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handler.go
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handler.go
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package cli
import (
"fmt"
"github.com/c-bata/go-prompt"
"github.com/sunist-c/genius-invokation-simulator-backend/enum"
"github.com/sunist-c/genius-invokation-simulator-backend/mod/implement"
"github.com/sunist-c/genius-invokation-simulator-cli/data"
"github.com/sunist-c/genius-invokation-simulator-cli/generator"
"github.com/sunist-c/genius-invokation-simulator-cli/localization"
"os"
"path/filepath"
"strings"
)
func generateLongID(shortID uint16) uint64 {
return implement.NewEntityWithOpts(implement.WithEntityID(shortID)).TypeID()
}
type HandlerFunc func(argument string)
func ExitCliHandler() HandlerFunc {
return func(argument string) {
if strings.ToLower(argument) == "exit" {
logger.Logf("exit gis-cli tools")
defer func() {
Exit(0)
}()
}
}
}
func NewCharacterHandler(ctx *data.Context) HandlerFunc {
return func(argument string) {
characterName := argument
logger.Logf("trying to create character %v", characterName)
printTranslation("new_entity_warning")
// ID分配
var characterID uint16
printTranslation("new_character_id_question")
if yesNoParser() {
printTranslation("new_character_id_description")
inputID:
want := uint16Parser()
if success, result := implement.UseID(want); success {
characterID = want
printTranslation("new_character_id_success_result", want, generateLongID(want))
} else {
printTranslation("new_character_id_failed_result")
if yesNoParser() {
goto inputID
} else {
characterID = result
printTranslation("new_character_id_result", result, generateLongID(result))
}
}
} else {
characterID = implement.NextID()
printTranslation("new_character_id_result", characterID, generateLongID(characterID))
}
// 势力所属
printTranslation("new_character_affiliation_description", affiliationSelector.formatString(" "))
affiliationIndex := indexParser(1, affiliationSelector.length())
printTranslation("new_character_affiliation_result", affiliationSelector.getContent(affiliationIndex))
// 元素类型
printTranslation("new_character_vision_description", elementTypeSelector.formatString(" "))
elementTypeIndex := indexParser(1, elementTypeSelector.length())
printTranslation("new_character_vision_result", elementTypeSelector.getContent(elementTypeIndex))
// 武器类型
printTranslation("new_character_weapon_description", weaponTypeSelector.formatString(" "))
weaponTypeIndex := indexParser(1, weaponTypeSelector.length())
printTranslation("new_character_weapon_result", weaponTypeSelector.getContent(weaponTypeIndex))
// HP
printTranslation("new_character_hp_description")
characterHP := positiveIntParser()
printTranslation("new_character_hp_result", characterHP)
// MP
printTranslation("new_character_mp_description")
characterMP := positiveIntParser()
printTranslation("new_character_mp_result", characterMP)
// 技能生成
printTranslation("new_character_with_skill_question")
generateSkill := yesNoParser()
var skillOutDirectory string
if generateSkill {
skillOutDirectory = filepath.Join(workingDirectory, "./skill", fmt.Sprintf("%v", characterName))
if err := os.MkdirAll(skillOutDirectory, 0666); err != nil && !os.IsExist(err) {
logger.Errorf("creating character skill directory [%v] failed: %v", skillOutDirectory, err)
printTranslation("io_failed_description", skillOutDirectory)
Exit(403)
}
}
for generateSkill {
printTranslation("new_character_with_skill_description")
skillName := readLine(
FirstLetterUpperCaseLegalSuggesterFunc(),
StaticSuggesterFunc([]prompt.Suggest{
{
Text: "skill_name",
Description: localization.LanguagePack.GetTranslation(localization.GetLocalLanguage(), "new_character_with_skill_help"),
},
{
Text: "KeqingNormalAttack",
Description: localization.LanguagePack.GetTranslation(localization.GetLocalLanguage(), "new_character_with_skill_example"),
},
}...))
