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
412 lines
12 KiB
Go
412 lines
12 KiB
Go
package skill
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import (
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"context"
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"errors"
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"fmt"
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"reflect"
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"strings"
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"time"
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dnfrepo "longheng.io/server/internal/modules/dnf/repository"
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)
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var (
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ErrSceneOwnerUnavailable = errors.New("scene skill owner is unavailable")
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ErrCharacterRequired = errors.New("scene skill character id is required")
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ErrSkillRecordMissing = errors.New("scene skill record is missing")
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ErrSeedInvalid = errors.New("scene skill seed is invalid")
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ErrLayoutBuilderRequired = errors.New("scene skill layout builder is required")
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)
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type BackfillCommand struct {
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CharacterID string
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Seed dnfrepo.SkillRecord
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UpdatedAt time.Time
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}
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type SyncPointsCommand struct {
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CharacterID string
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TreeIndex int
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Target dnfrepo.SkillPointState
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UpdatedAt time.Time
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}
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type EnsureTreeCommand struct {
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CharacterID string
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TreeIndex int
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State dnfrepo.SkillTreeState
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Layout dnfrepo.SkillLayout
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UpdatedAt time.Time
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}
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type EnsureBaselineCommand struct {
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CharacterID string
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TreeCount int
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Levels map[uint16]int
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UpdatedAt time.Time
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}
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type LayoutBuilder func(dnfrepo.SkillRecord) (dnfrepo.SkillLayout, error)
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type EnsureLayoutCommand struct {
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CharacterID string
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TreeIndex int
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UpdatedAt time.Time
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Build LayoutBuilder
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}
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// SceneOwner owns missing-record backfill, SP/TP ledger repair, and missing
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// quick-layout persistence. Current-client protobuf projection and PVF layout
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// selection remain outside this repository boundary.
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type SceneOwner struct {
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skills dnfrepo.CharacterSkillUnitOfWork
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}
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func NewSceneOwner(repositories dnfrepo.Group) (*SceneOwner, error) {
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if repositories.CharacterSkills == nil {
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return nil, ErrSceneOwnerUnavailable
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}
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return &SceneOwner{skills: repositories.CharacterSkills}, nil
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}
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func (o *SceneOwner) Backfill(ctx context.Context, command BackfillCommand) (dnfrepo.SkillRecord, bool, error) {
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characterID := strings.TrimSpace(command.CharacterID)
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if characterID == "" {
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return dnfrepo.SkillRecord{}, false, ErrCharacterRequired
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}
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if strings.TrimSpace(command.Seed.CharacterID) != characterID || len(command.Seed.Skills) == 0 {
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return dnfrepo.SkillRecord{}, false, ErrSeedInvalid
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}
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if o == nil || o.skills == nil {
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return dnfrepo.SkillRecord{}, false, ErrSceneOwnerUnavailable
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}
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ctx = normalizedSceneContext(ctx)
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if err := ctx.Err(); err != nil {
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return dnfrepo.SkillRecord{}, false, err
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}
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seed := dnfrepo.CloneSkill(command.Seed)
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seed.UpdatedAt = normalizedSceneTime(command.UpdatedAt)
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selected := dnfrepo.SkillRecord{}
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persisted := false
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err := o.skills.WithinCharacterSkill(ctx, characterID, func(skills dnfrepo.SkillRepository) error {
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current, found, err := skills.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 && len(current.Skills) > 0 {
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selected = dnfrepo.CloneSkill(current)
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return nil
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}
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if found {
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seed.Cooldowns = current.Cooldowns
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}
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if err := dnfrepo.SaveSkillFields(
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ctx,
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skills,
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seed,
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dnfrepo.SkillFieldSkills,
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dnfrepo.SkillFieldPoints,
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dnfrepo.SkillFieldTrees,
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dnfrepo.SkillFieldLayouts,
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); err != nil {
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return err
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}
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selected = dnfrepo.CloneSkill(seed)
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persisted = true
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return nil
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})
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if err != nil {
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return dnfrepo.SkillRecord{}, false, err
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}
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if len(selected.Skills) == 0 {
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return dnfrepo.SkillRecord{}, false, ErrSkillRecordMissing
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}
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return selected, persisted, nil
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}
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func (o *SceneOwner) SyncPoints(ctx context.Context, command SyncPointsCommand) (dnfrepo.SkillRecord, bool, error) {
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characterID := strings.TrimSpace(command.CharacterID)
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if characterID == "" {
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return dnfrepo.SkillRecord{}, false, ErrCharacterRequired
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}
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if o == nil || o.skills == nil {
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return dnfrepo.SkillRecord{}, false, ErrSceneOwnerUnavailable
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}
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ctx = normalizedSceneContext(ctx)
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if err := ctx.Err(); err != nil {
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return dnfrepo.SkillRecord{}, false, err
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}
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selected := dnfrepo.SkillRecord{}
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persisted := false
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err := o.skills.WithinCharacterSkill(ctx, characterID, func(skills dnfrepo.SkillRepository) error {
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current, found, err := skills.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 || len(current.Skills) == 0 {
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return fmt.Errorf("%w: character=%s", ErrSkillRecordMissing, characterID)
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}
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state, treeFound := dnfrepo.SkillTree(current, command.TreeIndex)
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if !treeFound {
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return fmt.Errorf("%w: character=%s tree=%d", ErrSkillRecordMissing, characterID, command.TreeIndex)
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}
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state.Points, persisted, err = SyncPointState(state.Points, command.Target)
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if err != nil {
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return err
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}
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if persisted {
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dnfrepo.SetSkillTree(¤t, command.TreeIndex, state)
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current.UpdatedAt = normalizedSceneTime(command.UpdatedAt)
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field := dnfrepo.SkillFieldPoints
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if command.TreeIndex != 0 {
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field = dnfrepo.SkillFieldTrees
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}
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if err := dnfrepo.SaveSkillFields(ctx, skills, current, field); err != nil {
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return err
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}
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}
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selected = dnfrepo.CloneSkill(current)
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return nil
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})
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if err != nil {
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return dnfrepo.SkillRecord{}, false, err
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}
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return selected, persisted, nil
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}
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// EnsureTree creates only a missing alternate plan. Existing learned levels,
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// point ledgers, and layouts are left untouched.
