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weird reaction with const w_chart [message #464060] Fri, 09 March 2012 06:21 Go to next message
robbyke is currently offline  robbyke
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::onchat call
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start of the called function
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keyhook function
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what happens:

if i use a command in game the command works.
but the message is just a ! according to the game

index.php?t=getfile&id=14028&private=0

but when i use my chathook the message is more and the command wont work
index.php?t=getfile&id=14027&private=0


now i wonder what i do wrong.
probably my conversion.


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Re: weird reaction with const w_chart [message #464063 is a reply to message #464060] Fri, 09 March 2012 06:53 Go to previous messageGo to next message
iRANian is currently offline  iRANian
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You're using %s with a wchar_t in formatted functions, you need to use %S. Casting a char to wchar_t (if it works) can cause memory corruption. Instead of using wchar_t, use StringClass. Instead of using Console_Input, use a wrapper function that takes formated input like Console_Output() does. This is how I would write the code:

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Not sure if it actually runs correctly though, didn't bother checking. You can also use the __FUNCTION__ and __LINE__ macros to grab the function the code is executing and the line number while debugging.


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Re: weird reaction with const w_chart [message #464083 is a reply to message #464060] Fri, 09 March 2012 10:51 Go to previous messageGo to next message
robbyke is currently offline  robbyke
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thanks this helped alot

made me understand stringclass better to


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Re: weird reaction with const w_chart [message #464170 is a reply to message #464083] Sat, 10 March 2012 17:05 Go to previous messageGo to next message
iRANian is currently offline  iRANian
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robbyke wrote on Fri, 09 March 2012 10:51

thanks this helped alot

made me understand stringclass better to

Cheers no problem. I suggest you take a look at HashTemplateClass and HashTemplateIterator too, they provide hash maps/tables, also known as dictionaries in other languages. If you're gonna be building a bot that responds to commands, it's a nice idea to store them in a hash table, with as key the text that triggers the command and the value being a pointer to a class that inherits a generic chat command class, so you can call a function from a class when it is found in the hash table, which is done almost instantaneously, instead of having to go over a list of all triggers to trigger a specific function, which is very slow and makes the code to check what command to trigger very long-winded code.

I've written an example for this that I haven't tested, I hope this helps you:

derp.cpp:
#include "General.h"
#include "derp.h"
#include "HashTemplateClass.h"
#include "HashTemplateIterator.h"

// This macro creates a new Class on the heap and cals Startup for it
#define REGISTER_COMMAND(Class, Trigger, registrant) Class *registrant = new Class; registrant->Startup(Trigger)

HashTemplateClass<StringClass, ChatCommand *> ChatCommand::CommandsMap;

void ChatCommand::Load()
{
	REGISTER_COMMAND(Help, "!help", Help_Registrant); // Registers a new Help ChatCommand objectcalled with !help
	REGISTER_COMMAND(Help, "!h", HelpAlias_Registrant); // Registers a new Help ChatCommand object called with !h
}

void ChatCommand::Unload()
{
}

// This simply adds the command to our CommandsMap with the trigger, it can later be expanded to do more
void ChatCommand::Startup(const char* Trigger)
{
	ChatCommand::CommandsMap.Insert(Trigger, this); // 'this' is a pointer to the current class
}

// This is a virtual method, this is used for the default for classes that don't have the Activate() method
void ChatCommand::Activate(int ID, int Type, StringClass Msg)
{
	Console("MSG this command hasn't been implemented yet!");
}

// This is the only thing we nee to implement for a new class inheriting from ChatCommand
void Help::Activate(int ID, int Type, StringClass Msg)
{
	Console("MSG This is a fancy help command!");
}

