mirror of
https://github.com/FlourishingWorld/hk4e.git
synced 2026-02-04 14:42:26 +08:00
命令管理器初步兼容GM
This commit is contained in:
@@ -1,43 +1,56 @@
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package game
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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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c.gameManager.SendPrivateChat(c.system, cmd.Executor,
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func (c *CommandManager) HelpCommand(cmd *CommandMessage) {
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executor := cmd.Executor
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c.SendMessage(executor,
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"===== 帮助 / Help =====\n"+
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"以后再写awa\n",
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"传送: /tp {-u [UID]} {-s [场景ID]} -x [坐标X] -y [坐标Y] -z [坐标Z]\n",
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)
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}
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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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func (c *CommandManager) OpCommand(cmd *CommandMessage) {
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player, ok := cmd.Executor.(*model.Player)
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if !ok {
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c.SendMessage(cmd.Executor, "只有玩家才能执行此命令。")
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return
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}
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player.IsGM = 1
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c.SendMessage(player, "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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func (c *CommandManager) TeleportCommand(cmd *CommandMessage) {
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game := c.gameManager
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player := cmd.Executor
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// 执行者如果不是玩家则必须输入目标UID
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player, ok := cmd.Executor.(*model.Player)
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if !ok && cmd.Args["u"] == "" {
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c.SendMessage(cmd.Executor, "你不是玩家请指定目标UID。")
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return
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}
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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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c.SendMessage(player, "参数不足, 正确用法: /%v {-u [UID]} {-s [场景ID]} -x [坐标X] -y [坐标Y] -z [坐标Z]。", cmd.Name)
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return
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}
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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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@@ -47,8 +60,11 @@ func (c *CommandManager) TeleportCommand(cmd *Command) {
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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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if user := game.userManager.GetOnlineUser(uint32(t)); user != nil {
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target = user
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sceneId = target.SceneId
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} else {
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c.SendMessage(player, "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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@@ -94,13 +110,13 @@ func (c *CommandManager) TeleportCommand(cmd *Command) {
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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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c.SendMessage(player, "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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c.SendMessage("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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@@ -109,5 +125,5 @@ func (c *CommandManager) TeleportCommand(cmd *Command) {
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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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c.SendMessage(player, "已将玩家 UID: %v 传送至 场景: %v X: %v Y: %v Z:%v。", target.PlayerID, sceneId, pos.X, pos.Y, pos.Z)
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}
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@@ -19,12 +19,14 @@ const (
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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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type CommandFunc func(*CommandMessage)
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// Command 命令结构体
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// CommandMessage 命令消息
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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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type CommandMessage struct {
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// executor 玩家为 model.Player 类型
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// GM等为 string 类型
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Executor any // 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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@@ -35,7 +37,7 @@ type CommandManager struct {
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system *model.Player // 机器人 目前负责收发消息 以及 大世界
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commandFuncRouter map[string]CommandFunc // 记录命令处理函数
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commandPermMap map[string]CommandPerm // 记录命令对应的权限
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commandTextInput chan *Command // 传输要处理的命令文本
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commandTextInput chan *CommandMessage // 传输要处理的命令文本
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gameManager *GameManager
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}
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@@ -53,7 +55,7 @@ func NewCommandManager(g *GameManager) *CommandManager {
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g.worldManager.InitBigWorld(r.system)
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// 初始化
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r.commandTextInput = make(chan *Command, 1000)
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r.commandTextInput = make(chan *CommandMessage, 1000)
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r.InitRouter() // 初始化路由
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r.gameManager = g
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@@ -105,7 +107,7 @@ func (c *CommandManager) HasCommand(cmdName string) bool {
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}
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// InputCommand 输入要处理的命令
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func (c *CommandManager) InputCommand(executor *model.Player, text string) {
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func (c *CommandManager) InputCommand(executor any, text string) {
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// 机器人不会读命令所以写到了 PrivateChatReq
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// 确保消息文本为 / 开头
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@@ -113,10 +115,52 @@ func (c *CommandManager) InputCommand(executor *model.Player, text string) {
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if strings.HasPrefix(text, "/") {
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// 输入的命令将在其他协程中处理
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c.commandTextInput <- c.NewCommand(executor, text)
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c.commandTextInput <- &CommandMessage{Executor: executor, Text: text}
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}
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}
