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
149 lines
5.3 KiB
Go
149 lines
5.3 KiB
Go
// Command honorprobe dumps the real etc/honorlevel.etc tables and replays one
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// character's durable HonorExpert state against them.
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//
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// Why it exists: the dungeon settlement feeds a run's post-cap experience into
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// honor.Tables.AdvanceExpert, and AdvanceExpert begins with ResolveExpert -- a
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// STRICT validator. A character whose stored (level, progress) pair violates the
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// table's invariant therefore cannot settle a dungeon at all, which the player
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// sees as "killed the boss, no result, stuck inside the dungeon".
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//
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// Usage:
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//
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// go run ./cmd/scratch/honorprobe <Script.pvf> [level:progress ...]
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//
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// With no level:progress pairs it probes the boundaries (0, 1, the last rows,
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// and the maximum level).
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package main
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import (
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"fmt"
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"os"
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"strconv"
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"strings"
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dnfhonor "longheng.io/server/internal/modules/dnf/honor"
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platformpvf "longheng.io/server/internal/platform/pvf"
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)
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func main() {
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if len(os.Args) < 2 {
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fmt.Fprintln(os.Stderr, "usage: honorprobe <Script.pvf> [level:progress ...]")
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os.Exit(2)
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}
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archive, err := platformpvf.Open(os.Args[1])
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if err != nil {
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fmt.Fprintln(os.Stderr, "open pvf:", err)
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os.Exit(1)
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}
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tables, err := dnfhonor.LoadTables(archive)
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if err != nil {
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fmt.Fprintln(os.Stderr, "load honor tables:", err)
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os.Exit(1)
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}
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fmt.Printf("snapshot: %+v\n", tables.Snapshot())
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rows := tables.ExpertExperienceRows()
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fmt.Printf("expert experience rows: %d (maximum expert level = %d)\n", len(rows), len(rows))
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fmt.Println("-- grade info --")
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for _, grade := range tables.ExpertGrades() {
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fmt.Printf(" grade=%d name=%q min=%d max=%d\n", grade.Grade, grade.Name, grade.MinLevel, grade.MaxLevel)
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}
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fmt.Println("-- selected rows --")
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probe := []int{0, 1, 2, 90, 91, 92, 93, 94, len(rows) - 3, len(rows) - 2, len(rows) - 1}
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for _, level := range probe {
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if level < 0 || level >= len(rows) {
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continue
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}
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fmt.Printf(" row[%d] level=%d required=%d\n", level, rows[level].Level, rows[level].Experience)
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}
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// Cross-check: rows must be strictly increasing for the advance loop to
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// terminate sensibly; report any place where level N's requirement is not
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// greater than level N-1's.
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nonIncreasing := 0
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for i := 1; i < len(rows); i++ {
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if rows[i].Experience <= rows[i-1].Experience {
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if nonIncreasing < 10 {
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fmt.Printf(" ! non-increasing: level %d required=%d <= level %d required=%d\n",
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rows[i].Level, rows[i].Experience, rows[i-1].Level, rows[i-1].Experience)
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}
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nonIncreasing++
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}
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}
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fmt.Printf(" non-increasing transitions: %d\n", nonIncreasing)
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states := make([]dnfhonor.ExpertProgress, 0, len(os.Args)-2)
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for _, raw := range os.Args[2:] {
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parts := strings.SplitN(raw, ":", 2)
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if len(parts) != 2 {
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fmt.Fprintf(os.Stderr, "bad level:progress %q\n", raw)
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os.Exit(2)
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}
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level, err1 := strconv.ParseUint(parts[0], 10, 32)
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progress, err2 := strconv.ParseUint(parts[1], 10, 64)
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if err1 != nil || err2 != nil {
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fmt.Fprintf(os.Stderr, "bad level:progress %q\n", raw)
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os.Exit(2)
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}
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states = append(states, dnfhonor.ExpertProgress{Level: uint32(level), CurrentLevelExperience: progress})
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}
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if len(states) == 0 {
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states = []dnfhonor.ExpertProgress{
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{Level: 0, CurrentLevelExperience: 0},
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{Level: 1, CurrentLevelExperience: 0},
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{Level: uint32(len(rows) - 1), CurrentLevelExperience: rows[len(rows)-2].Experience - 1},
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{Level: uint32(len(rows)), CurrentLevelExperience: 0},
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{Level: uint32(len(rows)), CurrentLevelExperience: 1},
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{Level: uint32(len(rows)) + 1, CurrentLevelExperience: 0},
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}
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}
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fmt.Println("-- replay --")
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for _, state := range states {
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resolved, resolveErr := tables.ResolveExpert(state)
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fmt.Printf(" ResolveExpert(%d:%d) -> %d:%d err=%v\n",
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state.Level, state.CurrentLevelExperience,
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resolved.Level, resolved.CurrentLevelExperience, resolveErr)
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advanced, advanceErr := tables.AdvanceExpert(state, 1_000_000)
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fmt.Printf(" AdvanceExpert(%d:%d, 1_000_000) -> %d:%d err=%v\n",
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state.Level, state.CurrentLevelExperience,
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advanced.Level, advanced.CurrentLevelExperience, advanceErr)
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if state.Level < uint32(len(rows)) {
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required := rows[state.Level].Experience
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fmt.Printf(" table requires %d at level %d; stored progress %d is %s\n",
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required, state.Level, state.CurrentLevelExperience,
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map[bool]string{true: "FULL (>= required) -- settlement will fail", false: "ok"}[state.CurrentLevelExperience >= required])
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}
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}
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// The cumulative experience needed to REACH each expert level, which is what
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// decides whether "满级" is even reachable in play, and where the visible
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// grade boundaries sit.
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fmt.Println("-- cumulative expert experience to reach a level --")
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cumulative := uint64(0)
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milestones := map[int]bool{
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1: true, 10: true, 49: true, 50: true, 92: true, 99: true, 100: true,
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125: true, 126: true, 150: true, 151: true, 199: true, 200: true, 289: true,
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}
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for index, row := range rows {
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cumulative += row.Experience
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level := index + 1
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if milestones[level] {
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fmt.Printf(" level %3d : cumulative %d\n", level, cumulative)
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}
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}
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fmt.Println("-- ordinary honor --")
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totals := []uint64{0, 885829639, 35000000, 17699999999}
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for _, total := range totals {
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progress, resolveErr := tables.Resolve(total)
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fmt.Printf(" Resolve(%d) -> total=%d level=%d/%d levelExp=%d grade=%d err=%v\n",
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total, progress.TotalExperience, progress.Level, tables.MaxOrdinaryLevel(),
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progress.CurrentLevelExperience, progress.Grade, resolveErr)
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}
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}
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