mirror of
https://github.com/FloatTech/ZeroBot-Plugin.git
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aifalse add nightstyle & chess use resvg (#782)
* aifalse add nightstyle & chess use resvg * make lint happy * make lint happy * chore(lint): 改进代码样式 (#25) Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com> --------- Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
This commit is contained in:
@@ -2,32 +2,33 @@ package chess
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import (
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"bytes"
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"encoding/base64"
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"context"
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"errors"
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"fmt"
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"image/color"
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"io"
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"os"
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"os/exec"
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"path"
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"strconv"
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"strings"
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"time"
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"github.com/FloatTech/floatbox/binary"
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"github.com/FloatTech/floatbox/file"
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"github.com/FloatTech/gg"
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"github.com/FloatTech/zbputils/control"
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"github.com/FloatTech/zbputils/img/text"
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"github.com/RomiChan/syncx"
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"github.com/jinzhu/gorm"
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resvg "github.com/kanrichan/resvg-go"
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"github.com/notnil/chess"
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"github.com/notnil/chess/image"
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log "github.com/sirupsen/logrus"
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cimage "github.com/notnil/chess/image"
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"github.com/wdvxdr1123/ZeroBot/message"
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)
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const eloDefault = 500
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var chessRoomMap syncx.Map[int64, *chessRoom]
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var (
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chessRoomMap syncx.Map[int64, *chessRoom]
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errNotExist = errors.New("对局不存在, 发送「下棋」或「chess」可创建对局。")
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)
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type chessRoom struct {
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chessGame *chess.Game
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@@ -43,92 +44,86 @@ type chessRoom struct {
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}
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// game 下棋
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func game(groupCode, senderUin int64, senderName string) message.Message {
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func game(groupCode, senderUin int64, senderName string) (message.Message, error) {
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return createGame(false, groupCode, senderUin, senderName)
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}
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// blindfold 盲棋
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func blindfold(groupCode, senderUin int64, senderName string) message.Message {
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func blindfold(groupCode, senderUin int64, senderName string) (message.Message, error) {
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return createGame(true, groupCode, senderUin, senderName)
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}
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// abort 中断对局
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func abort(groupCode int64) message.Message {
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func abort(groupCode int64) (message.Message, error) {
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if room, ok := chessRoomMap.Load(groupCode); ok {
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return abortGame(*room, groupCode, "对局已被管理员中断,游戏结束。")
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return abortGame(*room, groupCode, "对局已被管理员中断, 游戏结束。")
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}
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return simpleText("对局不存在,发送「下棋」或「chess」可创建对局。")
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return nil, errNotExist
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}
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// draw 和棋
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func draw(groupCode, senderUin int64) message.Message {
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func draw(groupCode, senderUin int64) (msg message.Message, err error) {
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msg = message.Message{message.At(senderUin)}
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// 检查对局是否存在
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room, ok := chessRoomMap.Load(groupCode)
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if !ok {
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return simpleText("对局不存在,发送「下棋」或「chess」可创建对局。")
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return nil, errNotExist
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}
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// 检查消息发送者是否为对局中的玩家
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if senderUin != room.whitePlayer && senderUin != room.blackPlayer {
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return textWithAt(senderUin, "您不是对局中的玩家,无法请求和棋。")
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return
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}
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// 处理和棋逻辑
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room.lastMoveTime = time.Now().Unix()
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if room.drawPlayer == 0 {
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room.drawPlayer = senderUin
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chessRoomMap.Store(groupCode, room)
