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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

Split Process console commands code into individual functions

Extracted functions for each if branch, added one line doc for each function, rearranged the commands to be groupped more logically.
This commit is contained in:
krs 2023-04-16 19:29:31 +03:00
parent e3ed728193
commit 14cbdf7ab0
2 changed files with 506 additions and 282 deletions

View File

@ -42,7 +42,34 @@
#include <SDL_surface.h>
void ClientCommandManager::handleGoSolo()
void ClientCommandManager::handleQuitCommand()
{
exit(EXIT_SUCCESS);
}
void ClientCommandManager::handleSaveCommand(std::istringstream & singleWordBuffer)
{
if(!CSH->client)
{
printCommandMessage("Game is not in playing state");
return;
}
std::string saveFilename;
singleWordBuffer >> saveFilename;
CSH->client->save(saveFilename);
printCommandMessage("Game saved as: " + saveFilename);
}
void ClientCommandManager::handleLoadCommand(std::istringstream& singleWordBuffer)
{
// TODO: this code should end the running game and manage to call startGame instead
//std::string fname;
//singleWordBuffer >> fname;
//CSH->client->loadGame(fname);
}
void ClientCommandManager::handleGoSoloCommand()
{
Settings session = settings.write["session"];
@ -80,21 +107,33 @@ void ClientCommandManager::handleGoSolo()
session["aiSolo"].Bool() = !session["aiSolo"].Bool();
}
void ClientCommandManager::handleControlAi(const std::string &colorName)
void ClientCommandManager::handleAutoskipCommand()
{
Settings session = settings.write["session"];
session["autoSkip"].Bool() = !session["autoSkip"].Bool();
}
void ClientCommandManager::handleControlaiCommand(std::istringstream& singleWordBuffer)
{
std::string colorName;
singleWordBuffer >> colorName;
boost::to_lower(colorName);
boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
if(!CSH->client)
{
printCommandMessage("Game is not in playing state");
return;
}
PlayerColor color;
if(LOCPLINT)
color = LOCPLINT->playerID;
for(auto & elem : CSH->client->gameState()->players)
{
if(elem.second.human || (colorName.length() &&
elem.first.getNum() != vstd::find_pos(GameConstants::PLAYER_COLOR_NAMES, colorName)))
if(elem.second.human ||
(colorName.length() && elem.first.getNum() != vstd::find_pos(GameConstants::PLAYER_COLOR_NAMES, colorName)))
{
continue;
}
@ -102,290 +141,313 @@ void ClientCommandManager::handleControlAi(const std::string &colorName)
CSH->client->removeGUI();
CSH->client->installNewPlayerInterface(std::make_shared<CPlayerInterface>(elem.first), elem.first);
}
GH.totalRedraw();
if(color != PlayerColor::NEUTRAL)
giveTurn(color);
}
void ClientCommandManager::processCommand(const std::string &message, bool calledFromIngameConsole)
void ClientCommandManager::handleSetBattleAICommand(std::istringstream& singleWordBuffer)
{
std::istringstream singleWordBuffer;
singleWordBuffer.str(message);
std::string commandName;
singleWordBuffer >> commandName;
currentCallFromIngameConsole = calledFromIngameConsole;
std::string aiName;
singleWordBuffer >> aiName;
if(message==std::string("die, fool"))
printCommandMessage("Will try loading that AI to see if it is correct name...\n");
try
{
exit(EXIT_SUCCESS);
if(auto ai = CDynLibHandler::getNewBattleAI(aiName)) //test that given AI is indeed available... heavy but it is easy to make a typo and break the game
{
Settings neutralAI = settings.write["server"]["neutralAI"];
neutralAI->String() = aiName;
printCommandMessage("Setting changed, from now the battle ai will be " + aiName + "!\n");
}
}
else if(commandName == "redraw")
catch(std::exception &e)
{
GH.totalRedraw();
printCommandMessage("Failed opening " + aiName + ": " + e.what(), ELogLevel::WARN);
printCommandMessage("Setting not changed, AI not found or invalid!", ELogLevel::WARN);
}
else if(commandName == "screen")
{
printCommandMessage("Screenbuf points to ");
}
if(screenBuf == screen)
printCommandMessage("screen", ELogLevel::ERROR);
else if(screenBuf == screen2)
printCommandMessage("screen2", ELogLevel::ERROR);
void ClientCommandManager::handleRedrawCommand()
{
GH.totalRedraw();
}
void ClientCommandManager::handleScreenCommand()
{
printCommandMessage("Screenbuf points to ");
if(screenBuf == screen)
printCommandMessage("screen", ELogLevel::ERROR);
