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 +1,51 @@
using System.Linq;
using Content.Server.Administration;
using Content.Server.EUI;
using Content.Shared.Administration;
using Content.Shared.Bql;
using Content.Shared.Eui;
using Robust.Server.Player;
using Robust.Shared.Toolshed;
using Robust.Shared.Toolshed.Errors;
namespace Content.Server.Toolshed.Commands;
[ToolshedCommand, AdminCommand(AdminFlags.Admin)]
public sealed class VisualizeCommand : ToolshedCommand
{
[Dependency] private readonly EuiManager _euiManager = default!;
[CommandImplementation]
public void VisualizeEntities(
[CommandInvocationContext] IInvocationContext ctx,
[PipedArgument] IEnumerable<EntityUid> input
)
{
if (ctx.Session is null)
{
ctx.ReportError(new NotForServerConsoleError());
return;
}
var ui = new ToolshedVisualizeEui(
input.Select(e => (EntName(e), e)).ToArray()
);
_euiManager.OpenEui(ui, (IPlayerSession) ctx.Session);
_euiManager.QueueStateUpdate(ui);
}
}
internal sealed class ToolshedVisualizeEui : BaseEui
{
private readonly (string name, EntityUid entity)[] _entities;
public ToolshedVisualizeEui((string name, EntityUid entity)[] entities)
{
_entities = entities;
}
public override EuiStateBase GetNewState()
{
return new ToolshedVisualizeEuiState(_entities);
}
}