KlassischeKeplerKriege/game/state/commands.hpp

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#pragma once
#include "state.hpp"
#include "player.hpp"
#include "ship.hpp"
#include "planet.hpp"
#include "missile.hpp"
#include <iostream>
namespace game {
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/**
* Base class for commands.
* must derive from this.
*/
class Command {
public:
Command()
{
}
virtual ~Command()
{
}
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// check whether the command is ready to execute.
// if not, wait.
// note: stuff like for admin should be done in execute() to discard the
// command and not block the queue.
virtual bool ready(const Player *player, const State *state) const
{
(void) player;
(void) state;
return true;
}
virtual void apply(Player *player, State *state) const
{
(void) state;
(void) player;
std::cout<<"Command '" << name() << "' not yet implemented!" << std::endl;
}
virtual std::string name() const { return "<unnamed>"; }
};
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/**********************************************************************/
/* Implemented commands */
/**********************************************************************/
/*
* Shoot at angle and optional speed.
* TODO
*/
class ShootCommand : public Command {
public:
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ShootCommand(float angle) : m_angle(angle)
{
}
std::string name() const { return "<shoot>"; }
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void apply( Player *player, State *state) const;
bool ready(const Player *player, const State *state) const;
private:
float m_angle;
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};
/**
* Change the name of the player if it will be uniuqe.
*/
class ChangeNameCommand : public Command {
public:
ChangeNameCommand(const std::string &name) : m_name(name)
{
}
std::string name() const { return "<change name>"; }
void apply(Player *player, State *state) const;
private:
std::string m_name;
};
/**
* clear all traces of this player that are done
*/
class ClearTracesCommand : public Command {
public:
ClearTracesCommand()
{
}
std::string name() const { return "<clear traces>"; }
void apply(Player *player, State *state) const;
};
/**
* Set default speed of next shots for this player.
*/
class SetSpeedCommand : public Command {
public:
SetSpeedCommand(float speed) : m_speed(speed)
{
}
std::string name() const { return "<set speed>"; }
void apply(Player *player, State *state) const;
private:
float m_speed;
};
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/**
* Developer command.
*/
class DeveloperCommand : public Command {
public:
DeveloperCommand(const std::string &payload) : m_payload(payload)
{
}
std::string name() const { return "<dev command>"; }
void apply(Player *player, State *state) const;
private:
std::string m_payload;
};
class SetDeveloperModeCommand : public Command {
public: SetDeveloperModeCommand(bool enable) : m_enable(enable)
{
}
std::string name() const { return "<set dev. mode>"; }
void apply(Player *player, State *state) const;
private:
bool m_enable;
};
#if 0
/**
* Take over a session for a player that left.
* An admin must confirm this command.
*/
class TakeOverPlayerCommand : public Command {
public:
TakeOverPlayerCommand(int otherPlayerId) : m_otherPlayerId(otherPlayerId)
{
}
std::string name() const { return "<take over player>"; }
void apply( Player *player, State *state) const;
bool ready(const Player *player, const State *state) const;
private:
int m_otherPlayerId;
};
#endif
}