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

315 lines
9.7 KiB
Go

package quest
import (
"errors"
"fmt"
"sort"
"strconv"
"strings"
"time"
dnfrepo "longheng.io/server/internal/modules/dnf/repository"
)
var (
ErrHuntEnemyTargetRequired = errors.New("dnf hunt-enemy quest target is required")
ErrHuntEnemyCompletionKeyRequired = errors.New("dnf hunt-enemy completion key is required")
ErrHuntEnemyCompletionTimeRequired = errors.New("dnf hunt-enemy completion time is required")
)
const (
huntEnemyCompletionKind = "hunt_enemy"
defaultHuntEnemyType = int64(1)
huntEnemyStride = 5
)
// HuntEnemyKillInput contains only authoritative dungeon-combat facts. It ports
// the 86JP/Quest::CheckKillMonster domain match for PVF [hunt enemy] int-data:
//
// dungeonId, difficulty, enemyCode, enemyType, count.
//
// dungeonId/difficulty allow -1 wildcards, enemyCode is exact, and missing or
// non-positive enemyType defaults to 1.
//
// Packet shape remains owned by the bridge; this is only PVF/DB state.
type HuntEnemyKillInput struct {
DungeonID int64
Difficulty int64
EnemyCode int64
EnemyType int64
CompletionKey string
CompletedAt time.Time
}
// ActiveHuntEnemyTarget is one still-pending PVF hunt-enemy channel. EnemyType
// is the quest-domain type, not the dungeon actor packet type. In 86JP's
// domain table type 3 is a passive object; it must never be inferred from a
// boss actor's wire type.
type ActiveHuntEnemyTarget struct {
QuestID int64
PVFPath string
DungeonID int64
Difficulty int64
EnemyCode int64
EnemyType int64
}
// ActiveHuntEnemyTargets returns the exact active PVF targets matching the
// current dungeon scope and quest-domain enemy type. It is intentionally
// read-only and does not fabricate a missing quest row.
func (c *Catalog) ActiveHuntEnemyTargets(
record dnfrepo.QuestRecord,
dungeonID int64,
difficulty int64,
enemyType int64,
) []ActiveHuntEnemyTarget {
if c == nil || enemyType <= 0 {
return nil
}
seenQuest := make(map[int64]struct{})
result := make([]ActiveHuntEnemyTarget, 0, 1)
visit := func(states map[int64]dnfrepo.QuestState) {
ids := make([]int64, 0, len(states))
for questID := range states {
ids = append(ids, questID)
}
sort.Slice(ids, func(i, j int) bool { return ids[i] < ids[j] })
for _, questID := range ids {
if _, duplicate := seenQuest[questID]; duplicate {
continue
}
state := states[questID]
if !isActiveQuestStatus(state.Status) || state.ProgressValue <= 0 {
continue
}
definition, ok := c.byID[questID]
if !ok || normalizeQuestTag(definition.Type) != "hunt enemy" {
continue
}
for offset := 0; offset+huntEnemyStride <= len(definition.IntData); offset += huntEnemyStride {
targetDungeonID := definition.IntData[offset]
targetDifficulty := definition.IntData[offset+1]
targetEnemyCode := definition.IntData[offset+2]
targetEnemyType := definition.IntData[offset+3]
if targetEnemyType <= 0 {
targetEnemyType = defaultHuntEnemyType
}
if targetEnemyType != enemyType || targetEnemyCode <= 0 ||
(targetDungeonID != -1 && targetDungeonID != dungeonID) ||
(targetDifficulty >= 0 && targetDifficulty != difficulty) {
continue
}
result = append(result, ActiveHuntEnemyTarget{
QuestID: questID, PVFPath: definition.Path,
DungeonID: targetDungeonID, Difficulty: targetDifficulty,
EnemyCode: targetEnemyCode, EnemyType: targetEnemyType,
})
seenQuest[questID] = struct{}{}
break
}
}
}
visit(record.States)
visit(record.Progress)
return result
}
type HuntEnemyCompletion struct {
QuestID int64
Field dnfrepo.QuestField
PreviousTrigger int64
CurrentTrigger int64
PVFPath string
Completed bool
Idempotent bool
}
type HuntEnemyKillPlan struct {
Record dnfrepo.QuestRecord
Completions []HuntEnemyCompletion
ChangedFields []dnfrepo.QuestField
}
func (c *Catalog) PlanHuntEnemyKill(record dnfrepo.QuestRecord, input HuntEnemyKillInput) (HuntEnemyKillPlan, error) {
if c == nil {
return HuntEnemyKillPlan{}, ErrCatalogEmpty
}
if input.EnemyCode <= 0 {
return HuntEnemyKillPlan{}, ErrHuntEnemyTargetRequired
}
input.CompletionKey = strings.TrimSpace(input.CompletionKey)
if input.CompletionKey == "" {
return HuntEnemyKillPlan{}, ErrHuntEnemyCompletionKeyRequired
}
if input.CompletedAt.IsZero() {
return HuntEnemyKillPlan{}, ErrHuntEnemyCompletionTimeRequired
}
if input.EnemyType <= 0 {
input.EnemyType = defaultHuntEnemyType
}
plan := HuntEnemyKillPlan{Record: dnfrepo.CloneQuest(record)}
statesChanged := false
progressChanged := false
_, activationFields := c.activateMissingLinkedNoRewardSubQuests(&plan.Record, input.CompletedAt, "")
for _, field := range activationFields {
switch field {
case dnfrepo.QuestFieldStates:
statesChanged = true
case dnfrepo.QuestFieldProgress:
progressChanged = true
