Add rejuvenate command (#380)
* Add rejuvenate command Takes one or more entity uids as input. Attempts to find a DamageableComponent on that mob and heal all damage on it. * Add rejuvenate to right click menu * Update engine submodule * Make suggested changes - Remove redundant error checks in rejuvenate console command, add in relevant ones along with shell messages so the user knows what's going on. - Remove localization of group check on rejuvenate verb, since the translated version wouldn't be in groups.yml this would've broken the verb in other locales. - Have the rejuvenate verb attempt to heal the user by default if no arguments were provided to it. * More localization + help message formatting improvement * Add more suggested changes
This commit is contained in:
committed by
Pieter-Jan Briers
parent
d6e378c3bf
commit
a5b19b10e0
68
Content.Server/Administration/Rejuvenate.cs
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68
Content.Server/Administration/Rejuvenate.cs
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@@ -0,0 +1,68 @@
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using Content.Server.GameObjects;
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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.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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namespace Content.Server.Administration
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{
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class Rejuvenate : IClientCommand
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{
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public string Command => "rejuvenate";
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public string Description
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{
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get
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{
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var localizationManager = IoCManager.Resolve<ILocalizationManager>();
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return localizationManager.GetString("Fully heals a mob.");
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}
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}
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public string Help
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{
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get
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{
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var localizationManager = IoCManager.Resolve<ILocalizationManager>();
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return localizationManager.GetString("Usage: rejuvenate <mobUid_1> <mobUid_2> ... <mobUid_n>\nAttempts to heal the user's mob if no arguments are provided.");
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}
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}
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public void Execute(IConsoleShell shell, IPlayerSession player, string[] args)
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{
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var localizationManager = IoCManager.Resolve<ILocalizationManager>();
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if (args.Length < 1 && player != null) //Try to heal the users mob if applicable
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{
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shell.SendText(player, localizationManager.GetString("Healing the user's mob since no arguments were provided."));
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if (player.AttachedEntity == null)
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{
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shell.SendText(player, localizationManager.GetString("There's no entity attached to the user."));
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return;
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}
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if (!player.AttachedEntity.TryGetComponent(out DamageableComponent damage))
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{
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shell.SendText(player, localizationManager.GetString("The user's entity does not have a DamageableComponent."));
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return;
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}
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damage.HealAllDamage();
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return;
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}
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var entityManager = IoCManager.Resolve<IEntityManager>();
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foreach (var arg in args)
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{
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if(!EntityUid.TryParse(arg, out var uid) || !entityManager.TryGetEntity(uid, out var entity))
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{
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shell.SendText(player, localizationManager.GetString("Could not find entity {0}", arg));
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continue;
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}
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if (!entity.TryGetComponent(out DamageableComponent damage))
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{
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shell.SendText(player, localizationManager.GetString("Entity {0} does not have a DamageableComponent.", arg));
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continue;
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}
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damage.HealAllDamage();
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}
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}
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}
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}
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@@ -1,11 +1,17 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.Interfaces;
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using Content.Server.Interfaces;
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using Content.Server.Interfaces.GameObjects;
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using Content.Server.Interfaces.GameObjects;
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using Content.Shared.GameObjects;
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using Content.Shared.GameObjects;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Shared.GameObjects;
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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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using Robust.Shared.Localization;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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using Robust.Shared.ViewVariables;
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using Robust.Server.Console;
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namespace Content.Server.GameObjects
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namespace Content.Server.GameObjects
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{
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{
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@@ -105,6 +111,18 @@ namespace Content.Server.GameObjects
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TakeDamage(damageType, -amount);
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TakeDamage(damageType, -amount);
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}
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}
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public void HealAllDamage()
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{
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var values = Enum.GetValues(typeof(DamageType)).Cast<DamageType>();
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foreach (var damageType in values)
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{
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if (CurrentDamage.ContainsKey(damageType) && damageType != DamageType.Total)
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{
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TakeHealing(damageType, CurrentDamage[damageType]);
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}
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}
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}
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void UpdateForDamageType(DamageType damageType, int oldValue)
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void UpdateForDamageType(DamageType damageType, int oldValue)
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{
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{
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int change = _currentDamage[damageType] - oldValue;
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int change = _currentDamage[damageType] - oldValue;
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@@ -169,6 +187,38 @@ namespace Content.Server.GameObjects
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Thresholds.Add(damageType, new List<DamageThreshold>());
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Thresholds.Add(damageType, new List<DamageThreshold>());
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}
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}
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}
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}
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/// <summary>
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/// Completely removes all damage from the DamageableComponent (heals the mob).
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/// </summary>
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[Verb]
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private sealed class RejuvenateVerb : Verb<DamageableComponent>
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{
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protected override string GetText(IEntity user, DamageableComponent component) => "Rejuvenate";
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protected override VerbVisibility GetVisibility(IEntity user, DamageableComponent component)
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{
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var groupController = IoCManager.Resolve<IConGroupController>();
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if (user.TryGetComponent<IActorComponent>(out var player))
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{
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if (groupController.CanCommand(player.playerSession, "rejuvenate"))
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return VerbVisibility.Visible;
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}
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return VerbVisibility.Invisible;
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}
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protected override void Activate(IEntity user, DamageableComponent component)
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{
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var groupController = IoCManager.Resolve<IConGroupController>();
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if (user.TryGetComponent<IActorComponent>(out var player))
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{
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if (groupController.CanCommand(player.playerSession, "rejuvenate"))
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component.HealAllDamage();
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}
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}
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}
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}
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}
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}
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}
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@@ -50,4 +50,5 @@
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- endround
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- endround
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- restartround
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- restartround
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- respawn
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- respawn
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- rejuvenate
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CanViewVar: true
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CanViewVar: true
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