectionKey {
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case "absolutebindcube":
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values := currentAvatarCompoundTokenInts(currentDisjointSectionTokens(document, section))
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if len(values) == 0 {
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return currentAvatarBindPlusConfig{}, fmt.Errorf("%w: %s [%s] 没有套装序号",
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errCurrentAvatarBindPlusUnavailable, currentAvatarBindPlusPVFPath, section.Name)
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}
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currentSet = values[0]
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case "absolutebindplusrare":
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if currentSet < 0 {
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continue
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}
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job := ""
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pendingPart := ""
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for _, token := range currentDisjointSectionTokens(document, section) {
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if token.Kind == dnfpvf.TokenInt {
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if pendingPart == "" || job == "" {
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pendingPart = ""
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continue
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}
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itemID := token.Int
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if itemID <= 0 || itemID > math.MaxUint32 {
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pendingPart = ""
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continue
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}
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output := currentAvatarBindPlusOutput{
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SetIndex: currentSet,
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Part: pendingPart,
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ItemID: uint32(itemID),
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}
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if _, exists := config.Outputs[output.ItemID]; !exists {
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config.Outputs[output.ItemID] = output
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}
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if config.Jobs[output.ItemID] == nil {
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config.Jobs[output.ItemID] = make(map[string]struct{}, 4)
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}
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config.Jobs[output.ItemID][job] = struct{}{}
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pendingPart = ""
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continue
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}
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value := strings.TrimSpace(token.Value)
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if strings.HasPrefix(value, "[") && strings.HasSuffix(value, "]") {
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job = currentAvatarBindPlusKey(value)
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pendingPart = ""
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continue
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}
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if currentAvatarBindPlusIsPart(value) {
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pendingPart = strings.ToLower(strings.TrimSpace(strings.Trim(value, "`")))
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}
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}
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case "absolutebindplusvalue", "outputavatargoalvalue":
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part := ""
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values := make([]int64, 0, 3)
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flush := func() {
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if part == "" || len(values) == 0 {
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return
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}
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if sectionKey == "absolutebindplusvalue" {
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config.Values[part] = append([]int64(nil), values...)
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} else {
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config.Goals[part] = values[0]
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}
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}
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for _, token := range currentDisjointSectionTokens(document, section) {
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if token.Kind == dnfpvf.TokenInt {
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values = append(values, token.Int)
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continue
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}
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value := strings.TrimSpace(token.Value)
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if currentAvatarBindPlusIsPart(value) {
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flush()
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part = strings.ToLower(strings.TrimSpace(strings.Trim(value, "`")))
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values = values[:0]
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}
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}
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flush()
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}
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}
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if len(config.Outputs) == 0 {
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return currentAvatarBindPlusConfig{}, fmt.Errorf("%w: %s 没有解析出任何 [absolute bind plus rare] 输出",
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errCurrentAvatarBindPlusUnavailable, currentAvatarBindPlusPVFPath)
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}
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return config, nil
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}
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// currentAvatarBindPlusJobKey 把角色的 job 字节换算成 chn_absolute_bind_cube.etc 里
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// 那个职业名(归一化后)。映射来源就是合成器自己的职业索引表 etc/compoundavatar.etc:
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// `1 CompoundAvatar_swordman.etc 2 CompoundAvatar_fighter.etc …`,即 job+1 → 文件名。
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func currentAvatarBindPlusJobKey(source dnfpvf.Source, job byte) (string, error) {
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if source == nil {
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return "", errCurrentAvatarBindPlusUnavailable
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}
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text, err := source.ReadText("etc/compoundavatar.etc")
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if err != nil {
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return "", errors.Join(errCurrentAvatarBindPlusUnavailable, err)
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}
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document, err := dnfpvf.Parse("etc/compoundavatar.etc", text)
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if err != nil {
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return "", errors.Join(errCurrentAvatarBindPlusUnavailable, err)
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}
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fileName := ""
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for offset := 0; offset+1 < len(document.Tokens); offset++ {
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left, right := document.Tokens[offset], document.Tokens[offset+1]
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if left.Kind != dnfpvf.TokenInt || left.Int != int64(job)+1 {
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continue
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}
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if right.Kind == dnfpvf.TokenString || right.Kind == dnfpvf.TokenIdent {
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fileName = strings.TrimSpace(right.Value)
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break
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}
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}
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if fileName == "" {
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return "", fmt.Errorf("%w: job=%d 在 etc/compoundavatar.etc 里没有对应职业文件", errCurrentAvatarBindPlusUnavailable, job)
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}
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stem := strings.TrimSuffix(fileName, path.Ext(fileName))
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stem = strings.TrimPrefix(stem, "CompoundAvatar_")
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if key := currentAvatarBindPlusKey(stem); key != "" {
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return key, nil
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}
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return "", fmt.Errorf("%w: job=%d 职业文件=%q", errCurrentAvatarBindPlusUnavailable, job, fileName)
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}
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// currentAvatarBindPlusResolveOutput 解析"玩家点名的输出装扮":
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// 必须出现在 [absolute bind plus rare] 里,且必须挂在当前职业名下。
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func currentAvatarBindPlusResolveOutput(
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config currentAvatarBindPlusConfig,
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jobKey string,
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itemID uint32,
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) (currentAvatarBindPlusOutput, error) {
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output, exists := config.Outputs[itemID]
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if !exists {
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return currentAvatarBindPlusOutput{}, fmt.Errorf("%w: item=%d 不在 %s 的 [absolute bind plus rare] 里",
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errCurrentAvatarBindPlusOutputInvalid, itemID, config.PVFPath)
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}
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if _, allowed := config.Jobs[itemID][jobKey]; !allowed {
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return currentAvatarBindPlusOutput{}, fmt.Errorf("%w: item=%d job=%s 这个职业不能指定该输出(部位=%s 套装=%d)",
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errCurrentAvatarBindPlusOutputInvalid, itemID, jobKey, output.Part, output.SetIndex)
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}
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return output, nil
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}
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// currentAvatarBindPlusCubeSet reads one 绝对绑定合成器道具的套装序号:
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// [action type] `[absolute bind cube] 0 8 2 0 0` 的第一个数。
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func currentAvatarBindPlusCubeSet(definition dungeonDropItemDefinition) (int64, bool) {
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if !currentAvatarBindPlusDeclaresCube(definition) {
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return 0, false
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}
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if definition.ActionValues != nil && len(definition.ActionValues.Values) > 0 {
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return definition.ActionValues.Values[0], true
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}
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return 0, false
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}
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func currentAvatarBindPlusDeclaresCube(definition dungeonDropItemDefinition) bool {
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action := strings.ToLower(strings.TrimSpace(strings.Trim(definition.ActionType, "`")))
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return action == "[absolute bind cube]"
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}
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