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
158 lines
5.3 KiB
Go
158 lines
5.3 KiB
Go
package dnfbridge
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import (
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"strings"
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"longheng.io/server/internal/modules/dnf/worldmap"
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)
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// The current 90CN client registers class-0/op0x0138 independently from the
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// class-1 command enum that happens to use the same numeric value. Its exact
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// five-byte body is u32(0),u8(0); the client consumes it as
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// COMPLETE_CONDITION_PASS_GATE and sets its current-dungeon gate flag.
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const currentDungeonCompleteConditionPassGateMsgID uint16 = 0x0138
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var currentDungeonCompleteConditionPassGateBody = [...]byte{0, 0, 0, 0, 0}
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type currentDungeonBossEntranceHuntProgress struct {
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TargetID int64
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Required int64
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Defeated int64
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}
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type currentDungeonBossEntranceProgress struct {
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Action string
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Targets []currentDungeonBossEntranceHuntProgress
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Ready bool
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}
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// currentDungeonBossEntranceConditionProgress evaluates one maze-owned PVF
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// gate against every visited room in the current run. Room actors are the
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// authority: an op39 replay cannot increment a counter twice, while revisiting
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// a cached room preserves the already-defeated state.
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func currentDungeonBossEntranceConditionProgress(
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runtime *runtimeDungeonState,
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) (currentDungeonBossEntranceProgress, bool) {
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if runtime == nil || runtime.MazeIndex < 0 || runtime.MazeIndex >= len(runtime.Dungeon.Mazes) {
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return currentDungeonBossEntranceProgress{}, false
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}
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condition := runtime.Dungeon.Mazes[runtime.MazeIndex].BossRoomEntranceCondition
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if condition == nil || strings.TrimSpace(strings.ToLower(condition.Action)) != "clear action" ||
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len(condition.HuntMonsters) == 0 {
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return currentDungeonBossEntranceProgress{}, false
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}
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progress := currentDungeonBossEntranceProgress{
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Action: "clear action",
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Targets: make([]currentDungeonBossEntranceHuntProgress, 0, len(condition.HuntMonsters)),
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Ready: true,
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}
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requirements := make(map[int64]int64, len(condition.HuntMonsters))
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for _, target := range condition.HuntMonsters {
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if target.TargetID <= 0 || target.Count <= 0 {
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return currentDungeonBossEntranceProgress{}, false
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}
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requirements[target.TargetID] += target.Count
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}
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defeated := make(map[int64]int64, len(requirements))
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seenRooms := make(map[*runtimeDungeonRoom]struct{}, len(runtime.Rooms)+1)
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countRoom := func(room *runtimeDungeonRoom) {
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if room == nil {
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return
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}
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if _, duplicate := seenRooms[room]; duplicate {
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return
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}
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seenRooms[room] = struct{}{}
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for _, monster := range room.Snapshot().Monsters {
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if monster.State != runtimeDungeonMonsterDefeated {
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continue
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}
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if _, tracked := requirements[monster.Spawn.MonsterID]; tracked {
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defeated[monster.Spawn.MonsterID]++
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}
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}
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}
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// Include the active room explicitly. It normally shares the pointer held
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// in Rooms, but doing so keeps the fourth-tower transition correct during
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// the small commit-to-cache interval after op39.
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countRoom(runtime.Room)
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for _, visit := range runtime.Rooms {
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if visit == nil {
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continue
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}
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countRoom(visit.Room)
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}
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for _, target := range condition.HuntMonsters {
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required := requirements[target.TargetID]
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// Duplicate target rows are folded into one requirement and one
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// projection. The parser rejects them, but this keeps compact/runtime
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// callers fail-safe if a future source supplies one.
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if required == 0 {
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continue
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}
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progress.Targets = append(progress.Targets, currentDungeonBossEntranceHuntProgress{
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TargetID: target.TargetID,
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Required: required,
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Defeated: defeated[target.TargetID],
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})
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delete(requirements, target.TargetID)
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if defeated[target.TargetID] < required {
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progress.Ready = false
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}
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}
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return progress, true
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}
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func buildCurrentDungeonCompleteConditionPassGateBody() []byte {
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return append([]byte(nil), currentDungeonCompleteConditionPassGateBody[:]...)
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}
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// publishCurrentDungeonBossEntranceGateAfterDeathLocked is called only after
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// the native op38 death notification has been written. The room snapshots are
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// the idempotent authority, so replayed op39 traffic cannot advance the gate.
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// Completion is retained even if the socket write fails, while the sent flag
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// advances only after op312 reaches the connection.
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func (s *Service) publishCurrentDungeonBossEntranceGateAfterDeathLocked(
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session *gameSession,
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runtime *runtimeDungeonState,
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) error {
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progress, found := currentDungeonBossEntranceConditionProgress(runtime)
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if !found || !progress.Ready {
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return nil
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}
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runtime.bossEntranceConditionComplete = true
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if runtime.bossEntranceGateNotificationSent {
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return nil
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}
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if err := s.sendGameUpperRawClass(
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session,
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currentDungeonCompleteConditionPassGateMsgID,
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buildCurrentDungeonCompleteConditionPassGateBody(),
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0,
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); err != nil {
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return err
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}
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runtime.bossEntranceGateNotificationSent = true
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coordinate := worldmap.RoomCoordinate{}
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mapID := int64(0)
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if runtime != nil && runtime.Session != nil {
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if scene, ok := runtime.Session.Scene(); ok {
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coordinate = scene.Coordinate
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mapID = scene.Map.Map.ID
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}
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}
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s.logGameEvent(session, "game-dungeon-boss-entrance-condition-complete",
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"dungeon_id", runtime.Dungeon.ID,
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"maze_index", runtime.MazeIndex,
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"room", coordinate.String(),
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"map_id", mapID,
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"targets", progress.Targets,
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"response_opcode", currentDungeonCompleteConditionPassGateMsgID,
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"response_body_len", len(currentDungeonCompleteConditionPassGateBody),
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"source", "current_exe_complete_condition_pass_gate_after_fourth_target_op38")
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return nil
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}
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