Console Unify API Changes (#3059)

* Remove unused IChatCommand.

* Lots of refactoring into a shared context.

* Removed ICommonSession from server concmd Execute.

* Added argStr parameter to concmd execute.

* The execute function of client concmds now returns void, use the new shell.RemoteExecuteCommand function to forward commands.

* Finally move shells and commands into shared.

* Console commands can now be registered directly without a class in a shared context.

* Engine API Changes.

* Repair rebase damage.

* Update Submodule.
This commit is contained in:
Acruid
2021-02-01 16:49:43 -08:00
committed by GitHub
parent 80ad2ef5b7
commit 8b5d66050a
119 changed files with 820 additions and 796 deletions

View File

@@ -4,22 +4,22 @@ using Content.Server.Administration;
using Content.Server.GameObjects.Components.AI;
using Content.Server.GameObjects.EntitySystems.AI;
using Content.Shared.Administration;
using Robust.Server.Interfaces.Console;
using Robust.Server.Interfaces.Player;
using Robust.Shared.Console;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Localization;
namespace Content.Server.Commands.AI
{
[AdminCommand(AdminFlags.Fun)]
public sealed class FactionCommand : IClientCommand
public sealed class FactionCommand : IConsoleCommand
{
public string Command => "factions";
public string Description => "Update / list factional relationships for NPCs.";
public string Help => "faction <source> <friendly/hostile> target\n" +
"faction <source> list: hostile factions";
public void Execute(IConsoleShell shell, IPlayerSession player, string[] args)
public void Execute(IConsoleShell shell, string argStr, string[] args)
{
if (args.Length == 0)
{
@@ -31,19 +31,19 @@ namespace Content.Server.Commands.AI
result.Append(value + "\n");
}
shell.SendText(player, result.ToString());
shell.WriteLine(result.ToString());
return;
}
if (args.Length < 2)
{
shell.SendText(player, Loc.GetString("Need more args"));
shell.WriteLine(Loc.GetString("Need more args"));
return;
}
if (!Enum.TryParse(args[0], true, out Faction faction))
{
shell.SendText(player, Loc.GetString("Invalid faction"));
shell.WriteLine(Loc.GetString("Invalid faction"));
return;
}
@@ -54,40 +54,40 @@ namespace Content.Server.Commands.AI
case "friendly":
if (args.Length < 3)
{
shell.SendText(player, Loc.GetString("Need to supply a target faction"));
shell.WriteLine(Loc.GetString("Need to supply a target faction"));
return;
}
if (!Enum.TryParse(args[2], true, out targetFaction))
{
shell.SendText(player, Loc.GetString("Invalid target faction"));
shell.WriteLine(Loc.GetString("Invalid target faction"));
return;
}
EntitySystem.Get<AiFactionTagSystem>().MakeFriendly(faction, targetFaction);
shell.SendText(player, Loc.GetString("Command successful"));
shell.WriteLine(Loc.GetString("Command successful"));
break;
case "hostile":
if (args.Length < 3)
{
shell.SendText(player, Loc.GetString("Need to supply a target faction"));
shell.WriteLine(Loc.GetString("Need to supply a target faction"));
return;
}
if (!Enum.TryParse(args[2], true, out targetFaction))
{
shell.SendText(player, Loc.GetString("Invalid target faction"));
shell.WriteLine(Loc.GetString("Invalid target faction"));
return;
}
EntitySystem.Get<AiFactionTagSystem>().MakeHostile(faction, targetFaction);
shell.SendText(player, Loc.GetString("Command successful"));
shell.WriteLine(Loc.GetString("Command successful"));
break;
case "list":
shell.SendText(player, EntitySystem.Get<AiFactionTagSystem>().GetHostileFactions(faction).ToString());
shell.WriteLine(EntitySystem.Get<AiFactionTagSystem>().GetHostileFactions(faction).ToString());
break;
default:
shell.SendText(player, Loc.GetString("Unknown faction arg"));
shell.WriteLine(Loc.GetString("Unknown faction arg"));
break;
}