mirror of
https://github.com/FlourishingWorld/hk4e.git
synced 2026-02-04 17:22:27 +08:00
253 lines
7.7 KiB
Go
253 lines
7.7 KiB
Go
package game
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import (
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"fmt"
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"strings"
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"hk4e/gs/model"
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"hk4e/pkg/logger"
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"hk4e/protocol/proto"
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)
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// 命令管理器
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// CommandPerm 命令权限等级
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// 0 为普通玩家 数越大权限越大
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type CommandPerm uint8
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const (
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CommandPermNormal = CommandPerm(iota) // 普通玩家
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CommandPermGM // 管理员
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)
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// CommandFunc 命令执行函数
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type CommandFunc func(*CommandMessage)
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// CommandMessage 命令消息
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// 给下层执行命令时提供数据
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type CommandMessage struct {
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// executor 玩家为 model.Player 类型
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// GM等为 string 类型
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Executor any // 执行者
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Text string // 命令原始文本
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Name string // 命令前缀
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Args map[string]string // 命令参数
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}
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// CommandManager 命令管理器
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type CommandManager struct {
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system *model.Player // 机器人 目前负责收发消息 以及 大世界
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commandFuncRouter map[string]CommandFunc // 记录命令处理函数
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commandPermMap map[string]CommandPerm // 记录命令对应的权限
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commandTextInput chan *CommandMessage // 传输要处理的命令文本
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}
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// NewCommandManager 新建命令管理器
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func NewCommandManager() *CommandManager {
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r := new(CommandManager)
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// 创建AI世界
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GAME_MANAGER.OnRegOk(false, &proto.SetPlayerBornDataReq{AvatarId: 10000007, NickName: "System"}, 1, 0, "")
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GAME_MANAGER.ServerAppidBindNotify(1, "", 0)
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r.system = USER_MANAGER.GetOnlineUser(1)
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r.system.DbState = model.DbNormal
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r.system.SceneLoadState = model.SceneEnterDone
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WORLD_MANAGER.InitBigWorld(r.system)
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// 初始化
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r.commandTextInput = make(chan *CommandMessage, 1000)
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r.InitRouter() // 初始化路由
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return r
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}
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// InitRouter 初始化命令路由
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func (c *CommandManager) InitRouter() {
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c.commandFuncRouter = make(map[string]CommandFunc)
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c.commandPermMap = make(map[string]CommandPerm)
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{
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// 权限等级 0: 普通玩家
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c.RegisterRouter(CommandPermNormal, c.HelpCommand, "help")
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c.RegisterRouter(CommandPermNormal, c.OpCommand, "op")
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c.RegisterRouter(CommandPermNormal, c.TeleportCommand, "teleport", "tp")
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c.RegisterRouter(CommandPermNormal, c.GiveCommand, "give", "item")
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c.RegisterRouter(CommandPermNormal, c.GcgCommand, "gcg")
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}
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// GM命令
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{
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// 权限等级 1: GM 1级
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c.RegisterRouter(CommandPermGM, c.HelpCommand, "nmsl")
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}
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}
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// RegisterRouter 注册命令路由
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func (c *CommandManager) RegisterRouter(cmdPerm CommandPerm, cmdFunc CommandFunc, cmdName ...string) {
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// 支持一个命令拥有多个别名
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for _, s := range cmdName {
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// 命令名统一转为小写
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s = strings.ToLower(s)
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// 如果命令已注册则报错 后者覆盖前者
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if c.HasCommand(s) {
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logger.Error("register command repeat, name: %v", s)
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}
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// 记录命令
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c.commandFuncRouter[s] = cmdFunc
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c.commandPermMap[s] = cmdPerm
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}
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}
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// HasCommand 命令是否已被注册
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func (c *CommandManager) HasCommand(cmdName string) bool {
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_, cmdFuncOK := c.commandFuncRouter[cmdName]
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_, cmdPermOK := c.commandPermMap[cmdName]
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// 判断命令函数和命令权限是否已注册
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if cmdFuncOK && cmdPermOK {
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return true
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}
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return false
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}
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// InputCommand 输入要处理的命令
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func (c *CommandManager) InputCommand(executor any, text string) {
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// 机器人不会读命令所以写到了 PrivateChatReq
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// 确保消息文本为 / 开头
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// 如果不为这个开头那接下来就毫无意义
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if strings.HasPrefix(text, "/") {
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logger.Debug("command input, uid: %v, text: %v", c.GetExecutorId(executor), text)
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// 输入的命令将在其他协程中处理
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c.commandTextInput <- &CommandMessage{Executor: executor, Text: text}
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}
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}
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// HandleCommand 处理命令
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// 主协程接收到命令消息后执行
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func (c *CommandManager) HandleCommand(cmd *CommandMessage) {
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executor := cmd.Executor
