Files
90CNServer/server/internal/modules/dnf/combatpower/catalog.go
T
hanfuit 645b64fe21 DNF90 服务端与启动器完整源码(含 GM 工具功能增强)
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
2026-11-04 14:31:55 +08:00

259 lines
7.1 KiB
Go

package combatpower
import (
"context"
"fmt"
"path"
"sort"
"strings"
"sync"
dnfpvf "longheng.io/server/internal/modules/dnf/pvf"
)
const (
equipmentListPath = "equipment/equipment.lst"
partSetListPath = "etc/equipmentpartset.etc"
)
type Catalog struct {
source dnfpvf.Source
mu sync.Mutex
itemPaths map[int64]string
setPaths map[int64]string
items map[int64]ItemDefinition
sets map[int64]SetDefinition
}
func Load(ctx context.Context, source dnfpvf.Source) (*Catalog, error) {
if source == nil {
return nil, ErrSourceRequired
}
if ctx == nil {
ctx = context.Background()
}
if err := ctx.Err(); err != nil {
return nil, err
}
equipmentText, err := source.ReadText(equipmentListPath)
if err != nil {
return nil, fmt.Errorf("read combat power equipment list: %w", err)
}
equipmentDoc, err := dnfpvf.Parse(equipmentListPath, equipmentText)
if err != nil {
return nil, fmt.Errorf("parse combat power equipment list: %w", err)
}
itemPaths := make(map[int64]string)
for _, entry := range dnfpvf.ParseList(equipmentDoc) {
if entry.ID <= 0 {
continue
}
itemPaths[entry.ID] = resolvePVFReference(equipmentListPath, entry.Path)
}
setText, err := source.ReadText(partSetListPath)
if err != nil {
return nil, fmt.Errorf("read combat power part-set list: %w", err)
}
setDoc, err := dnfpvf.Parse(partSetListPath, setText)
if err != nil {
return nil, fmt.Errorf("parse combat power part-set list: %w", err)
}
setPaths := parsePartSetPaths(setDoc)
return &Catalog{
source: source,
itemPaths: itemPaths,
setPaths: setPaths,
items: make(map[int64]ItemDefinition),
sets: make(map[int64]SetDefinition),
}, nil
}
func (c *Catalog) Snapshot() (items, sets int) {
if c == nil {
return 0, 0
}
c.mu.Lock()
defer c.mu.Unlock()
return len(c.itemPaths), len(c.setPaths)
}
func (c *Catalog) Aggregate(ctx context.Context, itemIDs []int64) (Result, error) {
if c == nil || c.source == nil {
return Result{}, ErrSourceRequired
}
if ctx == nil {
ctx = context.Background()
}
result := Result{}
setPieces := make(map[int64]int)
for _, itemID := range itemIDs {
if err := ctx.Err(); err != nil {
return Result{}, err
}
if itemID <= 0 {
continue
}
item, err := c.item(ctx, itemID)
if err != nil {
return Result{}, err
}
result.Affixes.Add(item.Affixes)
result.EquippedItems++
if item.EquipmentScore > 0 {
result.ScoredItems++
result.PVFEquipmentScore += item.EquipmentScore
}
if item.Rarity == 4 && item.MinimumLevel >= 90 {
result.Level90EpicItems++
}
if item.PartSetID > 0 {
setPieces[item.PartSetID]++
}
}
setIDs := make([]int64, 0, len(setPieces))
for setID := range setPieces {
setIDs = append(setIDs, setID)
}
sort.Slice(setIDs, func(i, j int) bool { return setIDs[i] < setIDs[j] })
for _, setID := range setIDs {
pieces := setPieces[setID]
definition, err := c.set(ctx, setID)
if err != nil {
return Result{}, err
}
active := false
for _, ability := range definition.Abilities {
if ability.RequiredPieces <= 0 || pieces < ability.RequiredPieces {
continue
}
result.Affixes.Add(ability.Affixes)
active = true
}
if active {
result.ActiveSets = append(result.ActiveSets, ActiveSet{ID: setID, Pieces: pieces})
}
}
return result, nil
}
func (c *Catalog) item(ctx context.Context, itemID int64) (ItemDefinition, error) {
c.mu.Lock()
defer c.mu.Unlock()
if item, ok := c.items[itemID]; ok {
return item, nil
}
itemPath := c.itemPaths[itemID]
if itemPath == "" {
