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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"fmt"
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"longheng.io/server/internal/modules/dnf/worldmap"
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)
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// currentDungeonTrapEventMonsterScope identifies the PVF-owned terrain-event
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// family used by Second Spine. The DGN owns at least one event-monster row and
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// a random-map selector, while the selected MAP owns event positions and a
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// special passive object with retained [trap] children. The trap children are
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// script metadata, not op29 actors; class0/op312 activates the client-side
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// event controller only after op29 has created the room scene.
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func currentDungeonTrapEventMonsterScope(
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runtime *runtimeDungeonState,
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scene worldmap.DungeonRoomScene,
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room *runtimeDungeonRoom,
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) bool {
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if runtime == nil || room == nil || runtime.MazeIndex < 0 ||
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runtime.MazeIndex >= len(runtime.Dungeon.Mazes) ||
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len(runtime.Dungeon.Metadata.EventMonsters) == 0 ||
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!runtime.Dungeon.Metadata.EventMonsterRandomMap.Set ||
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len(scene.Map.Map.EventMonsterPositions) == 0 {
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return false
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}
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// Boss-room entrance conditions own the same op312 number but publish it
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// only after their hunt counters complete. Never let room entry bypass that
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// separate state machine.
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if runtime.Dungeon.Mazes[runtime.MazeIndex].BossRoomEntranceCondition != nil {
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return false
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}
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snapshot := room.Snapshot()
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if snapshot.Coordinate != scene.Coordinate || snapshot.MapID != scene.Map.Map.ID {
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return false
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}
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for _, object := range scene.SpecialPassiveObjects {
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for _, spawn := range object.Spawns {
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if normalizeDungeonPVFSymbol(spawn.Kind) == "trap" && spawn.Code > 0 {
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return true
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}
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}
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}
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return false
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}
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func (s *Service) publishCurrentDungeonTrapEventMonsterAfterStartMap(
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session *gameSession,
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runtime *runtimeDungeonState,
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scene worldmap.DungeonRoomScene,
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room *runtimeDungeonRoom,
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source string,
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) error {
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if s == nil || session == nil || !currentDungeonTrapEventMonsterScope(runtime, scene, room) ||
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room.eventMonsterConditionWasPublished() {
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return nil
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}
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body := buildCurrentDungeonCompleteConditionPassGateBody()
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if len(body) != len(currentDungeonCompleteConditionPassGateBody) {
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return fmt.Errorf("current event-monster condition body length %d, want %d", len(body), len(currentDungeonCompleteConditionPassGateBody))
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}
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if err := s.sendGameUpperRawClass(
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session,
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currentDungeonCompleteConditionPassGateMsgID,
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body,
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0,
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); err != nil {
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return err
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}
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room.markEventMonsterConditionPublished()
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s.logGameEvent(session, "game-dungeon-event-monster-condition-published",
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"source", source,
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"dungeon_id", runtime.Dungeon.ID,
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"maze_index", runtime.MazeIndex,
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"room", scene.Coordinate.String(),
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"map_id", scene.Map.Map.ID,
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"event_monster_definitions", len(runtime.Dungeon.Metadata.EventMonsters),
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"event_monster_random_map", runtime.Dungeon.Metadata.EventMonsterRandomMap.Value,
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"event_position_count", len(scene.Map.Map.EventMonsterPositions),
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"response_opcode", currentDungeonCompleteConditionPassGateMsgID,
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"response_body_len", len(body),
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"body_source", "current_exe_complete_condition_pass_gate_after_op29_trap_event_scene")
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return nil
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}
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