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return textWithAt(senderUin, "请求和棋,发送「和棋」或「draw」接受和棋。走棋视为拒绝和棋。")
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msg = append(msg, message.Text("请求和棋, 发送「和棋」或「draw」接受和棋。走棋视为拒绝和棋。"))
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return
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}
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if room.drawPlayer == senderUin {
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return textWithAt(senderUin, "已发起和棋请求,请勿重复发送。")
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return
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}
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err := room.chessGame.Draw(chess.DrawOffer)
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err = room.chessGame.Draw(chess.DrawOffer)
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if err != nil {
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log.Debugln("[chess]", "Fail to draw a game.", err)
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return textWithAt(senderUin, fmt.Sprintln("程序发生了错误,和棋失败,请反馈开发者修复 bug。\nERROR:", err))
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return
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}
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chessString := getChessString(*room)
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eloString := ""
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if len(room.chessGame.Moves()) > 4 {
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// 若走子次数超过 4 认为是有效对局,存入数据库
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// 若走子次数超过 4 认为是有效对局, 存入数据库
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dbService := newDBService()
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if err := dbService.createPGN(chessString, room.whitePlayer, room.blackPlayer, room.whiteName, room.blackName); err != nil {
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log.Debugln("[chess]", "Fail to create PGN.", err)
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return message.Message{message.Text("ERROR: ", err)}
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if err = dbService.createPGN(chessString, room.whitePlayer, room.blackPlayer, room.whiteName, room.blackName); err != nil {
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return
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}
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whiteScore, blackScore := 0.5, 0.5
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elo, err := getELOString(*room, whiteScore, blackScore)
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eloString, err = getELOString(*room, whiteScore, blackScore)
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if err != nil {
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log.Debugln("[chess]", "Fail to get eloString.", eloString, err)
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return message.Message{message.Text("ERROR: ", err)}
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}
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eloString = elo
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}
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replyMsg := textWithAt(senderUin, "接受和棋,游戏结束。\n"+eloString+chessString)
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if inkscapeExists() {
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if err := cleanTempFiles(groupCode); err != nil {
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log.Debugln("[chess]", "Fail to clean temp files", err)
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return message.Message{message.Text("ERROR: ", err)}
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return
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}
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}
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msg = append(msg, message.Text("接受和棋, 游戏结束。\n", eloString, chessString))
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chessRoomMap.Delete(groupCode)
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return replyMsg
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return
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}
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// resign 认输
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func resign(groupCode, senderUin int64) message.Message {
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func resign(groupCode, senderUin int64) (msg message.Message, err error) {
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msg = message.Message{message.At(senderUin)}
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// 检查对局是否存在
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room, ok := chessRoomMap.Load(groupCode)
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if !ok {
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return simpleText("对局不存在,发送「下棋」或「chess」可创建对局。")
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return nil, errNotExist
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}
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// 检查是否是当前游戏玩家
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if senderUin != room.whitePlayer && senderUin != room.blackPlayer {
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return textWithAt(senderUin, "不是对局中的玩家,无法认输。")
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return
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}
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// 如果对局未建立,中断对局
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// 如果对局未建立, 中断对局
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if room.whitePlayer == 0 || room.blackPlayer == 0 {
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chessRoomMap.Delete(groupCode)
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return simpleText("对局已释放。")
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msg = append(msg, message.Text("对局结束"))
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return
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}
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// 计算认输方
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var resignColor chess.Color
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@@ -148,11 +143,10 @@ func resign(groupCode, senderUin int64) message.Message {
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chessString := getChessString(*room)
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eloString := ""
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if len(room.chessGame.Moves()) > 4 {
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// 若走子次数超过 4 认为是有效对局,存入数据库
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// 若走子次数超过 4 认为是有效对局, 存入数据库
