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
177 lines
5.2 KiB
Go
177 lines
5.2 KiB
Go
package dnfbridge
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import (
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"context"
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"encoding/binary"
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"math"
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"sort"
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"strconv"
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"longheng.io/server/internal/modules/dnf/dnfenum"
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dnfquest "longheng.io/server/internal/modules/dnf/quest"
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)
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const (
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currentTownQuestMeetingRangeX int64 = 120
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currentTownQuestMeetingRangeY int64 = 80
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)
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type currentTownNPCQuestTrigger struct {
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npcID int64
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trigger dnfquest.MeetingNPCTrigger
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}
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// reconcileCurrentTownNPCQuestMeetings closes the gap left by current clients
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// that display a PVF meet-NPC guide but do not emit op33 after reaching the
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// target. Both the NPC identity/position and the quest target come from the
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// active runtime PVF. The existing op33 owner remains the only persistence and
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// wire-ACK path.
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func (s *Service) reconcileCurrentTownNPCQuestMeetings(
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session *gameSession,
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snapshot currentTownPositionSnapshot,
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) error {
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if s == nil || session == nil || session.selectedCharacterID == 0 ||
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!snapshot.PositionValid || snapshot.CharacterID != session.selectedCharacterID {
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return nil
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}
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nearby := s.currentTownNearbyNPCIDs(snapshot)
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entered := updateCurrentTownNearbyNPCs(session, snapshot, nearby)
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if len(entered) == 0 {
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return nil
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}
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repositories, ok := s.repositoryGroup()
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if !ok || repositories.Quest == nil {
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s.logGameEvent(session, "game-town-npc-quest-meeting-deferred",
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"char_id", session.selectedCharacterID,
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"town_id", snapshot.TownID,
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"area_id", snapshot.AreaID,
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"npc_ids", entered,
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"reason", "quest_repository_unavailable")
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return nil
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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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catalog, err := s.loadQuestCatalog(ctx)
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if err != nil {
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s.logGameEvent(session, "game-town-npc-quest-meeting-deferred",
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"char_id", session.selectedCharacterID,
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"town_id", snapshot.TownID,
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"area_id", snapshot.AreaID,
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"npc_ids", entered,
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"reason", "quest_catalog_unavailable",
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"error", err)
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return nil
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}
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characterID := strconv.FormatUint(uint64(session.selectedCharacterID), 10)
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record, found, err := repositories.Quest.Load(ctx, characterID)
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if err != nil {
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s.logGameEvent(session, "game-town-npc-quest-meeting-deferred",
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"char_id", session.selectedCharacterID,
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"town_id", snapshot.TownID,
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"area_id", snapshot.AreaID,
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"npc_ids", entered,
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"reason", "quest_record_load_failed",
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"error", err)
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return nil
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}
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if !found {
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return nil
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}
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planned := make([]currentTownNPCQuestTrigger, 0, len(entered))
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seen := make(map[[2]int64]struct{})
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for _, npcID := range entered {
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for _, trigger := range catalog.ActiveMeetingNPCTriggers(record, npcID) {
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if trigger.QuestID <= 0 || trigger.QuestID > math.MaxUint16 {
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continue
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}
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key := [2]int64{trigger.QuestID, int64(trigger.TriggerType)}
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if _, exists := seen[key]; exists {
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continue
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}
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seen[key] = struct{}{}
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planned = append(planned, currentTownNPCQuestTrigger{npcID: npcID, trigger: trigger})
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}
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}
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for _, step := range planned {
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body := make([]byte, currentSetQuestTriggerRequestBodySize)
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binary.LittleEndian.PutUint16(body[0:2], uint16(dnfenum.CmdPacketSetQuestTrigger))
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binary.LittleEndian.PutUint16(body[2:4], uint16(step.trigger.QuestID))
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body[4] = step.trigger.TriggerType
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s.logGameEvent(session, "game-town-npc-quest-meeting-detected",
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"char_id", session.selectedCharacterID,
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"town_id", snapshot.TownID,
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"area_id", snapshot.AreaID,
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"position_x", snapshot.PositionX,
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"position_y", snapshot.PositionY,
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"npc_id", step.npcID,
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"quest_id", step.trigger.QuestID,
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"trigger_type", step.trigger.TriggerType,
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"source", "current_exe_op35_pvf_town_npc_proximity")
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if err := s.handleCurrentSetQuestTrigger(session, body); err != nil {
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return err
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}
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}
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return nil
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}
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func (s *Service) currentTownNearbyNPCIDs(snapshot currentTownPositionSnapshot) []int64 {
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if s == nil || !snapshot.PositionValid {
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return nil
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}
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area, ok := s.townArea(int64(snapshot.TownID), int64(snapshot.AreaID))
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if !ok {
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return nil
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}
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nearbySet := make(map[int64]struct{})
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x, y := int64(snapshot.PositionX), int64(snapshot.PositionY)
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for _, spawn := range area.NPCs {
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if spawn.NPCID <= 0 || absInt64(spawn.X-x) > currentTownQuestMeetingRangeX ||
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absInt64(spawn.Y-y) > currentTownQuestMeetingRangeY {
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continue
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}
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nearbySet[spawn.NPCID] = struct{}{}
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}
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nearby := make([]int64, 0, len(nearbySet))
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for npcID := range nearbySet {
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nearby = append(nearby, npcID)
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}
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sort.Slice(nearby, func(i, j int) bool { return nearby[i] < nearby[j] })
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return nearby
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}
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func updateCurrentTownNearbyNPCs(
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session *gameSession,
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snapshot currentTownPositionSnapshot,
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nearby []int64,
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) []int64 {
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if session == nil {
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return nil
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}
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session.townMu.Lock()
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defer session.townMu.Unlock()
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live := session.townPositionSnapshot
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if session.townSceneReadyCharacterID != snapshot.CharacterID ||
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live.CharacterID != snapshot.CharacterID || live.TownID != snapshot.TownID || live.AreaID != snapshot.AreaID {
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return nil
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}
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current := make(map[int64]struct{}, len(nearby))
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entered := make([]int64, 0, len(nearby))
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for _, npcID := range nearby {
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current[npcID] = struct{}{}
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if _, existed := session.townMeetingNearbyNPCs[npcID]; !existed {
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entered = append(entered, npcID)
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}
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}
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session.townMeetingNearbyNPCs = current
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return entered
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}
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func absInt64(value int64) int64 {
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if value < 0 {
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return -value
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}
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return value
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}
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