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.
This commit is contained in:
EmosewaMC 2022-06-13 00:45:17 -07:00
parent 1f62f169c8
commit a61c6e5e41

View File

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