return ItemDefinition{}, fmt.Errorf("%w: item %d", ErrItemMissing, itemID)
}
if err := ctx.Err(); err != nil {
return ItemDefinition{}, err
}
text, err := c.source.ReadText(itemPath)
if err != nil {
return ItemDefinition{}, fmt.Errorf("read combat power item %d at %s: %w", itemID, itemPath, err)
}
doc, err := dnfpvf.Parse(itemPath, text)
if err != nil {
return ItemDefinition{}, fmt.Errorf("parse combat power item %d at %s: %w", itemID, itemPath, err)
}
partSetID, _ := doc.Int("part set index")
rarity, _ := doc.Int("rarity")
minimumLevel, _ := doc.Int("minimum level")
grade, _ := doc.Int("grade")
equipmentType, _ := doc.Text("equipment type")
item := ItemDefinition{
ID: itemID,
Path: itemPath,
PartSetID: partSetID,
Rarity: boundedPVFScoreMetadata(rarity, 10),
MinimumLevel: boundedPVFScoreMetadata(minimumLevel, 200),
Grade: boundedPVFScoreMetadata(grade, 200),
EquipmentType: strings.TrimSpace(equipmentType),
Affixes: parseDocumentAffixes(doc),
}
item.EquipmentScore = pvfEquipmentBaseScore(item)
c.items[itemID] = item
return item, nil
}
// pvfEquipmentBaseScore is the local V6 calibration for the equipment-grade
// part of the TGP-style display. The original TGP coefficients were never
// published, so this must remain an explicit, auditable projection from the
// runtime PVF instead of an item-ID table: required level carries the largest
// weight, PVF grade refines items at the same level, and rarity is the final
// quality tier. Every current actor slot (including avatars, creature and
// creature artifacts) is eligible when its authoritative PVF document carries
// these fields.
func pvfEquipmentBaseScore(item ItemDefinition) int {
return item.MinimumLevel*20 + item.Grade*5 + item.Rarity*100
}
func boundedPVFScoreMetadata(value int64, maximum int) int {
if value <= 0 {
return 0
}
if value >= int64(maximum) {
return maximum
}
return int(value)
}
func (c *Catalog) set(ctx context.Context, setID int64) (SetDefinition, error) {
c.mu.Lock()
defer c.mu.Unlock()
if definition, ok := c.sets[setID]; ok {
return definition, nil
}
setPath := c.setPaths[setID]
if setPath == "" {
return SetDefinition{}, fmt.Errorf("%w: part set %d", ErrItemMissing, setID)
}
if err := ctx.Err(); err != nil {
return SetDefinition{}, err
}
text, err := c.source.ReadText(setPath)
if err != nil {
return SetDefinition{}, fmt.Errorf("read combat power part set %d at %s: %w", setID, setPath, err)
}
doc, err := dnfpvf.Parse(setPath, text)
if err != nil {
return SetDefinition{}, fmt.Errorf("parse combat power part set %d at %s: %w", setID, setPath, err)
}
definition := SetDefinition{ID: setID, Path: setPath, Abilities: parseSetAbilities(doc)}
c.sets[setID] = definition
return definition, nil
}
func parsePartSetPaths(doc *dnfpvf.Document) map[int64]string {
out := make(map[int64]string)
if doc == nil {
return out
}
for index := 0; index+1 < len(doc.Tokens); index++ {
id := doc.Tokens[index]
ref := doc.Tokens[index+1]
if id.Kind != dnfpvf.TokenInt || id.Int <= 0 ||
(ref.Kind != dnfpvf.TokenString && ref.Kind != dnfpvf.TokenIdent) ||
!strings.HasSuffix(strings.ToLower(strings.TrimSpace(ref.Value)), ".equ") {
continue
}
out[id.Int] = resolvePVFReference("equipment/equipmentpartset.etc", ref.Value)
}
return out
}
func resolvePVFReference(listPath, reference string) string {
reference = strings.TrimSpace(strings.Trim(reference, "`\"'"))
reference = strings.ReplaceAll(reference, "\\", "/")
if strings.HasPrefix(strings.ToLower(reference), "equipment/") {
return path.Clean(reference)
}
return path.Clean(path.Join(path.Dir(listPath), reference))
}