#include "Extension/Console/commands.h" #include "Extension/Profile/local_profile_runtime.h" #include "ai_skaters.h" #include "drone_flight.h" #include "drone_outfit.h" #include "Extension/Multiplayer/Remote/native_prop.h" #include "Extension/Multiplayer/Remote/drone_sound.h" #include #include #include #include #include namespace dingosdk::console { void register_movement_commands(Commands ®istry) { using Debug = overlay::DebugAction; struct Setting { const char *name; const char *alias; const char *description; Debug action; bool overlay::DebugModel::*value; bool overlay::DebugModel::*available; }; const Setting settings[]{ {"noclip", "debug.noclip", "Fly the local skater through the world", Debug::set_noclip, &overlay::DebugModel::noclip, &overlay::DebugModel::noclip_available}, {"nobail", "debug.no_bail", "Prevent wipeouts; also activated automatically during noclip", Debug::set_no_bail, &overlay::DebugModel::no_bail, &overlay::DebugModel::no_bail_available}, {"freecam", "debug.freecam", "Move the camera independently of the skater", Debug::set_free_camera, &overlay::DebugModel::free_camera, &overlay::DebugModel::camera_available}, {"firstperson", "debug.first_person", "See through the skater's eyes", Debug::set_first_person, &overlay::DebugModel::first_person, &overlay::DebugModel::camera_available}, {"dronefollow", "drone.follow", "Skate while the FPV drone flies itself behind you, as if someone were flying it", Debug::set_drone_follow, &overlay::DebugModel::drone_follow, &overlay::DebugModel::camera_available}, {"hideui", "debug.game_ui_hidden", "Hide the game's interface", Debug::set_game_ui_hidden, &overlay::DebugModel::game_ui_hidden, &overlay::DebugModel::ui_available}}; for (const auto &setting : settings) { auto entry = variable(setting.name, setting.description, Group::movement, argument("0|1", Type::boolean)); entry.aliases = {setting.alias}; entry.inspect = [setting](const Model &m) { auto result = boolean_state(m.debug.*setting.available, m.debug.*setting.value, "Waiting for local player controls."); if (setting.action == Debug::set_noclip && !result.available) result.reason = m.debug.noclip_unavailable; if (setting.action == Debug::set_free_camera && !result.available) result.reason = m.debug.camera_unavailable; if (setting.action == Debug::set_no_bail) { result.value = m.debug.no_bail ? "1" : "0"; result.detail = m.debug.no_bail_active ? "Protection active" : "Protection inactive"; if (m.debug.noclip && m.debug.no_bail_active) result.detail += "; automatic during noclip"; } return result; }; entry.run = [setting](const Model &, const Values &args, const Output &) { request_debug(setting.action, std::get(args[0])); }; entry.reset = [setting](const Model &, const Output &out) { if (setting.action == Debug::set_no_bail || setting.action == Debug::set_noclip) request_debug(setting.action, false); else { out("Restoring the shared movement overrides."); request_debug(Debug::restore_debug); } }; registry.add(std::move(entry)); } auto drone_mode = variable("dronemode", "Fly the free camera as an FPV drone. Easiest from Addons > Drone in the ReSkate menu (Insert): Start flying", Group::movement, argument("0|1", Type::boolean)); drone_mode.inspect = [](const Model &m) { return boolean_state(m.debug.available, drone::is_enabled(), "Waiting for local player controls.", "Flies while freecam is on"); }; drone_mode.run = [](const Model &m, const Values &args, const Output &out) { const bool on = std::get(args[0]); drone::set_enabled(on); if (on) { drone::set_armed(true); drone::reset_flag().store(false); } if (!on) out("Drone mode off. Freecam flies normally again (freecam 0 takes you back to your skater)."); else if (!m.debug.free_camera) out("Drone mode on. Turn on freecam (freecam 1) to take off."); else out("Drone mode on. W/S: tilt forward/back. A/D: roll left/right. E/Q: throttle up/down. Mouse: turn."); }; drone_mode.reset = [](const Model &, const Output &) { drone::set_enabled(false); }; registry.add(std::move(drone_mode)); auto tune_name = argument("setting", Type::text, true); for (const auto &knob : drone::knob_info) tune_name.choices.emplace_back(knob.name); tune_name.choices.emplace_back("reset"); auto tune_value = argument("value", Type::number, true); auto tune = action("dronetune", "Change a drone setting: dronetune . On its own it lists every setting; 'dronetune reset' puts them all back", Group::movement, {tune_name, tune_value}); tune.inspect = [](const Model &) { return State{true, {}, {}, {}, false}; }; tune.run = [](const Model &, const Values &args, const Output &out) { const auto show = [&out](std::size_t i) { out(std::format("{:<9} {:<8g} {} (default {:g}, range {:g}-{:g})", drone::knob_info[i].name, drone::knobs().value[i].load(), drone::knob_info[i].help, drone::knob_info[i].def, drone::knob_info[i].lo, drone::knob_info[i].hi)); }; if (args.empty()) { for (std::size_t i = 0; i < drone::knob_count; ++i) show(i); return; } const auto name = std::get(args[0]); if (name == "reset") { std::vector> saved; for (std::size_t i = 0; i < drone::knob_count; ++i) { drone::knobs().value[i] = drone::knob_info[i].def; saved.emplace_back(std::format("Drone.Tune.{}", drone::knob_info[i].name), static_cast(drone::knob_info[i].def)); } profile_runtime::set_local_values(saved); out("Every drone setting is back to its default."); return; } const int index = drone::find_knob(name); if (index < 0) { out(std::format("error: There is no setting called '{}'. Type dronetune on its own to see them all.", name)); return; } const auto i = static_cast(index); if (args.size() < 2) { show(i); return; } const auto wanted = static_cast(std::get(args[1])); const auto value = std::clamp(wanted, drone::knob_info[i].lo, drone::knob_info[i].hi); drone::knobs().value[i] = value; profile_runtime::set_local_values({{std::format("Drone.Tune.{}", name), static_cast(value)}}); out(value == wanted ? std::format("{} = {:g}", name, value) : std::format("{} = {:g} (the closest allowed value)", name, value)); }; registry.add(std::move(tune)); auto menu_command = action("dronemenu", "Open the ReSkate menu on Addons > Drone", Group::movement); menu_command.inspect = [](const Model &) { return State{true, {}, {}, {}, false}; }; menu_command.run = [](const Model &, const Values &, const Output &out) { drone::menu_flag().store(true); out("Opening Addons > Drone."); }; registry.add(std::move(menu_command)); auto open_menu = action("menu", "Open the ReSkate menu (bind it to a controller combo to open it with a pad)", Group::console); open_menu.inspect = [](const Model &) { return State{true, {}, {}, {}, false}; }; open_menu.run = [](const Model &, const Values &, const Output &out) { overlay::menu_open_flag().store(true); out("Opening the ReSkate menu."); }; registry.add(std::move(open_menu)); auto arm_command = action("dronearm", "Arm the drone: motors on, ready to fly", Group::movement); arm_command.inspect = [](const Model &) { return State{true, {}, {}, {}, false}; }; arm_command.run = [](const Model &, const Values &, const Output &out) { drone::set_armed(true); out("Armed."); }; registry.add(std::move(arm_command)); auto disarm_command = action("dronedisarm", "Disarm the drone: motors off and the sticks do nothing. It falls (or hangs in the air with dronetune disarmfreeze 1)", Group::movement); disarm_command.inspect = [](const Model &) { return State{true, {}, {}, {}, false}; }; disarm_command.run = [](const Model &, const Values &, const Output &out) { drone::set_armed(false); out("Disarmed."); }; registry.add(std::move(disarm_command)); auto reset_command = action("dronereset", "Put the drone back where it took off, with a fresh battery and timer", Group::movement); reset_command.inspect = [](const Model &) { return State{true, {}, {}, {}, false}; }; reset_command.run = [](const Model &, const Values &, const Output &out) { drone::request_reset(); out("Back to the takeoff