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
124 lines
4.3 KiB
Go
124 lines
4.3 KiB
Go
package pvp
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import (
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"context"
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"crypto/sha256"
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"encoding/binary"
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"fmt"
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"strings"
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"time"
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repo "longheng.io/server/internal/modules/dnf/repository"
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)
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// sub_1093C00 checks complete Windbell quest chains, not event IDs.
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func ArcadeTrainingCompleted(quests repo.QuestRecord) bool {
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for _, chain := range [][2]int64{{2670, 2674}, {2675, 2678}} {
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complete := true
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for id := chain[0]; id <= chain[1]; id++ {
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state, exists := quests.States[id]
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if !exists {
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state = quests.Progress[id]
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}
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complete = complete && strings.EqualFold(strings.TrimSpace(state.Status), "completed")
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}
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if complete {
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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 SaveFatigueAcceleration(ctx context.Context, repos repo.Group, accountID, characterID string, enabled bool, now time.Time) error {
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if repos.CharacterSettlement == nil {
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return fmt.Errorf("fatigue preference transaction unavailable")
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}
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return repos.CharacterSettlement.WithinCharacterSettlement(ctx, characterID, func(tx repo.Group) error {
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character, found, err := tx.Character.Load(ctx, characterID)
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if err != nil {
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return err
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}
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if !found || character.AccountID != accountID {
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return fmt.Errorf("fatigue preference character ownership mismatch")
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}
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character = repo.CloneCharacter(character)
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if character.Stats == nil {
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character.Stats = make(map[string]int64)
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}
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character.Stats["fatigue_acceleration"] = 0
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if enabled {
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character.Stats["fatigue_acceleration"] = 1
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}
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character.UpdatedAt = now
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return repo.SaveCharacterFields(ctx, tx.Character, character, repo.CharacterFieldStats)
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})
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}
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type ArcadeReward struct {
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Experience uint32
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Gold uint32
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}
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type ArcadeRewardSnapshot struct {
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Character repo.CharacterRecord
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Skill repo.SkillRecord
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Reward ArcadeReward
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}
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type ArcadeRewardPlanner func(repo.CharacterRecord, repo.SkillRecord) (ArcadeRewardSnapshot, error)
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// ApplyArcadeReward commits the progression, wallet and receipt together.
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// The bridge supplies a PVF-backed plan and publishes only after this returns.
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func ApplyArcadeReward(ctx context.Context, repos repo.Group, accountID, characterID, receipt string, plan ArcadeRewardPlanner, now time.Time) (ArcadeRewardSnapshot, error) {
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var result ArcadeRewardSnapshot
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if repos.CharacterSettlement == nil || receipt == "" || plan == nil {
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return result, fmt.Errorf("arcade reward transaction unavailable")
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}
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digest := sha256.Sum256([]byte(receipt))
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err := repos.CharacterSettlement.WithinCharacterSettlement(ctx, characterID, func(tx repo.Group) error {
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character, found, err := tx.Character.Load(ctx, characterID)
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if err != nil {
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return err
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}
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if !found || character.AccountID != accountID {
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return fmt.Errorf("arcade reward character ownership mismatch")
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}
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skill, found, err := tx.Skill.Load(ctx, characterID)
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if err != nil {
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return err
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}
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if !found {
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return fmt.Errorf("arcade reward skill ledger missing")
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}
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replay := true
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for i := 0; i < 4; i++ {
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value, exists := character.Stats[fmt.Sprintf("pvp_arcade_receipt_%d", i)]
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replay = replay && exists && value == int64(binary.LittleEndian.Uint64(digest[i*8:]))
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}
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if replay {
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result = ArcadeRewardSnapshot{Character: character, Skill: skill, Reward: ArcadeReward{
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Experience: uint32(character.Stats["pvp_arcade_reward_exp"]), Gold: uint32(character.Stats["pvp_arcade_reward_gold"]),
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}}
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return nil
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}
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result, err = plan(repo.CloneCharacter(character), repo.CloneSkill(skill))
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if err != nil {
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return err
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}
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if result.Character.CharacterID != characterID || result.Skill.CharacterID != characterID || result.Character.AccountID != accountID || result.Character.Stats == nil {
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return fmt.Errorf("invalid arcade reward plan")
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}
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for i := 0; i < 4; i++ {
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result.Character.Stats[fmt.Sprintf("pvp_arcade_receipt_%d", i)] = int64(binary.LittleEndian.Uint64(digest[i*8:]))
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}
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result.Character.Stats["pvp_arcade_reward_exp"] = int64(result.Reward.Experience)
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result.Character.Stats["pvp_arcade_reward_gold"] = int64(result.Reward.Gold)
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result.Character.UpdatedAt, result.Skill.UpdatedAt = now, now
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if err := repo.SaveCharacterFields(ctx, tx.Character, result.Character, repo.CharacterFieldBase, repo.CharacterFieldStats); err != nil {
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return err
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}
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return repo.SaveSkillFields(ctx, tx.Skill, result.Skill, repo.SkillFieldPoints)
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})
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return result, err
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}
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