Files
90CNServer/server/internal/modules/dnf/inventory/fatigue_potion.go
T
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

200 lines
7.4 KiB
Go

package inventory
import (
"context"
"errors"
"fmt"
"strconv"
"strings"
"time"
"longheng.io/server/internal/modules/dnf/alignedcmd"
dnffatigue "longheng.io/server/internal/modules/dnf/fatigue"
dnfitemdailylimit "longheng.io/server/internal/modules/dnf/itemdailylimit"
dnfrepo "longheng.io/server/internal/modules/dnf/repository"
)
// The current client sends fatigue potions through class-1/op515 rather than
// the ordinary class-1/op44 consumable request.
const fatiguePotionActionIndex uint32 = 58
// ErrFatiguePotionDailyLimit marks the "今天已经用满了" rejection so callers can
// answer with a notice the player can read instead of the bare failure code the
// client renders as silence.
var ErrFatiguePotionDailyLimit = errors.New("fatigue potion daily use limit reached")
// FatiguePotionDailyLimitError carries the numbers the player-facing notice
// needs (今天用了几次 / 每天几次).
type FatiguePotionDailyLimitError struct {
ItemID int64
Used int64
Limit int64
}
func (e FatiguePotionDailyLimitError) Error() string {
return fmt.Sprintf("fatigue potion item=%d daily use limit reached: used=%d limit=%d", e.ItemID, e.Used, e.Limit)
}
func (e FatiguePotionDailyLimitError) Is(target error) bool {
return target == ErrFatiguePotionDailyLimit
}
// UseFatiguePotionAction consumes the source slot and restores fatigue in one
// character-assets transaction. The request carries no item id, so the item
// is resolved from the durable slot and revalidated inside the transaction.
func (o *Owner) UseFatiguePotionAction(
ctx context.Context,
cmd Command,
resolver alignedcmd.StackableUseResolver,
now time.Time,
inDungeon bool,
) (UseStackableResult, error) {
if o == nil || o.assets == nil || resolver == nil {
return UseStackableResult{}, ErrFatiguePotionContract
}
if cmd.SelectedCharacterID == 0 || cmd.SourceListType != listTypeMain ||
cmd.SourceSlotIndex < 0 || cmd.ActionIndex != fatiguePotionActionIndex || inDungeon {
return UseStackableResult{}, ErrFatiguePotionContract
}
if now.IsZero() {
now = time.Now().UTC()
} else {
now = now.UTC()
}
characterID := strconv.FormatUint(uint64(cmd.SelectedCharacterID), 10)
var result UseStackableResult
err := o.assets.WithinCharacterAssets(ctx, characterID, func(characters dnfrepo.CharacterRepository, inventoryRepo dnfrepo.InventoryRepository, _ dnfrepo.EquipmentRepository) error {
character, found, err := characters.Load(ctx, characterID)
if err != nil {
return err
}
if !found || strings.TrimSpace(character.CharacterID) != characterID ||
(strings.TrimSpace(cmd.AccountID) != "" && strings.TrimSpace(character.AccountID) != strings.TrimSpace(cmd.AccountID)) {
return ErrCharacterRequired
}
inventory, found, err := inventoryRepo.Load(ctx, characterID)
if err != nil {
return err
}
if !found {
return ErrInventoryNotFound
}
inventory = dnfrepo.CloneInventory(inventory)
if inventory.Slots == nil {
inventory.Slots = make(map[string]dnfrepo.ItemStack)
}
key := slotKey(cmd.SourceListType, cmd.SourceSlotIndex)
stack, found := inventory.Slots[key]
if !found || stack.Count <= 0 || stack.ItemID <= 0 {
return fmt.Errorf("%w: list=%d slot=%d", ErrSlotNotFound, cmd.SourceListType, cmd.SourceSlotIndex)
}
resolution, err := resolver(stack.ItemID)
if err != nil {
return fmt.Errorf("%w: item=%d: %v", ErrFatiguePotionContract, stack.ItemID, err)
}
if resolution.ItemID != stack.ItemID || resolution.FatigueRecovery <= 0 ||