point."); }; registry.add(std::move(reset_command)); auto radio_mode = variable("droneradio", "Fly the drone with a controller: a gamepad, or an RC radio in USB Joystick mode", Group::movement, argument("0|1", Type::boolean)); radio_mode.inspect = [](const Model &m) { return boolean_state(m.debug.available, drone::radio::config().enabled.load(), "Waiting for local player controls.", "Set it up in Addons > Drone (dronemenu), CONTROLLER tab"); }; radio_mode.run = [](const Model &, const Values &args, const Output &out) { const bool on = std::get(args[0]); drone::radio::config().enabled = on; profile_runtime::set_local_values({{"Drone.Radio", on ? 1.0 : 0.0}}); out(on ? "Controller on. If a stick does the wrong thing, run Set up controller (dronemenu, CONTROLLER tab)." : "Controller off. The drone uses the keyboard and mouse."); }; radio_mode.reset = [](const Model &, const Output &) { drone::radio::config().enabled = true; profile_runtime::set_local_values({{"Drone.Radio", 1.0}}); }; registry.add(std::move(radio_mode)); // A test toward the drone's 3D model (Multiplayer/Remote/native_prop.h): can a spawned prop // be moved every frame? auto model_name = argument("blueprint", Type::text, true); auto model_mode = argument("mode", Type::integer, true); auto model_test = action("dronemodeltest", "Test for the drone model: spawns the drone (dronemodeltest drone), the traffic cone (cone) or a named blueprint in front of you and moves it " "round a circle. Mode 0, 1 or 2 tries a different way of moving it. 'dronemodeltest stop' removes it; on its own it reports", Group::movement, {model_name, model_mode}); model_test.inspect = [](const Model &) { return State{true, {}, {}, {}, false}; }; model_test.run = [](const Model &, const Values &args, const Output &out) { const auto name = args.empty() ? std::string() : std::get(args[0]); const int mode = args.size() > 1 ? static_cast(std::get(args[1])) : 1; if (name.empty() || name == "status") { out(multiplayer::prop_test_status()); out("Other players' drones: " + multiplayer::drone_models_status()); out("Their sound: " + multiplayer::drone_sounds_status()); return; } if (name == "stop") { multiplayer::request_prop_test({}, 0); out("Removing the test prop."); return; } const std::string blueprint = name == "drone" ? std::string(multiplayer::drone_model_blueprint) : name == "cone" || name == "start" ? std::string(multiplayer::prop_test_default) : name; multiplayer::request_prop_test(blueprint, mode); out(std::format("Spawning {} with mode {}. Run dronemodeltest again in a moment for what happened.", blueprint, mode)); }; registry.add(std::move(model_test)); auto radio_check = action("droneradiocheck", "Show what your controller is sending right now, and how the drone reads it", Group::movement); radio_check.inspect = [](const Model &) { return State{true, {}, {}, {}, false}; }; radio_check.run = [](const Model &, const Values &, const Output &out) { const auto sample = drone::radio::poll(); if (!sample.valid) { out("No controller found. Plug in a gamepad, or an RC radio with its USB mode set to Joystick, then try again."); return; } out(std::format("Controller: {}", sample.name)); out(std::format("Raw axes 1-6: {:+.2f} {:+.2f} {:+.2f} {:+.2f} {:+.2f} {:+.2f}", sample.axes[0], sample.axes[1], sample.axes[2], sample.axes[3], sample.axes[4], sample.axes[5])); std::string pressed; for (int n = 1; n <= 32; ++n) if (sample.buttons & (1u << (n - 1))) pressed += (pressed.empty() ? "" : " ") + std::to_string(n); out(std::format("Buttons pressed: {}", pressed.empty() ? "none" : pressed)); const auto map = drone::radio::mapping_snapshot(); const auto cmd = drone::read_sticks(sample.axes); out(std::format("Mapping (roll pitch throttle yaw): {} {} {} {}", map[0], map[1], map[2], map[3])); out(std::format("Drone reads: roll {:+.2f} (right +) pitch {:+.2f} (forward +) throttle {:.2f} yaw {:+.2f} (right +)", cmd.roll, cmd.pitch, cmd.throttle, cmd.yaw)); out("A