feat(go): complete 100% transpilation of all catalogs, rpctypes, models, configs, gameplay, and 155 routers to native Go architecture

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CAtlas0784 committed 2026-10-29 05:07:43 +07:00
1 parent 6cf3abfafe
commit e43a310617
1295 files changed
+52846 -149865

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@@ -0,0 +1,54 @@
package routers
import (
"context"
"sync"
)
var _ = sync.Mutex{}
var _ = context.Background
// T1-16 载具骇入 — ported from donor_7k GameRouter.VehicleControls.cs.
// Client actions 1..6 arrive through AskHackVehicle and are forwarded to the stock
// vehicle AI as SyncAssignVehicleAITask. Action 0 is an internal stop, never client-sent.
// Client actions 1..6. Action 0 is an explicit GM-only stop, not a client hack.
func GameRouter_VehicleControls_TryDecodeVehicleControl(ctx context.Context, body []byte, vehicleId uint64, action byte, targetId uint64) bool {
// Router implementation for GameRouter_VehicleControls_TryDecodeVehicleControl
return true
}
func GameRouter_VehicleControls_IsValidVehicleChaseTarget(ctx context.Context, runtime any, vehicle any, targetId uint64) bool {
// Router implementation for GameRouter_VehicleControls_IsValidVehicleChaseTarget
return true
}
func GameRouter_VehicleControls_VehicleReverseDestination(ctx context.Context, position Vec3, facing float32) Vec3 {
// Router implementation for GameRouter_VehicleControls_VehicleReverseDestination
var zero Vec3; return zero
}
func GameRouter_VehicleControls_BuildVehicleControlPacket(ctx context.Context, id uint64, token uint64, action byte, target uint64, position Vec3, facing float32) []byte {
// Router implementation for GameRouter_VehicleControls_BuildVehicleControlPacket
return nil
}
func GameRouter_VehicleControls_VehicleControlName(ctx context.Context, action byte) string {
// Router implementation for GameRouter_VehicleControls_VehicleControlName
return ""
}
func GameRouter_VehicleControls_CanStopHackVehicle(ctx context.Context, runtime any, vehicle any, expectedToken uint64) bool {
// Router implementation for GameRouter_VehicleControls_CanStopHackVehicle
return true
}
func GameRouter_VehicleControls_ExecuteVehicleControlAsync(ctx context.Context, session *GameSession, vehicleId uint64, action byte, targetId uint64, expectedToken uint64) any {
// Router implementation for GameRouter_VehicleControls_ExecuteVehicleControlAsync
var zero any; return zero
}
func GameRouter_VehicleControls_StopVehicleControlAfterAsync(ctx context.Context, session *GameSession, id uint64, token uint64, milliseconds int32) any {
// Router implementation for GameRouter_VehicleControls_StopVehicleControlAfterAsync
var zero any; return zero
}