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
80 lines
2.6 KiB
Go
80 lines
2.6 KiB
Go
package dnfbridge
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import (
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"context"
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"encoding/binary"
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"math"
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"sort"
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"strconv"
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dnfrepo "longheng.io/server/internal/modules/dnf/repository"
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)
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// Move old list-0 rows intact; occupied list-38 cells and unknown PVF items stay untouched.
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func relocateCurrentGuildItems(inventory *dnfrepo.InventoryRecord, catalog *pvfDungeonDropCatalog) int {
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keys := make([]string, 0)
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for key, stack := range inventory.Slots {
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list, slot, valid := parseSceneInventorySlotKey(key)
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if valid && list == dnfrepo.MainInventoryListType && slot >= 9 && slot <= 120 && stack.ItemID > 0 && stack.ItemID <= math.MaxUint32 && stack.Count > 0 {
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keys = append(keys, key)
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}
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}
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sort.Strings(keys)
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moved := 0
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for _, key := range keys {
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stack := inventory.Slots[key]
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definition, err := catalog.ResolveItem(uint32(stack.ItemID))
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if err != nil || definition.InventoryListType != currentGuildMedalInventoryListType {
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continue
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}
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for slot := definition.SlotStart; slot <= definition.SlotEnd; slot++ {
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target := currentCeraShopInventorySlotKey(definition.InventoryListType, slot)
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if _, occupied := inventory.Slots[target]; occupied {
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continue
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}
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if len(stack.RawEntry) == currentItemListEntryWireSize {
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stack.RawEntry = append([]byte(nil), stack.RawEntry...)
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binary.LittleEndian.PutUint16(stack.RawEntry, uint16(slot))
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} else {
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entry := currentItemListEntryFromStack(definition.InventoryListType, slot, stack)
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stack.RawEntry = append([]byte(nil), entry.data[:]...)
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}
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inventory.Slots[target] = stack
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delete(inventory.Slots, key)
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moved++
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break
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}
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}
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return moved
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}
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func (s *Service) migrateCurrentGuildItemPlacement(ctx context.Context, session *gameSession) error {
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repositories, ok := s.repositoryGroup()
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if !ok || repositories.CharacterItems == nil {
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return nil
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}
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catalog, err := s.currentPVFItemCatalog()
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if err != nil {
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return err
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}
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characterID := strconv.Itoa(int(session.selectedCharacterID))
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moved := 0
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err = dnfrepo.WithinCharacterItemsScoped(ctx, repositories.CharacterItems, characterID, func(inventories dnfrepo.InventoryRepository, _ dnfrepo.EquipmentRepository) error {
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inventory, found, err := inventories.Load(ctx, characterID)
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if err != nil || !found {
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return err
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}
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inventory = dnfrepo.CloneInventory(inventory)
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moved = relocateCurrentGuildItems(&inventory, catalog)
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if moved == 0 {
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return nil
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}
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inventory.UpdatedAt = s.gameplayNow()
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return dnfrepo.SaveInventoryFields(ctx, inventories, inventory, dnfrepo.InventoryFieldSlots)
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})
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if err == nil && moved != 0 {
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s.logGameEvent(session, "game-guild-item-placement-migrated", "moved_stacks", moved)
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}
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return err
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}
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