Documentation
¶
Index ¶
Constants ¶
This section is empty.
Variables ¶
View Source
var Camp_name = map[int32]string{
0: "CAMP_UNSPECIFIED",
1: "CAMP_GOOD",
2: "CAMP_EVIL",
}
View Source
var Camp_value = map[string]int32{
"CAMP_UNSPECIFIED": 0,
"CAMP_GOOD": 1,
"CAMP_EVIL": 2,
}
View Source
var ErrorCode_name = map[int32]string{
0: "ERROR_CODE_UNSPECIFIED",
1: "ERROR_CODE_PLAYER_NOT_FOUND",
2: "ERROR_CODE_PLAYER_DEAD",
3: "ERROR_CODE_TARGET_NOT_FOUND",
4: "ERROR_CODE_TARGET_DEAD",
5: "ERROR_CODE_SKILL_NOT_ALLOWED",
6: "ERROR_CODE_GAME_NOT_STARTED",
7: "ERROR_CODE_GAME_ENDED",
8: "ERROR_CODE_INVALID_PHASE",
}
View Source
var ErrorCode_value = map[string]int32{
"ERROR_CODE_UNSPECIFIED": 0,
"ERROR_CODE_PLAYER_NOT_FOUND": 1,
"ERROR_CODE_PLAYER_DEAD": 2,
"ERROR_CODE_TARGET_NOT_FOUND": 3,
"ERROR_CODE_TARGET_DEAD": 4,
"ERROR_CODE_SKILL_NOT_ALLOWED": 5,
"ERROR_CODE_GAME_NOT_STARTED": 6,
"ERROR_CODE_GAME_ENDED": 7,
"ERROR_CODE_INVALID_PHASE": 8,
}
View Source
var EventType_name = map[int32]string{
0: "EVENT_TYPE_UNSPECIFIED",
1: "EVENT_TYPE_GAME_STARTED",
2: "EVENT_TYPE_GAME_ENDED",
3: "EVENT_TYPE_KILL",
4: "EVENT_TYPE_PROTECT",
5: "EVENT_TYPE_SAVE",
6: "EVENT_TYPE_POISON",
7: "EVENT_TYPE_CHECK",
8: "EVENT_TYPE_ELIMINATE",
}
View Source
var EventType_value = map[string]int32{
"EVENT_TYPE_UNSPECIFIED": 0,
"EVENT_TYPE_GAME_STARTED": 1,
"EVENT_TYPE_GAME_ENDED": 2,
"EVENT_TYPE_KILL": 3,
"EVENT_TYPE_PROTECT": 4,
"EVENT_TYPE_SAVE": 5,
"EVENT_TYPE_POISON": 6,
"EVENT_TYPE_CHECK": 7,
"EVENT_TYPE_ELIMINATE": 8,
}
View Source
var PhaseType_name = map[int32]string{
0: "PHASE_TYPE_UNSPECIFIED",
10: "PHASE_TYPE_START",
20: "PHASE_TYPE_NIGHT",
21: "PHASE_TYPE_NIGHT_GUARD",
22: "PHASE_TYPE_NIGHT_WOLF",
23: "PHASE_TYPE_NIGHT_WITCH",
24: "PHASE_TYPE_NIGHT_SEER",
30: "PHASE_TYPE_DAY",
40: "PHASE_TYPE_VOTE",
50: "PHASE_TYPE_END",
}
View Source
var PhaseType_value = map[string]int32{
"PHASE_TYPE_UNSPECIFIED": 0,
"PHASE_TYPE_START": 10,
"PHASE_TYPE_NIGHT": 20,
"PHASE_TYPE_NIGHT_GUARD": 21,
"PHASE_TYPE_NIGHT_WOLF": 22,
"PHASE_TYPE_NIGHT_WITCH": 23,
"PHASE_TYPE_NIGHT_SEER": 24,
"PHASE_TYPE_DAY": 30,
"PHASE_TYPE_VOTE": 40,
"PHASE_TYPE_END": 50,
}
View Source
var RoleType_name = map[int32]string{
0: "ROLE_TYPE_UNSPECIFIED",
1: "ROLE_TYPE_WEREWOLF",
2: "ROLE_TYPE_SEER",
3: "ROLE_TYPE_WITCH",
4: "ROLE_TYPE_HUNTER",
5: "ROLE_TYPE_VILLAGER",
6: "ROLE_TYPE_GUARD",
}
View Source
var RoleType_value = map[string]int32{
"ROLE_TYPE_UNSPECIFIED": 0,
"ROLE_TYPE_WEREWOLF": 1,
"ROLE_TYPE_SEER": 2,
"ROLE_TYPE_WITCH": 3,
"ROLE_TYPE_HUNTER": 4,
"ROLE_TYPE_VILLAGER": 5,
"ROLE_TYPE_GUARD": 6,
}
View Source
var SkillType_name = map[int32]string{
0: "SKILL_TYPE_UNSPECIFIED",
1: "SKILL_TYPE_KILL",
2: "SKILL_TYPE_CHECK",
3: "SKILL_TYPE_PROTECT",
4: "SKILL_TYPE_ANTIDOTE",
5: "SKILL_TYPE_POISON",
6: "SKILL_TYPE_VOTE",
7: "SKILL_TYPE_SPEAK",
8: "SKILL_TYPE_SHOOT",
}
View Source
var SkillType_value = map[string]int32{
"SKILL_TYPE_UNSPECIFIED": 0,
"SKILL_TYPE_KILL": 1,
"SKILL_TYPE_CHECK": 2,
"SKILL_TYPE_PROTECT": 3,
"SKILL_TYPE_ANTIDOTE": 4,
"SKILL_TYPE_POISON": 5,
"SKILL_TYPE_VOTE": 6,
"SKILL_TYPE_SPEAK": 7,
"SKILL_TYPE_SHOOT": 8,
}
Functions ¶
This section is empty.