else if(screenBuf == screen2)
printCommandMessage("screen2", ELogLevel::ERROR);
else
printCommandMessage("?!?", ELogLevel::ERROR);
SDL_SaveBMP(screen, "Screen_c.bmp");
SDL_SaveBMP(screen2, "Screen2_c.bmp");
}
void ClientCommandManager::handleNotDialogCommand()
{
LOCPLINT->showingDialog->setn(false);
}
void ClientCommandManager::handleGuiCommand()
{
for(const auto & child : GH.listInt)
{
const auto childPtr = child.get();
if(const CIntObject * obj = dynamic_cast<const CIntObject*>(childPtr))
printInfoAboutInterfaceObject(obj, 0);
else
printCommandMessage("?!?", ELogLevel::ERROR);
SDL_SaveBMP(screen, "Screen_c.bmp");
SDL_SaveBMP(screen2, "Screen2_c.bmp");
printCommandMessage(std::string(typeid(childPtr).name()) + "\n");
}
else if(commandName == "save")
}
void ClientCommandManager::handleConvertTextCommand()
{
logGlobal->info("Searching for available maps");
std::unordered_set<ResourceID> mapList = CResourceHandler::get()->getFilteredFiles([&](const ResourceID & ident)
{
if(!CSH->client)
return ident.getType() == EResType::MAP;
});
std::unordered_set<ResourceID> campaignList = CResourceHandler::get()->getFilteredFiles([&](const ResourceID & ident)
{
return ident.getType() == EResType::CAMPAIGN;
});
CMapService mapService;
logGlobal->info("Loading maps for export");
for (auto const & mapName : mapList)
{
try
{
printCommandMessage("Game is not in playing state");
return;
// load and drop loaded map - we only need loader to run over all maps
mapService.loadMap(mapName);
}
catch(std::exception & e)
{
logGlobal->error("Map %s is invalid. Message: %s", mapName.getName(), e.what());
}
std::string fname;
singleWordBuffer >> fname;
CSH->client->save(fname);
}
// else if(commandName=="load")
// {
// // TODO: this code should end the running game and manage to call startGame instead
// std::string fname;
// singleWordBuffer >> fname;
// CSH->client->loadGame(fname);
// }
else if(message=="convert txt")
logGlobal->info("Loading campaigns for export");
for (auto const & campaignName : campaignList)
{
logGlobal->info("Searching for available maps");
std::unordered_set<ResourceID> mapList = CResourceHandler::get()->getFilteredFiles([&](const ResourceID & ident)
{
return ident.getType() == EResType::MAP;
});
CCampaignState state(CCampaignHandler::getCampaign(campaignName.getName()));
for (auto const & part : state.camp->mapPieces)
delete state.getMap(part.first);
}
std::unordered_set<ResourceID> campaignList = CResourceHandler::get()->getFilteredFiles([&](const ResourceID & ident)
{
return ident.getType() == EResType::CAMPAIGN;
});
VLC->generaltexth->dumpAllTexts();
}
CMapService mapService;
void ClientCommandManager::handleGetConfigCommand()
{
printCommandMessage("Command accepted.\t");
logGlobal->info("Loading maps for export");
for (auto const & mapName : mapList)
const boost::filesystem::path outPath = VCMIDirs::get().userExtractedPath() / "configuration";
boost::filesystem::create_directories(outPath);
const std::vector<std::string> contentNames = { "heroClasses", "artifacts", "creatures", "factions", "objects", "heroes", "spells", "skills" };
for(auto contentName : contentNames)
{
auto& content = (*VLC->modh->content)[contentName];
auto contentOutPath = outPath / contentName;
boost::filesystem::create_directories(contentOutPath);
for(auto& iter : content.modData)
{
try
const JsonNode& modData = iter.second.modData;
for(auto& nameAndObject : modData.Struct())
{
// load and drop loaded map - we only need loader to run over all maps
mapService.loadMap(mapName);
}
catch(std::exception & e)
{
logGlobal->error("Map %s is invalid. Message: %s", mapName.getName(), e.what());
const JsonNode& object = nameAndObject.second;
std::string name = CModHandler::makeFullIdentifier(object.meta, contentName, nameAndObject.first);
boost::algorithm::replace_all(name, ":", "_");
const boost::filesystem::path filePath = contentOutPath / (name + ".json");
boost::filesystem::ofstream file(filePath);
file << object.toJson();
}
}
logGlobal->info("Loading campaigns for export");
for (auto const & campaignName : campaignList)
{
CCampaignState state(CCampaignHandler::getCampaign(campaignName.getName()));
for (auto const & part : state.camp->mapPieces)
delete state.getMap(part.first);
}
VLC->generaltexth->dumpAllTexts();
}
else if(message=="get config")
