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

36 lines
1.7 KiB
Go

package dnfbridge
// currentTownPrevVillageDoorOrigin projects a Seria-room exit origin onto the
// PVF door of the town it returns to. The exit request (op1425, or op36 back
// into 38) carries no destination; without this the character lands on the
// coordinates it had before entering the room. Those are the entry-trigger
// rectangle itself when the room was entered on foot, which re-arms the
// client's overlap latch and walks the character straight back in, or an
// unrelated pre-login area when the room was entered from character select.
//
// The projection keeps the town and character identity of origin and replaces
// area and position with the map-derived landing point next to the portal.
// Towns whose maps declare no Seria portal (or one that fails wire bounds)
// leave the origin untouched, so nothing regresses where the catalog is silent.
func (s *Service) currentTownPrevVillageDoorOrigin(
origin currentTownPositionSnapshot,
) (currentTownPositionSnapshot, string, bool) {
if s == nil || origin.CharacterID == 0 || !origin.PositionValid {
return origin, "", false
}
area, found := s.townSeriaRoomReturnArea(int64(origin.TownID))
if !found || area.SeriaRoomReturn == nil ||
area.ID < 0 || area.ID > int64(^byte(0)) ||
area.SeriaRoomReturn.X < 0 || area.SeriaRoomReturn.X > int64(^uint16(0)) ||
area.SeriaRoomReturn.Y < 0 || area.SeriaRoomReturn.Y > int64(^uint16(0)) {
return origin, "", false
}
projected := origin
projected.AreaID = byte(area.ID)
projected.PositionX = uint16(area.SeriaRoomReturn.X)
projected.PositionY = uint16(area.SeriaRoomReturn.Y)
projected.MovementCode = newCharacterInitialDirection
projected.PositionValid = true
return projected, area.MapPath, true
}