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

@@ -1,11 +1,11 @@
#nullable enable
#nullable enable
using Content.Server.Administration;
using Content.Server.GameObjects.Components.Body.Part;
using Content.Shared.Administration;
using Content.Shared.GameObjects.Components.Body;
using Content.Shared.GameObjects.Components.Body.Part;
using Robust.Server.Interfaces.Console;
using Robust.Server.Interfaces.Player;
using Robust.Shared.Console;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
@@ -13,14 +13,15 @@ using Robust.Shared.IoC;
namespace Content.Server.Commands
{
[AdminCommand(AdminFlags.Fun)]
public class AttachBodyPartCommand : IClientCommand
public class AttachBodyPartCommand : IConsoleCommand
{
public string Command => "attachbodypart";
public string Description => "Attaches a body part to you or someone else.";
public string Help => $"{Command} <partEntityUid> / {Command} <entityUid> <partEntityUid>";
public void Execute(IConsoleShell shell, IPlayerSession? player, string[] args)
public void Execute(IConsoleShell shell, string argStr, string[] args)
{
var player = shell.Player as IPlayerSession;
var entityManager = IoCManager.Resolve<IEntityManager>();
IEntity entity;
@@ -31,19 +32,19 @@ namespace Content.Server.Commands
case 1:
if (player == null)
{
shell.SendText(player, $"You need to specify an entity to attach the part to if you aren't a player.\n{Help}");
shell.WriteLine($"You need to specify an entity to attach the part to if you aren't a player.\n{Help}");
return;
}
if (player.AttachedEntity == null)
{
shell.SendText(player, $"You need to specify an entity to attach the part to if you aren't attached to an entity.\n{Help}");
shell.WriteLine($"You need to specify an entity to attach the part to if you aren't attached to an entity.\n{Help}");
return;
}
if (!EntityUid.TryParse(args[0], out partUid))
{
shell.SendText(player, $"{args[0]} is not a valid entity uid.");
shell.WriteLine($"{args[0]} is not a valid entity uid.");
return;
}
@@ -53,50 +54,50 @@ namespace Content.Server.Commands
case 2:
if (!EntityUid.TryParse(args[0], out var entityUid))
{
shell.SendText(player, $"{args[0]} is not a valid entity uid.");
shell.WriteLine($"{args[0]} is not a valid entity uid.");
return;
}
if (!EntityUid.TryParse(args[1], out partUid))
{
shell.SendText(player, $"{args[1]} is not a valid entity uid.");
shell.WriteLine($"{args[1]} is not a valid entity uid.");
return;
}
if (!entityManager.TryGetEntity(entityUid, out var tempEntity))
{
shell.SendText(player, $"{entityUid} is not a valid entity.");
shell.WriteLine($"{entityUid} is not a valid entity.");
return;
}
entity = tempEntity;
break;
default:
shell.SendText(player, Help);
shell.WriteLine(Help);
return;
}
if (!entity.TryGetComponent(out IBody? body))
{
shell.SendText(player, $"Entity {entity.Name} with uid {entity.Uid} does not have a {nameof(IBody)} component.");
shell.WriteLine($"Entity {entity.Name} with uid {entity.Uid} does not have a {nameof(IBody)} component.");
return;
}
if (!entityManager.TryGetEntity(partUid, out var partEntity))
{
shell.SendText(player, $"{partUid} is not a valid entity.");
shell.WriteLine($"{partUid} is not a valid entity.");
return;
}
if (!partEntity.TryGetComponent(out IBodyPart? part))
{
shell.SendText(player, $"Entity {partEntity.Name} with uid {args[0]} does not have a {nameof(IBodyPart)} component.");
shell.WriteLine($"Entity {partEntity.Name} with uid {args[0]} does not have a {nameof(IBodyPart)} component.");
return;
}
if (body.HasPart(part))
{
shell.SendText(player, $"Body part {partEntity.Name} with uid {partEntity.Uid} is already attached to entity {entity.Name} with uid {entity.Uid}");
shell.WriteLine($"Body part {partEntity.Name} with uid {partEntity.Uid} is already attached to entity {entity.Name} with uid {entity.Uid}");
return;
}