{
printCommandMessage("Command accepted.\t");
const boost::filesystem::path outPath =
VCMIDirs::get().userExtractedPath() / "configuration";
printCommandMessage("\rExtracting done :)\n");
printCommandMessage("Extracted files can be found in " + outPath.string() + " directory\n");
}
boost::filesystem::create_directories(outPath);
const std::vector<std::string> contentNames = {"heroClasses", "artifacts", "creatures", "factions", "objects", "heroes", "spells", "skills"};
for(auto contentName : contentNames)
{
auto & content = (*VLC->modh->content)[contentName];
auto contentOutPath = outPath / contentName;
boost::filesystem::create_directories(contentOutPath);
for(auto & iter : content.modData)
{
const JsonNode & modData = iter.second.modData;
for(auto & nameAndObject : modData.Struct())
{
const JsonNode & object = nameAndObject.second;
std::string name = CModHandler::makeFullIdentifier(object.meta, contentName, nameAndObject.first);
boost::algorithm::replace_all(name,":","_");
const boost::filesystem::path filePath = contentOutPath / (name + ".json");
boost::filesystem::ofstream file(filePath);
file << object.toJson();
}
}
}
printCommandMessage("\rExtracting done :)\n");
printCommandMessage("Extracted files can be found in " + outPath.string() + " directory\n");
}
void ClientCommandManager::handleGetScriptsCommand()
{
#if SCRIPTING_ENABLED
else if(message=="get scripts")
printCommandMessage("Command accepted.\t");
const boost::filesystem::path outPath = VCMIDirs::get().userExtractedPath() / "scripts";
boost::filesystem::create_directories(outPath);
for(auto & kv : VLC->scriptHandler->objects)
{
printCommandMessage("Command accepted.\t");
std::string name = kv.first;
boost::algorithm::replace_all(name,":","_");
const boost::filesystem::path outPath =
VCMIDirs::get().userExtractedPath() / "scripts";
boost::filesystem::create_directories(outPath);
for(auto & kv : VLC->scriptHandler->objects)
{
std::string name = kv.first;
boost::algorithm::replace_all(name,":","_");
const scripting::ScriptImpl * script = kv.second.get();
boost::filesystem::path filePath = outPath / (name + ".lua");
boost::filesystem::ofstream file(filePath);
file << script->getSource();
}
printCommandMessage("\rExtracting done :)\n");
printCommandMessage("Extracted files can be found in " + outPath.string() + " directory\n");
const scripting::ScriptImpl * script = kv.second.get();
boost::filesystem::path filePath = outPath / (name + ".lua");
boost::filesystem::ofstream file(filePath);
file << script->getSource();
}
printCommandMessage("\rExtracting done :)\n");
printCommandMessage("Extracted files can be found in " + outPath.string() + " directory\n");
#endif
else if(message=="get txt")
}
void ClientCommandManager::handleGetTextCommand()
{
printCommandMessage("Command accepted.\t");
const boost::filesystem::path outPath =
VCMIDirs::get().userExtractedPath();
auto list =
CResourceHandler::get()->getFilteredFiles([](const ResourceID & ident)
{
return ident.getType() == EResType::TEXT && boost::algorithm::starts_with(ident.getName(), "DATA/");
});
for (auto & filename : list)
{
printCommandMessage("Command accepted.\t");
const boost::filesystem::path filePath = outPath / (filename.getName() + ".TXT");
const boost::filesystem::path outPath =
VCMIDirs::get().userExtractedPath();
boost::filesystem::create_directories(filePath.parent_path());
auto list =
CResourceHandler::get()->getFilteredFiles([](const ResourceID & ident)
{
return ident.getType() == EResType::TEXT && boost::algorithm::starts_with(ident.getName(), "DATA/");
});
boost::filesystem::ofstream file(filePath);
auto text = CResourceHandler::get()->load(filename)->readAll();
for (auto & filename : list)
{
const boost::filesystem::path filePath = outPath / (filename.getName() + ".TXT");
boost::filesystem::create_directories(filePath.parent_path());
boost::filesystem::ofstream file(filePath);
auto text = CResourceHandler::get()->load(filename)->readAll();
file.write((char*)text.first.get(), text.second);
}
printCommandMessage("\rExtracting done :)\n");
printCommandMessage("Extracted files can be found in " + outPath.string() + " directory\n");
file.write((char*)text.first.get(), text.second);
}
else if(commandName == "crash")
{
int *ptr = nullptr;
*ptr = 666;
//disaster!
