本文整理汇总了Golang中Network.QTPacket.ReadBool方法的典型用法代码示例。如果您正苦于以下问题:Golang QTPacket.ReadBool方法的具体用法?Golang QTPacket.ReadBool怎么用?Golang QTPacket.ReadBool使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Network.QTPacket
的用法示例。
在下文中一共展示了QTPacket.ReadBool方法的10个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Golang代码示例。
示例1: NewTeamPokeFromPacket
func NewTeamPokeFromPacket(_packet *pnet.QTPacket) *TeamPoke {
teamPoke := TeamPoke{}
teamPoke.UID = NewUniqueIdFromPacket(_packet)
teamPoke.Nick = _packet.ReadString()
teamPoke.Item = int(_packet.ReadUint16())
teamPoke.Ability = int(_packet.ReadUint16())
teamPoke.Nature = int(_packet.ReadUint8())
teamPoke.Gender = int(_packet.ReadUint8())
// teamPoke.Gen = (int)_packet.ReadByte()
teamPoke.Shiny = _packet.ReadBool()
teamPoke.Happiness = int(_packet.ReadUint8())
teamPoke.Level = int(_packet.ReadUint8())
teamPoke.Moves = make([]int, 4)
for i := 0; i < 4; i++ {
teamPoke.Moves[i] = int(_packet.ReadUint32())
}
teamPoke.DVs = make([]int, 6)
for i := 0; i < 6; i++ {
teamPoke.DVs[i] = int(_packet.ReadUint8())
}
teamPoke.EVs = make([]int, 6)
for i := 0; i < 6; i++ {
teamPoke.EVs[i] = int(_packet.ReadUint8())
}
return &teamPoke
}
示例2: NewShallowShownPokeFromPacket
func NewShallowShownPokeFromPacket(_packet *pnet.QTPacket) *ShallowShownPoke {
shallowShownPoke := ShallowShownPoke{UID: NewUniqueIdFromPacket(_packet),
Level: int(_packet.ReadUint8()),
Gender: int(_packet.ReadUint8()),
Item: _packet.ReadBool()}
return &shallowShownPoke
}
示例3: receivedRated
func (b *Battle) receivedRated(_packet *pnet.QTPacket) {
rated := "Unrated"
if _packet.ReadBool() {
rated = "Rated"
}
b.WriteToHist("Rule: " + rated + "\n")
// TODO: Print clauses
}
示例4: receivedSubstitute
func (b *Battle) receivedSubstitute(_packet *pnet.QTPacket, _player int) {
isSub := _packet.ReadBool()
b.currentPoke(_player).Sub = isSub
if _player == b.me {
// TODO: Send updateMyPoke to PU client
} else {
// TODO: Send updateOppPoke to PU client
}
}
示例5: NewFullPlayerInfoFromPacket
func NewFullPlayerInfoFromPacket(_packet *pnet.QTPacket) *FullPlayerInfo {
fullPlayerInfo := &FullPlayerInfo{}
fullPlayerInfo.Team = NewPlayerTeamFromPacket(_packet)
fullPlayerInfo.IsDefault = true
fullPlayerInfo.ladderEnabled = _packet.ReadBool()
fullPlayerInfo.showTeam = _packet.ReadBool()
fullPlayerInfo.nameColor = NewQColorFromPacket(_packet)
return fullPlayerInfo
}
示例6: NewShallowBattlePokeFromPacket
func NewShallowBattlePokeFromPacket(_packet *pnet.QTPacket, _isMe bool) *ShallowBattlePoke {
shallowPoke := ShallowBattlePoke{Types: make([]int, 2)}
shallowPoke.UID = NewUniqueIdFromPacket(_packet)
shallowPoke.RNick = _packet.ReadString()
shallowPoke.Nick = shallowPoke.RNick
if !_isMe {
shallowPoke.Nick = "the foe's " + shallowPoke.Nick
shallowPoke.getName()
shallowPoke.getTypes()
}
shallowPoke.LifePercent = int(_packet.ReadUint8())
shallowPoke.fullStatus = _packet.ReadUint32()
shallowPoke.Gender = int(_packet.ReadUint8())
shallowPoke.Shiny = _packet.ReadBool()
shallowPoke.Level = int(_packet.ReadUint32())