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func (o *SceneOwner) EnsureTree(ctx context.Context, command EnsureTreeCommand) (dnfrepo.SkillRecord, bool, error) {
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characterID := strings.TrimSpace(command.CharacterID)
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if characterID == "" {
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return dnfrepo.SkillRecord{}, false, ErrCharacterRequired
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}
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if command.TreeIndex <= 0 || len(command.State.Skills) == 0 || len(command.Layout) == 0 {
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return dnfrepo.SkillRecord{}, false, ErrSeedInvalid
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}
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if o == nil || o.skills == nil {
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return dnfrepo.SkillRecord{}, false, ErrSceneOwnerUnavailable
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}
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ctx = normalizedSceneContext(ctx)
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if err := ctx.Err(); err != nil {
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return dnfrepo.SkillRecord{}, false, err
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}
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selected := dnfrepo.SkillRecord{}
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persisted := false
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err := o.skills.WithinCharacterSkill(ctx, characterID, func(skills dnfrepo.SkillRepository) error {
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current, found, err := skills.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 || len(current.Skills) == 0 {
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return fmt.Errorf("%w: character=%s", ErrSkillRecordMissing, characterID)
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}
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if _, exists := dnfrepo.SkillTree(current, command.TreeIndex); exists {
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selected = dnfrepo.CloneSkill(current)
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return nil
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}
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current = dnfrepo.CloneSkill(current)
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dnfrepo.SetSkillTree(¤t, command.TreeIndex, command.State)
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if current.Layouts == nil {
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current.Layouts = make(map[int]dnfrepo.SkillLayout)
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}
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current.Layouts[command.TreeIndex] = cloneSceneLayout(command.Layout)
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current.UpdatedAt = normalizedSceneTime(command.UpdatedAt)
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if err := dnfrepo.SaveSkillFields(ctx, skills, current, dnfrepo.SkillFieldTrees, dnfrepo.SkillFieldLayouts); err != nil {
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return err
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}
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selected = dnfrepo.CloneSkill(current)
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persisted = true
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return nil
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})
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if err != nil {
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return dnfrepo.SkillRecord{}, false, err
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}
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return selected, persisted, nil
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}
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// EnsureBaseline idempotently restores PVF-owned free skills in every current
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// EXE skill plan. It only raises missing/lower free levels and never spends or
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// refunds SP/TP, removes learned skills, or changes quick-slot layouts.
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func (o *SceneOwner) EnsureBaseline(ctx context.Context, command EnsureBaselineCommand) (dnfrepo.SkillRecord, bool, error) {
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characterID := strings.TrimSpace(command.CharacterID)
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if characterID == "" {
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return dnfrepo.SkillRecord{}, false, ErrCharacterRequired
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}
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if command.TreeCount <= 0 || len(command.Levels) == 0 {
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return dnfrepo.SkillRecord{}, false, ErrSeedInvalid
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}
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for skillID, level := range command.Levels {
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if skillID == 0 || level <= 0 {
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return dnfrepo.SkillRecord{}, false, ErrSeedInvalid
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}
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}
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if o == nil || o.skills == nil {
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return dnfrepo.SkillRecord{}, false, ErrSceneOwnerUnavailable
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}
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ctx = normalizedSceneContext(ctx)
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if err := ctx.Err(); err != nil {
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return dnfrepo.SkillRecord{}, false, err
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}
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selected := dnfrepo.SkillRecord{}
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persisted := false
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err := o.skills.WithinCharacterSkill(ctx, characterID, func(skills dnfrepo.SkillRepository) error {
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current, found, err := skills.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 || len(current.Skills) == 0 {
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return fmt.Errorf("%w: character=%s", ErrSkillRecordMissing, characterID)
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}
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current = dnfrepo.CloneSkill(current)
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for tree := 0; tree < command.TreeCount; tree++ {
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state, treeFound := dnfrepo.SkillTree(current, tree)
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if !treeFound {
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return fmt.Errorf("%w: character=%s tree=%d", ErrSkillRecordMissing, characterID, tree)
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}
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if state.Skills == nil {
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state.Skills = make(map[int64]dnfrepo.SkillState)
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}
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treeChanged := false
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for skillID, level := range command.Levels {
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stateEntry := state.Skills[int64(skillID)]
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if stateEntry.Enabled && stateEntry.Level >= level {
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continue
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}
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if stateEntry.Level < level {
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stateEntry.Level = level
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}
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stateEntry.Enabled = true
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state.Skills[int64(skillID)] = stateEntry
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treeChanged = true
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}
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if treeChanged {
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dnfrepo.SetSkillTree(¤t, tree, state)
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persisted = true
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}
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}
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if persisted {
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current.UpdatedAt = normalizedSceneTime(command.UpdatedAt)
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if err := dnfrepo.SaveSkillFields(