!strings.EqualFold(strings.TrimSpace(resolution.StackableType), "[expert town potion]") {
return fmt.Errorf("%w: item=%d resolution=%+v", ErrFatiguePotionContract, stack.ItemID, resolution)
}
durablePVFPath := strings.TrimSpace(stack.Extra["pvf_path"])
if durablePVFPath == "" || !strings.EqualFold(durablePVFPath, strings.TrimSpace(resolution.PVFPath)) {
return fmt.Errorf("%w: item=%d durable_path=%q resolved_path=%q", ErrFatiguePotionContract, stack.ItemID, durablePVFPath, resolution.PVFPath)
}
character = dnfrepo.CloneCharacter(character)
if character.Stats == nil {
character.Stats = make(map[string]int64, 6)
}
dnffatigue.ReconcileDailyStats(character.Stats, now, character.Level)
remaining, ok := fatigueRemainingStat(character.Stats)
if !ok {
return fmt.Errorf("%w: fatigue remaining value is unavailable", ErrFatiguePotionContract)
}
limit := character.Stats["fatigue_limit"]
if limit <= 0 {
limit = remaining
if limit <= 0 {
limit = 156
}
character.Stats["fatigue_limit"] = limit
}
maximum := resolution.FatigueMaximumRemaining
if maximum <= 0 {
maximum = limit - resolution.FatigueRecovery
}
if maximum > 0 && remaining >= maximum {
return fmt.Errorf("%w: item=%d fatigue=%d must be below %d", ErrFatiguePotionContract, stack.ItemID, remaining, maximum)
}
// 上限是道具自己的 PVF [total usable count],计数走所有消费路径共用的那一份
// 实现(itemdailylimit)。疲劳药故意**不**走 op515 分派层的统一预留:这次
// 使用和疲劳恢复必须同生共死,所以扣次数留在这个事务里(handler.go 里
// action 58 的让路注释是另一半)。用满时返回可识别的拒绝,且被拒的那一次
// 不改计数、不消耗道具。
used, consumeErr := dnfitemdailylimit.Consume(
character.Stats, stack.ItemID, resolution.DailyUseLimit, now, character.Level)
if consumeErr != nil {
var reached dnfitemdailylimit.LimitReachedError
if errors.As(consumeErr, &reached) {
return fmt.Errorf("%w: %w", ErrFatiguePotionContract, FatiguePotionDailyLimitError{
ItemID: reached.ItemID,
Used: reached.Used,
Limit: reached.Limit,
})
}
return fmt.Errorf("%w: %v", ErrFatiguePotionContract, consumeErr)
}
after := remaining + resolution.FatigueRecovery
if after > limit {
after = limit
}
if after < remaining {
after = remaining
}
character.Stats["fatigue"] = after
character.Stats["fatigue_display_update"] = limit - after
if character.Stats["fatigue_display_update"] < 0 {
character.Stats["fatigue_display_update"] = 0
}
// 计数已由上面的 Consume 写在同一个事务、同一张 stats 上。
character.UpdatedAt = now
remainingCount := stack.Count - 1
if remainingCount == 0 {
delete(inventory.Slots, key)
} else {
stack = cloneStack(stack)
stack.Count = remainingCount
inventory.Slots[key] = stack
}
inventory.UpdatedAt = now
if err := dnfrepo.SaveInventoryFields(ctx, inventoryRepo, inventory, dnfrepo.InventoryFieldSlots); err != nil {
return err
}
if err := dnfrepo.SaveCharacterFields(ctx, characters, character, dnfrepo.CharacterFieldStats); err != nil {
return err
}
result = UseStackableResult{
CharacterID: characterID, AccountID: cmd.AccountID, ListType: cmd.SourceListType,
SlotIndex: cmd.SourceSlotIndex, ItemID: stack.ItemID, RemainingCount: remainingCount,
Changed: true, PVFPath: durablePVFPath, StackableType: resolution.StackableType,
FatiguePotionApplied: true, FatigueBefore: remaining, FatigueAfter: after,
FatigueRecovery: resolution.FatigueRecovery,
DailyUseItemID: stack.ItemID,
DailyUseUsed: used,
DailyUseLimit: resolution.DailyUseLimit,
}
return nil
})
if err != nil {
return UseStackableResult{}, err
}
return result, nil
}
func fatigueRemainingStat(stats map[string]int64) (int64, bool) {
for _, key := range []string{"fatigue", "fp", "疲劳"} {
if value, ok := stats[key]; ok {
return value, true
}
}
return 0, false
}