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
93 lines
2.9 KiB
Go
93 lines
2.9 KiB
Go
package dungeon
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import (
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"errors"
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"fmt"
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"strconv"
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"strings"
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"longheng.io/server/internal/modules/dnf/dungeoncmd"
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)
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var (
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ErrEntryLevelTooLow = errors.New("dnf dungeon character level is too low")
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ErrEntryFatigueUnknown = errors.New("dnf dungeon character fatigue is unavailable")
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ErrEntryFatigueExhausted = errors.New("dnf dungeon character fatigue is exhausted")
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ErrEntryPartyLimit = errors.New("dnf dungeon party exceeds PVF limit")
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)
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// EntryPolicy contains only the proved PVF and persisted-character facts used
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// to decide whether a character may enter a dungeon. Transport/session code is
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// responsible for taking a stable party snapshot before calling ValidateEntry.
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type EntryPolicy struct {
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CharacterLevel int
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MinimumLevel int64
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MinimumLevelSet bool
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PartyCount int
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PartyLimit int64
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PartyLimitSet bool
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NoFatigue bool
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EnterWithoutFatigue bool
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Fatigue int64
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FatigueKnown bool
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}
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func ValidateEntry(policy EntryPolicy) error {
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if policy.MinimumLevelSet && int64(policy.CharacterLevel) < policy.MinimumLevel {
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return fmt.Errorf(
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"%w: level=%d required=%d",
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ErrEntryLevelTooLow,
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policy.CharacterLevel,
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policy.MinimumLevel,
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)
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}
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partyCount := policy.PartyCount
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if partyCount < 1 {
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partyCount = 1
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}
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if policy.PartyLimitSet && policy.PartyLimit > 0 && int64(partyCount) > policy.PartyLimit {
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return fmt.Errorf("%w: members=%d limit=%d", ErrEntryPartyLimit, partyCount, policy.PartyLimit)
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}
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if policy.NoFatigue || policy.EnterWithoutFatigue {
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return nil
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}
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if !policy.FatigueKnown {
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return ErrEntryFatigueUnknown
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}
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if policy.Fatigue <= 0 {
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return fmt.Errorf("%w: fatigue=%d", ErrEntryFatigueExhausted, policy.Fatigue)
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}
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return nil
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}
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func CharacterStat(stats map[string]int64, names ...string) (int64, bool) {
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for _, name := range names {
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if value, ok := stats[name]; ok {
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return value, true
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}
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}
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return 0, false
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}
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// SameSelectRequest defines idempotent current-client op16 replay identity.
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// Opaque tails are deliberately excluded until current-EXE evidence proves
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// their semantics.
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func SameSelectRequest(left, right dungeoncmd.SelectDungeonRequest) bool {
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return left.DungeonID == right.DungeonID &&
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left.Difficulty == right.Difficulty &&
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left.EntryOption == right.EntryOption &&
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left.SelectionMode == right.SelectionMode &&
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left.RuntimeState == right.RuntimeState &&
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left.RuntimeToken == right.RuntimeToken &&
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left.Reserved == right.Reserved &&
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left.PartyState == right.PartyState &&
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left.LeaderObjectKey == right.LeaderObjectKey &&
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left.SpecialMode == right.SpecialMode &&
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len(left.OpaqueTail) == 0 && len(right.OpaqueTail) == 0
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}
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func RuntimeOwnsCharacter(storedCharacterID string, selectedCharacterID uint16) bool {
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return selectedCharacterID != 0 &&
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strings.TrimSpace(storedCharacterID) == strconv.Itoa(int(selectedCharacterID))
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}
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