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:
@@ -1,8 +1,9 @@
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#nullable enable
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#nullable enable
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using Content.Server.Administration;
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using Content.Shared.Administration;
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using Robust.Server.Interfaces.Console;
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using Robust.Server.Console;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.Console;
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namespace Content.Server.Commands.Damage
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{
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@@ -13,15 +14,16 @@ namespace Content.Server.Commands.Damage
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public override string Description => "Adds a damage flag to your entity or another.";
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public override string Help => $"Usage: {Command} <flag> / {Command} <entityUid> <flag>";
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public override void Execute(IConsoleShell shell, IPlayerSession? player, string[] args)
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public override void Execute(IConsoleShell shell, string argStr, string[] args)
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{
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var player = shell.Player as IPlayerSession;
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if (!TryGetEntity(shell, player, args, true, out var entity, out var flag, out var damageable))
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{
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return;
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}
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damageable.AddFlag(flag);
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shell.SendText(player, $"Added damage flag {flag} to entity {entity.Name}");
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shell.WriteLine($"Added damage flag {flag} to entity {entity.Name}");
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}
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}
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}
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@@ -2,21 +2,21 @@
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using System;
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using System.Diagnostics.CodeAnalysis;
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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.Console;
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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.Damage
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{
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public abstract class DamageFlagCommand : IClientCommand
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public abstract class DamageFlagCommand : IConsoleCommand
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{
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public abstract string Command { get; }
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public abstract string Description { get; }
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public abstract string Help { get; }
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public abstract void Execute(IConsoleShell shell, IPlayerSession? player, string[] args);
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public abstract void Execute(IConsoleShell shell, string argStr, string[] args);
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public bool TryGetEntity(
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IConsoleShell shell,
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@@ -41,19 +41,19 @@ namespace Content.Server.Commands.Damage
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{
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if (player == null)
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{
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shell.SendText(player, "An entity needs to be specified when the command isn't used by a player.");
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shell.WriteLine("An entity needs to be specified when the command isn't used by a player.");
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return false;
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}
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if (player.AttachedEntity == null)
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{
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shell.SendText(player, "An entity needs to be specified when you aren't attached to an entity.");
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shell.WriteLine("An entity needs to be specified when you aren't attached to an entity.");
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return false;
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}
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if (!Enum.TryParse(args[0], true, out parsedFlag))
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{
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shell.SendText(player, $"{args[0]} is not a valid damage flag.");
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shell.WriteLine($"{args[0]} is not a valid damage flag.");
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return false;
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}
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@@ -65,44 +65,44 @@ namespace Content.Server.Commands.Damage
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{
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if (!EntityUid.TryParse(args[0], out var id))
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{
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shell.SendText(player, $"{args[0]} isn't a valid entity id.");
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shell.WriteLine($"{args[0]} isn't a valid entity id.");
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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(id, out parsedEntity))
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{
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shell.SendText(player, $"No entity found with id {id}.");
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shell.WriteLine($"No entity found with id {id}.");
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return false;
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}
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if (!Enum.TryParse(args[1], true, out parsedFlag))
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{
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shell.SendText(player, $"{args[1]} is not a valid damage flag.");
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shell.WriteLine($"{args[1]} is not a valid damage flag.");
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return false;
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}
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break;
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}
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default:
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shell.SendText(player, Help);
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shell.WriteLine(Help);
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return false;
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}
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if (!parsedEntity.TryGetComponent(out parsedDamageable))
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{
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shell.SendText(player, $"Entity {parsedEntity.Name} doesn't have a {nameof(IDamageableComponent)}");
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shell.WriteLine($"Entity {parsedEntity.Name} doesn't have a {nameof(IDamageableComponent)}");
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return false;
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}
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if (parsedDamageable.HasFlag(parsedFlag) && adding)
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{
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shell.SendText(player, $"Entity {parsedEntity.Name} already has damage flag {parsedFlag}.");
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shell.WriteLine($"Entity {parsedEntity.Name} already has damage flag {parsedFlag}.");
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return false;
