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
64 lines
2.1 KiB
Go
64 lines
2.1 KiB
Go
package dnfbridge
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import "longheng.io/server/internal/modules/dnf/worldmap"
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// currentDungeonPVFMultiBossGate preserves separately authored ordinary boss
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// actors in one room. Current Script.pvf uses this shape in Mechanical
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// Throne: the self-retiring Luke fixture and the quest-drop Machine Golem are
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// both blocking [boss] monster rows. One actor's death must never fabricate
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// the other's death or bypass its own drop owner.
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type currentDungeonPVFMultiBossGate struct {
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BossObjectKeys []uint32
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Ready bool
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}
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func currentDungeonPVFMultiBossDeathGate(
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runtime *runtimeDungeonState,
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scene worldmap.DungeonRoomScene,
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) (currentDungeonPVFMultiBossGate, bool) {
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if runtime == nil || runtime.Room == nil {
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return currentDungeonPVFMultiBossGate{}, false
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}
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room := runtime.Room.Snapshot()
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if room.Coordinate != scene.Coordinate || room.MapID != scene.Map.Map.ID {
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return currentDungeonPVFMultiBossGate{}, false
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}
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blocking := make(map[worldmap.HostileReference]struct{}, len(scene.BlockingHostiles))
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for _, reference := range scene.BlockingHostiles {
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blocking[reference] = struct{}{}
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}
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defeated := make(map[uint32]struct{}, len(scene.DefeatedObjects))
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for _, objectKey := range scene.DefeatedObjects {
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defeated[objectKey] = struct{}{}
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}
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gate := currentDungeonPVFMultiBossGate{Ready: true}
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for _, monster := range room.Monsters {
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if !currentDungeonPVFMonsterRowIsBoss(monster) {
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continue
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}
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if _, ok := blocking[monster.Reference]; !ok {
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continue
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}
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gate.BossObjectKeys = append(gate.BossObjectKeys, monster.ObjectKey)
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if monster.State != runtimeDungeonMonsterDefeated {
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gate.Ready = false
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continue
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}
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if _, ok := defeated[monster.ObjectKey]; !ok {
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gate.Ready = false
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}
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}
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if len(gate.BossObjectKeys) < 2 {
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return currentDungeonPVFMultiBossGate{}, false
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}
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return gate, true
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}
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func currentDungeonPVFMonsterRowIsBoss(monster runtimeDungeonMonster) bool {
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return normalizeDungeonPVFSymbol(monster.Spawn.Rank) == "boss" ||
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normalizeDungeonPVFSymbol(monster.Spawn.SuffixMarker) == "boss" ||
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normalizeDungeonPVFSymbol(monster.Definition.Rank) == "boss"
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}
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