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
330 lines
9.6 KiB
Go
330 lines
9.6 KiB
Go
// 本文件提供时装和称号命令的只读 owner 预检。
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// 当前只读取角色、背包和穿戴快照,外观、称号簿和 USERINFO 刷新链路闭合前不会写库或开放成功 ACK。
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package avatartitle
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import (
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"context"
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"errors"
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"fmt"
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"strconv"
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"strings"
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dnfrepo "longheng.io/server/internal/modules/dnf/repository"
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)
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var (
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ErrOwnerUnavailable = errors.New("avatar title owner unavailable")
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ErrCharacterRequired = errors.New("selected character id required")
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ErrCharacterNotFound = errors.New("character record not found")
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ErrInventoryNotFound = errors.New("inventory record not found")
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ErrSlotNotFound = errors.New("inventory slot not found")
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ErrItemMismatch = errors.New("inventory item mismatch")
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)
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// Owner 是时装/称号命令的读模型边界。
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type Owner struct {
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characters dnfrepo.CharacterRepository
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inventory dnfrepo.InventoryRepository
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equipment dnfrepo.EquipmentRepository
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}
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// PlanResult 描述一次只读预检结果,不代表允许向旧客户端回成功包。
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type PlanResult struct {
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AccountID string
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CharacterID string
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Operation string
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InventoryKnown bool
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EquipmentKnown bool
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EquipmentEntryCount int
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AvatarSourceFound int
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AvatarSourceTotal int
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TargetFound bool
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TargetItemID int64
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MaterialFound bool
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MaterialItemID int64
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EmblemMaterialFound int
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EmblemMaterialTotal int
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TitleInventoryFound bool
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TitleInventoryList byte
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TitleInventorySlot int16
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TitleInventoryItemID int64
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TitleBookCategory int32
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TitleBookIndex int32
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RequestedOutputItemID int32
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}
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// NewOwner 创建时装/称号 owner;缺少角色、背包或穿戴仓储时拒绝预检。
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func NewOwner(repos dnfrepo.Group) (*Owner, error) {
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if repos.Character == nil || repos.Inventory == nil || repos.Equipment == nil {
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return nil, ErrOwnerUnavailable
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}
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return &Owner{characters: repos.Character, inventory: repos.Inventory, equipment: repos.Equipment}, nil
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}
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// Plan 只读取当前角色相关快照并校验请求槽位,等待 EXE/MCP 回包顺序闭合后再接真实写路径。
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func (o *Owner) Plan(ctx context.Context, cmd Command) (PlanResult, error) {
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state, err := o.loadState(ctx, cmd)
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if err != nil {
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return PlanResult{}, err
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}
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result := PlanResult{
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AccountID: state.character.AccountID,
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CharacterID: state.characterID,
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Operation: cmd.Operation,
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InventoryKnown: true,
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EquipmentKnown: state.equipmentKnown,
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EquipmentEntryCount: len(state.equipment.Entries),
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TitleBookCategory: cmd.TitleCategory,
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TitleBookIndex: cmd.TitleIndex,
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}
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switch cmd.Operation {
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case "compound_avatar":
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result.RequestedOutputItemID = cmd.RequestItemID
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found, total, err := state.checkAvatarSources(cmd.ConsumeSlot, cmd.Slot1, cmd.Slot2)
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if err != nil {
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return PlanResult{}, err
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}
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result.AvatarSourceFound = found
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result.AvatarSourceTotal = total
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case "use_emblem":
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target, err := state.requireInventorySlot(listTypeAvatar, cmd.TargetSlot, int64(cmd.TargetItemID))
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if err != nil {
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return PlanResult{}, err
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}
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result.TargetFound = target.Found
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result.TargetItemID = target.ItemID
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found, total, err := state.checkEmblems(cmd.Emblems)
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if err != nil {
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return PlanResult{}, err
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}
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result.EmblemMaterialFound = found
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result.EmblemMaterialTotal = total
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case "add_avatar_socket":
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target, err := state.requireInventorySlot(listTypeAvatar, cmd.TargetSlot, int64(cmd.TargetItemID))
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if err != nil {
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return PlanResult{}, err
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}
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material, err := state.requireInventorySlot(listTypeMain, cmd.MaterialSlot, 0)