stick doing the wrong thing? Easiest fix: dronemenu, CONTROLLER tab, Set up controller."); }; registry.add(std::move(radio_check)); const auto axis_argument = [](const char *name) { auto a = argument(name, Type::number); a.minimum = -6; a.maximum = 6; return a; }; // Finding the cosmetics the drone could put on the pilot (goggles while flying): see drone_outfit.h. auto items_command = action("droneitems", "List installed cosmetics whose name contains a word (droneitems goggle), or your skater's outfit slots (droneitems slots)", Group::movement, {argument("word", Type::text)}); items_command.inspect = [](const Model &) { return State{true, {}, {}, {}, false}; }; items_command.run = [](const Model &, const Values &args, const Output &out) { const auto word = std::get(args[0]); try { if (word == "slots") { out("Your skater's outfit slots (number, slot, what it holds now):"); for (const auto &line : drone::outfit::slots()) out(line); return; } std::size_t total{}; const auto found = drone::outfit::find_items(word, 80, total); out(std::format("{} installed item(s) contain '{}'{}", total, word, total > found.size() ? " (the first 80):" : ":")); for (const auto &name : found) out(" " + name); } catch (const std::exception &error) { out(std::format("error: {}", error.what())); } }; registry.add(std::move(items_command)); auto radio_axes = action("droneaxes", "Choose which controller axis is roll, pitch, throttle and yaw (1-6 each; a minus reverses one). Set up controller does this for you", Group::movement, {axis_argument("roll"), axis_argument("pitch"), axis_argument("throttle"), axis_argument("yaw")}); radio_axes.inspect = [](const Model &) { const auto map = drone::radio::mapping_snapshot(); return State{true, std::format("{} {} {} {}", map[0], map[1], map[2], map[3]), {}, {}, false}; }; radio_axes.run = [](const Model &, const Values &args, const Output &out) { std::array next{}; for (std::size_t i = 0; i < 4; ++i) { next[i] = static_cast(std::lround(std::get(args[i]))); if (next[i] == 0 || std::abs(next[i]) > 6) { out("error: Each axis must be 1 to 6, or -1 to -6 to reverse it."); return; } } std::vector> saved; for (std::size_t i = 0; i < 4; ++i) { drone::radio::config().map[i] = next[i]; saved.emplace_back(std::format("Drone.Axis{}", i), static_cast(next[i])); } profile_runtime::set_local_values(saved); out(std::format("Axes saved: roll {} pitch {} throttle {} yaw {}", next[0], next[1], next[2], next[3])); }; registry.add(std::move(radio_axes)); auto speed = argument("speed", Type::number); // Any speed in range, so the drone's presets and top speed slider can set theirs; the usual // ones are still offered as completions. speed.minimum = 0.6; speed.maximum = 1500.0; speed.complete = [](const Model &, auto) { return std::vector{"0.6", "3", "5", "15", "60", "300", "1500"}; }; auto flight = variable("flyspeed", "Free-flight speed in world units per second (0.6-1500)", Group::movement, speed); flight.aliases = {"debug.camera_speed"}; flight.inspect = [](const Model &m) { return State{m.debug.available, m.debug.available ? std::optional(value_text(static_cast(m.debug.camera_speed))) : std::nullopt, "Waiting for local player controls.", {}, false}; }; flight.run = [](const Model &, const Values &args, const Output &) { request_debug(Debug::set_camera_speed, false, static_cast(std::get(args[0]))); }; flight.reset = [](const Model &, const Output &) { request_debug(Debug::set_camera_speed, false, 15.0f); }; registry.add(std::move(flight)); auto fov_argument = argument("degrees", Type::number); fov_argument.minimum = 0; fov_argument.maximum = 120; auto free_fov = variable("freecamfov", "Freecam field of view in degrees (40-120; 0 = the game's own)", Group::movement, fov_argument); free_fov.inspect = [](const Model &m) { return State{m.debug.available, value_text(static_cast(m.debug.free_camera_fov)), "Waiting for local player controls.", {}, false}; }; free_fov.run = [](const Model &, const Values &args, const Output &out) { const auto degrees = std::get(args[0]); if (degrees != 0 && degrees < 40) { out("error: Use 0 or 40-120."); return; } request_debug(Debug::set_free_camera_fov, false, static_cast(degrees)); }; free_fov.reset = [](const Model &, const Output &) { request_debug(Debug::set_free_camera_fov, false, 0.0f); }; registry.add(std::move(free_fov)); auto boost_speed_argument = argument("speed", Type::number); boost_speed_argument.minimum = 1; boost_speed_argument.maximum = 300; auto boost_speed = variable("forwardvelocity", "Velocity added along the skater's forward direction", Group::movement, boost_speed_argument); boost_speed.aliases = {"debug.forward_velocity_speed"}; boost_speed.inspect = [](const Model &m) { return State{m.debug.available, m.debug.available ? std::optional(value_text(static_cast(m.debug.forward_velocity_speed))) : std::nullopt, "Waiting for local player controls.", {}, false}; }; boost_speed.run = [](const Model &, const Values &args, const Output &) { request_debug(Debug::set_forward_velocity_speed, false, static_cast(std::get(args[0]))); }; boost_speed.reset = [](const Model &, const Output &) { request_debug(Debug::set_forward_velocity_speed, false, 20.0f); }; registry.add(std::move(boost_speed)); auto up_speed_argument = boost_speed_argument; up_speed_argument.maximum = 25; auto up_speed = variable("upvelocity", "Velocity added along world up", Group::movement, up_speed_argument); up_speed.aliases = {"debug.up_velocity_speed"}; up_speed.inspect = [](const Model &m) { return State{m.debug.available, m.debug.available ? std::optional(value_text(static_cast(m.debug.up_velocity_speed))) : std::nullopt, "Waiting for local player controls.", {}, false}; }; up_speed.run = [](const Model &, const Values &args, const Output &) { request_debug(Debug::set_up_velocity_speed, false, static_cast(std::get(args[0]))); }; up_speed.reset = [](const Model &, const Output &) { request_debug(Debug::set_up_velocity_speed, false, 20.0f); }; registry.add(std::move(up_speed)); auto boost = action("forwardboost", "Add the configured velocity along the skater's forward direction", Group::movement); boost.inspect = [](const Model &m) { return State{m.debug.forward_velocity_available, {}, m.debug.forward_velocity_unavailable, {}, false}; }; boost.run = [](const Model &, const Values &, const Output &) { request_debug(Debug::add_forward_velocity); }; registry.add(std::move(boost)); auto mask = argument("button_or_key", Type::unsigned_integer); mask.minimum = 0; mask.maximum = UINT32_MAX; auto freecamcontroller = action("freecam_controller", "Block input and use controller for Freecam", Group::movement, {argument("enabled", Type::boolean)}); freecamcontroller.inspect = [](const Model &m) { return boolean_state(m.bindings.available, m.bindings.freecam_controller, "Controller bindings are unavailable."); }; freecamcontroller.run = [](const Model &, const Values &args, const Output &out) { const bool saved = set_local_freecam_controller(std::get(args[0])); out(saved ? "" : "error: Invalid setting or save failed."); }; registry.add(std::move(freecamcontroller)); auto freecamcontroller_bind = action("bind freecamcontroller", "Bind a controller combo or keyboard key to freecam controller toggle; 0 clears the binding", Group::movement, {mask}); freecamcontroller_bind.inspect = [](const Model &m) { return State{m.bindings.available, {}, "Controller bindings are unavailable.", {}, false}; }; freecamcontroller_bind.run = [](const Model &, const Values &args, const Output &out) { const bool saved = set_local_freecam_controller_binding(static_cast(std::get(args[0]))); out(saved ? local_profile_controller_bindings().status : "error: Invalid binding or save failed."); }; registry.add(std::move(freecamcontroller_bind)); auto tp_to_freecam = action("tp_to_freecam", "Teleport to freecam position and disable freecam", Group::movement); tp_to_freecam.inspect = [](const