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
213 lines
7.9 KiB
Go
213 lines
7.9 KiB
Go
package dnfbridge
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import (
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"encoding/binary"
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"errors"
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"fmt"
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"math"
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dnfrepo "longheng.io/server/internal/modules/dnf/repository"
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"longheng.io/server/internal/modules/dnf/wedding"
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)
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const (
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currentNPCShopBuyRequestWireSize = 16
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currentNPCShopSellRequestWireSize = 11
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currentNPCShopPurchaseCountRequestWireSize = 4
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currentNPCShopPurchaseCountListCount = 4
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currentNPCShopBuyErrorCode = byte(0x04)
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currentNPCShopSellErrorCode = byte(0x11)
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// currentNPCShopSellErrorLocked is the op22 failure code the client maps to
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// dstr 42232 「在物品已锁定状态下, 您无法进行当前操作。」 - the same 214 the
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// upgrade, private-store (op87) and cargo paths already answer. Without it a
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// locked item looked like any other sell failure and the client stayed silent
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// (live 2026-09-15 07:35: the rejection itself was correct).
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currentNPCShopSellErrorLocked = byte(214)
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currentNPCShopMaxBuyCount = uint32(math.MaxUint16)
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)
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var errCurrentNPCShopRequestInvalid = errors.New("dnf current NPC shop request is invalid")
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type currentNPCShopBuyRequest struct {
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ItemID uint32
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// Count is the raw wire value until PVF item-kind validation. The current
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// client sends 0 for one equipment item and positive counts for stackables.
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Count uint32
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ShopContext uint32
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ActorContext uint32
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}
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type currentNPCShopSellRequest struct {
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ListType byte
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Slot int16
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Count uint32
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ActorContext uint32
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}
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type currentNPCShopBuyResult struct {
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WeddingPurchase *wedding.Result
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WeddingRoom *wedding.RoomResult
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GoldAfter int64
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SPAfter int64
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CoinAfter int64
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Item currentItemListEntry
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Updates []currentItemListEntry
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// ItemListType is the list the purchased rows belong to. Ordinary goods
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// stay in list 0 and their rows ride inside Updates; guild medals and
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// guardian gems land in list 38 and their rows are carried separately in
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// ItemUpdates so the handler can send them under the right op14 list byte.
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ItemListType byte
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ItemUpdates []currentItemListEntry
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Slot int16
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ItemID uint32
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Count uint32
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CostItemID uint32
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CostItemNewCount int64
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}
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type currentNPCShopSellResult struct {
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GoldAfter int64
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ListType byte
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Slot int16
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Applied uint32
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ItemID uint32
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Updates []currentItemListEntry
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}
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func parseCurrentNPCShopPurchaseCountRequest(body []byte) (uint32, error) {
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if len(body) == 0 {
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return 0, nil
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}
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if len(body) != currentNPCShopPurchaseCountRequestWireSize {
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return 0, fmt.Errorf("%w: purchase-count body length=%d want=0 or %d", errCurrentNPCShopRequestInvalid, len(body), currentNPCShopPurchaseCountRequestWireSize)
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}
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return binary.LittleEndian.Uint32(body), nil
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}
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func parseCurrentNPCShopBuyRequest(body []byte) (currentNPCShopBuyRequest, error) {
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if len(body) != currentNPCShopBuyRequestWireSize {
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return currentNPCShopBuyRequest{}, fmt.Errorf("%w: buy body length=%d want=%d", errCurrentNPCShopRequestInvalid, len(body), currentNPCShopBuyRequestWireSize)
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}
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request := currentNPCShopBuyRequest{
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ItemID: binary.LittleEndian.Uint32(body[0:4]),
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Count: binary.LittleEndian.Uint32(body[4:8]),
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ShopContext: binary.LittleEndian.Uint32(body[8:12]),
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ActorContext: binary.LittleEndian.Uint32(body[12:16]),
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}
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if request.ItemID == 0 || request.Count > currentNPCShopMaxBuyCount {
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return currentNPCShopBuyRequest{}, fmt.Errorf("%w: buy item=%d count=%d", errCurrentNPCShopRequestInvalid, request.ItemID, request.Count)
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}
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return request, nil
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}
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func normalizeCurrentNPCShopBuyCount(definition dungeonDropItemDefinition, wireCount uint32) (uint32, error) {
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switch definition.Kind {
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case dungeonDropItemEquipment:
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if wireCount > 1 {
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return 0, fmt.Errorf("%w: equipment item=%d wire_count=%d", errCurrentNPCShopProductUnavailable, definition.ItemID, wireCount)
