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

249 lines
7.9 KiB
Go

package hellparty
import (
"errors"
"fmt"
"math"
dnfpvf "longheng.io/server/internal/modules/dnf/pvf"
)
const (
DropConfigPath = "etc/itemdropinfo_monster_hell.etc"
RarityRollDenominator = uint32(1_000_000)
)
var ErrDropCatalogInvalid = errors.New("dnf hell party drop catalog is invalid")
type DropProbabilityRow struct {
MinimumLevel int
MaximumLevel int
DifficultyRate [5]uint32
}
type GradeWindow struct {
Down int64
Up int64
}
type DropCatalog struct {
probabilities []DropProbabilityRow
rarity [][7]uint32
gradeWindows map[int]GradeWindow
}
func LoadDropCatalog(source TextSource) (*DropCatalog, error) {
if source == nil {
return nil, ErrSourceRequired
}
text, err := source.ReadText(DropConfigPath)
if err != nil {
return nil, fmt.Errorf("read %s: %w", DropConfigPath, err)
}
return ParseDropCatalog(text)
}
func ParseDropCatalog(text string) (*DropCatalog, error) {
document, err := dnfpvf.Parse(DropConfigPath, text)
if err != nil {
return nil, fmt.Errorf("%w: parse %s: %v", ErrDropCatalogInvalid, DropConfigPath, err)
}
countValues, ok := uniqueSection(document, "drop prob count")
if !ok {
return nil, fmt.Errorf("%w: missing or duplicate [drop prob count]", ErrDropCatalogInvalid)
}
countInts, err := strictSectionInts(countValues, "drop prob count")
if err != nil || len(countInts) != 1 || countInts[0] <= 0 || countInts[0] > 200 {
return nil, fmt.Errorf("%w: [drop prob count] values=%v", ErrDropCatalogInvalid, countInts)
}
rowCount := int(countInts[0])
probabilityTokens, ok := uniqueSection(document, "dungeon difficulty drop prob")
if !ok {
return nil, fmt.Errorf("%w: missing or duplicate [dungeon difficulty drop prob]", ErrDropCatalogInvalid)
}
probabilityInts, err := strictSectionInts(probabilityTokens, "dungeon difficulty drop prob")
if err != nil || len(probabilityInts) != rowCount*7 {
return nil, fmt.Errorf("%w: [dungeon difficulty drop prob] values=%d want=%d", ErrDropCatalogInvalid, len(probabilityInts), rowCount*7)
}
probabilities := make([]DropProbabilityRow, 0, rowCount)
previousMaximum := 0
for rowIndex := 0; rowIndex < rowCount; rowIndex++ {
base := rowIndex * 7
minimum, maximum := probabilityInts[base], probabilityInts[base+1]
if minimum <= 0 || maximum < minimum || maximum > 200 || int(minimum) <= previousMaximum {
return nil, fmt.Errorf("%w: probability row=%d level=%d-%d previous_max=%d", ErrDropCatalogInvalid, rowIndex, minimum, maximum, previousMaximum)
}
row := DropProbabilityRow{MinimumLevel: int(minimum), MaximumLevel: int(maximum)}
for difficulty := range row.DifficultyRate {
value := probabilityInts[base+2+difficulty]
if value < 0 || value > math.MaxUint32 {
return nil, fmt.Errorf("%w: probability row=%d difficulty=%d rate=%d", ErrDropCatalogInvalid, rowIndex, difficulty, value)
}
row.DifficultyRate[difficulty] = uint32(value)
}
probabilities = append(probabilities, row)
previousMaximum = int(maximum)
}
rarityTokens, ok := uniqueSection(document, "basis of rarity dicision")
if !ok {
return nil, fmt.Errorf("%w: missing or duplicate [basis of rarity dicision]", ErrDropCatalogInvalid)
}
rarityInts, err := strictSectionInts(rarityTokens, "basis of rarity dicision")
if err != nil || len(rarityInts) == 0 || rarityInts[0] <= 0 || rarityInts[0] > 32 {
return nil, fmt.Errorf("%w: [basis of rarity dicision] values=%v", ErrDropCatalogInvalid, rarityInts)
}
rarityRows := int(rarityInts[0])
if len(rarityInts) != 1+rarityRows*7 {
return nil, fmt.Errorf("%w: rarity values=%d want=%d", ErrDropCatalogInvalid, len(rarityInts), 1+rarityRows*7)
}
rarity := make([][7]uint32, rarityRows)
for rowIndex := range rarity {
var previousEffective uint32
for rarityIndex := range rarity[rowIndex] {
value := rarityInts[1+rowIndex*7+rarityIndex]
if value < 0 || value > math.MaxUint32 {
return nil, fmt.Errorf("%w: rarity row=%d index=%d value=%d", ErrDropCatalogInvalid, rowIndex, rarityIndex, value)