}
else if(commandName == "mp" && adventureInt)
{
if(const CGHeroInstance *h = adventureInt->curHero())
printCommandMessage(std::to_string(h->movement) + "; max: " + std::to_string(h->maxMovePoints(true)) + "/" + std::to_string(h->maxMovePoints(false)) + "\n");
}
else if(commandName == "bonuses")
{
bool jsonFormat = (message == "bonuses json");
auto format = [jsonFormat](const BonusList & b) -> std::string
{
if(jsonFormat)
return b.toJsonNode().toJson(true);
std::ostringstream ss;
ss << b;
return ss.str();
};
printCommandMessage("Bonuses of " + adventureInt->curArmy()->getObjectName() + "\n");
printCommandMessage(format(adventureInt->curArmy()->getBonusList()) + "\n");
printCommandMessage("\nInherited bonuses:\n");
TCNodes parents;
adventureInt->curArmy()->getParents(parents);
for(const CBonusSystemNode *parent : parents)
{
printCommandMessage(std::string("\nBonuses from ") + typeid(*parent).name() + "\n" + format(*parent->getAllBonuses(Selector::all, Selector::all)) + "\n");
}
}
else if(commandName == "not dialog")
{
LOCPLINT->showingDialog->setn(false);
}
else if(commandName == "gui")
{
for(auto & child : GH.listInt)
{
const auto childPtr = child.get();
if(const CIntObject * obj = dynamic_cast<const CIntObject *>(childPtr))
printInfoAboutInterfaceObject(obj, 0);
else
printCommandMessage(std::string(typeid(childPtr).name()) + "\n");
}
}
else if(commandName == "tell")
{
std::string what;
int id1, id2;
singleWordBuffer >> what >> id1 >> id2;
if(what == "hs")
{
for(const CGHeroInstance *h : LOCPLINT->cb->getHeroesInfo())
if(h->type->getIndex() == id1)
if(const CArtifactInstance *a = h->getArt(ArtifactPosition(id2)))
printCommandMessage(a->nodeName());
}
}
else if (commandName == "set")
{
std::string what, value;
singleWordBuffer >> what;
printCommandMessage("\rExtracting done :)\n");
printCommandMessage("Extracted files can be found in " + outPath.string() + " directory\n");
}
Settings config = settings.write["session"][what];
void ClientCommandManager::handleDef2bmpCommand(std::istringstream& singleWordBuffer)
{
std::string URI;
singleWordBuffer >> URI;
std::unique_ptr<CAnimation> anim = std::make_unique<CAnimation>(URI);
anim->preload();
anim->exportBitmaps(VCMIDirs::get().userExtractedPath());
}
singleWordBuffer >> value;
void ClientCommandManager::handleExtractCommand(std::istringstream& singleWordBuffer)
{
std::string URI;
singleWordBuffer >> URI;
if (value == "on")
{
config->Bool() = true;
printCommandMessage("Option " + what + " enabled!", ELogLevel::INFO);
}
else if (value == "off")
{
config->Bool() = false;
printCommandMessage("Option " + what + " disabled!", ELogLevel::INFO);
}
}
else if(commandName == "unlock")
if(CResourceHandler::get()->existsResource(ResourceID(URI)))
{
std::string mxname;
singleWordBuffer >> mxname;
if(mxname == "pim" && LOCPLINT)
LOCPLINT->pim->unlock();
const boost::filesystem::path outPath = VCMIDirs::get().userExtractedPath() / URI;
auto data = CResourceHandler::get()->load(ResourceID(URI))->readAll();
boost::filesystem::create_directories(outPath.parent_path());
boost::filesystem::ofstream outFile(outPath, boost::filesystem::ofstream::binary);
outFile.write((char*)data.first.get(), data.second);
}
else if(commandName == "def2bmp")
else
printCommandMessage("File not found!", ELogLevel::ERROR);
}
void ClientCommandManager::handleBonusesCommand(std::istringstream & singleWordBuffer)
{
if(currentCallFromIngameConsole)
{
std::string URI;
singleWordBuffer >> URI;
std::unique_ptr<CAnimation> anim = std::make_unique<CAnimation>(URI);
anim->preload();