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if err != nil {
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return PlanResult{}, err
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}
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result.TargetFound = target.Found
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result.TargetItemID = target.ItemID
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result.MaterialFound = material.Found
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result.MaterialItemID = material.ItemID
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case "title_book_put":
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title, err := state.requireTitleInventory(cmd.ItemSpaceRaw, cmd.TitleSlot, int64(cmd.TitleItemID))
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if err != nil {
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return PlanResult{}, err
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}
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result.TitleInventoryFound = title.Found
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result.TitleInventoryList = title.ListType
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result.TitleInventorySlot = title.SlotIndex
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result.TitleInventoryItemID = title.ItemID
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case "title_book_get":
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title := state.findTitleInventory(cmd.ItemSpaceRaw, cmd.TitleSlot, int64(cmd.TitleItemID))
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result.TitleInventoryFound = title.Found
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result.TitleInventoryList = title.ListType
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result.TitleInventorySlot = title.SlotIndex
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result.TitleInventoryItemID = title.ItemID
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}
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return result, nil
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}
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type ownerState struct {
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characterID string
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character dnfrepo.CharacterRecord
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inventory dnfrepo.InventoryRecord
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equipment dnfrepo.EquipmentRecord
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equipmentKnown bool
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inventorySlots map[string]dnfrepo.ItemStack
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inventoryCargo map[string]dnfrepo.ItemStack
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}
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type slotCheck struct {
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ListType byte
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SlotIndex int16
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ItemID int64
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Found bool
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}
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func (o *Owner) loadState(ctx context.Context, cmd Command) (ownerState, error) {
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if o == nil || o.characters == nil || o.inventory == nil || o.equipment == nil {
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return ownerState{}, ErrOwnerUnavailable
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}
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if cmd.SelectedCharacterID == 0 {
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return ownerState{}, ErrCharacterRequired
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}
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characterID := strconv.FormatUint(uint64(cmd.SelectedCharacterID), 10)
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character, ok, err := o.characters.Load(ctx, characterID)
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if err != nil {
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return ownerState{}, err
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}
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if !ok {
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return ownerState{}, ErrCharacterNotFound
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}
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inventory, ok, err := o.inventory.Load(ctx, characterID)
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if err != nil {
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return ownerState{}, err
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}
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if !ok {
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return ownerState{}, ErrInventoryNotFound
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}
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equipment, equipmentKnown, err := o.equipment.Load(ctx, characterID)
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if err != nil {
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return ownerState{}, err
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}
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inventory = dnfrepo.CloneInventory(inventory)
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if inventory.Slots == nil {
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inventory.Slots = make(map[string]dnfrepo.ItemStack)
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}
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if inventory.Warehouse == nil {
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inventory.Warehouse = make(map[string]dnfrepo.ItemStack)
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}
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equipment = dnfrepo.CloneEquipment(equipment)
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if equipment.Entries == nil {
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equipment.Entries = make(map[string]dnfrepo.EquipmentEntry)
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}
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return ownerState{
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characterID: characterID,
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character: dnfrepo.CloneCharacter(character),
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inventory: inventory,
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equipment: equipment,
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equipmentKnown: equipmentKnown,
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inventorySlots: inventory.Slots,
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inventoryCargo: inventory.Warehouse,
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}, nil
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}
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func (s ownerState) checkAvatarSources(slots ...int16) (int, int, error) {
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found := 0
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total := 0
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for _, slot := range slots {
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if slot < 0 {
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continue
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}
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total++
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if _, err := s.requireInventorySlot(listTypeAvatar, slot, 0); err != nil {
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return found, total, err
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}
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found++
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}
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if total == 0 {
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return 0, 0, ErrSlotNotFound
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}
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return found, total, nil