}
effective := uint32(value)
if effective > RarityRollDenominator {
effective = RarityRollDenominator
}
if effective < previousEffective {
return nil, fmt.Errorf("%w: rarity row=%d index=%d value=%d effective=%d previous_effective=%d", ErrDropCatalogInvalid, rowIndex, rarityIndex, value, effective, previousEffective)
}
rarity[rowIndex][rarityIndex] = uint32(value)
previousEffective = effective
}
}
gradeTokens, ok := uniqueSection(document, "item drop ref table")
if !ok {
return nil, fmt.Errorf("%w: missing or duplicate [item drop ref table]", ErrDropCatalogInvalid)
}
gradeInts, err := strictSectionInts(gradeTokens, "item drop ref table")
if err != nil || len(gradeInts) == 0 || len(gradeInts)%3 != 0 {
return nil, fmt.Errorf("%w: [item drop ref table] values=%d", ErrDropCatalogInvalid, len(gradeInts))
}
gradeWindows := make(map[int]GradeWindow, len(gradeInts)/3)
for index := 0; index < len(gradeInts); index += 3 {
level, down, up := gradeInts[index], gradeInts[index+1], gradeInts[index+2]
if level <= 0 || level > 200 || down < 0 || up < 0 || (down == 0 && up == 0) {
return nil, fmt.Errorf("%w: grade row=%d level=%d down=%d up=%d", ErrDropCatalogInvalid, index/3, level, down, up)
}
if _, exists := gradeWindows[int(level)]; exists {
return nil, fmt.Errorf("%w: duplicate grade level=%d", ErrDropCatalogInvalid, level)
}
gradeWindows[int(level)] = GradeWindow{Down: down, Up: up}
}
return &DropCatalog{
probabilities: probabilities,
rarity: rarity,
gradeWindows: gradeWindows,
}, nil
}
func strictSectionInts(tokens []dnfpvf.Token, section string) ([]int64, error) {
values := make([]int64, 0, len(tokens))
for _, token := range tokens {
if token.Kind == dnfpvf.TokenSection {
break
}
if token.Kind != dnfpvf.TokenInt {
return nil, fmt.Errorf("%w: [%s] token=%q is not integer", ErrDropCatalogInvalid, section, token.Raw)
}
values = append(values, token.Int)
}
return values, nil
}
func (catalog *DropCatalog) Snapshot() (probabilityRows, rarityRows, gradeRows int) {
if catalog == nil {
return 0, 0, 0
}
return len(catalog.probabilities), len(catalog.rarity), len(catalog.gradeWindows)
}
func (catalog *DropCatalog) DropRate(itemBasisLevel, dungeonDifficulty int) (uint32, bool) {
if catalog == nil {
return 0, false
}
difficulty := dungeonDifficulty
if difficulty < 0 {
difficulty = 0
}
if difficulty > 4 {
difficulty = 4
}
for _, row := range catalog.probabilities {
if itemBasisLevel >= row.MinimumLevel && itemBasisLevel <= row.MaximumLevel {
return row.DifficultyRate[difficulty], true
}
}
return 0, false
}
func (catalog *DropCatalog) GradeWindow(itemBasisLevel int) (GradeWindow, bool) {
if catalog == nil {
return GradeWindow{}, false
}
window, ok := catalog.gradeWindows[itemBasisLevel]
return window, ok
}
func (catalog *DropCatalog) RarityThresholds(mode int) ([7]uint32, bool) {
if catalog == nil || len(catalog.rarity) == 0 {
return [7]uint32{}, false
}
index := mode - 1
if index < 0 {
index = 0
}
if index >= len(catalog.rarity) {
index = len(catalog.rarity) - 1
}
return catalog.rarity[index], true
}
func (catalog *DropCatalog) RarityWeights(mode int) ([7]uint32, bool) {
thresholds, ok := catalog.RarityThresholds(mode)
if !ok {
return [7]uint32{}, false
}
var weights [7]uint32
var previous uint32
for index, threshold := range thresholds {
if threshold > RarityRollDenominator {
threshold = RarityRollDenominator
}
if threshold < previous {
threshold = previous
}
weights[index] = threshold - previous
previous = threshold
}
return weights, true
}
func (catalog *DropCatalog) RarityForRoll(mode int, roll uint32) (int64, bool) {
if roll >= RarityRollDenominator {
return 0, false
}
thresholds, ok := catalog.RarityThresholds(mode)
if !ok {
return 0, false
}
value := roll + 1
for rarity, threshold := range thresholds {
if threshold > RarityRollDenominator {
threshold = RarityRollDenominator
}
if value <= threshold {
return int64(rarity), true
}
}
return 0, false
}