code clean-up
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@ -11,6 +11,6 @@
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"openSbCommands": {
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"swap": "Usage /swap <name>. Swaps the current character, case-insensitive, only substring required.",
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"respawninworld": "Usage /respawnInWorld. Sets the respawn flag for the current world until you teleport away."
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"respawninworld": "Usage /respawninworld. Sets the respawn flag for the current world until you teleport away."
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}
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}
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@ -15,9 +15,9 @@
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namespace Star {
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ClientCommandProcessor::ClientCommandProcessor(UniverseClientPtr universeClient, CinematicPtr cinematicOverlay,
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MainInterfacePaneManager* paneManager, StringMap<StringList> macroCommands)
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: m_universeClient(std::move(universeClient)), m_cinematicOverlay(std::move(cinematicOverlay)),
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m_paneManager(paneManager), m_macroCommands(std::move(macroCommands)) {
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MainInterfacePaneManager* paneManager, StringMap<StringList> macroCommands)
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: m_universeClient(std::move(universeClient)), m_cinematicOverlay(std::move(cinematicOverlay)),
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m_paneManager(paneManager), m_macroCommands(std::move(macroCommands)) {
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m_builtinCommands = {
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{"reload", bind(&ClientCommandProcessor::reload, this)},
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{"whoami", bind(&ClientCommandProcessor::whoami, this)},
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@ -58,7 +58,7 @@ ClientCommandProcessor::ClientCommandProcessor(UniverseClientPtr universeClient,
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bool ClientCommandProcessor::adminCommandAllowed() const {
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return Root::singleton().configuration()->get("allowAdminCommandsFromAnyone").toBool() ||
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m_universeClient->mainPlayer()->isAdmin();
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m_universeClient->mainPlayer()->isAdmin();
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}
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String ClientCommandProcessor::previewQuestPane(StringList const& arguments, function<PanePtr(QuestPtr)> createPane) {
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@ -187,7 +187,7 @@ String ClientCommandProcessor::setGravity(String const& argumentsString) {
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return "You must be an admin to use this command.";
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m_universeClient->worldClient()->overrideGravity(lexicalCast<float>(arguments.at(0)));
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return strf("Gravity set to {}, the change is LOCAL ONLY", arguments.at(0));
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return strf("Gravity set to {} (This is client-side!)", arguments.at(0));
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}
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String ClientCommandProcessor::resetGravity() {
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@ -431,34 +431,13 @@ String ClientCommandProcessor::swap(String const& argumentsString) {
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String ClientCommandProcessor::respawnInWorld(String const& argumentsString) {
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auto arguments = m_parser.tokenizeToStringList(argumentsString);
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if (arguments.size() == 0)
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return strf("Respawn in this world is currently {}", worldClient->respawnInWorld() ? "true" : "false");
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WorldClientPtr worldClient = m_universeClient->worldClient();
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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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// 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 stringResult = result ? "true" : "false";
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return "Successfully set respawn in this world to " + stringResult;
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bool respawnInWorld = Json::parse(arguments.at(0)).toBool();
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auto worldClient = m_universeClient->worldClient();
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worldClient->setRespawnInWorld(respawnInWorld);
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return strf("Respawn in this world set to {} (This is client-side!)", respawnInWorld ? "true" : "false");
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}
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}
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@ -142,11 +142,8 @@ bool WorldClient::respawnInWorld() const {
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return m_respawnInWorld;
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}
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bool WorldClient::setRespawnInWorld(bool value) {
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m_respawnInWorld = value;
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return m_respawnInWorld;
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void WorldClient::setRespawnInWorld(bool respawnInWorld) {
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m_respawnInWorld = respawnInWorld;
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}
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void WorldClient::removeEntity(EntityId entityId, bool andDie) {
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@ -108,8 +108,7 @@ public:
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bool mainPlayerDead() const;
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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 setRespawnInWorld(bool respawnInWorld);
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void removeEntity(EntityId entityId, bool andDie);
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