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

145 lines
3.6 KiB
Go

package hellparty
import (
"errors"
"fmt"
)
var (
ErrRuntimeInvalid = errors.New("dnf hell party runtime is invalid")
ErrPhaseInvalid = errors.New("dnf hell party phase transition is invalid")
ErrActorUnknown = errors.New("dnf hell party actor is unknown")
)
type Phase uint8
const (
PhaseWaitingStart Phase = iota
PhaseStarted
PhaseComplete
)
type DeathResult struct {
Duplicate bool
GroupCompleted bool
AllComplete bool
RewardRollCount uint32
RewardSuppressed bool
}
type Runtime struct {
plan Plan
phase Phase
actors map[ActorIdentity]PlannedActor
killed map[ActorIdentity]struct{}
remaining map[waveIdentity]int
rewardReleased map[waveIdentity]struct{}
}
type waveIdentity struct {
Order uint32
Group uint32
}
func NewRuntime(plan Plan) (*Runtime, error) {
if len(plan.Waves) == 0 {
return nil, fmt.Errorf("%w: no waves", ErrRuntimeInvalid)
}
runtime := &Runtime{
plan: clonePlan(plan),
phase: PhaseWaitingStart,
actors: make(map[ActorIdentity]PlannedActor),
killed: make(map[ActorIdentity]struct{}),
remaining: make(map[waveIdentity]int),
rewardReleased: make(map[waveIdentity]struct{}),
}
for _, wave := range plan.Waves {
identity := waveIdentity{Order: wave.Order, Group: wave.GroupID}
if _, exists := runtime.remaining[identity]; exists || len(wave.Actors) == 0 {
return nil, fmt.Errorf("%w: duplicate or empty wave order=%d group=%d", ErrRuntimeInvalid, wave.Order, wave.GroupID)
}
runtime.remaining[identity] = len(wave.Actors)
for _, actor := range wave.Actors {
if _, exists := runtime.actors[actor.Identity]; exists {
return nil, fmt.Errorf("%w: duplicate actor=%+v", ErrRuntimeInvalid, actor.Identity)
}
runtime.actors[actor.Identity] = actor
}
}
return runtime, nil
}
func (r *Runtime) Start() error {
if r == nil || r.phase != PhaseWaitingStart {
return ErrPhaseInvalid
}
r.phase = PhaseStarted
return nil
}
func (r *Runtime) RecordDeath(identity ActorIdentity) (DeathResult, error) {
if r == nil {
return DeathResult{}, ErrPhaseInvalid
}
actor, exists := r.actors[identity]
if !exists {
return DeathResult{}, ErrActorUnknown
}
if _, duplicate := r.killed[identity]; duplicate {
return DeathResult{Duplicate: true, AllComplete: r.phase == PhaseComplete}, nil
}
if r.phase != PhaseStarted {
return DeathResult{}, ErrPhaseInvalid
}
r.killed[identity] = struct{}{}
waveID := waveIdentity{Order: identity.Order, Group: identity.Group}
r.remaining[waveID]--
result := DeathResult{}
if r.remaining[waveID] == 0 {
result.GroupCompleted = true
if _, released := r.rewardReleased[waveID]; !released {
r.rewardReleased[waveID] = struct{}{}
result.RewardSuppressed = actor.SuppressGroupReward
if !result.RewardSuppressed {
result.RewardRollCount = r.waveRewardRollCount(waveID)
}
}
}
if len(r.killed) == len(r.actors) {
r.phase = PhaseComplete
result.AllComplete = true
}
return result, nil
}
func (r *Runtime) Phase() Phase {
if r == nil {
return PhaseWaitingStart
}
return r.phase
}
func (r *Runtime) Plan() Plan {
if r == nil {
return Plan{}
}
return clonePlan(r.plan)
}
func (r *Runtime) waveRewardRollCount(identity waveIdentity) uint32 {
for _, wave := range r.plan.Waves {
if wave.Order == identity.Order && wave.GroupID == identity.Group {
return wave.RewardRollCount
}
}
return 0
}
func clonePlan(plan Plan) Plan {
plan.Waves = append([]Wave(nil), plan.Waves...)
for index := range plan.Waves {
plan.Waves[index].Actors = append([]PlannedActor(nil), plan.Waves[index].Actors...)
}
return plan
}