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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00
vcmi/client/ClientCommandManager.cpp
Ivan Savenko 219f81d28b Added explicit "PlayerEndsTurn" netpack
- PlayerEndsTurn pack is now sent when player ends turn
- YourTurn pack has been renamed to PlayerStartsTurn for consistency
- PlayerStartsTurn will no longer replace list of acting players
- PlayerEndsGame and PlayerEndsTurn will remove player from acting list
2023-09-18 20:55:01 +03:00

562 lines
15 KiB
C++

/*
* ClientCommandManager.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "ClientCommandManager.h"
#include "Client.h"
#include "adventureMap/CInGameConsole.h"
#include "CPlayerInterface.h"
#include "PlayerLocalState.h"
#include "CServerHandler.h"
#include "gui/CGuiHandler.h"
#include "gui/WindowHandler.h"
#include "render/IRenderHandler.h"
#include "../lib/NetPacks.h"
#include "ClientNetPackVisitors.h"
#include "../lib/CConfigHandler.h"
#include "../lib/gameState/CGameState.h"
#include "../lib/CPlayerState.h"
#include "../lib/constants/StringConstants.h"
#include "../lib/campaign/CampaignHandler.h"
#include "../lib/mapping/CMapService.h"
#include "../lib/mapping/CMap.h"
#include "windows/CCastleInterface.h"
#include "render/CAnimation.h"
#include "../CCallback.h"
#include "../lib/CGeneralTextHandler.h"
#include "../lib/filesystem/Filesystem.h"
#include "../lib/modding/CModHandler.h"
#include "../lib/modding/ContentTypeHandler.h"
#include "../lib/modding/ModUtility.h"
#include "../lib/CHeroHandler.h"
#include "../lib/VCMIDirs.h"
#include "CMT.h"
#ifdef SCRIPTING_ENABLED
#include "../lib/ScriptHandler.h"
#endif
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"];
boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
if(!CSH->client)
{
printCommandMessage("Game is not in playing state");
return;
}
PlayerColor color;
if(session["aiSolo"].Bool())
{
for(auto & elem : CSH->client->gameState()->players)
{
if(elem.second.human)
CSH->client->installNewPlayerInterface(std::make_shared<CPlayerInterface>(elem.first), elem.first);
}
}
else
{
color = LOCPLINT->playerID;
CSH->client->removeGUI();
for(auto & elem : CSH->client->gameState()->players)
{
if(elem.second.human)
{
auto AiToGive = CSH->client->aiNameForPlayer(*CSH->client->getPlayerSettings(elem.first), false, false);
printCommandMessage("Player " + elem.first.toString() + " will be lead by " + AiToGive, ELogLevel::INFO);
CSH->client->installNewPlayerInterface(CDynLibHandler::getNewAI(AiToGive), elem.first);
}
}
GH.windows().totalRedraw();
giveTurn(color);
}
session["aiSolo"].Bool() = !session["aiSolo"].Bool();
}
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)))
{
continue;
}
CSH->client->removeGUI();
CSH->client->installNewPlayerInterface(std::make_shared<CPlayerInterface>(elem.first), elem.first);
}
GH.windows().totalRedraw();
if(color != PlayerColor::NEUTRAL)
giveTurn(color);
}
void ClientCommandManager::handleSetBattleAICommand(std::istringstream& singleWordBuffer)
{
std::string aiName;
singleWordBuffer >> aiName;
printCommandMessage("Will try loading that AI to see if it is correct name...\n");
try
{
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");
}
}
catch(std::exception &e)
{
printCommandMessage("Failed opening " + aiName + ": " + e.what(), ELogLevel::WARN);
printCommandMessage("Setting not changed, AI not found or invalid!", ELogLevel::WARN);
}
}
void ClientCommandManager::handleRedrawCommand()
{
GH.windows().totalRedraw();
}
void ClientCommandManager::handleNotDialogCommand()
{
LOCPLINT->showingDialog->setn(false);
}
void ClientCommandManager::handleConvertTextCommand()
{
logGlobal->info("Searching for available maps");
std::unordered_set<ResourcePath> mapList = CResourceHandler::get()->getFilteredFiles([&](const ResourcePath & ident)
{
return ident.getType() == EResType::MAP;
});
std::unordered_set<ResourcePath> campaignList = CResourceHandler::get()->getFilteredFiles([&](const ResourcePath & ident)
{
return ident.getType() == EResType::CAMPAIGN;
});
CMapService mapService;
logGlobal->info("Loading maps for export");
for (auto const & mapName : mapList)
{
try
{
// 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());
}
}
logGlobal->info("Loading campaigns for export");
for (auto const & campaignName : campaignList)
{
auto state = CampaignHandler::getCampaign(campaignName.getName());
for (auto const & part : state->allScenarios())
state->getMap(part);
}
VLC->generaltexth->dumpAllTexts();
}
void ClientCommandManager::handleGetConfigCommand()
{
printCommandMessage("Command accepted.\t");
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 const & handler = *VLC->modh->content;
auto const & content = handler[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 = ModUtility::makeFullIdentifier(object.meta, contentName, nameAndObject.first);
boost::algorithm::replace_all(name, ":", "_");