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dbService := newDBService()
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if err := dbService.createPGN(chessString, room.whitePlayer, room.blackPlayer, room.whiteName, room.blackName); err != nil {
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log.Debugln("[chess]", "Fail to create PGN.", err)
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return message.Message{message.Text("ERROR: ", err)}
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if err = dbService.createPGN(chessString, room.whitePlayer, room.blackPlayer, room.whiteName, room.blackName); err != nil {
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return
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}
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whiteScore, blackScore := 1.0, 1.0
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if resignColor == chess.White {
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@@ -160,63 +154,58 @@ func resign(groupCode, senderUin int64) message.Message {
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} else {
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blackScore = 0.0
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}
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elo, err := getELOString(*room, whiteScore, blackScore)
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eloString, err = getELOString(*room, whiteScore, blackScore)
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if err != nil {
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log.Debugln("[chess]", "Fail to get eloString.", eloString, err)
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return message.Message{message.Text("ERROR: ", err)}
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return
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}
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eloString = elo
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}
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replyMsg := textWithAt(senderUin, "认输,游戏结束。\n"+eloString+chessString)
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msg = append(msg, message.Text("认输, 游戏结束。\n", eloString, chessString))
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if isAprilFoolsDay() {
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replyMsg = textWithAt(senderUin, "对手认输,游戏结束,你胜利了。\n"+eloString+chessString)
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}
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// 删除临时文件
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if inkscapeExists() {
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if err := cleanTempFiles(groupCode); err != nil {
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log.Debugln("[chess]", "Fail to clean temp files", err)
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return message.Message{message.Text("ERROR: ", err)}
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}
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msg = append(msg, message.Text("对手认输, 游戏结束, 你胜利了。\n", eloString, chessString))
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}
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chessRoomMap.Delete(groupCode)
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return replyMsg
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return
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}
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// play 走棋
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func play(senderUin int64, groupCode int64, moveStr string) message.Message {
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func play(senderUin int64, groupCode int64, moveStr string) (msg message.Message, err error) {
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msg = message.Message{message.At(senderUin)}
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// 检查对局是否存在
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room, ok := chessRoomMap.Load(groupCode)
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if !ok {
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return nil
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return nil, errNotExist
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}
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// 不是对局中的玩家,忽略消息
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// 不是对局中的玩家, 忽略消息
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if (senderUin != room.whitePlayer) && (senderUin != room.blackPlayer) && !isAprilFoolsDay() {
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return nil
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return
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}
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// 对局未建立
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if (room.whitePlayer == 0) || (room.blackPlayer == 0) {
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return textWithAt(senderUin, "请等候其他玩家加入游戏。")
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msg = append(msg, message.Text("请等候其他玩家加入游戏。"))
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return
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}
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// 需要对手走棋
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if ((senderUin == room.whitePlayer) && (room.chessGame.Position().Turn() != chess.White)) || ((senderUin == room.blackPlayer) && (room.chessGame.Position().Turn() != chess.Black)) {
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return textWithAt(senderUin, "请等待对手走棋。")
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msg = append(msg, message.Text("请等待对手走棋。"))
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return
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}
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room.lastMoveTime = time.Now().Unix()
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// 走棋
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if err := room.chessGame.MoveStr(moveStr); err != nil {
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if err = room.chessGame.MoveStr(moveStr); err != nil {
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// 指令错误时检查
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if !room.isBlindfold {
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// 未开启盲棋,提示指令错误
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return simpleText(fmt.Sprintf("移动「%s」违规,请检查,格式请参考「代数记谱法」(Algebraic notation)。", moveStr))
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// 未开启盲棋, 提示指令错误
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msg = append(msg, message.Text("移动「", moveStr, "」违规, 请检查, 格式请参考「代数记谱法」(Algebraic notation)。"))
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return
