package dnfbridge func currentDungeonMatchesRecommendedLevel(runtime *runtimeDungeonState) bool { if runtime == nil || runtime.Dungeon.ID <= 0 || runtime.Character.Level <= 0 { return false } levels := runtime.Dungeon.Metadata.RecommendedLevels minimum, maximum := int64(0), int64(0) switch { case len(levels) != 0: if len(levels) < 2 || levels[0] <= 0 || levels[1] < levels[0] { return false } minimum, maximum = levels[0], levels[1] case runtime.Dungeon.Metadata.MinimumRequiredLevel.Set && runtime.Dungeon.Metadata.BasisLevel.Set && runtime.Dungeon.Metadata.MinimumRequiredLevel.Value > 0 && runtime.Dungeon.Metadata.BasisLevel.Value >= runtime.Dungeon.Metadata.MinimumRequiredLevel.Value: minimum = runtime.Dungeon.Metadata.MinimumRequiredLevel.Value maximum = runtime.Dungeon.Metadata.BasisLevel.Value default: return false } // 必须用**进图那一刻**的等级快照。本局小怪与翻牌经验会把等级推过推荐区间 // 上限,用实时等级会让"推荐副本"在打完最后一张图时判成不推荐,于是月度签到 / // 周签到 / 签到弹珠 / 婚姻成长胶囊这些挂在"推荐副本通关"上的活动全部漏记。 // 快照为 0 时(手工构造的 runtime)回落到实时等级。 level := int64(runtime.entryCharacterLevel) if level == 0 { level = int64(runtime.Character.Level) } return level >= minimum && level <= maximum } func currentDungeonIsRecommendedClear(runtime *runtimeDungeonState) bool { return runtime != nil && runtime.ordinaryFinalRoomClearAccepted && runtime.ProtocolMode == currentDungeonProtocolModeNormal && !runtime.Dungeon.Metadata.NoFatigue && runtime.tournament == nil && currentDungeonHasSelectedMaze(runtime) && currentDungeonMatchesRecommendedLevel(runtime) } func currentDungeonHasSelectedMaze(runtime *runtimeDungeonState) bool { return runtime != nil && runtime.MazeIndex >= 0 && runtime.MazeIndex < len(runtime.Dungeon.Mazes) }