package game import ( "hk4e/gs/model" "hk4e/pkg/logger" ) // GMTeleportPlayer 传送玩家 func (c *CommandManager) GMTeleportPlayer(userId, sceneId uint32, posX, posY, posZ float64) { player := USER_MANAGER.GetOnlineUser(userId) if player == nil { logger.Error("player is nil, uid: %v", userId) return } GAME_MANAGER.TeleportPlayer(player, sceneId, &model.Vector{ X: posX, Y: posY, Z: posZ, }) } // GMAddUserItem 给予玩家物品 func (c *CommandManager) GMAddUserItem(userId, itemId, itemCount uint32) { GAME_MANAGER.AddUserItem(userId, []*UserItem{ { ItemId: itemId, ChangeCount: itemCount, }, }, true, 0) } // GMAddUserWeapon 给予玩家武器 func (c *CommandManager) GMAddUserWeapon(userId, itemId, itemCount uint32) { // 武器数量 for i := uint32(0); i < itemCount; i++ { // 给予武器 GAME_MANAGER.AddUserWeapon(userId, itemId) } } // GMAddUserAvatar 给予玩家角色 func (c *CommandManager) GMAddUserAvatar(userId, avatarId uint32) { player := USER_MANAGER.GetOnlineUser(userId) if player == nil { logger.Error("player is nil, uid: %v", userId) return } // 添加角色 GAME_MANAGER.AddUserAvatar(userId, avatarId) // TODO 设置角色 等以后做到角色升级之类的再说 // avatar := player.AvatarMap[avatarId] } // GMAddUserAllItem 给予玩家所有物品 func (c *CommandManager) GMAddUserAllItem(userId, itemCount uint32) { for itemId := range GAME_MANAGER.GetAllItemDataConfig() { c.GMAddUserItem(userId, uint32(itemId), itemCount) } } // GMAddUserAllWeapon 给予玩家所有武器 func (c *CommandManager) GMAddUserAllWeapon(userId, itemCount uint32) { for itemId := range GAME_MANAGER.GetAllWeaponDataConfig() { c.GMAddUserWeapon(userId, uint32(itemId), itemCount) } } // GMAddUserAllAvatar 给予玩家所有角色 func (c *CommandManager) GMAddUserAllAvatar(userId uint32) { for avatarId := range GAME_MANAGER.GetAllAvatarDataConfig() { c.GMAddUserAvatar(userId, uint32(avatarId)) } } // GMAddUserAllEvery 给予玩家所有内容 func (c *CommandManager) GMAddUserAllEvery(userId uint32, itemCount uint32, weaponCount uint32) { // 给予玩家所有物品 c.GMAddUserAllItem(userId, itemCount) // 给予玩家所有武器 c.GMAddUserAllWeapon(userId, itemCount) // 给予玩家所有角色 c.GMAddUserAllAvatar(userId) }