// CommandBlockEntity.cpp
// Implements the cCommandBlockEntity class representing a single command block in the world
#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "json/json.h"
#include "CommandBlockEntity.h"
#include "../Entities/Player.h"
#include "../WorldStorage/FastNBT.h"
#include "../CommandOutput.h"
#include "../Root.h"
#include "../Server.h" // ExecuteConsoleCommand()
cCommandBlockEntity::cCommandBlockEntity(int a_X, int a_Y, int a_Z, cWorld * a_World) :
super(E_BLOCK_COMMAND_BLOCK, a_X, a_Y, a_Z, a_World),
m_ShouldExecute(false),
m_IsPowered(false)
{}
void cCommandBlockEntity::UsedBy(cPlayer * a_Player)
{
// Nothing to do
UNUSED(a_Player);
}
void cCommandBlockEntity::SetCommand(const AString & a_Cmd)
{
m_Command = a_Cmd;
/*
Vanilla requires that the server send a Block Entity Update after a command has been set
Therefore, command blocks don't support on-the-fly (when window is open) updating of a command and therefore...
...the following code can't be put in UsedBy just before the window opens
Just documenting my experience in getting this to work :P
*/
m_World->BroadcastBlockEntity(GetPosX(), GetPosY(), GetPosZ());
}
void cCommandBlockEntity::SetLastOutput(const AString & a_LastOut)
{
m_LastOutput = a_LastOut;
}
void cCommandBlockEntity::SetResult(const NIBBLETYPE a_Result)
{
m_Result = a_Result;
}
const AString & cCommandBlockEntity::GetCommand(void) const
{
return m_Command;
}
const AString & cCommandBlockEntity::GetLastOutput(void) const
{
return m_LastOutput;
}
NIBBLETYPE cCommandBlockEntity::GetResult(void) const
{
return m_Result;
}
void cCommandBlockEntity::Activate(void)
{
m_ShouldExecute = true;
}
void cCommandBlockEntity::SetRedstonePower(bool a_IsPowered)
{
if (a_IsPowered && !m_IsPowered)
{
Activate();
}
m_IsPowered = a_IsPowered;
}
bool cCommandBlockEntity::Tick(float a_Dt, cChunk & a_Chunk)
{
if (!m_ShouldExecute)
{
return false;
}
m_ShouldExecute = false;
Execute();
return true;
}
void cCommandBlockEntity::SendTo(cClientHandle & a_Client)
{
cFastNBTWriter Writer;
Writer.AddByte("TrackOutput", 1); // Neither I nor the MC wiki has any idea about this
Writer.AddInt("SuccessCount", GetResult());
Writer.AddInt("x", GetPosX());
Writer.AddInt("y", GetPosY());
Writer.AddInt("z", GetPosZ());
Writer.AddString("Command", GetCommand().c_str());
// You can set custom names for windows in Vanilla
// For a command block, this would be the 'name' prepended to anything it outputs into global chat
// MCS doesn't have this, so just leave it @ '@'. (geddit?)
Writer.AddString("CustomName", "@");
Writer.AddString("id", "Control"); // "Tile Entity ID" - MC wiki; vanilla server always seems to send this though
if (!GetLastOutput().empty())
{
AString Output;
Printf(Output, "{\"text\":\"%s\"}", GetLastOutput().c_str());
Writer.AddString("LastOutput", Output.c_str());
}
Writer.Finish();
a_Client.SendUpdateBlockEntity(GetPosX(), GetPosY(), GetPosZ(), 2, Writer);
}
bool cCommandBlockEntity::LoadFromJson(const Json::Value & a_Value)
{
m_Command = a_Value.get("Command", "").asString();
m_LastOutput = a_Value.get("LastOutput", "").asString();
return true;
}
void cCommandBlockEntity::SaveToJson(Json::Value & a_Value)
{
a_Value["Command"] = m_Command;
a_Value["LastOutput"] = m_LastOutput;
}
void cCommandBlockEntity::Execute()
{
class CommandBlockOutCb :
public cCommandOutputCallback
{
cCommandBlockEntity* m_CmdBlock;
public:
CommandBlockOutCb(cCommandBlockEntity* a_CmdBlock) : m_CmdBlock(a_CmdBlock) {}
virtual void Out(const AString & a_Text)
{
ASSERT(m_CmdBlock != NULL);
// Overwrite field
m_CmdBlock->SetLastOutput(a_Text);
}
} CmdBlockOutCb(this);
LOGD("cCommandBlockEntity: Executing command %s", m_Command.c_str());
cServer* Server = cRoot::Get()->GetServer();
Server->ExecuteConsoleCommand(m_Command, CmdBlockOutCb);
// TODO 2014-01-18 xdot: Update the signal strength.
m_Result = 0;
}