refactor manager & add giveall command

- giveall only weapon for now
- move all item into SyncPlayer to prevent RspLogin too large
This commit is contained in:
Naruse
2026-04-27 14:33:25 +08:00
parent ac087f240b
commit 4bf3f0d715
15 changed files with 205 additions and 72 deletions

View File

@@ -14,7 +14,6 @@ public class CommandGirl : ICommands
public async ValueTask AddGirl(CommandArg arg)
{
if (!await arg.CheckOnlineTarget()) return;
if (!await arg.CheckArgCnt(1)) return;
if (await arg.GetOption('p') is not int particular) return;
if (await arg.GetOption('l') is not int level) return;
if (await arg.GetOption('s') is not int star) return;
@@ -29,7 +28,7 @@ public class CommandGirl : ICommands
// add all
foreach (var config in GameData.CardData.Values)
{
var character = await arg.Target!.Player!.CharacterManager!
var character = await player.CharacterManager!
.AddCharacter((ItemTypeEnum)config.Genre, config.Detail, config.Particular, config.Level,(uint)star,false);
if (character != null) girls.Add(character);
}

View File

@@ -0,0 +1,47 @@
using MikuSB.Data;
using MikuSB.Database.Inventory;
using MikuSB.Enums.Item;
using MikuSB.Enums.Player;
using MikuSB.GameServer.Server.Packet.Send.Misc;
using MikuSB.Internationalization;
namespace MikuSB.GameServer.Command.Commands;
[CommandInfo("giveall", "Game.Command.GiveAll.Desc", "Game.Command.GiveAll.Usage", ["ga"], [PermEnum.Admin, PermEnum.Support])]
public class CommandGiveAll : ICommands
{
[CommandMethod("weapon")]
public async ValueTask GiveAllWeapon(CommandArg arg)
{
if (!await arg.CheckOnlineTarget()) return;
if (await arg.GetOption('p') is not int particular) return;
if (await arg.GetOption('l') is not int level) return;
var detail = arg.GetInt(0);
level = Math.Clamp(level, 1, 80);
var player = arg.Target!.Player!;
List<GameWeaponInfo> weapons = [];
if (detail == -1)
{
// add all
foreach (var config in GameData.WeaponData.Values)
{
var weapon = await player.InventoryManager!
.AddWeaponItem((ItemTypeEnum)config.Genre,config.Detail,config.Particular,config.Level,(uint)level,false);
if (weapon != null) weapons.Add(weapon);
}
}
else
{
var weapon = await player.InventoryManager!.AddWeaponItem(ItemTypeEnum.TYPE_WEAPON, (uint)detail,(uint)particular,1,(uint)level,false);
if (weapon == null)
{
await arg.SendMsg(I18NManager.Translate("Game.Command.GiveAll.WeaponNotFound"));
return;
}
weapons.Add(weapon);
}
if (weapons.Count > 0) await player.SendPacket(new PacketNtfCallScript(weapons));
await arg.SendMsg(I18NManager.Translate("Game.Command.GiveAll.WeaponAdded", weapons.Count.ToString()));
}
}