logger.Logf("try to create skill %v", skillName)
// 技能ID
var skillID uint16
var skillLongID uint64
printTranslation("new_character_with_skill_id_question")
if yesNoParser() {
printTranslation("new_character_with_skill_id_description")
inputSKillID:
want := uint16Parser()
if success, result := implement.UseID(want); success {
skillID = want
skillLongID = generateLongID(want)
printTranslation("new_character_with_skill_id_success_result", skillID, skillLongID)
} else {
printTranslation("new_character_with_skill_id_failed_result")
if yesNoParser() {
goto inputSKillID
} else {
skillID = result
skillLongID = generateLongID(result)
printTranslation("new_character_with_skill_id_result", skillID, skillLongID)
}
}
} else {
skillID = implement.NextID()
skillLongID = generateLongID(skillID)
printTranslation("new_character_with_skill_id_result", skillID, skillLongID)
}
// 技能类型
printTranslation("new_character_with_skill_type_description", skillTypeSelector.formatString(" "))
skillTypeIndex := indexParser(1, skillTypeSelector.length())
printTranslation("new_character_with_skill_type_result", skillTypeSelector.getContent(skillTypeIndex))
printTranslation("new_character_with_skill_continue_question")
generateSkill = yesNoParser()
skillFilePath := filepath.Join(skillOutDirectory, fmt.Sprintf("%v.go", skillName))
skillContext := NewSkillContext{
CharacterName: characterName,
SkillName: skillName,
SkillID: skillID,
SkillType: skillTypeSelector.getReference(skillTypeIndex),
}
var skillGenerator *generator.Generator[context]
switch skillContext.SkillType {
case enum.SkillNormalAttack, enum.SkillElementalSkill, enum.SkillElementalBurst:
skillGenerator = generator.NewGeneratorWithOpts[context](
generator.WithGeneratorWorkingDirectory[context](skillOutDirectory),
generator.WithGeneratorTemplate[context](attackSkillTemplate),
)
case enum.SkillCooperative:
skillGenerator = generator.NewGeneratorWithOpts[context](
generator.WithGeneratorWorkingDirectory[context](skillOutDirectory),
generator.WithGeneratorTemplate[context](cooperativeSkillTemplate),
)
case enum.SkillPassive:
skillGenerator = generator.NewGeneratorWithOpts[context](
generator.WithGeneratorWorkingDirectory[context](skillOutDirectory),
generator.WithGeneratorTemplate[context](passiveSkillTemplate),
)
default:
logger.Errorf("unsupported skill type in skill %v: %v", skillName, skillTypeSelector.getReference(skillTypeIndex))
skillGenerator = generator.NewGeneratorWithOpts[context](
generator.WithGeneratorWorkingDirectory[context](skillOutDirectory),
generator.WithGeneratorTemplate[context](currencySkillTemplate),
)
}
logger.Logf("generating skill %v in [%v]", skillName, skillFilePath)
if err := skillGenerator.GenerateFile(fmt.Sprintf("%v.go", skillName), context{
"Skill": skillContext,
"Paths": ctx.Paths,
}); err != nil {
logger.Errorf("error generating skill %v in [%v]: %v", skillName, skillFilePath, err)
printTranslation("no_files_created")
Exit(500)
} else {
logger.Logf("register skill %v(%v) to context", skillName, skillLongID)
ctx.RegisterSkill(
data.EntityIndex{
ShortID: skillID,
LongID: skillLongID,
},
data.CreateSkillArguments{
OwnCharacterName: characterName,
SkillName: skillName,
SkillType: skillTypeSelector.getReference(skillTypeIndex),
},
)
printTranslation("success_generated_file", skillFilePath)
}
}
characterFilePath := filepath.Join(workingDirectory, "./character", fmt.Sprintf("./%v.go", characterName))
logger.Logf("generating character %v in [%v]", characterName, characterFilePath)
}
}
func InitModHandler(ctx *data.Context) HandlerFunc {
return func(argument string) {
packageName := argument
logger.Logf("trying to init mod %v", packageName)
printTranslation("new_entity_warning")
implement.InitMetaData()
modID := implement.ModID()
ctx.Initialized = true
ctx.Mod.InitArguments = data.InitModArguments{
ID: modID,
PackagePath: packageName,
}
logger.Logf("init mod %v(%v) success", packageName, modID)
printTranslation("init_mod_id_result", packageName, modID)
}
}