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
133 lines
2.8 KiB
Go
133 lines
2.8 KiB
Go
package dnfbridge
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import (
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"strings"
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"unicode/utf16"
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"golang.org/x/text/encoding/simplifiedchinese"
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dnfrepo "longheng.io/server/internal/modules/dnf/repository"
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)
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func rosterSlot(value int) int {
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if value < 0 {
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return 0
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}
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if value > 0xffff {
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return 0xffff
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}
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return value
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}
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func rosterByteValue(value int64, fallback int) byte {
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if value == 0 {
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value = int64(fallback)
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}
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if value < 0 {
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return 0
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}
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if value > 0xff {
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return 0xff
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}
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return byte(value)
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}
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func rosterHeaderByte(value int64, fallback int) byte {
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if value < 0 || value > 0xff {
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value = int64(fallback)
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}
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return byte(value)
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}
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func rosterUint16Value(value int64, fallback int) uint16 {
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if value == 0 {
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value = int64(fallback)
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}
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if value < 0 {
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return 0
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}
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if value > 0xffff {
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return 0xffff
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}
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return uint16(value)
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}
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func clampRosterUint16(value int64) uint16 {
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if value < 0 {
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return 0
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}
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if value > 0xffff {
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return 0xffff
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}
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return uint16(value)
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}
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func rosterUint32Value(value int64, fallback int) uint32 {
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if value == 0 {
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value = int64(fallback)
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}
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if value < 0 {
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return 0
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}
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if value > 0xffffffff {
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return 0xffffffff
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}
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return uint32(value)
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}
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func rosterNameBytes(name string) []byte {
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if name == "" {
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return nil
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}
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encoded, err := simplifiedchinese.GB18030.NewEncoder().Bytes([]byte(name))
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if err != nil || len(encoded) == 0 {
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encoded = []byte(name)
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}
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if len(encoded) > rosterNameMaxBytes {
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return encoded[:rosterNameMaxBytes]
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}
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return encoded
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}
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func rosterRawNameBytes(character dnfrepo.CharacterRecord) []byte {
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return rosterNameBytes(character.Name)
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}
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func currentCharacterRenameRosterName(character dnfrepo.CharacterRecord) string {
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if character.Stats == nil || character.Stats[currentCharacterRenameEntitlementStat] <= 0 {
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return character.Name
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}
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var projected strings.Builder
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projected.WriteString(currentCharacterRenameRosterMarker)
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wideUnits := len(utf16.Encode([]rune(currentCharacterRenameRosterMarker)))
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encodedBytes := len(currentCharacterRenameRosterMarker)
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for _, value := range character.Name {
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valueBytes, err := simplifiedchinese.GB18030.NewEncoder().Bytes([]byte(string(value)))
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if err != nil {
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break
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}
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valueWideUnits := utf16.RuneLen(value)
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if valueWideUnits < 1 || wideUnits+valueWideUnits > currentCharacterRenameRosterWideUnits ||
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encodedBytes+len(valueBytes) > rosterNameMaxBytes {
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break
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}
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projected.WriteRune(value)
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wideUnits += valueWideUnits
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encodedBytes += len(valueBytes)
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}
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return projected.String()
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}
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func currentCharacterRenameRosterNameBytes(character dnfrepo.CharacterRecord) []byte {
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return rosterNameBytes(currentCharacterRenameRosterName(character))
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}
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func rosterLevel(character dnfrepo.CharacterRecord) byte {
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if character.Level <= 0 {
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return 1
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}
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if character.Level > 255 {
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return 255
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}
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return byte(character.Level)
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}
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