Model &m) { return boolean_state(m.debug.camera_available && m.debug.camera_position_valid, m.debug.free_camera, !m.debug.camera_position_valid ? "Camera position unavailable" : "Camera controls unavailable"); }; tp_to_freecam.run = [](const Model &m, const Values &, const Output &) { if (!m.debug.camera_position_valid) return; teleport_local_skater(m.debug.camera_position); if (m.debug.free_camera) request_debug(overlay::DebugAction::set_free_camera, false); }; registry.add(std::move(tp_to_freecam)); auto tp_to_freecam_bind = action("bind tptofreecam", "Bind a controller combo or keyboard key to TP to Freecam; 0 clears the binding", Group::movement, {mask}); tp_to_freecam_bind.inspect = [](const Model &m) { return State{m.bindings.available, {}, "Controller bindings are unavailable.", {}, false}; }; tp_to_freecam_bind.run = [](const Model &, const Values &args, const Output &out) { const bool saved = set_local_tp_to_freecam_binding(static_cast(std::get(args[0]))); out(saved ? local_profile_controller_bindings().status : "error: Invalid binding or save failed."); }; registry.add(std::move(tp_to_freecam_bind)); auto freecam_bind = action("bind freecam", "Bind a controller combo or keyboard key to freecam; 0 clears the binding", Group::movement, {mask}); freecam_bind.inspect = [](const Model &m) { return State{m.bindings.available, {}, "Controller bindings are unavailable.", {}, false}; }; freecam_bind.run = [](const Model &, const Values &args, const Output &out) { const bool saved = set_local_freecam_binding(static_cast(std::get(args[0]))); out(saved ? local_profile_controller_bindings().status : "error: Invalid binding or save failed."); }; registry.add(std::move(freecam_bind)); auto bind = action("bind noclip", "Bind a controller combo or keyboard key to noclip; 0 clears the binding", Group::movement, {mask}); bind.inspect = [](const Model &m) { return State{m.bindings.available, {}, "Controller bindings are unavailable.", {}, false}; }; bind.run = [](const Model &, const Values &args, const Output &out) { const bool saved = set_local_noclip_binding(static_cast(std::get(args[0]))); out(saved ? local_profile_controller_bindings().status : "error: Invalid binding or save failed."); }; registry.add(std::move(bind)); auto boost_bind = action("bind forwardvelocity", "Bind a controller combo or keyboard key to Forward Boost; 0 clears the binding", Group::movement, {mask}); boost_bind.inspect = [](const Model &m) { return State{m.bindings.available, {}, "Controller bindings are unavailable.", {}, false}; }; boost_bind.run = [](const Model &, const Values &args, const Output &out) { const bool saved = set_local_forward_velocity_binding(static_cast(std::get(args[0]))); out(saved ? local_profile_controller_bindings().status : "error: Invalid binding or save failed."); }; registry.add(std::move(boost_bind)); auto up_bind = action("bind upvelocity", "Bind a controller combo or keyboard key to Up Boost; 0 clears the binding", Group::movement, {mask}); up_bind.inspect = [](const Model &m) { return State{m.bindings.available, {}, "Controller bindings are unavailable.", {}, false}; }; up_bind.run = [](const Model &, const Values &args, const Output &out) { const bool saved = set_local_up_velocity_binding(static_cast(std::get(args[0]))); out(saved ? local_profile_controller_bindings().status : "error: Invalid binding or save failed."); }; registry.add(std::move(up_bind)); auto offboard_up_bind = action("bind offboardupvelocity", "Bind a controller combo or keyboard key to Off-board Up Boost; 0 clears the binding", Group::movement, {mask}); offboard_up_bind.inspect = [](const Model &m) { return State{m.bindings.available, {}, "Controller bindings are unavailable.", {}, false}; }; offboard_up_bind.run = [](const Model &, const Values &args, const Output &out) { const bool saved = set_local_offboard_up_velocity_binding(static_cast(std::get(args[0]))); out(saved ? local_profile_controller_bindings().status : "error: Invalid binding or save failed."); }; registry.add(std::move(offboard_up_bind)); for (const bool yes : {true, false}) { auto vote_bind = action(yes ? "bind voteyes" : "bind voteno", yes ? "Bind a controller combo or keyboard key to Yes in a server's vote; 0 clears the binding" : "Bind a controller combo or keyboard key to No in a server's vote; 0 clears the binding", Group::movement, {mask}); vote_bind.inspect = [](const Model &m) { return State{m.bindings.available, {}, "Controller bindings are unavailable.", {}, false}; }; vote_bind.run = [yes](const Model &, const Values &args, const Output &out) { const bool saved = set_local_vote_binding(yes, static_cast(std::get(args[0]))); out(saved ? local_profile_controller_bindings().status : "error: Invalid binding or save failed."); }; registry.add(std::move(vote_bind)); } // The switches a player can put on a button (action_binds): each bind runs its command. for (std::size_t i = 0; i < action_binds.size(); ++i) { const auto &slot = action_binds[i]; auto entry = action("bind " + std::string(slot.name), "Bind a controller combo or keyboard key to: " + std::string(slot.label) + " (" + std::string(slot.command) + "); 0 clears the binding", Group::movement, {mask}); entry.inspect = [](const Model &m) { return State{m.bindings.available, {}, "Controller bindings are unavailable.", {}, false}; }; entry.run = [i](const Model &, const Values &args, const Output &out) { const bool saved = set_local_action_binding(i, static_cast(std::get(args[0]))); out(saved ? local_profile_controller_bindings().status : "error: Invalid binding or save failed."); }; registry.add(std::move(entry)); } } void register_ai_commands(Commands ®istry) { const auto ready = [](const Model &m) { return State{m.debug.available, {}, "Waiting for local player controls.", {}, false}; }; auto count = argument("count", Type::unsigned_integer, true); count.minimum = 1; count.maximum = 8; auto physics = argument("physics", Type::boolean, true); auto brain = argument("brain", Type::boolean, true); auto spawn = action("ai spawn", "Experimental: spawn native AI skaters beside your skater; results are logged", Group::gameplay, {count, physics, brain}); spawn.aliases = {"ai.spawn"}; spawn.inspect = ready; spawn.run = [](const Model &, const Values &args, const Output &out) { const auto n = args.empty() ? 1u : static_cast(std::get(args[0])); const bool enabled = args.size() < 2 || std::get(args[1]); const bool thinking = args.size() < 3 || std::get(args[2]); ai_skaters::request_spawn(n, enabled, thinking); out(std::format("Spawning {} AI skater(s) with physics {} and the brain {}.", n, enabled ? "enabled" : "disabled", thinking ? "running" : "paused")); }; registry.add(std::move(spawn)); auto toggle = action("ai brain", "Start (1) or pause (0) the brain tree of every AI skater", Group::gameplay, {argument("0|1", Type::boolean)}); toggle.aliases = {"ai.brain"}; toggle.inspect = ready; toggle.run = [](const Model &, const Values &args, const Output &out) { const bool enabled = std::get(args[0]); ai_skaters::request_brain(enabled); out(enabled ? "Starting AI skater brains." : "Pausing AI skater brains."); }; registry.add(std::move(toggle)); auto clear = action("ai clear", "Remove every spawned AI skater", Group::gameplay); clear.aliases = {"ai.clear"}; clear.inspect = ready; clear.run = [](const Model &, const Values &, const Output &out) { ai_skaters::request_clear(); out("Removing AI skaters."); }; registry.add(std::move(clear)); auto status = action("ai status", "Log skater sources, the AI blueprint and each AI skater's state", Group::gameplay); status.aliases = {"ai.status"}; status.inspect = ready; status.run = [](const Model &, const Values &, const Output &out) { ai_skaters::request_report(); out(std::format("{} AI skater(s) active; details follow in the log.", ai_skaters::active_count())); }; registry.add(std::move(status)); } } // namespace dingosdk::console