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
308 lines
10 KiB
Go
308 lines
10 KiB
Go
package dnfbridge
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import (
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"fmt"
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"time"
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"longheng.io/server/internal/modules/dnf/worldmap"
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)
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const (
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currentSuspiciousVillageElevatorSummonID = int64(1112)
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currentSuspiciousVillageElevatorControlID = int64(1113)
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currentSuspiciousVillageElevatorScrollID = int64(1111)
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currentSuspiciousVillageElevatorMonsterID = int64(56716)
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currentSuspiciousVillageElevatorMsgID = uint16(254)
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currentSuspiciousVillageElevatorPacketSize = 2
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currentSuspiciousVillageElevatorTickDelay = 15 * time.Second
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currentSuspiciousVillageElevatorLastCounter = byte(4)
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)
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type currentDungeonElevatorState struct {
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Started bool
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Completed bool
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Counter byte
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State byte
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Generation uint64
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}
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type currentDungeonElevatorNotification struct {
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Counter byte
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State byte
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}
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func newCurrentDungeonElevatorState() currentDungeonElevatorState {
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return currentDungeonElevatorState{Started: true, State: 2, Generation: 1}
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}
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func (state *currentDungeonElevatorState) tick() (currentDungeonElevatorNotification, bool, bool) {
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if state == nil || !state.Started || state.Completed || state.State != 2 || state.Counter >= currentSuspiciousVillageElevatorLastCounter {
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return currentDungeonElevatorNotification{}, false, false
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}
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state.Counter++
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notification := currentDungeonElevatorNotification{Counter: state.Counter, State: 0}
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return notification, true, state.Counter <= 3
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}
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func (state *currentDungeonElevatorState) complete() currentDungeonElevatorNotification {
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if state == nil {
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return currentDungeonElevatorNotification{}
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}
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if !state.Started {
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*state = newCurrentDungeonElevatorState()
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}
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if state.Counter <= 3 {
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state.State = 1
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} else {
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state.State = 2
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}
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state.Completed = true
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state.Generation++
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return currentDungeonElevatorNotification{Counter: state.Counter, State: state.State}
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}
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func buildCurrentDungeonElevatorNotificationBody(notification currentDungeonElevatorNotification) []byte {
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return []byte{notification.Counter, notification.State}
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}
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func currentSuspiciousVillageElevatorScope(
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runtime *runtimeDungeonState,
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scene worldmap.DungeonRoomScene,
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room runtimeDungeonRoomSnapshot,
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) bool {
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if runtime == nil || room.Coordinate != scene.Coordinate || room.MapID != scene.Map.Map.ID {
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return false
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}
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// The current EXE routes op254 solely through passive object 1113. The
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// surrounding PVF objects identify the complete elevator encounter: scroll
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// 1111, controller 1113, special object 1112 spawning monster 56716, and
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// four event-monster positions. These are content semantics, so do not bind
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// them to one dungeon, maze, coordinate, map ID, or map path.
