Files
90CNServer/server/internal/services/dnfbridge/dungeon_quest_passive_object.go
T
hanfuit 645b64fe21 DNF90 服务端与启动器完整源码(含 GM 工具功能增强)
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
2026-11-04 14:31:55 +08:00

265 lines
9.1 KiB
Go

package dnfbridge
import (
"context"
"fmt"
"strconv"
"longheng.io/server/internal/modules/dnf/dnfenum"
dnfquest "longheng.io/server/internal/modules/dnf/quest"
"longheng.io/server/internal/modules/dnf/worldmap"
)
const currentDungeonQuestEnemyTypePassiveObject = int64(3)
// currentDungeonQuestPassiveObjectTarget attempts a guarded binding for an
// unannounced client-side quest-object death. The current EXE packet proves
// only a variable op39 with owner=0xffff and a runtime object key; it does not
// carry or prove the PVF enemy code. The PVF code below is therefore selected
// only as a constrained inference from durable active quest state.
//
// The binding is deliberately narrow: exactly one active type-3 hunt target,
// a no-reward sub quest with an active main quest, and an object key directly
// preceding the first announced room actor. Ambiguous or ordinary unknown
// op39 requests remain rejected.
func (s *Service) currentDungeonQuestPassiveObjectTarget(
ctx context.Context,
session *gameSession,
runtime *runtimeDungeonState,
objectKey uint32,
) (dnfquest.ActiveHuntEnemyTarget, bool, error) {
if session == nil || runtime == nil || runtime.Room == nil || session.dungeon.runtime != runtime ||
!dungeonRuntimeOwnsCharacter(runtime, session.selectedCharacterID) ||
!currentDungeonQuestObjectImmediatelyPrecedesAnnouncedActor(runtime.Room, objectKey) {
return dnfquest.ActiveHuntEnemyTarget{}, false, nil
}
repositories, ok := s.repositoryGroup()
if !ok || repositories.Quest == nil {
return dnfquest.ActiveHuntEnemyTarget{}, false, errDungeonHuntEnemyCompletionUnavailable
}
characterID := strconv.FormatUint(uint64(session.selectedCharacterID), 10)
record, found, err := repositories.Quest.Load(ctx, characterID)
if err != nil {
return dnfquest.ActiveHuntEnemyTarget{}, false, err
}
if !found {
return dnfquest.ActiveHuntEnemyTarget{}, false, nil
}
catalog, err := s.loadQuestCatalog(ctx)
if err != nil {
return dnfquest.ActiveHuntEnemyTarget{}, false, err
}
targets := catalog.ActiveHuntEnemyTargets(
record,
runtime.Dungeon.ID,
int64(runtime.Request.Difficulty),
currentDungeonQuestEnemyTypePassiveObject,
)
if len(targets) != 1 {
return dnfquest.ActiveHuntEnemyTarget{}, false, nil
}
target := targets[0]
definition, known := catalog.Find(target.QuestID)
if !known || normalizeDungeonPVFSymbol(definition.Grade) != "sub" || definition.MainQuestID <= 0 ||
definition.HasGoldReward || len(definition.RewardItems) != 0 || len(definition.RewardSelectionItems) != 0 {
return dnfquest.ActiveHuntEnemyTarget{}, false, nil
}
parent, parentKnown := currentDungeonHuntEnemyQuestState(record, definition.MainQuestID)
if !parentKnown || parent.Status != "active" || parent.ProgressValue <= 0 {
return dnfquest.ActiveHuntEnemyTarget{}, false, nil
}
return target, true, nil
}
func currentDungeonQuestObjectImmediatelyPrecedesAnnouncedActor(room *runtimeDungeonRoom, objectKey uint32) bool {
if room == nil || objectKey == 0 || objectKey >= uint32(^uint16(0)) {
return false
}
snapshot := room.Snapshot()
first := uint32(0)
consider := func(key uint32, state runtimeDungeonMonsterState) {
if state != runtimeDungeonMonsterAnnounced || key == 0 {
return
}
if first == 0 || key < first {
first = key
}
}
for _, monster := range snapshot.Monsters {
consider(monster.ObjectKey, monster.State)
}
for _, actor := range snapshot.ExtendedActors {
consider(actor.ObjectKey, actor.State)
}
return first != 0 && objectKey+1 == first
}
func currentDungeonScenePassiveObjectCount(scene worldmap.DungeonRoomScene, objectID int64) uint32 {
var count uint32
for _, object := range scene.PassiveObjects {
if object.ObjectID == objectID {
count++
}
}
for _, object := range scene.SpecialPassiveObjects {
if object.ObjectID == objectID {
count++
}
}
return count
}
// handleCurrentDungeonQuestPassiveObjectRewardDeathLocked handles the proven
// current-client variable/count-zero/owner-ffff op39 emitted by ordinary PVF
// passive objects. The object code is matched against the current scene and
// the PVF enemy_type=3 reward table before any inventory mutation.
