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
89 lines
3.1 KiB
Go
89 lines
3.1 KiB
Go
package dnfbridge
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import (
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"context"
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"errors"
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"strconv"
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dnfrepo "longheng.io/server/internal/modules/dnf/repository"
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"longheng.io/server/internal/modules/dnf/wedding"
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)
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func (s *Service) commitWeddingRingBuy(ctx context.Context, session *gameSession, pricing currentNPCShopPricing, request currentNPCShopBuyRequest) (currentNPCShopBuyResult, error) {
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identity, current := s.boundGameSessionCharacterSnapshot(session)
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if !current {
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return currentNPCShopBuyResult{}, wedding.Invalid
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}
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s.weddingMu.Lock()
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defer s.weddingMu.Unlock()
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c, err := s.weddingCharacter(ctx, identity)
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if err != nil {
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return currentNPCShopBuyResult{}, err
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}
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state, err := wedding.Read(c)
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if err != nil {
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return currentNPCShopBuyResult{}, err
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}
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cat, err := s.currentWeddingCatalog()
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if err != nil {
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return currentNPCShopBuyResult{}, err
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}
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var entry currentItemListEntry
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var slot int16
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repos, _ := s.repositoryGroup()
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result, err := wedding.BuyRingTicket(ctx, repos, cat, wedding.RingPurchase{
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ActorID: c.CharacterID, PartnerID: strconv.Itoa(int(state.PartnerID)), AccountID: s.accountIDForSession(session),
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Item: wedding.Item{ID: int64(request.ItemID), Count: int64(request.Count)}, Gold: pricing.BuyGold, Love: pricing.NeedMaterialCount, Now: s.gameplayNow(),
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Grant: func(bag *dnfrepo.InventoryRecord, item wedding.Item) error {
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slots, grantErr := s.grantCurrentWeddingMainProduct(bag, pricing.Definition, uint32(item.Count))
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if grantErr != nil {
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return grantErr
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}
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if len(slots) != 1 {
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return errCurrentNPCShopProductUnavailable
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}
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slot = int16(slots[0])
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key := inventorySlotKey(0, slot)
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stack := bag.Slots[key]
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if stack.Extra == nil {
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stack.Extra = make(map[string]string)
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}
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stack.Extra["last_grant_source"] = "wedding_ring_shop"
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entry = currentItemListEntryFromStack(0, slot, stack)
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stack.RawEntry = append([]byte(nil), entry.data[:]...)
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bag.Slots[key] = stack
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return nil
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},
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})
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if err != nil {
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return currentNPCShopBuyResult{}, err
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}
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gold := result.Characters[0].Stats["gold"]
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updates := []currentItemListEntry{currentGoldWalletItemListEntry(gold), entry}
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sortCurrentItemListEntries(updates)
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// 工作区没有 dnfpvp.EmblemsKey(PVP 徽章钱包),商城主流程也不回该字段,
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// 故这里不设 EmblemsAfter,由通用商店路径自行刷新其余货币。
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// 上游的 ListType: 0 也不需要写:戒指券落在主背包,而工作区的 Updates 本就
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// 固定按 MainInventoryListType(0) 下发,ItemListType 零值即主背包。
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return currentNPCShopBuyResult{
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WeddingPurchase: &result, GoldAfter: gold,
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CoinAfter: s.loadCurrentAccountCera(ctx, repos, session), Item: entry, Updates: updates, Slot: slot, ItemID: request.ItemID, Count: request.Count,
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}, nil
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}
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func currentWeddingShopFailureCode(err error) byte {
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// sub_1D27590 and dstr.dat: 1 -> purchase conditions not met;
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// 0x0A -> insufficient gold. 0xCB means wedding cargo full, not love.
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if errors.Is(err, wedding.ErrShopLoveMissing) {
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return 1
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}
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if errors.Is(err, wedding.GoldMissing) {
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return 0x0A
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}
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var stateError wedding.Error
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if errors.As(err, &stateError) {
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return 1
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}
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return currentNPCShopBuyErrorCode
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}
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