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
138 lines
4.2 KiB
Go
138 lines
4.2 KiB
Go
package dnfbridge
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import "longheng.io/server/internal/modules/dnf/worldmap"
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func currentDungeonAnnouncedActor(
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runtime *runtimeDungeonState,
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scene worldmap.DungeonRoomScene,
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objectKey uint32,
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) (worldmap.HostileReference, bool, bool) {
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if runtime == nil || runtime.Room == nil || objectKey == 0 {
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return worldmap.HostileReference{}, false, false
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}
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reference, bound := scene.RuntimeObjects[objectKey]
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if !bound {
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return worldmap.HostileReference{}, false, false
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}
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room := runtime.Room.Snapshot()
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if room.Coordinate != scene.Coordinate || room.MapID != scene.Map.Map.ID {
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return worldmap.HostileReference{}, false, false
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}
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for _, monster := range room.Monsters {
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if monster.ObjectKey == objectKey && monster.Reference == reference &&
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monster.State == runtimeDungeonMonsterAnnounced {
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return reference, true, true
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}
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}
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for _, actor := range room.ExtendedActors {
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if actor.ObjectKey == objectKey && actor.HostileReference != nil &&
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*actor.HostileReference == reference && actor.State == runtimeDungeonMonsterAnnounced {
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return reference, false, true
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}
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}
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return worldmap.HostileReference{}, false, false
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}
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// currentDungeonBossDieCheckCanWaitForTarget permits the narrow op117/op39
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// race only after the room is already clear, or when the requested actor is the
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// sole remaining blocker. This prevents an early request from opening a room
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// while unrelated monsters are still alive.
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func currentDungeonBossDieCheckCanWaitForTarget(
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scene worldmap.DungeonRoomScene,
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targetObjectKey uint32,
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targetReference worldmap.HostileReference,
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) bool {
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if scene.Cleared {
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return true
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}
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targetIsRemainingBlocker := false
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for _, blockingReference := range scene.BlockingHostiles {
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boundObjectKey := uint32(0)
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for candidate, reference := range scene.RuntimeObjects {
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if reference != blockingReference {
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continue
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}
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if boundObjectKey != 0 {
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return false
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}
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boundObjectKey = candidate
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}
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if boundObjectKey == 0 {
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return false
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}
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if blockingReference == targetReference && boundObjectKey == targetObjectKey {
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targetIsRemainingBlocker = true
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continue
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}
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if !dungeonSceneObjectDefeated(scene.DefeatedObjects, boundObjectKey) {
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return false
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}
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}
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return targetIsRemainingBlocker
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}
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func currentDungeonDefeatedActor(
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runtime *runtimeDungeonState,
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scene worldmap.DungeonRoomScene,
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objectKey uint32,
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) (worldmap.HostileReference, bool, bool) {
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if runtime == nil || runtime.Room == nil || objectKey == 0 {
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return worldmap.HostileReference{}, false, false
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}
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reference, bound := scene.RuntimeObjects[objectKey]
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if !bound || !dungeonSceneObjectDefeated(scene.DefeatedObjects, objectKey) {
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return worldmap.HostileReference{}, false, false
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}
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room := runtime.Room.Snapshot()
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if room.Coordinate != scene.Coordinate || room.MapID != scene.Map.Map.ID {
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return worldmap.HostileReference{}, false, false
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}
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for _, monster := range room.Monsters {
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if monster.ObjectKey == objectKey && monster.Reference == reference &&
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monster.State == runtimeDungeonMonsterDefeated {
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return reference, true, true
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}
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}
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for _, actor := range room.ExtendedActors {
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if actor.ObjectKey == objectKey && actor.HostileReference != nil &&
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*actor.HostileReference == reference && actor.State == runtimeDungeonMonsterDefeated {
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return reference, false, true
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}
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}
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return worldmap.HostileReference{}, false, false
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}
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func dungeonSceneObjectDefeated(values []uint32, objectKey uint32) bool {
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for _, value := range values {
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if value == objectKey {
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return true
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}
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}
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return false
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}
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func currentDungeonRemainingBlockingMonsterIndexes(scene worldmap.DungeonRoomScene) ([]int, bool) {
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remaining := make([]int, 0, len(scene.BlockingHostiles))
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for _, reference := range scene.BlockingHostiles {
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if reference.Kind != worldmap.HostileMonster || reference.Index < 0 {
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return nil, false
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}
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var objectKey uint32
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for candidate, boundReference := range scene.RuntimeObjects {
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if boundReference == reference {
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if objectKey != 0 {
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return nil, false
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}
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objectKey = candidate
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}
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}
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if objectKey == 0 {
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return nil, false
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}
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if !dungeonSceneObjectDefeated(scene.DefeatedObjects, objectKey) {
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remaining = append(remaining, reference.Index)
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}
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}
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return remaining, true
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}
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