return &shallowPoke
}
示例7: receiveOfferChoice
func (b *Battle) receiveOfferChoice(_packet *pnet.QTPacket) {
_packet.ReadUint8() // We don't need it (numSlot)
b.allowSwitch = _packet.ReadBool()
b.allowAttack = _packet.ReadBool()
canDoAttack := false
for i := 0; i < 4; i++ {
b.allowAttacks[i] = _packet.ReadBool()
if b.allowAttacks[i] {
canDoAttack = true
}
}
if b.allowAttack && !canDoAttack {
b.shouldStruggle = true
} else {
b.shouldStruggle = false
}
// TODO: Send updateButtons to PU client
}
示例8: receivedStatusChange
func (b *Battle) receivedStatusChange(_packet *pnet.QTPacket, player int) {
status := int(_packet.ReadUint8())
multipleTurns := _packet.ReadBool()
if status > STATUS_FINE && status <= STATUS_POISONED {
statusChangeMessages := make([]string, 6)
statusChangeMessages[0] = "is paralyzed! It may be unable to move!"
statusChangeMessages[1] = "fell asleep!"
statusChangeMessages[2] = "was frozen solid!"
statusChangeMessages[3] = "was burned!"
statusChangeMessages[4] = "was poisoned!"
statusChangeMessages[5] = "was badly poisoned!"
statusIndex := status - 1
if status == STATUS_POISONED && multipleTurns {
statusIndex += 1
}
b.WriteToHist(fmt.Sprintf("%s %s\n", b.currentPoke(player).Nick, statusChangeMessages[statusIndex]))
} else if status == STATUS_CONFUSED {
b.WriteToHist(fmt.Sprintf("%s became confused!\n", b.currentPoke(player).Nick))
}
}
示例9: receivedSendOut
// -------------------- Received Messages ----------------------
func (b *Battle) receivedSendOut(_packet *pnet.QTPacket, _player int) {
isSilent := _packet.ReadBool()
fromSpot := int(_packet.ReadUint8())
if _player == b.me {
// tmp := b.myTeam.Pokes[0]
b.myTeam.Pokes[0], b.myTeam.Pokes[fromSpot] = b.myTeam.Pokes[fromSpot], b.myTeam.Pokes[0]
for i := 0; i < 4; i++ {
b.displayedMoves[i] = NewBattleMoveFromBattleMove(b.myTeam.Pokes[0].Moves[i])
}
}
b.pokes[_player][0], b.pokes[_player][fromSpot] = b.pokes[_player][fromSpot], b.pokes[_player][0]
if _packet.GetMsgSize() > _packet.GetReadPos() { // this is the first time you've seen it
b.pokes[_player][0] = NewShallowBattlePokeFromPacket(_packet, (_player == b.me))
}
// TOOD: Send updatePokes to PU client
// TODO: Send updatePokeballs to PU client
if !isSilent {
b.WriteToHist(fmt.Sprintf("%s sent out %s!\n", b.players[_player].Nick, b.currentPoke(_player).RNick))
}
}
示例10: ReceiveCommand
func (b *Battle) ReceiveCommand(_packet *pnet.QTPacket) {
bc := int(_packet.ReadUint8())
player := int(_packet.ReadUint8())
fmt.Printf("Battle command received: %d | PlayerId: %d\n", bc, player)
switch bc {
case BattleCommand_SendOut: // 0
b.receivedSendOut(_packet, player)
case BattleCommand_SendBack: // 1
b.receivedSendBack(player)
case BattleCommand_UseAttack: // 2
b.receivedUseAttack(_packet, player)
case BattleCommand_OfferChoice: // 3
b.receiveOfferChoice(_packet)
case BattleCommand_BeginTurn: // 4
b.receivedBeginTurn(_packet)
case BattleCommand_ChangePP: // 5
b.receivedChangePP(_packet)
case BattleCommand_ChangeHp: // 6
b.receivedChangeHp(_packet, player)
