#include #include #include #include #include #include "consoleCommand.h" #include "unitData.h" #include "aircraftCarrier.h" #include "cruiser.h" #include "destroyer.h" #include "submarine.h" #include "demoJet.h" #include "missileJet.h" #include "inGameAppState.h" #include "unitData.h" using namespace std; using namespace vb01; using namespace vb01Gui; namespace battleship{ using namespace unitData; void ConsoleCommand::execute(string commandStr) { vector fullCommand; parse(commandStr, fullCommand); if (fullCommand[0] == "add-unit") { validateAddUnitArguments(fullCommand); executeAddUnit(atoi(fullCommand[1].c_str()), atoi(fullCommand[2].c_str())); } } void ConsoleCommand::parse(string commandStr, vector &fullCommand){ vector spaceIds; for(int i = 0; i < commandStr.length(); i++) if(commandStr[i] == ' ') spaceIds.push_back(i); fullCommand.push_back(commandStr.substr(0, spaceIds[0])); for(int i = 0; i < spaceIds.size(); i++){ bool lastSpace = (i == spaceIds.size() - 1); string argument = commandStr.substr(spaceIds[i] + 1, lastSpace ? string::npos : spaceIds[i + 1] - spaceIds[i] - 1); fullCommand.push_back(argument); } } void ConsoleCommand::validateAddUnitArguments(vector &fullCommand){ //addUnit [ ] if(fullCommand.size() != 3 || fullCommand.size() != 6) return; int playerId = atoi(fullCommand[1].c_str()); if(playerId != 0 && playerId != 1) return; int unitId = atoi(fullCommand[2].c_str()); if(!(0 <= unitId && unitId <= unitData::numberOfUnits)) return; } void ConsoleCommand::executeAddUnit(int playerId, int unitId) { StateManager *stateManager = GameManager::getSingleton()->getStateManager(); InGameAppState *inGameState = (InGameAppState*)stateManager->getAppStateByType(AppStateType::IN_GAME_STATE); vector players = inGameState->getPlayers(); Vector3 pos(0, 0, 0); Unit *u = nullptr; switch (unitType[unitId]) { case UNIT_TYPE::VESSEL: u = new Vessel(players[playerId], pos, unitId); break; case UNIT_TYPE::DESTROYER: u = new Destroyer(players[playerId], pos, unitId); break; case UNIT_TYPE::CRUISER: u = new Cruiser(players[playerId], pos, unitId); break; case UNIT_TYPE::SUBMARINE: u = new Submarine(players[playerId], pos, unitId); break; case UNIT_TYPE::AIRCRAFT_CARRIER: u = new AircraftCarrier(players[playerId], pos, unitId); break; case UNIT_TYPE::MISSILE_JET: u = new MissileJet(players[playerId], pos, unitId, false); break; case UNIT_TYPE::DEMO_JET: u = new DemoJet(players[playerId], pos, unitId, false); break; default: break; } players[playerId]->addUnit(u); } }