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[GM Commands] Split GM Commands Into Separate Files (#1766)
* Split GM commands into their own files * Code cleanup
This commit is contained in:
Executable
+174
@@ -0,0 +1,174 @@
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#include "../client.h"
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void command_faction(Client *c, const Seperator *sep)
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{
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int arguments = sep->argnum;
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if (!arguments) {
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c->Message(
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Chat::White,
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"Usage: #faction review [Search Criteria | All] - Review Targeted Player's Faction Hits"
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);
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c->Message(
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Chat::White,
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"Usage: #faction reset [Faction ID] - Reset Targeted Player's Faction to Base Faction Value"
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);
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c->Message(Chat::White, "Usage: #faction view - Displays Target NPC's Primary Faction");
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return;
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}
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std::string faction_filter;
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if (sep->arg[2]) {
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faction_filter = str_tolower(sep->arg[2]);
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}
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if (!strcasecmp(sep->arg[1], "review")) {
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if (!(c->GetTarget() && c->GetTarget()->IsClient())) {
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c->Message(Chat::Red, "Player Target Required for faction review");
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return;
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}
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Client *target = c->GetTarget()->CastToClient();
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uint32 character_id = target->CharacterID();
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std::string query;
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if (!strcasecmp(faction_filter.c_str(), "all")) {
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query = fmt::format(
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"SELECT id, `name`, current_value FROM faction_list INNER JOIN faction_values ON faction_list.id = faction_values.faction_id WHERE char_id = {}",
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character_id
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);
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}
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else {
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query = fmt::format(
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"SELECT id, `name`, current_value FROM faction_list INNER JOIN faction_values ON faction_list.id = faction_values.faction_id WHERE `name` like '%{}%' and char_id = {}",
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faction_filter.c_str(),
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character_id
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);
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}
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auto results = content_db.QueryDatabase(query);
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if (!results.Success() || !results.RowCount()) {
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c->Message(Chat::Yellow, "No faction hits found. All are at base level.");
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return;
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}
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uint32 found_count = 0;
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for (auto row : results) {
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uint32 faction_number = (found_count + 1);
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auto faction_id = std::stoul(row[0]);
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std::string faction_name = row[1];
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std::string faction_value = row[2];
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std::string reset_link = EQ::SayLinkEngine::GenerateQuestSaylink(
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fmt::format("#faction reset {}", faction_id),
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false,
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"Reset"
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);
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c->Message(
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Chat::White,
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fmt::format(
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"Faction {} | Name: {} ({}) Value: {} [{}]",
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faction_number,
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faction_name,
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faction_id,
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faction_value,
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reset_link
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).c_str()
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);
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found_count++;
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}
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auto faction_message = (
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found_count > 0 ?
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(
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found_count == 1 ?
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"A Faction was" :
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fmt::format("{} Factions were", found_count)
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) :
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"No Factions were"
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);
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c->Message(
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Chat::White,
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fmt::format(
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"{} found.",
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faction_message
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).c_str()
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);
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}
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else if (!strcasecmp(sep->arg[1], "reset")) {
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if (strlen(faction_filter.c_str()) > 0) {
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if (c->GetTarget() && c->GetTarget()->IsClient()) {
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Client *target = c->GetTarget()->CastToClient();
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if (
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(
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!c->GetFeigned() &&
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c->GetAggroCount() == 0
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) ||
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(
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!target->GetFeigned() &&
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target->GetAggroCount() == 0
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)
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) {
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uint32 character_id = target->CharacterID();
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uint32 faction_id = std::stoul(faction_filter.c_str());
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if (target->ReloadCharacterFaction(target, faction_id, character_id)) {
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c->Message(
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Chat::White,
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fmt::format(
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"Faction Reset | {} ({}) was reset for {}.",
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content_db.GetFactionName(faction_id),
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faction_id,
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target->GetCleanName()
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).c_str()
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);
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}
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else {
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c->Message(
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Chat::White,
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fmt::format(
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"Faction Reset Failed | {} ({}) was unable to be reset for {}.",
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content_db.GetFactionName(faction_id),
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faction_id,
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target->GetCleanName()
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).c_str()
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);
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}
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}
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else {
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c->Message(
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Chat::White,
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"You cannot reset factions while you or your target is in combat or feigned."
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);
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return;
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}
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}
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else {
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c->Message(Chat::White, "You must target a PC for this command.");
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return;
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}
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}
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else {
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c->Message(
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Chat::White,
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"Usage: #faction reset [Faction ID] - Reset Targeted Player's Faction to Base Faction Value"
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);
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}
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}
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else if (!strcasecmp(sep->arg[1], "view")) {
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if (c->GetTarget() && c->GetTarget()->IsNPC()) {
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Mob *target = c->GetTarget();
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uint32 npc_id = target->GetNPCTypeID();
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uint32 npc_faction_id = target->CastToNPC()->GetPrimaryFaction();
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std::string npc_name = target->GetCleanName();
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c->Message(
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Chat::White,
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fmt::format(
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"{} ({}) has a Primary Faction of {} ({}).",
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npc_name,
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npc_id,
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content_db.GetFactionName(npc_faction_id),
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npc_faction_id
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).c_str()
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);
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}
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}
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}
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