Adds warp points to make moving around the map for testing easier.
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118
Content.Server/Administration/WarpCommand.cs
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118
Content.Server/Administration/WarpCommand.cs
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@@ -0,0 +1,118 @@
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.GameObjects.Components.Markers;
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using Robust.Server.Interfaces.Console;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.Enums;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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namespace Content.Server.Administration
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{
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public class WarpCommand : IClientCommand
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{
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public string Command => "warp";
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public string Description => "Teleports you to predefined areas on the map.";
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public string Help =>
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"warp <location>\nLocations you can teleport to are predefined by the map. " +
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"You can specify '?' as location to get a list of valid locations.";
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public void Execute(IConsoleShell shell, IPlayerSession player, string[] args)
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{
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if (player == null)
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{
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shell.SendText((IPlayerSession) null, "Only players can use this command");
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return;
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}
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if (args.Length != 1)
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{
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shell.SendText(player, "Expected a single argument.");
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return;
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}
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var comp = IoCManager.Resolve<IComponentManager>();
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var location = args[0];
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if (location == "?")
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{
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var locations = string.Join(", ",
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comp.GetAllComponents<WarpPointComponent>()
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.Select(p => p.Location)
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.Where(p => p != null)
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.OrderBy(p => p)
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.Distinct());
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shell.SendText(player, locations);
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}
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else
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{
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if (player.Status != SessionStatus.InGame || player.AttachedEntity == null)
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{
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shell.SendText(player, "You are not in-game!");
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return;
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}
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var mapManager = IoCManager.Resolve<IMapManager>();
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var currentMap = player.AttachedEntity.Transform.MapID;
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var currentGrid = player.AttachedEntity.Transform.GridID;
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var found = comp.GetAllComponents<WarpPointComponent>()
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.Where(p => p.Location == location)
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.Select(p => p.Owner.Transform.GridPosition)
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.OrderBy(p => p, Comparer<GridCoordinates>.Create((a, b) =>
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{
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// Sort so that warp points on the same grid/map are first.
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// So if you have two maps loaded with the same warp points,
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// it will prefer the warp points on the map you're currently on.
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if (a.GridID == b.GridID)
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{
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return 0;
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}
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if (a.GridID == currentGrid)
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{
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return -1;
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}
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if (b.GridID == currentGrid)
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{
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return 1;
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}
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var mapA = mapManager.GetGrid(a.GridID).ParentMapId;
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var mapB = mapManager.GetGrid(b.GridID).ParentMapId;
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if (mapA == mapB)
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{
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return 0;
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}
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if (mapA == currentMap)
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{
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return -1;
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}
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if (mapB == currentMap)
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{
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return 1;
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}
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return 0;
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}))
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.FirstOrDefault();
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if (found.GridID != GridId.Invalid)
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{
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player.AttachedEntity.Transform.GridPosition = found;
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}
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else
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{
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shell.SendText(player, "That location does not exist!");
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}
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}
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}
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}
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}
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