时装、风之翼读表,give命令更新

修复了角色替换圣遗物异常的问题
This commit is contained in:
UnKownOwO
2023-02-14 21:27:27 +08:00
parent 4de697cf9a
commit 804e0dfc1a
12 changed files with 415 additions and 166 deletions

View File

@@ -1,6 +1,7 @@
package game
import (
"hk4e/gdconf"
"strconv"
"strings"
@@ -11,8 +12,8 @@ import (
func (c *CommandManager) HelpCommand(cmd *CommandMessage) {
c.SendMessage(cmd.Executor,
"========== 帮助 / Help ==========\n\n"+
"传送:/tp [-u <UID>] [-s <场景ID>] -x <坐标X> -y <坐标Y> -z <坐标Z>\n\n"+
"给予:/give [-u <UID>] [-c <数量>] -i <物品ID|武器ID|角色ID/item/weapon/avatar/all>\n",
"传送tp [--u <UID>] [--s <场景ID>] {--t <目标UID> | --x <坐标X> | --y <坐标Y> | --z <坐标Z>}\n\n"+
"给予give [--u <UID>] [--c <数量>] --i <ID / 物品 / 武器 / 圣遗物 / 角色 / 时装 / 风之翼 / 全部>\n",
)
}
@@ -76,7 +77,7 @@ func (c *CommandManager) TeleportCommand(cmd *CommandMessage) {
sceneId = player.SceneId
}
} else {
c.SendMessage(cmd.Executor, "玩家不在线UID: %v。", v)
c.SendMessage(cmd.Executor, "玩家不在线UID%v。", v)
return
}
}
@@ -94,7 +95,7 @@ func (c *CommandManager) TeleportCommand(cmd *CommandMessage) {
// 目标玩家属于非本地玩家
if !USER_MANAGER.GetRemoteUserOnlineState(uint32(uid)) {
// 全服不存在该在线玩家
c.SendMessage(cmd.Executor, "目标玩家不在线UID: %v。", v)
c.SendMessage(cmd.Executor, "目标玩家不在线UID%v。", v)
return
}
}
@@ -182,7 +183,7 @@ func (c *CommandManager) TeleportCommand(cmd *CommandMessage) {
}
// GiveCommand 给予物品命令
// give [--u <userId>] [--c <count>] --i <物品ID/item/weapon/reliquary/avatar/all>
// give [--u <userId>] [--c <count>] --i <id/item/weapon/reliquary/avatar/costume/flycloak/all>
func (c *CommandManager) GiveCommand(cmd *CommandMessage) {
// 执行者如果不是玩家则必须输入UID
player, ok := cmd.Executor.(*model.Player)
@@ -193,13 +194,13 @@ func (c *CommandManager) GiveCommand(cmd *CommandMessage) {
// 判断是否填写必备参数
if cmd.Args["i"] == "" {
c.SendMessage(cmd.Executor, "参数不足,正确用法:%v [--u <UID>] [--c <数量>] --i <物品ID / item / weapon / reliquary / avatar / all>。", cmd.Name)
c.SendMessage(cmd.Executor, "参数不足,正确用法:%v [--u <UID>] [--c <数量>] --i <ID / 物品 / 武器 / 圣遗物 / 角色 / 时装 / 风之翼 / 全部>。", cmd.Name)
return
}
// 初始值
count := uint32(1) // 数量
itemId := uint32(0) // 物品Id
count := uint32(1) // 数量
id := uint32(0) // id
// 给予物品的模式
// once 单个 / all 所有物品
// item 物品 / weapon 武器
@@ -217,7 +218,7 @@ func (c *CommandManager) GiveCommand(cmd *CommandMessage) {
if user := USER_MANAGER.GetOnlineUser(uint32(uid)); user != nil {
player = user
} else {
c.SendMessage(cmd.Executor, "目标玩家不在线UID: %v。", v)
c.SendMessage(cmd.Executor, "目标玩家不在线UID%v。", v)
return
}
}
@@ -228,16 +229,16 @@ func (c *CommandManager) GiveCommand(cmd *CommandMessage) {
}
case "i":
switch v {
case "all", "item", "avatar", "weapon", "reliquary":
case "item", "物品", "weapon", "武器", "reliquary", "圣遗物", "avatar", "角色", "costume", "时装", "flycloak", "风之翼", "all", "全部":
// 将模式修改为参数的值
mode = v
default:
var id uint64
if id, err = strconv.ParseUint(v, 10, 32); err != nil {
c.SendMessage(cmd.Executor, "参数 --%v 有误,允许内容: <物品ID / item / weapon / reliquary / avatar / all>。", k)
var tempId uint64
if tempId, err = strconv.ParseUint(v, 10, 32); err != nil {
c.SendMessage(cmd.Executor, "参数 --%v 有误,允许内容<ID / 物品 / 武器 / 圣遗物 / 角色 / 时装 / 风之翼 / 内容>。", k)
return
}
itemId = uint32(id)
id = uint32(tempId)
}
default:
c.SendMessage(cmd.Executor, "参数 --%v 冗余。", k)
@@ -254,58 +255,80 @@ func (c *CommandManager) GiveCommand(cmd *CommandMessage) {
switch mode {
case "once":
// 判断是否为物品
