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:
DrSmugleaf
2020-11-27 08:18:33 +01:00
committed by GitHub
parent fa75c6c534
commit 4a2875dca6
2 changed files with 226 additions and 86 deletions

View File

@@ -1,5 +1,6 @@
#nullable enable
using System;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Server.Administration;
using Content.Shared.Administration;
@@ -246,90 +247,4 @@ namespace Content.Server.GameObjects.Components.Body
shell.SendText(player, $"No mechanism was found with name {mechanismName}.");
}
}
[AdminCommand(AdminFlags.Fun)]
class HurtCommand : IClientCommand
{
public string Command => "hurt";
public string Description => "Ouch";
public string Help => $"Usage: {Command} <type> <amount> (<entity uid/_>) (<ignoreResistance>)";
private void SendDamageTypes(IConsoleShell shell, IPlayerSession? player)
{
var msg = "";
foreach (var dClass in Enum.GetNames(typeof(DamageClass)))
{
msg += $"\n{dClass}";
var types = Enum.Parse<DamageClass>(dClass).ToTypes();
foreach (var dType in types)
{
msg += $"\n - {dType}";
}
}
shell.SendText(player, $"Damage Types:{msg}");
}
public void Execute(IConsoleShell shell, IPlayerSession? player, string[] args)
{
// Check if we have enough for the dmg types to show
if (args.Length > 0 && args[0] == "?")
{
SendDamageTypes(shell, player);
return;
}
// Not enough args
if (args.Length < 2)
{
shell.SendText(player, Help);
return;
}
var ignoreResistance = false;
var entityUid = player != null && player.AttachedEntityUid.HasValue ? player.AttachedEntityUid.Value : EntityUid.Invalid;
if (!int.TryParse(args[1], out var amount) ||
args.Length >= 3 && args[2] != "_" && !EntityUid.TryParse(args[2], out entityUid) ||
args.Length >= 4 && !bool.TryParse(args[3], out ignoreResistance))
{
shell.SendText(player, Help);
return;
}
if (entityUid == EntityUid.Invalid)
{
shell.SendText(player, "Not a valid entity.");
return;
}
if (!IoCManager.Resolve<IEntityManager>().TryGetEntity(entityUid, out var ent))
{
shell.SendText(player, "Entity couldn't be found.");
return;
}
if (!ent.TryGetComponent(out IDamageableComponent? damageable))
{
shell.SendText(player, "Entity can't be damaged.");
return;
}
if (Enum.TryParse<DamageClass>(args[0], true, out var dmgClass))
{
if (!damageable.ChangeDamage(dmgClass, amount, ignoreResistance))
shell.SendText(player, "Something went wrong!");
return;
}
// Fall back to DamageType
else if (Enum.TryParse<DamageType>(args[0], true, out var dmgType))
{
if (!damageable.ChangeDamage(dmgType, amount, ignoreResistance))
shell.SendText(player, "Something went wrong!");
return;
}
else
{
SendDamageTypes(shell, player);
}
}
}
}