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ctx,
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skills,
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current,
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dnfrepo.SkillFieldSkills,
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dnfrepo.SkillFieldTrees,
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); err != nil {
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return err
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}
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}
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selected = dnfrepo.CloneSkill(current)
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return nil
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})
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if err != nil {
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return dnfrepo.SkillRecord{}, false, err
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}
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return selected, persisted, nil
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}
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func (o *SceneOwner) EnsureLayout(ctx context.Context, command EnsureLayoutCommand) (dnfrepo.SkillRecord, dnfrepo.SkillLayout, bool, error) {
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characterID := strings.TrimSpace(command.CharacterID)
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if characterID == "" {
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return dnfrepo.SkillRecord{}, nil, false, ErrCharacterRequired
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}
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if command.Build == nil {
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return dnfrepo.SkillRecord{}, nil, false, ErrLayoutBuilderRequired
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}
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if o == nil || o.skills == nil {
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return dnfrepo.SkillRecord{}, nil, false, ErrSceneOwnerUnavailable
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}
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ctx = normalizedSceneContext(ctx)
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if err := ctx.Err(); err != nil {
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return dnfrepo.SkillRecord{}, nil, false, err
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}
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selected := dnfrepo.SkillRecord{}
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var selectedLayout dnfrepo.SkillLayout
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persisted := false
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err := o.skills.WithinCharacterSkill(ctx, characterID, func(skills dnfrepo.SkillRepository) error {
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current, found, err := skills.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 || len(current.Skills) == 0 {
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return fmt.Errorf("%w: character=%s", ErrSkillRecordMissing, characterID)
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}
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layout, err := command.Build(dnfrepo.CloneSkill(current))
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if err != nil {
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return err
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}
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selected = dnfrepo.CloneSkill(current)
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selectedLayout = cloneSceneLayout(layout)
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if existing := current.Layouts[command.TreeIndex]; reflect.DeepEqual(existing, layout) {
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return nil
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}
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if current.Layouts == nil {
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current.Layouts = make(map[int]dnfrepo.SkillLayout)
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}
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current.Layouts[command.TreeIndex] = cloneSceneLayout(layout)
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current.UpdatedAt = normalizedSceneTime(command.UpdatedAt)
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if err := dnfrepo.SaveSkillFields(ctx, skills, current, dnfrepo.SkillFieldLayouts); err != nil {
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return err
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}
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selected = dnfrepo.CloneSkill(current)
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persisted = true
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return nil
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})
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if err != nil {
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return dnfrepo.SkillRecord{}, nil, false, err
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}
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return selected, selectedLayout, persisted, nil
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}
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func SyncPointState(current dnfrepo.SkillPointState, target dnfrepo.SkillPointState) (dnfrepo.SkillPointState, bool, error) {
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if current.TotalSP < 0 || current.RemainingSP < 0 || current.RemainingSP > current.TotalSP ||
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current.TotalTP < 0 || current.RemainingTP < 0 || current.RemainingTP > current.TotalTP ||
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target.TotalSP < 0 || target.TotalTP < 0 || target.SyncedLevel <= 0 {
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return dnfrepo.SkillPointState{}, false, fmt.Errorf(
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"invalid SP/TP ledger sync current=%+v target=%+v",
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current,
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target,
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)
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}
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spentSP := current.TotalSP - current.RemainingSP
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spentTP := current.TotalTP - current.RemainingTP
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next := target
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next.RemainingSP = next.TotalSP - spentSP
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if next.RemainingSP < 0 {
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next.RemainingSP = 0
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}
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next.RemainingTP = next.TotalTP - spentTP
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if next.RemainingTP < 0 {
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next.RemainingTP = 0
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}
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return next, next != current, nil
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}
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func normalizedSceneContext(ctx context.Context) context.Context {
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if ctx == nil {
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return context.Background()
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}
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return ctx
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}
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func normalizedSceneTime(value time.Time) time.Time {
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value = value.UTC()
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if value.IsZero() {
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return time.Now().UTC()
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}
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return value
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}
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func cloneSceneLayout(layout dnfrepo.SkillLayout) dnfrepo.SkillLayout {
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if layout == nil {
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return nil
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}
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cloned := make(dnfrepo.SkillLayout, len(layout))
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for slot, skillID := range layout {
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cloned[slot] = skillID
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}
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return cloned
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}
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