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
544 lines
17 KiB
Go
544 lines
17 KiB
Go
package dnfbridge
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import (
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"context"
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"errors"
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"fmt"
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"math"
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"strings"
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"time"
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dnffatigue "longheng.io/server/internal/modules/dnf/fatigue"
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"longheng.io/server/internal/modules/dnf/progression"
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dnfpvf "longheng.io/server/internal/modules/dnf/pvf"
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dnfpvp "longheng.io/server/internal/modules/dnf/pvp"
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dnfrepo "longheng.io/server/internal/modules/dnf/repository"
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)
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type currentPVPFatigueReward struct {
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Experience uint32
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Gold uint32
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}
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type currentPVPFatigueStandard struct {
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Level int
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Exp int64
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Gold int64
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}
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type currentPVPFatigueRules struct {
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ArcadeUse int64
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ArcadeDifficulty map[byte]int64
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ColosseumUse int64
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ColosseumExpPct int64
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ColosseumGoldPct int64
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ExpCalcConst int64
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GoldCalcConst int64
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Standards []currentPVPFatigueStandard
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}
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func currentPVPFatigueSectionInts(doc *dnfpvf.Document, start, end int) []int64 {
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values := make([]int64, 0)
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for _, token := range doc.Tokens[start:end] {
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if token.Kind == dnfpvf.TokenInt {
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values = append(values, token.Int)
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}
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}
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return values
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}
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func loadCurrentPVPFatigueRulesFromSource(source initialEquipmentTextSource) (*currentPVPFatigueRules, error) {
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text, err := source.ReadText("etc/pvpfatigueinfo.etc")
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if err != nil {
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return nil, err
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}
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doc, err := dnfpvf.Parse("etc/pvpfatigueinfo.etc", text)
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if err != nil {
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return nil, err
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}
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rules := ¤tPVPFatigueRules{ArcadeDifficulty: make(map[byte]int64)}
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parent := ""
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for _, section := range doc.Sections {
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name := strings.ToLower(strings.TrimSpace(section.Name))
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if section.Start < 0 || section.End < section.Start || section.End > len(doc.Tokens) {
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return nil, fmt.Errorf("invalid PVP fatigue section %q", section.Name)
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}
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values := currentPVPFatigueSectionInts(doc, section.Start, section.End)
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switch name {
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case "arcademode", "colosseum":
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parent = name
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continue
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case "/arcademode", "/colosseum":
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parent = ""
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continue
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case "fatigue accelerate use":
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if len(values) == 0 {
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continue
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}
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if len(values) != 1 || values[0] < 0 || values[0] > math.MaxInt32 {
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return nil, fmt.Errorf("invalid PVP fatigue use")
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}
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if parent == "arcademode" {
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rules.ArcadeUse = values[0]
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} else if parent == "colosseum" {
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rules.ColosseumUse = values[0]
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}
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case "difficulty":
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if len(values) == 0 {
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continue
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}
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if parent != "arcademode" || len(values) == 0 || len(values)%2 != 0 {
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return nil, fmt.Errorf("invalid PVP arcade difficulty table")
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}
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for i := 0; i < len(values); i += 2 {
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if values[i] < 0 || values[i] > math.MaxUint8 || values[i+1] <= 0 || values[i+1] > math.MaxInt32 {
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return nil, fmt.Errorf("invalid PVP arcade difficulty row")
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}
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rules.ArcadeDifficulty[byte(values[i])] = values[i+1]
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}
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case "exp reward percent":
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if len(values) == 0 {
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continue
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}
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if parent == "colosseum" && len(values) == 1 {
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rules.ColosseumExpPct = values[0]
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}
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case "gold reward percent":
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if len(values) == 0 {
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continue
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}
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if parent == "colosseum" && len(values) == 1 {
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rules.ColosseumGoldPct = values[0]
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}
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case "fatigue and reward standard value":
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if len(values) == 0 {
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continue
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}
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if len(values) == 0 || len(values)%3 != 0 {
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return nil, fmt.Errorf("invalid PVP fatigue reward table len=%d values=%v", len(values), values)
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}
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for i := 0; i < len(values); i += 3 {
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if values[i] <= 0 || values[i] > 255 || values[i+1] < 0 || values[i+2] < 0 {
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return nil, fmt.Errorf("invalid PVP fatigue reward row")
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}
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rules.Standards = append(rules.Standards, currentPVPFatigueStandard{Level: int(values[i]), Exp: values[i+1], Gold: values[i+2]})
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}
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case "exp calc const":
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if len(values) == 0 {
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continue
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}
