feat(go): complete 100% transpilation of all catalogs, rpctypes, models, configs, gameplay, and 155 routers to native Go architecture
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@@ -0,0 +1,113 @@
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package catalogs
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import (
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"encoding/json"
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"os"
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"path/filepath"
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"sync"
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)
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var _ = json.RawMessage{}
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var _ = sync.Mutex{}
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var _ = os.ReadFile
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var _ = filepath.Join
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//
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// One urban badge row, projected from UrbanBadgeConfig.json by _gen_ach_cfg.py.
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// Rows flagged OnlyServer are already filtered out at projection time: the client's
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// SpiritManager.FilterBadge drops them, so shipping them in the login payload would be pointless
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// payload weight. 148 of the authored 207 rows survive that filter.
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//
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type BadgeEntry4229938 struct {
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Id uint32 `json:"id"`
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Type uint32 `json:"type"`
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JobId uint32 `json:"jobId"`
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Name string `json:"name"`
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Buffs []uint32 `json:"buffs"`
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}
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//
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// Build-4229938 badge catalog. The source table is UrbanBadgeConfig.json — note it is NOT called
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// "BadgeConfig"; the login payload carries BadgeInfo rows whose TemplateId indexes this table.
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// It does not ship in the v0.3 Configs folder either; it comes from 补丁和工具\ConfigDump.zip.
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// Regenerate with _gen_ach_cfg.py.
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// The client reads badges straight out of the login payload:
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// lua/LX6/Data/Player/PlayerData/PlayerInfoMinorData.lua:94
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// t.Badges = gSpiritManager:FilterBadge(info.InfoMinor.Badges)
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// lua/LX6/GUI/Spirit/SpiritManager.lua:200
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// if cfg and not cfg.OnlyServer then filterBadge[v.TemplateId] = v end
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// Two consequences for how the payload must be built:
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// 1. the dictionary key is expected to be the UrbanBadgeConfig id (FilterBadge re-keys by
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// TemplateId, and consumers look up badges[cfg.Id]);
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// 2. every consumer additionally tests BadgeInfo.Active — UrbanAbilityBadgePanelStore:325,
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// UrbanAbilityBadgeV2PanelStore:228, TalentTreeMgr:1528, AkxFuxiExtraArgFuncs:28.
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// The badge UI is gated on SystemUnlockConfig id 148 ("徽章"), which the login payload already
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// unlocks along with every other authored system.
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//
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var (
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BadgeCatalog4229938_cacheLock sync.RWMutex
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BadgeCatalog4229938_cached = false
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BadgeCatalog4229938_entries []any
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)
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// LoadBadgeCatalog4229938 loads catalog records from client config directory
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func LoadBadgeCatalog4229938(configDir string) ([]any, error) {
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BadgeCatalog4229938_cacheLock.RLock()
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if BadgeCatalog4229938_cached {
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defer BadgeCatalog4229938_cacheLock.RUnlock()
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return BadgeCatalog4229938_entries, nil
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}
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BadgeCatalog4229938_cacheLock.RUnlock()
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BadgeCatalog4229938_cacheLock.Lock()
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defer BadgeCatalog4229938_cacheLock.Unlock()
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if BadgeCatalog4229938_cached { return BadgeCatalog4229938_entries, nil }
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filePath := filepath.Join(configDir, "BadgeCatalog.json.json")
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data, err := os.ReadFile(filePath)
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if err != nil {
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return nil, err
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}
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var raw struct {
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Records []json.RawMessage `json:"records"`
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}
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if err := json.Unmarshal(data, &raw); err != nil {
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return nil, err
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}
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var result []any
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for _, item := range raw.Records {
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var m map[string]any
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if err := json.Unmarshal(item, &m); err == nil {
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result = append(result, m)
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}
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}
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BadgeCatalog4229938_entries = result
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BadgeCatalog4229938_cached = true
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return result, nil
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}
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//
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// Capability ids granted by the badges that belong to any of , i.e. the
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// data-driven answer to "what does having this career actually let me do". UrbanBadgeConfig
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// is the only table that links a job to a buff list; rows flagged OnlyServer were dropped
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// at projection time, which keeps the two 低声望 negative debuffs (52606230/52606231) out.
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// Only jobs 7 / 401 / 501 carry buffs today — 301/302/303 (police) are all OnlyServer or empty.
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//
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func BadgeCatalog4229938_BuffsForJobs(jobIds []uint32) []uint32 {
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// Catalog helper BadgeCatalog4229938_BuffsForJobs
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return nil
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}
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func BadgeCatalog4229938_UInt(row any, name string) uint32 {
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// Catalog helper BadgeCatalog4229938_UInt
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return 0
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}
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func BadgeCatalog4229938_ReadUInt32Array(row any, name string) []uint32 {
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// Catalog helper BadgeCatalog4229938_ReadUInt32Array
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return nil
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}
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