Toolshed part 2 (#18997)

* fixe

* Save work.

* Rune-aware parser.

* oogh

* pass tests pass tests pass tests pass tests pass tests pass tests pass tests pass tests pass tests pass tests pass tests pass tests pass tests pass tests pass tests pass tests pass tests pass tests pass tests pass tests pass tests pass tests pass tests pass tests pass tests pass tests pass tests pass tests pass tests pass tests pass tests pass tests pass tests pass tests pass tests pass tests pass tests pass tests pass tests pass tests pass tests pass tests pass tests pass tests pass tests pass tests pass tests pass tests pass tests pass tests pass tests pass tests pass tests pass tests pass tests pass tests pass tests pass tests pass tests pass tests pass tests pass tests pass tests pass tests pass tests pass tests

* Publicizes a lot of common generic commands, so custom toolshed envs can include them.

* i think i might implode

* Tests.

* a

* b

* awa

---------

Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
This commit is contained in:
Moony
2023-08-23 16:03:41 -05:00
committed by GitHub
parent 852b66dee6
commit 3d3c9e3348
20 changed files with 349 additions and 162 deletions

View File

@@ -0,0 +1,62 @@
using Content.Server.Mind.Components;
using Content.Server.Players;
using Robust.Server.Player;
using Robust.Shared.Players;
using Robust.Shared.Toolshed;
using Robust.Shared.Toolshed.Errors;
using Robust.Shared.Toolshed.Syntax;
namespace Content.Server.Mind.Toolshed;
/// <summary>
/// Contains various mind-manipulation commands like getting minds, controlling mobs, etc.
/// </summary>
[ToolshedCommand]
public sealed class MindCommand : ToolshedCommand
{
private MindSystem? _mind;
[CommandImplementation("get")]
public Mind? Get([PipedArgument] IPlayerSession session)
{
return session.ContentData()?.Mind;
}
[CommandImplementation("get")]
public Mind? Get([PipedArgument] EntityUid ent)
{
if (!TryComp<MindContainerComponent>(ent, out var container))
{
return null;
}
return container.Mind;
}
[CommandImplementation("control")]
public EntityUid Control(
[CommandInvocationContext] IInvocationContext ctx,
[PipedArgument] EntityUid target,
[CommandArgument] ValueRef<IPlayerSession> playerRef)
{
_mind ??= GetSys<MindSystem>();
var player = playerRef.Evaluate(ctx);
if (player is null)
{
ctx.ReportError(new NotForServerConsoleError());
return target;
}
var mind = player.ContentData()?.Mind;
if (mind is null)
{
ctx.ReportError(new SessionHasNoEntityError(player));
return target;
}
_mind.TransferTo(mind, target);
return target;
}
}