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}
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return 1, nil
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case dungeonDropItemStackable:
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if wireCount == 0 {
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return 0, fmt.Errorf("%w: stackable item=%d wire_count=0", errCurrentNPCShopRequestInvalid, definition.ItemID)
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}
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return wireCount, nil
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default:
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return 0, fmt.Errorf("%w: item=%d kind=%s", errCurrentNPCShopProductUnavailable, definition.ItemID, definition.Kind)
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}
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}
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func parseCurrentNPCShopSellRequest(body []byte) (currentNPCShopSellRequest, error) {
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if len(body) != currentNPCShopSellRequestWireSize {
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return currentNPCShopSellRequest{}, fmt.Errorf("%w: sell body length=%d want=%d", errCurrentNPCShopRequestInvalid, len(body), currentNPCShopSellRequestWireSize)
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}
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slot := int16(binary.LittleEndian.Uint16(body[1:3]))
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request := currentNPCShopSellRequest{
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ListType: body[0],
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Slot: slot,
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Count: binary.LittleEndian.Uint32(body[3:7]),
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ActorContext: binary.LittleEndian.Uint32(body[7:11]),
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}
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if request.ListType != dnfrepo.MainInventoryListType || request.Slot <= 0 || request.Count == 0 {
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return currentNPCShopSellRequest{}, fmt.Errorf("%w: sell list=%d slot=%d count=%d", errCurrentNPCShopRequestInvalid, request.ListType, request.Slot, request.Count)
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}
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// 晶体/灵魂仓库(list 0, 354..365)里的道具可以原地卖给 NPC:客户端把它们当普通
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// list-0 格子寻址(现场 2026-09-17 16:19:09 就是 list=0 slot=358 count=10 被这里
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// 拒掉,玩家看到的是"拖上去没反应")。归属由 npcshop owner 的 Assets.AccountInventory
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// 决定,见 commitCurrentNPCShopSell。
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return request, nil
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}
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// currentNPCShopBuyAckAmountIsPurchasedCount 决定购买回包里那一行道具的数量字段写什么。
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//
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// 现场:客户端把回包里这一行的数量**累加**进它自己的“已购买”计数,于是显示 1/3/6/10/15
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// (买第 n 个时入库堆叠数正好是 n,累加成三角数)。官方协议里这行是“本次买到的道具”,
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// 数量应当是本次购买数量;入库后的真实堆叠数由紧随其后的 op14 增量行负责(我们本来就发,
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// 且客户端的背包数量一直是对的)。所以这里写 result.Count。
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//
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// 若真机实测发现背包数量出现异常(例如停在购买数量而不是总堆叠数),把常量改成 false
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// 即回到“写入库后堆叠数”的旧行为。
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const currentNPCShopBuyAckAmountIsPurchasedCount = true
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func buildCurrentNPCShopBuySuccessBody(result currentNPCShopBuyResult) []byte {
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var body packetWriter
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body.writeByte(1)
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body.writeUint32(currentNPCShopWalletUint32(result.GoldAfter))
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body.writeUint32(currentNPCShopWalletUint32(result.SPAfter))
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body.writeUint32(0)
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body.writeUint32(currentNPCShopWalletUint32(result.CoinAfter))
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ackItem := result.Item
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if currentNPCShopBuyAckAmountIsPurchasedCount {
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purchased := result.Count
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if purchased == 0 {
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purchased = 1
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}
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binary.LittleEndian.PutUint32(ackItem.data[0x06:0x0A], purchased)
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}
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body.writeBytes(ackItem.data[:])
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// 86JP BuyItemAckBuilder: trailing cost-item rows (u8 count, then
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// u32 item id + u32 new stack count each). Gold buys carry none; material
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// exchanges report the consumed material's remaining count.
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if result.CostItemID == 0 {
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body.writeByte(0)
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} else {
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body.writeByte(1)
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body.writeUint32(result.CostItemID)
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body.writeUint32(currentNPCShopWalletUint32(result.CostItemNewCount))
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}
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return body.bytes()
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}
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func buildCurrentNPCShopPurchaseCountBody() []byte {
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var body packetWriter
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body.writeByte(1)
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for range currentNPCShopPurchaseCountListCount {
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body.writeUint32(0)
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}
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return body.bytes()
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}
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func buildCurrentNPCShopSellSuccessBody(result currentNPCShopSellResult) []byte {
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var body packetWriter
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body.writeByte(1)
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body.writeUint32(currentNPCShopWalletUint32(result.GoldAfter))
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body.writeByte(result.ListType)
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body.writeUint16(uint16(result.Slot))
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body.writeUint32(result.Applied)
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return body.bytes()
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}
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func buildCurrentNPCShopFailureBody(errorCode byte) []byte {
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return []byte{0, errorCode}
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}
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func currentNPCShopWalletUint32(value int64) uint32 {
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if value <= 0 {
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return 0
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}
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if value > math.MaxUint32 {
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return math.MaxUint32
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}
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return uint32(value)
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}
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