// Example chat hook code to get the above to work
bool KamBot::OnChat(int PlayerID, TextMessageEnum Type, const wchar_t *Message, int recieverID)
{
	StringClass Msg = Message;

	if (ChatCommand::CommandsMap.Exists(Msg)) // Does our hash map contain a trigger that is the same as the input message?
	{ // If so
		ChatCommand* c = ChatCommand::CommandsMap.Get(Msg, 0); // Get the ChatCommand pointer that's indexed for the chat message
		c->Activate(PlayerID, Type, Msg); // With our ChatCommand pointer called 'c', call the Activate() function
	}

	return true;
}


derp.h:
class ChatCommand 
{
public:	

	// Static functions and data, dont need to be called from an object
	static HashTemplateClass<StringClass, ChatCommand *> CommandsMap; // This is our hash map, we put ChatCommand object pointers here
																	// That are triggered by a StringClass trigger text

	static void Load(); // This is our loading code, call this from somewhere
	static void Unload(); // Unloads all chat commands related stuff

	void Startup(const char* Trigger); // Loads a ChatCommand object and adds it to the hash table

	virtual void Activate(int ID, int Type, StringClass Msg); // The default Activate() function called if not defined by an inheriting class
};

// a class that inherits the ChatCommand class, this one implements the !help command
class Help : public ChatCommand
{
public:
	void Activate(int ID, int Type, StringClass Msg); // The code to execute when this function is called in the chat hook by its trigger
};


This code should respond to ingame chat that's "!h" or "!help", but I haven't tested it.


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[Updated on: Sat, 10 March 2012 17:08]

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Re: weird reaction with const w_chart [message #464182 is a reply to message #464170] Sat, 10 March 2012 18:28 Go to previous messageGo to next message
Ethenal is currently offline  Ethenal
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iRANian wrote on Sat, 10 March 2012 18:05

If you're gonna be building a bot that responds to commands, it's a nice idea to store them in a hash table, with as key the text that triggers the command and the value being a pointer to a class that inherits a generic chat command class, so you can call a function from a class when it is found in the hash table, which is done almost instantaneously, instead of having to go over a list of all triggers to trigger a specific function, which is very slow and makes the code to check what command to trigger very long-winded code.

Isn't that essentially the same thing? Even if you're using a hash table, does it not internally have to go down the list of values until it finds the one with the name you want?


-TLS-DJ-EYE-K wrote on Mon, 18 March 2013 07:29

Instead of showing us that u aren't more inteligent than a Toast, maybe you should start becomming good in renegade Thumbs Up

Re: weird reaction with const w_chart [message #464205 is a reply to message #464060] Sun, 11 March 2012 05:19 Go to previous messageGo to next message
iRANian is currently offline  iRANian
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No, it's basically an array where a hash function is used to index values with based on the key, and when you want to grab a value the index is calculated from the hash of the key.

See: http://www.pcmag.com/encyclopedia_term/0,2542,t=hash+table&i=44129,00.asp

A very simplified view of it would be like:

Array[hash_function(key)] = value;
printf("%s", Array[hash_function(key)]);

Although it requires a lot of internal work and in C++ you need to use std::unordered_map (see http://en.wikipedia.org/wiki/Unordered_map_(C%2B%2B)) or in case of using the scripts.dll API HashTemplateClass can be used.


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Re: weird reaction with const w_chart [message #464210 is a reply to message #464060] Sun, 11 March 2012 06:54 Go to previous messageGo to next message
robbyke is currently offline  robbyke
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ok this is pretty funny the code i have used to work like that but with the 4.0 i had to modify it because chatcommandclass was gona.

now u understand how that works and ill have remake all the commands again Very Happy

thanks alot this helps me great deal im really starting to understand everythin bit by bit


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Re: weird reaction with const w_chart [message #464212 is a reply to message #464060] Sun, 11 March 2012 07:50 Go to previous messageGo to next message
iRANian is currently offline  iRANian
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You'll need a tokenizer class to split the message into tokens, I ported the SSGM 2.0.2 tokenizer class to 4.0, if you need that I can give you it.

