[Revision] Applying the recommended changes from pull request #110 (return current value if no argument given, moving the methods to their correct location)
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@ -52,7 +52,7 @@ ClientCommandProcessor::ClientCommandProcessor(UniverseClientPtr universeClient,
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{"enabletech", bind(&ClientCommandProcessor::enableTech, this, _1)},
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{"upgradeship", bind(&ClientCommandProcessor::upgradeShip, this, _1)},
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{"swap", bind(&ClientCommandProcessor::swap, this, _1)},
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{"respawnInWorld", bind(&ClientCommandProcessor::respawnInWorld, this)}
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{"respawnInWorld", bind(&ClientCommandProcessor::respawnInWorld, this, _1)}
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};
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}
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@ -428,25 +428,37 @@ String ClientCommandProcessor::swap(String const& argumentsString) {
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return "Failed to swap player";
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}
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String ClientCommandProcessor::respawnInWorld() {
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String ClientCommandProcessor::respawnInWorld(String const& argumentsString) {
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auto arguments = m_parser.tokenizeToStringList(argumentsString);
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WorldClientPtr worldClient = m_universeClient->worldClient();
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// Make sure we got the worldClient
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if (!worldClient) {
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return "Error: Unable to access world client.";
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if (arguments.size() == 0) {
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const std::string stringResult = worldClient->respawnInWorld() ? "true" : "false";
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return "Respawn in this world is currently " + stringResult; // return the current state of the respawn value when no argument is given
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}
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if (arguments.size() > 1) {
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return "Too many arguments for this command!"; // we dont wanna have too much, right?
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}
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if (worldClient->toggleRespawnInWorld()) {
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// behold: probably one of the least efficient ways to convert a Star::String to a boolean
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bool value;
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if (arguments[0].toLower() == "true") {
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value = true;
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} else if(arguments[0].toLower() == "false") {
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value = false;
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}
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else {
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return "Invalid argument!"; // at least we get validation if it was not a boolean
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}
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bool result = worldClient->setRespawnInWorld(value);
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// Convert boolean to string for the response
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const std::string result = worldClient->respawnInWorld() ? "true" : "false";
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const std::string stringResult = result ? "true" : "false";
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return "Successfully switched respawn in this world to " + result;
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}
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else
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return "Failed to switch respawn in this world!";
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// This should never trigger, but its better to have it than not :3
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return "Something unforseen happend!";
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return "Successfully set respawn in this world to " + stringResult;
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}
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}
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@ -58,7 +58,7 @@ private:
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String enableTech(String const& argumentsString);
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String upgradeShip(String const& argumentsString);
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String swap(String const& argumentsString);
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String respawnInWorld();
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String respawnInWorld(String const& argumentsString);
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UniverseClientPtr m_universeClient;
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CinematicPtr m_cinematicOverlay;
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@ -142,6 +142,16 @@ bool WorldClient::respawnInWorld() const {
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return m_respawnInWorld;
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}
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bool WorldClient::setRespawnInWorld(bool value = NULL) {
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if (value != NULL)
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m_respawnInWorld = value;
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else
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m_respawnInWorld ^= true; // dont know if we still want to set the respawn if no argument is given here
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return m_respawnInWorld;
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}
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void WorldClient::removeEntity(EntityId entityId, bool andDie) {
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auto entity = m_entityMap->entity(entityId);
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if (!entity)
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@ -2421,16 +2431,4 @@ void WorldClient::setupForceRegions() {
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}
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}
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bool WorldClient::toggleRespawnInWorld() {
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// Setting oldValue to check if m_respawnInWorld triggered correctly later
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const bool oldValue = respawnInWorld();
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m_respawnInWorld ^= true;
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if (respawnInWorld() != oldValue) {
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return true;
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}
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return false;
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}
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}
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@ -109,6 +109,8 @@ public:
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void reviveMainPlayer();
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bool respawnInWorld() const;
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bool setRespawnInWorld(bool value);
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void removeEntity(EntityId entityId, bool andDie);
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WorldTemplateConstPtr currentTemplate() const;
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@ -176,7 +178,7 @@ public:
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typedef std::function<bool(PlayerPtr, StringView)> BroadcastCallback;
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BroadcastCallback& broadcastCallback();
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bool toggleRespawnInWorld();
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private:
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static const float DropDist;
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