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}
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// 开启盲棋,判断违例情况
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// 开启盲棋, 判断违例情况
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var currentPlayerColor chess.Color
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if senderUin == room.whitePlayer {
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currentPlayerColor = chess.White
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} else {
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currentPlayerColor = chess.Black
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}
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// 第一次违例,提示
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// 第一次违例, 提示
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_flag := false
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if (currentPlayerColor == chess.White) && !room.whiteErr {
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room.whiteErr = true
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@@ -229,23 +218,18 @@ func play(senderUin int64, groupCode int64, moveStr string) message.Message {
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_flag = true
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}
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if _flag {
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return simpleText(fmt.Sprintf("移动「%s」违例,再次违例会立即判负。", moveStr))
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msg = append(msg, message.Text("移动「", moveStr, "」违规, 再次违规会立即判负。"))
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return
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}
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// 出现多次违例,判负
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// 出现多次违例, 判负
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room.chessGame.Resign(currentPlayerColor)
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chessString := getChessString(*room)
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replyMsg := textWithAt(senderUin, "违例两次,游戏结束。\n"+chessString)
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// 删除临时文件
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if inkscapeExists() {
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if err := cleanTempFiles(groupCode); err != nil {
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log.Debugln("[chess]", "Fail to clean temp files", err)
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return message.Message{message.Text("ERROR: ", err)}
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}
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}
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msg = append(msg, message.Text("违规两次,游戏结束。\n", chessString))
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chessRoomMap.Delete(groupCode)
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return replyMsg
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return
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}
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// 走子之后,视为拒绝和棋
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// 走子之后, 视为拒绝和棋
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if room.drawPlayer != 0 {
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room.drawPlayer = 0
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chessRoomMap.Store(groupCode, room)
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@@ -253,26 +237,25 @@ func play(senderUin int64, groupCode int64, moveStr string) message.Message {
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// 生成棋盘图片
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var boardImgEle message.MessageSegment
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if !room.isBlindfold {
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boardMsg, ok, errMsg := getBoardElement(groupCode)
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boardImgEle = boardMsg
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if !ok {
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return errorText(errMsg)
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boardImgEle, err = getBoardElement(groupCode)
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if err != nil {
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return
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}
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}
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// 检查游戏是否结束
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if room.chessGame.Method() != chess.NoMethod {
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whiteScore, blackScore := 0.5, 0.5
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var msgBuilder strings.Builder
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msgBuilder.WriteString("游戏结束,")
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msgBuilder.WriteString("游戏结束, ")
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switch room.chessGame.Method() {
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case chess.FivefoldRepetition:
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msgBuilder.WriteString("和棋,因为五次重复走子。\n")
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msgBuilder.WriteString("和棋, 因为五次重复走子。\n")
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case chess.SeventyFiveMoveRule:
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msgBuilder.WriteString("和棋,因为七十五步规则。\n")
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msgBuilder.WriteString("和棋, 因为七十五步规则。\n")
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case chess.InsufficientMaterial:
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msgBuilder.WriteString("和棋,因为不可能将死。\n")
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msgBuilder.WriteString("和棋, 因为不可能将死。\n")
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case chess.Stalemate:
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msgBuilder.WriteString("和棋,因为逼和(无子可动和棋)。\n")
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msgBuilder.WriteString("和棋, 因为逼和(无子可动和棋)。\n")
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case chess.Checkmate:
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var winner string
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if room.chessGame.Position().Turn() == chess.White {
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@@ -285,7 +268,7 @@ func play(senderUin int64, groupCode int64, moveStr string) message.Message {
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winner = "白方"
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}
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msgBuilder.WriteString(winner)
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msgBuilder.WriteString("胜利,因为将杀。\n")
