Files
hk4e/gs/game/command_gm.go

190 lines
5.1 KiB
Go

package game
import (
"encoding/base64"
"hk4e/gdconf"
"hk4e/gs/model"
"hk4e/pkg/logger"
"hk4e/protocol/cmd"
"hk4e/protocol/proto"
)
// GM函数模块
// GM函数只支持基本类型的简单参数传入
type GMCmd struct {
}
// 玩家通用GM指令
// GMTeleportPlayer 传送玩家
func (g *GMCmd) 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, uint16(proto.EnterReason_ENTER_REASON_GM), sceneId, &model.Vector{
X: posX,
Y: posY,
Z: posZ,
}, new(model.Vector), 0)
}
// GMAddUserItem 给予玩家物品
func (g *GMCmd) GMAddUserItem(userId, itemId, itemCount uint32) {
GAME_MANAGER.AddUserItem(userId, []*ChangeItem{
{
ItemId: itemId,
ChangeCount: itemCount,
},
}, true, 0)
}
// GMAddUserWeapon 给予玩家武器
func (g *GMCmd) 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)
}
}
// GMAddUserReliquary 给予玩家圣遗物
func (g *GMCmd) GMAddUserReliquary(userId, itemId, itemCount uint32) {
// 圣遗物数量
for i := uint32(0); i < itemCount; i++ {
// 给予圣遗物
GAME_MANAGER.AddUserReliquary(userId, itemId)
}
}
// GMAddUserAvatar 给予玩家角色
func (g *GMCmd) GMAddUserAvatar(userId, avatarId uint32) {
// 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]
}
// GMAddUserCostume 给予玩家时装
func (g *GMCmd) GMAddUserCostume(userId, costumeId uint32) {
// 添加时装
GAME_MANAGER.AddUserCostume(userId, costumeId)
}
// GMAddUserFlycloak 给予玩家风之翼
func (g *GMCmd) GMAddUserFlycloak(userId, flycloakId uint32) {
// 添加风之翼
GAME_MANAGER.AddUserFlycloak(userId, flycloakId)
}
// GMAddUserAllItem 给予玩家所有物品
func (g *GMCmd) GMAddUserAllItem(userId, itemCount uint32) {
itemList := make([]*ChangeItem, 0)
for itemId := range GAME_MANAGER.GetAllItemDataConfig() {
itemList = append(itemList, &ChangeItem{
ItemId: uint32(itemId),
ChangeCount: itemCount,
})
}
GAME_MANAGER.AddUserItem(userId, itemList, false, 0)
}
// GMAddUserAllWeapon 给予玩家所有武器
func (g *GMCmd) GMAddUserAllWeapon(userId, itemCount uint32) {
for itemId := range GAME_MANAGER.GetAllWeaponDataConfig() {
g.GMAddUserWeapon(userId, uint32(itemId), itemCount)
}
}
// GMAddUserAllReliquary 给予玩家所有圣遗物
func (g *GMCmd) GMAddUserAllReliquary(userId, itemCount uint32) {
for itemId := range GAME_MANAGER.GetAllReliquaryDataConfig() {
g.GMAddUserReliquary(userId, uint32(itemId), itemCount)
}
}
// GMAddUserAllAvatar 给予玩家所有角色
func (g *GMCmd) GMAddUserAllAvatar(userId uint32) {
for avatarId := range GAME_MANAGER.GetAllAvatarDataConfig() {
g.GMAddUserAvatar(userId, uint32(avatarId))
}
}
// GMAddUserAllCostume 给予玩家所有时装
func (g *GMCmd) GMAddUserAllCostume(userId uint32) {
for costumeId := range gdconf.GetAvatarCostumeDataMap() {
g.GMAddUserCostume(userId, uint32(costumeId))
}
}
// GMAddUserAllFlycloak 给予玩家所有风之翼
func (g *GMCmd) GMAddUserAllFlycloak(userId uint32) {
for flycloakId := range gdconf.GetAvatarFlycloakDataMap() {
g.GMAddUserFlycloak(userId, uint32(flycloakId))
}
}
// GMAddUserAllEvery 给予玩家所有内容
func (g *GMCmd) GMAddUserAllEvery(userId, itemCount uint32) {
// 给予玩家所有物品
g.GMAddUserAllItem(userId, itemCount)
// 给予玩家所有武器
g.GMAddUserAllWeapon(userId, itemCount)
// 给予玩家所有圣遗物
g.GMAddUserAllReliquary(userId, itemCount)
// 给予玩家所有角色
g.GMAddUserAllAvatar(userId)
// 给予玩家所有时装
g.GMAddUserAllCostume(userId)
// 给予玩家所有风之翼
g.GMAddUserAllFlycloak(userId)
}
// 系统级GM指令
func (g *GMCmd) ChangePlayerCmdPerm(userId uint32, cmdPerm uint8) {
player := USER_MANAGER.GetOnlineUser(userId)
if player == nil {
logger.Error("player is nil, uid: %v", userId)
return
}
player.CmdPerm = cmdPerm
}
func (g *GMCmd) ReloadGameDataConfig() {
LOCAL_EVENT_MANAGER.GetLocalEventChan() <- &LocalEvent{
EventId: ReloadGameDataConfig,
}
}
func (g *GMCmd) XLuaDebug(userId uint32, luacBase64 string) {
logger.Debug("xlua debug, uid: %v, luac: %v", userId, luacBase64)
player := USER_MANAGER.GetOnlineUser(userId)
if player == nil {
logger.Error("player is nil, uid: %v", userId)
return
}
// 只有在线玩家主动开启之后才能发送
if !player.XLuaDebug {
logger.Error("player xlua debug not enable, uid: %v", userId)
return
}
luac, err := base64.StdEncoding.DecodeString(luacBase64)
if err != nil {
logger.Error("decode luac error: %v", err)
return
}
GAME_MANAGER.SendMsg(cmd.WindSeedClientNotify, player.PlayerID, 0, &proto.WindSeedClientNotify{
Notify: &proto.WindSeedClientNotify_AreaNotify_{
AreaNotify: &proto.WindSeedClientNotify_AreaNotify{
AreaCode: luac,
AreaId: 1,
AreaType: 1,
},
},
})
}