mirror of
https://github.com/FlourishingWorld/hk4e.git
synced 2026-02-04 14:42:26 +08:00
传送命令,命令管理器完善
This commit is contained in:
@@ -1,6 +1,11 @@
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package game
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import "fmt"
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import (
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"fmt"
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"hk4e/gs/model"
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"strconv"
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"strings"
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)
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// HelpCommand 帮助命令
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func (c *CommandManager) HelpCommand(cmd *Command) {
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@@ -10,8 +15,99 @@ func (c *CommandManager) HelpCommand(cmd *Command) {
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)
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}
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// OpCommand 帮助命令
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// OpCommand 给予权限命令
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func (c *CommandManager) OpCommand(cmd *Command) {
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cmd.Executor.IsGM = 1
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c.gameManager.SendPrivateChat(c.system, cmd.Executor, fmt.Sprintf("权限修改完毕, 现在你是GM啦 %v", cmd.Args))
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}
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// TeleportCommand 传送玩家命令
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// tp {-u [userId]} {-s [sceneId]} -x [posX] -y [posY] -z [posZ]
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func (c *CommandManager) TeleportCommand(cmd *Command) {
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game := c.gameManager
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player := cmd.Executor
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// 初始值
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target := player
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sceneId := target.SceneId
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pos := &model.Vector{}
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// 判断是否填写必备参数
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if cmd.Args["x"] == "" || cmd.Args["y"] == "" || cmd.Args["z"] == "" {
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game.SendPrivateChat(c.system, player, "参数不足, 正确用法 /tp {-u [userId]} {-s [sceneId]} -x [posX] -y [posY] -z [posZ]。")
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return
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}
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// 选择每个参数
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for k, v := range cmd.Args {
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var err error
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switch k {
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case "u":
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var t uint64
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if t, err = strconv.ParseUint(v, 10, 32); err != nil {
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// 判断目标用户是否在线
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if target = game.userManager.GetOnlineUser(uint32(t)); target == nil {
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game.SendPrivateChat(c.system, player, fmt.Sprintf("目标玩家不在线, UID: %v。", v))
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return
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}
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}
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case "s":
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var s uint64
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if s, err = strconv.ParseUint(v, 10, 32); err == nil {
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sceneId = uint32(s)
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}
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case "x":
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// 玩家此时的位置X
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var nowX float64
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// 如果以 ~ 开头则 此时位置加 ~ 后的数
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if strings.HasPrefix(v, "~") {
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v = v[1:] // 去除 ~
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nowX = player.Pos.X // 先记录
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}
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var x float64
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if x, err = strconv.ParseFloat(v, 64); err == nil {
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pos.X = x + nowX // 如果不以 ~ 开头则加 0
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}
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case "y":
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// 玩家此时的位置Z
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var nowY float64
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// 如果以 ~ 开头则 此时位置加 ~ 后的数
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if strings.HasPrefix(v, "~") {
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v = v[1:] // 去除 ~
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nowY = player.Pos.Y // 先记录
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}
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var y float64
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if y, err = strconv.ParseFloat(v, 64); v != "~" && err == nil {
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pos.Y = y + nowY
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}
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case "z":
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// 玩家此时的位置Z
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var nowZ float64
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// 如果以 ~ 开头则 此时位置加 ~ 后的数
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if strings.HasPrefix(v, "~") {
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v = v[1:] // 去除 ~
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nowZ = player.Pos.Z // 先记录
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}
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var z float64
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if z, err = strconv.ParseFloat(v, 64); v != "~" && err == nil {
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pos.Z = z + nowZ
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}
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default:
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game.SendPrivateChat(c.system, player, fmt.Sprintf("参数 -%v 冗余。", k))
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return
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}