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msgBuilder.WriteString("胜利, 因为将杀。\n")
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case chess.NoMethod:
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case chess.Resignation:
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case chess.DrawOffer:
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@@ -296,34 +279,26 @@ func play(senderUin int64, groupCode int64, moveStr string) message.Message {
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chessString := getChessString(*room)
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eloString := ""
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if len(room.chessGame.Moves()) > 4 {
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// 若走子次数超过 4 认为是有效对局,存入数据库
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// 若走子次数超过 4 认为是有效对局, 存入数据库
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dbService := newDBService()
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if err := dbService.createPGN(chessString, room.whitePlayer, room.blackPlayer, room.whiteName, room.blackName); err != nil {
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log.Debugln("[chess]", "Fail to create PGN.", err)
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return message.Message{message.Text("ERROR: ", err)}
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if err = dbService.createPGN(chessString, room.whitePlayer, room.blackPlayer, room.whiteName, room.blackName); err != nil {
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return
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}
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// 仅有效对局才会计算等级分
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elo, err := getELOString(*room, whiteScore, blackScore)
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eloString, err = getELOString(*room, whiteScore, blackScore)
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if err != nil {
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log.Debugln("[chess]", "Fail to get eloString.", eloString, err)
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return message.Message{message.Text("ERROR: ", err)}
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return
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}
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eloString = elo
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}
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msgBuilder.WriteString(eloString)
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msgBuilder.WriteString(chessString)
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replyMsg := simpleText(msgBuilder.String())
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msg = append(msg, message.Text(msgBuilder.String()))
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if !room.isBlindfold {
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replyMsg = append(replyMsg, boardImgEle)
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}
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if inkscapeExists() {
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if err := cleanTempFiles(groupCode); err != nil {
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log.Debugln("[chess]", "Fail to clean temp files", err)
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return message.Message{message.Text("ERROR: ", err)}
|
||||
}
|
||||
msg = append(msg, boardImgEle)
|
||||
}
|
||||
|
||||
chessRoomMap.Delete(groupCode)
|
||||
return replyMsg
|
||||
return
|
||||
}
|
||||
// 提示玩家继续游戏
|
||||
var currentPlayer int64
|
||||
@@ -332,49 +307,43 @@ func play(senderUin int64, groupCode int64, moveStr string) message.Message {
|
||||
} else {
|
||||
currentPlayer = room.blackPlayer
|
||||
}
|
||||
return append(textWithAt(currentPlayer, "对手已走子,游戏继续。"), boardImgEle)
|
||||
}
|
||||
|
||||
// ranking 排行榜
|
||||
func ranking() message.Message {
|
||||
ranking, err := getRankingString()
|
||||
if err != nil {
|
||||
log.Debugln("[chess]", "Fail to get player ranking.", err)
|
||||
return simpleText(fmt.Sprintln("服务器错误,无法获取排行榜信息。请联系开发者修 bug。", err))
|
||||
}
|
||||
return simpleText(ranking)
|
||||
msg = message.Message{message.At(currentPlayer), message.Text("对手已走子, 游戏继续。"), boardImgEle}
|
||||
return
|
||||
}
|
||||
|
||||
// rate 获取等级分
|
||||
func rate(senderUin int64, senderName string) message.Message {
|
||||
func rate(senderUin int64, senderName string) (msg message.Message, err error) {
|
||||
rate := 0
|
||||
dbService := newDBService()
|
||||
rate, err := dbService.getELORateByUin(senderUin)
|
||||
if err == gorm.ErrRecordNotFound {
|
||||
return simpleText("没有查找到等级分信息。请至少进行一局对局。")
|
||||
}
|
||||
rate, err = dbService.getELORateByUin(senderUin)
|
||||
if err != nil {
|
||||
log.Debugln("[chess]", "Fail to get player rank.", err)
|
||||
return simpleText(fmt.Sprintln("服务器错误,无法获取等级分信息。请联系开发者修 bug。", err))
|
||||
if err != gorm.ErrRecordNotFound {
|
||||
err = errors.New("无法获取等级分信息。")
|
||||
return
|
||||
}
|
||||
err = errors.New("没有查找到等级分信息, 请至少进行一局对局。")
|
||||
}
|
||||
return simpleText(fmt.Sprintf("玩家「%s」目前的等级分:%d", senderName, rate))
|
||||
msg = append(msg, message.Text("玩家「", senderName, "」目前的等级分: ", rate))
|
||||
return
|
||||
}
|
||||
|
||||
// cleanUserRate 清空用户等级分
|
||||
func cleanUserRate(senderUin int64) message.Message {
|
||||
func cleanUserRate(senderUin int64) (msg message.Message, err error) {
|
||||
dbService := newDBService()
|
||||
err := dbService.cleanELOByUin(senderUin)
|
||||
if err == gorm.ErrRecordNotFound {
|
||||
return simpleText("没有查找到等级分信息。请检查用户 uid 是否正确。")
|
||||
}
|
||||
err = dbService.cleanELOByUin(senderUin)
|
||||
if err != nil {
|
||||
log.Debugln("[chess]", "Fail to clean player rank.", err)
|
||||
return simpleText(fmt.Sprintln("服务器错误,无法清空等级分。请联系开发者修 bug。", err))
|
||||
if err != gorm.ErrRecordNotFound {
|
||||
err = errors.New("无法清空等级分。")
|
||||
return
|
||||
}
|
||||
err = errors.New("没有查找到等级分信息, 请检查用户 uid 是否正确。")
|
||||
}
|
||||
return simpleText(fmt.Sprintf("已清空用户「%d」的等级分。", senderUin))
|
||||
msg = append(msg, message.Text("已清空用户「", senderUin, "」的等级分。"))
|
||||
return
|
||||
}
|
||||
|
||||
// createGame 创建游戏
|
||||
func createGame(isBlindfold bool, groupCode int64, senderUin int64, senderName string) message.Message {
|
||||
func createGame(isBlindfold bool, groupCode int64, senderUin int64, senderName string) (msg message.Message, err error) {
|
||||
room, ok := chessRoomMap.Load(groupCode)
|
||||
if !ok {
|
||||
chessRoomMap.Store(groupCode, &chessRoom{
|
||||
@@ -389,79 +358,79 @@ func createGame(isBlindfold bool, groupCode int64, senderUin int64, senderName s
|
||||
whiteErr: false,
|
||||
blackErr: false,
|
||||
})
|
||||
text := "已创建新的对局, 发送「下棋」或「chess」可加入对局。"
|
||||
if isBlindfold {
