Files
hanfuit 645b64fe21 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
2026-11-04 14:31:55 +08:00

381 lines
12 KiB
Go

package drop
import (
"errors"
"fmt"
"math"
dnfpvf "longheng.io/server/internal/modules/dnf/pvf"
)
const MonsterRulePath = "Etc/ItemDropInfo_Monseter.etc"
var (
ErrMonsterRuleSourceRequired = errors.New("dnf monster drop rule PVF source is required")
ErrMonsterRuleSectionMissing = errors.New("dnf monster drop rule PVF section is missing")
ErrMonsterRuleSectionShape = errors.New("dnf monster drop rule PVF section shape is invalid")
)
// MonsterProbabilityRow preserves one exact seven-column [drop prob] row.
// The first two values form the lookup range. The five remaining columns stay
// opaque until their category mapping is proved from the current server/EXE;
// the PVF section alone does not safely name them as gold/equipment/material.
type MonsterProbabilityRow struct {
KeyMin int64
KeyMax int64
Rates [5]int64
}
// MonsterItemReference preserves one exact three-column [item drop ref table]
// row. ValueA and ValueB are intentionally not named as grade offsets because
// that business meaning is not established by the PVF document itself.
type MonsterItemReference struct {
LookupKey int64
ValueA int64
ValueB int64
}
type MonsterRuleSnapshot struct {
ProbabilityRows int
RarityRows int
PartyBonusRows int
DifficultyBonusRows int
MonsterTypeRows int
ItemReferences int
ConditionRows int
}
// MonsterRawTables is a value-copy of the remaining fixed-size PVF sections.
// The names describe source sections and shape only; row/column category
// semantics are not promoted to business rules without separate evidence.
type MonsterRawTables struct {
RarityDecision [4][7]int64
PartyBonus [5][4]float64
DifficultyBonus [5][5]float64
MonsterTypeBonus [5][4]float64
FirstBossNamed [2]int64
ConditionRates [4][2]int64
GoldQuantity [4]int64
GoldVolume [2]int64
RarityControl [2][5]int64
}
// MonsterSourcePlan is a pure lookup result. It does not roll a probability,
// choose an item, allocate a scene object, or mutate an inventory.
type MonsterSourcePlan struct {
LookupKey int64
Probability MonsterProbabilityRow
ItemReference MonsterItemReference
ProbabilityFound bool
ItemReferenceFound bool
}
// MonsterRules is a read-only typed view of every numeric section currently
// present in ItemDropInfo_Monseter.etc. Matrices preserve PVF row/column order;
// their axes remain deliberately opaque where the current runtime has not
// proved a category mapping.
type MonsterRules struct {
probabilityRows []MonsterProbabilityRow
rarityDecision [4][7]int64
partyBonus [5][4]float64
difficultyBonus [5][5]float64
monsterTypeBonus [5][4]float64
itemReferences map[int64]MonsterItemReference
firstBossNamed [2]int64
conditionRates [4][2]int64
goldQuantity [4]int64
goldVolume [2]int64
rarityControl [2][5]int64
}
func LoadMonsterRules(source dnfpvf.Source) (*MonsterRules, error) {
if source == nil {
return nil, ErrMonsterRuleSourceRequired
}
text, err := source.ReadText(MonsterRulePath)
if err != nil {
return nil, fmt.Errorf("read %s: %w", MonsterRulePath, err)
}
document, err := dnfpvf.Parse(MonsterRulePath, text)
if err != nil {
return nil, fmt.Errorf("parse %s: %w", MonsterRulePath, err)
}
probabilityRows, err := parseMonsterProbabilityRows(document)
if err != nil {
return nil, err
}
itemReferences, err := parseMonsterItemReferences(document)
if err != nil {
return nil, err
}
rules := &MonsterRules{
probabilityRows: probabilityRows,
itemReferences: itemReferences,
}
if err := fillMonsterRuleIntMatrix(document, "basis of rarity dicision", 4, 7, func(row, column int, value int64) {
rules.rarityDecision[row][column] = value
}); err != nil {
return nil, err
}
for row := range rules.rarityDecision {
for column := 1; column < len(rules.rarityDecision[row]); column++ {
if rules.rarityDecision[row][column] < rules.rarityDecision[row][column-1] {
return nil, fmt.Errorf("%w: section=basis of rarity dicision row=%d column=%d value=%d previous=%d",
ErrMonsterRuleSectionShape, row, column, rules.rarityDecision[row][column], rules.rarityDecision[row][column-1])
