#include #include #include #include #include #include "consoleCommand.h" #include "inGameAppState.h" using namespace std; using namespace vb01; using namespace vb01Gui; using namespace gameBase; namespace battleship{ void ConsoleCommand::execute(string commandStr) { vector fullCommand; parse(commandStr, fullCommand); if (fullCommand[0] == "add-unit") { validateAddUnitArguments(fullCommand); Vector3 pos = Vector3::VEC_ZERO; if(fullCommand.size() == 6) pos = Vector3(atof(fullCommand[3].c_str()), atof(fullCommand[4].c_str()), atof(fullCommand[5].c_str())); executeAddUnit(atoi(fullCommand[1].c_str()), atoi(fullCommand[2].c_str()), pos); } } 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 <= UnitDataManager::getSingleton()->getNumUnits())) return; } void ConsoleCommand::executeAddUnit(int playerId, int unitId, Vector3 pos) { StateManager *stateManager = GameManager::getSingleton()->getStateManager(); InGameAppState *inGameState = (InGameAppState*)stateManager->getAppStateByType(AppStateType::IN_GAME_STATE); vector players = inGameState->getPlayers(); players[playerId]->addUnit(new Unit(players[playerId], pos, unitId)); } }