|
||||
return simpleText("已创建新的盲棋对局,发送「盲棋」或「blind」可加入对局。")
|
||||
text = "已创建新的盲棋对局, 发送「盲棋」或「blind」可加入对局。"
|
||||
}
|
||||
return simpleText("已创建新的对局,发送「下棋」或「chess」可加入对局。")
|
||||
msg = append(msg, message.Text(text))
|
||||
return
|
||||
}
|
||||
msg = message.Message{message.At(senderUin)}
|
||||
if room.blackPlayer != 0 {
|
||||
// 检测对局是否已存在超过 6 小时
|
||||
if (time.Now().Unix() - room.lastMoveTime) > 21600 {
|
||||
autoAbortMsg := abortGame(*room, groupCode, "对局已存在超过 6 小时,游戏结束。")
|
||||
autoAbortMsg = append(autoAbortMsg, message.Text("\n\n已有对局已被中断,如需创建新对局请重新发送指令。"))
|
||||
autoAbortMsg = append(autoAbortMsg, message.At(senderUin))
|
||||
return autoAbortMsg
|
||||
msg, err = abortGame(*room, groupCode, "对局已存在超过 6 小时, 游戏结束。")
|
||||
msg = append(msg, message.Text("\n\n已有对局已被中断, 如需创建新对局请重新发送指令。"))
|
||||
msg = append(msg, message.At(senderUin))
|
||||
return
|
||||
}
|
||||
// 对局在进行
|
||||
msg := textWithAt(senderUin, "对局已在进行中,无法创建或加入对局,当前对局玩家为:")
|
||||
msg = append(msg, message.Text("对局已在进行中, 无法创建或加入对局, 当前对局玩家为: "))
|
||||
if room.whitePlayer != 0 {
|
||||
msg = append(msg, message.At(room.whitePlayer))
|
||||
}
|
||||
if room.blackPlayer != 0 {
|
||||
msg = append(msg, message.At(room.blackPlayer))
|
||||
}
|
||||
msg = append(msg, message.Text(",群主或管理员发送「中断」或「abort」可中断对局(自动判和)。"))
|
||||
return msg
|
||||
msg = append(msg, message.Text(", 群主或管理员发送「中断」或「abort」可中断对局(自动判和)。"))
|
||||
return
|
||||
}
|
||||
if senderUin == room.whitePlayer {
|
||||
return textWithAt(senderUin, "请等候其他玩家加入游戏。")
|
||||
msg = append(msg, message.Text("请等候其他玩家加入游戏。"))
|
||||
return
|
||||
}
|
||||
if room.isBlindfold && !isBlindfold {
|
||||
return simpleText("已创建盲棋对局,请加入或等待盲棋对局结束之后创建普通对局。")
|
||||
msg = append(msg, message.Text("已创建盲棋对局, 请加入或等待盲棋对局结束之后创建普通对局。"))
|
||||
return
|
||||
}
|
||||
if !room.isBlindfold && isBlindfold {
|
||||
return simpleText("已创建普通对局,请加入或等待普通对局结束之后创建盲棋对局。")
|
||||
msg = append(msg, message.Text("已创建普通对局, 请加入或等待普通对局结束之后创建盲棋对局。"))
|
||||
return
|
||||
}
|
||||
room.blackPlayer = senderUin
|
||||
room.blackName = senderName
|
||||
chessRoomMap.Store(groupCode, room)
|
||||
var boardImgEle message.MessageSegment
|
||||
if !room.isBlindfold {
|
||||
boardMsg, ok, errMsg := getBoardElement(groupCode)
|
||||
if !ok {
|
||||
return errorText(errMsg)
|
||||
boardImgEle, err = getBoardElement(groupCode)
|
||||
if err != nil {
|
||||
return
|
||||
}
|
||||
boardImgEle = boardMsg
|
||||
}
|
||||
if isBlindfold {
|
||||
return append(simpleText("黑棋已加入对局,请白方下棋。"), message.At(room.whitePlayer))
|
||||
msg = append(msg, message.Text("黑棋已加入对局, 请白方下棋。"), message.At(room.whitePlayer))
|
||||
if !isBlindfold {
|
||||
msg = append(msg, boardImgEle)
|
||||
}
|
||||
return append(simpleText("黑棋已加入对局,请白方下棋。"), message.At(room.whitePlayer), boardImgEle)
|
||||
return
|
||||
}
|
||||
|
||||
// abortGame 中断游戏
|
||||
func abortGame(room chessRoom, groupCode int64, hint string) message.Message {
|
||||
func abortGame(room chessRoom, groupCode int64, hint string) (message.Message, error) {
|
||||
var msg message.Message
|
||||
err := room.chessGame.Draw(chess.DrawOffer)
|
||||
if err != nil {
|
||||
log.Debugln("[chess]", "Fail to draw a game.", err)
|
||||
return simpleText(fmt.Sprintln("程序发生了错误,和棋失败,请反馈开发者修复 bug。", err))
|
||||
return nil, err
|
||||
}
|
||||
chessString := getChessString(room)
|
||||
if len(room.chessGame.Moves()) > 4 {
|
||||
dbService := newDBService()
|
||||
if err := dbService.createPGN(chessString, room.whitePlayer, room.blackPlayer, room.whiteName, room.blackName); err != nil {
|
||||
log.Debugln("[chess]", "Fail to create PGN.", err)
|
||||
return message.Message{message.Text("ERROR: ", err)}
|
||||
}
|
||||
}
|
||||
if inkscapeExists() {
|
||||
if err := cleanTempFiles(groupCode); err != nil {
|
||||
log.Debugln("[chess]", "Fail to clean temp files", err)
|
||||
return message.Message{message.Text("ERROR: ", err)}
|
||||
return nil, err
|
||||
}
|
||||
}
|
||||
|
||||
chessRoomMap.Delete(groupCode)
|
||||
msg := simpleText(hint)
|
||||
msg = append(msg, message.Text(hint))
|
||||
if room.whitePlayer != 0 {
|
||||
msg = append(msg, message.At(room.whitePlayer))
|
||||
}
|
||||
@@ -469,26 +438,18 @@ func abortGame(room chessRoom, groupCode int64, hint string) message.Message {
|
||||
msg = append(msg, message.At(room.blackPlayer))
|
||||
}
|
||||
msg = append(msg, message.Text("\n\n"+chessString))
|
||||
return msg
|
||||
return msg, nil
|
||||
}
|
||||
|
||||
// getBoardElement 获取棋盘图片的消息内容
|
||||
func getBoardElement(groupCode int64) (message.MessageSegment, bool, string) {
|
||||
func getBoardElement(groupCode int64) (imgMsg message.MessageSegment, err error) {
|
||||
fontdata, err := file.GetLazyData(text.GNUUnifontFontFile, control.Md5File, true)
|
||||
if err != nil {
|
||||
return
|
||||
}
|
||||
room, ok := chessRoomMap.Load(groupCode)
|
||||
if !ok {
|
||||
log.Debugln(fmt.Sprintf("No room for groupCode %d.", groupCode))
|
||||
return message.MessageSegment{}, false, "对局不存在"
|
||||
}
|
||||
// 未安装 inkscape 直接返回对局字符串
|
||||
// TODO: 使用原生 go 库渲染 svg
|
||||
if !inkscapeExists() {
|
||||
boardString := room.chessGame.Position().Board().Draw()
|
||||
boardImageB64, err := generateCharBoardImage(boardString)
|
||||
if err != nil {
|
||||
return message.MessageSegment{}, false, "生成棋盘图片时发生错误"
|
||||
}
|
||||
replyMsg := message.Image("base64://" + boardImageB64)
|
||||
return replyMsg, true, ""
|
||||
return imgMsg, errNotExist
|
||||
}
|
||||
// 获取高亮方块
|
||||
highlightSquare := make([]chess.Square, 0, 2)
|
||||
@@ -499,27 +460,72 @@ func getBoardElement(groupCode int64) (message.MessageSegment, bool, string) {
|
||||
highlightSquare = append(highlightSquare, lastMove.S2())
|
||||
}
|
||||
// 生成棋盘 svg 文件
|
||||
svgFilePath := path.Join(tempFileDir, fmt.Sprintf("%d.svg", groupCode))
|
||||
buf := bytes.NewBuffer([]byte{})
|
||||
fenStr := room.chessGame.FEN()
|
||||
gameTurn := room.chessGame.Position().Turn()
|
||||
if err := generateBoardSVG(svgFilePath, fenStr, gameTurn, highlightSquare...); err != nil {
|
||||
log.Debugln("[chess]", "Unable to generate svg file.", err)
|
||||
return message.MessageSegment{}, false, "无法生成 svg 图片,请检查后台日志。"
|
||||
pos := &chess.Position{}
|
||||
if err = pos.UnmarshalText(binary.StringToBytes(fenStr)); err != nil {
|
||||
return
|
||||
}
|
||||
// 调用 inkscape 将 svg 图片转化为 png 图片
|
||||
pngFilePath := path.Join(tempFileDir, fmt.Sprintf("%d.png", groupCode))
|
||||
if err := exec.Command("inkscape", "-w", "720", "-h", "720", svgFilePath, "-o", pngFilePath).Run(); err != nil {
|
||||
log.Debugln("[chess]", "Unable to convert to png.", err)
|
||||
return message.MessageSegment{}, false, "无法生成 png 图片,请检查 inkscape 安装情况及其依赖 libfuse。"
|
||||
}
|
||||
// 尝试读取 png 图片
|
||||
imgData, err := os.ReadFile(pngFilePath)
|
||||
yellow := color.RGBA{255, 255, 0, 1}
|
||||
mark := cimage.MarkSquares(yellow, highlightSquare...)