}
}
}
if err := fillMonsterRuleNumberMatrix(document, "party member drop bonusrate", 5, 4, func(row, column int, value float64) {
rules.partyBonus[row][column] = value
}); err != nil {
return nil, err
}
if err := fillMonsterRuleNumberMatrix(document, "dungeon difficulty drop bonusrate", 5, 5, func(row, column int, value float64) {
rules.difficultyBonus[row][column] = value
}); err != nil {
return nil, err
}
if err := fillMonsterRuleNumberMatrix(document, "monster type drop bonusrate", 5, 4, func(row, column int, value float64) {
rules.monsterTypeBonus[row][column] = value
}); err != nil {
return nil, err
}
if err := fillMonsterRuleIntArray(document, "first boss/named mob hunting", rules.firstBossNamed[:]); err != nil {
return nil, err
}
if err := fillMonsterRuleIntMatrix(document, "condition rate", 4, 2, func(row, column int, value int64) {
rules.conditionRates[row][column] = value
}); err != nil {
return nil, err
}
if err := fillMonsterRuleIntArray(document, "gold quantity", rules.goldQuantity[:]); err != nil {
return nil, err
}
if err := fillMonsterRuleIntArray(document, "gold volume", rules.goldVolume[:]); err != nil {
return nil, err
}
if err := fillMonsterRuleIntMatrix(document, "item drop rarity control", 2, 5, func(row, column int, value int64) {
rules.rarityControl[row][column] = value
}); err != nil {
return nil, err
}
return rules, nil
}
func parseMonsterProbabilityRows(document *dnfpvf.Document) ([]MonsterProbabilityRow, error) {
declared, found := document.Int("drop prob count")
if !found {
return nil, fmt.Errorf("%w: section=drop prob count", ErrMonsterRuleSectionMissing)
}
values, err := monsterRuleIntegers(document, "drop prob")
if err != nil {
return nil, err
}
if declared <= 0 || len(values)%7 != 0 || int64(len(values)/7) != declared {
return nil, fmt.Errorf("%w: section=drop prob declared=%d values=%d row_width=7",
ErrMonsterRuleSectionShape, declared, len(values))
}
rows := make([]MonsterProbabilityRow, 0, len(values)/7)
for offset := 0; offset < len(values); offset += 7 {
row := MonsterProbabilityRow{
KeyMin: values[offset],
KeyMax: values[offset+1],
Rates: [5]int64{
values[offset+2], values[offset+3], values[offset+4], values[offset+5], values[offset+6],
},
}
if row.KeyMin < 0 || row.KeyMax < row.KeyMin {
return nil, fmt.Errorf("%w: section=drop prob row=%+v", ErrMonsterRuleSectionShape, row)
}
for _, value := range row.Rates {
if value < 0 {
return nil, fmt.Errorf("%w: section=drop prob row=%+v negative_rate=%d", ErrMonsterRuleSectionShape, row, value)
}
}
if len(rows) != 0 && row.KeyMin <= rows[len(rows)-1].KeyMax {
return nil, fmt.Errorf("%w: section=drop prob overlapping_or_unsorted previous=%+v current=%+v",
ErrMonsterRuleSectionShape, rows[len(rows)-1], row)
}
rows = append(rows, row)
}
return rows, nil
}
func parseMonsterItemReferences(document *dnfpvf.Document) (map[int64]MonsterItemReference, error) {
values, err := monsterRuleIntegers(document, "item drop ref table")
if err != nil {
return nil, err
}
if len(values)%3 != 0 {
return nil, fmt.Errorf("%w: section=item drop ref table values=%d row_width=3", ErrMonsterRuleSectionShape, len(values))
}
rows := make(map[int64]MonsterItemReference, len(values)/3)
var previous int64
for offset := 0; offset < len(values); offset += 3 {
row := MonsterItemReference{LookupKey: values[offset], ValueA: values[offset+1], ValueB: values[offset+2]}
if row.LookupKey <= 0 || (offset != 0 && row.LookupKey <= previous) {
return nil, fmt.Errorf("%w: section=item drop ref table previous_key=%d row=%+v", ErrMonsterRuleSectionShape, previous, row)
}
rows[row.LookupKey] = row
previous = row.LookupKey
}
return rows, nil
}
func monsterRuleIntegers(document *dnfpvf.Document, section string) ([]int64, error) {
tokens, found := document.Section(section)
if !found {
return nil, fmt.Errorf("%w: section=%s", ErrMonsterRuleSectionMissing, section)
}
if len(tokens) == 0 {
return nil, fmt.Errorf("%w: section=%s empty", ErrMonsterRuleSectionShape, section)
}
values := make([]int64, 0, len(tokens))
for index, token := range tokens {
