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
102 lines
3.1 KiB
Go
102 lines
3.1 KiB
Go
package dnfbridge
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import (
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"context"
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"fmt"
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"strconv"
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"time"
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"longheng.io/server/internal/modules/dnf/dnfenum"
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dnfquest "longheng.io/server/internal/modules/dnf/quest"
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dnfrepo "longheng.io/server/internal/modules/dnf/repository"
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)
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func (s *Service) sendCurrentLinkedObjectiveSnapshots(
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session *gameSession,
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record dnfrepo.QuestRecord,
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source string,
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) error {
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if err := s.sendCurrentActiveQuestSnapshotFromCommittedQuest(session, record, source+"_active"); err != nil {
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return err
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}
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return s.sendCurrentClearQuestListFromCommittedQuest(session, record, source+"_completed")
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}
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func (s *Service) applyCurrentTownLinkedProgress(
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ctx context.Context,
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session *gameSession,
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owner *dnfquest.Owner,
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catalog *dnfquest.Catalog,
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request dnfquest.SetTriggerRequest,
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) (dnfquest.LinkedObjectiveCommitResult, error) {
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if request.TriggerType != 0 || request.IsIncrement {
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return dnfquest.LinkedObjectiveCommitResult{}, nil
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}
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characterID := strconv.FormatUint(uint64(session.selectedCharacterID), 10)
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return owner.ApplyTownLinkedProgress(ctx, catalog, characterID, int64(request.QuestID), time.Now().UTC())
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}
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func (s *Service) handleCurrentLinkedObjectiveFinish(
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ctx context.Context,
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session *gameSession,
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request dnfquest.FinishQuestRequest,
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repositories dnfrepo.Group,
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catalog *dnfquest.Catalog,
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) (bool, error) {
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if catalog == nil || !catalog.IsLinkedObjective(int64(request.QuestID)) {
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return false, nil
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}
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replayKey := newCurrentFinishQuestReplayKey(session.selectedCharacterID, request)
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if session.currentFinishQuestAnswered(replayKey) {
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s.logGameEvent(session, "game-upper-linked-objective-finish-replay-suppressed",
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"quest_id", request.QuestID,
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"reason", "same_session_callback_already_closed")
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return true, nil
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}
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owner, err := dnfquest.NewOwner(repositories)
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if err != nil {
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return true, err
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}
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characterID := strconv.FormatUint(uint64(session.selectedCharacterID), 10)
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result, err := owner.ApplyLinkedObjectiveFinish(
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ctx,
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catalog,
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characterID,
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int64(request.QuestID),
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time.Now().UTC(),
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)
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if err != nil {
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return true, err
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}
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s.logGameEvent(session, "game-upper-linked-objective-finish-callback-close",
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"quest_id", request.QuestID,
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"detail", 22,
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"applied", result.Applied,
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"parent_quest_id", result.ParentQuestID,
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"parent_progress", result.ParentProgress,
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"completed_quest_ids", result.CompletedQuestIDs,
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"reward_mutation", "none")
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if err := s.sendGameUpperFailure(session, uint16(dnfenum.CmdPacketFinishQuest), 22); err != nil {
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return true, err
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}
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if !result.Applied {
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return true, nil
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}
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// 这条路径只归档任务状态(gain=0)。支援兵的持久效果要照样镜像过去:
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// 不要为了"没有经验表"就跳过,否则历史遗留的支援兵行会一直缺觉醒/装备槽。
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s.syncCurrentDungeonCompanionProgression(
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ctx,
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session,
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fmt.Sprintf("quest-linked:%d:%d", request.QuestID, result.ParentQuestID),
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nil,
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0,
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&result.PostCommitQuest,
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)
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session.markCurrentFinishQuestAnswered(replayKey)
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return true, s.sendCurrentLinkedObjectiveSnapshots(
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session,
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result.PostCommitQuest,
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"current_exe_op34_linked_objective_after_atomic_archive",
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)
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}
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