|
||||
board := pos.Board()
|
||||
fromBlack := cimage.Perspective(gameTurn)
|
||||
err = cimage.SVG(buf, board, fromBlack, mark)
|
||||
if err != nil {
|
||||
log.Debugln("[chess]", fmt.Sprintf("Unable to read image file in %s.", pngFilePath), err)
|
||||
return message.MessageSegment{}, false, "无法读取 png 图片"
|
||||
return
|
||||
}
|
||||
imgMsg := message.Image("base64://" + base64.StdEncoding.EncodeToString(imgData))
|
||||
return imgMsg, true, ""
|
||||
|
||||
worker, err := resvg.NewDefaultWorker(context.Background())
|
||||
if err != nil {
|
||||
return
|
||||
}
|
||||
defer worker.Close()
|
||||
|
||||
tree, err := worker.NewTreeFromData(buf.Bytes(), &resvg.Options{
|
||||
Dpi: 96,
|
||||
FontFamily: "Unifont",
|
||||
FontSize: 24.0,
|
||||
})
|
||||
if err != nil {
|
||||
return
|
||||
}
|
||||
defer tree.Close()
|
||||
|
||||
fontdb, err := worker.NewFontDBDefault()
|
||||
if err != nil {
|
||||
return
|
||||
}
|
||||
defer fontdb.Close()
|
||||
|
||||
err = fontdb.LoadFontData(fontdata)
|
||||
if err != nil {
|
||||
return
|
||||
}
|
||||
|
||||
err = tree.ConvertText(fontdb)
|
||||
if err != nil {
|
||||
return
|
||||
}
|
||||
|
||||
pixmap, err := worker.NewPixmap(720, 720)
|
||||
if err != nil {
|
||||
return
|
||||
}
|
||||
defer pixmap.Close()
|
||||
|
||||
err = tree.Render(resvg.TransformFromScale(2, 2), pixmap)
|
||||
if err != nil {
|
||||
return
|
||||
}
|
||||
|
||||
out, err := pixmap.EncodePNG()
|
||||
if err != nil {
|
||||
return
|
||||
}
|
||||
|
||||
imgMsg = message.ImageBytes(out)
|
||||
return imgMsg, nil
|
||||
}
|
||||
|
||||
// getELOString 获得玩家等级分的文本内容
|
||||
@@ -528,55 +534,46 @@ func getELOString(room chessRoom, whiteScore, blackScore float64) (string, error
|
||||
return "", nil
|
||||
}
|
||||
var msgBuilder strings.Builder
|
||||
msgBuilder.WriteString("玩家等级分:\n")
|
||||
msgBuilder.WriteString("玩家等级分: \n")
|
||||
dbService := newDBService()
|
||||
if err := updateELORate(room.whitePlayer, room.blackPlayer, room.whiteName, room.blackName, whiteScore, blackScore, dbService); err != nil {
|
||||
msgBuilder.WriteString("发生错误,无法更新等级分。")
|
||||
msgBuilder.WriteString(err.Error())
|
||||
return msgBuilder.String(), err
|
||||
return "", err
|
||||
}
|
||||
whiteRate, blackRate, err := getELORate(room.whitePlayer, room.blackPlayer, dbService)
|
||||
if err != nil {
|
||||
msgBuilder.WriteString("发生错误,无法获取等级分。")
|
||||
msgBuilder.WriteString(err.Error())
|
||||
return msgBuilder.String(), err
|
||||
return "", err
|
||||
}
|
||||
msgBuilder.WriteString(fmt.Sprintf("%s:%d\n%s:%d\n\n", room.whiteName, whiteRate, room.blackName, blackRate))
|
||||
msgBuilder.WriteString(room.whiteName)
|
||||
msgBuilder.WriteString(": ")
|
||||
msgBuilder.WriteString(strconv.Itoa(whiteRate))
|
||||
msgBuilder.WriteString("\n")
|
||||
msgBuilder.WriteString(room.blackName)
|
||||
msgBuilder.WriteString(": ")
|
||||
msgBuilder.WriteString(strconv.Itoa(blackRate))
|
||||
msgBuilder.WriteString("\n\n")
|
||||
return msgBuilder.String(), nil
|
||||
}
|
||||
|
||||
// getRankingString 获取等级分排行榜的文本内容
|
||||
func getRankingString() (string, error) {
|
||||
func getRanking() (message.Message, error) {
|
||||
dbService := newDBService()
|
||||
eloList, err := dbService.getHighestRateList()
|
||||
if err != nil {
|
||||
return "", err
|
||||
return nil, err
|
||||
}
|
||||
var msgBuilder strings.Builder
|
||||
msgBuilder.WriteString("当前等级分排行榜:\n\n")
|
||||
msgBuilder.WriteString("当前等级分排行榜: \n\n")
|
||||
for _, elo := range eloList {
|
||||
msgBuilder.WriteString(fmt.Sprintf("%s: %d\n", elo.Name, elo.Rate))
|
||||
msgBuilder.WriteString(elo.Name)
|
||||
msgBuilder.WriteString(": ")
|
||||
msgBuilder.WriteString(strconv.Itoa(elo.Rate))
|
||||
msgBuilder.WriteString("\n")
|
||||
}
|
||||
return msgBuilder.String(), nil
|
||||
}
|
||||
|
||||
func simpleText(msg string) message.Message {
|
||||
return []message.MessageSegment{message.Text(msg)}