func (s *Service) handleCurrentDungeonQuestPassiveObjectRewardDeathLocked(
session *gameSession,
runtime *runtimeDungeonState,
scene worldmap.DungeonRoomScene,
objectKey uint32,
) (bool, error) {
if s == nil || session == nil || runtime == nil || runtime.Room == nil || runtime.Session == nil ||
session.dungeon.runtime != runtime || !dungeonRuntimeOwnsCharacter(runtime, session.selectedCharacterID) || objectKey == 0 {
return false, nil
}
if currentDungeonRuntimeIsPractice(runtime) {
return false, nil
}
enemyCode := int64(objectKey)
available := currentDungeonScenePassiveObjectCount(scene, enemyCode)
if available == 0 {
return false, nil
}
ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
defer cancel()
repositories, ok := s.repositoryGroup()
if !ok || repositories.Quest == nil {
return false, errDungeonHuntEnemyCompletionUnavailable
}
record, found, err := repositories.Quest.Load(ctx, strconv.FormatUint(uint64(session.selectedCharacterID), 10))
if err != nil || !found {
return false, err
}
catalog, err := s.loadQuestCatalog(ctx)
if err != nil {
return false, err
}
candidates := currentQuestDropMatchEnemy(
catalog,
currentQuestDropActiveIDs(record),
int64(runtime.Dungeon.ID),
int64(runtime.Request.Difficulty),
enemyCode,
currentDungeonQuestEnemyTypePassiveObject,
)
if len(candidates) == 0 {
return false, nil
}
visit, err := runtime.currentDungeonRoomVisit(scene)
if err != nil {
return false, err
}
retired := visit.QuestPassiveObjectDeaths[enemyCode]
deathACKSent := false
responseOpcode := uint16(0)
responseReason := "current_exe_op38_target_is_u16_and_client_owned_passive_object_is_already_destroyed"
if objectKey <= uint32(^uint16(0)) {
responseBody, buildErr := buildCurrentDungeonDeathNotificationBody(
objectKey,
currentDungeonDeathResponseAICharacter,
)
if buildErr != nil {
return false, buildErr
}
if sendErr := s.sendGameUpperRawClass(session, uint16(dnfenum.CmdPacketNotifyDieMonster), responseBody, 0); sendErr != nil {
return false, sendErr
}
deathACKSent = true
responseOpcode = uint16(dnfenum.CmdPacketNotifyDieMonster)
responseReason = "current_exe_op38_u16_target"
}
if retired >= available {
s.logGameEvent(session, "game-dungeon-quest-passive-object-replayed",
"dungeon_id", runtime.Dungeon.ID,
"maze_index", runtime.MazeIndex,
"map_id", scene.Map.Map.ID,
"enemy_code", enemyCode,
"retired", retired,
"available", available)
return true, nil
}
if visit.QuestPassiveObjectDeaths == nil {
visit.QuestPassiveObjectDeaths = make(map[int64]uint32)
}
visit.QuestPassiveObjectDeaths[enemyCode] = retired + 1
s.checkCurrentDungeonQuestEnemyDrops(session, runtime, enemyCode, currentDungeonQuestEnemyTypePassiveObject, false)
s.logGameEvent(session, "game-dungeon-quest-passive-object-reward-accepted",
"dungeon_id", runtime.Dungeon.ID,
"maze_index", runtime.MazeIndex,
"map_id", scene.Map.Map.ID,
"enemy_code", enemyCode,
"enemy_type", currentDungeonQuestEnemyTypePassiveObject,
"retired", retired+1,
"available", available,
"candidate_count", len(candidates),
"death_ack_sent", deathACKSent,
"response_opcode", responseOpcode,
"response_reason", responseReason)
return true, nil
}
func (s *Service) handleCurrentDungeonQuestPassiveObjectDeathLocked(
session *gameSession,
runtime *runtimeDungeonState,
scene worldmap.DungeonRoomScene,
objectKey uint32,
) (bool, error) {
if currentDungeonRuntimeIsPractice(runtime) {
return false, nil
}
ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
defer cancel()
target, matched, err := s.currentDungeonQuestPassiveObjectTarget(ctx, session, runtime, objectKey)
if err != nil || !matched {
return false, err
}
responseBody, err := buildCurrentDungeonDeathNotificationBody(
objectKey,
currentDungeonDeathResponseAICharacter,
)
if err != nil {
return false, err
}
// Match the established monster owner order: acknowledge the authoritative
// current-EXE op39 first, then persist/send the active-quest snapshot.
if err := s.sendGameUpperRawClass(session, uint16(dnfenum.CmdPacketNotifyDieMonster), responseBody, 0); err != nil {
return false, err
}
if err := s.persistCurrentDungeonHuntEnemyTargetPhaseA(
ctx,
session,
runtime,
scene,
target.EnemyCode,
target.EnemyType,
objectKey,
"guarded_inference_current_exe_op39_unique_active_pvf_passive_target",
); err != nil {
return true, fmt.Errorf("persist passive-object hunt target: %w", err)
}
s.logGameEvent(session, "game-dungeon-quest-passive-object-destroyed",
"char_id", session.selectedCharacterID,
"dungeon_id", runtime.Dungeon.ID,
"maze_index", runtime.MazeIndex,
"map_id", scene.Map.Map.ID,
"object_key", objectKey,
"quest_id", target.QuestID,
"enemy_code", target.EnemyCode,
"enemy_type", target.EnemyType,
"response_opcode", uint16(dnfenum.CmdPacketNotifyDieMonster),
"response_body_len", len(responseBody),
"source", "guarded_inference_current_exe_variable_op39_owner_ffff_unique_active_pvf_passive_target")
return true, nil
}