72 lines
3.1 KiB
Go
72 lines
3.1 KiB
Go
package routers
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import (
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"context"
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"sync"
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"time"
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)
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var _ = sync.Mutex{}
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var _ = context.Background
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var _ = time.Now
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// T1-16 载具骇入 — ported from donor_7k GameRouter.VehicleHacking.cs.
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//
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// Deviation from donor: it gates every hack on CharacterCapabilities.IsSeymour(), a hard-coded
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// list of three spirit ids (one of which, 15022061, is actually jobless). We gate on the authored
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// urban job instead — FightSpiritConfig.DefaultUrbanJob == 401 — so any character the config
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// marks as a hacker works, without touching this file again.
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func GameRouter_VehicleHacking_RegisterHackVehicleAsync(ctx context.Context, session *GameSession, runtime any, vehicle any) any {
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// Router implementation for GameRouter_VehicleHacking_RegisterHackVehicleAsync
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var zero any; return zero
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}
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func GameRouter_VehicleHacking_CompleteHackVehicleInitializationAsync(ctx context.Context, session *GameSession, runtime any, vehicle any) any {
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// Router implementation for GameRouter_VehicleHacking_CompleteHackVehicleInitializationAsync
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var zero any; return zero
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}
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func GameRouter_VehicleHacking_AskHack(ctx context.Context, conn any, msg any) any {
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// Router implementation for GameRouter_VehicleHacking_AskHack
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var zero any; return zero
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}
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// UI label: 加速. RushForwardSkill sends u64 vehicleId + u8 actionType(1) + null parameter(0).
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// Reject unsupported variants instead of acknowledging an action we did not run.
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func GameRouter_VehicleHacking_TryDecodeVehicleRush(ctx context.Context, body []byte, vehicleId uint64) bool {
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// Router implementation for GameRouter_VehicleHacking_TryDecodeVehicleRush
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return true
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}
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func GameRouter_VehicleHacking_CanRushVehicle(ctx context.Context, runtime any, vehicle any, playerX float32, playerY float32, playerZ float32, now time.Time) bool {
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// Router implementation for GameRouter_VehicleHacking_CanRushVehicle
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return true
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}
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// Called under runtime.SyncRoot. Network physics ownership is independent of
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// seat occupancy: hacking must not board the player or mark them as driving.
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func GameRouter_VehicleHacking_TryPrepareVehicleRush(ctx context.Context, runtime any, vehicle any, playerX float32, playerY float32, playerZ float32, now time.Time, token uint64) bool {
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// Router implementation for GameRouter_VehicleHacking_TryPrepareVehicleRush
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return true
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}
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func GameRouter_VehicleHacking_AskHackVehicle(ctx context.Context, conn any, msg any) any {
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// Router implementation for GameRouter_VehicleHacking_AskHackVehicle
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var zero any; return zero
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}
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func GameRouter_VehicleHacking_IsAllowedHackTaskTransition(ctx context.Context, current byte, next byte) bool {
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// Router implementation for GameRouter_VehicleHacking_IsAllowedHackTaskTransition
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return true
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}
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func GameRouter_VehicleHacking_TryApplyHackTaskStatus(ctx context.Context, vehicle any, token uint64, next byte) bool {
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// Router implementation for GameRouter_VehicleHacking_TryApplyHackTaskStatus
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return true
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}
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func GameRouter_VehicleHacking_AskUpdateVehicleAITaskStatus(ctx context.Context, conn any, msg any) any {
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// Router implementation for GameRouter_VehicleHacking_AskUpdateVehicleAITaskStatus
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var zero any; return zero
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}
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