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
48 lines
1.9 KiB
Go
48 lines
1.9 KiB
Go
package dnfbridge
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func currentDungeonMatchesRecommendedLevel(runtime *runtimeDungeonState) bool {
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if runtime == nil || runtime.Dungeon.ID <= 0 || runtime.Character.Level <= 0 {
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return false
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}
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levels := runtime.Dungeon.Metadata.RecommendedLevels
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minimum, maximum := int64(0), int64(0)
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switch {
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case len(levels) != 0:
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if len(levels) < 2 || levels[0] <= 0 || levels[1] < levels[0] {
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return false
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}
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minimum, maximum = levels[0], levels[1]
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case runtime.Dungeon.Metadata.MinimumRequiredLevel.Set &&
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runtime.Dungeon.Metadata.BasisLevel.Set &&
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runtime.Dungeon.Metadata.MinimumRequiredLevel.Value > 0 &&
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runtime.Dungeon.Metadata.BasisLevel.Value >= runtime.Dungeon.Metadata.MinimumRequiredLevel.Value:
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minimum = runtime.Dungeon.Metadata.MinimumRequiredLevel.Value
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maximum = runtime.Dungeon.Metadata.BasisLevel.Value
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default:
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return false
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}
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// 必须用**进图那一刻**的等级快照。本局小怪与翻牌经验会把等级推过推荐区间
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// 上限,用实时等级会让"推荐副本"在打完最后一张图时判成不推荐,于是月度签到 /
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// 周签到 / 签到弹珠 / 婚姻成长胶囊这些挂在"推荐副本通关"上的活动全部漏记。
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// 快照为 0 时(手工构造的 runtime)回落到实时等级。
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level := int64(runtime.entryCharacterLevel)
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if level == 0 {
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level = int64(runtime.Character.Level)
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}
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return level >= minimum && level <= maximum
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}
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func currentDungeonIsRecommendedClear(runtime *runtimeDungeonState) bool {
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return runtime != nil &&
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runtime.ordinaryFinalRoomClearAccepted &&
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runtime.ProtocolMode == currentDungeonProtocolModeNormal &&
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!runtime.Dungeon.Metadata.NoFatigue &&
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runtime.tournament == nil &&
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currentDungeonHasSelectedMaze(runtime) &&
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currentDungeonMatchesRecommendedLevel(runtime)
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}
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func currentDungeonHasSelectedMaze(runtime *runtimeDungeonState) bool {
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return runtime != nil && runtime.MazeIndex >= 0 && runtime.MazeIndex < len(runtime.Dungeon.Mazes)
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}
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