mirror of
https://github.com/FlourishingWorld/hk4e.git
synced 2026-02-04 17:12:27 +08:00
342 lines
11 KiB
Go
342 lines
11 KiB
Go
package game
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import (
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"strconv"
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"strings"
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"hk4e/gdconf"
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"hk4e/gs/model"
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)
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// 玩家游戏内GM命令格式解析模块
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// HelpCommand 帮助命令
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func (c *CommandManager) HelpCommand(cmd *CommandMessage) {
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c.SendMessage(cmd.Executor,
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"========== 帮助 / Help ==========\n\n"+
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"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"+
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"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",
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)
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}
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// TeleportCommand 传送玩家命令
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// tp [--u <uid>] [--s <sceneId>] {--t <targetUid> --x <posX> | --y <posY> | --z <posZ>}
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func (c *CommandManager) TeleportCommand(cmd *CommandMessage) {
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// 执行者如果不是玩家则必须输入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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// 目前传送的必备参数是任意包含一个就行
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if cmd.Args["t"] == "" && cmd.Args["x"] == "" && cmd.Args["y"] == "" && cmd.Args["z"] == "" {
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c.SendMessage(cmd.Executor, "参数不足,正确用法:%v [--u <UID>] [--s <场景ID>] {--t <目标UID> | --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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// 输入了目标UID则不能指定坐标或场景ID
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if cmd.Args["t"] != "" && (cmd.Args["x"] != "" || cmd.Args["y"] != "" || cmd.Args["z"] != "" || cmd.Args["s"] != "") {
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c.SendMessage(cmd.Executor, "你已指定目标玩家,无法指定传送位置。")
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return
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}
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// 初始值
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var target *model.Player // 目标
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targetUid := uint32(0) // 目标玩家uid
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sceneId := player.SceneId // 场景Id
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pos := &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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} // 坐标初始值为玩家当前所在位置
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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 uid uint64
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if uid, 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 user := USER_MANAGER.GetOnlineUser(uint32(uid)); user != nil {
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player = user
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// 防止覆盖用户指定过的sceneId
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if player.SceneId != sceneId {
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sceneId = player.SceneId
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}
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} else {
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c.SendMessage(cmd.Executor, "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 sid uint64
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if sid, err = strconv.ParseUint(v, 10, 32); err == nil {
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sceneId = uint32(sid)
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}
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case "t":
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var uid uint64
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if uid, 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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user := USER_MANAGER.GetOnlineUser(uint32(uid))
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if user == nil {
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// 目标玩家属于非本地玩家
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if !USER_MANAGER.GetRemoteUserOnlineState(uint32(uid)) {
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// 全服不存在该在线玩家
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c.SendMessage(cmd.Executor, "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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target = user
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targetUid = uint32(uid)
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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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// 为空代表用户只输入 ~ 获取为玩家当前位置
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if v != "" {
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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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}
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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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// 为空代表用户只输入 ~ 获取为玩家当前位置
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if v != "" {
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var y float64
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if y, err = strconv.ParseFloat(v, 64); err == nil {
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pos.Y = y + nowY
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}
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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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// 为空代表用户只输入 ~ 获取为玩家当前位置
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if v != "" {
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var z float64
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if z, err = strconv.ParseFloat(v, 64); err == nil {
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pos.Z = z + nowZ
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}
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}
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default:
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c.SendMessage(cmd.Executor, "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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c.SendMessage(cmd.Executor, "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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// 玩家是否指定目标UID
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if cmd.Args["t"] != "" {
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// 如果玩家不与目标玩家同一世界或不同服务器
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if target == nil || player.WorldId != target.WorldId {
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// 请求进入目标玩家世界
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GAME.UserApplyEnterWorld(player, targetUid)
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// 发送消息给执行者
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c.SendMessage(cmd.Executor, "已将玩家 UID:%v 请求加入目标玩家 UID:%v 的世界。", player.PlayerID, targetUid)
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} else {
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// 传送玩家至目标玩家的位置
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c.gmCmd.GMTeleportPlayer(player.PlayerID, target.SceneId, target.Pos.X, target.Pos.Y, target.Pos.Z)
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// 发送消息给执行者
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c.SendMessage(cmd.Executor, "已将玩家 UID:%v 传送至 目标玩家 UID:%v。", player.PlayerID, targetUid)
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}
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} else {
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// 传送玩家至指定的位置
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c.gmCmd.GMTeleportPlayer(player.PlayerID, sceneId, pos.X, pos.Y, pos.Z)
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// 发送消息给执行者
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c.SendMessage(cmd.Executor, "已将玩家 UID:%v 传送至 场景:%v, X:%.2f, Y:%.2f, Z:%.2f。", player.PlayerID, sceneId, pos.X, pos.Y, pos.Z)
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}
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}
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// GiveCommand 给予物品命令
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// give [--u <userId>] [--c <count>] --i <id/item/weapon/reliquary/avatar/costume/flycloak/all>
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func (c *CommandManager) GiveCommand(cmd *CommandMessage) {
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// 执行者如果不是玩家则必须输入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["i"] == "" {
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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)
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return
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}
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// 初始值
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count := uint32(1) // 数量
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id := uint32(0) // id
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// 给予物品的模式
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// once 单个 / all 所有物品
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// item 物品 / weapon 武器
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mode := "once"
