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.
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@@ -1,22 +1,23 @@
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#nullable enable
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#nullable enable
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using System.Linq;
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using Content.Server.Administration;
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using Content.Server.Players;
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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.IoC;
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namespace Content.Server.Commands.Objectives
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{
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[AdminCommand(AdminFlags.Admin)]
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public class ListObjectivesCommand : IClientCommand
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public class ListObjectivesCommand : IConsoleCommand
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{
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public string Command => "lsobjectives";
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public string Description => "Lists all objectives in a players mind.";
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public string Help => "lsobjectives [<username>]";
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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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IPlayerData? data;
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if (args.Length == 0 && player != null)
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{
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@@ -24,26 +25,26 @@ namespace Content.Server.Commands.Objectives
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}
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else if (player == null || !IoCManager.Resolve<IPlayerManager>().TryGetPlayerDataByUsername(args[0], out data))
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{
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shell.SendText(player, "Can't find the playerdata.");
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shell.WriteLine("Can't find the playerdata.");
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return;
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}
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var mind = data.ContentData()?.Mind;
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if (mind == null)
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{
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shell.SendText(player, "Can't find the mind.");
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shell.WriteLine("Can't find the mind.");
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return;
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}
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shell.SendText(player, $"Objectives for player {data.UserId}:");
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shell.WriteLine($"Objectives for player {data.UserId}:");
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var objectives = mind.AllObjectives.ToList();
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if (objectives.Count == 0)
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{
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shell.SendText(player, "None.");
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shell.WriteLine("None.");
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}
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for (var i = 0; i < objectives.Count; i++)
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{
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shell.SendText(player, $"- [{i}] {objectives[i]}");
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shell.WriteLine($"- [{i}] {objectives[i]}");
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}
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}
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