Files
PlanetFleet/consoleCommand.cpp
T
2022-01-13 20:21:42 +02:00

104 lines
3.1 KiB
C++
Executable File

#include <sstream>
#include <string>
#include <cmath>
#include <vector.h>
#include <stateManager.h>
#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<string> 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<string> &fullCommand){
vector<int> 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<string> &fullCommand){
//addUnit <playerId> <unitId> [<posX> <posY> <posZ> ]
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<Player*> 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);
}
}