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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hanfuit committed 2026-11-04 14:31:55 +08:00
commit 645b64fe21
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package dnfbridge
import "longheng.io/server/internal/modules/dnf/worldmap"
func currentDungeonAnnouncedActor(
runtime *runtimeDungeonState,
scene worldmap.DungeonRoomScene,
objectKey uint32,
) (worldmap.HostileReference, bool, bool) {
if runtime == nil || runtime.Room == nil || objectKey == 0 {
return worldmap.HostileReference{}, false, false
}
reference, bound := scene.RuntimeObjects[objectKey]
if !bound {
return worldmap.HostileReference{}, false, false
}
room := runtime.Room.Snapshot()
if room.Coordinate != scene.Coordinate || room.MapID != scene.Map.Map.ID {
return worldmap.HostileReference{}, false, false
}
for _, monster := range room.Monsters {
if monster.ObjectKey == objectKey && monster.Reference == reference &&
monster.State == runtimeDungeonMonsterAnnounced {
return reference, true, true
}
}
for _, actor := range room.ExtendedActors {
if actor.ObjectKey == objectKey && actor.HostileReference != nil &&
*actor.HostileReference == reference && actor.State == runtimeDungeonMonsterAnnounced {
return reference, false, true
}
}
return worldmap.HostileReference{}, false, false
}
// currentDungeonBossDieCheckCanWaitForTarget permits the narrow op117/op39
// race only after the room is already clear, or when the requested actor is the
// sole remaining blocker. This prevents an early request from opening a room
// while unrelated monsters are still alive.
func currentDungeonBossDieCheckCanWaitForTarget(
scene worldmap.DungeonRoomScene,
targetObjectKey uint32,
targetReference worldmap.HostileReference,
) bool {
if scene.Cleared {
return true
}
targetIsRemainingBlocker := false
for _, blockingReference := range scene.BlockingHostiles {
boundObjectKey := uint32(0)
for candidate, reference := range scene.RuntimeObjects {
if reference != blockingReference {
continue
}
if boundObjectKey != 0 {
return false
}
boundObjectKey = candidate
}
if boundObjectKey == 0 {
return false
}
if blockingReference == targetReference && boundObjectKey == targetObjectKey {
targetIsRemainingBlocker = true
continue
}
if !dungeonSceneObjectDefeated(scene.DefeatedObjects, boundObjectKey) {
return false
}
}
return targetIsRemainingBlocker
}
func currentDungeonDefeatedActor(
runtime *runtimeDungeonState,
scene worldmap.DungeonRoomScene,
objectKey uint32,
) (worldmap.HostileReference, bool, bool) {
if runtime == nil || runtime.Room == nil || objectKey == 0 {
return worldmap.HostileReference{}, false, false
}
reference, bound := scene.RuntimeObjects[objectKey]
if !bound || !dungeonSceneObjectDefeated(scene.DefeatedObjects, objectKey) {
return worldmap.HostileReference{}, false, false
}
room := runtime.Room.Snapshot()
if room.Coordinate != scene.Coordinate || room.MapID != scene.Map.Map.ID {
return worldmap.HostileReference{}, false, false
}
for _, monster := range room.Monsters {
if monster.ObjectKey == objectKey && monster.Reference == reference &&
monster.State == runtimeDungeonMonsterDefeated {
return reference, true, true
}
}
for _, actor := range room.ExtendedActors {
if actor.ObjectKey == objectKey && actor.HostileReference != nil &&
*actor.HostileReference == reference && actor.State == runtimeDungeonMonsterDefeated {
return reference, false, true
}
}
return worldmap.HostileReference{}, false, false
}
func dungeonSceneObjectDefeated(values []uint32, objectKey uint32) bool {
for _, value := range values {
if value == objectKey {
return true
}
}
return false
}
func currentDungeonRemainingBlockingMonsterIndexes(scene worldmap.DungeonRoomScene) ([]int, bool) {
remaining := make([]int, 0, len(scene.BlockingHostiles))
for _, reference := range scene.BlockingHostiles {
if reference.Kind != worldmap.HostileMonster || reference.Index < 0 {
return nil, false
}
var objectKey uint32
for candidate, boundReference := range scene.RuntimeObjects {
if boundReference == reference {
if objectKey != 0 {
return nil, false
}
objectKey = candidate
}
}
if objectKey == 0 {
return nil, false
}
if !dungeonSceneObjectDefeated(scene.DefeatedObjects, objectKey) {
remaining = append(remaining, reference.Index)
}
}
return remaining, true
}