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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"fmt"
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"math/rand/v2"
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"sort"
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"strconv"
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"sync"
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dnfpvf "longheng.io/server/internal/modules/dnf/pvf"
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dnfrepo "longheng.io/server/internal/modules/dnf/repository"
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)
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// Only ordinary combat equipment is randomized. Titles, avatars (including
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// clone/dye/socket state), creatures and cosmetic slots retain source identity.
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func currentCompanionRandomEquipmentSlot(slot uint64) bool {
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return slot == 12 || (slot >= 14 && slot <= 25)
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}
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type currentCompanionEquipmentCandidate struct {
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id uint32
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path string
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slot int16
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level int
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rarity int64
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equipmentType int64
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durability uint16
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jobs []string
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requiredSkills []int64
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requiredJobSkills map[string]int64
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}
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type currentCompanionEquipmentPool struct {
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once sync.Once
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items []currentCompanionEquipmentCandidate
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err error
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}
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// Match the existing per-catalog PVF pool lifetime; no random choice is cached.
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var currentCompanionEquipmentPools sync.Map
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func loadCurrentCompanionEquipmentPool(catalog *pvfDungeonDropCatalog) ([]currentCompanionEquipmentCandidate, error) {
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if catalog == nil || catalog.source == nil {
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return nil, errDungeonDropSourceRequired
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}
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entry, _ := currentCompanionEquipmentPools.LoadOrStore(catalog, ¤tCompanionEquipmentPool{})
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pool := entry.(*currentCompanionEquipmentPool)
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pool.once.Do(func() {
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for _, id := range catalog.equipmentIDs {
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ref := catalog.itemRefs[id]
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if ref.kind != dungeonDropItemEquipment {
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continue
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}
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path, text, err := readDungeonDropText(catalog.source, string(dungeonDropItemEquipment), ref.path)
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if err != nil {
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pool.err = fmt.Errorf("companion equipment %d: %w", id, err)
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return
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}
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doc, err := dnfpvf.Parse(path, text)
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if err != nil {
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pool.err = fmt.Errorf("companion equipment %d: %w", id, err)
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return
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}
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rarity, found := doc.Int("rarity")
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if !found || rarity < 1 || rarity > 3 {
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continue
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} // 1=blue, 2=purple, 3=pink in the current PVF.
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typ, _ := doc.Text("equipment type")
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rule, ok := currentEquipmentPlacementRuleForPVFType(typ)
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if !ok || !currentCompanionRandomEquipmentSlot(uint64(rule.targetSlot)) {
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continue
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}
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level, found := doc.Int("minimum level")
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if !found || level < 1 || level > 90 {
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continue
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}
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// Timed/event rentals are not permanent combat equipment templates.
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period, _ := doc.Int("usable period")
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if period > 0 || len(doc.Texts("expiration date")) > 0 {
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continue
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}
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equipType, _ := doc.Int("equipment type")
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durability, _ := doc.Int("durability")
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if durability < 0 || durability > 65535 {
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continue
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}
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item := currentCompanionEquipmentCandidate{id: id, path: path, slot: rule.targetSlot,
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level: int(level), rarity: rarity, equipmentType: equipType, durability: uint16(durability),
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jobs: doc.Texts("usable job"), requiredSkills: doc.Ints("required skill")}
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valid := true
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for _, section := range doc.Sections {
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if currentRentalSectionName(section.Name) != "required job skill" {
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continue
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}
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tokens, ok := currentRentalSectionTokens(doc, section)
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if !ok || len(tokens) == 0 || len(tokens)%2 != 0 {
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valid = false
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break
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}
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item.requiredJobSkills = make(map[string]int64)
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for i := 0; i < len(tokens); i += 2 {
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if (tokens[i].Kind != dnfpvf.TokenString && tokens[i].Kind != dnfpvf.TokenIdent) || tokens[i+1].Kind != dnfpvf.TokenInt || tokens[i+1].Int <= 0 {
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valid = false
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break
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}
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item.requiredJobSkills[currentRentalJobTag(tokens[i].Value)] = tokens[i+1].Int
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}
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}
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if valid {
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pool.items = append(pool.items, item)
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}
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}
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sort.Slice(pool.items, func(i, j int) bool { return pool.items[i].id < pool.items[j].id })
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})
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return pool.items, pool.err
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}
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func (item currentCompanionEquipmentCandidate) usable(job string, level int, skills dnfrepo.SkillRecord) bool {
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if item.level > level {
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return false
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}
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allowed := len(item.jobs) == 0 && item.slot != 12
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for _, raw := range item.jobs {
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tag := currentRentalJobTag(raw)
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if tag == job || tag == "[all]" || tag == "all" {
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allowed = true
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}
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}
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if !allowed {
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return false
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}
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hasSkill := func(id int64) bool { skill, ok := skills.Skills[id]; return ok && skill.Enabled && skill.Level > 0 }
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for _, id := range item.requiredSkills {