anim->exportBitmaps(VCMIDirs::get().userExtractedPath());
printCommandMessage("Output for this command is too large for ingame chat! Please run it from client console.\n");
return;
}
else if(commandName == "extract")
std::string outputFormat;
singleWordBuffer >> outputFormat;
auto format = [outputFormat](const BonusList & b) -> std::string
{
std::string URI;
singleWordBuffer >> URI;
if(outputFormat == "json")
return b.toJsonNode().toJson(true);
std::ostringstream ss;
ss << b;
return ss.str();
};
printCommandMessage("Bonuses of " + adventureInt->curArmy()->getObjectName() + "\n");
printCommandMessage(format(adventureInt->curArmy()->getBonusList()) + "\n");
printCommandMessage("\nInherited bonuses:\n");
TCNodes parents;
adventureInt->curArmy()->getParents(parents);
for(const CBonusSystemNode *parent : parents)
{
printCommandMessage(std::string("\nBonuses from ") + typeid(*parent).name() + "\n" + format(*parent->getAllBonuses(Selector::all, Selector::all)) + "\n");
}
}
void ClientCommandManager::handleTellCommand(std::istringstream& singleWordBuffer)
{
std::string what;
int id1, id2;
singleWordBuffer >> what >> id1 >> id2;
if(what == "hs")
{
for(const CGHeroInstance* h : LOCPLINT->cb->getHeroesInfo())
if(h->type->getIndex() == id1)
if(const CArtifactInstance* a = h->getArt(ArtifactPosition(id2)))
printCommandMessage(a->nodeName());
}
}
void ClientCommandManager::handleMpCommand()
{
if(const CGHeroInstance* h = adventureInt->curHero())
printCommandMessage(std::to_string(h->movement) + "; max: " + std::to_string(h->maxMovePoints(true)) + "/" + std::to_string(h->maxMovePoints(false)) + "\n");
}
void ClientCommandManager::handleSetCommand(std::istringstream& singleWordBuffer)
{
std::string what, value;
singleWordBuffer >> what;
Settings config = settings.write["session"][what];
singleWordBuffer >> value;
if(value == "on")
{
config->Bool() = true;
printCommandMessage("Option " + what + " enabled!", ELogLevel::INFO);
}
else if(value == "off")
{
config->Bool() = false;
printCommandMessage("Option " + what + " disabled!", ELogLevel::INFO);
}
}
void ClientCommandManager::handleUnlockCommand(std::istringstream& singleWordBuffer)
{
std::string mxname;
singleWordBuffer >> mxname;
if(mxname == "pim" && LOCPLINT)
LOCPLINT->pim->unlock();
}
if (CResourceHandler::get()->existsResource(ResourceID(URI)))
{
@ -446,42 +508,9 @@ void ClientCommandManager::processCommand(const std::string &message, bool calle
void ClientCommandManager::giveTurn(const PlayerColor &colorIdentifier)
{
YourTurn yt;
yt.player = colorIdentifier;
yt.daysWithoutCastle = CSH->client->getPlayerState(colorIdentifier)->daysWithoutCastle;
ApplyClientNetPackVisitor visitor(*CSH->client, *CSH->client->gameState());
yt.visit(visitor);
}
void ClientCommandManager::printInfoAboutInterfaceObject(const CIntObject *obj, int level)
{
std::stringstream sbuffer;
sbuffer << std::string(level, '\t');
sbuffer << typeid(*obj).name() << " *** ";
if (obj->active)
{
#define PRINT(check, text) if (obj->active & CIntObject::check) sbuffer << text
PRINT(LCLICK, 'L');
PRINT(RCLICK, 'R');
PRINT(HOVER, 'H');
PRINT(MOVE, 'M');
PRINT(KEYBOARD, 'K');
PRINT(TIME, 'T');
PRINT(GENERAL, 'A');
PRINT(WHEEL, 'W');
PRINT(DOUBLECLICK, 'D');
#undef PRINT
}
else
sbuffer << "inactive";
sbuffer << " at " << obj->pos.x <<"x"<< obj->pos.y;
sbuffer << " (" << obj->pos.w <<"x"<< obj->pos.h << ")";
printCommandMessage(sbuffer.str(), ELogLevel::INFO);
for(const CIntObject *child : obj->children)
printInfoAboutInterfaceObject(child, level+1);
int* ptr = nullptr;
*ptr = 666;
//disaster!
