feat: /botall支持全套假人操作(移动/看向/动作/骑乘等)
镜像BotCommand的action结构,对isBot()假人批量执行。修复权限判断用Commands.LEVEL_OWNERS.check。
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+93
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@@ -1,36 +1,117 @@
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package com.github.zly2006.carpetslsaddition.command;
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import carpet.fakes.ServerPlayerInterface;
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import carpet.helpers.EntityPlayerActionPack;
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import carpet.patches.EntityPlayerMPFake;
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import carpet.utils.Messenger;
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import com.github.zly2006.carpetslsaddition.SLSCarpetSettings;
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import com.github.zly2006.carpetslsaddition.util.access.SLSBotAccessor;
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import com.mojang.brigadier.CommandDispatcher;
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import com.mojang.brigadier.arguments.IntegerArgumentType;
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import com.mojang.brigadier.builder.LiteralArgumentBuilder;
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import com.mojang.brigadier.context.CommandContext;
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import net.minecraft.commands.CommandSourceStack;
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import net.minecraft.commands.Commands;
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import net.minecraft.commands.arguments.coordinates.RotationArgument;
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import net.minecraft.commands.arguments.coordinates.Vec3Argument;
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import net.minecraft.core.Direction;
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import net.minecraft.server.MinecraftServer;
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import net.minecraft.server.level.ServerPlayer;
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import java.util.ArrayList;
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import java.util.List;
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import java.util.function.Consumer;
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import static net.minecraft.commands.Commands.argument;
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import static net.minecraft.commands.Commands.literal;
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/**
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* /botall —— 批量控制本模组生成的所有假人。
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*
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* <p>与 {@link BotCommand} 的区别:{@code /bot <player>} 操作单个指定玩家,
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* 而 {@code /botall} 操作所有由本模组(Carpet SLS Addition)生成的假人(即 isBot() 为 true 的 EntityPlayerMPFake)。
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* 而 {@code /botall} 对其余命令中出现的所有本模组假人(isBot()==true)批量执行同一操作。
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*/
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public class BotAllCommand {
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public static void register(CommandDispatcher<CommandSourceStack> dispatcher) {
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LiteralArgumentBuilder<CommandSourceStack> command = literal("botall")
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.requires(source -> source.hasPermission(4) || me.lucko.fabric.api.permissions.v0.Permissions.check(source, "slsaddition.command.bot"))
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.requires(source -> Commands.LEVEL_OWNERS.check(source.permissions()) || me.lucko.fabric.api.permissions.v0.Permissions.check(source, "slsaddition.command.bot"))
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.then(literal("stop").executes(batch(EntityPlayerActionPack::stopAll)))
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.then(actionCommand("use", EntityPlayerActionPack.ActionType.USE))
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.then(actionCommand("jump", EntityPlayerActionPack.ActionType.JUMP))
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.then(actionCommand("attack", EntityPlayerActionPack.ActionType.ATTACK))
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.then(actionCommand("drop", EntityPlayerActionPack.ActionType.DROP_ITEM))
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.then(dropCommand("dropStack", true))
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.then(actionCommand("swapHands", EntityPlayerActionPack.ActionType.SWAP_HANDS))
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.then(literal("hotbar").then(argument("slot", IntegerArgumentType.integer(1, 9))
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.executes(c -> batchAp(c, ap -> ap.setSlot(IntegerArgumentType.getInteger(c, "slot"))))))
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.then(literal("mount").executes(batch(ap -> ap.mount(true)))
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.then(literal("anything").executes(batch(ap -> ap.mount(false)))))
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.then(literal("dismount").executes(batch(EntityPlayerActionPack::dismount)))
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.then(literal("sneak").executes(batch(ap -> ap.setSneaking(true))))
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.then(literal("unsneak").executes(batch(ap -> ap.setSneaking(false))))
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.then(literal("sprint").executes(batch(ap -> ap.setSprinting(true))))
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.then(literal("unsprint").executes(batch(ap -> ap.setSprinting(false))))
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.then(literal("look")
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.then(literal("north").executes(batch(ap -> ap.look(Direction.NORTH))))
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.then(literal("south").executes(batch(ap -> ap.look(Direction.SOUTH))))
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.then(literal("east").executes(batch(ap -> ap.look(Direction.EAST))))
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.then(literal("west").executes(batch(ap -> ap.look(Direction.WEST))))
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.then(literal("up").executes(batch(ap -> ap.look(Direction.UP))))
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.then(literal("down").executes(batch(ap -> ap.look(Direction.DOWN))))
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.then(literal("at").then(argument("position", Vec3Argument.vec3())
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.executes(c -> batchAp(c, ap -> ap.lookAt(Vec3Argument.getVec3(c, "position"))))))
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.then(argument("direction", RotationArgument.rotation())
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.executes(c -> batchAp(c, ap -> ap.look(RotationArgument.getRotation(c, "direction").getRotation(c.getSource()))))))
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.then(literal("turn")
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.then(literal("left").executes(batch(ap -> ap.turn(-90, 0))))
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.then(literal("right").executes(batch(ap -> ap.turn(90, 0))))
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.then(literal("back").executes(batch(ap -> ap.turn(180, 0))))
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.then(argument("rotation", RotationArgument.rotation())
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.executes(c -> batchAp(c, ap -> ap.turn(RotationArgument.getRotation(c, "rotation").getRotation(c.getSource()))))))
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.then(literal("move").executes(batch(EntityPlayerActionPack::stopMovement))
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.then(literal("forward").executes(batch(ap -> ap.setForward(1))))
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.then(literal("backward").executes(batch(ap -> ap.setForward(-1))))
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.then(literal("left").executes(batch(ap -> ap.setStrafing(1))))
