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
110 lines
3.4 KiB
Go
110 lines
3.4 KiB
Go
package main
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import (
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"fmt"
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"sort"
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"longheng.io/server/internal/modules/dnf/worldmap"
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)
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// runQ4 统计 dungeon maze 的 [destroy object] clear 条件与被动对象摆放的关联。
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// 参照 2026-07-31 空房结算修复的形状:地图恰好摆放 count 个该对象。
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func runQ4(table *worldmap.Table, usages map[int64][]mapUsage, dungeonNames map[int64]string, objRefs map[int64]string) map[string]any {
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mapsByID := map[int64]worldmap.Map{}
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for _, m := range table.Maps() {
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if _, ok := mapsByID[m.ID]; !ok {
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mapsByID[m.ID] = m
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}
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}
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var conditions []q4Condition
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statusCount := map[string]int{}
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totalConditions := 0
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for _, d := range table.Dungeons() {
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// 该 dungeon 下所有地图(任意 usage 来源)
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dungeonMaps := map[int64]bool{}
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for mapID, list := range usages {
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for _, u := range list {
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if u.DungeonID == d.ID {
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dungeonMaps[mapID] = true
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}
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}
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}
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for _, maze := range d.Mazes {
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for _, cond := range maze.ClearConditions {
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if normSymbol(cond.Type) != "destroy object" {
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continue
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}
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totalConditions++
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entry := q4Condition{
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DungeonID: d.ID, DungeonName: dungeonNames[d.ID], MazeIndex: maze.Index,
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TargetID: cond.TargetID, Count: cond.Count, ObjRef: objRefs[cond.TargetID],
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}
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matchMaps := 0
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placementTotal := 0
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for mapID := range dungeonMaps {
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m := mapsByID[mapID]
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passive, special := 0, 0
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for _, o := range m.PassiveObjects {
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if o.ObjectID == cond.TargetID {
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passive++
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}
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}
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for _, o := range m.SpecialPassiveObjects {
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if o.ObjectID == cond.TargetID {
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special++
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}
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}
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if passive+special == 0 {
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continue
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}
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placementTotal += passive + special
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entry.Placements = append(entry.Placements,
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fmt.Sprintf("map=%d passive=%d special=%d", mapID, passive, special))
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if int64(passive+special) == cond.Count {
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matchMaps++
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}
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}
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sort.Strings(entry.Placements)
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switch {
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case len(entry.Placements) == 0:
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entry.Status = "no_placement_in_dungeon_maps"
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case matchMaps > 0:
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entry.Status = "count_match"
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default:
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entry.Status = "count_mismatch"
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}
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statusCount[entry.Status]++
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conditions = append(conditions, entry)
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}
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}
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}
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sort.Slice(conditions, func(i, j int) bool {
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if conditions[i].DungeonID != conditions[j].DungeonID {
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return conditions[i].DungeonID < conditions[j].DungeonID
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}
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if conditions[i].MazeIndex != conditions[j].MazeIndex {
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return conditions[i].MazeIndex < conditions[j].MazeIndex
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}
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return conditions[i].TargetID < conditions[j].TargetID
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})
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var lines []string
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lines = append(lines, "dungeon_id\tdungeon_name\tmaze_index\ttarget_id\tcount\tstatus\tplacements\tobj_ref")
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for _, c := range conditions {
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lines = append(lines, fmt.Sprintf("%d\t%s\t%d\t%d\t%d\t%s\t%s\t%s",
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c.DungeonID, c.DungeonName, c.MazeIndex, c.TargetID, c.Count, c.Status,
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joinOr(c.Placements, "; "), c.ObjRef))
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}
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writeLines("q4_destroy_object_conditions.tsv", lines)
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fmt.Printf("[Q4] destroy_object_conditions=%d status=%v\n", totalConditions, statusCount)
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return map[string]any{
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"total_conditions": totalConditions,
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"status_census": statusCount,
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"conditions": conditions,
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"full_list_file": "out/q4_destroy_object_conditions.tsv",
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"status_semantics": "count_match = 该 dungeon 至少一张地图摆放数量与 clear count 相等; no_placement = dungeon 地图中找不到该对象摆放",
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}
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}
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