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