Types ¶
type ErrorCode ¶
type ErrorCode int32
ErrorCode 错误码
const ( ErrorCode_ERROR_CODE_UNSPECIFIED ErrorCode = 0 ErrorCode_ERROR_CODE_PLAYER_NOT_FOUND ErrorCode = 1 // 玩家未找到 ErrorCode_ERROR_CODE_PLAYER_DEAD ErrorCode = 2 // 玩家已死亡 ErrorCode_ERROR_CODE_TARGET_NOT_FOUND ErrorCode = 3 // 目标未找到 ErrorCode_ERROR_CODE_TARGET_DEAD ErrorCode = 4 // 目标已死亡 ErrorCode_ERROR_CODE_SKILL_NOT_ALLOWED ErrorCode = 5 // 技能不允许在此阶段使用 ErrorCode_ERROR_CODE_GAME_NOT_STARTED ErrorCode = 6 // 游戏未开始 ErrorCode_ERROR_CODE_GAME_ENDED ErrorCode = 7 // 游戏已结束 ErrorCode_ERROR_CODE_INVALID_PHASE ErrorCode = 8 // 无效阶段 )
type Event ¶
type Event struct {
Type EventType `json:"type,omitempty"`
SourceID string `json:"source_id,omitempty"`
TargetID string `json:"target_id,omitempty"`
Data map[string]string `json:"data,omitempty"`
}
Event 游戏事件
type EventType ¶
type EventType int32
EventType 事件/效果类型
const ( EventType_EVENT_TYPE_UNSPECIFIED EventType = 0 EventType_EVENT_TYPE_GAME_STARTED EventType = 1 EventType_EVENT_TYPE_GAME_ENDED EventType = 2 EventType_EVENT_TYPE_KILL EventType = 3 // 狼人击杀 EventType_EVENT_TYPE_PROTECT EventType = 4 // 守卫保护 EventType_EVENT_TYPE_SAVE EventType = 5 // 女巫救人 EventType_EVENT_TYPE_POISON EventType = 6 // 女巫毒杀 EventType_EVENT_TYPE_CHECK EventType = 7 // 预言家查验 EventType_EVENT_TYPE_ELIMINATE EventType = 8 // 投票出局 )
type PhaseType ¶
type PhaseType int32
PhaseType 游戏阶段
const ( PhaseType_PHASE_TYPE_UNSPECIFIED PhaseType = 0 PhaseType_PHASE_TYPE_START PhaseType = 10 // 夜晚阶段 (2x) PhaseType_PHASE_TYPE_NIGHT PhaseType = 20 // 夜晚(整体,用于批量模式) PhaseType_PHASE_TYPE_NIGHT_GUARD PhaseType = 21 // 守卫阶段 PhaseType_PHASE_TYPE_NIGHT_WOLF PhaseType = 22 // 狼人阶段 PhaseType_PHASE_TYPE_NIGHT_WITCH PhaseType = 23 // 女巫阶段 PhaseType_PHASE_TYPE_NIGHT_SEER PhaseType = 24 // 预言家阶段 // 白天阶段 (3x) PhaseType_PHASE_TYPE_DAY PhaseType = 30 // 投票阶段 (4x) PhaseType_PHASE_TYPE_VOTE PhaseType = 40 // 结束 (5x) PhaseType_PHASE_TYPE_END PhaseType = 50 )
func (PhaseType) IsNightPhase ¶
IsNightPhase 判断是否是夜晚阶段(包括整体和子阶段)
func (PhaseType) IsNightSubPhase ¶
IsNightSubPhase 判断是否是夜晚子阶段
type SkillType ¶
type SkillType int32
SkillType 技能类型
const ( SkillType_SKILL_TYPE_UNSPECIFIED SkillType = 0 SkillType_SKILL_TYPE_KILL SkillType = 1 // 狼人击杀 SkillType_SKILL_TYPE_CHECK SkillType = 2 // 预言家查验 SkillType_SKILL_TYPE_PROTECT SkillType = 3 // 守卫保护 SkillType_SKILL_TYPE_ANTIDOTE SkillType = 4 // 女巫解药 SkillType_SKILL_TYPE_POISON SkillType = 5 // 女巫毒药 SkillType_SKILL_TYPE_VOTE SkillType = 6 // 投票 SkillType_SKILL_TYPE_SPEAK SkillType = 7 // 发言 SkillType_SKILL_TYPE_SHOOT SkillType = 8 // 猎人开枪 )
Click to show internal directories.
Click to hide internal directories.