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if len(values) == 1 {
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rules.ExpCalcConst = values[0]
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}
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case "gold calc const":
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if len(values) == 0 {
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continue
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}
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if len(values) == 1 {
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rules.GoldCalcConst = values[0]
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}
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}
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}
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if rules.ArcadeUse <= 0 || len(rules.ArcadeDifficulty) == 0 || rules.ExpCalcConst <= 0 || rules.GoldCalcConst <= 0 || len(rules.Standards) == 0 {
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return nil, fmt.Errorf("incomplete PVP fatigue rules")
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}
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return rules, nil
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}
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func (s *Service) loadCurrentPVPFatigueRules() (*currentPVPFatigueRules, error) {
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s.initialEquipmentMu.Lock()
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defer s.initialEquipmentMu.Unlock()
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if s.pvpFatigueRules != nil {
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return s.pvpFatigueRules, nil
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}
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archive, err := s.initialEquipmentArchiveLocked()
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if err != nil {
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return nil, err
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}
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rules, err := loadCurrentPVPFatigueRulesFromSource(archive)
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if err != nil {
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return nil, err
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}
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s.pvpFatigueRules = rules
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return rules, nil
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}
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func (rules *currentPVPFatigueRules) arcadeFatigue(difficulty byte) (int64, bool) {
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amount, ok := rules.ArcadeDifficulty[difficulty]
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return amount, ok
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}
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func (rules *currentPVPFatigueRules) arcadeReward(level int) currentPVPFatigueReward {
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if level < rules.Standards[0].Level {
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level = rules.Standards[0].Level
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}
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row := rules.Standards[len(rules.Standards)-1]
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for _, candidate := range rules.Standards {
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if candidate.Level > level {
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break
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}
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row = candidate
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}
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return currentPVPFatigueReward{
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Experience: uint32(min(max(row.Exp/rules.ExpCalcConst, 0), math.MaxUint32)),
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Gold: uint32(min(max(row.Gold/rules.GoldCalcConst, 0), math.MaxUint32)),
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}
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}
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func buildCurrentPVPFatigueUseBody(success bool) []byte {
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if success {
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return []byte{1}
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}
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return []byte{0}
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}
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type currentPVPArcadeRun struct {
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startedAt time.Time
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difficulty byte
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usageAttempted bool
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paid bool
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round byte
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total byte
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roundEnded bool
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roundWon bool
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resultRequested bool
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won bool
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finished bool
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reward *dnfpvp.ArcadeRewardSnapshot
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}
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func parseCurrentPVPFatigueUsage(body []byte) (byte, byte, bool) {
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if len(body) != 2 || (body[0] != 1 && body[0] != 2) ||
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(body[0] == 1 && (body[1] < 1 || body[1] > 3)) || (body[0] == 2 && body[1] != 0) {
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return 0, 0, false
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}
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if body[0] == 2 {
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return 2, 0, true
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}
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return 1, body[1] - 1, true
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}
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func parseCurrentPVPArcadeResult(body []byte) (byte, bool, byte, bool) {
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if len(body) != 3 || body[1] > 1 {
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return 0, false, 0, false
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}
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mode, difficulty, ok := parseCurrentPVPFatigueUsage([]byte{body[0], body[2]})
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return mode, body[1] == 1, difficulty, ok
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}
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// 本文件属于决斗场街机模式(op1271/1272/1285)的移植。参考实现里
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// handleCurrentPVPFatigueAcceleration(op562 疲劳值加速勾选框)只是恰好写在同一
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// 文件里,它本身不是决斗场功能:它需要 fatigue_burn.go 整套运行时同步
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// (currentFatigueBurnRules / sendCurrentFatigueBurnState /
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// currentFatigueBurnToggleCharacter)、returnee lucky 角色表,以及疲劳 owner 的
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// BurnEnabled 双倍扣除语义。
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//
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// 本次只移植决斗场代码,所以 op562 维持本树原本的状态:不注册、不处理。
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// 刻意不做"只存 fatigue_acceleration 并回成功"的降级版——那会让客户端的勾选框
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// 显示为已开启而实际不双倍扣疲劳,比不响应更容易误导玩家。
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// 移植时已经落地的决斗场部分不受影响:街机付费走 handleCurrentPVPFatigueUsage,
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// 结算走 handleCurrentPVPArcadeRoundInfo / handleCurrentPVPArcadeResult。
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func currentPVPArcadeRoom(session *gameSession) (*currentPVPRoom, bool) {
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if session == nil || session.selectedCharacterID == 0 || session.assault != nil {
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return nil, false
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}
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room := session.pvpRoom
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if room == nil || room.battleMode != 10 || room.request.dojoDifficulty < 1 || room.request.dojoDifficulty > 3 {
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return nil, false
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}
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seat := room.seatFor(session)
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if !room.combatant(seat) || room.members[seat].characterID != session.selectedCharacterID {
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return nil, false
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}
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return room, true
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}
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// 1271 precedes the first 1285 start report. Only this explicit request
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// authorizes payment; tutorial rounds and ordinary 1v1 never consume fatigue.