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}
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func (s ownerState) checkEmblems(emblems []EmblemApply) (int, int, error) {
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found := 0
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for _, emblem := range emblems {
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if emblem.EmblemSlot < 0 {
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continue
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}
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check, err := s.requireInventorySlot(listTypeMain, emblem.EmblemSlot, int64(emblem.EmblemItemID))
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if err != nil {
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return found, len(emblems), err
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}
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if check.Found {
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found++
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}
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}
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return found, len(emblems), nil
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}
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func (s ownerState) requireTitleInventory(spaceRaw int32, slot int16, expectedItemID int64) (slotCheck, error) {
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check := s.findTitleInventory(spaceRaw, slot, expectedItemID)
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if !check.Found {
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return check, fmt.Errorf("%w: title space=%d slot=%d", ErrSlotNotFound, spaceRaw, slot)
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}
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if expectedItemID != 0 && check.ItemID != expectedItemID {
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return check, fmt.Errorf("%w: title space=%d slot=%d want=%d got=%d", ErrItemMismatch, spaceRaw, slot, expectedItemID, check.ItemID)
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}
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return check, nil
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}
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func (s ownerState) findTitleInventory(spaceRaw int32, slot int16, expectedItemID int64) slotCheck {
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candidates := titleListCandidates(spaceRaw)
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firstFound := slotCheck{}
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for _, listType := range candidates {
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check := s.findInventorySlot(listType, slot)
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if !check.Found {
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continue
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}
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if firstFound == (slotCheck{}) {
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firstFound = check
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}
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if expectedItemID == 0 || check.ItemID == expectedItemID {
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return check
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}
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}
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return firstFound
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}
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func (s ownerState) requireInventorySlot(listType byte, slot int16, expectedItemID int64) (slotCheck, error) {
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check := s.findInventorySlot(listType, slot)
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if !check.Found {
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return check, fmt.Errorf("%w: list=%d slot=%d", ErrSlotNotFound, listType, slot)
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}
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if expectedItemID != 0 && check.ItemID != expectedItemID {
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return check, fmt.Errorf("%w: list=%d slot=%d want=%d got=%d", ErrItemMismatch, listType, slot, expectedItemID, check.ItemID)
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}
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return check, nil
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}
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func (s ownerState) findInventorySlot(listType byte, slot int16) slotCheck {
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if slot < 0 {
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return slotCheck{ListType: listType, SlotIndex: slot}
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}
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items := s.inventorySlots
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if listType == listTypePersonalCargo {
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items = s.inventoryCargo
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}
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stack, ok := items[inventoryKey(listType, slot)]
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if !ok {
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return slotCheck{ListType: listType, SlotIndex: slot}
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}
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return slotCheck{
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ListType: listType,
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SlotIndex: slot,
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ItemID: stack.ItemID,
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Found: true,
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}
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}
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func titleListCandidates(spaceRaw int32) []byte {
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candidates := make([]byte, 0, 3)
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add := func(listType byte) {
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for _, existing := range candidates {
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if existing == listType {
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return
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}
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}
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candidates = append(candidates, listType)
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}
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if spaceRaw >= 0 && spaceRaw <= 255 {
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add(byte(spaceRaw))
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}
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add(listTypeMain)
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add(listTypeAvatar)
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return candidates
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}
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func inventoryKey(listType byte, slotIndex int16) string {
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return fmt.Sprintf("%d:%d", listType, slotIndex)
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}
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func planError(operation string, err error) error {
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if err == nil {
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return nil
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}
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return fmt.Errorf("%s: %w", strings.TrimSpace(operation), err)
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}
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const (
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listTypeMain byte = 0
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listTypePersonalCargo byte = 2
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)
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