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feat: allow for teleporting to player or relative position (#1683)
* allow for teleporting to player or relative position * Update Commands.md * Update Commands.md * Update SlashCommandHandler.cpp
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@@ -555,25 +555,45 @@ namespace DEVGMCommands {
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}
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}
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std::optional<float> ParseRelativeAxis(const float sourcePos, const std::string& toParse) {
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if (toParse.empty()) return std::nullopt;
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// relative offset from current position
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if (toParse[0] == '~') {
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if (toParse.size() == 1) return sourcePos;
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if (toParse.size() < 3 || !(toParse[1] != '+' || toParse[1] != '-')) return std::nullopt;
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const auto offset = GeneralUtils::TryParse<float>(toParse.substr(2));
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if (!offset.has_value()) return std::nullopt;
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bool isNegative = toParse[1] == '-';
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return isNegative ? sourcePos - offset.value() : sourcePos + offset.value();
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}
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return GeneralUtils::TryParse<float>(toParse);
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}
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void Teleport(Entity* entity, const SystemAddress& sysAddr, const std::string args) {
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const auto splitArgs = GeneralUtils::SplitString(args, ' ');
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const auto& sourcePos = entity->GetPosition();
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NiPoint3 pos{};
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auto* sourceEntity = entity;
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if (splitArgs.size() == 3) {
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const auto x = GeneralUtils::TryParse<float>(splitArgs.at(0));
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const auto x = ParseRelativeAxis(sourcePos.x, splitArgs[0]);
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if (!x) {
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ChatPackets::SendSystemMessage(sysAddr, u"Invalid x.");
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return;
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}
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const auto y = GeneralUtils::TryParse<float>(splitArgs.at(1));
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const auto y = ParseRelativeAxis(sourcePos.y, splitArgs[1]);
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if (!y) {
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ChatPackets::SendSystemMessage(sysAddr, u"Invalid y.");
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return;
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}
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const auto z = GeneralUtils::TryParse<float>(splitArgs.at(2));
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const auto z = ParseRelativeAxis(sourcePos.z, splitArgs[2]);
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if (!z) {
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ChatPackets::SendSystemMessage(sysAddr, u"Invalid z.");
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return;
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@@ -584,32 +604,39 @@ namespace DEVGMCommands {
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pos.SetZ(z.value());
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LOG("Teleporting objectID: %llu to %f, %f, %f", entity->GetObjectID(), pos.x, pos.y, pos.z);
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GameMessages::SendTeleport(entity->GetObjectID(), pos, NiQuaternion(), sysAddr);
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} else if (splitArgs.size() == 2) {
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const auto x = ParseRelativeAxis(sourcePos.x, splitArgs[0]);
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auto* sourcePlayer = PlayerManager::GetPlayer(splitArgs[0]);
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if (!x && !sourcePlayer) {
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ChatPackets::SendSystemMessage(sysAddr, u"Invalid x or source player not found.");
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return;
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}
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if (sourcePlayer) sourceEntity = sourcePlayer;
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const auto x = GeneralUtils::TryParse<float>(splitArgs.at(0));
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if (!x) {
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ChatPackets::SendSystemMessage(sysAddr, u"Invalid x.");
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const auto z = ParseRelativeAxis(sourcePos.z, splitArgs[1]);
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const auto* const targetPlayer = PlayerManager::GetPlayer(splitArgs[1]);
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if (!z && !targetPlayer) {
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ChatPackets::SendSystemMessage(sysAddr, u"Invalid z or target player not found.");
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return;
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}
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const auto z = GeneralUtils::TryParse<float>(splitArgs.at(1));
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if (!z) {
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ChatPackets::SendSystemMessage(sysAddr, u"Invalid z.");
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if (x && z) {
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pos.SetX(x.value());
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pos.SetY(0.0f);
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pos.SetZ(z.value());
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} else if (sourcePlayer && targetPlayer) {
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pos = targetPlayer->GetPosition();
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} else {
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ChatPackets::SendSystemMessage(sysAddr, u"Unable to teleport.");
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return;
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}
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pos.SetX(x.value());
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pos.SetY(0.0f);
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pos.SetZ(z.value());
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LOG("Teleporting objectID: %llu to X: %f, Z: %f", entity->GetObjectID(), pos.x, pos.z);
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GameMessages::SendTeleport(entity->GetObjectID(), pos, NiQuaternion(), sysAddr);
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} else {
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ChatPackets::SendSystemMessage(sysAddr, u"Correct usage: /teleport <x> (<y>) <z> - if no Y given, will teleport to the height of the terrain (or any physics object).");
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}
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GameMessages::SendTeleport(sourceEntity->GetObjectID(), pos, sourceEntity->GetRotation(), sourceEntity->GetSystemAddress());
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auto* possessorComponent = entity->GetComponent<PossessorComponent>();
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auto* possessorComponent = sourceEntity->GetComponent<PossessorComponent>();
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if (possessorComponent) {
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auto* possassableEntity = Game::entityManager->GetEntity(possessorComponent->GetPossessable());
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