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Add /setlevel slash command
Add the setlevel slash command. Command accepts parameters of the requested level and a player to set the level of. This also adjects the uscore of the player accordingly. The player must re-log upon using the command to see any updates to themselves or others.
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@ -1306,6 +1306,74 @@ void SlashCommandHandler::HandleChatCommand(const std::u16string& command, Entit
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GameMessages::SendModifyLEGOScore(entity, entity->GetSystemAddress(), uscore, eLootSourceType::LOOT_SOURCE_MODERATION);
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}
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if ((chatCommand == "setlevel") && args.size() >= 1 && entity->GetGMLevel() >= GAME_MASTER_LEVEL_DEVELOPER)
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{
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// We may be trying to set a specific players level to a level. If so override the entity with the requested players.
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std::string requestedPlayerToSetLevelOf = "";
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if (args.size() > 1) {
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requestedPlayerToSetLevelOf = args[1];
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auto requestedPlayer = Player::GetPlayer(requestedPlayerToSetLevelOf);
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if (!requestedPlayer) {
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ChatPackets::SendSystemMessage(sysAddr, u"No player found with username: (" + GeneralUtils::ASCIIToUTF16(requestedPlayerToSetLevelOf) + u").");
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return;
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}
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if (!requestedPlayer->GetOwner()) {
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ChatPackets::SendSystemMessage(sysAddr, u"No entity found with username: (" + GeneralUtils::ASCIIToUTF16(requestedPlayerToSetLevelOf) + u").");
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return;
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}
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entity = requestedPlayer->GetOwner();
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}
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uint32_t requestedLevel;
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uint32_t oldLevel;
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// first check the level is valid
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if (!GeneralUtils::TryParse(args[0], requestedLevel))
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{
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ChatPackets::SendSystemMessage(sysAddr, u"Invalid level.");
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return;
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}
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// query to set our uscore to the correct value for this level
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auto characterComponent = entity->GetComponent<CharacterComponent>();
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auto query = CDClientDatabase::CreatePreppedStmt("SELECT requiredUScore from LevelProgressionLookup WHERE id = ?;");
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query.bind(1, (int)requestedLevel);
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auto result = query.execQuery();
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if (result.eof()) return;
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// Set the UScore first
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oldLevel = characterComponent->GetLevel();
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characterComponent->SetUScore(result.getIntField(0, characterComponent->GetUScore()));
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// handle level up for each level we have passed if we set our level to be higher than the current one.
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if (oldLevel < requestedLevel) {
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while (oldLevel < requestedLevel) {
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oldLevel+=1;
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characterComponent->SetLevel(oldLevel);
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characterComponent->HandleLevelUp();
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}
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} else {
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characterComponent->SetLevel(requestedLevel);
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}
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if (requestedPlayerToSetLevelOf != "") {
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ChatPackets::SendSystemMessage(
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sysAddr, u"Set " + GeneralUtils::ASCIIToUTF16(requestedPlayerToSetLevelOf) + u"'s level to " + GeneralUtils::to_u16string(requestedLevel) +
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u" and UScore to " + GeneralUtils::to_u16string(characterComponent->GetUScore()) +
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u". Relog to see changes.");
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} else {
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ChatPackets::SendSystemMessage(
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sysAddr, u"Set your level to " + GeneralUtils::to_u16string(requestedLevel) +
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u" and UScore to " + GeneralUtils::to_u16string(characterComponent->GetUScore()) +
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u". Relog to see changes.");
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}
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return;
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}
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if (chatCommand == "pos" && entity->GetGMLevel() >= GAME_MASTER_LEVEL_DEVELOPER) {
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const auto position = entity->GetPosition();
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