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// 解析错误的话应该是参数类型问题
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if err != nil {
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game.SendPrivateChat(c.system, player, fmt.Sprintf("参数 -%v 有误, 类型错误。", k))
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return
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}
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}
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// 传送玩家
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game.TeleportPlayer(target, sceneId, pos)
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// 发送消息给执行者
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game.SendPrivateChat(c.system, player, fmt.Sprintf("已将玩家 UID: %v 传送至 区域: %v X: %v Y: %v Z:%v。", target.PlayerID, sceneId, pos.X, pos.Y, pos.Z))
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}
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@@ -13,16 +13,21 @@ import (
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// 0 为普通玩家 数越大权限越大
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type CommandPerm uint8
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const (
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CommandPermNormal = CommandPerm(iota) // 普通玩家
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CommandPermGM // 管理员
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)
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// CommandFunc 命令执行函数
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type CommandFunc func(*Command)
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// Command 命令结构体
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// 给下层执行命令时提供数据
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type Command struct {
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Executor *model.Player // 执行者
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Text string // 命令原始文本
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Name string // 命令前缀
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Args []string // 命令参数
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Executor *model.Player // 执行者
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Text string // 命令原始文本
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Name string // 命令前缀
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Args map[string]string // 命令参数
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}
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// CommandManager 命令管理器
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@@ -61,23 +66,42 @@ func (c *CommandManager) InitRouter() {
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c.commandPermMap = make(map[string]CommandPerm)
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{
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// 权限等级 0: 普通玩家
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c.RegisterRouter("help", 0, c.HelpCommand)
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c.RegisterRouter("op", 0, c.OpCommand)
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c.RegisterRouter(CommandPermNormal, c.HelpCommand, "help")
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c.RegisterRouter(CommandPermNormal, c.OpCommand, "op")
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c.RegisterRouter(CommandPermNormal, c.TeleportCommand, "teleport", "tp")
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}
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// GM命令
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{
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// 权限等级 1: GM 1级
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c.RegisterRouter("nmsl", 1, c.HelpCommand)
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c.RegisterRouter(CommandPermGM, c.HelpCommand, "nmsl")
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}
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}
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// RegisterRouter 注册命令路由
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func (c *CommandManager) RegisterRouter(cmdName string, cmdPerm CommandPerm, cmdFunc CommandFunc) {
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// 命令名统一转为小写
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cmdName = strings.ToLower(cmdName)
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// 记录命令
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c.commandFuncRouter[cmdName] = cmdFunc
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c.commandPermMap[cmdName] = cmdPerm
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func (c *CommandManager) RegisterRouter(cmdPerm CommandPerm, cmdFunc CommandFunc, cmdName ...string) {
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// 支持一个命令拥有多个别名
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for _, s := range cmdName {
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// 命令名统一转为小写
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s = strings.ToLower(s)
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// 如果命令已注册则报错 后者覆盖前者
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if c.HasCommand(s) {
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logger.LOG.Error("register command repeat, name: %v", s)
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}
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// 记录命令
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c.commandFuncRouter[s] = cmdFunc
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c.commandPermMap[s] = cmdPerm
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}
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}
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// HasCommand 命令是否已被注册
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func (c *CommandManager) HasCommand(cmdName string) bool {
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_, cmdFuncOK := c.commandFuncRouter[cmdName]
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_, cmdPermOK := c.commandPermMap[cmdName]
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// 判断命令函数和命令权限是否已注册
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if cmdFuncOK && cmdPermOK {
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return true
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}
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return false
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}
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// InputCommand 输入要处理的命令
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@@ -114,10 +138,10 @@ func (c *CommandManager) GetFriendList(friendList map[uint32]bool) map[uint32]bo
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func (c *CommandManager) NewCommand(executor *model.Player, text string) *Command {
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// 将开头的 / 去掉 并 分割出命令的每个参数
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// 不区分命令的大小写 统一转为小写
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cmdSplit := strings.Split(strings.ToLower(text[1:]), " ")