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func (s *Service) handleCurrentPVPFatigueUsage(session *gameSession, body []byte) error {
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if session == nil {
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return nil
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}
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mode, difficulty, ok := parseCurrentPVPFatigueUsage(body)
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if !ok {
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return nil
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}
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s.pvpMu.Lock()
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defer s.pvpMu.Unlock()
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room, valid := currentPVPArcadeRoom(session)
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if !valid {
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return nil
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}
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if mode != 1 || difficulty+1 != room.request.dojoDifficulty {
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return s.sendGameUpperRawClass(session, 1271, []byte{0}, 1)
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}
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if room.arcade == nil {
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room.arcade = ¤tPVPArcadeRun{startedAt: s.gameplayNow(), difficulty: difficulty}
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}
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run := room.arcade
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if run.round != 0 && !run.usageAttempted || run.finished {
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return s.sendGameUpperRawClass(session, 1271, []byte{0}, 1)
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}
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if !run.usageAttempted {
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rules, err := s.loadCurrentPVPFatigueRules()
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if err != nil {
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return err
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}
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amount, found := rules.arcadeFatigue(difficulty)
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if !found {
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return s.sendGameUpperRawClass(session, 1271, []byte{0}, 1)
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}
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repos, found := s.repositoryGroup()
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if !found {
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return dnffatigue.ErrOwnerUnavailable
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}
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ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
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defer cancel()
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character, exists, err := repos.Character.Load(ctx, fmt.Sprint(session.selectedCharacterID))
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if err != nil {
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return err
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}
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if !exists || character.AccountID != s.accountIDForSession(session) {
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return dnffatigue.ErrCharacterNotFound
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}
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quests, exists, err := repos.Quest.Load(ctx, character.CharacterID)
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if err != nil {
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return err
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}
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if !exists || !dnfpvp.ArcadeTrainingCompleted(quests) {
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s.logGameEvent(session, "game-pvp-arcade-usage-rejected", "reason", "windbell_training_incomplete")
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run.usageAttempted = true
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return s.sendGameUpperRawClass(session, 1271, []byte{0}, 1)
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}
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owner, err := dnffatigue.NewOwner(repos)
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if err != nil {
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return err
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}
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result, err := owner.ConsumeRoom(ctx, dnffatigue.ConsumeRoomCommand{
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AccountID: character.AccountID, CharacterID: character.CharacterID,
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Amount: amount, RequireFull: true, UpdatedAt: s.gameplayNow(),
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})
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if err != nil {
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if errors.Is(err, dnffatigue.ErrInsufficient) {
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run.usageAttempted = true
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return s.sendGameUpperRawClass(session, 1271, []byte{0}, 1)
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}
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return err
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}
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// Commit the in-memory receipt before any socket write.