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// HandleCommand 处理命令
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// 主协程接收到命令消息后执行
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func (c *CommandManager) HandleCommand(cmd *CommandMessage) {
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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(cmd.Text[1:]), " -")
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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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if len(cmdSplit) == 0 {
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return
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}
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// 命令参数 初始化
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cmd.Args = make(map[string]string, len(cmdSplit)-1)
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// 首个参数必是命令名
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cmd.Name = cmdSplit[0]
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// 命令名后当然是命令的参数喽
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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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logger.LOG.Debug("command arg error, arg: %v", cmdArg)
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}
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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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cmd.Args[argKey] = argValue
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}
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// 执行命令
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c.ExecCommand(cmd)
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}
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// GetFriendList 获取包含系统的玩家好友列表
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func (c *CommandManager) GetFriendList(friendList map[uint32]bool) map[uint32]bool {
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// 可能还有更好的方法实现这功能
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@@ -134,54 +178,16 @@ func (c *CommandManager) GetFriendList(friendList map[uint32]bool) map[uint32]bo
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return tempFriendList
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}
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// NewCommand 创建命令结构
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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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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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if len(cmdSplit) != 0 {
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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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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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}
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// ExecCommand 执行命令
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func (c *CommandManager) ExecCommand(cmd *Command) {
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player := cmd.Executor
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func (c *CommandManager) ExecCommand(cmd *CommandMessage) {
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executor := cmd.Executor
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// 判断命令是否注册
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cmdFunc, ok := c.commandFuncRouter[cmd.Name]
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if !ok {
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// 玩家可能会执行一些没有的命令仅做调试输出
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logger.LOG.Debug("exec command not exist, name: %v", cmd.Name)
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c.gameManager.SendPrivateChat(c.system, player, "命令不存在,输入 /help 查看帮助。")
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c.SendMessage(executor, "命令不存在,输入 /help 查看帮助。")
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return
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}
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// 判断命令权限是否注册
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@@ -192,14 +198,35 @@ func (c *CommandManager) ExecCommand(cmd *Command) {
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return
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}
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// 执行者是否为玩家
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player, ok := executor.(*model.Player)
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// 判断玩家的权限是否符合要求
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if player.IsGM < uint8(cmdPerm) {
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if ok && player.IsGM < uint8(cmdPerm) {
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logger.LOG.Debug("exec command permission denied, uid: %v, isGM: %v", player.PlayerID, player.IsGM)
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c.gameManager.SendPrivateChat(c.system, player, fmt.Sprintf("权限不足,该命令需要%v级权限。\n你目前的权限等级:%v", cmdPerm, player.IsGM))
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c.SendMessage(player, "权限不足,该命令需要%v级权限。\n你目前的权限等级:%v", cmdPerm, player.IsGM)
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return
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}
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logger.LOG.Debug("command start, uid: %v, text: %v, name: %v, args: %v", cmd.Executor.PlayerID, cmd.Text, cmd.Name, cmd.Args)
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logger.LOG.Debug("command start, name: %v, args: $v", cmd.Name, cmd.Args)
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cmdFunc(cmd) // 执行命令
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logger.LOG.Debug("command done, uid: %v, text: %v, name: %v, args: %v", cmd.Executor.PlayerID, cmd.Text, cmd.Name, cmd.Args)
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logger.LOG.Debug("command done, name: %v, args: $v", cmd.Name, cmd.Args)
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}
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// SendMessage 发送消息
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func (c *CommandManager) SendMessage(executor any, msg string, param ...any) {
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game := c.gameManager
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// 根据相应的类型发送消息
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switch executor.(type) {
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case *model.Player:
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// 玩家类型
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player := executor.(*model.Player)
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game.SendPrivateChat(c.system, player, fmt.Sprintf(msg, param...))
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case string:
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// GM接口等
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//str := executor.(string)
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default:
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// 无效的类型报错
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logger.LOG.Error("command executor type error, type: %T", executor)
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}
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}
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@@ -64,7 +64,7 @@ func (g *GameManager) Start() {
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g.localEventManager.LocalEventHandle(localEvent)
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case command := <-g.commandManager.commandTextInput:
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// 处理传入的命令 (普通玩家 GM命令)
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g.commandManager.ExecCommand(command)
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g.commandManager.HandleCommand(command)
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}
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}
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}()
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