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Re: weird reaction with const w_chart [message #464213 is a reply to message #464060] Sun, 11 March 2012 08:32 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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Look at CommandLineParser.h, that is part of 4.0 and what the ban system plugin, extraconsolecommands plugin, mute plugin, spectate plugin and sudden death plugin are using.


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Re: weird reaction with const w_chart [message #464214 is a reply to message #464060] Sun, 11 March 2012 08:34 Go to previous messageGo to next message
robbyke is currently offline  robbyke
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i tried to convert it once but i didnt understand vector then(stil not)

so ye if you want to it would be nice


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Re: weird reaction with const w_chart [message #464216 is a reply to message #464060] Sun, 11 March 2012 08:45 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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commandlineparser is already in 4.0.


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Re: weird reaction with const w_chart [message #464217 is a reply to message #464214] Sun, 11 March 2012 09:03 Go to previous messageGo to next message
iRANian is currently offline  iRANian
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robbyke wrote on Sun, 11 March 2012 08:34

i tried to convert it once but i didnt understand vector then(stil not)

so ye if you want to it would be nice

Alright, it should work the same way the stuff in SSGM 2.0.2 worked like (accessing [0] gives you the full string, [1] gives you the first token). Not sure if there's any issues with it.

Tokenizer.cpp:
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Tokenizer.h:
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Re: weird reaction with const w_chart [message #464219 is a reply to message #464060] Sun, 11 March 2012 09:07 Go to previous messageGo to next message
iRANian is currently offline  iRANian
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If you modify Activate() to take a Tokenizer object instead of StringClass, you could write commands in a similar way to this:

void Ping::Activate(int ID, int Type, Tokenizer Msg)
{
	if (Msg.Size() > 1)
	{
		int Count = Functions::Get_Part_Names_Fixed(Msg[2]);
		if (Count < 1)
		{
			Functions::Page(ID,"Player not found.");
		}
		else if (Count > 1)
		{
			Functions::Page(ID, "Multiple players found.");
		}
		else
		{
			int OtherID = Get_Player_ID(Functions::Get_Part_Name_Fixed(Msg[2]));
			Player_t* p = Player::Get(OtherID);
			Functions::Page(ID,"%s's ping is %d.", p->Nick, Get_Ping(p->PlayerId));
		}
	}
	else
	{
		Functions::Page(ID,"Your ping is %d.", Get_Ping(ID));
	}
}


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Re: weird reaction with const w_chart [message #464232 is a reply to message #464060] Sun, 11 March 2012 14:04 Go to previous messageGo to next message
robbyke is currently offline  robbyke
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jonwil commandlineparser seems to be for consolo or at least those plugins use it for console commands while im bussy with ingame commands

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Re: weird reaction with const w_chart [message #464257 is a reply to message #464060] Sun, 11 March 2012 19:18 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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CommandLineParser is usable for anything where you have a bunch of different items all separated by spaces.

so a string like "a 1.4 ddd 4" can be parsed by it.
Or any string like that.
Its not just for console commands.


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Re: weird reaction with const w_chart [message #464290 is a reply to message #464257] Mon, 12 March 2012 06:26 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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This is a real rough/bad example of how I THINK it works; I'm looking at it on my break, have never used it before, and am not sure if you can stick string class into Console_Input. However, implementing the tokenizer should be at least SOMEWHAT similar to this:
Tokenizer TokenString = new Tokenizer();
TokenString = "Cool Story Bro";
Console_Input(TokenString[3]);

If it works you should see "BRO" as an unknown command popup in pink text.


Re: weird reaction with const w_chart [message #464308 is a reply to message #464060] Mon, 12 March 2012 11:28 Go to previous message
iRANian is currently offline  iRANian
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It just takes a char* as input, e.g.

Tokenizer derp("yo 1 2");
Console("MSG %s", derp[3]);

//Output is "2".


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[Updated on: Mon, 12 March 2012 11:29]

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