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}
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else if (!parsedDamageable.HasFlag(parsedFlag) && !adding)
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{
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shell.SendText(player, $"Entity {parsedEntity.Name} doesn't have damage flag {parsedFlag}.");
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shell.WriteLine($"Entity {parsedEntity.Name} doesn't have damage flag {parsedFlag}.");
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return false;
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}
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@@ -1,9 +1,9 @@
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#nullable enable
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#nullable enable
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using Content.Server.Administration;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.Administration;
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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.Console;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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@@ -12,14 +12,15 @@ using Robust.Shared.IoC;
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namespace Content.Server.Commands.Damage
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{
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[AdminCommand(AdminFlags.Admin)]
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public class GodModeCommand : IClientCommand
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public class GodModeCommand : IConsoleCommand
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{
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public string Command => "godmode";
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public string Description => "Makes your entity or another invulnerable to almost anything. May have irreversible changes.";
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public string Help => $"Usage: {Command} / {Command} <entityUid>";
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public void Execute(IConsoleShell shell, IPlayerSession? player, string[] args)
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public void Execute(IConsoleShell shell, string argStr, string[] args)
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{
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var player = shell.Player as IPlayerSession;
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IEntity entity;
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switch (args.Length)
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@@ -27,13 +28,13 @@ namespace Content.Server.Commands.Damage
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case 0:
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if (player == null)
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{
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shell.SendText(player, "An entity needs to be specified when the command isn't used by a player.");
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shell.WriteLine("An entity needs to be specified when the command isn't used by a player.");
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return;
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}
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if (player.AttachedEntity == null)
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{
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shell.SendText(player, "An entity needs to be specified when you aren't attached to an entity.");
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shell.WriteLine("An entity needs to be specified when you aren't attached to an entity.");
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return;
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}
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@@ -42,28 +43,28 @@ namespace Content.Server.Commands.Damage
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case 1:
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if (!EntityUid.TryParse(args[0], out var id))
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{
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shell.SendText(player, $"{args[0]} isn't a valid entity id.");
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shell.WriteLine($"{args[0]} isn't a valid entity id.");
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return;
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}
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var entityManager = IoCManager.Resolve<IEntityManager>();
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if (!entityManager.TryGetEntity(id, out var parsedEntity))
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{
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shell.SendText(player, $"No entity found with id {id}.");
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shell.WriteLine($"No entity found with id {id}.");
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return;
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}
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entity = parsedEntity;
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break;
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default:
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shell.SendText(player, Help);
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shell.WriteLine(Help);
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return;
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}
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var godmodeSystem = EntitySystem.Get<GodmodeSystem>();
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var enabled = godmodeSystem.ToggleGodmode(entity);
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shell.SendText(player, enabled
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shell.WriteLine(enabled
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? $"Enabled godmode for entity {entity.Name} with id {entity.Uid}"
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: $"Disabled godmode for entity {entity.Name} with id {entity.Uid}");
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}
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@@ -1,8 +1,9 @@
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#nullable enable
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#nullable enable
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using Content.Server.Administration;
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using Content.Shared.Administration;
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using Robust.Server.Interfaces.Console;
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using Robust.Server.Console;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.Console;
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namespace Content.Server.Commands.Damage
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{
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@@ -13,15 +14,16 @@ namespace Content.Server.Commands.Damage
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public override string Description => "Removes a damage flag from your entity or another.";
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public override string Help => $"Usage: {Command} <flag> / {Command} <entityUid> <flag>";
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public override void Execute(IConsoleShell shell, IPlayerSession? player, string[] args)
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public override void Execute(IConsoleShell shell, string argStr, string[] args)
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{
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var player = shell.Player as IPlayerSession;
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if (!TryGetEntity(shell, player, args, false, out var entity, out var flag, out var damageable))
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{
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return;
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}
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damageable.RemoveFlag(flag);
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shell.SendText(player, $"Removed damage flag {flag} from entity {entity.Name}");
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shell.WriteLine($"Removed damage flag {flag} from entity {entity.Name}");
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}
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}
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}
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