/**
* Command for giving players weapons or other items.
* Copyright 2021 Anton Tarasenko
*------------------------------------------------------------------------------
* This file is part of Acedia.
*
* Acedia is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3 of the License, or
* (at your option) any later version.
*
* Acedia is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Acedia. If not, see .
*/
class ACommandGive extends Command;
protected function BuildData(CommandDataBuilder builder)
{
builder.Name(P("give")).Summary(P("Gives player specified weapon / item."));
builder.RequireTarget();
builder.ParamTextList(P("items"))
.Describe(P("Gives players a specified item."));
builder.Option(P("force"))
.Describe(P("Due to inventory limitations, this command might refuse to"
@ "add specified weapons. Using this flag makes it try to resolve"
@ "situation and allow adding specified weapon. But results are"
@ "still not guaranteed."));
builder.Option(P("clear"))
.Describe(F("Clears target's inventory before adding new weapons."
@ "By default destroys inventory. Setting optional parameter to"
@ "{$TypeBoolean 'true'} will make game try to keep items,"
@ "e.g. by just dropping them on the floor."))
.OptionalParams()
.ParamBoolean(P("keep-items"));
}
protected function ExecutedFor(
EPlayer player,
CallData result,
EPlayer callerPlayer)
{
local int i;
local bool doForce;
local Text itemTemplate, itemName;
local array addedItems, rejectedItems;
local EInventory inventory;
local EItemTemplateInfo templateInfo;
local DynamicArray itemsToAdd;
inventory = player.GetInventory();
itemsToAdd = result.parameters.GetDynamicArray(P("items"));
doForce = result.options.HasKey(P("force"));
if (result.options.HasKey(P("clear"))) {
inventory.RemoveAll(result.options.GetBoolBy(P("/clear/keep-items")));
}
for (i = 0; i < itemsToAdd.GetLength(); i += 1)
{
itemTemplate = GetTemplate(itemsToAdd.GetText(i));
templateInfo = _.kf.GetItemTemplateInfo(itemTemplate);
if (templateInfo != none) {
itemName = templateInfo.GetName();
}
else {
itemName = itemTemplate.Copy();
}
if (inventory.AddTemplate(itemTemplate, doForce)) {
addedItems[addedItems.length] = itemName;
}
else {
rejectedItems[rejectedItems.length] = itemName;
}
_.memory.Free(itemTemplate);
itemTemplate = none;
itemName = none;
}
ReportResultsToCaller(callerPlayer, player, addedItems, rejectedItems);
AnnounceGivingItems(callerPlayer, player, addedItems);
_.memory.Free(inventory);
_.memory.FreeMany(addedItems);
_.memory.FreeMany(rejectedItems);
}
protected function Text GetTemplate(Text userItemName)
{
if (userItemName == none) {
return none;
}
if (userItemName.StartsWith(P("$"))) {
return _.alias.ResolveWeapon(userItemName, true);
}
return userItemName.Copy();
}
protected function bool GiveItemTo(
Text itemTemplate,
EInventory inventory,
bool doForce)
{
local bool addedSuccessfully;
if (itemTemplate == none) {
return false;
}
if (!itemTemplate.StartsWith(P("$"))) {
addedSuccessfully = inventory.AddTemplate(itemTemplate);
}
else
{
itemTemplate = _.alias.ResolveWeapon(itemTemplate, true);
addedSuccessfully = inventory.AddTemplate(itemTemplate, doForce);
_.memory.Free(itemTemplate);
}
return addedSuccessfully;
}
protected function ReportResultsToCaller(
EPlayer caller,
EPlayer target,
array addedItems,
array rejectedItems)
{
local int i;
local Text targetName;
local ConsoleWriter console;
if (addedItems.length <= 0 && rejectedItems.length <= 0) {
return;
}
console = caller.BorrowConsole();
targetName = target.GetName();
console.Write(F("{$TextEmphasis Giving} weapons to "))
.Write(targetName).Write(P(": "));
targetName.FreeSelf();
if (addedItems.length > 0)
{
console.Write(F("{$TextPositive successfully} gave "));
for (i = 0; i < addedItems.length; i += 1)
{
if (i > 0)
{
if (i == addedItems.length - 1) {
console.Write(P(" and "));
}
else {
console.Write(P(", "));
}
}
console.UseColorOnce(_.color.TextSubtle).Write(addedItems[i]);
}
}
if (rejectedItems.length > 0)
{
if (addedItems.length > 0) {
console.Write(F(", {$TextNegative but} "));
}
console.Write(F("{$TextNegative failed} to give "));
for (i = 0; i < rejectedItems.length; i += 1)
{
if (i > 0)
{
if (i == rejectedItems.length - 1) {
console.Write(P(" and "));
}
else {
console.Write(P(", "));
}
}
console.UseColorOnce(_.color.TextSubtle).Write(rejectedItems[i]);
}
}
console.Flush();
}
protected function AnnounceGivingItems(
EPlayer caller,
EPlayer target,
array addedItems)
{
local int i;
local Text targetName;
local MutableText message;
local ConsoleWriter console;
local Text.Formatting itemNameFormatting;
if (addedItems.length <= 0) {
return;
}
message = _.text.Empty();
itemNameFormatting = _.text.FormattingFromColor(_.color.TextSubtle);
message.Append(F("{$TextPositive given}: "));
for (i = 0; i < addedItems.length; i += 1)
{
if (i > 0)
{
if (i == addedItems.length - 1) {
message.Append(P(" and "));
}
else {
message.Append(P(", "));
}
}
message.Append(addedItems[i], itemNameFormatting);
}
targetName = target.GetName();
console = _.console.ForAll().ButPlayer(caller).ButPlayer(target)
.Write(targetName).Write(P(" was ")).Say(message);
if (caller != target) {
console.ForPlayer(target).Write(P("You were ")).Say(message);
}
console.FreeSelf();
message.FreeSelf();
targetName.FreeSelf();
}
defaultproperties
{
}