2016-09-27 16:23:58 +00:00
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#pragma once
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#include "state.hpp"
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#include "player.hpp"
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#include "ship.hpp"
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#include "planet.hpp"
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#include "missile.hpp"
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#include <iostream>
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namespace game {
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2016-09-27 20:35:16 +00:00
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/**
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* Base class for commands.
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* must derive from this.
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*/
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2016-09-27 16:23:58 +00:00
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class Command {
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public:
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Command()
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{
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}
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virtual ~Command()
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{
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}
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2016-09-27 20:35:16 +00:00
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// check whether the command is ready to execute.
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// if not, wait.
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// note: stuff like for admin should be done in execute() to discard the
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// command and not block the queue.
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virtual bool ready(const Player *player, const State *state) const
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2016-09-27 16:23:58 +00:00
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{
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(void) player;
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(void) state;
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return true;
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}
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virtual void apply(Player *player, State *state) const
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{
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(void) state;
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(void) player;
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std::cout<<"Command '" << name() << "' not yet implemented!" << std::endl;
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}
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virtual std::string name() const { return "<unnamed>"; }
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};
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2016-09-27 20:35:16 +00:00
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/**********************************************************************/
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/* Implemented commands */
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/**********************************************************************/
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/*
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* Shoot at angle and optional speed.
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* TODO
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*/
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2016-09-27 16:23:58 +00:00
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class ShootCommand : public Command {
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public:
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2016-09-27 20:35:16 +00:00
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ShootCommand(float angle) : m_angle(angle)
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2016-09-27 16:23:58 +00:00
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{
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}
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std::string name() const { return "<shoot>"; }
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2016-09-27 20:35:16 +00:00
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void apply( Player *player, State *state) const;
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bool ready(const Player *player, const State *state) const;
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2016-09-27 16:23:58 +00:00
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private:
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float m_angle;
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2016-09-27 20:35:16 +00:00
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};
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/**
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* Change the name of the player if it will be uniuqe.
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*/
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class ChangeNameCommand : public Command {
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public:
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ChangeNameCommand(const std::string &name) : m_name(name)
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{
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}
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std::string name() const { return "<change name>"; }
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void apply(Player *player, State *state) const;
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private:
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std::string m_name;
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};
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/**
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* clear all traces of this player that are done
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*/
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class ClearTracesCommand : public Command {
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public:
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ClearTracesCommand()
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{
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}
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std::string name() const { return "<clear traces>"; }
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void apply(Player *player, State *state) const;
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};
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/**
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* Set default speed of next shots for this player.
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*/
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class SetSpeedCommand : public Command {
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public:
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SetSpeedCommand(float speed) : m_speed(speed)
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{
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}
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std::string name() const { return "<set speed>"; }
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void apply(Player *player, State *state) const;
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private:
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2016-09-27 16:23:58 +00:00
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float m_speed;
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};
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2016-09-27 21:50:44 +00:00
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2016-09-30 12:21:04 +00:00
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/**
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* Developer command.
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*/
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class DeveloperCommand : public Command {
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public:
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DeveloperCommand(const std::string &payload) : m_payload(payload)
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{
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}
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std::string name() const { return "<dev command>"; }
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void apply(Player *player, State *state) const;
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private:
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std::string m_payload;
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};
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class SetDeveloperModeCommand : public Command {
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public: SetDeveloperModeCommand(bool enable) : m_enable(enable)
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{
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}
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std::string name() const { return "<set dev. mode>"; }
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void apply(Player *player, State *state) const;
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private:
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bool m_enable;
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};
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2016-09-27 21:50:44 +00:00
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#if 0
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/**
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* Take over a session for a player that left.
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* An admin must confirm this command.
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*/
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class TakeOverPlayerCommand : public Command {
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public:
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TakeOverPlayerCommand(int otherPlayerId) : m_otherPlayerId(otherPlayerId)
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{
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}
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std::string name() const { return "<take over player>"; }
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void apply( Player *player, State *state) const;
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bool ready(const Player *player, const State *state) const;
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private:
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int m_otherPlayerId;
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};
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#endif
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2016-09-27 16:23:58 +00:00
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}
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