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
36 lines
1.7 KiB
Go
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
|
|
}
|