|
||||
}
|
||||
|
||||
func textWithAt(target int64, msg string) message.Message {
|
||||
if target == 0 {
|
||||
return simpleText("@全体成员 " + msg)
|
||||
}
|
||||
return []message.MessageSegment{message.At(target), message.Text(msg)}
|
||||
}
|
||||
|
||||
func errorText(errMsg string) message.Message {
|
||||
return simpleText("发生错误,请联系开发者修 bug。\n错误信息:" + errMsg)
|
||||
return message.Message{message.Text(msgBuilder.String())}, nil
|
||||
}
|
||||
|
||||
// updateELORate 更新 elo 等级分
|
||||
// 当数据库中没有玩家的等级分信息时,自动新建一条记录
|
||||
// 当数据库中没有玩家的等级分信息时, 自动新建一条记录
|
||||
func updateELORate(whiteUin, blackUin int64, whiteName, blackName string, whiteScore, blackScore float64, dbService *chessDBService) error {
|
||||
whiteRate, err := dbService.getELORateByUin(whiteUin)
|
||||
if err != nil {
|
||||
@@ -609,77 +606,6 @@ func updateELORate(whiteUin, blackUin int64, whiteName, blackName string, whiteS
|
||||
return dbService.updateELOByUin(blackUin, blackName, blackRate)
|
||||
}
|
||||
|
||||
// cleanTempFiles 清理临时文件
|
||||
func cleanTempFiles(groupCode int64) error {
|
||||
svgFilePath := path.Join(tempFileDir, fmt.Sprintf("%d.svg", groupCode))
|
||||
if err := os.Remove(svgFilePath); err != nil {
|
||||
return err
|
||||
}
|
||||
pngFilePath := path.Join(tempFileDir, fmt.Sprintf("%d.png", groupCode))
|
||||
return os.Remove(pngFilePath)
|
||||
}
|
||||
|
||||
// generateCharBoardImage 生成文字版的棋盘
|
||||
func generateCharBoardImage(boardString string) (string, error) {
|
||||
boardString = strings.Trim(boardString, "\n")
|
||||
const FontSize = 72
|
||||
h := FontSize*8 + 36
|
||||
w := FontSize*9 + 24
|
||||
dc := gg.NewContext(h, w)
|
||||
dc.SetRGB(1, 1, 1)
|
||||
dc.Clear()
|
||||
dc.SetRGB(0, 0, 0)
|
||||
fontdata, err := file.GetLazyData(text.GNUUnifontFontFile, control.Md5File, true)
|
||||
if err != nil {
|
||||
// TODO: err solve
|
||||
panic(err)
|
||||
}
|
||||
if err := dc.ParseFontFace(fontdata, FontSize); err != nil {
|
||||
return "", err
|
||||
}
|
||||
lines := strings.Split(boardString, "\n")
|
||||
if len(lines) != 9 {
|
||||
lines = make([]string, 9)
|
||||
lines[0] = "ERROR [500]"
|
||||
lines[1] = "程序内部错误"
|
||||
lines[2] = "棋盘字符串不合法"
|
||||
lines[3] = "请反馈开发者修复"
|
||||
}
|
||||
for i := 0; i < 9; i++ {
|
||||
dc.DrawString(lines[i], 18, float64(FontSize*(i+1)))
|
||||
}
|
||||
imgBuffer := bytes.NewBuffer([]byte{})
|
||||
if err := dc.EncodePNG(imgBuffer); err != nil {
|
||||
return "", err
|
||||
}
|
||||
imgData, err := io.ReadAll(imgBuffer)
|
||||
if err != nil {
|
||||
return "", err
|
||||
}
|
||||
imgB64 := base64.StdEncoding.EncodeToString(imgData)
|
||||
return imgB64, nil
|
||||
}
|
||||
|
||||
// generateBoardSVG 生成棋盘 SVG 图片
|
||||
func generateBoardSVG(svgFilePath, fenStr string, gameTurn chess.Color, sqs ...chess.Square) error {
|
||||
os.Remove(svgFilePath)
|
||||
f, err := os.Create(svgFilePath)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
defer f.Close()
|
||||
|
||||
pos := &chess.Position{}
|
||||
if err := pos.UnmarshalText(binary.StringToBytes(fenStr)); err != nil {
|
||||
return err
|
||||
}
|
||||
yellow := color.RGBA{255, 255, 0, 1}
|
||||
mark := image.MarkSquares(yellow, sqs...)
|
||||
board := pos.Board()
|
||||
fromBlack := image.Perspective(gameTurn)
|
||||
return image.SVG(f, board, fromBlack, mark)
|
||||
}
|
||||
|
||||
// getChessString 获取 PGN 字符串
|
||||
func getChessString(room chessRoom) string {
|
||||
game := room.chessGame
|
||||
@@ -704,12 +630,6 @@ func getELORate(whiteUin, blackUin int64, dbService *chessDBService) (whiteRate
|
||||
return
|
||||
}
|
||||
|
||||
// inkscapeExists 判断 inkscape 是否存在
|
||||
func inkscapeExists() bool {
|
||||
_, err := exec.LookPath("inkscape")
|
||||
return err == nil
|
||||
}
|
||||
|
||||
// isAprilFoolsDay 判断当前时间是否为愚人节期间
|
||||
func isAprilFoolsDay() bool {
|
||||
now := time.Now()
|
||||
|
||||
Reference in New Issue
Block a user