Files
90CNServer/server/internal/services/dnfbridge/dungeon_multi_boss_runtime.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

64 lines
2.1 KiB
Go

package dnfbridge
import "longheng.io/server/internal/modules/dnf/worldmap"
// currentDungeonPVFMultiBossGate preserves separately authored ordinary boss
// actors in one room. Current Script.pvf uses this shape in Mechanical
// Throne: the self-retiring Luke fixture and the quest-drop Machine Golem are
// both blocking [boss] monster rows. One actor's death must never fabricate
// the other's death or bypass its own drop owner.
type currentDungeonPVFMultiBossGate struct {
BossObjectKeys []uint32
Ready bool
}
func currentDungeonPVFMultiBossDeathGate(
runtime *runtimeDungeonState,
scene worldmap.DungeonRoomScene,
) (currentDungeonPVFMultiBossGate, bool) {
if runtime == nil || runtime.Room == nil {
return currentDungeonPVFMultiBossGate{}, false
}
room := runtime.Room.Snapshot()
if room.Coordinate != scene.Coordinate || room.MapID != scene.Map.Map.ID {
return currentDungeonPVFMultiBossGate{}, false
}
blocking := make(map[worldmap.HostileReference]struct{}, len(scene.BlockingHostiles))
for _, reference := range scene.BlockingHostiles {
blocking[reference] = struct{}{}
}
defeated := make(map[uint32]struct{}, len(scene.DefeatedObjects))
for _, objectKey := range scene.DefeatedObjects {
defeated[objectKey] = struct{}{}
}
gate := currentDungeonPVFMultiBossGate{Ready: true}
for _, monster := range room.Monsters {
if !currentDungeonPVFMonsterRowIsBoss(monster) {
continue
}
if _, ok := blocking[monster.Reference]; !ok {
continue
}
gate.BossObjectKeys = append(gate.BossObjectKeys, monster.ObjectKey)
if monster.State != runtimeDungeonMonsterDefeated {
gate.Ready = false
continue
}
if _, ok := defeated[monster.ObjectKey]; !ok {
gate.Ready = false
}
}
if len(gate.BossObjectKeys) < 2 {
return currentDungeonPVFMultiBossGate{}, false
}
return gate, true
}
func currentDungeonPVFMonsterRowIsBoss(monster runtimeDungeonMonster) bool {
return normalizeDungeonPVFSymbol(monster.Spawn.Rank) == "boss" ||
normalizeDungeonPVFSymbol(monster.Spawn.SuffixMarker) == "boss" ||
normalizeDungeonPVFSymbol(monster.Definition.Rank) == "boss"
}