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run.usageAttempted, run.paid = true, true
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s.logGameEvent(session, "game-pvp-arcade-fatigue-consumed", "room_id", room.id,
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"amount", result.Consumed, "remaining", result.After, "difficulty", difficulty)
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}
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if run.paid {
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repos, _ := s.repositoryGroup()
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ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
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defer cancel()
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character, found, err := repos.Character.Load(ctx, fmt.Sprint(session.selectedCharacterID))
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if err != nil {
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return err
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}
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if !found {
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return dnffatigue.ErrCharacterNotFound
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}
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if err := s.sendGameUpperRawClass(session, currentFatigueMsgID, buildCurrentFatigueBody(character, true), 0); err != nil {
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return err
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}
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}
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return s.sendGameUpperRawClass(session, 1271, buildCurrentPVPFatigueUseBody(run.paid), 1)
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}
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func parseCurrentPVPArcadeRoundInfo(body []byte) (end, won bool, ok bool) {
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if len(body) != 19 || body[0] > 1 || body[5] == 0 || body[6] == 0 ||
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body[6] > body[5] || body[12] > 1 || (body[0] == 0 && body[12] != 0) {
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return false, false, false
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}
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return body[0] == 1, body[12] == 1, true
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}
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func (s *Service) handleCurrentPVPArcadeRoundInfo(session *gameSession, body []byte) error {
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end, won, ok := parseCurrentPVPArcadeRoundInfo(body)
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if !ok {
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return nil
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}
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s.pvpMu.Lock()
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defer s.pvpMu.Unlock()
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room, ok := currentPVPArcadeRoom(session)
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if !ok {
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return nil
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}
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if room.arcade == nil {
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if end || body[6] != 1 {
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return nil
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}
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room.arcade = ¤tPVPArcadeRun{startedAt: s.gameplayNow(), difficulty: room.request.dojoDifficulty - 1}
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}
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run := room.arcade
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if run.finished || (run.total != 0 && run.total != body[5]) {
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return nil
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}
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if end {
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if run.round != body[6] || run.roundEnded {
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return nil
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}
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run.roundEnded, run.roundWon = true, won
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} else {
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if run.round != 0 && (!run.roundEnded ||
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(run.roundWon && body[6] != run.round+1) || (!run.roundWon && body[6] != run.round)) {
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return nil
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}
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run.total, run.round, run.roundEnded = body[5], body[6], false
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room.started = true
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}
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s.logGameEvent(session, "game-pvp-arcade-round", "round", run.round, "total", run.total,
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"ended", end, "won", won, "paid", run.paid)
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if run.resultRequested {
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return s.settleCurrentPVPArcadeReward(session, room)
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}
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return nil
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}
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func currentPVPArcadeRewardReceipt(room *currentPVPRoom) string {
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if room == nil || room.arcade == nil {
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return "pvp_arcade_reward_invalid"
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}
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return fmt.Sprintf("pvp_arcade_reward_%d_%d", room.id, room.arcade.startedAt.UnixNano())
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}
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func (s *Service) handleCurrentPVPArcadeResult(session *gameSession, body []byte) error {
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if session == nil {
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return nil
