Improve hurt command feedback and usability (#2559)
* Improve hurt command feedback and usability * Move hurt command to its own separate class away from body commands * NuLlAbLe * NuLlAbLe part 2 * Change hurt command to use a string builder * Char overload * Give back the number of arguments when unexpected * RemieMoment
This commit is contained in:
225
Content.Server/Commands/HurtCommand.cs
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225
Content.Server/Commands/HurtCommand.cs
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#nullable enable
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using System;
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using System.Diagnostics.CodeAnalysis;
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using System.Text;
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using Content.Server.Administration;
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using Content.Shared.Administration;
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using Content.Shared.Damage;
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using Content.Shared.GameObjects.Components.Damage;
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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.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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namespace Content.Server.Commands
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{
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[AdminCommand(AdminFlags.Fun)]
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class HurtCommand : IClientCommand
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{
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public string Command => "hurt";
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public string Description => "Ouch";
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public string Help => $"Usage: {Command} <type/?> <amount> (<entity uid/_>) (<ignoreResistances>)";
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private string DamageTypes()
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{
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var msg = new StringBuilder();
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foreach (var dClass in Enum.GetNames(typeof(DamageClass)))
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{
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msg.Append($"\n{dClass}");
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var types = Enum.Parse<DamageClass>(dClass).ToTypes();
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if (types.Count > 0)
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{
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msg.Append(": ");
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msg.AppendJoin('|', types);
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}
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}
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return $"Damage Types:{msg}";
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}
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private delegate void Damage(IDamageableComponent damageable, bool ignoreResistances);
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private bool TryParseEntity(IConsoleShell shell, IPlayerSession? player, string arg,
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[NotNullWhen(true)] out IEntity? entity)
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{
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entity = null;
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if (arg == "_")
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{
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var playerEntity = player?.AttachedEntity;
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if (playerEntity == null)
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{
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shell.SendText(player, $"You must have a player entity to use this command without specifying an entity.\n{Help}");
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return false;
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}
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entity = playerEntity;
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return true;
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}
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if (!EntityUid.TryParse(arg, out var entityUid))
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{
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shell.SendText(player, $"{arg} is not a valid entity uid.\n{Help}");
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return false;
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}
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var entityManager = IoCManager.Resolve<IEntityManager>();
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if (!entityManager.TryGetEntity(entityUid, out var parsedEntity))
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{
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shell.SendText(player, $"No entity found with uid {entityUid}");
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return false;
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}
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entity = parsedEntity;
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return true;
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}
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private bool TryParseDamageArgs(
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IConsoleShell shell,
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IPlayerSession? player,
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string[] args,
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[NotNullWhen(true)] out Damage? func)
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{
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if (!int.TryParse(args[1], out var amount))
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{
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shell.SendText(player, $"{args[1]} is not a valid damage integer.");
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func = null;
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return false;
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}
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if (Enum.TryParse<DamageClass>(args[0], true, out var damageClass))
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{
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func = (damageable, ignoreResistances) =>
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{
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if (!damageable.DamageClasses.ContainsKey(damageClass))
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{
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shell.SendText(player, $"Entity {damageable.Owner.Name} with id {damageable.Owner.Uid} can not be damaged with damage class {damageClass}");
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return;
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}
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if (!damageable.ChangeDamage(damageClass, amount, ignoreResistances))
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{
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shell.SendText(player, $"Entity {damageable.Owner.Name} with id {damageable.Owner.Uid} received no damage.");
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return;
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}
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shell.SendText(player,
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$"Damaged entity {damageable.Owner.Name} with id {damageable.Owner.Uid} for {amount} {damageClass} damage{(ignoreResistances ? ", ignoring resistances." : ".")}");
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};
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return true;
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}
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// Fall back to DamageType
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else if (Enum.TryParse<DamageType>(args[0], true, out var damageType))
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{
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func = (damageable, ignoreResistances) =>
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{
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if (!damageable.DamageTypes.ContainsKey(damageType))
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{
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shell.SendText(player, $"Entity {damageable.Owner.Name} with id {damageable.Owner.Uid} can not be damaged with damage class {damageType}");
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return;
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}
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if (!damageable.ChangeDamage(damageType, amount, ignoreResistances))
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{
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shell.SendText(player, $"Entity {damageable.Owner.Name} with id {damageable.Owner.Uid} received no damage.");
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return;
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}
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shell.SendText(player, $"Damaged entity {damageable.Owner.Name} with id {damageable.Owner.Uid} for {amount} {damageType} damage{(ignoreResistances ? ", ignoring resistances." : ".")}");
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};
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return true;
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}
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else
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{
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shell.SendText(player, $"{args[0]} is not a valid damage class or type.");
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var types = DamageTypes();
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shell.SendText(player, types);
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func = null;
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return false;
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}
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}
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public void Execute(IConsoleShell shell, IPlayerSession? player, string[] args)
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{
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bool ignoreResistances;
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IEntity entity;
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Damage? damageFunc;
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switch (args.Length)
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{
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// Check if we have enough for the dmg types to show
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case var n when n > 0 && (args[0] == "?" || args[0] == "¿"):
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var types = DamageTypes();
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if (args[0] == "¿")
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{
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types = types.Replace('e', 'é');
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}
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shell.SendText(player, types);
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return;
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// Not enough args
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case var n when n < 2:
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shell.SendText(player, $"Invalid number of arguments ({args.Length}).\n{Help}");
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return;
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case var n when n >= 2 && n <= 4:
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if (!TryParseDamageArgs(shell, player, args, out damageFunc))
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{
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return;
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}
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var entityUid = n == 2 ? "_" : args[2];
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if (!TryParseEntity(shell, player, entityUid, out var parsedEntity))
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{
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return;
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}
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entity = parsedEntity;
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if (n == 4)
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{
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if (!bool.TryParse(args[3], out ignoreResistances))
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{
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shell.SendText(player, $"{args[3]} is not a valid boolean value for ignoreResistances.\n{Help}");
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return;
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}
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}
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else
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{
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ignoreResistances = false;
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}
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break;
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default:
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shell.SendText(player, $"Invalid amount of arguments ({args.Length}).\n{Help}");
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return;
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}
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if (!entity.TryGetComponent(out IDamageableComponent? damageable))
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{
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shell.SendText(player, $"Entity {entity.Name} with id {entity.Uid} does not have a {nameof(IDamageableComponent)}.");
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return;
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}
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damageFunc(damageable, ignoreResistances);
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}
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}
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}
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