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.then(literal("right").executes(batch(ap -> ap.setStrafing(-1)))))
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.then(literal("sit").executes(BotAllCommand::sitAll))
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.then(literal("stand").executes(BotAllCommand::standAll));
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dispatcher.register(command);
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}
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private static LiteralArgumentBuilder<CommandSourceStack> actionCommand(String name, EntityPlayerActionPack.ActionType type) {
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return literal(name)
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.executes(batch(ap -> ap.start(type, EntityPlayerActionPack.Action.once())))
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.then(literal("once").executes(batch(ap -> ap.start(type, EntityPlayerActionPack.Action.once()))))
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.then(literal("continuous").executes(batch(ap -> ap.start(type, EntityPlayerActionPack.Action.continuous()))))
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.then(literal("interval").then(argument("ticks", IntegerArgumentType.integer(1))
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.executes(c -> batchAp(c, ap -> ap.start(type, EntityPlayerActionPack.Action.interval(IntegerArgumentType.getInteger(c, "ticks")))))));
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}
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private static LiteralArgumentBuilder<CommandSourceStack> dropCommand(String name, boolean dropAll) {
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return literal(name)
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.then(literal("all").executes(batch(ap -> ap.drop(-2, dropAll))))
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.then(literal("mainhand").executes(batch(ap -> ap.drop(-1, dropAll))))
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.then(literal("offhand").executes(batch(ap -> ap.drop(40, dropAll))))
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.then(argument("slot", IntegerArgumentType.integer(0, 40))
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.executes(c -> batchAp(c, ap -> ap.drop(IntegerArgumentType.getInteger(c, "slot"), dropAll))));
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}
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/** 批量执行一个 action pack 操作。 */
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private static int batchAp(CommandContext<CommandSourceStack> context, Consumer<EntityPlayerActionPack> action) {
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List<ServerPlayer> bots = collectBots(context.getSource());
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for (ServerPlayer bot : bots) {
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action.accept(((ServerPlayerInterface) bot).getActionPack());
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}
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final int n = bots.size();
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context.getSource().sendSuccess(
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() -> net.minecraft.network.chat.Component.literal("[SLSA] 已对 " + n + " 个假人执行操作"), false);
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return n;
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}
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private static com.mojang.brigadier.Command<CommandSourceStack> batch(Consumer<EntityPlayerActionPack> action) {
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return c -> batchAp(c, action);
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}
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/** 收集所有本模组生成的假人。 */
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private static List<ServerPlayer> collectBots(CommandSourceStack source) {
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MinecraftServer server = source.getServer();
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@@ -43,29 +124,24 @@ public class BotAllCommand {
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return bots;
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}
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/** 批量坐下。 */
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private static int sitAll(com.mojang.brigadier.context.CommandContext<CommandSourceStack> context) {
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private static int sitAll(CommandContext<CommandSourceStack> context) {
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if (!SLSCarpetSettings.canUseSitCommand) {
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Messenger.m(context.getSource(), "r 坐下功能未启用(canUseSitCommand)");
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context.getSource().sendSuccess(() -> net.minecraft.network.chat.Component.literal(
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"[SLSA] 坐下功能未启用(canUseSitCommand)"), false);
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return 0;
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}
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List<ServerPlayer> bots = collectBots(context.getSource());
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int ok = 0;
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for (ServerPlayer bot : bots) {
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if (SitCommand.sitPlayer(bot)) {
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ok++;
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}
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if (SitCommand.sitPlayer(bot)) ok++;
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}
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final int done = ok;
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context.getSource().sendSuccess(
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() -> net.minecraft.network.chat.Component.literal(
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"[SLSA] 已让 " + done + "/" + bots.size() + " 个假人坐下"),
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false);
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context.getSource().sendSuccess(() -> net.minecraft.network.chat.Component.literal(
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"[SLSA] 已让 " + done + "/" + bots.size() + " 个假人坐下"), false);
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return ok;
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}
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/** 批量站起(下坐骑)。 */
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private static int standAll(com.mojang.brigadier.context.CommandContext<CommandSourceStack> context) {
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private static int standAll(CommandContext<CommandSourceStack> context) {
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List<ServerPlayer> bots = collectBots(context.getSource());
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int ok = 0;
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for (ServerPlayer bot : bots) {
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@@ -75,10 +151,8 @@ public class BotAllCommand {
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}
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}
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final int done = ok;
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context.getSource().sendSuccess(
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() -> net.minecraft.network.chat.Component.literal(
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"[SLSA] 已让 " + done + "/" + bots.size() + " 个假人站起"),
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false);
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context.getSource().sendSuccess(() -> net.minecraft.network.chat.Component.literal(
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"[SLSA] 已让 " + done + "/" + bots.size() + " 个假人站起"), false);
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return ok;
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}
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}
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