if token.Kind != dnfpvf.TokenInt {
return nil, fmt.Errorf("%w: section=%s token=%d kind=%s", ErrMonsterRuleSectionShape, section, index, token.Kind)
}
values = append(values, token.Int)
}
return values, nil
}
func monsterRuleNumbers(document *dnfpvf.Document, section string) ([]float64, error) {
tokens, found := document.Section(section)
if !found {
return nil, fmt.Errorf("%w: section=%s", ErrMonsterRuleSectionMissing, section)
}
if len(tokens) == 0 {
return nil, fmt.Errorf("%w: section=%s empty", ErrMonsterRuleSectionShape, section)
}
values := make([]float64, 0, len(tokens))
for index, token := range tokens {
var value float64
switch token.Kind {
case dnfpvf.TokenInt:
value = float64(token.Int)
case dnfpvf.TokenFloat:
value = token.Float
default:
return nil, fmt.Errorf("%w: section=%s token=%d kind=%s", ErrMonsterRuleSectionShape, section, index, token.Kind)
}
if math.IsNaN(value) || math.IsInf(value, 0) || value < 0 {
return nil, fmt.Errorf("%w: section=%s token=%d value=%v", ErrMonsterRuleSectionShape, section, index, value)
}
values = append(values, value)
}
return values, nil
}
func fillMonsterRuleIntArray(document *dnfpvf.Document, section string, destination []int64) error {
values, err := monsterRuleIntegers(document, section)
if err != nil {
return err
}
if len(values) != len(destination) {
return fmt.Errorf("%w: section=%s values=%d want=%d", ErrMonsterRuleSectionShape, section, len(values), len(destination))
}
copy(destination, values)
return nil
}
func fillMonsterRuleIntMatrix(
document *dnfpvf.Document,
section string,
rows int,
columns int,
set func(int, int, int64),
) error {
values, err := monsterRuleIntegers(document, section)
if err != nil {
return err
}
if len(values) != rows*columns {
return fmt.Errorf("%w: section=%s values=%d matrix=%dx%d", ErrMonsterRuleSectionShape, section, len(values), rows, columns)
}
for index, value := range values {
set(index/columns, index%columns, value)
}
return nil
}
func fillMonsterRuleNumberMatrix(
document *dnfpvf.Document,
section string,
rows int,
columns int,
set func(int, int, float64),
) error {
values, err := monsterRuleNumbers(document, section)
if err != nil {
return err
}
if len(values) != rows*columns {
return fmt.Errorf("%w: section=%s values=%d matrix=%dx%d", ErrMonsterRuleSectionShape, section, len(values), rows, columns)
}
for index, value := range values {
set(index/columns, index%columns, value)
}
return nil
}
func (rules *MonsterRules) Probability(key int64) (MonsterProbabilityRow, bool) {
if rules == nil {
return MonsterProbabilityRow{}, false
}
for _, row := range rules.probabilityRows {
if key >= row.KeyMin && key <= row.KeyMax {
return row, true
}
}
return MonsterProbabilityRow{}, false
}
func (rules *MonsterRules) ItemReference(key int64) (MonsterItemReference, bool) {
if rules == nil {
return MonsterItemReference{}, false
}
row, found := rules.itemReferences[key]
return row, found
}
func (rules *MonsterRules) PlanSource(key int64) MonsterSourcePlan {
plan := MonsterSourcePlan{LookupKey: key}
plan.Probability, plan.ProbabilityFound = rules.Probability(key)
plan.ItemReference, plan.ItemReferenceFound = rules.ItemReference(key)
return plan
}
func (rules *MonsterRules) Snapshot() MonsterRuleSnapshot {
if rules == nil {
return MonsterRuleSnapshot{}
}
return MonsterRuleSnapshot{
ProbabilityRows: len(rules.probabilityRows),
RarityRows: len(rules.rarityDecision),
PartyBonusRows: len(rules.partyBonus),
DifficultyBonusRows: len(rules.difficultyBonus),
MonsterTypeRows: len(rules.monsterTypeBonus),
ItemReferences: len(rules.itemReferences),
ConditionRows: len(rules.conditionRates),
}
}
func (rules *MonsterRules) RawTables() MonsterRawTables {
if rules == nil {
return MonsterRawTables{}
}
return MonsterRawTables{
RarityDecision: rules.rarityDecision,
PartyBonus: rules.partyBonus,
DifficultyBonus: rules.difficultyBonus,
MonsterTypeBonus: rules.monsterTypeBonus,
FirstBossNamed: rules.firstBossNamed,
ConditionRates: rules.conditionRates,
GoldQuantity: rules.goldQuantity,
GoldVolume: rules.goldVolume,
RarityControl: rules.rarityControl,
}
}