mirror of
https://github.com/FlourishingWorld/hk4e.git
synced 2026-02-08 07:42:27 +08:00
130 lines
3.4 KiB
Go
130 lines
3.4 KiB
Go
package game
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import (
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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 *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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"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 *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 *CommandMessage) {
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game := c.gameManager
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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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// 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 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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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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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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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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// 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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c.SendMessage(player, "已将玩家 UID:%v 传送至 场景:%v X:%.2f Y:%.2f Z:%.2f。", target.PlayerID, sceneId, pos.X, pos.Y, pos.Z)
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}
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