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logger.Debug("command handle, uid: %v, text: %v", c.GetExecutorId(executor), cmd.Text)
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// 将开头的 / 去掉 并 分割出命令的每个参数
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// 不区分命令的大小写 统一转为小写
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cmdSplit := strings.Split(strings.ToLower(cmd.Text[1:]), " -")
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// 分割出来啥也没有可能是个空的字符串
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// 此时将会返回的命令名和命令参数都为空
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if len(cmdSplit) == 0 {
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return
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}
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// 命令参数 初始化
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cmd.Args = make(map[string]string, len(cmdSplit)-1)
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// 首个参数必是命令名
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cmd.Name = cmdSplit[0]
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// 命令名后当然是命令的参数喽
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argSplit := cmdSplit[1:]
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// 我们要将命令的参数转换为键值对
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// 每个参数之间会有个空格分割
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for _, s := range argSplit {
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cmdArg := strings.Split(s, " ")
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// 分割出来的参数只有一个那肯定不是键值对
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if len(cmdArg) < 2 {
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logger.Debug("command arg error, uid: %v, name: %v, arg: %v, text: %v", c.GetExecutorId(executor), cmd.Name, cmdSplit, cmd.Text)
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c.SendMessage(executor, "格式错误,用法: /[命令名] -[参数名] [参数]。")
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return
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}
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argKey := cmdArg[0] // 参数的键
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argValue := cmdArg[1] // 参数的值
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// 记录命令的参数
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cmd.Args[argKey] = argValue
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}
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// 执行命令
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c.ExecCommand(cmd)
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}
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// GetFriendList 获取包含系统的玩家好友列表
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func (c *CommandManager) GetFriendList(friendList map[uint32]bool) map[uint32]bool {
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// 可能还有更好的方法实现这功能
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// 但我想不出来awa
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// 临时好友列表
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tempFriendList := make(map[uint32]bool, len(friendList))
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// 复制玩家的好友列表
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for userId, b := range friendList {
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tempFriendList[userId] = b
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}
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// 添加系统
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tempFriendList[c.system.PlayerID] = true
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return tempFriendList
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}
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// ExecCommand 执行命令
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func (c *CommandManager) ExecCommand(cmd *CommandMessage) {
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executor := cmd.Executor
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logger.Debug("command exec, uid: %v, name: %v, args: %v", c.GetExecutorId(executor), cmd.Name, cmd.Args)
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// 判断命令是否注册
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cmdFunc, ok := c.commandFuncRouter[cmd.Name]
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if !ok {
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// 玩家可能会执行一些没有的命令仅做调试输出
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logger.Debug("exec command not exist, uid: %v, name: %v", c.GetExecutorId(executor), cmd.Name)
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c.SendMessage(executor, "命令不存在,输入 /help 查看帮助。")
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return
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}
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// 判断命令权限是否注册
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cmdPerm, ok := c.commandPermMap[cmd.Name]
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if !ok {
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// 一般命令权限都会注册 没注册则报error错误
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logger.Error("command exec permission not exist, name: %v", cmd.Name)
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return
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}
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// 判断玩家的权限是否符合要求
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player, ok := executor.(*model.Player)
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if ok && player.IsGM < uint8(cmdPerm) {
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logger.Debug("exec command permission denied, uid: %v, isGM: %v", player.PlayerID, player.IsGM)
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c.SendMessage(player, "权限不足,该命令需要%v级权限。\n你目前的权限等级:%v", cmdPerm, player.IsGM)
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return
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}
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logger.Debug("command start, uid: %v, name: %v, args: %v", c.GetExecutorId(executor), cmd.Name, cmd.Args)
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cmdFunc(cmd) // 执行命令
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logger.Debug("command done, uid: %v, name: %v, args: %v", c.GetExecutorId(executor), cmd.Name, cmd.Args)
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}
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// SendMessage 发送消息
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func (c *CommandManager) SendMessage(executor any, msg string, param ...any) {
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// 根据相应的类型发送消息
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switch executor.(type) {
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case *model.Player:
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// 玩家类型
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player := executor.(*model.Player)
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GAME_MANAGER.SendPrivateChat(c.system, player.PlayerID, fmt.Sprintf(msg, param...))
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case string:
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// GM接口等
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// str := executor.(string)
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default:
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// 无效的类型报错
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logger.Error("command executor type error, type: %T", executor)
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}
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}
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// GetExecutorId 获取执行者的Id
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// 目前仅用于调试输出
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func (c *CommandManager) GetExecutorId(executor any) (userId any) {
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switch executor.(type) {
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case *model.Player:
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player := executor.(*model.Player)
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userId = player.PlayerID
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case string:
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userId = executor
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default:
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userId = fmt.Sprintf("%T", executor)
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}
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return
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}
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