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
214 lines
8.4 KiB
Go
214 lines
8.4 KiB
Go
package dnfbridge
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import (
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"longheng.io/server/internal/modules/dnf/dungeoncmd"
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"longheng.io/server/internal/modules/dnf/worldmap"
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)
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// completeValidatedDungeonBossDieCheckLocked owns the clear decision after the
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// request target has been proven defeated by the authoritative room runtime.
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func (s *Service) completeValidatedDungeonBossDieCheckLocked(
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session *gameSession,
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runtime *runtimeDungeonState,
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request dungeoncmd.BossDieCheckRequest,
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scene worldmap.DungeonRoomScene,
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tutorialScene bool,
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targetReference worldmap.HostileReference,
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targetIsOrdinaryMonster bool,
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targetObjectKey uint32,
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) error {
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completionSource := "cleared_ordinary_runtime_boss_room"
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if tutorialScene {
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completionSource = "cleared_tutorial_boss_room"
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}
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storyAIBossGate, storyAIBossGateActive := currentDungeonStoryAIBossDeathGate(runtime, scene)
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if !tutorialScene && storyAIBossGateActive && !storyAIBossGate.Ready {
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s.logGameEvent(session, "game-dungeon-boss-die-check-blocked",
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"dungeon_id", runtime.Dungeon.ID,
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"maze_index", runtime.MazeIndex,
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"room", scene.Coordinate.String(),
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"map_id", scene.Map.Map.ID,
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"target_object_key", request.TargetObjectKey,
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"dummy_boss_object_keys", storyAIBossGate.DummyBossObjectKeys,
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"AI_boss_object_keys", storyAIBossGate.AIBossObjectKeys,
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"reason", "story_ai_boss_and_dummy_boss_require_separate_authoritative_op39")
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return nil
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}
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pvfMultiBossGate, pvfMultiBossGateActive := currentDungeonPVFMultiBossDeathGate(runtime, scene)
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if !tutorialScene && pvfMultiBossGateActive && !pvfMultiBossGate.Ready {
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s.logGameEvent(session, "game-dungeon-boss-die-check-blocked",
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"dungeon_id", runtime.Dungeon.ID,
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"maze_index", runtime.MazeIndex,
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"room", scene.Coordinate.String(),
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"map_id", scene.Map.Map.ID,
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"target_object_key", request.TargetObjectKey,
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"boss_object_keys", pvfMultiBossGate.BossObjectKeys,
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"reason", "current_pvf_multi_boss_rows_require_separate_authoritative_op39")
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return nil
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}
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scriptEvidence := dungeonTutorialScriptEvidence{}
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remainingScriptedMonsterIndexes := []int(nil)
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if !scene.Cleared {
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targetIsBossActor, targetBossActorType, targetBossActorSource := currentDungeonRuntimeObjectBossActor(
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runtime,
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targetObjectKey,
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runtimeDungeonMonsterDefeated,
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)
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if !tutorialScene && targetIsBossActor && !storyAIBossGateActive &&
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(!pvfMultiBossGateActive || pvfMultiBossGate.Ready) {
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forcedDefeated, forcedVisual, forcedCleared, forceErr := s.forceCurrentDungeonRemainingHostilesForCombatEndLocked(
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session,
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runtime,
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targetObjectKey,
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"op117_clear_decision_after_boss_actor_defeated",
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)
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if forceErr != nil {
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s.logGameEvent(session, "game-dungeon-boss-die-check-force-clear-blocked",
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"dungeon_id", runtime.Dungeon.ID,
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"room", scene.Coordinate.String(),
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"map_id", scene.Map.Map.ID,
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"target_object_key", request.TargetObjectKey,
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"boss_actor_type", targetBossActorType,
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"boss_actor_source", targetBossActorSource,
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"forced_defeated_count", forcedDefeated,
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"forced_visual_death_count", forcedVisual,
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"reason", "boss_death_clear_decision_force_clear_failed",
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"error", forceErr)
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return nil
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}
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snapshot := runtime.Session.Snapshot()
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scene = snapshot.Scene
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s.logGameEvent(session, "game-dungeon-boss-die-check-force-clear-applied",
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"dungeon_id", runtime.Dungeon.ID,
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"room", scene.Coordinate.String(),
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"map_id", scene.Map.Map.ID,
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"target_object_key", request.TargetObjectKey,
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"boss_actor_type", targetBossActorType,
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"boss_actor_source", targetBossActorSource,
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"forced_defeated_count", forcedDefeated,
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"forced_visual_death_count", forcedVisual,
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"forced_cleared", forcedCleared,
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"room_cleared", scene.Cleared,
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"source", "boss_clear_decision_retires_remaining_hostiles")
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}
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if !tutorialScene {
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if scene.Cleared {
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goto bossRoomClearReady
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}
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s.logGameEvent(session, "game-dungeon-boss-die-check-blocked",
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"dungeon_id", runtime.Dungeon.ID,
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"room", scene.Coordinate.String(),
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"map_id", scene.Map.Map.ID,
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"target_object_key", request.TargetObjectKey,
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"reason", "ordinary_boss_room_not_authoritatively_cleared")
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return nil
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}
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if !targetIsOrdinaryMonster || targetReference.Kind != worldmap.HostileMonster {
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s.logGameEvent(session, "game-dungeon-boss-die-check-blocked",