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if len(scene.Map.Map.EventMonsterPositions) != 4 ||
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!currentDungeonSceneHasPassiveObject(scene, currentSuspiciousVillageElevatorScrollID) ||
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!currentDungeonSceneHasPassiveObject(scene, currentSuspiciousVillageElevatorControlID) ||
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!currentDungeonSceneHasElevatorSummon(scene) {
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return false
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}
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for _, actor := range room.ExtendedActors {
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if actor.Kind == runtimeDungeonActorSpecialMonster && int64(actor.Packet.Code) == currentSuspiciousVillageElevatorMonsterID {
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return true
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}
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}
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return false
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}
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func currentDungeonSceneHasPassiveObject(scene worldmap.DungeonRoomScene, objectID int64) bool {
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for _, object := range scene.PassiveObjects {
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if object.ObjectID == objectID {
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return true
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}
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}
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return false
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}
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func currentDungeonSceneHasElevatorSummon(scene worldmap.DungeonRoomScene) bool {
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for _, object := range scene.SpecialPassiveObjects {
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if object.ObjectID != currentSuspiciousVillageElevatorSummonID {
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continue
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}
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for _, spawn := range object.Spawns {
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if normalizeDungeonPVFSymbol(spawn.Kind) == "monster" && spawn.Code == currentSuspiciousVillageElevatorMonsterID {
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return true
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}
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}
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}
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return false
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}
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func currentSuspiciousVillageElevatorMoveBlocked(
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runtime *runtimeDungeonState,
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scene worldmap.DungeonRoomScene,
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room runtimeDungeonRoomSnapshot,
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) bool {
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return currentSuspiciousVillageElevatorScope(runtime, scene, room) && !runtime.suspiciousVillageElevator.Completed
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}
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func (s *Service) startCurrentSuspiciousVillageElevator(session *gameSession, source string) error {
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if s == nil || session == nil {
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return nil
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}
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session.dungeon.mu.Lock()
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defer session.dungeon.mu.Unlock()
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runtime := session.dungeon.runtime
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if runtime == nil || runtime.Session == nil || runtime.Room == nil {
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return nil
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}
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scene, ok := runtime.Session.Scene()
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if !ok || !currentSuspiciousVillageElevatorScope(runtime, scene, runtime.Room.Snapshot()) {
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return nil
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}
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if runtime.suspiciousVillageElevator.Started {
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return nil
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}
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if runtime.lifecycleToken == 0 || s.gameplayTimers == nil {
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return fmt.Errorf("start suspicious-village elevator: dungeon timer unavailable")
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}
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runtime.suspiciousVillageElevator = newCurrentDungeonElevatorState()
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generation := runtime.suspiciousVillageElevator.Generation
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if err := s.scheduleCurrentSuspiciousVillageElevatorTickLocked(session, runtime, generation); err != nil {
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runtime.suspiciousVillageElevator = currentDungeonElevatorState{}
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return err
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}
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s.logGameEvent(session, "game-dungeon-elevator-started",
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"source", source,
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"dungeon_id", runtime.Dungeon.ID,
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"maze_index", runtime.MazeIndex,
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"room", scene.Coordinate.String(),
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"map_id", scene.Map.Map.ID,
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"run_token", runtime.lifecycleToken,
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"generation", generation,
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"counter", 0,
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"state", 2,
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"tick_delay_ms", currentSuspiciousVillageElevatorTickDelay.Milliseconds())
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return nil
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}
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// scheduleCurrentSuspiciousVillageElevatorTickLocked runs with
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// session.dungeon.mu held. Timer-originated sends follow the same session event
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// loop boundary as the dungeon death return: the character identity is frozen
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// at schedule time and a stale selection drops the tick before any packet is
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// written.
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func (s *Service) scheduleCurrentSuspiciousVillageElevatorTickLocked(
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session *gameSession,
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runtime *runtimeDungeonState,
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generation uint64,
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) error {
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nextCounter := runtime.suspiciousVillageElevator.Counter + 1
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timerName := fmt.Sprintf(
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"dnf-dungeon-elevator:%s:run:%d:generation:%d:counter:%d",
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session.connID,
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runtime.lifecycleToken,
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generation,
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nextCounter,
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)
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characterID, characterGeneration, err := gameSessionCharacterEventIdentity(session, session.selectedCharacterID)
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if err != nil {
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return err
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}
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runToken := runtime.lifecycleToken
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return s.gameplayTimers.ScheduleAfter(timerName, currentSuspiciousVillageElevatorTickDelay, func(due time.Time) {
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postErr := s.postGameSessionCharacterEvent(
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session,
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"dungeon-elevator-tick-timequeue",
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characterID,
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characterGeneration,
