Adds warp points to make moving around the map for testing easier.

This commit is contained in:
Pieter-Jan Briers
2020-05-24 14:31:57 +02:00
parent 92f2ece654
commit 08c165c703
5 changed files with 181 additions and 0 deletions

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

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using Content.Server.GameObjects.EntitySystems;
using Robust.Shared.GameObjects;
using Robust.Shared.Localization;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Markers
{
[RegisterComponent]
public sealed class WarpPointComponent : Component, IExamine
{
public override string Name => "WarpPoint";
[ViewVariables(VVAccess.ReadWrite)] public string Location { get; set; }
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(this, x => x.Location, "location", null);
}
public void Examine(FormattedMessage message)
{
var loc = Location == null ? "<null>" : $"'{Location}'";
message.AddText(Loc.GetString("This one's location ID is {0}", loc));
}
}
}

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@@ -70,6 +70,7 @@
- showtime - showtime
- group - group
- addai - addai
- warp
CanViewVar: true CanViewVar: true
CanAdminPlace: true CanAdminPlace: true
@@ -132,6 +133,7 @@
- saveconfig - saveconfig
- gc - gc
- gc_mode - gc_mode
- warp
CanViewVar: true CanViewVar: true
CanAdminPlace: true CanAdminPlace: true
CanScript: true CanScript: true

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@@ -0,0 +1,18 @@
- type: entity
id: MarkerBase
abstract: true
components:
- type: Marker
- type: Clickable
- type: InteractionOutline
- type: Collidable
- type: Sprite
netsync: false
visible: false
sprite: Objects/markers.rsi
state: cross_blue
- type: Icon
sprite: Objects/markers.rsi
state: cross_blue

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@@ -0,0 +1,13 @@
- type: entity
id: WarpPoint
parent: MarkerBase
name: Warp Point
components:
- type: WarpPoint
- type: Sprite
state: cross_pink
- type: Icon
state: cross_pink