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"dungeon_id", runtime.Dungeon.ID,
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"room", scene.Coordinate.String(),
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"map_id", scene.Map.Map.ID,
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"target_object_key", request.TargetObjectKey,
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"target_kind", targetReference.Kind,
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"reason", "uncleared_final_target_not_ordinary_scripted_monster")
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return nil
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}
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catalog, catalogReady := s.dungeonTutorialScriptCatalog()
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if !catalogReady {
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s.logGameEvent(session, "game-dungeon-boss-die-check-blocked",
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"dungeon_id", runtime.Dungeon.ID,
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"room", scene.Coordinate.String(),
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"map_id", scene.Map.Map.ID,
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"target_object_key", request.TargetObjectKey,
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"reason", "tutorial_script_catalog_unavailable")
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return nil
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}
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var remainingOwned bool
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remainingScriptedMonsterIndexes, remainingOwned = currentDungeonRemainingBlockingMonsterIndexes(scene)
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if !remainingOwned {
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s.logGameEvent(session, "game-dungeon-boss-die-check-blocked",
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"dungeon_id", runtime.Dungeon.ID,
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"room", scene.Coordinate.String(),
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"map_id", scene.Map.Map.ID,
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"target_object_key", request.TargetObjectKey,
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"reason", "uncleared_final_blocking_monster_runtime_ownership_incomplete")
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return nil
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}
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var scripted bool
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scriptEvidence, scripted = catalog.FindMonsterDestroyCovering(
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scene.Map.Map.ID,
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targetReference.Index,
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remainingScriptedMonsterIndexes,
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)
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if !scripted {
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s.logGameEvent(session, "game-dungeon-boss-die-check-blocked",
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"dungeon_id", runtime.Dungeon.ID,
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"room", scene.Coordinate.String(),
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"map_id", scene.Map.Map.ID,
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"target_object_key", request.TargetObjectKey,
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"target_monster_index", targetReference.Index,
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"remaining_blocking_monster_indexes", remainingScriptedMonsterIndexes,
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"reason", "no_single_pvf_cmt_covers_destroy_target_and_all_remaining_blockers")
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return nil
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}
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completionSource = "pvf_cmt_destroyed_tutorial_final_actor"
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}
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bossRoomClearReady:
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if !tutorialScene {
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pendingLayer, nextLayerIndex, nextLayerMapID, layerErr := s.currentDungeonPendingLayer(runtime, scene)
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if layerErr != nil {
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s.logGameEvent(session, "game-dungeon-boss-die-check-blocked",
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"dungeon_id", runtime.Dungeon.ID,
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"maze_index", runtime.MazeIndex,
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"room", scene.Coordinate.String(),
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"map_id", scene.Map.Map.ID,
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"target_object_key", request.TargetObjectKey,
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"reason", "pending_layer_resolution_failed",
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"error", layerErr)
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return nil
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}
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if pendingLayer {
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s.logGameEvent(session, "game-dungeon-boss-die-check-deferred",
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"dungeon_id", runtime.Dungeon.ID,
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"maze_index", runtime.MazeIndex,
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"room", scene.Coordinate.String(),
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"map_id", scene.Map.Map.ID,
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"target_object_key", request.TargetObjectKey,
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"next_layer_index", nextLayerIndex,
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"next_layer_map_id", nextLayerMapID,
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"reason", "explicit_pvf_layer_must_be_consumed_before_settlement")
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return nil
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}
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}
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if err := runtime.Session.CompleteCurrentRoom(); err != nil {
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return err
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}
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runtime.bossDieCheckAccepted = true
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runtime.tutorialFinalRoomClearPending = false
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runtime.bossDieCheckRelatedActorObjectKey = request.RelatedActorObjectKey
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runtime.bossDieCheckTargetObjectKey = request.TargetObjectKey
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runtime.bossDieCheckPending = false
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runtime.bossDieCheckPendingRequest = dungeoncmd.BossDieCheckRequest{}
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completed := runtime.Session.Snapshot()
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s.logGameEvent(session, "game-dungeon-boss-die-check-committed",
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"dungeon_id", runtime.Dungeon.ID,
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"maze_index", runtime.MazeIndex,
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"room", completed.Run.Current.String(),
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"map_id", scene.Map.Map.ID,
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"target_object_key", request.TargetObjectKey,
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"completion_source", completionSource,
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"cinematic_id", scriptEvidence.CinematicID,
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"cinematic_path", scriptEvidence.CinematicPath,
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"remaining_blocking_monster_indexes", remainingScriptedMonsterIndexes,
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"cinematic_monster_actor_indexes", scriptEvidence.MonsterActorIndexes,
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"cinematic_destroy_monster_indexes", scriptEvidence.DestroyMonsterIndexes,
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"run_status", completed.Run.Status,
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"defeated_actor_count", len(completed.Scene.DefeatedObjects),
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"remaining_actor_deaths_fabricated", false,
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"runtime_retained", true,
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"op115_sent", runtime.bossDieCheckResponseSent,
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"next_stage", "persist_completion_then_reply_op115_then_bodyless_settlement_op31")
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return s.completeCurrentDungeonBossDieCheckLocked(session, runtime, "op117_completion")
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}
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