const boost::filesystem::path filePath = contentOutPath / (name + ".json");
std::ofstream file(filePath.c_str());
file << object.toJson();
}
}
}
printCommandMessage("\rExtracting done :)\n");
printCommandMessage("Extracted files can be found in " + outPath.string() + " directory\n");
}
void ClientCommandManager::handleGetScriptsCommand()
{
#if SCRIPTING_ENABLED
printCommandMessage("Command accepted.\t");
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");
std::ofstream file(filePath.c_str());
file << script->getSource();
}
printCommandMessage("\rExtracting done :)\n");
printCommandMessage("Extracted files can be found in " + outPath.string() + " directory\n");
#endif
}
void ClientCommandManager::handleGetTextCommand()
{
printCommandMessage("Command accepted.\t");
const boost::filesystem::path outPath =
VCMIDirs::get().userExtractedPath();
auto list =
CResourceHandler::get()->getFilteredFiles([](const ResourcePath & ident)
{
return ident.getType() == EResType::TEXT && boost::algorithm::starts_with(ident.getName(), "DATA/");
});
for (auto & filename : list)
{
const boost::filesystem::path filePath = outPath / (filename.getName() + ".TXT");
boost::filesystem::create_directories(filePath.parent_path());
std::ofstream file(filePath.c_str());
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");
}
void ClientCommandManager::handleDef2bmpCommand(std::istringstream& singleWordBuffer)
{
std::string URI;
singleWordBuffer >> URI;
auto anim = GH.renderHandler().loadAnimation(AnimationPath::builtin(URI));
anim->preload();
anim->exportBitmaps(VCMIDirs::get().userExtractedPath());
}
void ClientCommandManager::handleExtractCommand(std::istringstream& singleWordBuffer)
{
std::string URI;
singleWordBuffer >> URI;
if(CResourceHandler::get()->existsResource(ResourcePath(URI)))
{
const boost::filesystem::path outPath = VCMIDirs::get().userExtractedPath() / URI;
auto data = CResourceHandler::get()->load(ResourcePath(URI))->readAll();
boost::filesystem::create_directories(outPath.parent_path());
std::ofstream outFile(outPath.c_str(), std::ofstream::binary);
outFile.write((char*)data.first.get(), data.second);
}
else
printCommandMessage("File not found!", ELogLevel::ERROR);
}
void ClientCommandManager::handleBonusesCommand(std::istringstream & singleWordBuffer)
{
if(currentCallFromIngameConsole)
{
printCommandMessage("Output for this command is too large for ingame chat! Please run it from client console.\n");
return;
}
std::string outputFormat;
singleWordBuffer >> outputFormat;
auto format = [outputFormat](const BonusList & b) -> std::string
{
if(outputFormat == "json")
return b.toJsonNode().toJson(true);
std::ostringstream ss;
ss << b;
return ss.str();
};
printCommandMessage("Bonuses of " + LOCPLINT->localState->getCurrentArmy()->getObjectName() + "\n");
printCommandMessage(format(*LOCPLINT->localState->getCurrentArmy()->getAllBonuses(Selector::all, Selector::all)) + "\n");
printCommandMessage("\nInherited bonuses:\n");
TCNodes parents;
LOCPLINT->localState->getCurrentArmy()->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 = LOCPLINT->localState->getCurrentHero())
printCommandMessage(std::to_string(h->movementPointsRemaining()) + "; max: " + std::to_string(h->movementPointsLimit(true)) + "/" + std::to_string(h->movementPointsLimit(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();
}
void ClientCommandManager::handleCrashCommand()
{
int* ptr = nullptr;
*ptr = 666;
//disaster!
}
void ClientCommandManager::printCommandMessage(const std::string &commandMessage, ELogLevel::ELogLevel messageType)
{
switch(messageType)
{
case ELogLevel::NOT_SET:
std::cout << commandMessage;
break;
case ELogLevel::TRACE:
logGlobal->trace(commandMessage);
break;
case ELogLevel::DEBUG:
logGlobal->debug(commandMessage);
break;
case ELogLevel::INFO:
logGlobal->info(commandMessage);
break;
case ELogLevel::WARN:
logGlobal->warn(commandMessage);
break;
case ELogLevel::ERROR:
logGlobal->error(commandMessage);
break;
default:
std::cout << commandMessage;
break;
}
if(currentCallFromIngameConsole)
{
boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
if(LOCPLINT && LOCPLINT->cingconsole)
{
LOCPLINT->cingconsole->print(commandMessage);
}
}
}
void ClientCommandManager::giveTurn(const PlayerColor &colorIdentifier)
{
PlayerStartsTurn yt;
yt.player = colorIdentifier;
yt.queryID = -1;
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 == "not dialog")
handleNotDialogCommand();
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" && LOCPLINT)
handleMpCommand();
else if (commandName == "set")
handleSetCommand(singleWordBuffer);
else if(commandName == "unlock")
handleUnlockCommand(singleWordBuffer);
else if(commandName == "crash")
handleCrashCommand();
else
{
if (!commandName.empty() && !vstd::iswithin(commandName[0], 0, ' ')) // filter-out debugger/IDE noise
printCommandMessage("Command not found :(", ELogLevel::ERROR);
}
}