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73 lines
3.1 KiB
Go

package routers
import (
"context"
"sync"
)
var _ = sync.Mutex{}
var _ = context.Background
// Protagonist traversal/web buff handling. Buff ids come from private-server.json.
func GameRouter_Traversal_IsActiveProtagonist(ctx context.Context, state any, unitId uint64) bool {
// Router implementation for GameRouter_Traversal_IsActiveProtagonist
return true
}
func GameRouter_Traversal_EnsureFeiSuoActionBuff(ctx context.Context, rpcCtx *RpcContext) any {
// Router implementation for GameRouter_Traversal_EnsureFeiSuoActionBuff
var zero any; return zero
}
func GameRouter_Traversal_OnEnterFeiSuoCrouch(ctx context.Context, rpcCtx *RpcContext) any {
// Router implementation for GameRouter_Traversal_OnEnterFeiSuoCrouch
var zero any; return zero
}
func GameRouter_Traversal_OnFeiSuoSuccess(ctx context.Context, rpcCtx *RpcContext, feiSuoId int32) any {
// Router implementation for GameRouter_Traversal_OnFeiSuoSuccess
var zero any; return zero
}
func GameRouter_Traversal_OnLeaveFeiSuoCrouch(ctx context.Context, rpcCtx *RpcContext) any {
// Router implementation for GameRouter_Traversal_OnLeaveFeiSuoCrouch
var zero any; return zero
}
//
// 蹲伏暗杀裁决:客户端上报「这几个在我背后」→ 服务端回 SyncEnemyCanAssassinate 授权。
// ★ 为什么必须有这一段:客户端 StealthManager 只负责算候选(每 0.4s 一次),
// 真正的授权在服务端这一条回包上。本服 2026-09-26 之前既没有 handler 也从不下发
// (全仓只有 MethodId 常量)⇒ canAssassinate 恒 false ⇒
// EnemyInteractCore.TrySetFeisuoCrouchAssassinInteract 从不置 true ⇒
// HUD 不出暗杀提示、ControlPower 按钮不切成暗杀态。
// ⛑ 只在集合变化时发包:候选名单蹲着不动时是完全一样的,不做差分会每 0.4s 推一批。
// ⛑ 两态都发:撤销(canAssassinate=false)同样重要,否则目标走远了提示还在。
//
func GameRouter_Traversal_OnReportCanAssassinateEnemies(ctx context.Context, rpcCtx *RpcContext, enemyIds []any) any {
// Router implementation for GameRouter_Traversal_OnReportCanAssassinateEnemies
var zero any; return zero
}
// 清空全部暗杀授权(离开蹲伏态 / 退场景时调用),逐个发 false。
func GameRouter_Traversal_RevokeAllAssassinationGrants(ctx context.Context, rpcCtx *RpcContext, phase string) any {
// Router implementation for GameRouter_Traversal_RevokeAllAssassinationGrants
var zero any; return zero
}
func GameRouter_Traversal_OnClientBuffAdd(ctx context.Context, rpcCtx *RpcContext, unitId uint64, buffId uint32) any {
// Router implementation for GameRouter_Traversal_OnClientBuffAdd
var zero any; return zero
}
func GameRouter_Traversal_OnClientBuffRemove(ctx context.Context, rpcCtx *RpcContext, unitId uint64, buffId uint32) any {
// Router implementation for GameRouter_Traversal_OnClientBuffRemove
var zero any; return zero
}
func GameRouter_Traversal_ClearClientWebLifecycleBuffs(ctx context.Context, rpcCtx *RpcContext, unitId uint64, phase string) any {
// Router implementation for GameRouter_Traversal_ClearClientWebLifecycleBuffs
var zero any; return zero
}