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

127 lines
3.9 KiB
Go

package progression
import (
"context"
"fmt"
"math"
dnfpvf "longheng.io/server/internal/modules/dnf/pvf"
)
// ExperienceTable is the immutable cumulative level-threshold projection from
// the runtime PVF. Keeping the level-entry lookup in the progression domain
// prevents administrative writes from treating cumulative EXP as per-level
// EXP.
type ExperienceTable struct {
thresholds []uint32
}
// LoadExperienceTable reads only character/ExpTable.tbl. Callers that need no
// SP, TP, or quest data should not make those unrelated PVF files prerequisites.
func LoadExperienceTable(ctx context.Context, source dnfpvf.Source) (*ExperienceTable, error) {
if source == nil {
return nil, dnfpvf.ErrSourceRequired
}
if ctx == nil {
ctx = context.Background()
}
if err := ctx.Err(); err != nil {
return nil, err
}
doc, err := readDocument(source, ExperienceTablePath)
if err != nil {
return nil, err
}
thresholds, err := parseExperienceThresholds(doc)
if err != nil {
return nil, err
}
return &ExperienceTable{thresholds: thresholds}, nil
}
// EntryExperience returns the cumulative EXP at the beginning of level. Level
// one begins at zero; every later level begins at the previous PVF threshold.
func (t *ExperienceTable) EntryExperience(level int) (uint32, error) {
if t == nil || level <= 0 || level-1 > len(t.thresholds) {
return 0, fmt.Errorf("%w: entry level=%d thresholds=%d", ErrLevelOutOfRange, level, experienceThresholdCount(t))
}
if level == 1 {
return 0, nil
}
return t.thresholds[level-2], nil
}
func experienceThresholdCount(t *ExperienceTable) int {
if t == nil {
return 0
}
return len(t.thresholds)
}
type ExperienceResult struct {
PreviousLevel int
PreviousExperience uint32
Gain uint32
NewLevel int
NewExperience uint32
LevelsGained int
Saturated bool
}
// ThresholdToNext returns the cumulative experience required to advance from
// level to level+1. The caller supplies the server's proven level cap when
// applying experience; the threshold-file length is not guessed to be that cap.
func (t *Tables) ThresholdToNext(level int) (uint32, error) {
if t == nil || level <= 0 || level > len(t.experienceThresholds) {
return 0, fmt.Errorf("%w: threshold level=%d entries=%d", ErrLevelOutOfRange, level, thresholdCount(t))
}
return t.experienceThresholds[level-1], nil
}
// ApplyExperience saturating-adds a current-EXE u32 experience gain and applies
// cumulative PVF thresholds up to maxLevel. It does not persist or emit an op37.
func (t *Tables) ApplyExperience(level int, totalExperience, gain uint32, maxLevel int) (ExperienceResult, error) {
result := ExperienceResult{
PreviousLevel: level,
PreviousExperience: totalExperience,
Gain: gain,
NewLevel: level,
NewExperience: totalExperience,
}
if t == nil || level <= 0 || maxLevel <= 0 || maxLevel > MaximumCharacterLevel ||
level > maxLevel || maxLevel-1 > len(t.experienceThresholds) {
return ExperienceResult{}, fmt.Errorf("%w: level=%d max=%d thresholds=%d", ErrLevelOutOfRange, level, maxLevel, thresholdCount(t))
}
sum := uint64(totalExperience) + uint64(gain)
if sum > math.MaxUint32 {
sum = math.MaxUint32
result.Saturated = true
}
result.NewExperience = uint32(sum)
for result.NewLevel < maxLevel {
threshold := t.experienceThresholds[result.NewLevel-1]
if result.NewExperience < threshold {
break
}
result.NewLevel++
}
// Ordinary EXP stops at the cumulative threshold that enters max level;
// later accepted EXP is owned by HonorExpert.
if result.NewLevel == maxLevel && maxLevel > 1 {
entryThreshold := t.experienceThresholds[maxLevel-2]
if result.NewExperience > entryThreshold {
result.NewExperience = entryThreshold
result.Saturated = true
}
}
result.LevelsGained = result.NewLevel - result.PreviousLevel
return result, nil
}
func thresholdCount(t *Tables) int {
if t == nil {
return 0
}
return len(t.experienceThresholds)
}