Files
90CNServer/server/internal/modules/dnf/repository/skill_repository.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

157 lines
4.7 KiB
Go

// 本文件定义 DNF 技能仓储接口、记录和字段保存入口。
package repository
import (
"context"
"strings"
"time"
"longheng.io/server/internal/platform/db"
)
// SkillRepository 保存角色技能等级、释放指令和冷却状态。
type SkillRepository interface {
db.Store[SkillRecord]
}
// SkillRecord 是角色技能仓储记录。
type SkillRecord struct {
CharacterID string `json:"character_id"`
Skills map[int64]SkillState `json:"skills,omitempty"`
Points SkillPointState `json:"points,omitempty"`
Trees map[int]SkillTreeState `json:"trees,omitempty"`
Layouts map[int]SkillLayout `json:"layouts,omitempty"`
Commands map[int64][]byte `json:"commands,omitempty"`
Cooldowns map[int64]time.Time `json:"cooldowns,omitempty"`
UpdatedAt time.Time `json:"updated_at,omitempty"`
}
// SkillTreeState owns the learned levels and SP/TP ledger for one alternate
// current-EXE skill plan. Tree zero remains in SkillRecord.Skills/Points so
// existing character data keeps its original storage and meaning.
type SkillTreeState struct {
Skills map[int64]SkillState `json:"skills,omitempty"`
Points SkillPointState `json:"points,omitempty"`
}
// SkillState 是单个技能的可变状态。
type SkillState struct {
Level int `json:"level,omitempty"`
Enabled bool `json:"enabled,omitempty"`
}
// SkillPointState is the authoritative per-character SP/TP ledger.
type SkillPointState struct {
TotalSP int `json:"total_sp,omitempty"`
RemainingSP int `json:"remaining_sp,omitempty"`
TotalTP int `json:"total_tp,omitempty"`
RemainingTP int `json:"remaining_tp,omitempty"`
SyncedLevel int `json:"synced_level,omitempty"`
}
// SkillLayout maps a current-EXE skill UI slot to a job-scoped skill ID.
type SkillLayout map[int]uint16
// SkillField 表示技能记录可局部保存的字段。
type SkillField string
const (
SkillFieldSkills SkillField = "skills"
SkillFieldPoints SkillField = "points"
SkillFieldTrees SkillField = "trees"
SkillFieldLayouts SkillField = "layouts"
SkillFieldCommands SkillField = "commands"
SkillFieldCooldowns SkillField = "cooldowns"
)
// SaveSkillFields 保存技能指定字段;底层不支持局部保存时退化为整条保存。
func SaveSkillFields(ctx context.Context, repo SkillRepository, record SkillRecord, fields ...SkillField) error {
return db.SaveFields(ctx, repo, record, SkillFields.Normalize, fields...)
}
// CloneSkill 拷贝技能记录,避免技能表和冷却表与调用方共享。
func CloneSkill(record SkillRecord) SkillRecord {
record.Skills = cloneSkillMap(record.Skills)
record.Trees = cloneSkillTrees(record.Trees)
record.Layouts = cloneSkillLayouts(record.Layouts)
record.Commands = cloneByteMap(record.Commands)
record.Cooldowns = cloneTimeMap(record.Cooldowns)
return record
}
// SkillTree returns an isolated view of one skill plan. Tree zero is backed by
// the legacy top-level fields; alternate plans are backed by Trees.
func SkillTree(record SkillRecord, tree int) (SkillTreeState, bool) {
if tree == 0 {
if len(record.Skills) == 0 {
return SkillTreeState{}, false
}
return SkillTreeState{Skills: cloneSkillMap(record.Skills), Points: record.Points}, true
}
state, ok := record.Trees[tree]
if !ok {
return SkillTreeState{}, false
}
state.Skills = cloneSkillMap(state.Skills)
return state, true
}
// SetSkillTree writes one isolated skill plan without changing any other tree.
func SetSkillTree(record *SkillRecord, tree int, state SkillTreeState) {
if record == nil {
return
}
state.Skills = cloneSkillMap(state.Skills)
if tree == 0 {
record.Skills = state.Skills
record.Points = state.Points
return
}
if record.Trees == nil {
record.Trees = make(map[int]SkillTreeState)
}
record.Trees[tree] = state
}
func cloneSkillTrees(trees map[int]SkillTreeState) map[int]SkillTreeState {
if trees == nil {
return nil
}
out := make(map[int]SkillTreeState, len(trees))
for tree, state := range trees {
state.Skills = cloneSkillMap(state.Skills)
out[tree] = state
}
return out
}
func cloneByteMap(values map[int64][]byte) map[int64][]byte {
if values == nil {
return nil
}
out := make(map[int64][]byte, len(values))
for key, value := range values {
out[key] = append([]byte(nil), value...)
}
return out
}
func cloneSkillLayouts(layouts map[int]SkillLayout) map[int]SkillLayout {
if layouts == nil {
return nil
}
out := make(map[int]SkillLayout, len(layouts))
for tree, layout := range layouts {
copyLayout := make(SkillLayout, len(layout))
for slot, skillID := range layout {
copyLayout[slot] = skillID
}
out[tree] = copyLayout
}
return out
}
func SkillKey(record SkillRecord) string {
return strings.TrimSpace(record.CharacterID)
}