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