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Implement flying command (#713)
* Implement flying command * Add documentation.
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@ -425,6 +425,18 @@ public:
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*/
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const std::vector<LOT>& GetEquippedItems() const { return m_EquippedItems; }
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/**
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* @brief Get the flying state
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* @return value of the flying state
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*/
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bool GetIsFlying() { return m_IsFlying; }
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/**
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* @brief Set the value of the flying state
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* @param isFlying the flying state
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*/
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void SetIsFlying(bool isFlying) { m_IsFlying = isFlying; }
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private:
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/**
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* The ID of this character. First 32 bits of the ObjectID.
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@ -621,6 +633,11 @@ private:
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*/
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std::string m_TargetScene;
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/**
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* Bool that tracks the flying state of the user.
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*/
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bool m_IsFlying = false;
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/**
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* Queries the character XML and updates all the fields of this object
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* NOTE: quick as there's no DB lookups
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@ -3,16 +3,34 @@
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#include "BehaviorBranchContext.h"
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#include "GameMessages.h"
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#include "Character.h"
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void JetPackBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bit_stream, const BehaviorBranchContext branch) {
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auto* entity = EntityManager::Instance()->GetEntity(branch.target);
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GameMessages::SendSetJetPackMode(entity, true, this->m_BypassChecks, this->m_EnableHover, this->m_effectId, this->m_Airspeed, this->m_MaxAirspeed, this->m_VerticalVelocity, this->m_WarningEffectID);
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if (entity->IsPlayer()) {
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auto* character = entity->GetCharacter();
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if (character) {
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character->SetIsFlying(true);
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}
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}
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}
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void JetPackBehavior::UnCast(BehaviorContext* context, BehaviorBranchContext branch) {
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auto* entity = EntityManager::Instance()->GetEntity(branch.target);
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GameMessages::SendSetJetPackMode(entity, false);
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if (entity->IsPlayer()) {
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auto* character = entity->GetCharacter();
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if (character) {
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character->SetIsFlying(false);
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}
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}
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}
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void JetPackBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bit_stream, const BehaviorBranchContext branch) {
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@ -942,6 +942,40 @@ void SlashCommandHandler::HandleChatCommand(const std::u16string& command, Entit
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}
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}
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if (chatCommand == "fly" && entity->GetGMLevel() >= GAME_MASTER_LEVEL_JUNIOR_DEVELOPER) {
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auto* character = entity->GetCharacter();
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if (character) {
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bool isFlying = character->GetIsFlying();
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if (isFlying) {
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GameMessages::SendSetJetPackMode(entity, false);
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character->SetIsFlying(false);
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} else {
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float speedScale = 1.0f;
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if (args.size() >= 1) {
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float tempScaleStore;
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if (GeneralUtils::TryParse<float>(args[0], tempScaleStore)) {
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speedScale = tempScaleStore;
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} else {
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ChatPackets::SendSystemMessage(sysAddr, u"Failed to parse speed scale argument.");
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}
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}
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float airSpeed = 20 * speedScale;
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float maxAirSpeed = 30 * speedScale;
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float verticalVelocity = 1.5 * speedScale;
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GameMessages::SendSetJetPackMode(entity, true, true, false, 167, airSpeed, maxAirSpeed, verticalVelocity);
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character->SetIsFlying(true);
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}
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}
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}
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//------- GM COMMANDS TO ACTUALLY MODERATE --------
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if (chatCommand == "mute" && entity->GetGMLevel() >= GAME_MASTER_LEVEL_JUNIOR_DEVELOPER) {
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@ -32,6 +32,7 @@ Here is a summary of the commands available in-game. All commands are prefixed b
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|gminvis|`/gminvis`|Toggles invisibility for the character, though it's currently a bit buggy. Requires nonzero GM Level for the character, but the account must have a GM level of 8.|8|
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|setname|`/setname <name>`|Sets a temporary name for your player. The name resets when you log out.|8|
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|title|`/title <title>`|Temporarily appends your player's name with " - <title>". This resets when you log out.|8|
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|fly|`/fly <speed>`|This toggles your flying state with an optional parameter for the speed scale.|4|
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## Server Operation Commands
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