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cmdSplit := strings.Split(strings.ToLower(text[1:]), " -")
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var cmdName string // 命令名
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var cmdArgs []string // 命令参数
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cmdName := "" // 命令名
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cmdArgs := make(map[string]string, len(cmdSplit)-1) // 命令参数
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// 分割出来啥也没有可能是个空的字符串
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// 此时将会返回的命令名和命令参数都为空
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@@ -125,7 +149,24 @@ func (c *CommandManager) NewCommand(executor *model.Player, text string) *Comman
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// 首个参数必是命令名
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cmdName = cmdSplit[0]
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// 命令名后当然是命令的参数喽
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cmdArgs = cmdSplit[1:]
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argSplit := cmdSplit[1:]
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// 我们要将命令的参数转换为键值对
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// 每个参数之间会有个空格分割
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for _, s := range argSplit {
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cmdArg := strings.Split(s, " ")
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// 分割出来的参数只有一个那肯定不是键值对
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if len(cmdArg) >= 2 {
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argKey := cmdArg[0] // 参数的键
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argValue := cmdArg[1] // 参数的值
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// 记录命令的参数
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cmdArgs[argKey] = argValue
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} else {
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logger.LOG.Debug("command arg error, arg: %v", cmdArg)
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}
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}
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}
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return &Command{executor, text, cmdName, cmdArgs}
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@@ -28,7 +28,50 @@ func (g *GameManager) SceneTransToPointReq(player *model.Player, payloadMsg pb.M
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}
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// 传送玩家
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newSceneId := req.SceneId
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sceneId := uint32(transPointConfig.PointData.TranSceneId)
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transPos := transPointConfig.PointData.TranPos
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pos := &model.Vector{
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X: transPos.X,
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Y: transPos.Y,
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Z: transPos.Z,
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}
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g.TeleportPlayer(player, sceneId, pos)
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// PacketSceneTransToPointRsp
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sceneTransToPointRsp := new(proto.SceneTransToPointRsp)
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sceneTransToPointRsp.Retcode = 0
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sceneTransToPointRsp.PointId = req.PointId
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sceneTransToPointRsp.SceneId = req.SceneId
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g.SendMsg(cmd.SceneTransToPointRsp, player.PlayerID, player.ClientSeq, sceneTransToPointRsp)
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}
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func (g *GameManager) MarkMapReq(player *model.Player, payloadMsg pb.Message) {
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logger.LOG.Debug("user mark map, uid: %v", player.PlayerID)
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req := payloadMsg.(*proto.MarkMapReq)
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operation := req.Op
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if operation == proto.MarkMapReq_OPERATION_ADD {
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logger.LOG.Debug("user mark type: %v", req.Mark.PointType)
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if req.Mark.PointType == proto.MapMarkPointType_MAP_MARK_POINT_TYPE_NPC {
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posYInt, err := strconv.ParseInt(req.Mark.Name, 10, 64)
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if err != nil {
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logger.LOG.Error("parse pos y error: %v", err)
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posYInt = 300
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}
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// 传送玩家
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pos := &model.Vector{
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X: float64(req.Mark.Pos.X),
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Y: float64(posYInt),
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Z: float64(req.Mark.Pos.Z),
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}
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g.TeleportPlayer(player, req.Mark.SceneId, pos)
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}
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}
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}
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// TeleportPlayer 传送玩家至地图上的某个位置
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func (g *GameManager) TeleportPlayer(player *model.Player, sceneId uint32, pos *model.Vector) {
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// 传送玩家
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newSceneId := sceneId
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oldSceneId := player.SceneId
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oldPos := &model.Vector{
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X: player.Pos.X,
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@@ -55,9 +98,9 @@ func (g *GameManager) SceneTransToPointReq(player *model.Player, payloadMsg pb.M
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} else {
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oldScene.UpdatePlayerTeamEntity(player)
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}
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player.Pos.X = transPointConfig.PointData.TranPos.X
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player.Pos.Y = transPointConfig.PointData.TranPos.Y
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player.Pos.Z = transPointConfig.PointData.TranPos.Z