}
void ClientCommandManager::printCommandMessage(const std::string &commandMessage, ELogLevel::ELogLevel messageType)
@ -520,3 +549,128 @@ void ClientCommandManager::printCommandMessage(const std::string &commandMessage
}
}
}
void ClientCommandManager::printInfoAboutInterfaceObject(const CIntObject *obj, int level)
{
std::stringstream sbuffer;
sbuffer << std::string(level, '\t');
sbuffer << typeid(*obj).name() << " *** ";
if (obj->active)
{
#define PRINT(check, text) if (obj->active & CIntObject::check) sbuffer << text
PRINT(LCLICK, 'L');
PRINT(RCLICK, 'R');
PRINT(HOVER, 'H');
PRINT(MOVE, 'M');
PRINT(KEYBOARD, 'K');
PRINT(TIME, 'T');
PRINT(GENERAL, 'A');
PRINT(WHEEL, 'W');
PRINT(DOUBLECLICK, 'D');
#undef PRINT
}
else
sbuffer << "inactive";
sbuffer << " at " << obj->pos.x <<"x"<< obj->pos.y;
sbuffer << " (" << obj->pos.w <<"x"<< obj->pos.h << ")";
printCommandMessage(sbuffer.str(), ELogLevel::INFO);
for(const CIntObject *child : obj->children)
printInfoAboutInterfaceObject(child, level+1);
}
void ClientCommandManager::giveTurn(const PlayerColor &colorIdentifier)
{
YourTurn yt;
yt.player = colorIdentifier;
yt.daysWithoutCastle = CSH->client->getPlayerState(colorIdentifier)->daysWithoutCastle;
ApplyClientNetPackVisitor visitor(*CSH->client, *CSH->client->gameState());
yt.visit(visitor);
}
void ClientCommandManager::processCommand(const std::string & message, bool calledFromIngameConsole)
{
// split the message into individual words
std::istringstream singleWordBuffer;
singleWordBuffer.str(message);
// get command name, to be used for single word commands
std::string commandName;
singleWordBuffer >> commandName;
currentCallFromIngameConsole = calledFromIngameConsole;
if(message == std::string("die, fool"))
handleQuitCommand();
else if(commandName == "save")
handleSaveCommand(singleWordBuffer);
else if(commandName=="load")
handleLoadCommand(singleWordBuffer); // not implemented
else if(commandName == "gosolo")
handleGoSoloCommand();
else if(commandName == "autoskip")
handleAutoskipCommand();
else if(commandName == "controlai")
handleControlaiCommand(singleWordBuffer);
else if(commandName == "setBattleAI")
handleSetBattleAICommand(singleWordBuffer);
else if(commandName == "redraw")
handleRedrawCommand();
else if(commandName == "screen")
handleScreenCommand();
else if(commandName == "not dialog")
handleNotDialogCommand();
else if(commandName == "gui")
handleGuiCommand();
else if(message=="convert txt")
handleConvertTextCommand();
else if(message=="get config")
handleGetConfigCommand();
else if(message=="get scripts")
handleGetScriptsCommand();
else if(message=="get txt")
handleGetTextCommand();
else if(commandName == "def2bmp")
handleDef2bmpCommand(singleWordBuffer);
else if(commandName == "extract")
handleExtractCommand(singleWordBuffer);
else if(commandName == "bonuses")
handleBonusesCommand(singleWordBuffer);
else if(commandName == "tell")
handleTellCommand(singleWordBuffer);
else if(commandName == "mp" && adventureInt)
handleMpCommand();
else if (commandName == "set")
handleSetCommand(singleWordBuffer);
else if(commandName == "unlock")
handleUnlockCommand(singleWordBuffer);
else if(commandName == "crash")
handleCrashCommand();
else
printCommandMessage("Command not found :(", ELogLevel::ERROR);
}

View File

@ -17,15 +17,85 @@ class CIntObject;
class ClientCommandManager //take mantis #2292 issue about account if thinking about handling cheats from command-line
{
bool currentCallFromIngameConsole = false;