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}
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mode, won, difficulty, ok := parseCurrentPVPArcadeResult(body)
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if !ok {
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return nil
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}
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s.pvpMu.Lock()
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defer s.pvpMu.Unlock()
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room, ok := currentPVPArcadeRoom(session)
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if !ok || mode != 1 || room.arcade == nil || !room.arcade.paid || room.arcade.difficulty != difficulty {
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return s.sendGameUpperRawClass(session, 1272, []byte{0}, 1)
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}
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run := room.arcade
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if run.resultRequested && run.won != won {
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return s.sendGameUpperRawClass(session, 1272, []byte{0}, 1)
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}
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run.resultRequested, run.won = true, won
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return s.settleCurrentPVPArcadeReward(session, room)
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}
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func (s *Service) settleCurrentPVPArcadeReward(session *gameSession, room *currentPVPRoom) error {
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run := room.arcade
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if !run.won {
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run.finished = true
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return s.sendGameUpperRawClass(session, 1272, []byte{0}, 1)
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}
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if !run.roundEnded || !run.roundWon || run.round != run.total {
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return nil
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}
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if run.reward == nil {
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rules, err := s.loadCurrentPVPFatigueRules()
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if err != nil {
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return err
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}
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repos, ok := s.repositoryGroup()
|
|
if !ok {
|
|
return dnffatigue.ErrOwnerUnavailable
|
|
}
|
|
ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
|
|
defer cancel()
|
|
result, err := dnfpvp.ApplyArcadeReward(ctx, repos, s.accountIDForSession(session),
|
|
fmt.Sprint(session.selectedCharacterID), currentPVPArcadeRewardReceipt(room),
|
|
func(character dnfrepo.CharacterRecord, skill dnfrepo.SkillRecord) (dnfpvp.ArcadeRewardSnapshot, error) {
|
|
return s.planCurrentPVPArcadeReward(ctx, rules, character, skill)
|
|
}, s.gameplayNow())
|
|
if err != nil {
|
|
return err
|
|
}
|
|
run.reward = &result
|
|
run.finished = true
|
|
s.logGameEvent(session, "game-pvp-arcade-reward-committed", "room_id", room.id,
|
|
"character_level", result.Character.Level, "experience", result.Reward.Experience, "gold", result.Reward.Gold)
|
|
}
|
|
result := run.reward
|
|
if err := s.sendGameUpperRawClass(session, 14, buildCurrentGoldStateBody(result.Character.Stats["gold"]), 0); err != nil {
|
|
return err
|
|
}
|
|
if err := s.sendGameUpperRawClass(session, currentDungeonCharacterStateMsgID,
|
|
buildCurrentFinishLoadingCharacterStateBody(result.Character, result.Skill.Points), 0); err != nil {
|
|
return err
|
|
}
|
|
return s.sendGameUpperRawClass(session, 1272,
|
|
buildCurrentPVPFatigueRewardBody(true, result.Reward.Experience, result.Reward.Gold), 1)
|
|
}
|
|
|
|
func (s *Service) planCurrentPVPArcadeReward(ctx context.Context, rules *currentPVPFatigueRules,
|
|
character dnfrepo.CharacterRecord, skill dnfrepo.SkillRecord) (dnfpvp.ArcadeRewardSnapshot, error) {
|
|
var result dnfpvp.ArcadeRewardSnapshot
|
|
s.initialEquipmentMu.Lock()
|
|
archive, err := s.initialEquipmentArchiveLocked()
|
|
s.initialEquipmentMu.Unlock()
|
|
if err != nil {
|
|
return result, err
|
|
}
|
|
tables, err := progression.Load(ctx, archive)
|
|
if err != nil {
|
|
return result, err
|
|
}
|
|
reward := rules.arcadeReward(character.Level)
|
|
exp, exists := character.Stats["exp"]
|
|
gold := character.Stats["gold"]
|
|
if !exists || exp < 0 || exp > math.MaxUint32 || gold < 0 || gold > math.MaxInt32 {
|
|
return result, fmt.Errorf("invalid arcade character experience or gold")
|
|
}
|
|
reward.Gold = uint32(min(int64(reward.Gold), math.MaxInt32-gold))
|
|
planned, err := planCurrentDungeonSettlementProgression(tables, character.Level, uint32(exp), reward.Experience, skill.Points)
|
|
if err != nil {
|
|
return result, err
|
|
}
|
|
honorGain, err := currentHonorExpertExperienceGain(tables, character.Level, uint32(exp), reward.Experience)
|
|
if err != nil {
|
|
return result, err
|
|
}
|
|
if honorGain > 0 {
|
|
honorTables, err := s.loadHonorTable(ctx)
|
|
if err != nil {
|
|
return result, err
|
|
}
|
|
honor, err := planCurrentHonorExpertProgress(honorTables, character, honorGain)
|
|
if err != nil {
|
|
return result, err
|
|
}
|
|
for key, value := range currentHonorExpertStats(honor) {
|
|
character.Stats[key] = value
|
|
}
|
|
}
|
|
if planned.Experience.LevelsGained > 0 {
|
|
stats, err := s.characterPVFStatValuesForLevel(character, planned.Experience.NewLevel)
|
|
if err != nil {
|
|
return result, err
|
|
}
|
|
for key, value := range stats {
|
|
character.Stats[key] = value
|
|
}
|
|
}
|
|
character.Level = planned.Experience.NewLevel
|
|
character.Stats["exp"] = int64(planned.Experience.NewExperience)
|
|
character.Stats["gold"] = gold + int64(reward.Gold)
|
|
skill.Points = planned.SkillPoints.New
|
|
return dnfpvp.ArcadeRewardSnapshot{Character: character, Skill: skill,
|
|
Reward: dnfpvp.ArcadeReward{Experience: reward.Experience, Gold: reward.Gold}}, nil
|
|
}
|
|
|
|
func buildCurrentPVPFatigueRewardBody(success bool, experience, gold uint32) []byte {
|
|
if !success {
|
|
return []byte{0}
|
|
}
|
|
var w packetWriter
|
|
w.writeByte(1)
|
|
w.writeUint32(experience)
|
|
w.writeUint32(gold)
|
|
return w.bytes()
|
|
}
|