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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 uid uint64
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if uid, 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 user := USER_MANAGER.GetOnlineUser(uint32(uid)); user != nil {
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player = user
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} else {
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c.SendMessage(cmd.Executor, "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 "c":
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var cnt uint64
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if cnt, err = strconv.ParseUint(v, 10, 32); err == nil {
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count = uint32(cnt)
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}
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case "i":
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switch v {
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case "item", "物品", "weapon", "武器", "reliquary", "圣遗物", "avatar", "角色", "costume", "时装", "flycloak", "风之翼", "all", "全部":
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// 将模式修改为参数的值
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mode = v
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default:
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var tempId uint64
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if tempId, err = strconv.ParseUint(v, 10, 32); err != nil {
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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)
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return
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}
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id = uint32(tempId)
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}
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default:
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c.SendMessage(cmd.Executor, "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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c.SendMessage(cmd.Executor, "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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switch mode {
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case "once":
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// 判断是否为物品
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_, ok := GAME.GetAllItemDataConfig()[int32(id)]
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if ok {
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// 给予玩家物品
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c.gmCmd.GMAddUserItem(player.PlayerID, id, count)
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c.SendMessage(cmd.Executor, "已给予玩家 UID:%v, 物品ID:%v 数量:%v。", player.PlayerID, id, count)
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return
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}
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// 判断是否为武器
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_, ok = GAME.GetAllWeaponDataConfig()[int32(id)]
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if ok {
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// 给予玩家武器
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c.gmCmd.GMAddUserWeapon(player.PlayerID, id, count)
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c.SendMessage(cmd.Executor, "已给予玩家 UID:%v, 武器 物品ID:%v 数量:%v。", player.PlayerID, id, count)
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return
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}
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// 判断是否为圣遗物
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_, ok = GAME.GetAllReliquaryDataConfig()[int32(id)]
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if ok {
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// 给予玩家圣遗物
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c.gmCmd.GMAddUserReliquary(player.PlayerID, id, count)
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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)
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return
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}
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// 判断是否为角色
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_, ok = GAME.GetAllAvatarDataConfig()[int32(id)]
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if ok {
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// 给予玩家角色
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c.gmCmd.GMAddUserAvatar(player.PlayerID, id)
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c.SendMessage(cmd.Executor, "已给予玩家 UID:%v, 角色ID:%v 数量:%v。", player.PlayerID, id, count)
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return
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}
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// 判断是否为时装
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if gdconf.GetAvatarCostumeDataById(int32(id)) != nil {
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// 给予玩家时装
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c.gmCmd.GMAddUserCostume(player.PlayerID, id)
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c.SendMessage(cmd.Executor, "已给予玩家 UID:%v, 时装ID:%v 数量:%v。", player.PlayerID, id, count)
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return
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}
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// 判断是否为风之翼
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if gdconf.GetAvatarFlycloakDataById(int32(id)) != nil {
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// 给予玩家风之翼
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c.gmCmd.GMAddUserFlycloak(player.PlayerID, id)
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c.SendMessage(cmd.Executor, "已给予玩家 UID:%v, 风之翼ID:%v 数量:%v。", player.PlayerID, id, count)
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return
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}
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// 都执行到这里那肯定是都不匹配
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c.SendMessage(cmd.Executor, "ID:%v 不存在。", id)
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case "item", "物品":
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// 给予玩家所有物品
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c.gmCmd.GMAddUserAllItem(player.PlayerID, count)
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c.SendMessage(cmd.Executor, "已给予玩家 UID:%v, 所有物品 数量:%v。", player.PlayerID, count)
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case "weapon", "武器":
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// 给予玩家所有武器
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c.gmCmd.GMAddUserAllWeapon(player.PlayerID, count)
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c.SendMessage(cmd.Executor, "已给予玩家 UID:%v, 所有武器 数量:%v。", player.PlayerID, count)
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case "reliquary", "圣遗物":
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// 给予玩家所有圣遗物
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c.gmCmd.GMAddUserAllReliquary(player.PlayerID, count)
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c.SendMessage(cmd.Executor, "已给予玩家 UID:%v, 所有圣遗物 数量:%v。", player.PlayerID, count)
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case "avatar", "角色":
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// 给予玩家所有角色
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c.gmCmd.GMAddUserAllAvatar(player.PlayerID)
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c.SendMessage(cmd.Executor, "已给予玩家 UID:%v, 所有角色。", player.PlayerID)
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case "costume", "时装":
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// 给予玩家所有时装
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c.gmCmd.GMAddUserAllCostume(player.PlayerID)
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c.SendMessage(cmd.Executor, "已给予玩家 UID:%v, 所有时装。", player.PlayerID)
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case "flycloak", "风之翼":
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// 给予玩家所有风之翼
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c.gmCmd.GMAddUserAllFlycloak(player.PlayerID)
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c.SendMessage(cmd.Executor, "已给予玩家 UID:%v, 所有风之翼。", player.PlayerID)
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case "all", "全部":
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// 给予玩家所有内容
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c.gmCmd.GMAddUserAllEvery(player.PlayerID, count) // TODO 武器额外获取数量
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c.SendMessage(cmd.Executor, "已给予玩家 UID:%v, 所有内容。", player.PlayerID)
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}
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}
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// GcgCommand Gcg测试命令
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func (c *CommandManager) GcgCommand(cmd *CommandMessage) {
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player := cmd.Executor.(*model.Player)
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GAME.GCGStartChallenge(player)
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c.SendMessage(cmd.Executor, "收到命令")
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}
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// XLuaDebugCommand 主动开启客户端XLUA调试命令
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func (c *CommandManager) XLuaDebugCommand(cmd *CommandMessage) {
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player := cmd.Executor.(*model.Player)
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player.XLuaDebug = true
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c.SendMessage(cmd.Executor, "XLua Debug Enable")
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}
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