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Delete Commands.h
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#pragma once
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#include "framework.h"
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#include "luatools.h"
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#include "utils.h"
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namespace CommandPriority {
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enum CommandPriorities { LOW, MEDIUM, HIGH };
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};
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namespace CommandType {
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enum CommandTypes { NO_TYPE, MOVE, SMOKE, SPAWN_AIR, SPAWN_GROUND, CLONE, FOLLOW, RESET_TASK, SET_OPTION, SET_COMMAND, SET_TASK };
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};
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namespace SetCommandType {
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enum SetCommandTypes {
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ROE = 0,
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REACTION_ON_THREAT = 1,
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RADAR_USING = 3,
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FLARE_USING = 4,
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FORMATION = 5,
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RTB_ON_BINGO = 6,
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SILENCE = 7,
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RTB_ON_OUT_OF_AMMO = 10,
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ECM_USING = 13,
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PROHIBIT_AA = 14,
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PROHIBIT_JETT = 15,
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PROHIBIT_AB = 16,
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PROHIBIT_AG = 17,
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MISSILE_ATTACK = 18,
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PROHIBIT_WP_PASS_REPORT = 19,
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OPTION_RADIO_USAGE_CONTACT = 21,
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OPTION_RADIO_USAGE_ENGAGE = 22,
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OPTION_RADIO_USAGE_KILL = 23,
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JETT_TANKS_IF_EMPTY = 25,
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FORCED_ATTACK = 26
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};
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}
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namespace ROE {
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enum ROEs {
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WEAPON_FREE = 0,
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OPEN_FIRE_WEAPON_FREE = 1,
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OPEN_FIRE = 2,
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RETURN_FIRE = 3,
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WEAPON_HOLD = 4,
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};
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}
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namespace ReactionToThreat {
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enum ReactionToThreats {
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NO_REACTION = 0,
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PASSIVE_DEFENCE = 1,
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EVADE_FIRE = 2,
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BYPASS_AND_ESCAPE = 3,
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ALLOW_ABORT_MISSION = 4
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};
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}
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/* Base command class */
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class Command
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{
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public:
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int getPriority() { return priority; }
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int getType() { return type; }
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virtual wstring getString(lua_State* L) = 0;
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virtual int getLoad() = 0;
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protected:
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int priority = CommandPriority::LOW;
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int type = CommandType::NO_TYPE;
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};
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/* Simple low priority move command (from user click) */
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class Move : public Command
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{
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public:
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Move(int ID, Coords destination, double speed, double altitude, wstring unitCategory, wstring taskOptions):
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ID(ID),
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destination(destination),
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speed(speed),
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altitude(altitude),
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unitCategory(unitCategory),
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taskOptions(taskOptions)
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{
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priority = CommandPriority::HIGH;
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type = CommandType::MOVE;
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};
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virtual wstring getString(lua_State* L);
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virtual int getLoad() { return 5; }
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private:
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const int ID;
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const Coords destination;
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const wstring unitCategory;
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const double speed;
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const double altitude;
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const wstring taskOptions;
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};
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/* Smoke command */
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class Smoke : public Command
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{
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public:
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Smoke(wstring color, Coords location) :
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color(color),
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location(location)
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{
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priority = CommandPriority::LOW;
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type = CommandType::SMOKE;
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};
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virtual wstring getString(lua_State* L);
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virtual int getLoad() { return 5; }
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private:
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const wstring color;
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const Coords location;
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};
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/* Spawn ground unit command */
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class SpawnGroundUnit : public Command
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{
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public:
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SpawnGroundUnit(wstring coalition, wstring unitType, Coords location) :
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coalition(coalition),
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unitType(unitType),
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location(location)
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{
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priority = CommandPriority::LOW;
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type = CommandType::SPAWN_GROUND;
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};
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virtual wstring getString(lua_State* L);
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virtual int getLoad() { return 100; }
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private:
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const wstring coalition;
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const wstring unitType;
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const Coords location;
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};
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/* Spawn air unit command */
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class SpawnAircraft : public Command
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{
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public:
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SpawnAircraft(wstring coalition, wstring unitType, Coords location, wstring payloadName, wstring airbaseName) :
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coalition(coalition),
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unitType(unitType),
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location(location),
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payloadName(payloadName),
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airbaseName(airbaseName)
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{
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priority = CommandPriority::LOW;
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type = CommandType::SPAWN_AIR;
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};
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virtual wstring getString(lua_State* L);
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virtual int getLoad() { return 100; }
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private:
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const wstring coalition;
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const wstring unitType;
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const Coords location;
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const wstring payloadName;
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const wstring airbaseName;
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};
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/* Clone unit command */
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class Clone : public Command
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{
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public:
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Clone(int ID, Coords location) :
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ID(ID),
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location(location)
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{
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priority = CommandPriority::LOW;
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type = CommandType::CLONE;
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};
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virtual wstring getString(lua_State* L);
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virtual int getLoad() { return 100; }
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private:
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const int ID;
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const Coords location;
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};
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/* Delete unit command */
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class Delete : public Command
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{
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public:
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Delete(int ID) :
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ID(ID)
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{
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priority = CommandPriority::HIGH;
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type = CommandType::CLONE;
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};
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virtual wstring getString(lua_State* L);
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virtual int getLoad() { return 20; }
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private:
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const int ID;
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};
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/* Follow command */
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class SetTask : public Command
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{
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public:
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SetTask(int ID, wstring task) :
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ID(ID),
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task(task)
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{
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priority = CommandPriority::MEDIUM;
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type = CommandType::FOLLOW;
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};
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virtual wstring getString(lua_State* L);
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virtual int getLoad() { return 10; }
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private:
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const int ID;
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const wstring task;
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};
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/* Reset task command */
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class ResetTask : public Command
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{
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public:
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ResetTask(int ID) :
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ID(ID)
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{
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priority = CommandPriority::HIGH;
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type = CommandType::RESET_TASK;
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};
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virtual wstring getString(lua_State* L);
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virtual int getLoad() { return 10; }
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private:
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const int ID;
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};
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/* Set command */
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class SetCommand : public Command
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{
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public:
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SetCommand(int ID, wstring command) :
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ID(ID),
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command(command)
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{
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priority = CommandPriority::HIGH;
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type = CommandType::RESET_TASK;
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};
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virtual wstring getString(lua_State* L);
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virtual int getLoad() { return 10; }
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private:
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const int ID;
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const wstring command;
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};
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/* Set option command */
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class SetOption : public Command
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{
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public:
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SetOption(int ID, int optionID, int optionValue) :
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ID(ID),
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optionID(optionID),
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optionValue(optionValue)
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{
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priority = CommandPriority::HIGH;
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type = CommandType::RESET_TASK;
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};
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virtual wstring getString(lua_State* L);
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virtual int getLoad() { return 10; }
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private:
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const int ID;
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const int optionID;
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const int optionValue;
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};
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