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57 changes: 57 additions & 0 deletions
57
Source/FicsItNetworksComputer/Private/CMD/FINCMDLocateComputer.cpp
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Original file line number | Diff line number | Diff line change |
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#include "CoreMinimal.h" | ||
#include "AkGameplayStatics.h" | ||
#include "FGAttentionPingActor.h" | ||
#include "FGPlayerController.h" | ||
#include "FicsItNetworksComputer.h" | ||
#include "FINComputerCase.h" | ||
#include "FINNetworkComponent.h" | ||
#include "FINNetworkUtils.h" | ||
#include "Kismet/GameplayStatics.h" | ||
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bool ExecCMDLocateComputer(UWorld* World, const TCHAR* Command, FOutputDevice& Ar) { | ||
if (FParse::Command(&Command, TEXT("FINLocateComputer"))) { | ||
FString computerStr = FParse::Token(Command, true); | ||
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TArray<AActor*> actors; | ||
UGameplayStatics::GetAllActorsOfClass(World, AFINComputerCase::StaticClass(), actors); | ||
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AFINComputerCase* computer = nullptr; | ||
FGuid uuid; | ||
if (FGuid::Parse(computerStr, uuid)) { | ||
for (AActor* actor : actors) { | ||
UObject* networkComponent = UFINNetworkUtils::FindNetworkComponentFromObject(actor); | ||
if (IFINNetworkComponent::Execute_GetID(networkComponent) == uuid) { | ||
computer = Cast<AFINComputerCase>(actor); | ||
break; | ||
} | ||
} | ||
} else { | ||
for (AActor* actor : actors) { | ||
if (actor->GetName() == computerStr) { | ||
computer = Cast<AFINComputerCase>(actor); | ||
break; | ||
} | ||
} | ||
} | ||
if (computer == nullptr) { | ||
UE_LOG(LogFicsItNetworksComputer, Display, TEXT("Unable to locate FicsIt-Networks Computer '%s'"), *computerStr); | ||
return true; | ||
} | ||
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FVector Position = computer->GetActorLocation(); | ||
UE_LOG(LogFicsItNetworksComputer, Display, TEXT("Located FicsIt-Networks Computer '%s' at: %f %f %f"), *computerStr, Position.X, Position.Y, Position.Z); | ||
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for (auto players = World->GetPlayerControllerIterator(); players; ++players) { | ||
AFGPlayerController* PlayerController = Cast<AFGPlayerController>(players->Get()); | ||
UClass* Class = LoadObject<UClass>(nullptr, TEXT("/Game/FactoryGame/Character/Player/BP_AttentionPingActor.BP_AttentionPingActor_C")); | ||
AFGAttentionPingActor* PingActor = PlayerController->GetWorld()->SpawnActorDeferred<AFGAttentionPingActor>(Class, FTransform(Position)); | ||
PingActor->SetOwningPlayerState(PlayerController->GetPlayerState<AFGPlayerState>()); | ||
PingActor->FinishSpawning(FTransform(Position)); | ||
} | ||
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return true; | ||
} | ||
return false; | ||
} | ||
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[[maybe_unused]] static FStaticSelfRegisteringExec SelfRegisterCMDLocateComputer(&ExecCMDLocateComputer); |
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Source/FicsItNetworksComputer/Private/CMD/FINCMDRestartAllComputers.cpp
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#include "CoreMinimal.h" | ||
#include "AkGameplayStatics.h" | ||
#include "FicsItNetworksComputer.h" | ||
#include "FINComputerCase.h" | ||
#include "Kismet/GameplayStatics.h" | ||
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bool ExecCMDRestartAllComputers(UWorld* World, const TCHAR* Command, FOutputDevice& Ar) { | ||
if (FParse::Command(&Command, TEXT("FINRestartAllComputers"))) { | ||
UE_LOG(LogFicsItNetworksComputer, Display, TEXT("Restarting all FicsIt-Networks Computers...")); | ||
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TArray<AActor*> actors; | ||
UGameplayStatics::GetAllActorsOfClass(World, AFINComputerCase::StaticClass(), actors); | ||
for (AActor* actor : actors) { | ||
AFINComputerCase* computer = Cast<AFINComputerCase>(actor); | ||
if (!computer || !computer->Kernel) continue; | ||
computer->Kernel->Reset(); | ||
} | ||
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return true; | ||
} | ||
return false; | ||
} | ||
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[[maybe_unused]] static FStaticSelfRegisteringExec SelfRegisterCMDRestartAllComputers(&ExecCMDRestartAllComputers); |
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