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func() error {
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s.fireCurrentSuspiciousVillageElevatorTick(session, runtime, generation, due)
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return nil
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},
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)
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if postErr != nil && !isClosedGameSessionEventError(postErr) {
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s.logGameEvent(session, "game-dungeon-elevator-timer-post-failed",
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"run_token", runToken,
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"generation", generation,
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"counter", nextCounter,
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"error", postErr)
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}
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})
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}
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func (s *Service) fireCurrentSuspiciousVillageElevatorTick(
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session *gameSession,
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runtime *runtimeDungeonState,
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generation uint64,
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due time.Time,
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) {
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if s == nil || session == nil || runtime == nil {
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return
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}
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session.dungeon.mu.Lock()
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defer session.dungeon.mu.Unlock()
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if session.dungeon.runtime != runtime || runtime.lifecycleToken == 0 ||
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runtime.suspiciousVillageElevator.Generation != generation {
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return
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}
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scene, ok := runtime.Session.Scene()
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if !ok || !currentSuspiciousVillageElevatorScope(runtime, scene, runtime.Room.Snapshot()) {
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return
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}
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notification, send, scheduleNext := runtime.suspiciousVillageElevator.tick()
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if !send {
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return
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}
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if err := s.sendCurrentSuspiciousVillageElevatorNotification(session, runtime, scene, notification, "reference_timer_tick"); err != nil {
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s.logGameEvent(session, "game-dungeon-elevator-notification-failed",
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"counter", notification.Counter,
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"state", notification.State,
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"scheduled_due_utc", due.UTC().Format(time.RFC3339Nano),
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"error", err)
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return
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}
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if scheduleNext {
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if err := s.scheduleCurrentSuspiciousVillageElevatorTickLocked(session, runtime, generation); err != nil {
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s.logGameEvent(session, "game-dungeon-elevator-timer-failed",
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"counter", notification.Counter,
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"state", notification.State,
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"error", err)
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}
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}
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}
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// completeCurrentSuspiciousVillageElevatorLocked runs with session.dungeon.mu
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// held, after the special-monster retirement branch of the op38/op39 death
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// handler has already validated the retired actor's object key.
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func (s *Service) completeCurrentSuspiciousVillageElevatorLocked(
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session *gameSession,
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runtime *runtimeDungeonState,
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objectKey uint32,
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) error {
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if s == nil || session == nil || runtime == nil || runtime.Session == nil || runtime.Room == nil {
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return nil
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}
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scene, ok := runtime.Session.Scene()
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room := runtime.Room.Snapshot()
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if !ok || !currentSuspiciousVillageElevatorScope(runtime, scene, room) {
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return nil
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}
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matchedControlMonster := false
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for _, actor := range room.ExtendedActors {
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if actor.ObjectKey == objectKey && actor.Kind == runtimeDungeonActorSpecialMonster &&
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int64(actor.Packet.Code) == currentSuspiciousVillageElevatorMonsterID {
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matchedControlMonster = true
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break
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}
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}
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if !matchedControlMonster || runtime.suspiciousVillageElevator.Completed {
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return nil
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}
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notification := runtime.suspiciousVillageElevator.complete()
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return s.sendCurrentSuspiciousVillageElevatorNotification(session, runtime, scene, notification, "special_monster_56716_retired_before_op38")
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}
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func (s *Service) sendCurrentSuspiciousVillageElevatorNotification(
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session *gameSession,
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runtime *runtimeDungeonState,
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scene worldmap.DungeonRoomScene,
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notification currentDungeonElevatorNotification,
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source string,
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) error {
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body := buildCurrentDungeonElevatorNotificationBody(notification)
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if len(body) != currentSuspiciousVillageElevatorPacketSize {
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return fmt.Errorf("current elevator notification body length %d, want %d", len(body), currentSuspiciousVillageElevatorPacketSize)
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}
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s.logGameEvent(session, "game-dungeon-elevator-notification-send",
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"source", source,
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"dungeon_id", runtime.Dungeon.ID,
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"maze_index", runtime.MazeIndex,
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"room", scene.Coordinate.String(),
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"map_id", scene.Map.Map.ID,
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"msg_id", currentSuspiciousVillageElevatorMsgID,
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"classification", 0,
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"body_len", len(body),
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"counter", notification.Counter,
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"state", notification.State,
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"body_source", "current_exe_HandleElevatorClearTimeCheck_Op254_u8_counter_u8_state")
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return s.sendGameUpperRawClass(session, currentSuspiciousVillageElevatorMsgID, body, 0)
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}
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