_, ok := GAME_MANAGER.GetAllItemDataConfig()[int32(itemId)]
_, ok := GAME_MANAGER.GetAllItemDataConfig()[int32(id)]
if ok {
// 给予玩家物品
c.GMAddUserItem(player.PlayerID, itemId, count)
c.SendMessage(cmd.Executor, "已给予玩家 UID%v, 物品ID: %v 数量: %v。", player.PlayerID, itemId, count)
c.GMAddUserItem(player.PlayerID, id, count)
c.SendMessage(cmd.Executor, "已给予玩家 UID%v, 物品ID%v 数量%v。", player.PlayerID, id, count)
return
}
// 判断是否为武器
_, ok = GAME_MANAGER.GetAllWeaponDataConfig()[int32(itemId)]
_, ok = GAME_MANAGER.GetAllWeaponDataConfig()[int32(id)]
if ok {
// 给予玩家武器
c.GMAddUserWeapon(player.PlayerID, itemId, count)
c.SendMessage(cmd.Executor, "已给予玩家 UID%v, 武器ID%v 数量:%v。", player.PlayerID, itemId, count)
c.GMAddUserWeapon(player.PlayerID, id, count)
c.SendMessage(cmd.Executor, "已给予玩家 UID%v, 武器 物品ID%v 数量:%v。", player.PlayerID, id, count)
return
}
// 判断是否为圣遗物
_, ok = GAME_MANAGER.GetAllReliquaryDataConfig()[int32(itemId)]
_, ok = GAME_MANAGER.GetAllReliquaryDataConfig()[int32(id)]
if ok {
// 给予玩家圣遗物
c.GMAddUserReliquary(player.PlayerID, itemId, count)
c.SendMessage(cmd.Executor, "已给予玩家 UID%v, 圣遗物ID%v 数量:%v。", player.PlayerID, itemId, count)
c.GMAddUserReliquary(player.PlayerID, id, count)
c.SendMessage(cmd.Executor, "已给予玩家 UID%v, 圣遗物 物品ID%v 数量:%v。", player.PlayerID, id, count)
return
}
// 判断是否为角色
_, ok = GAME_MANAGER.GetAllAvatarDataConfig()[int32(itemId)]
_, ok = GAME_MANAGER.GetAllAvatarDataConfig()[int32(id)]
if ok {
// 给予玩家角色
c.GMAddUserAvatar(player.PlayerID, itemId)
c.SendMessage(cmd.Executor, "已给予玩家 UID%v, 角色ID%v 数量:%v。", player.PlayerID, itemId, count)
c.GMAddUserAvatar(player.PlayerID, id)
c.SendMessage(cmd.Executor, "已给予玩家 UID%v, 角色ID%v 数量:%v。", player.PlayerID, id, count)
return
}
// 判断是否为时装
if gdconf.GetAvatarCostumeDataById(int32(id)) != nil {
// 给予玩家角色
c.GMAddUserCostume(player.PlayerID, id)
c.SendMessage(cmd.Executor, "已给予玩家 UID%v, 时装ID%v 数量:%v。", player.PlayerID, id, count)
return
}
// 判断是否为风之翼
if gdconf.GetAvatarFlycloakDataById(int32(id)) != nil {
// 给予玩家角色
c.GMAddUserFlycloak(player.PlayerID, id)
c.SendMessage(cmd.Executor, "已给予玩家 UID%v, 风之翼ID%v 数量:%v。", player.PlayerID, id, count)
return
}
// 都执行到这里那肯定是都不匹配
c.SendMessage(cmd.Executor, "物品ID%v 不存在。", itemId)
case "item":
c.SendMessage(cmd.Executor, "ID%v 不存在。", id)
case "item", "物品":
// 给予玩家所有物品
c.GMAddUserAllItem(player.PlayerID, count)
c.SendMessage(cmd.Executor, "已给予玩家 UID%v, 所有物品 数量:%v。", player.PlayerID, count)
case "weapon":
case "weapon", "武器":
// 给予玩家所有武器
c.GMAddUserAllWeapon(player.PlayerID, count)
c.SendMessage(cmd.Executor, "已给予玩家 UID%v, 所有武器 数量:%v。", player.PlayerID, count)
case "reliquary":
case "reliquary", "圣遗物":
// 给予玩家所有圣遗物
c.GMAddUserAllReliquary(player.PlayerID, count)
c.SendMessage(cmd.Executor, "已给予玩家 UID%v, 所有圣遗物 数量:%v。", player.PlayerID, count)
case "avatar":
case "avatar", "角色":
// 给予玩家所有角色
c.GMAddUserAllAvatar(player.PlayerID)
c.SendMessage(cmd.Executor, "已给予玩家 UID%v, 所有角色。", player.PlayerID)
case "all":
case "costume", "时装":
// 给予玩家所有角色
c.GMAddUserAllCostume(player.PlayerID)
c.SendMessage(cmd.Executor, "已给予玩家 UID%v, 所有时装。", player.PlayerID)
case "flycloak", "风之翼":
// 给予玩家所有角色
c.GMAddUserAllFlycloak(player.PlayerID)
c.SendMessage(cmd.Executor, "已给予玩家 UID%v, 所有风之翼。", player.PlayerID)
case "all", "全部":
// 给予玩家所有内容
c.GMAddUserAllEvery(player.PlayerID, count, count) // TODO 武器额外获取数量
c.SendMessage(cmd.Executor, "已给予玩家 UID%v, 所有内容。", player.PlayerID)