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player.Pos.X = pos.X
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player.Pos.Y = pos.Y
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player.Pos.Z = pos.Z
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player.SceneId = newSceneId
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player.SceneLoadState = model.SceneNone
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@@ -72,75 +115,6 @@ func (g *GameManager) SceneTransToPointReq(player *model.Player, payloadMsg pb.M
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}
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playerEnterSceneNotify := g.PacketPlayerEnterSceneNotifyTp(player, enterType, uint32(constant.EnterReasonConst.TransPoint), oldSceneId, oldPos)
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g.SendMsg(cmd.PlayerEnterSceneNotify, player.PlayerID, player.ClientSeq, playerEnterSceneNotify)
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// PacketSceneTransToPointRsp
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sceneTransToPointRsp := new(proto.SceneTransToPointRsp)
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sceneTransToPointRsp.Retcode = 0
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sceneTransToPointRsp.PointId = req.PointId
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sceneTransToPointRsp.SceneId = req.SceneId
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g.SendMsg(cmd.SceneTransToPointRsp, player.PlayerID, player.ClientSeq, sceneTransToPointRsp)
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}
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func (g *GameManager) MarkMapReq(player *model.Player, payloadMsg pb.Message) {
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logger.LOG.Debug("user mark map, uid: %v", player.PlayerID)
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req := payloadMsg.(*proto.MarkMapReq)
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operation := req.Op
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if operation == proto.MarkMapReq_OPERATION_ADD {
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logger.LOG.Debug("user mark type: %v", req.Mark.PointType)
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if req.Mark.PointType == proto.MapMarkPointType_MAP_MARK_POINT_TYPE_NPC {
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posYInt, err := strconv.ParseInt(req.Mark.Name, 10, 64)
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if err != nil {
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logger.LOG.Error("parse pos y error: %v", err)
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posYInt = 300
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}
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// 传送玩家
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newSceneId := req.Mark.SceneId
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oldSceneId := player.SceneId
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oldPos := &model.Vector{
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X: player.Pos.X,
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Y: player.Pos.Y,
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Z: player.Pos.Z,
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}
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jumpScene := false
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if newSceneId != oldSceneId {
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jumpScene = true
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}
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world := g.worldManager.GetWorldByID(player.WorldId)
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oldScene := world.GetSceneById(oldSceneId)
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activeAvatarId := player.TeamConfig.GetActiveAvatarId()
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playerTeamEntity := oldScene.GetPlayerTeamEntity(player.PlayerID)
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g.RemoveSceneEntityNotifyBroadcast(oldScene, []uint32{playerTeamEntity.avatarEntityMap[activeAvatarId]})
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if jumpScene {
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// PacketDelTeamEntityNotify
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delTeamEntityNotify := g.PacketDelTeamEntityNotify(oldScene, player)
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g.SendMsg(cmd.DelTeamEntityNotify, player.PlayerID, player.ClientSeq, delTeamEntityNotify)
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oldScene.RemovePlayer(player)
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newScene := world.GetSceneById(newSceneId)
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newScene.AddPlayer(player)
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} else {
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oldScene.UpdatePlayerTeamEntity(player)
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}
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player.Pos.X = float64(req.Mark.Pos.X)
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player.Pos.Y = float64(posYInt)
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player.Pos.Z = float64(req.Mark.Pos.Z)
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player.SceneId = newSceneId
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player.SceneLoadState = model.SceneNone
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// PacketPlayerEnterSceneNotify
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var enterType proto.EnterType
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if jumpScene {
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logger.LOG.Debug("player jump scene, scene: %v, pos: %v", player.SceneId, player.Pos)
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enterType = proto.EnterType_ENTER_TYPE_JUMP
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} else {
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logger.LOG.Debug("player goto scene, scene: %v, pos: %v", player.SceneId, player.Pos)
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enterType = proto.EnterType_ENTER_TYPE_GOTO
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}
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playerEnterSceneNotify := g.PacketPlayerEnterSceneNotifyTp(player, enterType, uint32(constant.EnterReasonConst.TransPoint), oldSceneId, oldPos)
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g.SendMsg(cmd.PlayerEnterSceneNotify, player.PlayerID, player.ClientSeq, playerEnterSceneNotify)
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}
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}
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}
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func (g *GameManager) PathfindingEnterSceneReq(player *model.Player, payloadMsg pb.Message) {
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