mirror of
https://github.com/devZoGok/PlanetFleet.git
synced 2026-08-26 19:43:29 +00:00
implemented toggle-debug command
This commit is contained in:
+1
-1
@@ -28,7 +28,7 @@ set(GUI tooltip.cpp concreteGuiManager.cpp ${BUTTONS} ${LISTBOXES})
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set(STATES activeGameState.cpp inGameAppState.cpp guiAppState.cpp mapEditorAppState.cpp)
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set(STATES activeGameState.cpp inGameAppState.cpp guiAppState.cpp mapEditorAppState.cpp)
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set(UTIL util.cpp binds.h)
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set(UTIL util.cpp binds.h)
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set(CONTROLLERS gameObjectFrameController.cpp cameraController.cpp)
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set(CONTROLLERS gameObjectFrameController.cpp cameraController.cpp)
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set(CONSOLE console.cpp abstractCommand.cpp addUnitCommand.cpp addResourceCommand.cpp addTechnologyCommand.cpp)
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set(CONSOLE console.cpp abstractCommand.cpp addUnitCommand.cpp addResourceCommand.cpp addTechnologyCommand.cpp toggleDebugCommand.cpp)
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set(CORE gameManager.cpp game.cpp fxManager.cpp defConfigs.cpp ${CONSOLE} ${CONTROLLERS})
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set(CORE gameManager.cpp game.cpp fxManager.cpp defConfigs.cpp ${CONSOLE} ${CONTROLLERS})
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set(PROJECTILES projectile.cpp cruiseMissile.cpp)
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set(PROJECTILES projectile.cpp cruiseMissile.cpp)
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set(VEHICLES vehicle.cpp engineer.cpp resourceRover.cpp)
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set(VEHICLES vehicle.cpp engineer.cpp resourceRover.cpp)
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+4
-1
@@ -2,13 +2,14 @@
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#include "addUnitCommand.h"
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#include "addUnitCommand.h"
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#include "addResourceCommand.h"
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#include "addResourceCommand.h"
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#include "addTechnologyCommand.h"
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#include "addTechnologyCommand.h"
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#include "toggleDebugCommand.h"
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using namespace std;
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using namespace std;
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namespace battleship{
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namespace battleship{
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void Console::execute(string cmdStr) {
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void Console::execute(string cmdStr) {
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int space = cmdStr.find(" ");
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int space = cmdStr.find(" ");
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string cmdName, argsStr;
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string cmdName = cmdStr, argsStr = "";
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if(space != -1){
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if(space != -1){
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cmdName = cmdStr.substr(0, space);
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cmdName = cmdStr.substr(0, space);
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@@ -21,5 +22,7 @@ namespace battleship{
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AddResourceCommand(argsStr).execute();
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AddResourceCommand(argsStr).execute();
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else if(cmdName == "add-technology")
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else if(cmdName == "add-technology")
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AddTechnologyCommand(argsStr).execute();
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AddTechnologyCommand(argsStr).execute();
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else if(cmdName == "toggle-debug")
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ToggleDebugCommand(argsStr).execute();
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}
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}
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}
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}
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@@ -118,22 +118,24 @@ namespace battleship{
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AssetManager::getSingleton()->load(gm->getPath() + gop, true);
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AssetManager::getSingleton()->load(gm->getPath() + gop, true);
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AssetManager::getSingleton()->load(gm->getPath() + vfxp, true);
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AssetManager::getSingleton()->load(gm->getPath() + vfxp, true);
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vector<GameObject*> gameObjs;
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if(debug){
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vector<GameObject*> gameObjs;
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for(Player *pl : Game::getSingleton()->getPlayers()){
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for(Player *pl : Game::getSingleton()->getPlayers()){
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for(Unit *u : pl->getUnits())
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for(Unit *u : pl->getUnits())
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gameObjs.push_back((GameObject*)u);
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gameObjs.push_back((GameObject*)u);
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for(Projectile *proj : pl->getProjectiles())
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for(Projectile *proj : pl->getProjectiles())
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gameObjs.push_back((GameObject*)proj);
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gameObjs.push_back((GameObject*)proj);
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for(ResourceDeposit *dep : pl->getResourceDeposits())
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for(ResourceDeposit *dep : pl->getResourceDeposits())
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gameObjs.push_back((GameObject*)dep);
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gameObjs.push_back((GameObject*)dep);
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}
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for(GameObject *obj : gameObjs)
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obj->reinit();
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}
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}
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for(GameObject *obj : gameObjs)
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obj->reinit();
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gm->getStateManager()->attachAppState(activeState);
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gm->getStateManager()->attachAppState(activeState);
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}
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}
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@@ -28,8 +28,10 @@ namespace battleship{
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float calcAbilFromTech(Ability::Type, std::vector<int>, int, int);
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float calcAbilFromTech(Ability::Type, std::vector<int>, int, int);
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bool isUnitUnlocked(std::vector<int>, int);
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bool isUnitUnlocked(std::vector<int>, int);
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std::vector<TradeOffer*> findTradeOffers(Player*, Player*);
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std::vector<TradeOffer*> findTradeOffers(Player*, Player*);
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inline void setDebug(bool d){this->debug = d;}
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inline void addTradeOffer(TradeOffer *to){tradeOffers.push_back(to);}
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inline void addTradeOffer(TradeOffer *to){tradeOffers.push_back(to);}
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inline void addPlayer(Player *pl){players.push_back(pl);}
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inline void addPlayer(Player *pl){players.push_back(pl);}
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inline bool isDebug(){return debug;}
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inline std::vector<Player*>& getPlayers(){return players;}
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inline std::vector<Player*>& getPlayers(){return players;}
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inline Player* getPlayer(int id){return players[id];}
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inline Player* getPlayer(int id){return players[id];}
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inline int getNumPlayers(){return players.size();}
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inline int getNumPlayers(){return players.size();}
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@@ -41,7 +43,7 @@ namespace battleship{
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void endGame(bool);
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void endGame(bool);
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std::vector<int> parseTechTable(int, std::string, std::string, std::string);
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std::vector<int> parseTechTable(int, std::string, std::string, std::string);
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bool paused = false, ended = false;
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bool paused = false, ended = false, debug = false;
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std::vector<Technology> technologies;
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std::vector<Technology> technologies;
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std::vector<Ability> abilities;
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std::vector<Ability> abilities;
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std::vector<Player*> players;
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std::vector<Player*> players;
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@@ -0,0 +1,16 @@
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#include "toggleDebugCommand.h"
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#include "game.h"
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namespace battleship{
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void ToggleDebugCommand::validate(){
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if(!arguments.empty()) return;
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}
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void ToggleDebugCommand::execute(){
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AbstractCommand::handle();
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validate();
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Game *game = Game::getSingleton();
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game->setDebug(!game->isDebug());
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}
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}
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@@ -0,0 +1,16 @@
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#ifndef TOGGLE_DEBUG_COMMAND_H
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#define TOGGLE_DEBUG_COMMAND_H
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#include "abstractCommand.h"
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namespace battleship{
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class ToggleDebugCommand : public AbstractCommand{
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public:
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ToggleDebugCommand(std::string str) : AbstractCommand(str){}
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void validate();
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void execute();
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private:
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};
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}
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#endif
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