case BattleCommand_Ko: // 7
b.receivedKo(player)
case BattleCommand_Effective: // 8
b.receivedEffective(_packet)
case BattleCommand_Miss: // 9
b.receivedMiss(player)
case BattleCommand_CriticalHit: // 10
b.receivedCriticalHit()
case BattleCommand_Hit: // 11
b.receivedHit(_packet)
case BattleCommand_StatChange: // 12
b.receivedStatChange(_packet, player)
case BattleCommand_StatusChange: // 13
b.receivedStatusChange(_packet, player)
case BattleCommand_StatusMessage: // 14
b.receivedStatusMessage(_packet, player)
case BattleCommand_Failed: // 15
b.receivedFailed()
case BattleCommand_MoveMessage: // 17
b.receivedMoveMessage(_packet, player)
case BattleCommand_ItemMessage: // 18
// TODO: We don't have items yet, so do nothing for now
case BattleCommand_NoOpponent: // 19
b.WriteToHist("But there was no target...\n")
case BattleCommand_Flinch: // 20
b.WriteToHist(b.currentPoke(player).Nick + " flinched!\n")
case BattleCommand_Recoil: // 21
damaging := _packet.ReadBool()
if damaging {
b.WriteToHist(b.currentPoke(player).Nick + " is hit with recoil!\n")
} else {
b.WriteToHist(b.currentPoke(player).Nick + " had its energy drained!\n")
}
case BattleCommand_WeatherMessage: // 22
b.receivedWeatherMesage(_packet, player)
case BattleCommand_StraightDamage: // 23
b.receivedStraigthDamage(_packet, player)
case BattleCommand_AbilityMessage: // 24
b.receivedAbilityMessage(_packet, player)
case BattleCommand_AbsStatusChange: // 25
b.receivedAbsStatusChange(_packet, player)
case BattleCommand_Substitute: // 26
b.receivedSubstitute(_packet, player)
case BattleCommand_BattleEnd: // 27
b.receivedBattleEnd(_packet, player)
case BattleCommand_BlankMessage: // 28
b.WriteToHist("\n")
case BattleCommand_CancelMove: // 29
b.receivedCancelMove()
case BattleCommand_Clause: // 30
// TODO: Do someting with this, it only writes to history so isn't that important
case BattleCommand_DynamicInfo: // 31
b.receiveDynamicInfo(_packet, player)
case BattleCommand_DynamicStats: // 32
b.receiveDynamicStats(_packet, player)
case BattleCommand_Spectating: // 33
// TODO: implement
case BattleCommand_SpectatorChat: // 34
// TODO: Implement? Or are we using our own chat (probably yes)
case BattleCommand_AlreadyStatusMessage: // 35
status := int(_packet.ReadUint8())
b.WriteToHist(fmt.Sprintf("%v is already %v\n", b.currentPoke(player), puh.GetStatusById(status)))
case BattleCommand_TempPokeChange: // 36
b.receivedTempPokeChange(_packet, player)
case BattleCommand_ClockStart: // 37
b.clockStart(_packet, player)
case BattleCommand_ClockStop: // 38
b.clockStop(_packet, player)
case BattleCommand_Rated: // 39
b.receivedRated(_packet)
case BattleCommand_TierSection: // 40
tier := _packet.ReadString()
b.WriteToHist("Tier: " + tier + "\n")
case BattleCommand_EndMessage: // 41
endMessage := _packet.ReadString()
if len(endMessage) > 0 {
b.WriteToHist(fmt.Sprintf("%v: %v\n", b.players[player].Nick, endMessage))
}
case BattleCommand_PointEstimate: // 42
// NOT IMPLEMENTED
case BattleCommand_MakeYourChoice: // 43
//.........这里部分代码省略.........