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if !hasSkill(id) {
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return false
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}
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}
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if item.requiredJobSkills != nil {
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id, ok := item.requiredJobSkills[job]
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if !ok || !hasSkill(id) {
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return false
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}
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}
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return true
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}
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func buildCurrentCompanionEquipment(catalog *pvfDungeonDropCatalog, state dnfrepo.CompanionSourceState, equipmentLevel int, pick func(int) int, allowRarity func(int64) bool, keyPrefix, missingWeaponLabel string) (dnfrepo.EquipmentRecord, error) {
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if catalog == nil || catalog.source == nil {
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return dnfrepo.EquipmentRecord{}, errDungeonDropSourceRequired
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}
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if !state.HasEquipment || !state.HasSkill || state.Equipment.CharacterID != state.Source.CharacterID || state.Skill.CharacterID != state.Source.CharacterID || equipmentLevel < 1 || equipmentLevel > 90 {
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return dnfrepo.EquipmentRecord{}, fmt.Errorf("companion equipment source/level unavailable")
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}
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job, ok := characterJobByte(state.Source)
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if !ok {
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return dnfrepo.EquipmentRecord{}, fmt.Errorf("companion equipment job=%s", state.Source.Job)
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}
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jobTag, err := currentRentalCharacterJobTag(catalog.source, job)
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if err != nil {
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return dnfrepo.EquipmentRecord{}, err
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}
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pool, err := loadCurrentCompanionEquipmentPool(catalog)
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if err != nil {
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return dnfrepo.EquipmentRecord{}, err
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}
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bySlot := make(map[int16][]currentCompanionEquipmentCandidate)
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for _, item := range pool {
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if !allowRarity(item.rarity) {
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continue
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}
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if !item.usable(jobTag, equipmentLevel, state.Skill) {
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continue
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}
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current := bySlot[item.slot]
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if len(current) == 0 || item.level > current[0].level {
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bySlot[item.slot] = []currentCompanionEquipmentCandidate{item}
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} else if item.level == current[0].level {
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bySlot[item.slot] = append(current, item)
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}
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}
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if len(bySlot[12]) == 0 {
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return dnfrepo.EquipmentRecord{}, fmt.Errorf("支援兵职业 %s 在 %d 级以内没有可用%s武器", jobTag, equipmentLevel, missingWeaponLabel)
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}
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out := dnfrepo.CloneEquipment(state.Equipment)
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for key, entry := range out.Entries {
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slot, known := currentEXEActorEquipmentSlot(entry)
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if !known {
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return dnfrepo.EquipmentRecord{}, fmt.Errorf("companion source equipment slot=%d unsupported", entry.SlotIndex)
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}
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if currentCompanionRandomEquipmentSlot(slot) {
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delete(out.Entries, key)
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}
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}
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if out.Entries == nil {
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out.Entries = make(map[string]dnfrepo.EquipmentEntry)
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}
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for slot := int16(12); slot <= 25; slot++ {
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items := bySlot[slot]
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if len(items) == 0 {
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// Special slots stay empty until eligible gear exists at this level.
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continue
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}
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item := items[pick(len(items))]
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// Map keys in legacy snapshots are not always slot numbers. Avoid
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// replacing a retained avatar whose storage key happens to be numeric.
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key := keyPrefix + strconv.Itoa(int(slot))
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out.Entries[key] = dnfrepo.EquipmentEntry{SlotIndex: slot, ItemID: int64(item.id),
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Extra: map[string]string{"item_kind": "equipment", "pvf_path": item.path,
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"equipment_type": strconv.FormatInt(item.equipmentType, 10),
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"current_exe_equipment_type": strconv.Itoa(int(slot)),
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"durability": strconv.Itoa(int(item.durability)), "max_durability": strconv.Itoa(int(item.durability))}}
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}
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return out, nil
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}
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func buildCurrentCompanionBalancedEquipment(catalog *pvfDungeonDropCatalog, state dnfrepo.CompanionSourceState, pick func(int) int) (dnfrepo.EquipmentRecord, error) {
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return buildCurrentCompanionEquipment(catalog, state, state.Owner.Level, pick, func(rarity int64) bool {
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return rarity == 3
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}, "companion-balanced-", "粉色")
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}
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func buildCurrentCompanionRandomEquipment(catalog *pvfDungeonDropCatalog, state dnfrepo.CompanionSourceState, pick func(int) int) (dnfrepo.EquipmentRecord, error) {
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// Random gear follows the support soldier's own level. Balance mode keeps
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// its existing owner-level behavior in buildCurrentCompanionBalancedEquipment.
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return buildCurrentCompanionEquipment(catalog, state, state.Source.Level, pick, func(rarity int64) bool {
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return rarity >= 1 && rarity <= 3
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}, "companion-random-", "蓝/紫/粉色")
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}
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func (s *Service) currentCompanionBalancedEquipment(ctx context.Context, state dnfrepo.CompanionSourceState) (dnfrepo.EquipmentRecord, error) {
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if err := ctx.Err(); err != nil {
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return dnfrepo.EquipmentRecord{}, err
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}
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catalog, err := s.currentPVFItemCatalog()
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if err != nil {
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return dnfrepo.EquipmentRecord{}, err
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}
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return buildCurrentCompanionBalancedEquipment(catalog, state, rand.IntN)
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}
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func (s *Service) currentCompanionRandomEquipment(ctx context.Context, state dnfrepo.CompanionSourceState) (dnfrepo.EquipmentRecord, error) {
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if err := ctx.Err(); err != nil {
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return dnfrepo.EquipmentRecord{}, err
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}
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catalog, err := s.currentPVFItemCatalog()
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if err != nil {
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return dnfrepo.EquipmentRecord{}, err
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}
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return buildCurrentCompanionRandomEquipment(catalog, state, rand.IntN)
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}
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