bool currentCallFromIngameConsole = false; // commands can come from 2 sources: ingame console (chat) and client console
// Quits the game (die, fool command)
void handleQuitCommand();
void giveTurn(const PlayerColor &color);
void printInfoAboutInterfaceObject(const CIntObject *obj, int level);
// Saves current game under the given filename
void handleSaveCommand(std::istringstream & singleWordBuffer);
// Loads a game with the given filename
void handleLoadCommand(std::istringstream & singleWordBuffer);
// AI takes over until the end of turn (unlike original H3 currently causes AI to take over until typed again)
void handleGoSoloCommand();
// Toggles autoskip mode on and off. In this mode, player turns are automatically skipped and only AI moves.
// However, GUI is still present and allows to observe AI moves. After this option is activated, you need to end first turn manually.
// Press [Shift] before your turn starts to not skip it.
void handleAutoskipCommand();
// Gives you control over specified AI player. If none is specified gives you control over all AI players
void handleControlaiCommand(std::istringstream& singleWordBuffer);
// Change battle AI used by neutral creatures to the one specified. Persists through game quit
void handleSetBattleAICommand(std::istringstream& singleWordBuffer);
// Redraw the current screen
void handleRedrawCommand();
// Prints information about current screen, and saves both screens as .bmp in root folder
void handleScreenCommand();
// Set the state indicating if dialog box is active to "no"
void handleNotDialogCommand();
// Displays tree view of currently present VCMI common GUI elements
void handleGuiCommand();
// Dumps all game text, maps text and campaign maps text into Client log between BEGIN TEXT EXPORT and END TEXT EXPORT
void handleConvertTextCommand();
// Saves current game configuration into extracted/configuration folder
void handleGetConfigCommand();
// Dumps all scripts in Extracted/Scripts
void handleGetScriptsCommand();
// Dumps all .txt files from DATA into Extracted/DATA
void handleGetTextCommand();
// Extract .def animation as BMP files
void handleDef2bmpCommand(std::istringstream& singleWordBuffer);
// Export file into Extracted directory
void handleExtractCommand(std::istringstream& singleWordBuffer);
// Print in console the current bonuses for curent army
void handleBonusesCommand(std::istringstream & singleWordBuffer);
// Get what artifact is present on artifact slot with specified ID for hero with specified ID
void handleTellCommand(std::istringstream& singleWordBuffer);
// Show current movement points, max movement points on land / max movement points on water.
void handleMpCommand();
// set <command> <on/off> - sets special temporary settings that reset on game quit.
void handleSetCommand(std::istringstream& singleWordBuffer);
// Unlocks specific mutex known in VCMI code as "pim"
void handleUnlockCommand(std::istringstream& singleWordBuffer);
// Crashes the game forcing an exception
void handleCrashCommand();
// Prints in Chat the given message
void printCommandMessage(const std::string &commandMessage, ELogLevel::ELogLevel messageType = ELogLevel::NOT_SET);
void handleGoSolo();
void handleControlAi(const std::string &colorName);
void printInfoAboutInterfaceObject(const CIntObject *obj, int level);
void giveTurn(const PlayerColor &color);
public:
ClientCommandManager() = default;
void processCommand(const std::string &message, bool calledFromIngameConsole);
void processCommand(const std::string & message, bool calledFromIngameConsole);
};