}
}
seen := make(map[int64]struct{})
visit := func(states map[int64]dnfrepo.QuestState, field dnfrepo.QuestField) {
ids := make([]int64, 0, len(states))
for questID := range states {
ids = append(ids, questID)
}
sort.Slice(ids, func(i, j int) bool { return ids[i] < ids[j] })
for _, questID := range ids {
if _, duplicate := seen[questID]; duplicate {
continue
}
seen[questID] = struct{}{}
state := states[questID]
if !isActiveQuestStatus(state.Status) || state.ProgressValue < 0 {
continue
}
definition, ok := c.byID[questID]
if !ok || normalizeQuestTag(definition.Type) != "hunt enemy" {
continue
}
channel, ok := huntEnemyMatchedChannel(definition.IntData, input)
if !ok {
continue
}
completion := HuntEnemyCompletion{
QuestID: questID,
Field: field,
PreviousTrigger: state.ProgressValue,
PVFPath: definition.Path,
}
if state.ProgressValue == 0 {
completion.CurrentTrigger = 0
completion.Completed = true
completion.Idempotent = true
if autoCompleteNoRewardSubQuestState(&state, definition, input.CompletedAt) {
states[questID] = state
switch field {
case dnfrepo.QuestFieldStates:
statesChanged = true
case dnfrepo.QuestFieldProgress:
progressChanged = true
}
}
plan.Completions = append(plan.Completions, completion)
continue
}
nextTrigger := decrementPackedTriggerChannel(uint32(state.ProgressValue), channel)
if int64(nextTrigger) == state.ProgressValue {
continue
}
state.ProgressValue = int64(nextTrigger)
state.UpdatedAt = input.CompletedAt
completion.CurrentTrigger = int64(nextTrigger)
completion.Completed = nextTrigger == 0
if state.Extra == nil {
state.Extra = make(map[string]string, 8)
}
state.Extra["pvf_path"] = definition.Path
state.Extra["quest_type"] = definition.Type
state.Extra["last_hunt_enemy_code"] = strconv.FormatInt(input.EnemyCode, 10)
state.Extra["last_hunt_enemy_type"] = strconv.FormatInt(input.EnemyType, 10)
state.Extra["last_hunt_enemy_dungeon_id"] = strconv.FormatInt(input.DungeonID, 10)
state.Extra["last_hunt_enemy_difficulty"] = strconv.FormatInt(input.Difficulty, 10)
if nextTrigger == 0 {
state.Extra["completion_kind"] = huntEnemyCompletionKind
state.Extra["completion_key"] = input.CompletionKey
state.Extra["completion_enemy_code"] = strconv.FormatInt(input.EnemyCode, 10)
state.Extra["completion_enemy_type"] = strconv.FormatInt(input.EnemyType, 10)
state.Extra["completion_dungeon_id"] = strconv.FormatInt(input.DungeonID, 10)
state.Extra["completion_difficulty"] = strconv.FormatInt(input.Difficulty, 10)
state.Extra["reward_state"] = clearMapRewardPending
autoCompleteNoRewardSubQuestState(&state, definition, input.CompletedAt)
}
plan.Completions = append(plan.Completions, completion)
states[questID] = state
switch field {
case dnfrepo.QuestFieldStates:
statesChanged = true
case dnfrepo.QuestFieldProgress:
progressChanged = true
}
}
}
visit(plan.Record.States, dnfrepo.QuestFieldStates)
visit(plan.Record.Progress, dnfrepo.QuestFieldProgress)
for _, field := range syncActiveQuestClearParentProgress(c, &plan.Record, input.CompletedAt) {
switch field {
case dnfrepo.QuestFieldStates:
statesChanged = true
case dnfrepo.QuestFieldProgress:
progressChanged = true
}
}
if statesChanged || progressChanged {
plan.Record.UpdatedAt = input.CompletedAt
}
if statesChanged {
plan.ChangedFields = append(plan.ChangedFields, dnfrepo.QuestFieldStates)
}
if progressChanged {
plan.ChangedFields = append(plan.ChangedFields, dnfrepo.QuestFieldProgress)
}
return plan, nil
}
func huntEnemyMatchedChannel(values []int64, input HuntEnemyKillInput) (int, bool) {
for index, offset := 0, 0; offset+huntEnemyStride <= len(values) && index < 3; index, offset = index+1, offset+huntEnemyStride {
dungeonID := values[offset]
difficulty := values[offset+1]
enemyCode := values[offset+2]
enemyType := values[offset+3]
if enemyType <= 0 {
enemyType = defaultHuntEnemyType
}
if dungeonID != -1 && dungeonID != input.DungeonID {
continue
}
if difficulty >= 0 && difficulty != input.Difficulty {
continue
}
if enemyCode != input.EnemyCode {
continue
}
if enemyType != input.EnemyType {
continue
}
return index, true
}
return 0, false
}
func decrementPackedTriggerChannel(trigger uint32, channel int) uint32 {
if channel < 0 || channel > 2 {
return trigger
}
shift := channel * 9
current := (trigger >> shift) & 0x1ff
if current == 0 {
return trigger
}
next := current - 1
trigger &^= 0x1ff << shift
trigger |= next << shift
return trigger
}
func (p HuntEnemyKillPlan) ValidateCharacter(characterID string) error {
if strings.TrimSpace(p.Record.CharacterID) != strings.TrimSpace(characterID) {
return fmt.Errorf("dnf hunt-enemy quest owner mismatch: record=%q selected=%q", p.Record.CharacterID, characterID)
}
return nil
}